Paladin
Base Class: Paladin

The Darksong Knights were an elite order of Eilistraeeans, mostly active in the South. Each member of this order was a battle-priest who chose to devote their life not only to furthering the Dark Maiden's goals, but also to the destruction of yochlol and other demons and minions of Lolth, for they were the cause of the corruption and fall of the drow people.

Utilizing a complex and dance-like style of sword-fighting, a trained Darksong Knight in battle was far more mobile and deceptive than other fighters. They could apply their skills in dance to making feints, to evade opportunistic attacks, and to attack with ease while moving. They were less resilient than a comparable fighter, however. As the prey of the Darksong Knights were the demonic servants of Lolth, they honed their skills to expose, hunt down, and fight yochlol, and to kill them.

The Darksong Knights do not follow any specific tenants but this simple dogma: "Be always kind, save in battle with evil. Encourage happiness everywhere. Learn and teach new songs, dances, and the flowing dance of skilled sword work. Promote harmony between the races. Befriend strangers, shelter those without homes, and feed the hungry. Repay rudeness with kindness. Repay violence with swift violence so that those that cause it are swiftly dealt with. Aid drow in distress, and give them the Lady’s message: “A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace and live beneath the sun again where trees and flowers grow."

The Sword Dance

When you take this oath at 3rd level, you gain the following ritual to preform

As a ritual you can perform a religious, ceremonious dance that can consecrate a melee weapon with Eilisraee's blessing by planting it in the ground and dancing around it for 1 hour. The ritual can only be done on a single weapon and must be of a slashing damage type, the dance must be performed in moonlight most preferably in a wide-open space. You must be wearing vestments or unclothed to perform this ritual. After it is blessed it takes on a fine sheen almost reflecting like a mirror and never seems to lose it edge no matter how many battles you bring it through. Thereafter, when you wield the consecrated weapon, it counts as a magical weapon for the purpose of overcoming resistance and is immune to nonmagical damage and is itself immune to rust and corrosion. The weapon also gains the Finesse property, and you can use an action to shed a bright light in a 20-foot radius and dim light for an additional 10 feet. The light is colored silver and counts as moon light. You can use another action to dismiss the light.

When you perform the Sword Dance ritual you must make a Performance check and take maximum weapon damage based on the chosen weapon (e.g., 1d8+1 +1d4 fire damage would be, 9 slashing +4 fire damage) and undergo any other effects that the weapon may have on a hit effect immediately. If you fail the performance check with a DC of 15 you take damage (and effects) as if from a critical hit from that weapon. If the ritual is interrupted, you move more the 15 feet away from the chosen weapon or if it is removed from the ground for any reason the ritual fails. After the strenuous ritual you take two levels of Exhaustion regardless of the outcome. This ritual may be performed only once every 24 hours.

The consecrated weapon only has these features when you wiled it and retains these features until you consecrate a different weapon with Sword Dance. If you consecrate a magical weapon with Sword Dance, it gains any features it does not already have.

Channel Divinity

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

Dark Lady's Dance.  Using your channel divinity. You follow Eilistraee's dance, filling you with beaming determination as you follow her steps. All chains and restraints are broken, and you effortlessly dance past any obstacle in your path, effortlessly weaving in and out of combat with complete freedom.

As a bonus action, you can imbue yourself with a otherworldly grace for 1 minute calling upon Eilistaree leads your steps. Until the effect ends you gain 10 feet of movement and do not provoke attacks of opportunity, you are unaffected by difficult terrain and being underwater does not impose penalties on your movement or attacks. In addition, spells and other magical effects cannot reduce your speed or cause you to be paralyzed or restrained. You can also spend 5 movement to automatically escape from nonmagical restraints such as manacles or a creature that has it grappled. Finally, you automatically succeed on saves that would cause you to fall prone until the end of the duration. 

 

Singing Blade. As an action, you can hold one weapon that you are holding in the air and call out to Eilistraee to bless it with divine energy using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon against opponents (with a minimum bonus of +1). In addition, the weapon also emits fait silvery glow with a dim light in a 10-foot radius and also emits soft but radiant music that can be heard from 20 feet away. If the weapon is not already magical, it becomes magical for the duration.

You can dismiss this effect on your turn as a free action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath if the Darksong Spells

PALADIN LEVEL SPELLS

3rd

zephyr strike, compelled duel

5th

misty step, moonbeam

9th

magic circle, intellect fortress

13th

freedom of movement, banishment

17th

steel wind strike, dispel evil and good

Aura of the Dancer

Starting at 7th level for this class, you and friendly creatures within 10 feet of you gain +2 bonus to AC if not incapacitated, prone, or reduced to a movement speed of 0. Additionally for yourself, you gain +5 bonus to ability checks with the Performance skill.

At 18th level, the range of this aura increases to 30 feet.

Dancing Blade

Starting at level 15, You learn the prowess of dancing swords used by Eilistraee's faithful of old. You can use a bonus action to toss your chosen consecrated weapon (see "The Sword Dance") in the air and speak a command word. When you do so, the weapon begins to hover, flies up to 30 feet, and if you have not already made an attack action this turn, attacks one creature of your choice within its weapon reach. The weapon uses any of your applicable ability modifiers for attack rolls and damage as well as abilities or spells that may add to its attack rolls or damage or give its own effects, these could be positive or negative (ex. Divine Smite, Holy Weapon or Bane). While the weapon is hovering, you can use a bonus action to fly it up to 30 feet in a space that is within 30 feet from you. As part of the same action, you can choose to strike with your weapon to attack one creature within its stated weapon reach.

After the hovering weapon attacks for the fourth time, it immediately flies up to 30 feet and tries to return it your hand. If you have no hand free, it moves as close as it can to you and falls to the ground. If the weapon requires 2 hands to wield you need to 2 hands free or the weapon moves as close as it can to you and falls to the ground. It ceases to hover if you grasp it or move more the 30 feet away from it or if you lose your weapons consecrated trait for any reason. You can command your sword back to your hand as a bonus action at any time during the effect. The weapon will only head your commands and is not susceptible to anything else that may try to control it. If someone else tries to grip the weapon they must be with-in reach of it, have a free hand and make a Dexterity or Strength saving throw (it's choice) against your Charisma saving throw. If they succeed the weapon losses all effects from Dancing Blade and The Sword Dance, if failed they take a free attack from the weapon.

Chosen of Eilistaree

Starting at level 20, Eilistaree comes to you and grants you several boons making you one of her "Chosen" investing some portion of her divine power into you. You are forever directly connected to Eilistraee's power until she decides to remove you as one of her "Chosen". She grants you the following boons.

  • You can choose to increase your Dexterity or Charisma score by 2 and also increase your maximum for that score by 2.
  • When you pray to Eilistraee with an Evensong she grants you special favor. Preforming the Evensong by praying singing or dancing to Eilistaree for at least an hour, you are blessed with a divine grace and gain advantage on all Charisma checks or Dexterity checks (your choice) for 24 hours. This can only be done once every 24 hours.
  • You have the ability to cast the "Moon Path" or "Moon Dance" as a spell once per long rest, which ever spell you choose to cast does not contribute toward or use your spell slots.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. Below are the "Moon Path" and "Moon Dance" spell descriptions.

 

Moon Path:

LEVEL
5th
CASTING TIME
1 Action
RANGE/AREA
150 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
 
 

You fashion from pure moonlight a ribbon of glowing, silvery, translucent force, that connects two spots seen or known by the caster in a straight path up to 150 feet. The path starts 30 feet or less from the caster and ends at the caster's choosing. Can be 5 to 20 feet wide (you may change the width of the path), and 1/4 inches thick. The path is oriented as the caster wishes (ex. a bridge or a straight path) and it's starting and ending point can be located anywhere including midair. When you cast Moon Path, you choose up to 10 creatures to be protected while standing in the ribbon, granting them the effects of the Sanctuary and Spider Climb spells for the duration of the Moon Path. These boons remain as long as they are on the path. The surface of the ribbon cannot be physically crossed, and blocks spells, breath attacks, gaze effects and ethereal travel.

A Disintegrate spell blasts a 10-foot wide hole in the path, unlike Wall of Force this spell is normally affected by Dispel Magic.

* - (a white handkerchief)

 

Moon Dance:

LEVEL
5th
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V, S, M *
DURATION
1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
 Invisible
 

You call out to Eilistraee for protection and gain the following benefits for 1 minute.

  • In an aura of a 30-foot radius around you, the air is flooded with bright moonlight. Creatures cannot benefit from being invisible while within this light and have disadvantage on Stealth checks (including allies).
  • You and any creatures of you choose within this light can roll a d4 and add the number rolled to the results whenever you or they make an attack roll, an ability check, or a saving throw (this does not stack with similar effects).
  • When a creature enters the light or starts it's turn there, you can force it to make a Charisma saving throw. On a success the creature is not affected. On a failure it must roll a d4, and subtract the number rolled from attack rolls, ability checks and saving throws until the start of it's next turn. Aberrations, fey, fiends, undead and shape changers make this saving throw with disadvantage.
* - (a moon stone worth at least 500 gold)
Charisma Bonus

You can choose to increase your Charisma score by 2 and also increase your maximum for that score by 2.

Dexterity Bonus

You can choose to increase your Dexterity score by 2 and also increase your maximum for that score by 2.

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