Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will:
benevolent black ice: You create a dark, ice cold ray of death that streaks towards a target. You make a spell attack roll, on a hit you deal 2d8 Necrotic damage and the black ice frezees onto the target, dealing 1d6 Cold Damage as a bonus action on each of your turns for the duration of the spell
ice punch: You create a layer of ice on your hands that strenghten your hits. Once a round you can make an unarmed strike and add 1d4 cold damage to the attack. Instead you can also make an unarmed strike and add 1d8+Spellcasting mod cold damage, but doing this breaks and shatters the ice and the spell is dispelled.
Once a day: breath of ice spikes: When cast this spell creates 7 shards of ice that come forth from the casters mouth. Damage is 4d6. Creatures can make a constitution save to reduce damage to half. (after doing it the creatures lose 1 turn)
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ice battle axe of exile (requires a bound): When you connect with an a attack while weilding this magical Battleaxe, make the normal damage roll, and roll 2d6 cold damage. While weilding this battleaxe you're resistant to fire damage.
In tundra environments the battleaxe emits bright light in a 20-foot radius and dim light for an additional 10 feet.
When you draw your weapon, you may snuff all nonmagical fire within a 30 foot radius. May only be done once every 3 hours.
Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Call of the winter: when its activated the creature roar and a small winters falls (4 days) in the zone (19 square milles) and the creatures have a passive healing of +4 on each turn
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