Elf, Dark
Common Cultures: Artistic, Collegiate, Cosmopolitan, Despotic, Drow, Forsaken, Imperial, Itinerant, Magocracy, Shadowfell, Theocratic
Ancestry Traits
Size. Your size is Medium.
Speed. 30 ft.
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.
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.
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).
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
You have proficiency in the Insight, Perception, or Survival skill.
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 selected from the Player's Handbook. 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 culture).
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
As in the feat from Xanathar's Guide to Everything, but with the ability score increase removed.
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.