Sand Dervish (5e Subclass)
Sand Dervish[edit]
Fighter Subclass
In the heart of the vast, unforgiving desert, where the sun reigns supreme and the sands shift like the tides, the Sand Dervishes dance. Born of the tempest and tutored by the mirage, these warriors are as elusive as the desert wind and as relentless as the scorching sun. They draw their strength from the endless dunes, embodying the desert's harsh beauty and deadly grace. To face a Sand Dervish is to battle the desert itself—shifting, suffocating, and all-consuming. They are the masters of survival in a land that promises nothing but demise, turning the very landscape that seeks to claim them into a weapon against any who dare to trespass upon their sun-scorched domain.
- Sandswirl Strike
At 3rd level, your mastery over the sand grants you the ability to enhance your attacks with the abrasive force of a sandstorm. When you take the Attack action on your turn, you can replace one of your attacks with a Sandswirl Strike, enveloping your weapon in swirling sands. This attack deals an extra 1d6 slashing damage, and the target must succeed on a Strength saving throw or be blinded until the end of your next turn as sand gets in their eyes and mouth.
- Dervish's Agility
Starting at 3rd level, the shifting sands have taught you to move with unmatched grace and speed. Your movement speed increases by 10 feet, and you can move across difficult terrain made of sand or loose earth without expending extra movement. Additionally, you can use your reaction to halve the damage of attacks made against you that you can see, representing your swift, dance-like movements.
- Quicksand Trap
At 7th level, you gain the ability to manipulate the earth beneath your enemies' feet. As an action, you can choose a point on the ground that you can see within 30 feet of you. The ground in a 10-foot radius around that point becomes quicksand. Creatures in the area when you use this feature, or that enter the area later, must succeed on a Strength saving throw or be restrained by the quicksand. A creature can use its action to make a Strength check against your fighter spell save DC, freeing itself or another creature within its reach on a success. The quicksand persists for 1 minute or until you use this feature again. You can use this feature a number of times equal to your Constitution modifier (minimum once), and you regain all expended uses after a long rest.
- Sandstorm Mantle
At 10th level, you learn to cloak yourself in a protective mantle of swirling sand. As a bonus action, you can activate the Sandstorm Mantle, which lasts for 1 minute or until you dismiss it as a bonus action. While the mantle is active, you gain the following benefits :
- You gain a +2 bonus to AC as the sand deflects incoming attacks.
- Ranged weapon attacks against you have disadvantage due to the swirling sands obscuring your form.
- You can extend the protective sands to one ally within 30 feet as a bonus action on your turn, granting them a +1 bonus to AC until the start of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Sandstorm Assault
You have mastered the art of harnessing the fury of a sandstorm to devastate your foes. Once per short rest, you can unleash a powerful Sandstorm Assault. As an action, you conjure a swirling vortex of sand in a 20-foot radius centered on a point you can see within 60 feet. Each creature in the area must make a Strength saving throw, taking 6d6 bludgeoning damage and being knocked prone on a failed save, or half as much damage and not being knocked prone on a successful one.
- Mastery of the Sands
At 18th level, your connection to the desert sands grants you extraordinary powers, manifesting in three potential ways based on your chosen path.
- Eternal Oasis : You become a beacon of resilience and vitality in the arid wasteland. You and your allies gain immunity to exhaustion caused by extreme heat, and you have resistance to fire damage. Additionally, as an action, you can create a 30-foot radius of cool, restorative shade centered on yourself. For 1 minute, this area grants you and your allies advantage on saving throws against being frightened or charmed and heals 5d6 hit points at the start of each of your turns to each ally within the area. Once you use this feature, you can't use it again until you finish a long rest.
- Desert's Wrath : Your mastery over the sands allows you to unleash the desert's wrath upon your foes. As an action, you can create a massive sandstorm in a 100-foot-radius circle centered on yourself. The storm lasts for 1 minute and heavily obscures the area, dealing 3d10 bludgeoning damage at the start of each of your turns to any creature in the area. You can direct the storm to move up to 30 feet in any direction at the start of your turn. Once you use this feature, you can't use it again until you finish a long rest.
- Sandweaver Mirage : You learn to blend the art of illusion with your dominion over sand, becoming a master of mirages. As an action, you can cast Mirage Arcane without using a spell slot. Additionally, while in a desert environment, you can use your action to become invisible until the end of your next turn or until you attack, cast a spell, or move more than 30 feet. You can use this invisibility feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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