TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  1
  
  Table of Contents
  1.
  Eilistraeen characters
  2.
  Sword Dancer of Eilistraee (Cleric Domain)
  3.
  Sword Dancer of Eilistraee (version 2, “path of growth”)
  4.
  Sword Dancer of Eilistraee (old version)
  5.
  Darksong Knight (Paladin Oath)
  6.
  Silverhair Knight (Paladin Oath)
  7.
  College of the Spellsong (Bardic College)
  8.
  New spells, feats, fighting styles
  •
  Cantrip: Eilistraee's Moonfire
  •
  Spell: Spellsong
  •
  Spell: Moonpath
  •
  Feat: Wardancer
  •
  Fighting Style: Battle Dance
  9.
  Secret Moondancer (Background)
  10. Equipment and Magic Items
  •
  Singing Swords
  •
  Moonmaiden's Song
  Credits
  Credits to Dario Boemio and Alexander Henry for their invaluable help 
  and feedback. Dario is also the creator of the “path of growth” version 
  of the Sword Dancer domain, and of the mechanics Darksong Knight 
  Oath. Alexander provided insight into the mechanics of nearly every 
  part of the document, and came up with many features and tweaks for 
  the various subclasses and additional mechanics.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  2
  
  Eilistraeen characters
  While the specialized Sword Dancers are Eilistraee's own priestesses and
  her trusted agents, and clerics of the Life, Nature, and Light domain 
  embrace different aspects of the goddess' identity, gaining powers 
  related to them, the cause of the Dark Maiden is supported by a wide 
  variety of heroes. 
  The Lady Silverhair is a patroness of artists—especially dancers and 
  musicians—so it's only natural that bards often worship her, seek her 
  inspiration, and put their skills at her service. No matter what their 
  specialization is, all bards will find the smile of Eilistraee, but those from 
  the College of Swords feel especially drawn to the goddess (given that 
  she is the  dancer, and given her liking of swordplay).
  The teachings of Eilistraee (see the main document) are a beautiful 
  ideal, one that can easily light up a spark in the people's hearts, and 
  strongly inspire brave souls. Paladins make oaths inspired by the Dark 
  Maiden's teachings, centering their conviction on her ability to find and 
  nurture beauty and light even in the deepest darkness, or on her 
  compassion and faith that good can be found in everyone, and that 
  there's strength in letting a life bloom and rise from their evil, because 
  untold beauty can stem from an awakened soul. Oath of the Ancient 
  paladins (whose tenets coincide with the teachings of Eilistraee herself) 
  and Oath of Redemption paladins can often be found working for her 
  cause (the latter usually join the Order of the Silverhair Knights, 
  redeemers of the drow). A paladin of Vengeance would find themselves 
  at home among the Darksong Knights: relentless hunters of all things 
  demonic--and especially Lolth's handmaidens--exacting vengeance for 
  the darkness that they brought upon the drow.
  The followers of the Dark Maiden are known to constantly patrol the 
  lands close to their settlements, in order to swiftly eradicate any threat, 
  and save and provide succor to people who are lost, hungry, in danger, 
  or caught in the bite of cold winters. Rangers are common among the 
  adventurers who follow the Dark Maiden, both for the above-
  mentioned reason, and because their knowledge of the surface world is 
  of great help to drow converts who need to learn how to survive and 
  thrive in this new home. Monster Slayers and Hunters eagerly take part 
  to High Hunts (see the main document) to protect the land from 
  dangerous monsters, while Horizon Walkers can at times be seen within 
  the ranks of the Darksong Knights, using their experience in fighting 
  outsiders to help eradicate demons (and especially yochlol). Gloom 
  Stalkers are treasured allies, given that their knowledge of places like 
  the Underdark is invaluable in maintaining and expanding the tunnel 
  network that the followers of the Dark Dancer use to lead drow converts
  to the surface. Of course, protection from Underdark monsters and the 
  ability to find the right path in uncharted regions is also appreciated.
  Given Eilistraee's closeness to nature, Druids can also feel her call. 
  Members of the Circle of Dreams are bringers of joy and enchanted, 
  magical beauty—they fit flawlessly among the faithful of Eilistraee. The 
  fiercer druids of the Circle of the Moon can be stalwart protectors of the
  Dark Maiden's people, sharing the goddess' connection with the moon. 
  They would be at home with other shapeshifters who choose to serve 
  her.
  Among sorcerers, some are blessed and touched by Eilistraee herself: 
  these Divine Souls are powerful champions of all that she stands for. 
  Warlocks can also be found in service to Eilistraee, blessed through 
  pacts with Celestial servitors of the goddess, or—in rare cases—drawing
  from the fey magic that Eilistraee encloses within her as an elven 
  goddess. 
  Wizards are not out of place among the ranks of the Moondancers. 
  Drow wizards who abandon Lolth tend to be disenfranchised males, 
  who are aware of their potential and are tired to see it wasted in a 
  society that does nothing but keep them down. Those among them who
  are power-hungry and want to gain status and positions of powers will 
  likely seek Vhaeraun. However, those who are tired of the constant strife
  and intrigue, and simply seek to live far away from all that will likely find 
  Eilistraee. Among her followers, they are free and encouraged to 
  research and develop their magic to their heart's content. Wizards who 
  specialize in schools of magic that give particular room to creativity, like 
  Illusion or Transmutation, are more common than others. Bladesingers 
  are a perfect fit for the Dark Maiden's style, blending graceful dance and
  lethal magic and swordplay. They are the arcane counterpart of the 
  Sword Dancers, but it is difficult for a drow to learn such a style, given 
  that it is of elven origins, and teaching it to a non-elf is a strict taboo. 
  Nothing prevents an elven Bladesinger who has faith in Eilistraee from 
  spreading their knowledge among their fellow wizards, even though 
  they would likely become a target for orthodox elves who would see it 
  as a grave crime.
  The unique skillset that Rogues bring to the table is especially useful to 
  the followers of Eilistraee. The goddess isn't overly keen on using such 
  methods, but neither she is adverse to it. Scouting, discerning threats 
  and deception, gathering vital info, acting to anticipate the moves of the
  enemies—all of that is of extreme importance to communities and 
  agents loyal to the Dark Maiden, as they have to watch their back both 
  from Lolthite zealots and from the surface dwellers, and as every single 
  step must be made with calculated awareness, to avoid danger for the 
  Eilistraeean people. For that reason, Masterminds, Scouts and 
  Inquisitives are valuable additions, while Swashbucklers share the 
  elegance, finesse, and flair of Eilistraee.
  The Dark Maiden is about free-form expression more than rigid 
  discipline, but even Monks can find their place in communities 
  dedicated to her. Kensei monks see weapon-fighting as an art, and for 
  that reason they easily find the guidance of Eilistraee—especially those 
  among them who specialize in the sword and the bow.
  Fighters are the backbone of the defense of most communities, and the 
  followers of Eilistraee are no exception. Fighters make for excellent 
  protectors, bodyguard for priestesses and priests, guardians of shrines 
  and temples, and—of course—great leaders when it comes to battle. 
  Eilistraeen fighters tend to specialize in the use of the sword, given that
  the Dark Maiden is the goddess of swordwork (among the other things),
  and tend to eschew heavy armor in favor of a more agile and graceful 
  defense.
  Barbarians who fight in service to Eilistraee usually draw their 
  strength and rage from the connection with the spirits of the many 
  heroes who gave their life to advance the cause of the Dark Maiden. 
  They often follow the path of the Ancestral Guardian, but—in very 
  rare cases— some Barbarians manage to channel the anger that burns 
  in Eilistraee when her followers are harmed, or when she thinks about 
  the evil inflicted to (and by) her people. They embrace the path of the 
  Zealot, and turn such rage into wild displays of divine power.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  3
  
  Sword Dancer of Eilistraee (Cleric Domain)1
  Clerics of Eilistraee have access to the domains of Life, Nature, and 
  Light, but the Sword Dancers specialize to directly emulate their 
  goddess, becoming artists, diplomats, leaders and protectors of the 
  followers of the Dark Dancer. They are an extension of the goddess' own 
  motherhood of the drow people; they aid the drow in the activities 
  necessary to survive and thrive in the surface world (such as hunting for 
  food), teach them the skills to flourish on their own, and actively reach 
  for the dark elves still trapped under Lolth's thumb, to offer them a 
  better future (they must free at least one drow from Lolth per moon). 
  They often take the role of emissaries among other races, to build 
  friendships between the drow followers of Eilistraee and the surface 
  communities, which leads many of them to train as proficient diplomats.
  As part of their duties, the Sword Dancers regularly patrol the lands 
  where they live, to provide help and kindness to the lost and needy, and 
  offer assistance to all those who face hardships and  whom they meet 
  along the way while adventuring. The Sword Dancers nurture and create 
  beauty whenever possible, and practice and teach arts, dance, and song 
  to all those who want to learn. They must be graceful dancers, good 
  singers and musicians, 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 favorite 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. Sword Dancers cherish Dancing 
  Swords for their symbolic resonance with Eilistraee's portfolio; many 
  aspire to own one, either by crafting it themselves or recovering one 
  once lost to malice or misfortune. 
  Sword Dancer Domain spells
  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. The Spiritual Weapon
  spell is also particularly popular among the Sword Dancers, and 
  manifests itself as a dancing sword of moonlight.
  Sword Dancer Domain spells2
  Cleric level
  Spells
  1st
  Charm Person; Magic Missile
  3rd
  Moonbeam; Suggestion
  5th
  Create Food and Water; Beacon of Hope
  7th
  Freedom of Movement; Spellsong
  9th
  Commune; Moon Path
  1
  Credits for the new Channel Divinity and lv. 17 features go to Alexander 
  Henry. He also kindly provided feedback for other features.
  2
  An alternative spell list would include Passwall rather than Commune at 9th 
  level, to put more emphasis on the Sword Dancer's ability to lead their 
  people out of dangerous situations in the Underdark. They also often 
  prepare the Locate Creature spell at 4th level, to find drow in danger or that 
  need their help.
  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 and 
  medium armor.
  •
  Wardancer: When you are hit by a weapon or spell attack, 
  while wearing up to light armor and not using a shield, you 
  can use your reaction to add your Charisma modifier to your 
  AC against that attack, potentially causing it to miss.
  •
  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. 
  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 learn the Eilistraee's Moonfire cantrip.
  Channel Divinity (Eilistraee's Dance)
  In battle against evil, the song of Eilistraee fills your heart, its rhythm 
  leading you into an elegant and passionate battle-dance. The intensity 
  of the performance is so vivid that the dance becomes an instinctive act:
  there's only you and the song of the Goddess setting your spirit aflame. 
  You become an avatar of beauty, of untamed and primordial grace. The 
  elegant bend of ebon limbs, the feet that barely seem to touch the 
  ground, the bright flicker of the blade—your every gesture paints a 
  perfect pattern of silver and black, as you move like evanescent, liquid 
  moonlight, untouched by the sordidness of battle.
  Starting at 2nd cleric level, while wielding a sword (this includes 
  scimitars and rapiers), no shield, and wearing up to light armor, as an 
  action you can use your Channel Divinity to perform an elegant battle-
  dance. Until the end of your next round:
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  4
  
  •
  You gain the benefits of the Freedom of Movement spell, of 
  the Dodge action, and of the Disengage action.
  •
  Your movement speed is increased by 10ft, and you gain 
  advantage on Dexterity (Acrobatics) checks
  •
  Once during this time, you can make a weapon attack as a 
  bonus action.
  Smile of the Dark Lady3
  As you sing and dance, the light and beauty of Eilistraee radiate through
  you. Your art touches the deepest chords in the hearts of those who 
  witness it, as they become completely raptured, moved, or inspired by it.
  Starting at 6th level, as an action, you can invoke Eilistraee to mesmerize 
  your foes and protect your allies. 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 8 + Proficiency Bonus + Charisma modifier: on a failure, they 
  become touched by your art and become unable to perform hostile 
  actions; on a success, the targets still have disadvantage on all their 
  attack rolls until the end of your next turn. This condition lasts up to 1 
  minute, or until the creature takes damage. The targets can take a new 
  wisdom saving throw every round after the first one, ending the 
  condition on a success. You can use this feature a number of times 
  equal to your Charisma modifier, regaining all expended uses on a long 
  rest. If you perform this for at least 1 minute, upon failing the saving 
  throw, the chosen creatures are charmed for  
   
   
   
   
   
   
   
  1 hour
   
  (or
   
  until
   
  you
   
  or
   
  your
   
  allies
   
  harm
   
  them)
   
  Divine Strike
  The
   
  Sword
   
  Dancers
   
  are
   
  know
   
  to
   
  call
   
  down
   
  the
   
  Dark
   
  Maiden's
   
  blessing
   
  on
  their
   
  blades,
   
  to
   
  preserve
   
  their
   
  edge
   
  and
   
  integrity,
   
  but
   
  also
   
  to
   
  infuse
   
  them
  with
   
  divine
   
  magic.
   
  Some
   
  of
   
  these
   
  priestesses
   
  and
   
  priests
   
  can
   
  make
   
  their
   
  blades
   
  ''sing''
   
  a
   
  devastating
   
  song,
   
  or
   
  light
   
  up
   
  in
   
  silvery
   
  moonlight,
   
  as
   
  they
   
  strike
   
  down
   
  those
   
  who
   
  would
   
  see
   
  the
   
  world
   
  drown
   
  in
   
  darkness
  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 2d8.4
  Eternal Dance
  The most powerful Sword Dancers become so attuned to Eilistraee's 
  own dance and song, that all their movements are cloaked in unearthly 
  grace.
  Starting at 17th cleric level, you ignore difficult terrain and have 
  Advantage on Acrobatics checks. Furthemore, 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.
  3
  A variant to this feature, to highlight Eilistraee's ability to inspire her people 
  in the darkest situations, would be the following:
          Whenever you (or an ally within 30ft from you who can hear you) make an 
  attack roll, or a skill check, or a wisdom or charisma saving throw, 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 a number of times equal to your Charisma modifer.
  You regain all expended uses upon completing a long rest.
  4
  The priestesses of Eilistraee can perform a ritual known as the Sword Dance 
  (see the main document for how it is performed). You call down Eilistraee's 
  blessing to protect a sword from rusting or breaking, and to grant it the 
  ability to harm creatures that require magic to be wounded. The effects last 
  for 3 months. The availability of this ritual is up to the DM.
  Sword Dancer of Eilistraee (Cleric Domain v.2)5
  This version of the Sword Dancer domain is meant to highlight a path of 
  growth that leads all priestesses closer and closer to Eilistraee as they 
  gain experience. 
  As their understanding of the ideals that guide the cause of the Dark 
  Maiden becomes deeper, as they feel those principles closer and closer 
  to their hearts, the Sword Dancers cleave to their Goddess with ever 
  growing passion. They cast off all that is unneeded or ephemeral, until 
  only the vibrant song and the love of Eilistraee remain to guide the 
  dance of their lives.
  In this version, the channel divinity feature becomes stronger and 
  stronger at each level milestone (6th, 8th, 14th, 17th), at the cost of 
  renouncing to unessential traits, or of penalties.
  Sword Dancer Domain spells
  Sword Dancer Domain spells6
  Cleric level
  Spells
  1st
  Charm Person; Magic Missile
  3rd
  Moonbeam; Suggestion
  5th
  Create Food and Water; Beacon of Hope
  7th
  Freedom of Movement; Spellsong
  9th
  Commune; Moon Path
  Dark Maiden's Grace
  At 1st level: 
  •
  Skills: When choosing your starting skills, pick two from the 
  following modified list: Acrobatics, 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. 
  However, you no longer gain proficiency with shields.
  •
  Wardancer: When you are hit by a weapon or spell attack, 
  while wearing up to light armor and not using a shield, you 
  can use your reaction to add your Charisma modifier to your 
  AC against that attack, potentially causing it to miss.
  •
  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.
  5
  The credit for this idea and version of the domain goes to Dario Boemio.
  6
  An alternative spell list would include Passwall rather than Commune at 9th 
  level, to put more emphasis on the Sword Dancer's ability to lead their 
  people out of dangerous situations in the Underdark. They also often 
  prepare the Locate Creature spell at 4th level, to find drow in danger or that 
  need their help.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  5
  
  •
  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. It doesn't include a shield, 
  and your staring weapon can be (a) a longsword, or (b) a 
  greatsword.
  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 learn the Eilistraee's Moonfire cantrip.
  Channel Divinity (Eilistraee's Dance)
  In battle against evil, the song of Eilistraee fills your heart. Its rhythm 
  guides your steps in an agile and artistic swordplay, so graceful to 
  resemble a dance.
  Starting at 2nd cleric level, you lose proficiency with medium armor.
  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 proficiency in Acrobatics, and advantage on all 
  Dexterity (Acrobatics) checks, if already proficient.
  •
  When you start the dance, you must take a Charisma 
  (Performance) check, and gain a bonus to your AC and 
  Charisma 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
  CHA saving
  throw
  To hit 
  (level 6+)
  DEX saving
  throw (level 14+)
  13-15
  1
  1
  1
  1
  16-18
  2
  1
  1
  1
  19-21
  3
  2
  2
  2
  22-24
  4
  2
  2
  2
  25 or more
  5
  3
  3
  3
  •
  Starting at 6
   
   th   level, the passion of the performance is so vivid 
  and burning that your dance becomes an instinctive act: 
  there's only you and the song of the Goddess. While the grace 
  of your steps leads you away from danger, and while the 
  elgance of your style drives your blade past the enemy's 
  defenses, a single misstep can become fatal.  
  Eilistraee's Dance now grants you a bonus to all attack rolls 
  made during its duration. This bonus also depends on your 
  performance roll, according to the table. However, whenever 
  you take weapon damage during the dance, you take 
  additional damage equal to the base weapon dice. 
  •
  Starting at 8
   
   th   level, the intensity of your dance is such that 
  you step with ethereal grace amidst the fury of the battlefield,
  untouched by arcane fire, coruscating storms, and unrelenting
  blizzards alike. For the duration of the dance, when you are 
  subject to an effect that forces you to make a DEX saving 
  throw for half damage, you may choose to take no damage 
  instead (assuming that you succeed at the saving thow). If you
  do that a number of times greater than your Charisma 
  modifer before completing a long rest, each time you perform
  a further evasion, you must take a constitution saving throw 
  with DC= 8 + your proficiency bonus + your Charisma modifier,
  or gain a level of exhaustion.
  •
  Your movement increases by 15ft for the duration of the 
  dance. 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.
  •
  Starting at 14
   
   th   level, your dance becomes a seamless blend of 
  artistical movements. The fluidity and spontaneity of your 
  steps mesmerize your foes, as you move like evanescent, liquid
  moonlight through the heart of battle.
  Eilistraee's Dance now provides a bonus to all DEX saving 
  throws made during its duration. This bonus depends on your 
  performance roll, according to the table.
  •
  You may choose to lose proficiency with light armor. If you do, 
  during the first round of Eilistraee's Dance, you never trigger 
  opportunity attacks. Afterward, you may take the disengage 
  or the dash actions as a bonus action. If choose to do that a 
  number of times greater than your Dexterity modifier before 
  completing a long rest, each time you take a further 
  dash/disengage bonus action, you must take a constitution 
  saving throw with DC= 8 + your proficiency bonus + your 
  Charisma modifier, or gain a level of exhaustion.
  •
  Starting at 17
   
   th   level, you become skilled in the use of the 
  dancing sword. You can bless any blade you touch with a life 
  on its own, albeit only for short periods of time. 
  If you wield a Dancing Sword, you can benefit from the 
  bonuses provided by Eilistraee's Dance while the weapon is 
  hovering. 
  Furthermore, as a bonus action (or a free action in the first 
  round of Eilistraee's Dance), you can animate a sword (magical
  or not) that you are touching, for the remaining duration of 
  your dance. 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.
  While the dancing sword is hovering, if it 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.
  •
  You may choose to shed your clothes, as you dance skyclad 
  like the Dark Maiden herself. If you so choose, while you 
  dance and your dancing sword is hovering  within 5 feet from 
  you, you gain resistence to one type of damage of your 
  choice.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  6
  
  Song of Courage
  Eilistraee's voice is known to stir the hearts of her people even in the 
  darkest situations, when all hope seems lost. Similarly, your song echoes 
  that of your goddess, and fills the spirit of your allies with warmth and 
  determination.
  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
  The Sword Dancers are know to call down the Dark Maiden's blessing on
  their blades, to preserve their edge and integrity, but also to infuse them
  with divine magic. Some of these priestesses and priests can make their 
  blades ''sing'' a devastating song, or light up in silvery moonlight, as 
  they strike down those who would see the world drown in darkness
  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 2d8.7
  Smile of the Dark Lady
  As you sing and dance, the light and beauty of Eilistraee radiate through
  you. Your art touches the deepest chords in the hearts of those who 
  witness it, as they become completely raptured or moved by it.
  Starting at 17th level, as an action, 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 1 minute, or until 
  the creature takes damage. 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.
  You can use this feature once. You regain the expended use upon 
  completing a short or long rest.
  7
  The priestesses of Eilistraee can perform a ritual known as the Sword Dance 
  (see the main document for how it is performed). You call down Eilistraee's 
  blessing to protect a sword from rusting or breaking, and to grant it the 
  ability to harm creatures that require magic to be wounded. The effects last 
  for 3 months. The availability of this ritual is up to the DM.
  Sword Dancer of Eilistraee (old version)
  This version of the domain proved to be out of tune with the 5e balance
  and mechanics, and was replaced by version 1. I'm leaving it here for 
  records, in case someone wants to make something out of it, rebalance 
  it for their own purposes, etc...
  Sword Dancer Domain spells
  Sword Dancer Domain spells8
  Cleric level
  Spells
  1st
  Charm Person; Magic Missile
  3rd
  Moonbeam; Suggestion
  5th
  Create Food and Water; Beacon of Hope
  7th
  Freedom of Movement; Spellsong
  9th
  Commune ; Moon Path
  Dark Maiden's Grace
  At 1st level: 
  •
  Skills: When choosing your starting skills, pick two from the 
  following modified list: Acrobatics, 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. 
  8
  An alternative spell list would include Passwall rather than Commune at 9th 
  level, to put more emphasis on the Sword Dancer's ability to lead their 
  people out of dangerous situations in the Underdark. They also often 
  prepare the Locate Creature spell at 4th level, to find drow in danger or that 
  need their help.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  7
  
  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 learn the Eilistraee's Moonfire cantrip.
  Channel Divinity (Eilistraee's Dance)
  In battle against evil, the song of Eilistraee fills your heart, its rhythm 
  leading you into an elegant and passionate battle-dance. The intensity 
  of the performance is so vivid that the dance becomes an instinctive act:
  there's only you and the song of the Goddess setting your spirit aflame. 
  You become an avatar of beauty, of untamed and primordial grace. The 
  elegant bend of ebon limbs, the feet that barely seem to touch the 
  ground, the bright flicker of the blade—your every gesture paints a 
  perfect pattern of silver and black, as you move like evanescent, liquid 
  moonlight, untouched by the sordidness of battle.
  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 bonus 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 advantage on all Dexterity (Acrobatics) checks.
  •
  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 10ft. Furthermore, 
  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).9
  •
  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 thow).
  Performance Check
  Bonus to AC
  Bonus to DEX saving throws
  14 or less
  2
  2
  15-17
  3
  3
  18-20
  4
  4
  21-24
  5
  4
  25-29
  5
  5
  30 or more
  6
  5
  9
  Alternatively, if the DM wishes to streamline the ability, it could provide a 
  bonus to AC and DEX saving throws equal to the Sword Dancer's CHA.
  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 Lady10
  As you sing and dance, the light and beauty of Eilistraee radiate through
  you. Your art touches the deepest chords in the hearts of those who 
  witness it, as they become completely raptured, moved, or inspired by it.
  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 takes damage. 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
  The Sword Dancers are know to call down the Dark Maiden's blessing on
  their blades, to preserve their edge and integrity, but also to infuse them
  with divine magic. Some of these priestesses and priests can make their 
  blades ''sing'' a devastating song, or light up in silvery moonlight, as 
  they strike down those who would see the world drown in darkness
  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 2d8.11
  Sword of the Dark Maiden
  Powerful Sword Dancers are particularly skilled in the use of the dancing
  sword, and can bless any blade that they touch with a life on its own, 
  albeit only for short periods of time.
  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 
  10 A variant to this feature, to highlight Eilistraee's ability to inspire her people 
  in the darkest situations, would be the following:
          Whenever you (or an ally within 30ft from you who can hear you) make an 
  attack roll, or a skill check, or a wisdom or charisma saving throw, 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 a number of times equal to your Charisma modifer.
  You regain all expended uses upon completing a long rest.
  11 The priestesses of Eilistraee can perform a ritual known as the Sword Dance 
  (see the main document for how it is performed). You call down Eilistraee's 
  blessing to protect a sword from rusting or breaking, and to grant it the 
  ability to harm creatures that require magic to be wounded. The effects last 
  for 3 months. The availability of this ritual is up to the DM.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  8
  
  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).
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  9
  
  Darksong Knight (Paladin Oath)12
  The Darksong Knights are an order of elite warriors who serve as a 
  bulwark between the followers of Eilistraee and the persecution of the 
  zealot crusaders and the fiendish servants of Lolth. They employ a 
  graceful, agile style of swordplay in battle, and receive training aimed to
  prepare them to face the horrific creatures of the lower planes. The 
  Darksong Knights make a sacred oath, swearing to uphold the teachings
  of the Dark Maiden, and to tirelessly hunt the Spider Queen's 
  handmaidens—the hideous yochlol—as well as all demons. Fiends caused 
  the downfall of the drow in the ancient times, and no matter what tricks 
  they use to hide their presence or corrupt mortals, the Darksong Knights 
  will find them and give them no quarter. This order is particularly active in 
  the southern regions of Faerun, the area once occupied by the dark elven 
  empire of Ilythiir, where the remnants of the fiendish magic used by the 
  ancient Sethomiir ruling clan still linger.13
   
  While the order includes clerics, 
  fighters, rangers and paladins of various Oaths, many paladins who join 
  the Darksong Knight follow these tenets:
  Tenets of the Darksong
  Kindle the light: Even in the deepest despair, when all seems lost, hope
  can still be found in all that is beautiful in life. Fight to protect that light,
  and bring it to all those who are lost in the dark.
  Break the chains: Everyone should be free to choose what to be, their
  faith, to express themselves and forge their own path in life. Relentlessly
  oppose all those who would deny this right, tyrants and fearmongers
  alike.
  Nurture all beauty: Life is meant to be celebrated and enjoyed; live yours
  as art, and spark wonder and passion wherever you go. Music and
  dance are to be spread, bringing joy and laughter to people, so that no
  moment is lost in the greyness of bore and melancholy. Remember that
  beauty can be found in the broken: treasure and nurture it, to make it
  bloom once again.
  Offer kindness: Aid all folks in need, of any race, strong and weak, kind
  and rude alike, no matter the personal cost. Only through empathy and
  compassion suffering can be defeated.
  A rebirth for the Drow: All drow must be freed by the poison of the
  Spider Queen. Reach for the dark elves who suffer in her web and offer
  them a new beginning.
  Banish the fiends: Fiends are the embodiment of all evil and suffering in
  the world. They are the responsible for the fall of the drow people. Seek
  and hunt them wherever they hide, and banish them with sword and
  light.
  Oath of the Darksong spells
  Paladin level
  Spells
  3rd
  Zephyr Strike14, Heroism
  5th
  Moonbeam; Misty Step
  9th
  Beacon of Hope; Tongues
  13th
  Aura of Purity; Banishment
  17th
  Steel Wind Strike; Moon Path
  12 All credits for the mechanics of this Oath go to Dario Boemio, with further 
  work and rebalancing by Alexander Henry.
  13   After the Second Sundering, the Darksong Knights are still active, but they 
  are currently rather thin on the ground.
  14 Both this spell and Steel Wind Strike are from the Xanathar's Guide to 
  Everything.
  Channel Divinity
  Starting at 3rd level, you can channel your ideals and Eilistraee's own 
  light as divine energy.
  •
  Eilistraee's Dance: You let the faith in your ideals and your 
  goddess guide your steps. Following the Song, you become 
  animated by burning determination. All chains and restraints 
  are broken, and you effortlessly dance past any and all 
  obstacles on your path.
  As an action, until the end of your next turn, you gain the 
  effect of the Freedom of Movement spell and the benefits of 
  the Dodge action. Your melee weapon attacks deal additional 
  radiant damage equal to your Charisma modifier, and once 
  during this time, you may make a melee weapon attack as a 
  bonus action. In addition to this, you gain advantage on all 
  Charisma (Performance) checks for 1 minute.
  •
  Demonbane: You channel the fury of Eilistraee on a fiendish 
  opponent, weakening its very essence. Magic that would 
  normally bounce off its form can now burn its flesh and soul.
  As a bonus action, you choose a fiend within 30ft from you. 
  For a number of rounds equal to your Charisma modifier, that 
  fiend's damage resistances and immunities, as well as its 
  Magic Resistance, do not apply to your attacks and spells.15 
  Aura of Truth
  Fiends are known for their subtley and tricks. Demons like the hated 
  yochlol often hide their true form and presence, while others mask their 
  intentions behind dulcet words of temptation. You have learned to see 
  past such machinations, to protect your people from those who would 
  corrupt them from the inside, like it happened in the distant past.
  Starting at 7th level, you and your allies within 10 ft from you (30 ft at 
  level 18) gain a bonus on Insight checks, and on ability checks and 
  saving throws made to detect or disbelieve illusions, equal to your 
  Charisma modifier. In addition, if you have Sunlight Sensitivity, it does 
  not impair you if the target of your attack or whatever you are trying to 
  perceive is within the aura. If you do not have Sunlight Sensitivity, the 
  range of your Darkvision increases by the range of your aura, and you 
  are granted Darkvision within the aura if you do not already possess it. 
  Dance of Freedom
  As the Lady's song fills your heart, her hand leads you unharmed 
  through danger.
  Beginning at 15th level, 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 only 
  half damage if you fail. If you do succeed at the saving throw and are 
  not wearing heavy armor, you may choose to use your reaction to move 
  up to half your speed. This movement does not provoke attacks of 
  opportunity. 
  Lady's Embrace
  Through your faith and dedication to the cause, you have become a 
  conduit for the light of Eilistraee herself. A radiant aura of unearthly 
  beauty surrounds you, and mesmerizing grace cloaks your every step 
  and gesture. Your hair becomes long, dancing threads of silvery light, 
  your irises softly shine like rainbow moonstones, and your voice 
  15 An alternative version, aimed to boost the whole party's damage against     
  fiends would be the following.
  Demonbane: As an action, choose a fiend within 30ft from you.  Until the end of 
  your next turn, that fiend does not benefit from any damage resistances or 
  immunities, nor its Magic Resistance, and all attacks that hit it deal additional 
  radiant damage equal to your Charisma modifier 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  10
  
  becomes a sweet and soothing melody. Wings of moonlight sprout from 
  your back, enveloping you and your friends in a protecting embrace, as 
  your bodies and spirits are warmed by the vibrant love of the Dark 
  Maiden.
  Starting at 20th level, as an action, you channel the light of Eilistraee 
  within your own being. For 1 minute you she dim light within 30 ft, and:
  •
  At the beginning of each of your turns, you regain 10 hit 
  points, and other creatures that you choose within the light 
  regain 5 hit points, up to a number of creatures equal to your 
  Charisma modifier.
  •
  If a creature within the light hits you with an attack, it takes 
  radiant damage equal to your Charisma modifier.
  •
  You gain Advantage on saving throws against fiends.
  Once you use this feature, you cannot use it anymore until you finish a 
  long rest.
  Silverhair Knight (Paladin Oath)
  The Silverhair Knights are an order of faithful of Eilistraee entirely 
  dedicated to saving and redeeming the drow. Like the Darksong Knights,
  they embrace all Eilistraee's teachings, but focus on those regarding 
  mercy and compassion. They take an oath to never willingly kill those who 
  can be redeemed (all free-willed creatures), especially the drow, and 
  regularly embark on missions to reach to their kin in the Underdark, and 
  bring them to the light. The Silverhair Knights infiltrate in Lolthite 
  settlements, and spend time carefully studying and observing, in order to 
  find dark elves who need their help, who are growing resented or 
  dissatisfied, or that are in life-or-death situations. These paladins 
  approach the potential converts with caution, by taking many careful 
  steps to make them feel as safe and comfortable as possible, and offer 
  them the path to a life free of the endless strife and paranoia imposed by 
  Lolth. The Silverhair Knights personally escort the drow to safety, and 
  constantly offer their protection to all followers of Eilistraee, especially 
  the new converts, in order to show that the life that the goddess wishes 
  for her children is not a fairy tale, but a concrete possibility. Silverhair 
  Knights can use lethal means in specific situations, but only if doing so 
  means saving more lives. Even then, a quest for atonement is needed, 
  given by clerics of Eilistraee. After the Second Sundering, Eilistraee herself 
  often chooses to personally provide direct guidance to the Silverhair 
  Knights.16 This order is home to paladins who take the Oath of 
  Redemption, or a variation tailored to reflect Eilistraee's teachings:
  Tenets of the Silverhair Knights
  Kindle the light: Even in the deepest despair, when all seems lost, hope
  can still be found in all that is beautiful in life. Fight to protect that light,
  and bring it to all those who are lost in the dark.
  Break the chains: Everyone should be free to choose what to be, their
  faith, to express themselves and forge their own path in life. Relentlessly
  oppose all those who would deny this right, tyrants and fearmongers
  alike.
  Nurture all beauty: Life is meant to be celebrated and enjoyed; live yours
  as art, and spark wonder and passion wherever you go. Music and
  dance are to be spread, bringing joy and laughter to people, so that no
  moment is lost in the greyness of bore and melancholy. Remember that
  beauty can be found in the broken: treasure and nurture it, to make it
  bloom once again.
  16 See: answer by Ed Greenwood
  Offer kindness: Aid all folks in need, of any race, strong and weak, kind
  and rude alike, no matter the personal cost. Only through empathy and
  compassion suffering can be defeated.
  A rebirth for the Drow: All drow must be freed by the poison of the
  Spider Queen. Reach for the dark elves who suffer in her web and offer
  them a new beginning.
  Mercy: Evil isn't a monster that can be slain with the simple blade. The
  sword provides a needed protection, but evil is often the consequence of
  the pain harbored in the hearts of the people; the only way to truly
  defeat it passes through understanding, and healing. Never kill those
  who can be redeemed. There's strength in letting a life bloom and rise
  from their evil, because untold beauty can stem from an awakened soul.
  The mechanics of the Darksong Knights are fairly adequate to represent 
  the Silverhair Knights too. However, in order to better represent the 
  Oath, the following changes could be applied. 
  Silverhair Knights spells
  Paladin level
  Spells
  3rd
  Zephyr Strike; Sanctuary
  5th
  Warding Bond; Calm Emotions
  9th
  Beacon of Hope; Create Food and Water
  13th
  Dimension Door; Locate Creature
  17th
  Commune; Moon Path
  Channel Divinity
  Eilistraee's  Dance is retained, but Demonbane should be swapped with 
  one of the features from the Oath of Redemption.
  Emissary of Peace: As a bonus action, you grant yourself a +5 bonus to 
  Charisma (Persuasion) checks for the next 10 minutes.
  Aura Feature
  The Aura of Truth feature suits Silverhair Knights well enough. However, 
  if DMs or players wish to further emphasize the theme of protection, it 
  could be swapped with the 7th level feature from the Oath of 
  Redemption:
  Aura of the Guardian: Starting at 7th level, when a creature within 10 
  feet of you takes damage, you can use your reaction to magically take 
  that damage, instead of that creature taking it. This feature doesn't 
  transfer any other effects that might accompany the damage, and this 
  damage can't be reduced in any way. At 18th level, the range of this 
  aura increases to 30 feet. 
  A note on “Sin Eaters”
  The Silverhair Knights were introduced as a 5 levels prestige class in 
  D&D 3.5e. The capstone ability of the class allowed the paladin to 
  perform a long and dangerous ritual in which they “consumed” and 
  purified the sins of an evil creature, and—if successful—changed their 
  alignment to neutral. I opted to not make this a class feature in my 
  version, because it doesn't work well with the lore of Eilistraee (or of the
  class itself). The focus on redemption through understanding, choice, 
  and growth violently clashes with magicking up what ultimately should 
  be character development and a matter of choice, making such a 
  feature quite out of tune with the general theme of the Dark Maiden.
  For those who are interested, the Sin Eating doesn't need to be a class 
  feature; it could also be a religious ceremony. The Silverhair Knight must
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  11
  
  keep physical contact with the creature that they want to redeem for 10
  minutes. If the creature is unwilling, they can fight the ritual in a battle 
  of willpower (could be represented by a WIS or CHA contest, or a series 
  of contests). If the Silverhair Knight is successful, the creature feels the 
  weight of all the suffering that they have inflicted in their life; the shock 
  of the realization is so powerful that the creature will hardly go back to 
  their evil ways. If the Silverhair Knight is not successful, the weight of all 
  that pain is inflicted on their own being, draining their vitality and 
  making them fall into a coma for one day (it drains 1d4 points of 
  constitution, which can be recovered through a Greater Restoration 
  spell). This ritual can be attempted once per week, and can only be 
  performed on the same creature once per year. If the paladin dies 
  during the ritual, they rise as a ghost with the same behavior as the 
  creature that they tried to redeem.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  12
  
  Bardic College of the Spellsong
  The lore of the Sword Dancers of Eilistraee is much closer to the bardic 
  archetype of weaving magic through music and dance. This is a take on the 
  Spellsong as a Bardic College. Eilistraee teaches that life is to be lived as art, 
  bringing beauty, wonder and hope wherever you go. You embraced her 
  ideals as your credo, and strive to make beauty shine even in the deepest 
  abyss, using your music and song both to nurture and protect it.
  Dark Maiden's Grace
  Starting at 3rd Bard level:
  •
  Wardancer: You can treat longswords as finesse weapons. When you 
  are hit by a weapon or spell attack, while wearing up to light armor 
  and not using a shield, you can use your reaction to add your 
  Charisma modifier to your AC against that attack, potentially causing 
  it to miss. 
  •
  Battle Rhythm: When making a Constitution saving throw to maintain 
  concentration on a Bard spell, you may use your Charisma modifier in 
  place of your Constitution modifier 
  •
  Spellcasting  Focus: You can 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.
  •
  Spells Known: You learn the Eilistraee's Moonfire cantrip. 
  Furthermore, the Spellsong is now part of the Bard spell list for you: 
  when you gain a level and learn a new Bard spell, you can choose one 
  of the six songs that make up the main spell.
  Lesser Spellsong
  Starting at 3rd Bard level, you learn to masterfully weave your inspiring music with
  sword and magic. When you cast given spells, they can benefit from one of the 
  features listed below. You learn three spellsongs at 3rd level, and one more at 
  level 6th and 14th .
  •
  Adagio: Whenever you cast a healing spell from the Bard list, as a part
  of the same action, you can expend one use of your bardic inspiration 
  and add the result of the roll to the amount healed. If the spell heals 
  multiple creatures, each target receives bonus healing equal to the 
  roll, but the casting time is increased by one step (bonus action 
  becomes an action; an action becomes a full round; anything equal to,
  or greater than, one minute requires one more minute).
  •
  Vivace: Whenever you cast a bardic spell with beneficial effects, as a 
  part of the same action, you can expend one use of your bardic 
  inspiration to grant inspiration to the target. A spell empowered by 
  Vivace also also ends the charmed or frightened conditions on the 
  target
  •
  Maestoso: Whenever you cast an Enchantment or Illusion spell from 
  the Bard list, or spells that include the Sanctuary effect, as part of the 
  same action, you may expend one use of your bardic inspiration to 
  force one creature to take the saving throw and any ability check 
  required by that spell at disadvantage.
  •
  Accelerando: Whenever you cast a bardic spell with beneficial effects, 
  as part of the same action, you can expend one use of your bardic 
  inspiration to allow one creature that is affected by the spell to 
  immediately move up to a distance equal to his movement speed. 
  This movement isn't affected by difficult terrain and doesn't provoke 
  opportunity attacks. Once, until the end of your next turn, if the 
  target is hit by an attack, or is forced to take a DEX saving throw, you 
  can choose to roll your bardic inspiration die and add the result to 
  their AC or saving throw for that attack or spell. A spell empowered by
  Accelerando ends one condition among grappled, restrained, and 
  prone.
  •
  Sincope: Whenever you cast a bardic spell that deals damage, as part 
  of the same action, you can expend one use of you bardic inspiration 
  to make the spell release an explosion of blades of pressurized air. The
  creatures that took damage from the spell must make a further 
  Strength saving throw or take additional thunder damage equal to the
  number you rolled on the bardic inspiration die.
  •
  Alternatively, when you cast a bardic spell with beneficial effects, as 
  part of the same action, you can expend one use of your bardic 
  inspiration to empower your allies. Upon the next attack (spell or 
  weapon) made by one of the creatures affected by the spell, blades of
  pressurized air slash your enemy. If the attack hits, it deal its normal 
  damage, and the target must succeed a Dexterity saving throw against
  your spell DC or take 2d8 thunder damage for a first level slot, plus 
  1d8 per spell slot level above first (up to a maximum of 5d8).
  Song and Sword17
  Starting at 6th bard level, when you can cast a cantrip, you can make a weapon 
  attack using a sword as a bonus action. 
  Greater Spellsong
  Starting at 14th Bard level, you learn the empowered version of three of your 
  lesser spellsongs.
  •
  Adagio: Whenever you cast a healing spell from the Bard list, as a part
  of the same action, you can expend any number of uses of your 
  bardic inspiration to add the sum of your rolls to the amount healed. 
  If you spend at least 2 uses of Bardic Inspiration, you may also end 
  either one disease, or one of the following conditions afflicting the 
  target: poisoned, deafened and blinded. If you spend at least 3 uses of
  Bardic Inspiration, you may also end one curse afflicting the creature. 
  If the spell heals multiple creatures, then it ends one condition for 
  each of them, and each target receives bonus healing equal to the 
  sum of the bardic inspiration rolls, but the casting time is increased by
  one step (bonus action becomes an action; an action becomes a full 
  round; anything equal to, or greater than, one minute requires one 
  more minute).
  •
  Vivace: Whenever you cast a bardic spell with beneficial effects, as 
  part of the same action, you can expend any number of uses of your 
  bardic inspiration to grant inspiration to an equal number of creatures
  that are affected by your spell. A spell empowered by Vivace also ends
  the charmed and frightened conditions on each target.
  •
  Maestoso: Whenever you cast an Enchantment or Illusion spell from 
  the Bard list, or spells that include the Sanctuary effect, as part of the 
  same action, you may expend any number of uses of your bardic 
  inspiration to force an equal numbers of creatures to take the saving 
  throw and any ability check required by that spell at disadvantage.
  •
  Accelerando:  Whenever you cast a bardic spell with beneficial effects,
  as part of the same action, you can expend any number of uses of 
  your bardic inspiration to allow an equal number of creatures that are
  affected by the spell to either immediately move up to a distance 
  equal to their movement speed. This movement isn't affected by 
  difficult terrain and doesn't provoke opportunity attacks. Once per 
  each target, until the end of your next turn, if they are hit by an 
  attack, or are forced to take a DEX saving throw, you can choose to roll
  your bardic inspiration die and add the result to their AC or saving 
  throw for that attack or spell. A spell empowered through 
  Accelerando ends one of the following conditions for each target: 
  grappled, incapacitated, prone, paralyzed, stunned, restrained.
  •
  Sincope: Whenever you cast a bardic spell that deals damage, as part 
  of the same action, you can expend any number of uses of you bardic 
  inspiration and make the spell release an explosion of blades of 
  pressurized air. The creatures that took damage from the spell must 
  make a further Strength saving throw or take additional thunder 
  damage equal to the sum of your rolls, and be knocked prone.
  •
  Alternatively, when you cast a bardic spell with beneficial effects, as 
  part of the same action, you can expend any number of uses of your 
  bardic inspiration to empower your allies. Upon the next attack (spell 
  or weapon) made by a number of creatures affected by the spell 
  equal to the spent inspiration uses, blades of pressurized air slash 
  your enemy. If the attack hits, it deal its normal damage, and the 
  target must succeed a Dexterity saving throw against your spell DC or 
  17 For a more martial-oriented subclass, this feature could be swapped with the
  Extra Attack feature.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  13
  
  take 2d8 thunder damage for a first level slot, plus 1d8 per spell slot 
  level above first (up to a maximum of 5d8).
  New spells, feats, fighting styles, etc...
  New cantrip: 
  Eilistraee's Moonfire
  Evocation Cantrip
  Casting time: 1 action
  Components: V, S
  Range: Self
  Duration: 10 minutes.
  This spell creates a globe of moonlight of up to 10 cubic feet, that 
  moves about the caster's body. It provides bright light in a 10 feet 
  radius, and dim light for an additional 10 feet. The caster may choose to 
  reduce the intensity, making the globe shed only dim light in 10 feet 
  radius. The color of the globe and of the light can be white, silver, blue-
  white and soft green. Each round, as a bonus action, the caster may 
  command the Moonfire to move around her body at any desired speed, 
  or to move away from her, drifting up to 40 feet. As a part of the action, 
  the shape of the globe can be changed to make it pass through 
  openings of any size.
  As an action, you can turn the globe into a small comet of cold 
  moonlight (ending the spell), and hurl it at a creature within 30 ft from 
  you. Make an attack roll: on a success, the target takes 1d8 cold damage
  (2d8 at level 5th; 3d8 at 11th; 4d8 at 17th).
  This cantrip can be cast using a 2nd level slot. If you so choose, this spell 
  and the Darkness spell cancel each other out.
  New spell: 
  Spellsong
  4th level (exclusively granted by Eilistraee to her Sword Dancers)
  Casting time: variable
  Components: V, S
  Range: variable
  Duration: variable
  The Sword Dancers are trained to use their music and dance to call upon
  Eilistraee's power. They can sing their magic even in the heat of the 
  battle, while dodging and dancing, or while wounded. Their art 
  resonates with the intimate rhythm of life and of the Multiverse, and is 
  able to close wounds, inspire great feats, create untold beauty, or save 
  allies from the cold grip of death.
  You can cast this spell using a 4th level spell slot or higher. Depending on 
  the level of the slot, your song and dance can produce a variety of 
  magical effects. When you prepare this spell, choose one of the songs 
  listed below. Upon casting the spell, it will only be able to produce the 
  effects belonging to that song. The Spellsong can be prepared more 
  than one time, each time choosing a different song.
  The Spellsong ignores the need of material components. However, If the
  spell requires a material component worth 100gp or more and you 
  don't have it, the casting time will be increased by an amount equal to 
  the original casting time for each 100gp of value required. 
  •
  Song of Hope: Using a 4th  level spell slot, as a bonus action, 
  your song inspires a number of creatures up to your Charisma 
  modifer that can hear you, within 30 ft from you. They can add
  your Charisma modifier to all saving throws against the 
  Charmed and Frightened conditions, to all attack rolls and 
  ability checks. The spell lasts up to 1 minute, and requires 
  concentration. 
  Using a 4th level spell slot, your song lifts the hearts of a 
  number of allies up to your Charisma modifier, that can hear 
  you, within 30ft from you. It removes all effects causing the 
  Charmed and Frightened conditions, and all effects that cause
  despair, confusion or insanity in a creature (such as the 
  Confusion and the Symbol: Hopelessness, Insanity spells). Both
  the effects of this Spellsong count as Enchantment spells. 
  •
  Son
   
   g of Protection:  As a 4th level spell slot, you can cast the 
  Sanctuary spell on a number of creatures up to your Charisma
  modifier and are within 30ft from you. A 5th level spell slot will
  provide Death Ward to a creature that you are touching. As a 
  8th level spell slot, you can cast the Death Ward spell on a 
  number of creatures up to your Charisma modifer within 20ft 
  from you.
  •
  Song of Life: Your music soothes pain and closes wounds of all 
  those who hear it. You conjure strands of soothing moonlight 
  that take the form of tall elven women who embrace and heal 
  your allies. Choose up to 6 creatures within 30ft from you. 
  Spending a 4th level spell slot, the strands of light heal up to 
  3d6 + your Charisma modifier hit points. For each spell slot 
  level above 4th, you add 1d6 to the amount healed. The 
  healing die of the spell increases to 1d8 if you sing and dance 
  for 10 minutes. Creatures who benefit from this spell are also 
  immune to the Extreme Cold environmental condition for 1 hr.
  Wounds healed by this spellsong leave no scars. This is an 
  Evocation effect. As a 4th level slot, you can also cast the 
  Revivify spell.
  Using a 7th level spell slot, and singing for 1 minute, will cause 
  this Spellsong to restore the body of a touched creature. Any 
  severed body members (fingers, legs, tails, and so on), broken 
  bones, and ruined organs are restored after 2 minutes. If the 
  damaged or severed parts are present and touching the 
  respective wound, the regeneration is instantaneous. For the 
  duration of 1 hour, the target also regains 1 hit point at the 
  beginning of each round. This Spellsong removes all existing 
  scars if the caster and the creature so wish. It is as a 
  Transmutation spell.
  •
  Song of Renewal: Using a 4th level spell slot, you can cast the 
  Lesser Restoration spell on a creature within 30 ft from you, 
  Remove Curse, or the Dispel Magic spell. A 5th level spell slot 
  provides the Aura of Purity spell. A 6th level spell slot originates
  the Greater Restoration spell on any target  that you are 
  touching, or the Lesser Restoration spell on up to Charisma 
  modifier creatures within 20 ft from you.
  •
  Song of Rapture: You dance while playing and singing, creating
  art of unearthly beauty and deep emotion, while strands of 
  moonlight weave and paint mesmerizing images around you.
  A number of creatures up to your Charisma modifier within 
  30ft from you (that can see or hear you) must take a Wisdom 
  saving throw with disadvantage. On a failure, the creatures 
  become charmed. While charmed by this spell, they are 
  incapacitated, and will try to remain within 20 ft from you to 
  admire your art. The effect lasts up to 1 minute, and requires 
  you to spend your action each round after the first to keep 
  performing. You may move up to your speed while sustaining 
  this effect, but you may not take a dash action. You may force 
  new creatures who enter the area (out of their own volition, 
  or because you move within 20ft from them) to also take the 
  saving throw, but the maximum number of affected creatures 
  at any given time can't be higher than your Charisma modifier.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  14
  
  The effect ends for an affected creature if it takes damage, if 
  someone else uses their action to shake the creature out of its
  stupor, if you stop your performance, or if you use your 
  reaction or bonus action to perform an offensive action. This 
  Spellsong uses a 4th level slot, and is as an Enchantment spell.
  As a 5th level slot or higher, you can cast the Charm Monster 
  spell. As a 7th spell slot, you can cast the Mass Suggestion 
  spell. Your targets must be able to see or hear you.
  •
  Song of Creation: Using a 4thlevel spell slot or higher, you can 
  cast the Major Image spell, as multiple strands of moonlight 
  create artful illusions. Using a 5th level spell slot or higher, you 
  can cast the Fabricate spell, as your music and your dance 
  fluidly shape the raw materials. As a 6th level slot, Fabricate 
  uses your Performance to create items that require high 
  degree craftsmanship: your art shapes even the hardest 
  material in harmony with your emotion and imagination (you 
  are required to make a Performance check. The DC is the 
  same that it takes to craft the item with the adequate tools). A
  7th level spell slot provides the Programmed Illusion spell.
  New spell: 
  Moon Path
  5th level Evocation
  Casting time: 1 action
  Components: V, S, M (a white handkerchief)
  Range: 100 ft
  Duration: Concentration, up to 10 minutes
  You create a ribbon of glowing, silvery, translucent force, that connects 
  two spots in a straight path. It's up to 150ft long, from 3 to 20 ft wide 
  (you may change the width over the path's length), and 1/4 inch thick. 
  Its starting and ending points can be located anywhere (including 
  midair), and the surface of the ribbon can be oriented as the caster 
  wishes (it can be positioned as a bridge or as a wall, for example).
  When you cast Moon Path, you choose up to 10 creatures to be 
  protected while standing on the ribbon, granting them the effects of the
  Sanctuary and Spider Climb spells for the duration of the Moon Path 
  (these boons are lost as soon as the path is left). The surface of the 
  ribbon cannot be physically crossed, and blocks spells, breath attacks 
  (like that of a dragon), gaze effects (such as that of a Medusa) and 
  ethereal travel.
  A Disintegrate spell blasts a 10ft wide hole in the path, and the touch of 
  a Sphere of Annihilation destroys it. Unlike a Wall of Force, this spell is 
  normally affected by Dispel Magic. 
  At Higher Levels: When you cast this spell using a 6th level slot or higher,
  its maximum length is increased by 30ft and the number of affected 
  creatures by 2 for each level above 5th.
  New feat: 
  Wardancer
  Your training in dancing gracefully has improved your reflexes and the 
  fluidity of your movements, making you harder to hit in combat. You 
  must be proficient in the Performance skill in order to take this feat
  •
  You gain proficiency with longswords, and treat them as 
  finesse weapons.
  •
  When you are hit by a weapon or spell attack, while wearing 
  up to light armor and not using a shield, you can use your 
  reaction to add your Charisma modifier to your AC against 
  that attack, potentially causing it to miss.
  New fighting style: 
  Battle Dance18
  When not wearing heavy armor and not using a shield, your armor class
  increases by 1. When wielding a single light, one-handed, or versatile 
  weapon and no other weapons, you gain a +1 bonus to damage rolls 
  with that weapon. 
  This fighting style can be taken by paladins, fighters, rangers, and 
  College of the Sword bards.
  18 Credits for this style go to Alexander Henry
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  15
  
  Background: Secret Moondancer
  The vast majority of drow were born and live in the depth of the 
  Underdark, where the priestesses of the Spider Queen rule 
  uncontrasted. Within their reach, the dogma of Lolth is the only way of 
  life: every divergent or innovative idea, every other belief or faith is 
  labeled as heretical, and drowned in the blood of those who dare to 
  support or spread it. These persecutions lead to stagnation, and make 
  very difficult for the drow to become aware of different faiths (let alone 
  embrace them), but this doesn't stop the Dark Maiden from singing her 
  call to all of them.
  Some drow feel her loving touch, learning that there is a goddess of 
  hope out there, one who cares about them and that will answer to their
  prayers. Choosing to live hidden in the very heart of Lolth's strength, 
  some Sword Dancers strive to reach to these dark elves, to help them 
  embrace Eilistraee, and find their way to a better place in the Lands of 
  Light.
  You are one of these drow, a Secret Moondancer. You felt the call of the 
  Dark Dancer and chose to embrace what she stands for. You may have 
  already fled to the surface, or be still living underground in a drow city19.
  Perhaps you are a noble or priestess who fell out of Lolth's favor, only to 
  be saved from your rivals by a Sword Dancer, finding the opportunity of 
  a new beginning. Or you could be a commoner who grew weary of his 
  or her life, and found solace and hope in the embrace of Eilistraee; or 
  yet a slave or prisoner rescued by the followers of the goddess. 
  Alternatively, you can choose to be one of her clerics20, brave enough to 
  risk your life to bring her light where few would dare. In either case, you 
  live (or used to) in a drow city, dominated by Lolth, forced to act in utter 
  secrecy and to hide your faith, in order to let it flourish.
  Your safety is constantly on the line, endangering yourself and all you 
  love, as to be caught is to be sentenced to death. You have to choose 
  with extreme care when, where, and to whom you can bring knowledge 
  of the Dark Maiden; and to be ever watchful of every detail around you 
  and of those who might suspect of your heresy--a single misstep could 
  bring to the worst. Despite all that, you still work to bring the hope that 
  you have found to those who have not, and to teach children about 
  Eilistraee, so that they may not have to grow without knowing what it is 
  to be loved. Through your effort, the light of the Dark Maiden can shine 
  even amidst the darkness of the Underdark.
  However, the more you cleave to the goddess, the more the burden of 
  the cruelty that permeates the life under the thumb of Lolth becomes 
  heavier to carry. This may lead you to grow weary, scarred, somewhat 
  cold in front of death and danger, or bitter with vengeance towards the 
  priestesses of Lolth. Nonetheless, to face these hardships is a valuable 
  lesson about the value of working together, of protecting each other, 
  and of having someone that you can count on.
  Your hope is to flee to a safe place along with all those you care for--or 
  to bring the faith of Eilistraee to as many drow as possible and lead 
  them to safety, if you are a Sword Dancer, or if this simply is your wish 
  (not all drow who refuse Lolth want to leave the Underdark). You are 
  not alone in this task, as the followers of Eilistraee offer their aid to 
  refugees and outcasts. Over time, they have built networks of secret 
  passages and (with the help of the magic of the goddess) portals leading
  to safe shrines. As a Secret Moondancer, you have been trusted with the
  knowledge of these passages, and with a tiny sword-pin or pendant to 
  19 I'm assuming the latter for simplicity in writing.
  20 Drow clerics of Eilistraee  are the most likely to choose the life of a Secret 
  Moondancer.
  be used as an identification token.
  •
  Skill proficiencies: Insight and one between Athletics, 
  Persuasion, Deception, Acrobatics, and Survival.
  •
  Tool proficiencies: one musical instrument or one set of 
  artisan tools of your choice.
  •
  Language: Undercommon.
  •
  Equipment: a musical instrument or one set of artisan tools of 
  your choice, a set of common clothes, a symbol of Eilistraee, a
  sword-token, a pouch containing 10 gp.
  Feature: Safe haven
  As a Secret Moondancer, you can expect fellow followers and Sword 
  Dancers of Eilistraee to help you in your adventures. You can receive 
  free healing, food and shelter at shrines of the Dark Maiden21 (you must 
  provide the material components needed for the spells). Your 
  companions may also be sheltered, but at the price of a small task 
  assigned by the priestesses (it is usually labor, but can be another kind 
  of service, if the DM wishes so). Sword Dancers will come to your help if 
  you are near a shrine and call for support, but they will also try to 
  preserve their own life. You have access to the knowledge of secret 
  passages or portals that connect the area of the Underdark that you 
  come from with shrines of Eilistraee. You may access to them through a 
  tiny sword pin or pendant used as an identification token. Sword 
  Dancers active near a given area will instruct you about secret passages 
  or portals that can be found there, and will provide you with any 
  information in their possess that is useful for the Dark Maiden's cause.
  You are allowed to use the Moonspring portals (see the main 
  document).
  Suggested characteristics
  Below is a list of traits, bonds and flaws that Secret Moondancers are 
  likely to have, and of ideals that many of them follow. Of course, they 
  can also be replaced with characteristics of your own making.
  Personality traits
  Your personality was shaped and heavily influenced by all that you 
  experienced, faced and endured. Your struggle as a Secret Moondancers
  has taught you much, but you find value in some habits from your 
  former life.
          d8     Personality Trait
  1.
  I always try to accept the others simply for what they are, and 
  to respect their choices (as long as they are not intended to 
  bring harm).
  2.
  I make treasure of all the bright moments that life brings me, 
  and always try to bring a smile to people's faces, be they my 
  friends or strangers.
  3.
  My experience taught me to always help and care for those 
  around me. No matter how dire the situation may be, no one 
  that is counting on me will be left behind.
  4.
  No matter how grim the situation may seem, I don't give up 
  and nothing can shake my optimism.
  5.
  I firmly believe that my actions are guided by the will of 
  Eilistraee, and that even the most unlikely event can be a 
  message from her. 
  6.
  I am ever watchful of my surroundings, and I never do 
  anything without a plan. I always prepare a back-plan for 
  when things go wrong.
  7.
  I would never betray my friends, or reveal anything that could 
  endanger them, not even under torture.
  21 Such shrines are however rare
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  16
  
  8.
  The time spent in the Underdark has filled me with a burning 
  desire to see the world and make new experiences. 
  Ideals
  As a Secret Moondancer, your ideals are inspired by the teachings of 
  Eilistraee (already described here, and summarized below), and by the 
  desire of bringing a positive change to your people.
          d8     Ideal
  1.
  Freedom: Everyone should be free to choose what to be, their
  faith, to express themselves and forge their own path in life. I 
  will firmly oppose anyone who seeks to deny this right. 
  (Chaotic)
  2.
  Hope: Even in the deepest despair, when all seems lost, one 
  can still find hope in all that is beautiful in life. We must fight 
  to protect that light, and bring it those who are lost in the 
  dark. (Good)
  3.
  Kindness: We must try to help those in need, be it by offering 
  food, shelter or protection, no matter what the personal cost. 
  (Good)
  4.
  Compassion: There is strength in showing mercy and 
  compassion, rather than ending a life. Even the darkest souls 
  can find the strength to embrace redemption. (Good) 
  5.
  Beauty and Joy: Life is meant to be celebrated and enjoyed. 
  Song, dance and beauty are to be spread and nurtured, 
  bringing joy and laughter to people, so that no moment is lost 
  in the greyness of bore and melancholy. (Good) 
  6.
  Tolerance: We must strive so that all races may live in 
  harmony and peace, united against evil and suffering, and that
  all people may be accepted for what they are. (Good)
  7.
  Change: We must work so that the old, bloody traditions are 
  lost and forgotten. Only then the drow may build their place 
  in the world, and Dark Maiden's dream come true. (Chaotic)
  8.
  Faith: I trust that Eilistraee will guide my actions. If I work 
  hard, things will go well. (Lawful)
  Bonds
  You may feel particularly close to a priest or priestesses that rescued 
  you and brought you the faith of the Dark Maiden (or, as a Sword 
  Dancer, to your converts). You may have a family or children that you 
  would protect at any cost, or perhaps someone you love was killed or 
  captured by the followers of Lolth, and you have sworn to yourself that 
  you will avenge (or rescue) them. The faith of Eilistraee is important to 
  all Secret Moondancer, but you may feel particularly close to the 
  goddess, finding stregth in her presence.
          d8     Bond
  1.
  My family (or children, or loved ones) is the most precious 
  thing to me.
  2.
  My family or loved ones had to remain behind when I fled my 
  city, but I will return to lead them to a better place.
  3.
  I owe everything to a priestess that helped me when I needed 
  it the most.
  4.
  A deep bond has formed between me and one (or a group) of 
  my converts. (Sword Dancers only)
  5.
  Eilistraee has sung to me, giving me hope in my darkest time. I
  find strength in her love, and solace in knowing that she 
  watches over all her people.
  6.
  Someone I love was killed (or enslaved) by a priestess of Lolth 
  (or a noble drow). I will do anything it takes to avenge (or 
  rescue) them.
  7.
  Everything I do is for the good of my people.
  8.
  The faith of Lolth can only bring the drow to wither and self-
  destroy. I am sworn to eradicate the influence of the Spider 
  Queen wherever it rears its ugly head.
  Flaws
  Your most glaring flaws are likely to be the effects of living for a long 
  time in a Lolthite drow environment.
          d8     Flaw
  1.
  I can't help but be suspicious of everyone's actions. I am very 
  slow to trust others.
  2.
  Whenever doing something major, I worry too much about 
  what could go wrong.
  3.
  I work to follow the teachings of my goddess, but old habits 
  and mindset are hard to shake off. 
  4.
  All that I have experienced has made me weary. Although I try
  to help those who are suffering, I often react coldly to their 
  pain.
  5.
  I can act recklessly when I think that I and my friends are 
  danger.
  6.
  I react aggressively to offense or threats, especially to those 
  directed at my faith.
  7.
  During my former life I was responsible of atrocious actions. I 
  try to hide that from all whom I know.
  8.
  I can hardly resist the temptation to join revelries and 
  pleasurable events when the opportunity arises.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  17
  
  Equipment and Magic Items
  The followers of Eilistraee don't have particular ceremonial
   vestments. They use the most practical garb in a given situation 
  (haprons for cooking, armor in battle—usually light; preferably 
  enchanted, and of drow make—etc...), and usually wear as little as they 
  can in their ritual dances. They also wear their hair long, in honor of 
  Eilistraee, and often paint it silver using natural pigments.
  Their holy symbols can come in the form of a sword-pendant as large as 
  a drow hand, or of the symbols of Eilistraee: a silver bastard sword 
  outlined against a silver moon with silvery filaments, or a nude, long-
  haired female drow dancing with a silver sword in front of a full moon. 
  These are often pins, or pendants attached to slender mithral or silver 
  necklaces. The followers of Eilistraee, especially her clerics, learn to play,
  craft, and repair one or more musical instrument. They favor the harp 
  and the flute, and often carry the instrument with them in their travels 
  (for the harp, they carry a portable version). Magical musical 
  instruments are tresured and appreciated by the worshipers of the Dark 
  Maiden.
  In battle, the clerics of Eilistraee prefer to wield a sword, but they can 
  also use other weapons (preferring bladed ones over the rest). They are 
  also known to use the longbow and silver-tipped arrows as a secondary 
  weapon. Sword Dancers cherish Dancing Swords, for they are the 
  weapons wielded by Eilistraee herself, and often aspire to create or own
  one.
  Mithral, silver, and moonstones are considered sacred and a gift from 
  Eilistraee.
  Singing Swords
  Weapon (longword), legendary (requires attunement) 
  These weapons are rare artifacts and relics of the faith of the Dark 
  Maiden. They are twenty silvered bastard swords, gifted by Eilistraee 
  herself to Qilué Veladorn and her friends in Buiyrandyn, a small 
  settlement of drow who had refused Lolth for Eilistraee, found north of 
  the Sword Mountains. The goddess had seen potential in the young 
  drow, and had plans for her. So, when the time was right, in her form of 
  a 9-ft tall, achingly beautiful drow maiden, she appeared to Qilué, 
  asking her to to help nearby drow in need, and granting her and her 
  friends the magical Singing Blades to aid them in their quest. Later, 
  Eilistraee would ask these drow to accomplish a greater mission: to seal 
  the Pit of Ghaunadaur, a deep gorge connected to the third level of 
  Halaster's Undermontain, magically linked to the divine realm of the 
  Elder Eye, from where he was planning to creep into the surface world. 
  With the guidance and protection of both Eilistraee and Mystra (who 
  had chosen Qilué as the seventh of the Seven Sisters) and wielding the 
  Singing Swords, Qilué and her friends defeated the avatar of 
  Ghaunadaur and sealed the pit. However, the god had only been driven 
  away, far from defeated, and the Dark Maiden appeared once more, 
  warning Qilué and her friends of the danger:
  ''You must make a stand here close to the surface world, and you must 
  be ever vigilant against the return of Ghaunadaur. For a mighty city of 
  humans shall rise above this place, and if you are to make peace with 
  humankind and your elven kin of the surface world, this place is best 
  suited for you."
  The temple of the Promenade was then founded beneath the city of 
  Waterdeep, quickly becoming the greatest bastion of Eilistraee's 
  strength in Faerun. Its guardians (originally drow, but then also joined by
  The Dark Sister
  Qilué Veladorn was the seventh and youngest of the Seven Sisters, Chosen of 
  both Mystra and Eilistraee. The history of how she was chosen by Mystra is a 
  singular one.
  Having foreseen the a future time of deep crisis, the Lady of Mysteries took steps
  to avoid utter disaster, were one of her enemies to defeat or take control over 
  her during that time of conflict. Centuries before the Times of Troubles, she 
  started to choose a number of mortals to guard shards of her essence. Realizing 
  that too few were the existing individuals capable of carrying her power, Mystra 
  decided to give birth to a group of seven women suitable for her goal. She chose 
  the human that she best saw fit for that purpose: Dornal Silverhand. 
  Mystra possessed Elué Shundar (who became aware and even enthusiast to be 
  part of her goddess' plan), a half-elf sorceress that Dornal fancied, and seduced 
  him. Six children, all female, were born from their union. However, with time, 
  Mystra's power consumed Elué's body, and by the time she was bearing the 
  seventh child, the woman was almost reduced to a husk. Believing his wife to be 
  the victim of an evil spirit, Dornal regretfully killed her, leaving the unborn child in
  an extremely dangerous situation. The pregnancy had to be completed, else the 
  seventh sister would have been completely destroyed by the divine power 
  coursing through her.
  Mystra quickly sought another pregnant female strong enough to give birth to 
  the child, and her attention was caught by a drow who had forsaken Lolth for 
  Eilistraee, Iliryztara Veladorn, intent in leading a group of like-minded drow to 
  found a community on the surface, near the spot where Dornal killed Elué. 
  Iliryztara's unborn daughter had died because of the stress of the journey, and 
  she would have too, if nothing had been done to save her. As Eilistraee herself 
  was watching over her follower, trying to find a way to save her, Mystra offered to
  replace the dead baby with the soul of the seventh sister, Qilué, to save both. 
  Extraordinarily, Eilistraee  agreed to allow the exchange, and with that pact Qilué 
  Veladorn came to life, and so did a friendship between the Dark Maiden and 
  Mystra that still lasts after more than seven centuries.
  Nature and personality
  Qilué sees the ways of things in Faerun clearly, and can reveal how anyone may
  forge a life of importance in steering the way of the world into peace and
  prosperity for all races. -- Albither of Athkatla
  Qilué's appearance reminded of that of Eilistraee herself. She was a wildly 
  beautiful woman, with ankle-long hair and large eyes of silvery hue, capable of 
  inspiring awe in those that she met. She was a generally warm and kind drow--
  although she had a strong character, and could be firm and commanding (even 
  imperious at times) when it was needed. Qilué inspired immediate trust and 
  comfortableness in all those that she met, who often didn't hesitate to direct 
  others to see her for advice and guidance. That Dark Sister had an understanding 
  nature, and could accept all people simply for who they were: friendship with her
  was in fact quick to form, spontaneous and intense.
  Qilué hated violence and always tried to avoid it, but she could be cold and 
  merciless if the drow under her protection were endangered, or when facing 
  those that she despised the most: slavers, tyrants, and any creatures whose 
  cruelty oppressed the people of Faerun, and struck fear in their hearts. In truth, 
  she found particular satisfaction in teaching  memorable lessons to such 
  individuals, and to those who came to the Promenade full of prejudices, thinking 
  to remove ''the drow problem''.
  At times, Qilué could be impish and irreverent. Being a chosen of two goddesses, 
  she had great responsibilities weighing on her shoulders, which led her to take 
  any rare chance to unwind with extreme inhibition. Qilué truly enjoyed (and had 
  a singular talent for) mischief, and one of her favorite pastimes was to take the 
  appearance of her sister Laeral (whom she was very close to) and sneak into the 
  parties of the Waterdhavian nobility pretending to be her.  She would enjoy 
  herself without any restrain or control, for example by dancing and frolicking with
  wild abandon, or by playing wicked pranks to the human nobles--or seducing and
  then scaring them into submission if they happened to be slavers. She was a 
  lover of dance and music, and was known to sometimes dance completely nude, 
  lit by the Underdark fungi, in a cavern of the Promenade visible from Skullport—
  she did this mostly to lure individuals that she wished to talk to.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  18
  
  humans, dwarves and halflings), known as Protectors of the Song, were 
  the keepers of the relic swords. They pursued and worked towards all 
  the goals of the Dark Maiden, (for example, opposing the slavers of the 
  near Skullport), but their main duty--which they referred to as ''the 
  Great Mission''--, was making sure that the Pit of Ghaunadaur would 
  stay sealed, and that the god could never again threaten Faerun from 
  there.
  Towards the end of the 1370s DR, the Promenade was almost fully 
  destroyed, by cultists of Ghaunadaur who, by tracking the Nightshadows
  (former Vhaeraunites who had converted to Eilistraee) that were sent to 
  spy on them, managed to find portals leading to the temple. The priests 
  of the Elder Eye led an army of his minions in a long siege against the 
  Promenade, aiming to set the trapped avatar of their god free. Many 
  Sword Dancers and Nightshadows gave their lives in a (successful) last 
  stand against their enemies, preventing the worst from happening.
  After that event, many Singing Swords were lost (or looted by 
  scavengers), with only a few of them remaining in Eilistraeean hands. 
  Some time later, when the Dark Maiden temporarily lost most of her 
  power after Qilué was killed, the sacred weapons became silent and lost 
  their magic, making them easily mistaken for mundane swords, albeit of
  incredible quality. Currently, now that Eilistraee has returned 
  to full power, her Singing Swords are once again infused with her divine 
  magic, and some Sword Dancers have undertaken the mission to recover
  the precious relics.
  You gain +3 to attack and damage rolls made with this magic weapon.
  A Singing Sword ''sings'' loudly when unsheathed, and loses all bonuses 
  when silenced. Its melody makes the wielder immune to all Charm and 
  Fear effects, to the Confusion spell, and to all effects that can cause a 
  creature to give in to despair or afflict her with insanity. Any attempt to 
  apply these effects to the wielder by magical means grants her the 
  benefits of a Barbarian's Rage, but only directed towards the caster. This
  works exactly like the Barbarian's feature, as if the wielder had a 
  number of Barbarian levels equal to their overall level.
  The song of the sword is capable of stirring the hearts of its wielder and 
  their allies: Once per round, as a reaction, the dancer can grant 
  advantage to an attack roll or to a wisdom or charisma saving throw 
  made by herself or another creature within 30 feet from her. The dancer
  can make this choice after the roll is made but before it hits or misses.
  Moon Maiden's Song
  Wondrous item, Artifact (requires attunement by a follower of Eilistraee 
  or a good-aligned Bard)
  Near the end of the Second Sundering, amidst the chaos and upheaval 
  of both mortal and godly schemes for power, the Dark Maiden could 
  finally return to life and to her people. It was a truly extraordinary (albeit
  short) time, when Eilistraee began to sing to the drow once again, and 
  when she danced on Toril, under the silvery light of Selune. She would  
  join the celebrations of her followers, of those who had stayed loyal to 
  her in the darkest time and of the drow that they had brought into the 
  light, filling their hearts with the deepest joy. With Eilistraee's every 
  appearance, the knowledge of her return spread more and more, and so
  did the hope of a new beginning.
  However, the goddess knew that with the end of the Sundering, like the 
  other gods, she too would soon be forced to be more distant, and watch 
  over her followers from afar (because that was Ao's will). Yet it was a 
  time of challenge for her faith, the time to rebuild and strengthen, and 
  her guidance and protection were needed more than ever. So, from a 
  beautiful moonstone, a strand of her own hair and beams of moonlight, 
  Eilistraee crafted a wondrous harp imbued with her own magic--called 
  Moon Maiden's Song by her drow--that would serve only them and 
  those who shared their ideals. Through it, her Sword Dancers would 
  provide the drow with needed help, and she would always be close to 
  them.
  The goddess appeared at the Ladystone, a sacred shrine in the depths of
  the Ardeep forest, where Qilué once used to lead the dances in her 
  honor. There she trusted Leliana Vrinn and her fellow Sword Dancers 
  with the instrument, so that it could bring her hope and guidance 
  wherever it was needed the most. But with it came a mission: to restore 
  the fallen Promenade and the portals that there converged, the same 
  temple and safe passages that had led many drow to a new life, 
  becoming a bastion of hope for the followers of the Dark Maiden. 
  Currently, Leliana and other Sword Dancers are working to rebuild all 
  that was lost, but this is not an easy task: many are those who would 
  rather see the Dark Maiden fail, her mother first among them. So, the 
  Sword Dancers will gladly welcome all the help that is offered to them, 
  and Moon Maiden's Song will guide the actions of all those who take 
  their cause to heart and prove worthy of wielding such an artifact.
  Description
  At first glance, this item appears as a simple, slender, tear shaped 
  moonstone pendant. It is enveloped by a single, glowing silvery thread, 
  weaved into sparse coils that draw a multitude of elegant arabesques 
  on the smooth surface, also acting as a thin necklace. Only when near a 
  true follower of the Dark Maiden or a kind-hearted bard, the artifact will
  reveal its true nature. A bright spark lightens the moonstone and 
  animates it with magic. The gem then starts to float, while the glowing 
  thread that envelops it springs to life. It unravels into thousands of thin, 
  hair-like ribbons of moonlight attached to the moonstone, that dance, 
  twist and move until a glowing form is defined, floating midair where 
  the jewel was: the elegant frame of a harp of white-translucent force, 
  with strings of pure light. A soft, moving melody, sung by a voice of 
  unearthly beauty, can be heard for a brief moment: the song of 
  Eilistraee herself.
  Moon Maiden's Song can be worn as a necklace, and turns into its real 
  form when commanded to do so as a bonus action (you don't need 
  attunement for this, but you still have to meet the requisites to activate 
  the magic of the instrument). The harp is made up of translucent force 
  and moonlight, but can be normally played as a physical instrument. It 
  appears in the form of a 6 ft high, 3 ft deep cross-strung harp (it has two
  sets of strings, one for ''white'' notes and one for ''black'' ones). It sheds 
  bright light (of silvery, white, soft green, or white-blue color) within 10 
  ft, and dim light for another 10 ft. The harp floats, and if you move 
  farther than 10 ft away without carrying the instrument, it unravels in a 
  multitude of ribbons of moonlight to follow you (unless you command it
  not to, freely), and quickly takes its original form when you wish to play 
  it. 
  The sound of the instrument is perfect and crystalline, but its strings can
  also be plucked to produce a deeper and more vibrant sound (not unlike
  that of a piano). If you are attuned, when Moon Maiden's Song is 
  played, the magic of Eilistraee can (if you wish) bring into being the 
  sound of other instruments (including non-strings, and a wordless 
  female drow voice) to accompany your performance. The magic 
  automatically builds various layers of music (and chooses the 
  instruments) based on the notes that you are playing and on the 
  emotions and theme that you want the piece to carry. Unless you have a
  precise and vivid idea of the accompaniment that you want, this effect is
  not under your control and  is created according to the Dark Maiden' 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  19
  
  preference.
  Attunement: In order to reveal the instrument's true form and attune to 
  it, you must have Eilistraee as patron deity, be a good-aligned bard, or 
  be a non-evil follower of Vhaeraun that is not working evil and that is 
  serving the common cause shared by the sibling gods (the Dark Maiden 
  allows this to honor the newfound friendship with her brother). You 
  must also spend a short rest playing the instrument (by Eilistraee's 
  magic, you know how to play the harp when holding this artifact). Your 
  cause and what you fight for has to be vivid in your mind and inspire 
  your melody (DC 17 Performance check). The instrument is not sentient,
  but has its own will. If you willingly perform an evil act, or fail to perform
  at least one act of kindness within the span of 10 days, you will lose the 
  ability to use Moon Maiden's Song and the attunement to it. Afterward, 
  you may attune again to the harp only if Eilistraee deems that you 
  earned back the possibility to use of this artifact (it is up to the DM).
  Properties
  This wondrous instrument will lend its power to any child of the goddess,
  or any bard who serves a pure cause. When the right individuals touch 
  the harp, their souls are filled with inspiration to create music. Their 
  hands dance on the strings with grace granted by the Dark Maiden 
  herself, while their minds instinctively feel the right notes to weave the 
  most beautiful songs. 
  Proficiencies: this artifact grants you proficiency with the harp. If you are
  already proficient, it allows you to add double your proficiency bonus to 
  any Charisma (Performance) check to play string instruments. If you are 
  not attuned, you can benefit from this anyway, but only for Performance
  checks to play Moon Maiden's Song (although you still need to meet the
  requisites needed to use the artifact).
  Detrimental properties: Moon Maiden's Song has some detrimental 
  properties, collateral effects that weren't intended or expected by 
  Eilistraee when she crafted this instrument. Furthermore, the possibility
  to use this holy artifact comes with the price of performing a task given 
  to you by the goddess.
  - So beautiful is the goddess' song that fills the air around the harp, that 
  you feel a dire need to listen to it. You also become addicted to the 
  feeling of inspiration granted by the instrument. You have disadvantage 
  on all attack rolls, skill checks and saving throws whenever the artifact is 
  farther than 10ft from you.
  - Lolth is certainly not pleased with her daughter's return. She will try to 
  prevent Eilistraee and her followers from threatening her domain over 
  the drow by any means. When you attune to Moon Maiden's Song, 
  there's a 15% chance that Lolth will send a Balor servant to kill you and 
  then destroy the artifact. Each month afterward, there's a 15% chance 
  that the Balor will find you, if he hasn't before. If you defeat the Balor, 
  each month there's a 15% chance that Lolth will send 1d3+2 Yochlol 
  servants instead (all of this lasts until the attunement is ended). Zealous 
  priestesses that become aware of the artifact may organize expeditions 
  to wrest it from you (if, how and how often this happens depends on 
  your campaign, and is up to the DM).
  - Once you attune to this artifact, you receive a task assigned to you by 
  Eilistraee (through a vision or dream, determined by the DM). If you 
  choose to decline the task, you lose the attunement.
  Spellsong
  The music of this instrument is like no others, as it carries the power of 
  the Spellsong. Its melody is capable of creating wonders and inspiring 
  deep emotions.
  When you use Moon Maiden's Song as a spell focus to cast the Charm 
  Person, Suggestion and Mass Suggestion spells, your targets have 
  disadvantage on their saving throw. The harp also grants you the ability 
  to create a variety of magical effects (detailed below) by playing it
  Moon Maiden's Song stores 15 charges of divine power, which can be 
  expended by playing enchanted Spellsongs that carry powerful magical 
  effects. It recovers 1d12+3 charges every new moonrise. The cost in 
  charges of each effect is indicated at the end of its description.
  Your Charisma is the spellcasting stat for all the effects, their saving 
  throw DC is equal to 8+Proficiency bonus+Charisma bonus, and they can
  be dispelled as normal spells. Effects that consume 1 charge count as 
  3rd level spells for this purpose, increasing by one level for each charge 
  above 1, up to 9th.
  Whenever you want to use the harp, take an action and choose a 
  Spellsong from those listed below. As part of the action, you play the 
  harp and expend a number of charges to create one of the effects 
  available for the Spellsong that you have chosen. The Spellsong ''Aria of 
  Serenity'' allows you to invoke any combination of its effects as part of a 
  single action. You can choose to play a different Spellsong on each of 
  your turn, but doing so ends any effect that requires you to be actively 
  playing a given Spellsong in order to be sustained.
  1) Aria of Serenity: A sweet, moving melody that builds on a recurring 
  theme. Its notes call upon Eilistraee to protect you and your allies from 
  harm, purify your bodies and spirits, and lighten the path to safety. 
  - Sanctuary (as the spell) on up to 9 creatures within 30 ft and that can 
  hear you. Your enemies have disadvantage on the saving throw against 
  the effect of the spell. The chosen beings are surrounded by a dim 
  silvery glow when under the effect of this magic, and any effect that 
  causes constant damage or intense physical pain (such as being on fire, 
  bleeding, or the Symbol: Pain spell) is ended. Lasts for up to 1 minute. (3
  charges)
  -  Removes all Charm (including the Geas spell) and Fear effects, and all 
  effects that cause despair, confusion or insanity in a creature (such as 
  the Confusion and the Symbol: Hopelessness, Insanity spells) from up to 
  9 friendly creatures within 30 ft and that can hear you. They also 
  automatically disbelieve any illusion that they perceive when this effect 
  is invoked. (4 charges)
  - Your music reduces the exhaustion level of up to 3 creatures of your 
  choice by one, or ends one of the following conditions on your targets 
  (you can choose a different one for each target): petrified, blinded, 
  deafened, ability score reduction, maximum hit points reduction, cursed
  (including curses due to attunement to a cursed item), poisoned, 
  diseased (including the effect of the Contagion spell). The targets must 
  be within 30 ft from you and able to hear the song. If you use this effect 
  to end the blinded or deafened conditions, the target doesn't need to 
  hear you playing the harp. (4 charges per creature)
  -You can cast the Aura of Purity spell. (2 charges)
  - You invoke dancing beams of Guiding Moonlight that shed bright light 
  within 20 ft and dim light for another 20 ft. These beams are guided by 
  Eilistraee, and will show the safest path to a place that you choose when
  activating this property. If you don't choose any, the beams will guide 
  you to the nearest place suited for hiding, or to the nearest secret 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  20
  
  passage or active portal used by the followers of the goddess (if there 
  are any within 5 miles). They guide you by moving up to your preferred 
  movement speed along the path that the goddess wants you to take. 
  This magic can also be commanded to seek inactive portals within 1 
  mile that were created with the magic of Eilistraee. If the moonlight 
  meets one of the ends of an inactive portal, it will linger there, invisible 
  (up to any time length, sustained by Eilistraee). Once both ends are 
  infused with the magic, the portal will awaken. You don't need to be 
  attuned to the artifact to use this, as long as you meet the requisites to 
  make the instrument manifest to you. (0 charges; it cannot be dispelled.
  After you use this affect, you cannot use it again until 1 hour has 
  passed)
  - You can recreate the effects of a Moon Path spell, with some 
  differences. The moonlight path that you create still connects two spots 
  up to 150 ft from each other, but it doesn't have to be straight.
  Any creature that is hostile to (or wants to hurt) those whom you have 
  designated when producing this effect, must succeed a Wisdom saving 
  throw with disadvantage, or be unable to cross or enter the ribbon.
  At the beginning of each of your turns, you can choose to expend a 
  bonus action to alter the shape and position of the path with continuity.
  The moonlight will unravel and rearrange as you wish to create a new 
  path connecting two new extremes within 150ft from each other, but at 
  least one of the extremes of the light ribbon must lie on the space 
  previously occupied by it. Furthermore, the ribbon must remain 
  unbroken. If there are creatures standing on a section of the path, the 
  occupied portion of surface can't be moved (in short, this grants the 
  possibility to move the path in any direction as you and your allies cross 
  it). 
  This effect requires you to keep playing the Aria of Serenity (therefore 
  requiring you expend an action each round), and lasts until one round 
  has passed once you stop playing, with no upper time limit. (4 charges 
  or more. For each extra charge expended, the maximum distance 
  between the ends of the path increases by 30 ft and the number of 
  affected allied creatures by 2)
  2) Symphony of Creation: The touch of Eilistraee inspires you, and your 
  song resonates with the melody of creation and life, the cadence of the 
  Multiverse itself. Your notes can heal the deepest wounds, shape matter 
  like a sculptor's chisel, or command light to paint vivid images of life.
  - You cast the Mass Cure Wounds spell. The targets must be able to hear
  you. (3 charges or more, up to 7. For each extra charge expended, the 
  amount of hit points restored increases by 1d8)
  - You recreate the Regenerate effect (as the spell) on one creature 
  within 30 ft that can hear the song. (5 charges)
  - You cast the Fabricate spell. You can also fabricate items that require a 
  high degree of craftsmanship, as if you were proficient with the artisan 
  tools required to craft such items. (3 charges)
  - Your music reproduces the Telekinesis spell effect, but it can only 
  affects inanimate objects within reach (even multiple objects at once), 
  up to 1500 pounds of overall weight. (3 charges or more. You can add 
  500 pounds of maximum lifted weight for each extra charge)
  - You can cast the Major Image spell. (1 charge; 4 charges to make the 
  image permanent).
  Alternatively, you make beams of Moonlight spring to life and dance 
  within a 60 ft radius, 90 ft height cylinder. Its center may be located 
  within 120 ft from you, or be centered on the harp and move with it. As 
  long as you keep playing Moon Maiden's Song, you can order the 
  moonlight to weave a powerful illusion. It can be as simple as swirling 
  motes of light, a single object or creature, or a complex, life-like 
  scenario (that occupies up to the volume of this effect), complete with 
  appropriate sounds, smells and temperature. For example, you could 
  create the illusion of a forest lit by the moonlight and a starry nightsky, 
  the sensation of a night breeze, travelers by a campfire, and so on. You 
  can also recreate any musical piece, even if played by other instruments 
  other than a harp (or a drow voice)--the melody that you are playing to 
  cast the spell is silenced, if you so wish.
  You cannot deal damage with the illusion, and physical interaction with 
  the images reveals that they are not real, as things pass through them. A
  creature can take an Intelligence (Investigation) check with disadvantage
  to disbelieve.
  The illusion is dynamic, and can recreate movements and scenes that 
  play as you wish. At the beginning of each of your turns, you can choose
  to expend a bonus action to change it as you see fit, or move the whole 
  illusion within range. The images and related sensory effects can be 
  changed in a way that seems natural for the recreated scene (like the 
  Major Image spell). For example, In the previously mentioned forest, 
  you could create the illusion of a conversation between the travelers, of 
  moving animals and so on. You can also choose to completely undo and 
  rebuild the illusion. In that case, the moonlight will unravel in thousands
  of strands of light, and then recompose to create the new effect. Any 
  creature that sees this automatically succeeds the check to disbelieve.
  Once per use of this effect, as a bonus action, you can also choose one 
  inanimate, non-magical object that is part of your illusion and make it 
  real (as the Illusory Reality feature). You can choose another object if 
  you decide to change the illusion in a way that makes the first object 
  disappear.
  This effect requires you to keep playing the Symphony of Creation 
  (therefore requiring you expend an action each round), and lasts until 
  one round has passed once you stop playing, with no upper time limit. 
  (You can create purely aesthetic effects of light play, of sound and music 
  at the cost of 0 charges. They count as a 1st level spells. Any other effect
  consumes 6 charges)
  3) Serenade of Rapture: You play an alluring melody that entrances all 
  who ear it, its beauty so deep that no creature can resist. Or you weave 
  a frenetic and passionate rhythm: those who ear it become raptured, 
  and start dancing with such abandon to forget everything else.
  - Your music affects up to 12 creatures within 60 ft from you and that 
  can hear you. They must make a Wisdom saving throw at disadvantage, 
  or be charmed (as per the Charm Person spell), even if they are 
  normally immune to this effect. This lasts for 1 hour. (4 charges)
  - You cast the Mass Suggestion spell. Your enemies have disadvantage 
  on their saving throws, and can be affected by the suggestion even if 
  they can't normally be charmed. (4 charges)
  - As an action, you can play a song that affects up to 6 enemies within 
  30 feet from you that can hear you. They must take a Wisdom saving 
  throw at disadvantage, or be affected by Otto's Irresistible Dance, even if
  they are normally immune to be charmed (they also have disadvantage 
  on their saving throws to end the spell). (7 charges)
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  21
  
  4) Hymn of Valor: A powerful, majestic song that fills the souls of your 
  allies with joy and determination, dispelling fear, suffering and sadness.
  - As an action, you can fill up to 6 allied creatures within 30 ft from you 
  with energy and joy. The burst of energy gives them advantage on all 
  attack rolls, skill checks and saving throws, and all weapon damage rolls 
  automatically return the maximum result. They also immediately take a 
  saving throw to end any Fear and Charm effect that is affecting them--or
  any effect that causes them to give in to despair (like the Symbol: 
  Hopelessness spell)--. The saving throw must be of the appropriate stat, 
  and the DC is that of the spell or effect. This Spellsong require 
  concentration to be sustained, and lasts up to 1 minute. (2 charges, plus
  1 charge per extra affected creature beyond the first)
  5) Toccata of Grace:  A lively, elegant yet very intense music, with a fast 
  paced rhythm. It innervates the bodies of your allies and makes 
  adrenaline rush in their blood, infusing their every movement with 
  extraordinary vitality and grace. 
  - Haste (as the spell) on up to 6 allied creatures within 30 ft from you 
  and that can hear you. This effect requires concentration to be 
  sustained, and lasts up to 1 minute. (1 charge per creature)
  - Freedom of Movement (as the spell) on up to 6 allied creatures within 
  30 ft from you and that can hear you. This effect lasts 1 hour. It also 
  ends the restrained, prone, grappled, stunned, incapacitated and 
  paralyzed conditions on all targets. The recipients of the spell become 
  proficient in all Dance and Acrobatics-related checks (1 charge per 
  creature).
  6) Song of Fury: An explosion of sounds erupts as you play a rich, vibrant 
  and fierce piece. The music makes blades of sound and bolts of 
  moonlight dance in the air to strike your enemies, or form a sword of 
  pure light to serve as your weapon.
  - As an action, you can cause thunder and radiant damage within a 60 ft 
  cone, or within 30 ft from you. Every creature that you choose within 
  the area takes 5d6 radiant damage and 5d6 thunder damage and is 
  shoved to the edges of the area. A successful Dexterity saving throw 
  halves all damage and denies the other effect. (3 charges or more, up to
  7. For each extra charge expended, you may add 1d6 extra radiant or 
  thunder damage).
  - Moonsword: as an action, the harp can be played to conjure a 
  longsword of magical, tangible silvery light with the ''Dancing'' property. 
  It works like a normal longsword, but you (or anyone you choose to 
  wield it) have proficiency with it even if you normally don't, and use the 
  highest between your Charisma and Dexterity modifiers (instead of 
  Strength) for attack and damage rolls. This weapon deals radiant 
  damage (instead of slashing), and all attack and damage rolls made with 
  it have a +1 bonus (+2 against fiends). It sheds light like Moon Maiden's 
  Song, and lasts as long as you concentrate, for up to 1 hour (5 charges; 
  at 7 charges the bonus becomes +2/+3 against fiends).
  7) Dark Maiden's Guidance: As you play an enchanted, mystic tune, 
  Eilistraee provides the guidance and answers that you seek.
  You don't need attunement for this feature, but you must still meet the 
  requisites to activate the magic of the harp.
  - You can cast the Commune spell, but as an action. Eilistraee is the deity
  who answers to your questions, even if she is not your patroness, and 
  she will provide answers in her (and her followers') best interest. The 
  goddess can answer to your questions with a short phrase. (0 charges; 
  cannot be dispelled. After you cast this spell, you cannot do it again until
  8 hours have passed).
  - After playing Moon Maiden's Song for at least 10 minutes, you can 
  replicate the magic of a Grand Chorus (see the main document). You 
  bring to life beams of magical moonlight (whose intensity increases with
  the emotion in your performance) that will radiate away from your 
  location and in every direction, traveling for up to 1000 miles, as long as 
  you keep playing. If the conjured light touches real moonlight (or an 
  active Moonspring Portal), you become aware of the locations where 
  this happens, and can choose to see one of said spots as If you were in 
  its space (like the Clairovoyance spell). You may choose to watch a 
  different spot every minute. The spell also detects the general area (10 
  miles radius) where an inactive Eilistraeean portal lies. At any time, you 
  and up to eight willing creatures can be transported along a web of 
  moonlight to one of the places that you decided to watch (or to an 
  active Moonspring portal), as a Teleport spell, but without chance of 
  mishap. Doing so ends the spell. (6 charges)
  - As an action, you can cast the Passwall spell. (3 charges)
  Destroying the artifact
  A Sphere of Annihilation can destroy this artifact.
  If offered as a sacrifice to the Spider Queen, Moon Maiden's Song will 
  be either destroyed or corrupted, and the magic that Eilistraee has 
  poured into it either absorbed by Lolth, or twisted according to her will. 
  If the latter happens, the harp won't receive any major change, as Lolth 
  will try to use it as a tool for her agents and to deceive her enemies. A 
  DC 21 Arcana or Religion check reveals the corruption. Followers of 
  Eilistraee have advantage on this check.
  The changes to the corrupted Moon Maiden's Song are:
  -The artifact will react and show its true form to anyone Lolth wishes, no
  matter which alignment.
  -Upon attuning with the artifact, Lolth will place a Geas on the owner 
  (as the spell, but cannot be ended by normal means such as Greater 
  Restoration, or by the powers of the harp), commanding them to 
  perform a task. As part of the Geas, they will not be able to inform 
  anyone, in any way, that they received the task by Lolth (assuming that 
  they manage to understand that), and will be obliged to say that they 
  are following Eilistraee's will.
  -The Dark Maiden will sense that her gift to her children has been 
  corrupted (although its position will be hidden to her by Lolth's magic), 
  and will send visions to her Sword Dancers to inform them. Given the 
  extraordinary situation, she will also be granted by Ao the possibility to 
  act through a physical manifestation. It uses the same stats of an 
  Empyrean, but has the goddess' normal appearance and behavior (see 
  the “Dark Maiden” sidear in the main document).
  After a creature attunes to the corrupted Moon Maiden's Song, there's 
  a 10% chance that the manifestation of the goddess will sense and find 
  them. If she does, she will brief them on the situation. If diplomacy fails,
  she will use any means to recover the artifact, in order to purify it (this 
  doesn't necessarily lead to the death of the owner, depending on the 
  goddess' judgment). If Eilistraee doesn't find the new owner the first 
  time, each month afterward there's another 10% chance of it 
  happening (until the attunement is ended).
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
  22
  
  -The owner can play the harp to cast 
   
   Commune even if they don't have 
  Eilistraee as patron deity. When they do, Lolth will answer to their 
  questions as she wishes. If they are not one of her agents, she will pose 
  as her daughter, trying to be subtle with her answers in order to deceive
  them. They can take a DC 17 Wisdom (Insight) check to understand the 
  ploy (followers of Eilistraee have advantage on this check).
  -The owner can play the Aria of Serenity to create the Guiding 
  Moonlight effect, even if they don't have Eilistraee as patron deity, or 
  don't serve her cause. The effect functions normally, but with some 
  differences. If the effect is created by followers of the Dark Maiden, the 
  lights will lead them along a path chosen by Lolth (which may still be the
  safest one to the expressed destination). If there is an Eilistraeen portal 
  within 5 miles, the lights will lead there and will activate the portal (if 
  originally dormant). If Lolth wishes, they will also corrupt an active (or 
  freshly activated) portal, either by destroying it, or by changing its 
  destination to the nearest temple of Lolth, the Demonweb Pits, or 
  another place chosen by the Spider Queen. In the latter cases, the 
  activation can occur even if only one of the ends of the portal has been 
  touched by the harp's magic. A successful DC 18 Intelligence (Arcana) 
  check reveals the corruption. Followers of the Dark Maiden have 
  advantage on this check, and there's a 1/3 chance that Eilistraee will 
  become aware of her mother's deception: she will send them (or 
  anyone who might use the portal) warning visions, and (if the DM 
  wishes so) direct her physical manifestation to the location of the portal.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  SWORD DANCERS OF EILISTRAEE
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/DM's Guild/The Dark Maiden beckons_ On the drow goddess Eilistraee and her Faith/475192-Eilistraeen_Orders_and_Characters.pdf