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, flashes in searing light and scorches your foes.

Starting at 3rd level, you are proficient with scimitars, spears and whips, all off which gain the finesse property for you. Anytime you deal Sneak Attack damage with one of these weapons, 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 a creature suffers damage from both Green flame blade and your Sneak Attack in a single turn, you may partially blind it, gaining the ability to hide from it even if you have no cover or if you're under observation. This benefit last until the start of your next turn.

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, your movement speed increases by 10 feet. Additionally, once per turn when an attack roll misses you or you succeed on a dexterity saving throw, you may immediately move up to half your movement speed without provoking attacks of opportunity and ignoring any difficult terrain; no action required.

Fleeting Mirage

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 have advantage.

Scorching Inferno

Fire dances along your arms and across your weapon, lending burning energy that seemingly acts on its own.

Starting from 17th level, your spells and attacks that deal fire damage ignore resistance to fire damage and treat any immunity to fire damage as resistance instead.

Additionally, if both the primary and secondary targets of your Green Flame Blade fullfill the prerequisites of your Sneak Attack class feature, you may roll your and apply your Sneak Attack damage to both of them.

Artwork credit goes to Jedibubb, artwork source: https://www.pinterest.com/pin/453104412495103133/