Rise of the Dragons
“I am in the business of removing obstacles.”
Without divine or arcane magical ability, your options in the cutthroat world of drow society were limited. You either became an expert in death, or you died young.
After honing your murderous arts in the Underdark, you made your escape from the city of your birth to strike out on your own. Your reputation as a nigh invisible killer strikes fear into those who would wrong you. But those who respect you earn your ready support.
You know what makes people tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books.
Your favorite scheme is putting on new identities. Your facility with disguise makes it easy to insinuate yourself into any setting, the better to get your target alone.
False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Personality Trait You lie about almost everything, even when there’s no good reason to.
Ideal You are a free spirit—no one tells you what to do.
Bond You owe everything to your mentor—a master drow assassin who sees your defection as a personal affront.
Flaw You’re convinced that no one could ever fool you the way you fool others.
Superior Darkvision. 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.
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. Instead of sleeping, you meditate deeply, remaining semiconscious, for 4 hours a day, gaining the same benefit that a human does from 8 hours of sleep.
Drow Magic. You know the dancing lights cantrip.
Sneak Attack. 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.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Expertise. Your proficiency bonus is doubled for any ability check you make using your Perception or Stealth skills.
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