Elf, Dark

Dark elves are elven-folk that inhabit the deep, dark corners of the world; places untouched by sunlight and where monsters hide in the shadows.

Common Cultures: Artistic, Collegiate, Cosmopolitan, Despotic, Drow, Forsaken, Imperial, Itinerant, Magocracy, Shadowfell, Theocratic

Ancestry Traits

Size. Your size is Medium.
Speed. 30 ft.

Superior Darkvision (1 point).
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Sunlight Sensitivity (-1 point).
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Dark Arcana (1 point).
You learn one of the following cantrips of your choice: black candle, chill touch, dancing lights, encode thoughts, infestation, minor illusion, or ray of frost. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this ancestry).
Fey Ancestry (1 point).
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Keen Senses (1 point).
You have proficiency in the Insight, Investigation, or Perception skill.
Trance (1 point).
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next Long Rest.

Paragon Options

Day Walker

You are adapted to surface life better than most of your ancestry. You gain the following benefits:

  • You ignore the penalties of the Sunlight Sensitivity trait.
  • You have Advantage on saving throws you make to avoid or end the Blinded condition on yourself.

Drow High Magic

You learn more advanced magic of the drow. You learn the detect magic spell and can cast it at will, without spending mana. You also learn the dispel magic and levitate spells. You can cast these spells once each without spending mana and without material components. Once you do, you can't do so again until you finish a Long Rest. You can also cast these spells using mana if you can cast spells of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this trait).

Elfsight

Nature cannot block the legendary accuracy of your people. You gain the following benefits:

  • An area being lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena does not impose Disadvantage on your ability checks relying on sight.
  • Attacking at long range doesn't impose Disadvantage on your ranged weapon attack rolls.

Elven Accuracy

Whenever you have Advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Magic Resistance

You have Advantage on saving throws against spells and other magical effects.

Perfect Darkvision

Requires: Darkvision
Your Darkvision increases by to 240 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.

Prophetic Instincts

Your ability to detect danger is supernatural, and sometimes see divergent possibilities by seeing a few moments into the future. You gain the following benefits:

  • You can’t be Surprised except when Incapacitated by something other than nonmagical sleep.
  • When you finish a Long Rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll. Your foretelling roll can be used only once. When you finish a Long Rest, you lose your foretelling roll if it is unused.