What can I do to overcome the Drow’s sunlight sensitivity 5e?

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sunlight sensitivity 5e

How does sunlight sensitivity work 5E dnd?

You can benefit from Wisdom (Perception) tests that rely on sight. If you have a Sunlight Sensitivity 5e trait, you are not affected by the condition. You are invulnerable to the magic that permits other creatures to see your thoughts or figure out if you’re lying. Duergar and the Drow are cursed or have sun sensitivity. The deep gnomes are creatures that dwell in the shadows.

What can I do to overcome the Drow’s sunlight sensitivity?

There’s no advantage to spells that require saving and attack rolls only. As Drow’s racial abilities work well with the character with Charisma, Sunlight Sensitivity may not be as an unforgiving punishment as it may seem initially. You can avoid the penalty by using the caster with cantrips or spells that don’t necessitate an attack roll. However, you can make a saving throw instead and then use them whenever you’re under the threat of sunlight. I mean “Darkness.”

A good example is that the bard could use Vicious Mockery, or the sorcerer could use Acid Splash and Poison Spray 5e, and a cleric could use Sacred Flame

It is possible that the Darkness spell (and the 5th-level drow ability) could help. However, it is generally not beneficial for your party to make it a regular use even when you are a warlock equipped with Devil’s Sight.

Anything that grants an advantage neutralizes the disadvantage of Sunlight Sensitivity. “In this situation, there is no advantage or disadvantage.” (PHB 173)

You can make use of this spell to (potentially) eliminate the sun’s disadvantage.

How to handle Sunlight Sensitivity 5e for casters?

Do you think Sunlight Sensitivity 5e looks good? There is a disadvantage to attacking roll and perceptual checks if you, your target, or what you’re trying to detect are in direct sunlight. Sunlight Sensitivity may require mitigation, but it is not for casters.

You’re at a disadvantage on attack rolls and Wisdom (Perception) tests. They rely on your sight when you, the victim of your attack, or the object you’re trying to detect are in direct sunlight.

In comparison against the other Elves, Drow has more characteristics of a race and, more specifically, superior Darkvision and Drow Magic are incredibly effective, which is why Sunlight Sensitivity is designed to compensate for this.

In actual practice, Sunlight Sensitivity brings significant drawbacks to martial Drows, and not caster Drows. To better understand why we’ll look at the two effects and the conditions in which they can be applied.

A disadvantage in perception checks

Disadvantages are generally believed as equivalent to a bonus of -5. However, the Drow PC is skilled in the check, and even in the direct sun, they will not perform the check thoroughly. It’s not a massive issue since one of two scenarios can occur:

The Drow PC decides to assist an ally’s perception test as opposed to rolling his own.

Suppose a party member succeeds with the same Perception test. It invalidates the Drow PC’s failure.

Advantage in attacks

Caster Drows. Just 11 cantrips and 23 spells at 1st level or more require the casting caster to perform attacks rolls. Drowcasters can choose not to learn these spells. Still, they have plenty of good spells to pick among (including one that is offensive) and so that Drowcasters are as powerful as casting caster combating in the direct sun.

Martial Drows. Martial characters rely heavily on weapon attacks for their combat effectiveness. Therefore, attacking at a disadvantage can be a severe disadvantage for these characters. Therefore, Martial Drow is significantly weaker than other martial artists when they fight directly in sunlight. But, it’s important to note that both faerie fire and darkness can counteract the disadvantages, and Drow Magic provides the tools to manage a couple of fights in direct sunlight.

What happens When Sunlight Sensitivity is in effect?

The frequency at which sunlight sensitivity is brought up is different between campaigns. The most critical parts of the campaign do not are in direct sunlight:

Caves, dungeons, and other typical structures are not an issue. Streets, forests, and the jungles should have ample shade all moment, but not just at midday. Plazas, thoroughfares, and a sparsely wooded wilderness are all locations where the sun is shining the brightest.

Remember that, your DM, has complete control over weather conditions and the direction that the sun is heading from, in addition to influencing the hours of the day. He can snuff out the sun by introducing bad weather or make the most of encounters scheduled for nighttime. That is all the protection you require if your Drow PC struggles on an excursion across the country.

In time’s end, sunlight sensitivity is only a problem in the martial Drow if the DM decides to turn it into a significant issue. However, it’s not an essential issue for the caster Drow. Suppose you know a player who is considering playing in a Drow. It would be best to talk to them about the frequency at which you believe Sunlight Sensitivity is likely to be an issue to help them make an informed choice.

The racial capabilities of the Drow are well-suited to the Charisma-based casters. The sensitivity to sunlight is not so severe as it may appear at first.

You can circumvent the penalty by using a caster using cantrips and spells that don’t need an attack roll instead. Use a saving roll instead, and make use of those in situations where you are under penalty.

For instance, one can take on a bard with Vicious Mockery or a sorcerer using Acid Splash and Poison Spray, or a cleric can use Sacred Flame.

In this way, there’s no disadvantage to the spell, and you can contribute without being hampered by sun sensitivity.

Do you know the most efficient method to avoid the penalties of playing Drow on the primary material plane campaigns? Try to avoid playing Drow when campaigns occur underground, indoors, or mainly at night.

The second most effective method is to gain an advantage. The 3rd level Drow is granted the ability “Faerie Fire,” which gives any person who attacks the target in the cast. Suppose you’re willing to play multiple classes. In that case, you might consider taking a level of Barbarian that allows you to be a rager and gain an advantage over attacks. Still, it will not help with awareness or two stages of Rogue to acquire the ability to cover your tracks to gain an advantage faster. It is also possible to make use of spells that do not rely on attack rolls. Instead, you can use saving throws to stay clear of the penalty altogether.

The traditional methods of wearing hooded cloaks or attacking only in the shadows won’t work with this edition. Because the text says, you or your target are exposed to sunlight and will be in danger.

You’re at a disadvantage in attack rolls as well as Wisdom (Perception) tests. They are based on your sight when you, the victim of your attack, or whatever you’re trying to detect is in direct sunlight. (Page 24 in the Players Handbook)

That is an essential part of the description of the trait that must be considered when determining what Drow can overcome this issue.

You are disadvantaged in attack rolls and Wisdom (Perception) tests based on your sight. The person you are attacking or the object you’re trying to discern is in direct sunlight.

It would be best if you decided what you can use to stay out of direct sunlight. Do you think wearing a hooded cloak is enough? Do being under an area of shadows from a building help? How about rainy days? Do they help block the direct sun?

It’s not a term that is defined, and therefore this rule found on page 3 in the Basic Rules PDF or on page 6 of the PHB goes into full force.

The Dungeon Master is the authority setter of the campaign regardless of whether the setting is published world.

Two plausible reasons could explain why only Drow suffers from this handicap.

A race with no comparable advantage gains as many weapons, spells, and proficiency as a racial characteristic. Perhaps this is a way to counter that. It’s possible that, without a handicap, Drow could be the most common choice for spellcasters as well as rogues and rangers.

They wanted to make it evident that Drow is not an ordinary race to choose. They are mostly “bad guys”; however, the character is so beloved that they wanted to provide an option available to those who would like to.

What is the best way for player or DM to deal with Drow characters’ sunlight sensitivity?

As a DM, when someone wanted to be a drow player in your game, you may attempt to understand its reasoning. If, in choosing the drow race as a race, the player considers the possibility of light blindness and is prepared to roll (and play) to play the Drow, then do it. Suppose they love the Drow, or at least the way it feels. In that case, however, they don’t appreciate its disadvantages. Pathfinder offers some trade-offs to go with it. For instance, the Drow is equipped with an alternative racial attribute that lets the player change out darkvision and light blindness to have low-light vision. The racial trait is known as Surface Infiltrator. You might approve of it if the person could think of an appropriate backstory to explain the trait.

There are alternative races for half-elves, which permit drow heritage, with some benefits and disadvantages. It all depends on the reason the player is choosing to be a Drow.

My advice to players is to discuss with their DM and let them know why they chose the race. DMs must be clear from their initial plans to handle the traits. The two should develop an agreement that is mutually beneficial for the DM and the player and all the other players.