Drow MageMedium humanoid (drow)
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Spellcasting. The drow mage uses Arcana (Int) to cast spells (spell save DC 14, +6 to hit with spell attacks). It has 14 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
1 mana: adrenaline rush, alarm, confusion poison, darkness, detect magic, detect poison, disintegrate, enlarge/reduce, envenomed weapon, faerie fire, floating disk, force barrier, force bulwark, force shield, force spear, force weapon, invigorate, knock/lock, levitate (self only), mage armor, magic missiles, moment of alacrity, poison burst, protection from poison, putrefy food and drink, ray of sickness, regenerate, skill empowerment, slowing poison, striding and springing, sudden shift, sustenance, toppling punch, toxic fumes
2 mana: cloudkill, essence of night, force hail, force hand, force sword, freedom of movement, glyph of warding, halo of spores, homing motes, insanity mist, metabolic adaptation, neutralize poison, noxious plume, paralytic poison, poison bane, stinking cloud, synesthete, tiny hut, wall of force
3 mana: invulnerability
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 1 m. Hit: 3 (1d8 − 1) bludgeoning damage plus 3 (1d6) poison damage.
Summon Demon (1/long rest). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9