To The Death
A duel is not fittingly dramatic without the proper stakes. You lock blades with a worthy foe, and fight to the bitter end. To the winner goes the glory.
Choose one creature within 30 feet that can see or hear you, whose CR is no less than half your level, and has a clear path to you. Make a Persuasion check against the creature’s passive Insight. On a success, you and the creature enter a duel and are fixated on each other until either you or the challenged creature dies, drops to 0 hit points or otherwise becomes incapacitated , or either ends their turn out of line of sight from the other. It also ends if you use this maneuver on a different creature.
At the beginning of each of your turns, you both must move closer to each other if your opponent is not within your reach for a melee weapon attack or attempt to overcome an effect or obstacle that blocks you from doing so. Once within range, you and the creature must make at least one melee weapon attack against each other on your turns. Neither of you can willingly target other creatures and both of you gain a +4 bonus to your AC and saving throws against against attacks or effects made by other creatures.
If one creature drops to 0 hit points during the duel, the other creature gains an expertise die to attack and damage rolls for the rest of the combat.