Base Class: Cleric
The Sword Dancers of Eilistraee have the duty of nurturing and teaching the arts of dance and song whenever possible. They must be graceful dancers, good singers and have to know how to play, craft and repair musical instruments. These priests also train in swordplay, particularly in the use of Eilistraee's favourite weapon--the bastard sword-- and prefer to eschew the burden of a heavy armor and shields, trusting their agility and mobility to protect them in battle. They aid the drow in the activities necessary to survive in the surface world (such as hunting for food), and their role as emissaries among other races leads some of them to train as proficient diplomats.
Aside from the magic commonly known to clerics, Eilistraee grants to her Sword Dancers a few particular selected spells. They are tailored for the goal to assist and offer shelter to the drow who seek to embrace a different life, or reflect the nature of the goddess. The Sword Dancers can use their magic to directly commune with the Dark Maiden when in need of guidance for their mission, locate nearby drow and potential threats, create food and water in order to feed the hungry, and create paths of moonlight to lead allies and converts unharmed to safety. In rough situations, they can charm and calm eventual aggressors or alarmed people and, in the worst cases, conjure beams of moonlight and silvery magical missiles to fight their enemies.
Eilistraee's Moonfire
The Sword Dancers can conjure the Dark Maiden's moonfire, a globe of moonlight, that can be used as a source of light for reading or to see in the dark, but also for communication and for artistic purposes.
At 1st level you are granted the cantrip Eilistraee's Moonfire by your patron.
Dark Maiden's Grace
At 1st level:
- Skills: When choosing your starting skills, pick two from the following modified list: Acrobatics, Insight, Medicine, Performance, Persuasion, Religion and Survival. You also gain proficiency in the Performance skill, and expertise (add double proficiency modifier to rolls) if already proficient (or if you acquire the proficiency a second time later on).
- Weapons and Tools: You gain proficiency with a musical instrument of your choice and with longswords and greatswords. You can treat longswords as finesse weapons. However, you no longer gain proficiency with shields or medium armor.
- Wardancer: While you are not wearing armor, and not wielding a shield, you can add your Charisma modifier to your AC.
- Spellcasting Ability: You may choose to use Charisma as your spellcasting ability (instead of Wisdom).
- Spellcasting Focus: Aside from your holy symbol of Eilistraee, you can also use your art as a spell focus. A melody played with a musical instrument, or your own voice, as you intone a song, count both as a spell focus and the verbal component of your spells. Likewise, your dance counts as both a spell focus and as the somatic component of your spells.
- Saving Throws: You may choose to gain proficiency in Dexterity saving throws (instead of Wisdom).
- Starting Equipment: Your starting equipment includes a musical instrument of your choice, and no longer includes a shield. Your starting weapon can be either (a) a longsword, or (b) a great sword.
Channel Divinity: Eilistraee's Dance
Starting at 2nd cleric level, while wielding a sword (this includes scimitars and rapiers), no shield, and wearing up to light armor, as a bonus action you can use your Channel Divinity to perform an elegant battle-dance. The Dance lasts up to a number of rounds equal to your Charisma modifier. As a free action, you may choose to expend a spell slot and increase the duration by a number of rounds equal to the spell slot level. The dance is interrupted if you are incapacitated, don medium or heavy armor, or use a shield. You may stop the dance before its conclusion as a bonus action, if you so wish. When you use this feature:
- You gain advantage on all Dexterity (Acrobatics) checks, and during the first turn of the dance, all attack rolls against you are made with disadvantage.
- Your movement speed is increased by 10 ft. Furthermore, up to a number of times equal to your Dexterity modifier, when an attack misses you, or you successfully pass a Dexterity saving throw, you may choose to elegantly move 5 ft. in any direction without triggering opportunity attacks.
- When you start the dance, you must make a Charisma (Performance) check, and gain a bonus to your AC and Dexterity saving throws, determined by the result of your check, according to the table below (on a 1, no bonus is gained).
| Performance Check | AC Bonus | Dex. Save Bonus |
|---|---|---|
| 15 or less | 1 | 1 |
| 16-18 | 2 | 1 |
| 19-21 | 3 | 2 |
| 22-24 | 4 | 2 |
| 25 or more | 5 | 3 |
Song of the Dark Lady
Starting at 6th level, whenever you (or an ally within 30ft from you who can hear you) make a skill check (Performance, Acrobatics, Athletics, Persuasion) or a saving throw against the Charmed or Frightened conditions, you may take your reaction to invoke Eilistraee's song. You, or the chosen ally, can add your Charisma modifier to the roll. You can use this feature after the roll has been made, but before knowing whether it was successful or not. This feature can be used up to 2 times. You regain all expended uses upon completing a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant (or thunder, you choose) damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Eternal Dance
Starting at 17th cleric level, you ignore difficult terrain and have Advantage on Acrobatics checks. Furthermore, 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 half damage if you fail.
Previous Versions
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Posted Oct 13, 2021Don't do this, lol. Divine Strike is a feature common to almost all Cleric domains. It is not unique to this subclass. I do feel like the damage here should be Cold instead of Radiant, to reflect the fact that it is Moonlight and not Sunlight, but that's neither here nor there.
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Posted Nov 17, 2020might be a good idea to limit divine strike a little like make the player pay a spell slot for it