Initiate of the Desert Wind

Desert Wind maneuvers focus on quick movement and swirling, flaming strikes. The complex spinning and slashing of various maneuvers incorporated into the Desert Wind discipline are in fact carefully honed gestures that evoke the power of fire.

Rogues who follow this path are often brash and buoyant individuals with a short temper but a warm and welcoming demeanor. They never stay in one place for long. Whether escaping from the consequences of mischiefs caused or honing their love of a nomadic lifestyle, Initiates of the Desert Wind often lead lives of which bards spin tales and poems.

Born of Fire Fire is not your enemy, and it causes you no harm. A warm breeze and a gentle aroma of brimstone always surround you, giving you comfort wherever your travels may lead. Starting at 3rd level, you gain resistance to fire damage. Moreover, you learn the Control flames and Gust cantrips, Charisma is your spellcasting ability for these spells.

Burning Brand Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes. Starting at 3rd level, you are proficient with scimitars and anytime you deal Sneak attack damage, you may decide for it to be fire damage instead of the regular damage type. Additionally, you gain access to the Green flame blade cantrip, Charisma is your spellcasting ability for this spell. When you hit a creature with Green flame blade and the strike fulfills the prerequisites for it to be a Sneak attack, you may decide to deal some of the sneak attack bonus damage to the secondary target of Green flame blade. The maximum amount of sneak attack damage dice you may transfer to the secondary target equals your proficiency modifier and all the damage dealt to the secondary target is always fire damage.

Zephyr Dance You spin gracefully away from a foe’s attack, whirling like the desert zephyr racing across the sands. Your enemy's blade barely touches your cloak as you nimbly dodge aside. Beginning at 9th level, whenever you are hit by a weapon attack, you may immediately move 5 feet without provoking attacks of opportunity and ignoring any difficult terrain. You cannot use this ability if you have no more movement speed left for this turn.

Leaping Flame As your foe attacks you, you disappear in a burst of flame and smoke, only to reappear as if out of thin air next to him. Starting at 13th level, when you use your Uncanny Dodge class feature to halve the damage of an attack that originated within 60 feet of you, you may teleport to a space within 10 feet of the attacker as a part of the same reaction. Until the end of your next turn, your melee weapon attacks against that creature has advantage.