Alignment Sense. The Silverhair Knight is aware of the alignment of all creatures she can see within 120 feet of her.
Battle Magic. When the Silverhair Knight casts a spell as an action, she can make an attack with her longsword as a bonus action.
Fey Ancestry. The Silverhair Knight has advantage on saving throws against being charmed, and magic can’t put the Silverhair Knight to sleep.
Magic Resistance. The Silverhair Knight has advantage on saving throws against spells and other magical effects.
Mission of Redemption. The Silverhair Knight is under the effect of a sanctuary spell until she deals damage with an attack or spell.
Spellcasting. The Silverhair Knight is a 10th level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She knows the following spells:
- Cantrips (at will): friends, guidance, sacred flame, thaumaturgy, word of radiance
- 1st level (4 slots): bless, bane, healing word, sanctuary
- 2nd level (3 slots): detect thoughts, hold person, suggestion, zone of truth
- 3rd level (3 slots): aura of vitality, dispel magic, hypnotic pattern, remove curse
- 4th level (3 slots): aura of purity, banishment, compulsion, death ward
- 5th level (2 slots): greater restoration, hold monster, mass cure wounds, synaptic static
Voice of Serenity. The Silverhair Knight has advantage on Charisma (Persuasion) checks. In addition, when the Silverhair Knight casts a spell from the enchantment school, she can force up to five creatures of her choice to make the saving throw with disadvantage.
Multiattack. The Silverhair Knight makes three attacks with her blade of mercy or two with her moon bolt. She can use her Awaken Sins in place of one of these attacks.
Blade of Mercy. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage if used with one hand or 10 (1d10+5) slashing damage if used with both hands, plus 9 (2d8) radiant damage. The target cannot take reactions until the end of its next turn and must make a DC 18 Strength saving throw or be knocked prone.
Moon Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (6d8) radiant damage and the target's strength score is reduced by 1d4. If the target's strength score is reduced to 0, the target falls unconscious until its strength score is restored by greater restoration or similar magic.
If the target is undead, it must make a DC 18 Constitution saving throw or be paralyzed until the end of its next turn.
Awaken Sins. The Silverhair Knight touches a creature within 5 feet of her. The target must make a DC 18 Charisma saving throw, with disadvantage if it is a drow of non-good alignment. On a failure, the target feels the weight of its sins, of the suffering and cruelty it has done to other creatures and is both frightened of and charmed by the Silverhair Knight at the same time for one minute. If a creature fails the saving throw by 5 or more, it instead is stunned for the duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, if an evil-aligned creature fails the saving throw, it takes 9 (2d8) psychic damage at the start of each of its turns until the effect ends on it, but this damage cannot cause the creature to drop below 1 HP.
Eilistraee's Grace (1/day). Until the end of her next turn, the Silverhair Knight's speed is doubled, she has advantage on Dexterity saving throws and Dexterity (Acrobatics) checks, gains a +2 bonus to her AC and can make an additional attack with her longsword as part of her action.
Nonlethal Arrest. The Silverhair Knight uses manacles or a piece of rope to tie up a creature that was knocked prone. To do so, she must make a grappling check against the target. On a success, the target is restrained by the manacles or the rope.
Guardian of Mercy. When the Silverhair Knight sees another creature within 30 feet of her taking damage, she can use her reaction to take that damage instead. If she decides to do so, she gains resistance to that damage, effectively only taking half of the original damage.
Words of Peace. When the Silverhair Knight sees another creature within 30 feet of her making an attack, she can force that creature to make a DC 18 Wisdom saving throw. On a failure, the attack fails and the creature forfeits the remainder of its turn.
Description
Silverhair Knights are an order of priests of Eilistraee, the Dark Maiden, completely dedicated to the redemption and subsequent protection of drow from the underdark, to freeing drow from Lolth's web.
They are mostly female drow, elves or half-elves and are highly regarded amongst the followers of Eilistraee due to their nonlethal fighting techniques, their silver tongues and especially their special ability to "consume" someone's sins, freeing them from all evil and redeeming them in the process - thus they also are known as Sin Eaters.
Non-Lethal Combat. Silverhair Knights have vowed to never willingly kill any drow. They are specialiced in techniques for nonlethal combat with both their swords and spells, focusing on incapacitating their enemies, exhausting them or otherwise making them give up fighting. They know how to hit their enemies with a sword to neutralize them without using lethal force, how to bring them down to the ground, where they can be tied up, and to deter them of potentially dangerous reactions.
However, despite generally fighting nonlethally, Silverhair Knights still are respectable and capable combatants, who can easily apply lethal force to kill powerful enemies if necessary.
Blessed Enchanters. The second important tool Silverhair Knights use for nonlethal combat are their spells. In addition to regular cleric spells they know a wide array of non-damaging enchantment spells specialiced for incapacitating and otherwise neutralizing combatants to prevent casualties. Their blessed voice of redemption makes these enchantment spells particularly effective tools, allowing them to overcome even the innate resistance to charming effects drow just like other elves are known for.
In addition, Silverhair Knights can use a special kind of enchantment magic, which is particularly effective against evil drow - they can make them feel the weight of all sins they committed, which not just makes them thinking about changing their way of life, it also distracts them in combat, makes them unwilling to contine and can even stun them or cause mental damage.
Sin Eating. A Silverhair Knight can perform a special ritual on another conscious creature with an evil alignment, whether that creature is willing or not, to consume its sins, redeeming it and taking the full weight of cruelty and suffering inflicted by it. The ritual lasts 10 minutes and the Silverhair Knight must be touching the target for the full duration. Once the ritual is completed, the target creature feels the weight of all their sins on their conscience, understanding the errors it made in its life and regrets its past actions. The target is then freed of all evil, causing its alignment to change to good.
With each sin eating ritual performed by the Silverhair Knight there is a cumulative 5% chance of it failing. In this case, the Silverhair Knight falls unconscious for 24 hours and the target is not freed of their evil. At the end of that period, the Silverhair Knight must make a DC 15 Charisma saving throw. On a success, the Silverhair Knight wakes up, on a failure however, the Silverhair Knight dies and rises as a ghost with the same evil alignment as the target of the failed ritual.
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