Alignment Sense. The Silverhair Knight is aware of the alignment of all creatures it can see within 120 feet of it.
Battle Magic. When the Silverhair Knight casts a spell as an action, it can make an attack with its blade of mercy 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 always is protected by a sanctuary spell until it performs an action that causes the spell to end. After one hour, the protection is restored and the sanctuary spell becomes active again.
Spellcasting. The Silverhair Knight is a 20th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It knows the following spells:
- Cantrips (at will): guidance, thaumaturgy
- 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
- 5th level (2 slots): greater restoration, 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, it can force up to five creatures of its choice to make the saving throw with disadvantage.
Multiattack. The Silverhair Knight makes three attacks with its blade of mercy or two with its moon bolt. It can use its 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 it. 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 its next turn, the Silverhair Knight's speed is doubled, it has advantage on Dexterity saving throws and Dexterity (Acrobatics) checks, gains a +2 bonus to its AC and can make an additional attack with its blade of mercy as part of its 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, it 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 it taking damage, it can use its reaction to take that damage instead. If it decides to do so, it 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 it making an attack against a creature other than the Silverhair Knight itself, it 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 elite priests of Eilistraee. They are mostly female drow, elves and half-elves, although males are allowed to become Silverhair Knights too. Silverhair Knights pursue a very specific goal: they want to redeem evil drow from the underdark, purifying their souls and granting them the chance for a new life on the surface.
To achieve this, Silverhair Knights train non-lethal combat techniques with their swords, learn spells to incapacitate their opponents without damaging them and generally attempt to use their blessed serene voice to calm down any conflicts before they actually start engaging in combat.
In addition, Silverhair Knights are blessed with the ability to use an unique kind of magic for redeeming someone, for purifying their souls: They essentially consume their target's sins into their own soul, where they are destroyed by radiance and purity - and thus, they are known as Sin Eaters.
Silverhair Knights usually accompany Sword Dancers and Darksong Knights on missions in the underdark. While the others fight off dangerous monsters and demonic servants of Lolth, the Silverhair Knights attempt to calm down drow, try to protect them and to convince them to come with them to the surface, and if they don't succeed, they use their various tools to incapacitate the drow until they can later purify their souls.
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 how 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 continue the fight 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, understands 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. The sins themselves are absorbed into the Sin Eater's soul and destroyed by its radiance and purity.
With each sin eating ritual performed by the Silverhair Knight there is a cumulative 5% chance of it failing as it is overcome by the sins it is trying to absorb. 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.
Previous Versions
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11/18/2021 8:36:57 AM
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