As I work on the next Sacred Oath, I decided to punctuate my first three Sacred Oaths with the revision of a subclass from one of the previous Mage College websites. Overall, the design wasn’t too bad, but it could use some polishing, and I feel like with the new changes it really shines. Without further ado, I will let you guys pick up the tempo with this new fighter archetype: Dervish.
Martial Archetype: Dervish
The dervish is a fighter that embraces the grace and acrobatics of dance and incorporates it into fighting. Spinning across the battlefield, dervishes weave a seemingly endless tempest of steel and elegance, cutting through foe after foe. Enemies of a dervish often find themselves outmatched by the mobility and speed of the dervish. As they spin and leap, they gain momentum with each foe they slay, as though it were a change in rhythm in this deadly performance.
When you choose this archetype at 3rd level, you gain proficiency in Acrobatics and Performance.
At 3rd level, you learn the combat form that defines your whole fighting style, the dervish dance in which you begin a deadly dance that epitomizes speed, quickness, and abandon. As long as you are not wearing medium or heavy armor or using a shield, you can begin your Dervish Dance as a bonus action on your turn. Your dance lasts for up to a minute and ends early if you are incapacitated, don medium or heavy armor or a shield, or use two hands to make an attack with a weapon. You can also end your Dervish Dance early at any time you choose. (No action required) During your dervish dance, you gain the following benefits:
- Your melee weapon attacks deal an extra 1d6 damage on a hit.
- When you reduce a creature to 0 hit points with an attack on your turn, you may make one additional attack that turn.
- You do not provoke opportunity attacks as you move.
- You have advantage on Dexterity saving throws.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Your training has produced a particular fervor in your movement, making you faster and harder to keep up with. At 7th level, whenever you hit a creature with a melee attack, your walking speed increase by 5 feet until the start of your next turn.
With every strike you land, your enemies have a harder time finding openings to hit you. Starting at 10th level, every time you successfully hit a creature, you gain a cumulative +1 bonus to your AC, up to a number equal to your Dexterity modifier, that lasts until the start of your next turn.
You punctuate your dance with soaring leaps that send you vaulting over your enemies. Starting at 15th level, during your Dervish Dance, you gain a fly speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Dance of a Thousand Cuts
With every foe you defeat your dance becomes deadlier and faster. At 18th level, during your Dervish Dance, you are no longer limited to only making one additional attack whenever you reduce a creature to 0 hit points. You may instead make an additional attack for every creature you reduce to 0 hit points on your turn.