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Dervish
Graceful and dangerous as their whirling blades, dervishes combine incredible skill with the illusion of reckless abandon in their whirling battle-dances. Incredibly dextrous, they leap in and out of the fray and transform into a whirlwind of death that enemies dare not touch.
Sworddancer
When you take this archetype at 3rd level, you can use your training in spinning meditative dance as a potent weapon in close quarters. You gain a new action, which you use to make a melee weapon attack against any number of creatures within your reach, with the same attack and damage roll for each. After you make that attack, you spin in place until the start of your next turn. While spinning, you cannot move, and creatures within your reach make attack rolls against you with disadvantage.
At the start of your next turn you can choose to make the special attack again and continue spinning, or stop spinning and end the dance. You must stop spinning after 1 minute.
Your spinning dance ends if another force or creature (such as a shove or the thunderwave spell) moves you at least 5 feet. Your dance also ends immediately if you are knocked prone.
You can make the special spinning attack to begin a new dance a number of times equal to your Strength modifier + your Dexterity modifier (a minimum of 2). Using the special attack to maintain the dance on subsequent turns does not consume an additional use of this feature. You regain all uses at the end of a long rest.
Quick Feet
Beginning at 7th level, your speed increases by 10 feet, and you ignore movement penalties from difficult terrain. You gain proficiency in Acrobatics, and have advantage on Performance checks that rely on dancing. You can use your Dexterity modifier instead of your Charisma modifier for those Performance checks, as well.
Whirlwind
At 10th level, you can now move without ending your dance, and if an effect forces you to move while dancing, your dance doesn't end.
If you move on your turn while spinning and a creature makes a melee weapon attack against you, you can use your reaction to add your proficiency bonus to your armor class (including against the triggering attack) until the end of your turn.
Finally, you can choose to make the spin attack to maintain your dance at any time during your turn, instead of the start.
The World Turns
Beginning at 15th level, when you roll initiative and have no uses of Sworddancer remaining, you regain one use.
Deathwheel
Starting at 18th level, your spinning never really ends. The first time any creature of your choice comes within your reach while you move during your turn, it takes damage equal to half your fighter level. This damage uses the same type as one weapon you are currently wielding.
Arabian Orc, Stephen Nickel