Fighter
Base Class: Fighter

The Dervish is a fighter subclass that draws from the mystic traditions of dancing warriors, channeling magical energy into combat through Mystic Dance. They wield both martial prowess and mystical power, using an energy system called Mystic Points to fuel their abilities. As the Dervish grows stronger, they can master mystic dances that unleash powerful effects, heal allies, or curse enemies. This subclasses focusses more on Agility then on Strength.

Mystique Points

Mystique Points (MP) are your core ressource to perform Mystique Dance. at level 3 you start with 4 MP.
They increase with higher levels (+2 at level 6, +3 at level 9, +2 at level 12, +3 at level 15, +2 at level 18 to a maximum of 16 MP)
All Mystic Points are restored after a short rest or long rest.

Level 3: Basic Mystique Dance

Dervishes gain Mystique Dance abilities based on the principles of speed, magic and agility.
to activate these abilities the Dervish has a limited ressource called Mystique Points which grow with increasing level.

You learn Swift Feet as yor first Mystique Dance.
Chose 2 more Mystique Dance features at level 3 and additional ones at level 5 and 7.


Swift Feet: When rolling for Initiative, you can spend 1 Mystique Point to reroll and take the higher result. On the reroll you can take any 9 or lower as a 10.

Burst of Flames

Channel your mystique power to make your weapon flaring up with flames.

When using the attack action, you can spend 1 Mystique Point to deal an extra [roll]1d6[/roll] fire damage.

Divine Momentum

When you make an attack action and successfully hit your target, you can spend 1 Mystique Point tp move up to 10 feet without provoking an opportunity attack from any foe.

Mystic Slash

When you make the attack action, you can spend 1 of your Mystique Points to attack a second enemy, which is in range of your weapon.

Sand Dance

As an action you can spend 1 Mystique Point and all enemies within a 5-foot radius must make a Constitution save (DC 8 + Prof + DEX mod) or be blinded for 1 round.

Ward of the Goddess

You dance in the name of your Goddess. As an Action you can spend 1 Mystique Point.
For 1 minute each of your attacks, that hits, heal you for [roll]1d4[/roll].

Whirling Sandstorm

If you have walked at least 10 feet in a round, you can spend 1 Mystique Point to gain +1 to AC until the start of your next turn.

Nimble Steps

The Mystique Dance training makes you more agile than other fighter an gratns you with advantage on Dexterity saving rolls. You are proficient in Acrobatics

Level 7: Advanced Mystique Dance

You can choose a advanced features of your Dance Mystique.
You can choose additional ones at level 9 and 13.

Avatar of Agility

As an Action you can spend 2 Mytique Points to summon an Avatar of Agility. This ghostly image of an eternal warrior shrouds you and give you advantage to all Dexterity checks and attack rolls that use Dexterity. The ghost vanishes after 1 minute as well as the effects it has lent you.
Your Movement Speed is increased by 15 feet.

Howling Wind

As an action you can spend 2 Mystique Points to trigger a magical gust of wind from your weapon swing. In a 15-foot cone form where you stand all creatures must succeed a Stength saving throw (8+ Proficiency Bonus + Strength-Modifier) or are blown away 10 feet.

Mystic Aura

As an action you can spend 2 Mytique Points to shine in an divine aura that gives all allies within 10 feet of you advantage on Wisdom saving rolls.
The aura and its effects end after 1 minute.

Scourge of Sinners

When using the attack action you can spend 2 Mystique Points to imbue your weapon with the weight of sins.
On a hit you can add [roll]1d6[/roll] necrotic damage and will be healed by the same amount of health points as the necrotic damage.

Whirlwind Dance

When using the first attack action in your round, you can spend 2 Mystique Points to hit all enenmies that are within the rggne of your Melee-Weapon.
The hit dice and the damage dice are only rolled once and are applied to all targets.

Dervish Instict

Your muscles flow with the rythm of the universe. You have an inner instinct where to place your next steps. Starting at level 7 you are not affected by difficuty Terrain any more.

You can also use Disengage or Dash as an Bonus Action

Guarding Spin

You have masters the physics of spinning in your dance to decrease the impact of physical damage on you.
You gain Resistance to Bludgeoning, Slashing and Piercing Damage.

Level 10: Mighty Mystique Dance

You have master your training in the Mystique Dance and can choose your first Mighty Mystique Dance technique.
Chose an second one at level 15

Reaper of Destiny

When you hit an enemy whos health is below 50% of hits maximum health points, you can spend 3 Mystique Points to gain Advantage on attack rolls towards this enemy and can add [roll]2d6[/roll] slashing damage to your normal damage roll.

Shadow Spin

Spend 3 Mystique points to teleport to 3 enemies within 20 feet in total and make one attack on each, then return to your starting position.

Storm Avatar

You spin so fast that you create wind and lightning around you. Spend 3 Mystique Points to actiavte the following effect:
For 1 minute, all your attacks deal an additional 1d8 lightning damage, and you can walk on water.

Phantom Step

When an enemy makes a melee attack against you, you can use your reaction to add your Dexterity modifier to your AC against that attack.

Storm of a Thousand Cuts

You become a living whirlwind of death, striking foes faster than the eye can follow.

As an Action, you can spend 5 Mystique Points to unleash a devastating multi-target assault:

  • You can move up to 15 feet and make one melee attack against each enemy you reach during this movement.
  • Each attack deals an extra 2d6 slashing damage.
  • If you hit at least three creatures, you gain +2 AC until the start of your next turn.

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