Primal Path - Path of the Silverhair Knight

Eilistraee's faithful are dedicated to the arts of dance, song, and graceful sword, yet a cadre of her most dedicated are also tasked with offering mercy and sanctuary to the drow. Known as Silverhair Knights, or sometimes 'Sin Eaters' are trained to aid in the conversion of the drow, utilising magical abilities and careful diplomacy in equal measure, while also ensuring that they are not caught lacking should conflict become inevitable.

A Silverhair Knight is an agent of redemption first and foremost, and though the focus of their mercy is on the drow, Lady Silverhair does expect a measure of this to extend to others who might be turned away from the path of evil.

Features of this class that have a saving throw use your Strength modifier as the spellcasting ability score.

Awaken Sin

From 3rd level when you take up this path you gain the ability to awaken the sins of your foes, tearing at their mind. While you are raging as a bonus action on your turn you can cast the Awaken Sin spell without using any spell components. This bypasses the normal spell restrictions while raging.

Awaken Sin can be cast a number of times equal to your proficiency bonus. You gain one expended use on completion of a short rest, and all on a long rest. Awaken Sin can be found in the Additional Spells.

Drow are especially weak to this ability; they have disadvantage on this saving throw.

Voice of Serenity

Also at 3rd level you gain a layer of trustworthiness from your association with Eilistraee. You gain proficiency in the Persuasion skill. If you already had this, you instead apply your proficiency bonus twice when making Persuasion ability checks.

Optional Feature: Taboo

From 3rd level, Lady Silverhair compels you to never kill a drow. You may choose to deal only non-lethal damage to any Drow you face, regardless of the damage type or source (including features which would normally kill their target). Should you ever kill a drow, you become unable to take any further levels in this class until you reflect on your actions and receive Atonement from a Cleric of Eilistraee.

Sinshield

From 6th level whenever a creature takes damage from your Awaken Sin feature you gain tempory hit points equal to the damage dealt. These last for 1 minute. So long as these temporary hit points remain, you are immune to the Frightened and Charmed conditions.

Moon Eyes

From 6th level you gain darkvision out to 60ft. If you already had this, its range increases by 30ft instead.

Atonement

You gain the ability to bless creatures who seek to repent from their wicked ways. From 10th level you can cast the Ceremony spell (Atonement only) once per short rest without requiring material components.

Weight of Guilt

The blows of your weapon are filled with emotions that resonate within the target creature. From 10th level whenever you reduce a target creature to below half hit points they must immediately make a Wisdom saving throw or fall prone and spend their next turn doing nothing but repenting their sin, as they are overwhelmed by the burden of what they have done.

You may additionally activate this as a reaction when another creature reduces a target within 30ft below half hit points

Presence of Penance

Your very presence urges your foes not to harm you and your allies. From 14th level once per turn while you are raging, if a creature within 15ft of you deals damage to a friendly creature (including yourself) they take psychic damage equal to your strength modifier (minimum 1). This damage cannot kill a creature. If it reduces them to 0, they immediately stabilise.

Drow take double damage from this feature.

Consume Sins

From 14th level you can perform a mysterious ritual to change the alignment of any evil humanoid, fey, giant, or monstrosity. You must maintain physical contact with the target for a number of minutes equal to the target creature's CR. They must be conscious for the duration, but need not be willing - and are usually bound tightly.

At the end of the ritual the target takes 10d6 psychic damage that cannot be resisted or reduced in any way. If this reduces a creature to 0, they immediately stabilise; this damage cannot ever kill a target, under any circumstances (including massive damage). The target must additionally make a wisdom saving throw to resist their alignment being changed to from Evil to Neutral.

If the save against alignment change is successful, the exertion of attempting this sends you into an unconscious coma for a number of hours equal to the target creature's CR (though this can be ended early with a Greater Restoration spell) as the weight of their sins overwhelm you.

If the save is a failure, the target creature's alignment is changed from evil to neutral, and you gain advantage on all saving throws until the end of your next short or long rest as Eilistraee's purity fills you. Once a creature's alignment is changed by this ability, their actions are their own - many see the error in their formerly evil ways and do not return to it, though some may still return to the path of evil for a variety of reasons.

Drow are weak to Consume Sins, and have disadvantage on the saving throw against it.