Base Class: Barbarian
Ancient tales tell of the dervishes: wandering
tribes of desert caravans, composed by warriors
and merchants who conduct their lives with
frugality and traditions lost to time itself.
Devoted to Zoser, god of winds and dervishes
themselves, they perform tireless dances,
bathing in the moonlight during the cold desert
nights to please their god's will.
Bonus Proficiencies
When you choose this Path at 3rd level, you gain proficiency
in one skill of your choice between Acrobatics and
Performance.
If you're already proficient with both skills, you gain a
proficiency in a barbarian skill of your choice.
Dance of Death
Also at 3rd level, when you make a melee weapon attack using a slashing weapon with the finesse property, you can use Dexterity instead of Strength and still benefit from the Reckless Attack feature
Dervish Dance
Unlike other barbarians, dervishes can channel their primal instincts into a beautiful dance. Starting at 3rd level, while raging you gain the following benefits if you aren't wearing medium or heavy armor and you aren't wielding a shield:
When you make a melee weapon attack using a slashing weapon with the finesse property, you can use Dexterity instead of Strength and still benefit from Rage Damage.
When you move, you gain a bonus to your AC equal to the damage bonus shown in the Rage Damage column of the Barbarian Table until you stop moving.
Once per Attack action when you make a melee weapon attack, you can make another melee weapon attack with the same weapon against a different creature that is within 10 feet of the original target as part of the same action.
Additionally, if you move at least 15 feet during your turn, your rage doesn't end even if you have not attacked a hostile creature since your last turn or taken damage since then.
Graceful Assault
Starting at 6th level, you can focus on dodging incoming attacks at the cost of your accuracy. When you make your first attack on your turn, you can choose to fight defensively. Doing so gives you disadvantage on attack rolls you make with your action, but attack rolls against you have disadvantage until your next turn.
Alluring Movement
Additionally at 6th level, whenever you make a melee weapon attack, you can forgo that attack and instead provoke that creature into ignoring everyone but you. When you do, you can make a Charisma (Performance) check contested by that creature's Wisdom (Insight) check. That creature must be able to see you. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
Elaborate Parry
Starting at 10th level, you learn to capitalise on your enemies' mistakes with a hasty riposte. Whenever a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature
A Thousand Cuts
At 14th level, when you dance your slashes are a death sentence to those who face them. When you take the Attack action while you are raging, you can take one additional Attack action on top of that action. You can use this ability only once per rage
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