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.

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, Perception, or Survival 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 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:

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:

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: