Base Class: Barbarian
In the deep deserts of Zakhara, it is said that there are mad men who spend the days worshiping the Loregiver in a twisting, frantic dance. You know the truth of the matter, you are a Dervish Dancer, a master of the secret art of your people that mimics the zephyrs of the wind and emulates the ever moving sands.
Some dervishs uses the dance as a profession of faith and love to which ever god they worship, but that need not be the case. The motions of the dance allow you to dominate the battlefield by confusing your enemies and aiding your allies.
Most Dervish Dancers go lightly armored or not at all. They rarely use shields, favoring an off hand weapon instead.
Dervish Dance
You gain proficiency in the Performance skill.
You may go into a Dervish Dance instead of a Rage. In battle, you fight with in a twisting winding dance that confuses your enemies and slips through their defenses. On your turn, you can enter a dervish dance as a bonus action.
While dancing, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you take the Attack action using a light weapon, you may make one additional attack with that weapon.
- You gain +2 bonus to AC
If you are able to cast spells, you can't cast them or concentrate on tbem while dancing.
Your dance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't moved at least 15 ft voluntarily. You can also end your dance on your turn as a bonus action.
Once you have danced the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can dance again.
Storm of Steel
Starting at 3rd level, you become a twisting storm of steel and flesh. You gain a bonus to your Initiative equal to your Charisma modifier.
You also do not provoke an attack of opportunity the first time you leave someones threatened range in a turn.
Dervish Trance
Beginning at 6th level, you can't be charmed or frightened while in a dance. lf you are charmed or frightened when you enter your dance. the effect is suspended for the duration of the dance.
Hypnotic Motion
At 10th level, you can use an Action to ensnare the wits of one hapless creature. You may choose one creature that you can see within 30 ft of you. That creature must succeed on a Wisdom saving throw (DC = to 8 + your proficiency bonus + your Charisma modifier) or be moved in a direction of your choice at half of their speed.
Allies can accept this movement without failing the save.
Turning the Blow
At 14th level, whenever a creature targets you with a melee attack, you may use your reaction to change the target to any other valid target within that creatures reach. You must decide to use this feature when the attack is announced but before the result of the attack is revealed.
Comments