Dervish

by TheKellerFeller

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The Dervish


Head bowed in prayer, a half-elf chants softly under his breath as the hobgoblins surround him, the wind and sand begin to whip around him fiercely, blinding his closest assailants. He charges swiftly into battle and in the storm's wake only the fallen remain.

A human raises her holy symbol high above her head and a soft glow surrounds them. A flash of divine light and in her place a formidable avatar of her god towers over the battlefield with a heart of holy flame that yearns for combat.

Whatever god a dervish follows, they all gain power through prayers to the natural world. They harness the power of the desert to protect the weak and destroy their enemies.

The Fury of the Desert

Serving the gods as holy warriors, dervishes stand confidently in the whirlwind of conflict. Martial techniques perfected in the deserts allow a dervish’s scythe to lash out quickly at multiple opponents, surrounding the holy warrior with a swath of destruction. Initiates often learn spells of self-protection, prayers that rush a combatant into battle, and invocations that empower attacks with elemental fury. Masters of the class can assume the form of a god, enacting divine will with holy blessings.

Wandering the savannahs and deserts, the faithful Dervish chants prayers to the earth and wind... and the fury of the sandstorm answers in response.

Traveling Warrior Priests

The tradition of the dervish began when wandering ascetics sought to bring comfort to a lands engulfed in war. Soon the traditional traveler's staff was replaced by a scythe, a humble weapon, but deadly in skilled hands. The fighting techniques of the dervish are often stunning to behold, as they make use of whirling moves that summon the power of wind and earth. A true dervish, however, is always the calm and confident eye of the storm.

The dervish's attire is a testament to the dual nature of the dervish as both priest and warrior. Followers of this class wear a robe to show their faith in the divine, bracers to demonstrate their prowess in combat, and a hood to mark their humility before the gods. This garb provides limited armor, but the dervish is shielded in battle by their agility and by the prayers they invoke. These prayers make them resistant to injury, allow them to turn aside the attacks of their foes, and lend power to their attacks.

There is typically no established temple or school for dervishes. Instead, a master passes down their secrets and philosophies to a single pupil at a time. Even after that pupil has set out into the world to follow their own path, it may be some years before a master takes a new pupil.

The Dervish
Level Proficiency Bonus Prayer Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 2 Desert Affinity, Prayer, Unarmored Defense
2nd +2 2 Pious Strikes, Whirling Charge
3rd +2 3 Aspect Choice, Spellcasting 2 3 2
4th +2 4 Ability Score Improvement 2 4 3
5th +3 5 Extra Attack, Prayer Improvement 2 4 3
6th +3 6 Aspect Feature 2 4 3
7th +3 7 Pious Strikes Improvement 2 5 4 2
8th +3 8 Ability Score Improvement, Aspect Feature 2 6 4 2
9th +4 9 Whirling Charge Improvement 2 6 4 2
10th +4 10 Prayer Improvement 3 7 4 3
11th +4 11 Vow of Strength, Aspect Feature 3 8 4 3
12th +4 12 Ability Score Improvement 3 8 4 3
13th +5 13 Pious Strikes Improvement 3 9 4 3 2
14th +5 14 Aspect Feature 3 10 4 3 2
15th +5 15 Prayer Improvement 3 10 4 3 2
16th +5 16 Ability Score Improvement 3 11 4 3 3
17th +6 17 Vow of Piety 3 11 4 3 3
18th +6 18 Pious Strikes Upgrade 3 11 4 3 3
19th +6 19 Ability Score Improvement 3 12 4 3 3 1
20th +6 20 Relentless Zeal 3 13 4 3 3 1

Creating a Dervish

When making a dervish, consider why your character has been granted power by the divine. Which deity do you serve or follow? Dervishes also have a tendency to wander the land, think about why you may be traveling. Perhaps it is to bring comfort to war-torn border settlements, or perhaps you are on a pilgrimage to a holy site. A dervish also typically learned their mystic arts from a master. Try to imagine who you learned your abilities from and why you committed to their instruction.

Are you still in contact with them, or was there a falling out?

Have you always been an adventurer as part of your dervish practice? Perhaps you are a refugee fleeing an evil in your homeland and this life was forced upon you.

Quick Build

You can make a dervish quickly by following these suggestions. First, put your highest ability score in Wisdom followed by Constitution. Second, choose the acolyte background.

Class Features

As a dervish, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per dervish level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dervish level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Acrobatics, Insight, Religion, Performance, Nature

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a glaive (scythe) or (b) any two-handed martial weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A holy symbol

Desert Affinity

At 1st level, your senses are naturally in tune with the wind and sand of the desert. You are proficient when making Intelligence or Wisdom checks related to a desert environment, your proficiency bonus is doubled if you are using a skill that you are already proficient in.

Additionally, while in the desert if you spend 10 minutes in prayer communing with the winds you can discern the general location of a person or object in a 25 mile radius.

Prayers

Beginning at 1st level, your devotion to your faith allows you to harness the power of mystic prayers. Your access to these prayers is represented by a number of prayer points. Your dervish level determines the number of points you have, as shown in the Prayer Points column of the dervish table.

You can spend these points to fuel various known prayers. You learn more prayers as you gain levels in this class.

When you spend a prayer point, it is unavailable until you finish a short or long rest, at the end of which you draw all your expended energy back into yourself. You must spend at least 30 minutes of the rest meditating to regain your prayer points.

You can take a bonus action on each of your turns in combat. This action can be used to invoke a prayer spending one prayer point. You can have multiple active prayers, but never two of the same prayer. Unless otherwise stated prayers have a duration of 1 minute, have an ongoing effect, and an effect when they expire. Prayers can be expired with a Pious Strike, or as an action by the dervish.

Prayers. You learn 2 prayers of your choice, which are detailed at the end of the class description. You learn 2 additional prayers of your choice at 5th, 10th, 15th levels, you can also replace one prayer you know with a different one.

Saving Throws. Some of your prayers require your target to make a saving throw to resist the prayer’s effects. The saving throw DC is calculated as follows:

Prayer save DC = 8 + your proficiency bonus +

your Wisdom modifier

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Pious Strikes

At 2nd level, when you hit a creature with a melee weapon attack, you can expire one active Prayer to deal 1d6 extra radiant damage and trigger the expired effect of that prayer.

At 7th level this extra damage becomes 1d8, at 13th level it becomes 1d10, and at 18th becomes 1d12.

Whirling Charge

At 2nd level, you can use your Wisdom modifier instead of Strength for the attack and damage rolls of melee attacks if you have moved on your turn.

Additionally at 9th level, your fluid movement and agility allow you to weave in and out of combat. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Aspect Choice

At 3rd level, the class makes a choice between the following aspects. Choose to follow Dwayna, Grenth, or Lyssa. Your choice of Aspect grants you bonus features at 3rd level, 6th, 8th, 11th, and 14th levels.

Aspect Spells

Each Aspect has its own list of spells that you gain at certain dervish levels noted in the Aspect description. Once you gain an Aspect spell, it doesn't count against the number of spells you know.

If you have an Aspect spell that doesn't appear on the dervish spell list, the spell is nonetheless a dervish spell for you.

Spellcasting

At 3rd level, the dervish can now cast spells.

Cantrips

At 3rd level, you know two cantrips of your choice from the dervish spell list. You learn additional dervish cantrips of your choice at higher levels, as shown in the Cantrips Known column of the dervish table.

Spell Slots

The dervish table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these dervish spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level or Higher

You know three 1st-level spells of your choice from the dervish spell list. The Spell Known column of the dervish table shows when you learn more dervish spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the dervish table. Additionally, when you gain a level in this class, you can choose one of the dervish spells you know from this feature and replace it with another spell from the dervish spell list. The new spell must also be of a level for which you have spell slots on the dervish table.

Spellcasting Ability

Wisdom is your spellcasting ability for your dervish spells, since your magic draws from your devotion to your god and your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a dervish spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for your dervish spells.

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vow of Strength

At 11th level, when you make a melee attack against a creature, you can also make an attack against a creature within 5 feet of the original target that is also within your reach.

Vow of Piety

Beginning at 17th level, you have mastered the art of invoking prayers. When you use your bonus action to invoke a Prayer, you can invoke two instead.

Relentless Zeal

At 20th level, when you invoke a Prayer with your bonus action you can make a weapon attack as part of the same bonus action.

Dervish Aspects

When dervishes start their path, they focus on service and prayer to the earth and the wind with no specific deity favored. Experienced dervishes often find themselves aligned more closely with one deity and gain powers in their aspects. Choosing an aspect should reflect your characters beliefs and style of adventuring.

Aspect of Dwayna

A dervish who chooses the Aspect of Dwayna highly values protection and peace. Followers of Dwayna receive boons that will support and protect their allies from harm.

Aspect of Dwayna Spells


Dervish Level Spell
3rd bless
7th aid
13th remove curse
19th aura of purity

Bonus Proficiency

When you choose this aspect at 3rd level, you gain a skill proficiency with Medicine. If you already have this proficiency, pick another skill from the dervish skill list.

Bonus Prayers

At 3rd level, you can add the following prayer to your known prayers.


Mystic Regeneration.

Active: Until this prayer ends, when you end your turn you gain temporary hit points equal to 1d6 + your dervish level.

Expire: All friendly creatures within 30 feet gain temporary hit points equal to half of your temporary hit points (rounded down). You lose all temporary hit points.

Blessed Aura

Starting at 6th level, whenever you or a friendly creature within 10 feet of you with temporary hit points must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Faithful Intervention

At 8th level, when you or a friendly creature within 30 feet of you that has temporary hit points takes damage you can use your reaction to grant resistance to the creature against that instance of the damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short rest.

Protective Spirit

At 11th level, you gain the ability to infuse your Pious Strikes with radiant energy. When you make a Pious Strike, it now does an extra 1d8 radiant damage. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Avatar of Dwayna

At 14th level, you can use your action to transform into an Avatar of Dwayna, which is detailed at the end of the class description. You can use this feature once. You regain expended uses when you finish a long rest.

You can stay in your avatar form for 1 minute. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed the rules specified after the class description in "Avatar Forms" apply.

At 19th level, you can use this feature twice.

Aspect of Grenth

A dervish who chooses the Aspect of Grenth knows that death and sickness are powerful and inevitable. They use that same power to cripple their foes and lay waste to the unworthy.

Aspect of Grenth Spells


Dervish Level Spell
3rd bane
7th ray of enfeeblement
13th stinking cloud
19th blight

Caretaker

When you choose this aspect at 3rd level, you gain the ability to cast the Gentle Repose spell, but only as a ritual. It doesn't count against the number of spells you know.

Bonus Prayers

At 3rd level, you can add the following prayer to your known prayers.


Contagion.

Active: Until this prayer ends, when you hit a creature with a melee weapon, that creature must make a Constitution saving throw. On a failed save, it is poisoned until the end of your next turn.

Expire: When you remove this prayer with a Pious Strike, if your target is poisoned all hostile creatures within 30 feet take 1d8 poison damage and must make a Constitution saving throw. On a failed save it is poisoned until the end of your next turn.

The damage increases when you reach certain levels in this class, increasing to 2d8 at 10th level, 3d8 at 15th level.

Withering Aura

Starting at 6th level, hostile creatures within 10 feet of you have disadvantage on Constitution saving throws. Additionally, hostile creatures within 10 feet of you that are poisoned cannot regain hit points. You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Necrotic Traversal

At 8th level, when a creature dies within 30 feet of you, you can use your reaction to teleport to the space that creature occupied and deal 1d6 + your dervish level of necrotic damage to creatures within 5 feet of the space. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Reapers Sweep

At 11th level, you gain the ability to infuse your Pious Strikes with necrotic energy. When you make a Pious Strike, it now does an extra 1d8 necrotic damage. Additionally, the target must make a Wisdom saving throw against your prayer save DC. Poisoned creatures automatically fail this save. On a failed save, the creature becomes frightened until the end of it's next turn.

While frightened by this effect, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.

Avatar of Grenth

At 14th level, you can use your action to transform into an Avatar of Grenth, which is detailed at the end of the class description. You can use this feature once. You regain expended uses when you finish a long rest.

You can stay in your avatar form for 1 minute. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed the rules specified after the class description in "Avatar Forms" apply.

At 19th level, you can use this feature twice.

Aspect of Lyssa

A dervish who chooses the Aspect of Lyssa walks the path of chaos. Disrupting magic is their specialty, while using arcane spells of their own.

Aspect of Lyssa Spells


Dervish Level Spell
3rd disguise self
7th mirror image
13th counterspell
19th dimension door

Bonus Proficiency

When you choose this aspect at 3rd level, you gain a skill proficiency with Deception. If you already have this proficiency, pick another skill from the dervish skill list.

Bonus Prayers

At 3rd level, you can add the following prayer to your known prayers.


Winds of Disenchantment.

Active: Until this prayer ends, you have advantage on saving throws against being charmed or feared.

Expire: Choose one creature, object or magical effect within 30 feet. For each spell of 1st level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Rending Aura

Starting at 6th level, whenever a creature that is concentrating on a spell that you choose ends it's turn within 10 feet of you, that creature must make a concentration check against your spell save DC. On a failure, the creature loses concentration on its spell.

At 18th level, the range of this aura increases to 30 feet.

Lyssa’s Advance

At 8th level, when a creature within 30 feet of you casts a spell, you can move up to half your speed as a reaction.

Disruptor

At 11th level, you gain the ability to infuse your Pious Strikes with chaotic energy. When you make a Pious Strike, it now does an extra 1d6 psychic damage. Additionally, when the target next makes a saving throw, they subtract the value of that damage from the result. This effect is removed after a saving throw is performed or 1 minute has passed, whichever occurs first.

Avatar of Lyssa

At 14th level, you can use your action to transform into an Avatar of Lyssa, which is detailed at the end of the class description. You can use this feature once. You regain expended uses when you finish a long rest.

You can stay in your avatar form for 1 minute. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed the rules specified after the class description in "Avatar Forms" apply.

At 19th level, you can use this feature twice.

Avatar Forms

The following rules apply when you take an avatar form as part of your Aspect feature granted at the 14th level:

  • Your game statistics are replaced by the statistics of the avatar, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.

  • Your equipment merges into your new form. Equipment that merges with the form has no effect until you leave the form.

  • When you transform, you assume the avatar's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in avatar form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.



Avatar of Dwayna

medium humanoid, lawful good


  • Armor Class 15 (natural armor)
  • Hit Points 93 (11d18 + 44)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 13 (+1) 20 (+5) 16 (+4)

  • Damage Resistances necrotic, bludgeoning, piercing, and slashing from non magical weapons.
  • Damage Immunities radiant
  • Condition Immunities charmed, exhaustion, poison, frightened
  • Challenge 6 and (2300 XP)

Actions

Multiattack. The Avatar of Dwayna makes 2 attacks its scythe.

Scythe. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit 9 (1d10 + 3) slashing damage plus 6 (1d10) radiant damage.

Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.

Aegis. (Recharge 5-6) The Avatar of Dwayna release a radiant pulse around it. Each friendly creature within 50 feet gains 10 temporary hit points.



Avatar of Grenth

medium humanoid, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 93 (11d18 + 44)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 13 (+1) 20 (+5) 16 (+4)

  • Damage Resistances poison, bludgeoning, piercing, and slashing from non magical weapons.
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, poison, frightened
  • Challenge 6 and (2300 XP)

Actions

Multiattack. The Avatar of Grenth makes 2 attacks its scythe.

Scythe. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit 9 (1d10 + 3) slashing damage plus 6 (1d10) necrotic damage.

Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.

Vile Miasma. (Recharge 5-6) The Avatar of Grenth release a wave of toxic miasma in a 15-foot cone. Each creature in that area loses any immunities to poison and must make a DC 16 Constitution saving throw. On a failed save the creature takes 3d10 poison damage and is poisoned, or half as much damage without becoming poisoned on a successful one.



Avatar of Lyssa

medium humanoid, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 93 (11d18 + 44)
  • Speed 30 ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 13 (+1) 20 (+5) 16 (+4)

  • Damage Resistances force, bludgeoning, piercing, and slashing from non magical weapons.
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, poison, frightened
  • Challenge 6 and (2300 XP)

Actions

Multiattack. The Avatar of Lyssa makes 2 attacks its scythe.

Scythe. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit 9 (1d10 + 3) slashing damage plus 6 (1d10) psychic damage.

Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Avatar of Lyssa's spellcasting ability is Wisdom (spell save DC 17). The Avatar of Lyssa's can innately cast the following spells, requiring no material components:

At will: detect magic, dispel magic

1/day each: confusion, power word stun

Prayers

If a prayer has prerequisites, you must meet them to learn it. You can learn the prayer at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Conviction

Prerequisite: none

Active: Choose an Ability Score. Until this prayer ends, you have advantage on saving throws using that Ability Score.

Expire: As a reaction you can end this prayer. Chosen creature within 30 feet has advantage on saving throws using the same Ability Score until the start of its next turn.

Dampen Elements

Prerequisite: 10th level dervish

Active: Until this prayer ends, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Expire: When you remove this prayer with a Pious Strike you can convert all damage dealt by the strike to acid, cold, fire, lightning, or thunder damage.

Featherfoot Grace

Prerequisite: none

Active: Until this prayer ends, your speed increases by 10 feet.

Expire: For the rest of the round your movement is increased by 30 feet and you do not provoke opportunity attacks.

Harrier's Flight

Prerequisite: 15th level dervish

Active: Until this prayer ends, your gain a flying speed equal to your walking speed.

Expire: Chosen creature within 60 feet must make a Strength saving throw. On a failed save if they have a flying speed, they lose it and begin to plummet.

Harrier’s Grasp

Prerequisite: none

Active: Until the prayer ends, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of it's turn.

Expire: Chosen creature within 15 feet of you takes 1d6 + Wisdom cold damage. That creature's speed is halved until the end of it's next turn.

The damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level. You still add your Wisdom modifier to the roll.

Heart of Fury

Prerequisite: 10th level dervish

Active: Until this prayer ends, your weapon attacks score a critical hit on a 19 or 20.

Expire: When you remove this prayer with a Pious Strike, the creature being attacked is pushed up to 15 feet away from you and is knocked prone.

Mirage Cloak

Prerequisite: 5th level dervish

Active: Until this prayer ends, you have half cover.

Expire: Until the start of your next turn, you have full cover.

Mystic Twister

Prerequisite: 10th level dervish

Active: Until this prayer ends, ranged attacked against you are made at disadvantage. Additionally, tiny creatures that start their turn within 5 feet of you are pushed 10 feet away.

Expire: A whirling sand tornado rages for in a 5-foot radius, 40-foot-high cylinder centered on a point within 60 feet.

When a creature enters the tornado's area for the first time on a turn or starts its turn there, it is buffeted by sand and debris, and it must make a Constitution saving throw. It takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Due to the limited visibility and harsh winds creatures inside the area of effect have half cover and disadvantage on attacks.

The twister subsides after 1 minute. If you invoke another storm, the existing storm dissipates.

On each of your turns after you cast this spell, you can use an action to move the tornado up to 60 feet in any direction.

Piercing Gaze

Prerequisite: 5th level dervish

Active: Until this prayer ends, you have darkvision out to a range of 60 feet.

Expire: Chosen creature within 60 feet must make a Wisdom saving throw. On a failed save, they are blinded until the end of your next turn.

Shifting Sands

Prerequisite: none

Active: Until this prayer ends, terrain within 10 feet of you is considered difficult terrain for creatures other than you.

Expire: Create a 10 foot square centered on a point within 60 feet, it becomes difficult terrain until the end of your next turn. A creature in that area must succeed on a Strength saving throw or be restrained by the quicksand. A creature restrained by the quicksand can use its action to make a Strength check against your prayer save DC. On a success, it frees itself. The ground returns to normal terrain after 1 minute.

Veil of Thorns

Prerequisite: none

Active: Until this prayer ends, whenever a creature hits you with a melee attack the creature takes 1d4 piercing damage.

Expire: All creatures within 10 feet of you take 1d4 piercing damage.

The damage increases for both effects when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 10th level, and 4d4 at 15th level.

Vital Boon

Prerequisite: none

Active: Until this prayer ends, your hit point maximum increases by 1d8 + your Wisdom modifier, and you gain the same number of hit points.

Expire: You regain hit points equal to 1d8 + your Wisdom modifier.

The hit point maximum, and hit points regained increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level. You still add your Wisdom modifier to the roll.

Dervish Spell List

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Frostbite
  • Guidance
  • Gust
  • Mold Earth
  • Resistance
  • Shape Water
  • Shillelagh

1st Level

  • Absorb Elements
  • Cure Wounds
  • Detect Poison and Disease
  • Divine Favor
  • Earth Tremor
  • Feather Fall
  • Fog Cloud
  • Heroism
  • Jump
  • Longstrider

2nd Level

  • Warding Bond
  • Lesser Restoration
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Gust of Wind
  • Barkskin
  • Spider Climb
  • Heat Metal
  • Misty Step
  • Ray of Enfeeblement
  • Spiritual Weapon
  • Warding Wind

3rd Level

  • Erupting Earth
  • Elemental Weapon
  • Revivify
  • Gaseous Form
  • Fly
  • Daylight
  • Remove Curse
  • Magic Circle
  • Water Walk
  • Haste
  • Meld into Stone
  • Wall of Sand
  • Wind Wall

4th Level

  • Stoneskin
  • Stoneshape
  • Wall of Fire
  • Control water
  • Fire Shield
  • Elemental Bane
  • Aura of Life
  • Aura of Purity
  • Staggering Smite

Credits

The Dervish is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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