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D&D 5th Edition

Compendium

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Drow

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Traits

Fey Ancestry: The drow has advantage on Saving Throws against being Charmed, and magic can't put the drow to sleep.

Innate Spellcasting: The drow's Spellcasting ability is Charisma (spell save DC 11). It can innately cast the following Spells, requiring no material components:
At will: Dancing Lights
1/day each: Darkness, Faerie Fire

Sunlight Sensitivity: While in sunlight, the drow has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also Unconscious while Poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Attributes

AC
15 (Chain Shirt)
Alignment
Neutral Evil
CHA
12
CON
10
Challenge Rating
1/4
DEX
14
HP
13 (3d8)
INT
11
Languages
Elvish, Undercommon
Passive Perception
12
Roll 0
Shortsword 1d20 + 4 1d6+2
Roll 1
Hand Crossbow 1d20 + 4 1d6+2
STR
10
Senses
Darkvision 120 Ft.
Size
Medium
Skills
Perception +2, Stealth +4
Speed
30 ft.
Spell Book
Dancing Lights, Darkness, Faerie Fire
Type
humanoid (elf)
WIS
11
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