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