```metadata
title: Sword Dancer Domain
description: ''
tags:
- ''
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
# Divine Domain
Every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.
Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.
Your choice grants you features when you choose it at 1st level and again at 2nd, 6th, 8th, and 17th level.
You have chosen the ***Sword Dancer*** domain.
### Sword Dancer Domain
The Sword Dancers of Eilistraee have the duty of nurturing and teaching the arts of dance and song whenever possible. They must be graceful dancers, good singers and have to know how to play, craft and repair musical instruments. These priests also train in swordplay, particularly in the use of Eilistraee's favourite weapon--the bastard sword-- and prefer to eschew the burden of a heavy armor and shields, trusting their agility and mobility to protect them in battle. They aid the drow in the activities necessary to survive in the surface world (such as hunting for food), and their role as emissaries among other races leads some of them to train as proficient diplomats.
Aside from the magic commonly known to clerics, Eilistraee grants to her Sword Dancers a few particular selected spells. They are tailored for the goal to assist and offer shelter to the drow who seek to embrace a different life, or reflect the nature of the goddess. The Sword Dancers can use their magic to directly commune with the Dark Maiden when in need of guidance for their mission, locate nearby drow and potential threats, create food and water in order to feed the hungry, and create paths of moonlight to lead allies and converts unharmed to safety. In rough situations, they can charm and calm eventual aggressors or alarmed people and, in the worst cases, conjure beams of moonlight and silvery magical missiles to fight their enemies.
##### Sword Dancer Domain Spells
| Sorcerer Level | Spells |
|:----:|:-------------|
| 1st | *charm person; magic missile* |
| 3rd | *moonbeam; suggestion* |
| 5th | *create food and water; beacon of hope* |
| 7th | *freedom of movement; locate creature* |
| 9th | *passwall; moon path¹* |
*¹ These spells will be listed at the end of the document*
#### Eilistraee's Moonfire¹
The Sword Dancers can conjure the Dark Maiden's moonfire, a globe of moonlight, that can be used as a source of light for reading or to see in the dark, but also for communication and for artistic purposes.
At 1st level you are granted the cantrip *Eilistraee's Moonfire¹* by your patron.
#### Dark Maiden's Grace
At 1st level:
* ***Skills:*** When choosing your starting skills, pick two from the following modified list: Acrobatics, Insight, Medicine, 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 or medium armor.
\page
* ***Wardancer:*** While you are not wearing armor, and not wielding a shield, you can add your Charisma modifier to your AC.
* ***Spellcasting Ability:*** You may choose to use Charisma as your spellcasting ability (instead of Wisdom).
* ***Spellcasting Focus:*** Aside from your holy symbol of Eilistraee, you can also use your art as a spell focus. A melody played with a musical instrument, or your own voice, as you intone a song, count both as a spell focus and the verbal component of your spells. Likewise, your dance counts as both a spell focus and as the somatic component of your spells.
* ***Saving Throws:*** You may choose to gain proficiency in Dexterity saving throws (instead of Wisdom).
* ***Starting Equipment:*** Your starting equipment includes a musical instrument of your choice, and no longer includes a shield. Your starting weapon can be either *(a)* a longsword, or *(b)* a great sword.
#### Channel Divinity: Eilistraee's Dance
Starting at 2nd cleric level, while wielding a sword (this includes scimitars and rapiers), no shield, and wearing up to light armor, as a bonus action you can use your Channel Divinity to perform an elegant battle-dance. The Dance lasts up to a number of rounds equal to your Charisma modifier. As a free action, you may choose to expend a spell slot and increase the duration by a number of rounds equal to the spell slot level. The dance is interrupted if you are incapacitated, don medium or heavy armor, or use a shield. You may stop the dance before its conclusion as a bonus action, if you
so wish. When you use this feature:
* Once during the dance, you can make a melee weapon attack as a bonus action.
* You gain advantage on all Dexterity (Acrobatics) checks, and during the first turn of the dance, all attack rolls against you are made with disadvantage.
* Your movement speed is increased by 10 ft. Furthermore, up to a number of times equal to your Dexterity modifier, when an attack misses you, or you successfully pass a Dexterity saving throw, you may choose to elegantly move 5 ft. in any direction without triggering opportunity attacks.
* When you start the dance, you must make a Charisma (Performance) check, and gain a bonus to your AC and Dexterity saving throws, determined by the result of your check, according to the table below (on a 1, no bonus is gained).
|Performance Check | AC Bonus | Dex. Save Bonus |
|:----:|:-----------:|:---------------:|
| 15 or less | 1 | 1 |
| 16-18 | 2 | 1 |
| 19-21 | 3 | 2 |
| 22-24 | 4 | 2 |
| 25 or more | 5 | 3 |
#### Song of Courage
Starting at 6th level, whenever you (or an ally within 30ft from you who can hear you) make a skill check (Performance, Acrobatics, Athletics, Persuasion) or a saving throw against the Charmed or Frightened conditions, you may take your reaction to invoke Eilistraee's song. You, or the chosen ally, can add your Charisma modifier to the roll. You can use this feature after the roll has been made, but before knowing whether it was successful or not. This feature can be used up to 2 times. You regain all expended uses upon completing a long rest.
#### Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant (or thunder, you choose) damage to the target. When you reach 14th level, the extra damage increases to 2d8.
#### Eternal Dance
Starting at 17th cleric level, you ignore difficult terrain and have Advantage on Acrobatics checks. Furthermore, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.


\page
## Spells
#### Eilistraee's Moonfire
*Evocation cantrip*
___
- **Casting Time:** 1 action
- **Range:** Self/30 feet (10 ft sphere)
- **Components:** V, S
- **Duration:** 1 round
This spell creates a globe of moonlight 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, bluewhite and soft green. Each round, as a bonus action, the caster may command the Moonfire to move around their body at any desired speed, or to move away from them, drifting up to 30 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 (or initially summon it as) a small comet of 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 radiant damage (2d8 at level 5th; 3d8 at 11th; 4d8 at 17th).
#### Spellsong
*4th level variable*
___
- **Casting Time:** variable
- **Range:** variable
- **Components:** V, S
- **Duration:** variable
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 modifier **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. The effects of this spellsong count as Enchantment spells.
* ***Song of Protection:***
Using 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:***
Using a 4th level spell slot, as an action choose up to 6 creatures within 30ft from you. You conjure strands of soothing moonlight that heal the targets for 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. Wounds healed by this spellsong leave no scars. This effects from this are considered an Evocation spell. Additionally, using a 4th level spell slot, you can cast the *Revivify* spell.
Using a 7th Level spell slot, and singing for 1 minute, will cause this Spellsong to have effects identical to the *Regenerate* spell. The creature regains 4d8 + 15 hitpoints, and 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 considered a Transmutation spell.

\page
* ***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:***
Using a 4th level spell slot and your action, 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. 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 is 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**.
#### Moon Path
*5th level evocation*
___
- **Casting Time:** 1 action
- **Range:** 100 feet
- **Components:** V, S, M (a white handkerchief)
- **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.
##### Art Credits:
All 4 images used in this document are not my own, and are listed in order of appearance.
Leejun35 (https://www.deviantart.com/leejun35)
Justin Kelefas (https://justinkelefas.com/)
Chaosringen (https://www.deviantart.com/chaosringen)
Piotr Dura (https://www.artstation.com/artwork/433Vk)

