| 0 |
Eyes of the Dark |
Starting at 1st level, you have darkvision with a range of 120 feet. |
| 1 |
Strength of the Grave |
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.\nAfter the saving throw succeeds, you can’t use this feature again until you finish a long rest. |
| 2 |
Darkvision |
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 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. |
| 3 |
Fey Ancestry |
You have advantage on saving throws against being charmed, and magic can't put you to sleep. |
| 4 |
Discovery |
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign. |
| 5 |
Sorcery Points |
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. |
| 6 |
Flexible Casting |
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\n\nA 1st level Spell Slot cost 2 Sorcery Points\nA 2nd level Spell Slot cost 3 Sorcery Points\nA 3rd level Spell Slot cost 5 Sorcery Points\nA 4th level Spell Slot cost 6 Sorcery Points\nA 5th level Spell Slot cost 7 Sorcery Points\n\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. |
| 7 |
Raven Queen's blessing |
You may cast the spell "Silence" once per long rest. |