3: Dueling Traditions, Panache, Quick-Wittedd Defense
7: Parry and Thrust,
10: Duelists Challenge
15: Elusive
18: Master Duelist
At 3rd level, you gain proficiency in one of the following combat traditions of your choice: Mirror’s Glint, Mist and Shade, Rapid Current.
When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.
Also at 3rd level, while you are not wearing armor or wielding a shield your AC equals 10 + your Dexterity modifier + your Charisma modifier. In addition, when you are wielding at least one weapon with the Defensive, Finesse, or Parrying quality, your Armor Class increases by 1.
Also at 3rd level, you’ve learned to use just the right words and mannerisms instead of exerting yourself to turn the tide of battle. Whenever you would spend exertion points on a duelist feature or a maneuver from the Mirror’s Glint, Mist and Shade, or Rapid Current combat traditions, you may reduce the exertion point cost of that maneuver or feature by 1 (minimum 0).
Once you have used this feature a number of times equal to your Charisma modifier, you cannot do so again until you finish a long rest.
At 7th level, you master the art of turning your opponent’s strikes against them. You treat any weapon with the Finesse property as if it also had the Parrying property. In addition, whenever you add an expertise die to your AC using a Parrying weapon and the triggering attack misses you, you may immediately use your reaction and spend two exertion point to make a melee weapon attack against the creature that attacked you.
At 10th level, you’re confident enough to challenge even the most monstrous threats. You can use a bonus action to expend a use of Panache to challenge a creature within 30 feet to an honorable duel. Once you challenge a creature in this way, you have disadvantage on attacks against creatures other than the challenged creature, and the challenged creature has disadvantage on attacks against creatures other than you. A creature remains challenged in this way until either you or the challenged creature are incapacitated, dies, or either ends their turn out of line of sight from the other. The challenge also ends if you use this feature again to challenge a different creature, or if a third creature challenges either you or your challenged creature.
At 15th level, you can move effortlessly and untouched through any battlefield. Your movement within and out of a creature’s threatened area does not provoke opportunity attacks. In addition, whenever you attempt to parry an attack using a Parrying weapon the expertise die to your AC increases by one stage.
At 18th level, you’ve truly mastered the art of the duel. You have advantage on melee weapon attacks against creatures currently challenged using your Duelist’s Challenge feature.