Rogue
Base Class: Rogue

Sword masters who derived their style from dance. A Dervish forgoes any hope of defense by going all out on attack. After all, if your opponent is dead, they can't hurt you. The Dervish creates their own openings and locks down their opponents by seemingly striking from all sides.

Whirling Strikes

When you choose this archetype at 3rd level, your movement while dual-wielding has become significantly more fluid. Whenever you land a hit while wielding two finesse weapons, you deal damage with both wielded weapons instead of one. 

Example: When dealing damage with dual-wielded Scimitars, your damage becomes [2d6 + Dex mod].

Quickstep

Starting at 3rd level, your speed and stealth turn you into a blur, causing opponents to lose track of you at close range. You gain 5ft of movement speed.

Whenever you use your Cunning Action feature within 5ft of a creature, you may make a melee weapon attack against that creature as part of the same action. You may not use your Sneak Attack feature on this attack.

Additionally, if you spend 15ft of movement circling around a creature's space while remaining within 5ft of it,  you get around their primary defenses, and gain Advantage on your next attack roll against them.

Uncanny Counter

At 9th level, you do not waste any movement while avoiding your opponent's attacks, providing an opening.

Whenever an opponent misses you with a melee attack you may use your reaction to make a melee attack with a finesse weapon you are wielding against that opponent, provided your weapon can reach them.

Additionally, whenever you use your Uncanny Dodge feature, as part of the same reaction, you may make a melee attack with a finesse weapon you are wielding against the target of that feature, provided your weapon can reach the attacker.

Afterimage

Beginning at 17th level, your speed outpaces vision, tricking an enemy into losing track of your movement.

When you take the Attack action on your turn to make a melee attack with a finesse weapon, for a single target, you may expend 10ft of movement any number of times, or spend 15ft of movement any number of times to move to a different space within range of the target. For every 10ft spent, you move to a new space within 5ft that you haven't occupied this turn, and gain an additional melee attack against that target. For every 15ft spent, you do the same but gain advantage on the attack roll.

Once you use this special maneuver, you can’t do so again until you finish a short or long rest.

Additionally, whenever you use your Cunning Action feature, you may expend 10ft of movement once during your turn to take the Disengage or Hide action.

Whirlwind

Starting at 17th level, you realize an unfathomable combat maneuver, weaving gracefully through the battlefield in a beautiful blur of steel and blood.

After using your Cunning Action feature, you may use your Action to make any number of melee attacks against different targets this turn. Your Sneak Attack feature loses it's 'Once per turn...' limitation for this special action, and you gain Advantage on all melee attacks you make this turn. You must be wielding a finesse weapon to perform this maneuver.

After using this feature, you can't use it again until you finish a short or long rest.

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