Dervish He is a whirlwind of steel, a deadly symphony. Dancing between foes, a human spins a scythe above his head. It cuts in wide swathes, daring the gnolls he faces to close the gap. Despite his twirling movements, he seems aware of all that is going on around him, as he parries, dodges, and strikes back in time to a song only he can hear. She reaches her arm out, and pebbles and motes of dust seem to rise from the ground around her. The elven woman closes her eyes and reaches out to the spirits of the earth. As the horde of kobolds rush forward, her eyes open, and the earth begins to explode around them. Shards of rock fly through the air like shrapnel, and kobolds begin to fall. Calmly, she loosens a maul from its place on her back, and prepares to face what little remains of the horde. From the ridge above, men rain arrows down on a tiefling man. He remains calm as his hair begins to rise, and his clothing begins to flutter against a wind that wasn't there only moments ago. As the arrows close in, errant gusts of gale-force winds strike at them, knocking them harmlessly aside. As the last of the arrows fall the man readies his dual scimitars, and with blinding speed, flies through the air at his ambushers. Regardless of how their faith manifests, all dervish are unified by a desire for a personal relationship with the deity or forces that they worship. Through meditation and the abandonment of worldly pleasures they strive to achieve a oneness with their gods or spirits, becoming an extension of their will on earth. Through this relationship they gain the ability to tap into divine or primal powers, granting them magic, or the ability to push their body past its physical limits. Granted Boons A dervish does not seek to use their own strength, their own wits, or their own abilities to overcome the trials that they face. Rather, they use their connection with otherworldly forces to request boons; aspects of their patron's power that they are temporarily granted. As this connection deepens a dervish might gain understanding of new aspects of their patron's power they can use, or combine in interesting ways. A dervish's skill set may change from one day to the next as they tap into boons that suit them for whatever challenges they expect to face. This makes a dervish an unpredictable opponent, with the ability to fundamentally change their battle tactics as they see fit. Wandering Worshippers Though some aspects of their philosophy resonate with that of a cleric, or a monk, a dervish is fundamentally different. Unlike a monk, a dervish does not seek to cloister his or herself, and does not believe that separating oneself from the outside world is a path to enlightenment. Unlike a cleric, a dervish does not seek to give praise or bring glory to their deity. Rather, they seek a oneness with their deity through meditation; a path to enlightenment by gaining otherworldly insight, and the ability to see the world from a higher level of consciousness. And unlike both monks and clerics, for a dervish the path to enlightenment is a personal journey. They do not believe in collective worship, or even in following the teachers of others. To a dervish, man is imperfect, and a man who seeks to teach another man how to reach gods is deluded. The path differs for everyone, and oneness with a god or primal forces is not something that can be taught. To achieve this most dervishes wander the world, often as beggars, living off the goodwill of others. They believe that by humbling themselves before others they may come closer to the forces they follow. Prayer or meditation for a dervish often means movement. They find that the closest connections to other planes come as they tire their bodies and empty their minds. Dance and weapons training are the two most common outlets for a dervish, which results in them being both graceful dancers and fighters. For a dervish adventuring is often an inevitability. As their travel often relies on the goodwill of others, they find themselves helping out the people they meet on their journey. A dervish may find themselves working with a group of adventurers if they believe that studying their fellows will help them learn more about the world. Creating a Dervish One of the most important questions for a dervish is what forces you follow, and what is their nature, as this will likely inform many of your decisions and your outlook on life and nature. Do you worship a deity? What about that deity lends itself to the dervish's wandering, indirect method of worship, rather than being a paladin or cleric of that deity? Do you worship the primal forces of nature? How does that effect your view of the world around you? What do you see as important? What is worth fighting for? The other large aspect of being a dervish is your chosen lifestyle. Most dervish practice asceticism, leading an impoverished life by choice. What lead you to that kind of lifestyle? Were you an orphan, inspired by the calm and content of dervishes wandering through your city, despite the difficulties they faced? Were you nobleborn, disillusioned by the grab for power and gold you saw around you, looking for a simpler way of life? Or perhaps you lost those dear to you in an accident or fire, and rather than become angry and seek vengeance, you sought a path of inner peace, a way towards understanding why these things happen? Regardless of the circumstances that set you on your path, most dervishes seek whatever will bring them a greater understanding of the forces they worship, bringing them closer to enlightenment. Consider how that drives your actions. Perhaps you consider yourself a guardian of nature, much like a druid. Or perhaps your deity approves of gaining the goodwill of others, and so you are constantly looking for someone to help, often for little or no reward. Perhaps you struggle to maintain your lifestyle, having chosen it to help yourself swear off drink, gambling, or other vices, and you hope to use the willpower of your deity to protect yourself from temptation.

The Dervish Level Proficiency Bonus Features Boons Known Simultaneous Boons 1st +2 Unarmored Defense, Graceful Combatant - - 2nd +2 Fighting Style, Pious Reflection 2 1 3rd +2 Dervish Faith 3 1 4th +2 Ability Score Improvement 3 1 5th +3 Extra Attack 4 1 6th +3 - 4 1 7th +3 Faith Feature 4 2 8th +3 Ability Score Improvement 5 2 9th +4 - 5 2 10th +4 Pious Concentration 5 2 11th +4 - 6 2 12th +4 Ability Score Improvement 6 3 13th +5 Faith Feature 6 3 14th +5 - 7 3 15th +5 Immutable Faith 7 3 16th +5 Ability Score Improvement 7 3 17th +6 - 8 4 18th +6 Faith Feature 8 4 19th +6 Ability Score Improvement 8 4 20th +6 Touch of Divinity 9 4 Quick Build You can make a dervish quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the outlander or far traveler background. The Scythe In some settings a dervish may use, or may only use, a scythe as a weapon. They believe that using a farmer's tool as a weapon shows humility, yet it is still deadly in skilled hands. At your DM's discretion you may choose to use a scythe, or may be limited to using a scythe as your weapon. The scythe has the following characteristics: It is a martial melee weapon

It has the two-handed property

It deals 1d10 slashing damage.

It weighs 3 lbs. and costs 2 gp Class Features As a dervish, you gain the following class features Hit Points Hit Dice: 1d8 per dervish level

1d8 per dervish level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dervish level after 1st Proficiencies Armor: None

None Weapons: Simple and martial weapons

Simple and martial weapons Tools: None Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose two from Acrobatics, Insight, Medicine, Nature, Perception, Performance, Religion, Stealth, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

One simple weapon

(a) priest's pack or (b) explorer's pack

10 darts Alternatively, you can ignore the equipment given by your class and background, and start with 2d4 x 10 gp.

Graceful Combatant Your movements in combat look less like fighting and more like a dance. You use flashy movements and twirling and flourishing of weapons in order to distract your opponent, and strike in ways they don't expect. At 1st level, while you aren’t wearing armor, or wielding a shield, you may use Dexterity instead of Strength for the attack and damage rolls of any melee weapons, but may not use the Reach property of a weapon while wielding it in this way. Unarmored Defense At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Pious Reflection At 2nd level, your connection with the diety or forces that you worship or commune with has grown enough that you can request a boon from them. Choose two boons, which are detailed under "Boons" below, that you are capable of invoking. At the end of each long rest you may invoke one of these boons. The effect of the boon lasts until the end of your next long rest at which point you may invoke a new boon. You may be able to end your boon early under certain conditions specified in that boon’s description in order to gain a brief or instantaneous benefit. The number of boons you are capable of invoking increases as you gain levels in this class, as shown in the Boons Known column of the Dervish table. Each time you gain new boons, you may also replace one boon you are capable of invoking with a different one. Additionally, the number of boons that you can invoke at the end of each long rest increases as you gain levels in this class, as shown in the Simultaneous Boons column of the Dervish table. Some of your boons grant you the ability to cast spells, or cause other effects which require your target to make a saving throw. The saving throw DC, and spell attack bonus are calculated as follows: Boon save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Dervish Faith When you reach 3rd level, you commit yourself to a dervish faith: the Faith of the Bladedancer, the Faith of the Earthwarder, or the Faith of the Windrunner all detailed at the end of the class description. You faith grants you features at 3rd level, and again at 7th, 14th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Pious Concentration Beginning at 10th level you have advantage on Constitution saving throws to maintain concentration on a spell or effect caused by ending one of your boons early. Immutable Faith Starting at 15th level, you can spend 10 minutes in meditation in order to reinvoke one boon which has ended early. The effects of that boon return to you until the end of your next long rest, or you end that boon again. When you use this feature, you cannot do so again until you finish a long rest. Touch of Diviniy At 20th level, choose one boon that you are capable of invoking. This boon is always active, and does not count against the number of boons you can invoke at the end of each long rest, however you are unable to end the boon.

Boons The boons are presented in alphabetical order. If a boon has a level requirement, you must meet that requirement in order to learn it. You can learn the boon at the same time that you meets its prerequisites. Boon of Asceticism (14th level). You do not gain levels of exhaustion due to lack of sleep, food, or drink. If another effect would cause you to gain a level of exhaustion make a DC 10 Constitution saving throw. On a success you do not gain that level of exhaustion. Each time you repeat this saving throw the DC increases by 5, resetting whenever this boon ends. At the end of any creature's turn you can choose to end this boon early in order to instantly gain an additional turn in combat, outside of the normal initiative order. When that turn ends you gain two levels of exhaustion, and an additional level of exhaustion for each day that has passed since your last long rest. Boon of the Beggar. You have advantage on Charisma checks made to acquire petty change, food, or modest lodging. As a bonus action on your turn you can end this boon early in order to cast Sanctuary on yourself. Boon of Calm Mind (8th level). While under the effect of this boon you are proficient in Wisdom saving throws. As a bonus action on your turn you may end this boon early in order to end one effect on yourself that is causing you to be charmed or frightened. Boon of Enlightenment (17th level). You can cast Commune as a ritual. As an action on your turn you can end this boon early in order to invoke a transformation in yourself that mimics the deity or forces that grant you power. Your physical form, and even aspects of your equipment may change to reflect this. The transformation lasts 1 minute, and while it is active you gain the following benefits; The damage type dealt by your melee weapon attacks may change. You choose the type of damage you deal when you learn this boon, and it should reflect the deity or forces that your dervish follows. If you choose bludgeoning, piercing, or slashing damage, they are considered magical while under the effects of this transformation.

You gain a bonus to the damage rolls of your weapon attacks equal to your Wisdom modifier

You have advantage on Wisdom (Insight) checks as well as Wisdom saving throws. Boon of Equilibrium. You are unaffected by temperatures as low as 0 degrees Fahrenheit, or as high as 140 degrees Fahrenheit. As a bonus action on your turn you can end this boon early to gain resistance to fire and cold damage for 1 minute, or until you lose concentration, as if you were concentrating on a spell. Boon of Guiding Spirits (5th level). You can cast the Guidance cantrip at will. As an action on your turn you can end this boon early in order to cast Spirit Guardians at 3rd level. The level Spirit Guardians is cast at increases as you gain levels in this class, equaling the highest spell slot a caster class would have available at the same level. Boon of Martyrdom (3rd level). When a creature makes a weapon attack against a target that is within 5 feet of you, you can use your reaction to cause the attack to target you instead. As an action on your turn you can end this boon early is order to cast Warding Bond. Boon of Mercy (3rd level). You can cast the Spare the Dying cantrip at will. As an action on your turn you can end this boon early in order to cast Healing Spirit at 2nd level. The level Healing Spirit is cast at increases as you gain levels in this class, to 3rd level when you reach 5th level in this class, Boon of Omens (5th level). You can cast Augury as a ritual. When you invoke this boon at the end of your long rest roll one d20 and record the number rolled. You can end this boon early at any time, no action required, in order to replace an attack roll, saving throw, or ability check made by you or a creature you can see with the foretelling roll. You must choose to do so before the roll. Boon of Preparedness. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. When you are forced to make a Strength, Dexterity, or Constitution saving throw you can end this boon early in order to reroll your saving throw, but must use the new result. You may choose to end this boon early after the initial roll, but before the DM tells you whether you succeeded or failed. Boon of the Sands. When a creature within 5 feet of you makes an attack against another creature within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You may use this reaction a number of times equal to you Wisdom modifier. As an action on your turn you can end this boon early in order to force a creature you can see within 30 feet to make a Constitution saving throw or be blinded. At the end of its turns, the creature can make another save. If successful, the effect ends. Boon of Stalwart Form (8th level). While under the effect of this boon you are proficient in Constitution saving throws. As a bonus action on your turn you may end this boon early in order to gain resistance to all damage except psychic until the start of your next turn. Boon of Understanding. Choose a skill or tool. While this boon remains, you are proficient in that skill or with that tool if you are not already proficient, or you have expertise in that skill or with that tool if you are proficient. As part of making a check for the ability or tool you chose you may end this boon early to gain advantage on the roll. You retain your proficiency or expertise until the end of this check, at which point the boon fades. You may choose to end this boon after you roll for the check, but before the DM has told you whether it succeeds or fails. Faith of the Bladedancer Those who follow the faith of the Bladedancer believe that only action can bring one closer to divinity. They meditate through dance, and even through battle, forcing all other thoughts from their mind save for their movements and their worship. This makes a Bladedancer a fearsome opponent, as their twirling, uninhibited movements can be unpredictable for those used to traditional combat.

Bladedancer's Boons At 3rd level, you gain access to additional boons exclusive to your faith. These boons are detailed the the end of this faith's description. Bonus Proficiency At 3rd level, you gain proficiency in the Performance skill. If you are already proficient in Performance you may choose another skill from the dervish skill list to gain proficiency in. Strike of the Faithful Starting at 7th level, when you end a boon early your next melee attack roll is made with advantage. Guiding Hands Starting at 13th level, as long as you keep moving, you seem to end up precisely where you mean to. When traveling for an hour or more you gain the following benefits: Difficult terrain doesn't slow your group's travel

Your group can't become lost except by magical means. Whirlwind of Blades Beginning at 18th level, you may forgo your movement to, as an action, make a melee attack against each creature within 5 feet of you. You may use this feature a number of times equal to your Wisdom modifier. All uses are regained at the end of a long rest. Additional Boons The boons are presented in alphabetical order. If a boon has a level requirement, you must meet that requirement in order to learn it. You can learn the boon at the same time that you meets its prerequisites. Boon of Grace. Standing up from prone costs 5 feet of movement, rather than half. You can end this boon early, no action required, as part of a contested Strength or Dexterity check. You gain advantage on the check. Boon of Hypnotic Dance (8th level). As an action on your turn you can attempt to entrance a creature you can see within 30 feet of you with your movements. The creature must make a Wisdom saving throw against your Boon save DC. On a failure attack rolls against the creature have advantage until you stop your dance by using your reaction, or until the start of your next turn, whichever comes first. As an action on your turn you can end this boon early in order to cast Hypnotic Pattern. Boon of Many Edges (5th level). When you take the Dash or Disengage action you may make one melee weapon attack as a bonus action. As a reaction to a creature making a melee attack against you, you can end this boon early in order to make an attack against that creature, and move up to half your speed. This movement does not invoke opportunity attacks. Boon of Precision. Your weapon attacks score a critical hit on a roll of 19 or 20. As part of making a weapon attack on your turn you may end this boon early in order to roll 1d6 and add it to your d20 roll. If applying this bonus would bring your d20 roll to 20 or higher, the attack becomes a critical strike. Otherwise, the attack roll is calculated as normal, with the roll on the d6 applied as a bonus to your attack roll. Boon of Shielding Blades. If there is more than one hostile creature within 5 feet of you, you gain a +1 to your AC. When a hostile creature misses you with a melee attack, you can use your reaction to end this boon early forcing that creature to repeat the same attack against another creature (other than itself) of your choice. Boon of a Thousand Cuts (14th level). You touch one non-magical weapon. While this boon is active the weapon is considered a +1 magical weapon. As an action on your turn you can end this boon early in order to cast Steel Wind Strike. Boon of Whirling Frenzy (11th level). You can attack three times, instead of twice, whenever you take the Attack action on your turn. As a bonus action on your turn you can end this boon early in order to make two additional attacks. Faith of the Earthwarder Followers of the Faith of the Earthwarder believe that divinity is best found in the earth which grants life to all things. They prefer to wander through nature, finding secret places where others do not tread, and meditating in those places, believing this will allow them to expand their consciousness, and create new connections with nature or their deity. Earthwarder's Boons At 3rd level, you gain access to additional boons exclusive to your faith. These boons are detailed the the end of this faith's description. Fortification of Spirit Starting at 7th level, when you end a boon early you regain hit points equal to 2d8 + your Wisdom modifier. Speak with the Earth Starting at 13th level, you can cast Commune With Nature as a ritual spell. Entomb Beginning at 18th level, as an action on your turn you may attempt to encase a creature you can see within 30 feet of you to become encased in stone until the start of your next turn. The creature must make a Strength saving throw. On a failure the creature is encased in stone. While they are in this state the creature is blind, deaf, and restrained, they are unable to be targeted by spells or abilities, and they are immune to all damage. A creature may choose to fail their saving throw. You may use this feature a number of times equal to your Wisdom modifier. You regain uses at the end of a long rest.

Additional Boons The boons are presented in alphabetical order. If a boon has a level requirement, you must meet that requirement in order to learn it. You can learn the boon at the same time that you meets its prerequisites. Boon of Earth’s Embrace (11th level). Your AC is increased by 2 while you are not wearing armor or wielding a shield. As a reaction to being hit by an attack, or targeted by a spell or ability, you may end this boon early to become encased in stone until the start of your next turn. While you are in this state you are blind, deaf, and restrained, you are unable to be targeted by spells or abilities, and you are immune to all damage. Boon of Nature. You can cast the Thorn Whip cantrip at will. As an action on your turn you can end this boon early to cast Spike Growth. Boon of Quaking Earth (5th level). You may cast Earth Tremor at 1st level a number of times equal to your Wisdom modifier. As an action on your turn you can end this boon early in order to cast Erupting Earth at 3rd level. The level Erupting Earth is cast at increases as you gain levels in this class, equaling the highest spell slot a caster class would have available at the same level. Boon of the Sandstorm (8th level). You can cast Dust Devil at 2nd level a number of times equal to your Wisdom modifier. As an action on your turn you can end this boon early to cause a whirling sandstorm to appear in a 10 foot radius around you. The sandstorm heavily obscures all creatures inside of it to those outside of it, and lightly obscures all creatures inside of it to others inside of it. The sandstorm is also considered difficult terrain. Creatures other than you that enter the sandstorm, or start their turn in it, take 2d6 bludgeoning damage. The sandstorm lasts for one minute, or until you lose concentration, as if concentrating on a spell. Boon of Steady Footing. When an effect would cause you to move against your will you can reduce the distance moved by 5 feet. As a bonus action on your turn you can end this boon early in order to gain a climbing speed equal to your walking speed, and the ability to move freely along vertical surfaces and ceilings made of unworked stone, sand, or dirt until the end of your next turn. You are unable to be moved against your will during this time. Boon of Stone's Protection (14th level). When you invoke this boon you gain temporary hit points equal to your Dervish level. If your remaining temporary hit points are below your Dervish level, they regenerate to equal your Dervish level if you do not take damage for a period of 10 minutes. As an action on your turn you can end this boon early in order to cast Investiture of Stone. Boon of Thorns. As a reaction to being hit with a melee attack you may sprout thorns, causing any creature who hits you with a melee attack to take 1d4 piercing damage. The thorns remain until the start of your next turn. As an action on your turn you may end this boon early in order to spray thorns from your form. All creatures in a 15-foot cone must pass a Dexterity save or take 3d6 piercing damage, taking half damage on a success. The damage of this ability increases as you gain levels in this class, increasing by 1d6 whenever a caster class would gain access to a new spell level. Faith of the Windrunner Followers of the Faith of the Windrunner search for divinity on the winds, believing that the same winds which touch all people, all things on earth, must also make their way to the heavens, and in this way carry some piece of enlightenment with them. They often seek to connect with as many people as possible, believing that the air that they breathe leaves some fragment of divinity in all living creatures. Windrunner's Boons At 3rd level, you gain access to additional boons exclusive to your faith. These boons are detailed the the end of this faith's description. Burst of Speed Starting at 7th level, when you end a boon early on your turn you gain the benefit of both the Dash action and the Disengage action. Light Step At 13th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to three times your dervish level. Additionally, you gain a bonus to your high jump height equal to your Wisdom modifier, and a bonus to your long jump distance equal to half of your Wisdom score. Haste of the Wind Starting at 18th level you gain a special action on each of your turns. You can use this action in order to end one boon on yourself that takes an action to end. Additional Boons The boons are presented in alphabetical order. If a boon has a level requirement, you must meet that requirement in order to learn it. You can learn the boon at the same time that you meets its prerequisites. Boon of Cyclone's Fury (14th level). Once per turn when you miss with a melee weapon attack you can cause the target to take 1d6 slashing damage, as sharp winds follow the swing of your weapon. As an action on your turn you can end this boon early in order to cast Investiture of Wind. Boon of the Slicing Gale (8th level). When invoking this boon you gain the power to influence the winds in such a way that you can deal damage from afar. By swinging your weapon as if attacking you can send these dangerous winds towards a foe at range. You gain a new attack option that you can use with the Attack action. You can make a ranged weapon attack using your melee weapon against a creature within 30 feet of you. This attack uses the same modifier, damage die, and damage type as your melee weapon attack, but is considered ranged. This special attack can be used for any of the attacks you make as part of the Attack action, but can only be done once per turn. As an action on your turn you can end this boon early in order to send a wave of slicing winds out from yourself in a 15-foot cone. Any creatures in the cone must make a Strength saving throw or take 4d8 bludgeoning damage and be pushed back 10 feet. They take half damage on a success, and are not pushed back. The damage of this ability increases as you gain levels in this class, increasing by 1d8 whenever a caster class would gain access to a new spell level.