Base Class: Fighter
The Dervish focus their efforts towards the use of two-weapons, and dancing or twisting about the battlefield making them much more efficient in their strikes. Many choose to focus on the use of bladed weapons; however it is not a requirement of the martial style, some instead choosing to wield heavier weapons. Each Dervish specialized in their own style of dance, just as they specialize in the use of their own weapons, some building on spinning or jumping, others incorporate rolls or sliding.
Battle Dancer
Starting at 3rd level, you gain proficiency with Charisma (Performance) checks, additionally you have advantage on Dexterity (Acrobatics), or Strength (Athletics) checks made to keep your balance.
Two-Weapon Adept
At 3rd level, you can gain the Two-Weapon Fighting option from the Fighting Style class feature, if you already possess this option you may choose a new option to replace it.
Additionally you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can also engage in two-weapon fighting using a whip.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Dancing Strikes
Starting at 7th level, while you are engaged in two-weapon fighting you can expend 30ft of movement and use a bonus action to make two additional attacks instead of the one you would normally take. After making these attacks any remaining movement is expended.
Personalized Style
Starting at 10th level, the weapons you choose influence the way you move on the battlefield. You gain different bonuses based on the shared properties of the weapons you wield. You also gain a bonus for using a whip in addition to a weapon of any kind.
Does not Share a Weapon Property
you gain no bonus from you weapon combination.
No additional Properties
You gain no additional bonuses.
Weapon Property Finesse
While wielding two Finesse weapons you gain a +1 bonus to AC; additionally you gain a +1 bonus to hit with attacks made from a finesse weapon.
Weapon Property Heavy
While wielding two Heavy weapons, before you move on your turn you can reduce your movement speed by 20ft., when you do so any attack roll you make for the remainder of the turn is a critical hit on a roll of 19 or 20.
Weapon Property Light
While wielding two light weapons your movement speed increases by 10ft; additionally as your strikes are faster and more focused, when you make an attack using a light weapon you deal an additional 1d4 force damage.
Weapon Property Two-Handed
While wielding two Two Handed weapons you gain a +2 bonus to damage rolls.
Weapon Property Versatile
While wielding two Versatile weapons you gain a +1 bonus to AC and a +2 bonus to damage rolls.
Whip
While wielding a whip and another weapon, whenever you hit a target with your whip you can draw them 5ft. closer to you.
Versatile Dual Wielder
Starting at 10th level, While you are engaged in two-weapon fighting and are wielding a versatile weapon, you are considered to be wielding both weapons using two hands; therefor you always benefit from the versatile property.
Expert Dual Wielder
Starting at 15th level, You can engage in two weapon fighting with any weapon that does not possess the Reach, or Ammunition Properties, this includes weapons that would normally require two hands.; whips are excluded from this restriction.
A Thousand Strikes
Starting at 18th level, you learn to unleash a whirlwind of attacks against your opponent. When you take the attack action on your turn and are dual wielding, you can expend one use of this ability to take an additional attack. In the same turn you can also take an additional attack when attacking as a bonus action, or utilizing your Dancing Strikes class feature. This ability can be used a number of times per day equal to your proficiency bonus.
When you take the attack action on your turn and are dual wielding you can expend three uses of this ability doing so grants you two additional attacks, instead of one. In the same turn you can also take two additional attacks when attacking as a bonus action, or utilizing your Dancing Strikes class feature.
You regain all expended uses of this ability when you finish a long rest.
Previous Versions
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