Cleric
Base Class: Cleric

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.

Dark Maiden's Grace

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.

At 1st level:

  • Skills: Choose two from Acrobatics, History, Insight, Medicine, Persuasion, Religion and Survival. You also gain proficiency and expertise in the Performance skill (add double proficiency modifier to rolls).
  • 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 when wielding them with a single hand. However, you no longer gain proficiency with shields and medium armor.
  • Wardancer: When not wearing armor, and not using 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 of your choice, or your own voice, as you intone a song, count both as spell focus and as the verbal component of your spells. Likewise, your dance counts both as a spell focus and as 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 incluedes a musical instrument of your choice. It doesn't include a shield, and your staring weapon can be (a) a longsword, or (b) a greatsword.
Acrobatics

Proficiency in acrobatics.

History

Proficiency in History.

Insight

Proficiency in Insight.

Medicine

Proficiency in Medicine

Persuasion

Proficiency in Persuasion.

Religion

Proficiency in Religion.

Survival

Proficiency in Survival.

Eilistraee's Moonfire

At 1st level, you learn the following cantrip:

Eilistraee's Moonfire

Evocation Cantrip

Casting time: 1 action

Components: V, S

Range: Self

Duration: 10 minutes.

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. When you use this feature:

  • You gain proficiency in Acrobatics, and advantage on all Dexterity (Acrobatics) checks, if already proficient.
  • During the first round of the dance, you never trigger opportunity attacks. Afterwards, you may take the disengage or the dash actions as a bonus action.
  • Your movement speed is increased by 15 ft
  • Every time an attack misses you, or you successfully pass a DEX saving throw, you may choose to elegantly move 5ft in any direction without triggering opportunity attacks. This effect can occur again within the same round up to a number of times equal to your Charisma modifier.
  • When you start the dance, you must take 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).
  • Starting at 6th level, if you are performing the Dance, and you are subject to an effect that forces you to make a DEX saving throw for half damage, you take no damage instead (assuming that you succeed at the saving throw).

You may stop the dance before its conclusion as a bonus action, if you so wish.If you use this feature more than once before taking a long rest, then—after the end of the dance, due to the fatigue of the performance —you must take a DC=8 + 2*(rounds spent dancing) constitution saving throw, or gain a level of exhaustion.

Smile of the Dark Lady

Starting at 6th level, you can use your own song, or the movement of your dance, as a spell focus.

As an action, expending one use of your Channel Divinity feature, you can invoke Eilistraee to mesmerize your foes and protect your allies. Take a Performance check, and choose a number of creatures up to your Charisma modifier that are within 30 ft from you and that can hear or see you. The creatures must take a Wisdom saving throw with DC equal to the result of the Performance check, or become touched by your art and become unable to perform hostile actions. This condition lasts up to a number of rounds equal to your Charisma modifier (minimum 1), or until the creature is attacked. The creatures can take a new wisdom saving throw every round after the first one (the new DC is your standard spell DC = 8 + your proficiency bonus + Charisma modifier), ending the condition on a success. Creatures that are immune to being charmed are also immune to this feature.

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.

Sword of the Dark Maiden

Starting at 17th cleric level, if you wield a Dancing Sword, you can benefit from the Channel Divinity (Eilistraee's Dance) feature while the weapon is hovering. If the sword is within 5 feet from you and you are targeted by an attack (melee or ranged), you can use a reaction to command the weapon to parry, imposing disadvantage on the enemy's roll. The weapon can only either parry or attack each round.

Once per rest, as a bonus action, you can animate a sword (magical or not) that you are touching, for 4 rounds. The weapon gains the Dancing property: it will move up to 30 feet (but never farther than 30 feet from you) and attack a creature within 5 feet, using your attack bonus and adding your normal ability score modifier, plus you Charisma modifier to damage rolls. In the following rounds, you can use a bonus action to command the sword to move up to 30 feet and attack once. The weapon will fall to the ground if you move farther than 30 feet from it, and will try to return to you when this effect ends. You may command the animated sword to parry as described above, and for the duration of this feature it will be able to both parry and attack in the same round (this also applies if you use this feature on a Dancing Sword).

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