Fighter
Base Class: Fighter

Dervishes are sects  of the gods of war, law, and the sun, that have cultivated a fanatical devotion to one of such deities, and so, when going to war in that deity's name, are nearly unstoppable. Though they can be dangerous if angered, they are generally helpful, friendly, compassionate people, whose fury is reserved for those who threaten their society or their people.

Dervish temples are heavily fortified affairs, and contain few noncombatants: most anyone in a dervish temple is a trained and fanatical fighter.

Whirling Dance

Starting at 3rd level, your walking speed increases by five foot while unarmored or wearing light armor. In addition, add your proficiency bonus to your AC, until the start of your next turn, when you are not wearing medium or heavy armor and move at least 15 feet in a round.

Two-Weapon Mastery

Additionally at 3rd level, add half your fighter level (rounded down), to your weapon damage when dual-wielding finesse weapons.

Finesse Expert

At 7th level, when wielding a melee weapon that you’re proficient and that don't have the two hands property, you treat that weapon as if it had the finesse weapon property. If you’re wielding a weapon that actually has the finesse weapon property, you increase its damage as follows: 1d4 to 1d6, or 1d6 to 1d8.

Deadly Sirocco

At 10th level, while you are dual-wielding finesse wespons, you can make an attack with a finesse weapon as a reaction whenever you deal a critical hit, provided you are not wearing medium or heavy armor.

Lightning Reflexes

At 15th level, add a bonus equal to your proficiency bonus to your Initiative rolls and Dexterity saves, when not wearing medium or heavy armor.

Storm of Blades

Finally at 18th level, when you take the attack action, you can make melee weapon attacks against any creature within your reach. Also, until the beginning of your next turn, all opportunity attacks made by the creatures you previously attacked are made with disadvantage.

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