Difference between revisions of "User:Rlyehable/sandbox/2"

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{{sandbox}}[[Category:Sandbox]]
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=Dervish (Martial Archetype)=
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{{author
 
{{author
 
|author_name=Rlyehable
 
|author_name=Rlyehable
 
|date_created=2016-09-05
 
|date_created=2016-09-05
|status=Completed
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|status=Sandbox
 
|editing=
 
|editing=
 
}}
 
}}
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|summary=You become a whirlwind of weapons. <!-- 1 or 2 line summary of subclass -->
 
|summary=You become a whirlwind of weapons. <!-- 1 or 2 line summary of subclass -->
  
|trait1name=Exchange Armor for Agility
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|trait1name=Limitations
|trait1desc=This archetype relies on agility rather on heavy armor for protection. The Martial Archetype Features (listed below), except for {{iplink|Additional Fighting Style}}, may not be utilized while wearing {{srd5lc|Heavy Armor}}.  
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|trait1desc=This archetype relies on agility rather on heavy armor for protection. The Martial Archetype Features (listed below), except for {{iplink|Additional Fighting Style}}, may not be utilized while wearing {{srd5lc|Heavy Armor}} or wielding a {{srd5lc|Heavy}} weapon.  
  
|trait2name=Whirlwind Defense
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|trait2name=Unarmored Defense
|trait2desc=Starting when you choose this archetype at 3rd level, you gain {{srd5lc|Proficiency}} in {{SRD5|Dexterity}} {{srd5lc|Saving Throw}}s. While wearing {{srd5lc|Light Armor}} or no {{srd5lc|Armor}}, add your {{srd5lc|Proficiency Bonus}} to your {{SRD5|AC}}. If you are wearing {{srd5lc|Medium Armor}}, the maximum Dexterity bonus rises from 2 to 3.
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|trait2desc=Starting when you choose this archetype at 3rd level, your defense is based more on agility than armor. While wearing no {{srd5lc|Armor}}, your {{srd5lc|Armor Class}} equals 10 + double your {{SRD5|Dexterity}} bonus.
  
|trait3name=Whirlwind Attack
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|trait3name=Lightning Strike
|trait3desc=Also starting at 3rd level, you may expend both your {{SRD5|Attack}} {{srd5lc|Action}} and {{srd5lc|Bonus Action}} to make an area attack with a {{srd5lc|Melee Weapon}}. Make a single {{srd5lc|Damage Roll}}. All enemies within 5 feet of you must succeed on a Dexterity saving throw ({{SRD5|DC}} is equal to 8 + your attack bonus); taking damage on a failed save. No other attack may be made by you this {{srd5lc|Turn}}.<ref name="note1" />
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|trait3desc=You may use you {{srd5lc|Bonus Action}} to make one {{srd5lc|Melee Weapon}} attack. This does '''not''' count as an {{srd5lc|Attack}} {{srd5lc|Action}} for the ''[[SRD5:Fighter#Extra Attack|extra attack]]'' feature.
  
|trait4name=Blitzkrieg
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|trait4name=Fluid Movement
|trait4desc=Starting at 7th level, you may use your bonus action to both {{srd5lc|Dash}} and {{srd5lc|Disengage}} however, you must end your {{srd5lc|Movement}} within your {{srd5lc|Reach}} of an enemy.
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|trait4desc=Starting at 7th level, you may use your bonus action to {{srd5lc|Disengage}}.
  
 
|trait5name=Additional Fighting Style
 
|trait5name=Additional Fighting Style
 
|trait5desc=At 10th level, you can choose a second option from the [[SRD5:Fighter#Fighting Style|Fighting Style]] class feature.  
 
|trait5desc=At 10th level, you can choose a second option from the [[SRD5:Fighter#Fighting Style|Fighting Style]] class feature.  
  
|trait6name=Lightning Reflexes
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|trait6name=Whirlwind Attack
|trait6desc=Starting at 15th level, if you are attacked or forced to make a saving throw, you may use your {{srd5lc|Reaction}} to take the {{SRD5|Dodge}} action.
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|trait6desc=At 10th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
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|trait7name=Lightning Reflexes
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|trait7desc=Starting at 15th level, if you are attacked or forced to make a saving throw, you may use your {{srd5lc|Reaction}} to take the {{SRD5|Dodge}} action.
  
|trait7name=Evasion
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|trait8name=Evasion
|trait7desc=At 18th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   
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|trait8desc=At 18th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   
  
 
|desc=Whether the whirling dervish of the Indian subcontinent, the Norse berserker, or other legendary warriors, the Dervish relies on agility, movement, and quick attacks to win the battle.  
 
|desc=Whether the whirling dervish of the Indian subcontinent, the Norse berserker, or other legendary warriors, the Dervish relies on agility, movement, and quick attacks to win the battle.  
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==Notes==
 
==Notes==
<references>
 
<ref name="note1">Whirlwind attack may not be combined with other abilities, effects, or features that grant additional attacks. Including, but not limited to [[SRD5:Fighter#Extra Attack|Extra Attack]], [[Two-Weapon Fighting (disambiguation)#5th ed.|Two-Weapon Fighting]], [[Dual Wielding (5e)|Dual Wielding Feat]], and [[Polearm Master (5e)|Polearm Master Feat]]</ref>
 
</references>
 
 
</onlyinclude>
 
</onlyinclude>
 
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Dervish (Martial Archetype)

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Author: Rlyehable (talk)
Date Created: 2016-09-05
Status: Sandbox
Editing: Clarity edits only please
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Dervish is a martial archetype of the Fighter class.

Whether the whirling dervish of the Indian subcontinent, the Norse berserker, or other legendary warriors, the Dervish relies on agility, movement, and quick attacks to win the battle.  

Limitations

This archetype relies on agility rather on heavy armor for protection. The Martial Archetype Features (listed below), except for Additional Fighting Style, may not be utilized while wearing heavy armor or wielding a heavy weapon. 

Unarmored Defense

Starting when you choose this archetype at 3rd level, your defense is based more on agility than armor. While wearing no armor, your armor class equals 10 + double your Dexterity bonus. 

Lightning Strike

You may use you bonus action to make one melee weapon attack. This does not count as an attack action for the extra attack feature. 

Fluid Movement

Starting at 7th level, you may use your bonus action to disengage

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature. 

Whirlwind Attack

At 10th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. 

Lightning Reflexes

Starting at 15th level, if you are attacked or forced to make a saving throw, you may use your reaction to take the Dodge action. 

Evasion

At 18th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Notes


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