Superior Darkvision. You have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Sunlight Sensitivity. You have disadvantage on attack rolls and on 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Dark Elf Weapon Training. You have proficiency with all sadai blades – the greatsword, longsword and shortsword, – and with hand crossbows. Warrior Training. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. If you gain the Battle Master archetype, your superiority die from this feature becomes a d8, and is further improved along with the dice gained from the archetype (to d10 at 10th level and to d12 at 18th level). Ruthless Tactics. You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. If you have the sneak attack feature, this die becomes part of your sneak attack dice. Innate magic. If you know any cantrips, you also know the dancing lights cantrip. If you know any 1st-level spells, add faerie fire to your list of spells known. If you know any 2nd-level spells, add darkness to your list of spells known. These bonus spells are part of your spell lists for all casting classes you have.
Languages. Темные эльфы пишут и говорят на ре́йхе, а также одном из трех языков на выбор: инку́го, на́крадас или си́льве.
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