Paladin
Base Class: Paladin

The Darksong Knights are an order of elite warriors who serve as a bulwark between the followers of Eilistraee and the persecution of the zealot crusaders and the fiendish servants of Lolth. They employ a graceful, agile style of swordplay in battle, and receive training aimed to prepare them to face the horrific creatures of the lower planes. The Darksong Knights make a sacred oath, swearing to uphold the teachings of the Dark Maiden, and to tirelessly hunt the Spider Queen's handmaidens—the hideous yochlol—as well as all demons. Fiends caused the downfall of the drow in the ancient times, and no matter what tricks they use to hide their presence or corrupt mortals, the Darksong Knights will find them and give them no quarter. This order is particularly active in the southern regions of Faerun, the area once occupied by the dark elven empire of Ilythiir, where the remnants of the fiendish magic used by the ancient Sethomiir ruling clan still linger. While the order includes clerics, fighters, rangers and paladins of various Oaths, many paladins who join the Darksong Knight follow these tenets:

Kindle the light: Even in the deepest despair, when all seems lost, hope can still be found in all that is beautiful in life. Fight to protect that light, and bring it to all those who are lost in the dark.

Break the chains: Everyone should be free to choose what to be, their faith, to express themselves and forge their own path in life. Relentlessly oppose all those who would deny this right, tyrants and fearmongers alike.

Nurture all beauty: Life is meant to be celebrated and enjoyed; live yours as art, and spark wonder and passion wherever you go. Music and dance are to be spread, bringing joy and laughter to people, so that no moment is lost in the greyness of bore and melancholy. Remember that beauty can be found in the broken. Treasure and nurture it, to make it bloom once again.

Offer kindness: Aid all folks in need, of any race, strong and weak, kind and rude alike, no matter the personal cost. Only through empathy and compassion suffering can be defeated.

A rebirth for the Drow: All drow must be freed by the poison of the Spider Queen. Reach for the dark elves who suffer in her web and offer them a new beginning.

Banish the fiends: Fiends are the embodiment of all evil and suffering in the world. They are the responsible for the fall of the drow people. Seek and hunt them wherever they hide, and banish them with sword and light.

 

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Eilistraee's Dance: You let the faith in your ideals and the song of your goddess guide your steps. As an action, until the end of your next turn, you gain the effect of the Freedom of Movement spell (being underwater still imposes penalties on the your movement and attacks), and attacks of opportunity against you are made at disadvantage. In addition to this, you gain advantage on all Charisma (Performance) checks for 1 minute.

Freedom of Will: As an action, you present your holy symbol and speak a prayer for those being coerced, using your Channel Divinity. Each creature within 10ft of you that is Charmed or Frightened repeats the saving throw causing that condition. On a success, the effect ends, and the creature(s) becomes immune to that condition for 1 hour. 

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

heroism, detect evil and good

5th

moonbeam, misty step

9th

beacon of hope, tongues

13th

aura of purity, banishment

17th

steel wind strike, dream

 

Aura of Truth

Starting at 7th level, you and your allies within 10ft from you gain a bonus on Insight checks, as well as Intelligence (Investigation) checks to identify illusions, equal to your Charisma modifier. This aura increases to 20ft at level 18.

In addition, you gain darkvision up to 10ft, or for an additional 10ft if you already have darkvision.

 

Dance of Freedom

Beginning at 15th level, 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. Following such a successful Dexterity saving throw, during your next turn, your movement does not provoke attacks of opportunity.

 

Lady's Embrace

Starting at 20th level, as an action, you channel the light of Eilistraee within your own being. For 1 minute, you shed dim light within 30ft. During that time, apply the following effects:

  • Each friendly creature within the light at the start of their turn, including yourself, regains 1d10 hit points.
  • If a creature within 30ft of you hits you with an attack, it takes radiant damage equal to your Charisma modifier.
  • You gain Advantage on saving throws from the attacks and effects of fiends.

Once you use this feature, you cannot use it again until you finish a long rest.

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