Elusive Dance. The Sword Dancer's dance-like movement on the battlefield is quick, fluid and graceful, granting the Sword Dancer the following benefits, unless its movement speed is reduced to 0, such as when it is grappled, restrained or incapacitated:
- The Sword Dancer gains a bonus to its AC equal to its Charisma modifier.
- If the Sword Dancer hits another creature with its singing sword, it does not provoke opportunity attacks from that creature until the end of the turn.
- The Sword Dancer has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
- Attacks against the Sword Dancer cannot benefit from advantage.
Evasion. If the Sword Dancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Sword Dancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. The Sword Dancer can't use this trait if it is incapacitated.
Fey Ancestry. The Sword Dancer has advantage on saving throws against being charmed, and magic can’t put the Sword Dancer to sleep.
Magic Resistance. The Sword Dancer has advantage on saving throws against spells and other magical effects.
Rapid Strike. If the Sword Dancer is about to make an attack with its singing sword with advantage, it can forgo the advantage to immediately make an additional attack against the same target.
Singing Sword. While the Sword Dancer holds the singing sword in its hand, the Sword Dancer gains a bonus to attack rolls made with the sword equal to its Charisma modifier and is protected from all mind-altering effects as if it was under the effect of a mind blank spell. This protection does not work while a bard within 30 feet of the Sword Dancer is using its Countercharm ability.
If the Sword Dancer is not holding the sword, it can use a bonus action on its turn to summon the singing sword to its hand.
Spellcasting. The Sword Dancer is a 20th level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It knows the following spells:
- Cantrips (at will): green-flame blade, guidance, sacred flame, thaumaturgy, word of radiance
- 1st level (4 slots): guiding bolt, healing word, magic missile, zephyr strike
- 2nd level (3 slots): lesser restoration, invisibility, misty step, spiritual weapon
- 3rd level (3 slots): aura of vitality, dispel magic, spirit guardians, remove curse
- 4th level (3 slots): aura of purity, fire shield, freedom of movement, guardian of faith
Spellsong. Spells cast by the Sword Dancer do not require material components, but they always require verbal components even if they usually don't. The Sword Dancer has advantage on saving throws made to maintain concentration on a spell.
Multiattack. The Sword Dancer makes three attacks with its singing sword and casts one of its spells with a casting time of one action.
Singing Sword. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage plus 18 (4d8) radiant damage.
Eilistraee's Flourish. Once on each of its turns, when the Sword Dancer hits with a melee weapon attack, it can, as part of that attack, cast magic missile using one of its spell slots. Instead of the spell's usual effects, the Sword Dancer can choose to create one of the following effects:
- Smiting Flourish. The Sword Dancer targets its own singing sword with all missiles, causing it to erupt with blue-white flames. The attack deals additional damage equal to the spell's damage. The target must make a DC 20 Constitution saving throw or be pushed 10 feet away and knocked prone.
- Radiant Flourish. The Sword Dancer shoots the missiles into the sky, causing them to combine into a pillar of moonlight centered on the Sword Dancer. All creatures of the Sword Dancer's choice within 10 feet of it must make a DC 20 Constitution saving throw, taking the spell's damage, or half as much on a success.
- Shielding Flourish. The missiles start waving around and with the Sword Dancer, filling the area within 10 feet of the Sword Dancer with dim light until the start of its next turn. The Sword Dancer gains a bonus to its AC equal to the number of missiles created by the spell.
Inspiring Pirouette. The Sword Dancer chooses one creature within 60 feet. If that creature can see the Sword Dancer, any effect that causes it to be frightened or charmed ends on it and it gains advantage on the first melee weapon attack it makes before the end of its next turn.
Swift Movement. The Sword Dancer takes the dash or disengage action. If it does so, its jumping distance is doubled for the turn.
Reflect Spell. When the Sword Dancer is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, and it is holding its singing sword, it can use its reaction to reflect the spell back to its caster, originating from the Sword Dancer and turning the caster into the spell's target.
If the spell is of 4th level or higher, the Sword Dancer must succeed on a Charisma check with a DC equal to 10 plus the spell's level, otherwise its attempt to reflect it fails.
Dancer's Escape. When a creature hits the Sword Dancer with a melee weapon attack, the Sword Dancer can make one attack with its singing sword against the attacker, provided the attacker is within 5 feet of it, and then move up to its speed without provoking opportunity attacks.
Description
Sword Dancers are elite priests of Eilistraee, the Dark Maiden, blessed with the ability to channel Eilistraee's power in an unique way - through the so-called Spellsong. They are mostly female drow, elves and half-elves, although males are allowed to become Darksong Knights too. While there is no official hierarchy amongst the followers of Eilistraee, Sword Dancers often are considered to be the most powerful ones, especially when it comes to combat.
Becoming a Sword Dancer is a difficult endeavour, as it requires both rigid following of rules such as having been on the surface for long enough, regularly performing rituals, singing and dancing each night in the moon's light to receive Eilistraee's blessings, and a great amount of training, far more than what is required for other orders of followers of Eilistraee. A Sword Dancer is not just a master of combat, they are masters of the arts of song and dance too, they are fit acrobats and skilled diplomats.
Unlike the fairly narrowly specialiced orders of Silverhair Knights and Darksong Knights, Sword Dancers perform a broad spectrum of activities. They fight as warriors for Eilistraee on missions both on the surface and in the underdark, they use their diplomatic skills to promote harmony between drow and other races and to generally improve the acceptance of surface drow, and they aid the local population by supplying them with food, water and by curing curses and diseases to establish friendships and a place where drow can live on the surface world.
Eilistraee's Front. Sword Dancers usually lead and fight at the frontline of missions to to free other drow from Lolth's web, to bring them out of the underdark, to the surface world. Sword Dancers usually fight in groups to make full use of their Spellsong, lone Sword Dancers usually avoid fighting until they can gather some allies - although even a lone Sword Dancer is a force to be reckoned with. On missions in the underdark, Sword Dancers usually are accompanied by Silverhair Knights and Darksong Knights, who are specialiced on redeeming drow and hunting down Lolth's demonic servants respectively.
Wielders of the Singing Swords. Each Sword Dancer wields a sword, which by itself gives off a faint singing while drawn, echoing the Sword Dancer's own song. These swords, known as singing swords, are blessed by Eilistraee and bear powerful magic within them. However, only a skilled Sword Dancer capable of properly combining swordplay, song and dance on the battlefield, which by itself requires countless of hours of training, can awaken the sword's magic: the Sword Dancer's mind becomes shielded from any spells and other effects that would negatively affect it and the accuracy of the Sword Dancer's strikes reaches levels beyond imagination, even the toughest armor is sliced through like butter and even the most elusive enemy is caught by the sword's blade.
Moonlight Missiles. The magic missile spell, bestowed upon them by Eilistraee in a version that creates missiles of pure, silvery moonlight, has a special value for Sword Dancers, as they have learned to incorporate it into their performances in various ways, making it a highly efficient tool in combat. When cast on their own sword, it causes white and blue flames to erupt from the blade empowering the strike, when cast in the sky, the missiles combine into a ray of moonlight, and when the missiles wave and twirl around a dancing Sword Dancer like little lights of moonfire, they protect the Sword Dancer from attacks.
Spellsong. Sword Dancers are capable of using a special kind of magic known as the Spellsong. By singing, they can focus on their magic even in the midst of combat, being able to cast spells of up to 4th level and incorporate them seamlessly into their dance-like fighting style.
However, what truly makes the Spellsong unique is the fact that multiple Sword Dancers can sing together as a choir to cast spells of much greater power. Combining their voices does not only result in a beautiful piece of music, it also results in great feats of healing and resurrection - or in devastation on the battlefield.
Spellsong Choir Spells
If at least three Sword Dancers are within 60 feet of each other, they all have access to the following additional spells and spell slots. These spells do not require material components, but they always require verbal components when cast by Sword Dancers, even if they usually don't. The Sword Dancers share these spell slots amongst themselves and can also use them to upcast their own spells:
- 5th level (3 slots): circle of power, greater restoration, mass cure wounds, wall of light
- 6th level (2 slots): blade barrier, Fizban's platinum shield, heal, true seeing
- 7th level (2 slots): regenerate, resurrection, temple of the gods
- 8th level (1 slot): glibness, sunburst, holy aura
- 9th level (1 slot): blade of disaster, mass heal, true resurrection
If there are at least six Sword Dancers within 60 feet of each other, the number of spell slots shared between them is doubled.
The spell save DC for spells cast by a choir of spellsinging Sword Dancers increases by 1 for every three Sword Dancers that are part of the choir.
Lair and Lair Actions
If at least three Sword Dancers are fighting together, they can, at initiative order 20, losing initiative ties, take one of the following lair actions, provided they are within 60 feet of each other and are not deafened or otherwise unable to hear each other. They cannot take the same action two times in a row:
- Choir of Valour. The Sword Dancers sing a song of war and victory and flourish their blades, intimidating their foes and bolstering their allies. All creatures of the Sword Dancers' choice within 30 feet of at least one Sword Dancer either are under the effect of a bless spell for the next minute if they are friendly, or must make a DC 19 Wisdom saving throw or be frightened for one minute if they are foes. A frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Once the effect ends or a creature saves against it, it cannot be affected again for 24 hours.
- Song of Magic. The Sword Dancers cast one of their spells with a casting time of one action.
- Ode of Moonlight. The Sword Dancers sing to the sky, calling down Eilistraee's moonlight. For the next minute, the area within 20 feet of each Sword Dancer is dimly lit, dispelling any magical darkness, the Sword Dancer gains 20 temporary hit points and a flying speed equal to its walking speed.
- Symphony of Swords. Each Sword Dancer summons a spectral sword carved of moonlight within 60 feet of them and makes a melee spell attack, +12 to hit, with it. The sword deals radiant damage, its damage is a number of d8s equal to the number of Sword Dancers taking part in this lair action, plus the Sword Dancer's Charisma modifier.
Previous Versions
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