Base Class: Fighter
An Enigmatic Dogma
The Calim Desert, The High Desert of West Zakhara, The Plain of Standing Stones, Raurin, even the Burning Lands are home to those who practice the art of the Mirage. Called Ghosts of the Sand by some, they keep intentionally hidden and gather only in very small numbers. Preferring to remain nomadic and to hide their identity and skills when interacting with common folk, few know much of their purpose let alone their history.
What is known is that once in a while a child will go missing in the desert. The child will never be heard from again, yet that night and at the anniversary of their disappearance, every five years or so, the family will receive a gift of gold from an unknown person.
Nomads and Devotees
What is known to very few is that the Mirage do gather in groups. Nomadic groups of no more than 50-100 usually, choosing recruits based on criteria that was never written down. They follow a fairly fluid militaristic hierarchy where the most experienced warriors among them hold the most authority and are responsible for training the young as well as leading expeditions and raids.
Each nomadic group travels with a Sage Elder, a cleric of Celestian, responsible for the keeping of the histories and interceding to determine what is the group's next move.
When a young Mirage reaches physical maturity, they have the option of leaving the group to travel as they wish, with the understanding that they have a place in any Mirage group anywhere in Faerûn.
Shifting Sands
When you choose this archetype at 3rd level, you gain the Minor Illusion cantrip. Upon reaching level 5, you gain the ability to cast Mirror Image once per short rest. You gain a permanent 10 foot bonus to movement speed.
Improved Critical
Starting at 7th level, your attention to detail and ability to strike quickly and efficiently have given you a better eye for an enemy's weak points. Attack rolls made with melee weapons now crit on 19 and 20
Harsh Conditioning
Starting at 10th level, your long term desert conditioning has hardened your body. You gain advantage on constitution saving throws and traveling over rough terrain no longer imposes movement penalties.
Due to your training and familiarity with the terrain, while trekking through deserts your travel speed, as well as the travel speed of up to five friendly companions and their mounts, is doubled. In addition you do not -5 on perception checks made while travelling at a fast pace.
Dervish
Starting at 15th level, you have learned to forgo your own personal safety in exchange for felling your foes more fastidiously. When you take the Attack Action while wielding at least one melee weapon, you may use your Bonus Action on that turn to make an additional melee weapon attack at advantage. If you are Dual Wielding you still gain this additional attack, but the advantage applies only to it and not to your standard Bonus Action offhand attack. Upon using this feature all melee attacks made against you are done so at advantage until the top of your text turn. You can use this feature once per short rest. At level 20 you can use this feature twice per short rest.
Unnatural Agility
Starting at 18th level, your extreme dedication to honing your agility has made you into a blur on the battlefield. Your movement speed increases by 10 feet, and you gain proficiency in dexterity saving throws.