Drow Wanderer

"This darkness is my home, and you should not have come here."

Prerequisite: Drow, trained in Dungeoneering

The Underdark is a terror to most surface folk. Flesheating fungi carpet the walls, bizarre monstrosities lurk in the dark, and whole civilizations of evil flourish in the sunless depths. To you, this is home. You know the twisting tunnels of the Underdark intimately. Every bend in every cavern and every corner in every dungeon is your ally, allowing you to creep close to your foe. You are the hunter in the dark, and you strike from the shadows before your foe ever senses danger.
    You have little use for the rest of your kind. While you test your skill in the wilds of the dark, other drow wallow in decadence and cruelty in their cities. You’ve honed the magical abilities of your heritage with long practice, and now the power that flows through your blood is far greater than theirs. You walk the darkness free, while they remain ensorcelled in Lolth’s slavish snares.
    Life is a journey. You live to see what wonders and heart-pounding adventures await you just out of sight. The darkness is an unforgiving mistress, but you know her all too well. Choose your path across or beneath Faerûn. No one can stop you.

DROW WANDERER PATH FEATURES

    Ambusher Action (11th level): Whenever you spend an action point to take an extra action to attack, you gain a +2 bonus to your attack roll against an enemy to which you are invisible.
    Stone Sense (11th level): When underground, you gain a +2 bonus to initiative checks and to Dungeoneering and Perception checks.
    Firemotes (16th level): You gain a +5 bonus to damage rolls against targets currently affected by your darkfire power.

Drow Wanderer Attack 11From Out of Nowhere

You launch an attack. If your foe doesn’t know you’re there, your blow dazes your enemy for a short time.

Encounter        Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC, Dexterity vs. AC, or Constitution vs. AC

Hit: 2[W] + Strength, Dexterity, or Constitution modifier damage.

Special: If the target grants combat advantage to you, the target is also dazed until the end of your next turn.


Drow Wanderer Utility 12Strength in Darkness

The cold embrace of darkness flows into your wounds, replacing your life’s blood with its ebon power.

Daily        Healing
Minor Action      Personal

Effect: Spend a healing surge. If you are inside darkness, add your Constitution modifier to the number of hit points you regain.


Drow Wanderer Attack 20Darkblade

You fix your cloud of darkness to the foe you strike, shrouding your enemy in gloom. It remains in place, obscuring your foe’s sight.

Daily        Weapon
Standard Action      Melee weapon

Target: One creature.

Attack: Strength vs. AC, Dexterity vs. AC, or Constitution vs. AC

Hit: 5[W] + Strength, Dexterity, or Constitution modifier damage.

Effect: As a free action, use your cloud of darkness power centered on your target instead of you. The power otherwise behaves as normal.

Sustain Minor: The cloud persists, and you can move it 3 squares.


Published in Forgotten Realms Player's Guide, page(s) 51.