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Quorin'var: Sunken Drow in Dungeons & Dragons 5e

Quorin'var: Sunken Drow

ability score increase: +2 Strength, +1 Intelligence
age: Although drow reach physical maturity at about the same age as humans, the drowish understanding of adulthood goes beyond physical growth to encompass worldly experience. A drow typically claims adulthood and an adult name around the age of 100 and can live to be 1,000 years old.
alignment: Drow love freedom, mischief, and deception, so they lean towards the harsher or rude side of chaotic. Due to generations of distrust and forced isolation, most drow tend towards self-reliance, and putting their own desires first. Drow lean neutral, to evil due to their selfish nature.
Size: Medium
speed: 30 ft., 30 ft. swimming
Languages: Common, Drow, Elvish
parent race: Drow
race features:
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Superior Darkvision. Descended from those that inhabit the Feydark and now inhabiting the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Trance. Drow don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Trickster's Guile. You have proficiency in the Deception skill.
Child of the Deep. You have a swimming speed of 30 feet, and you can breathe air and water.
Glow of the Deep. Due to the inherent bioluminescence developed by your people, it's harder to go unnoticed in the dark. When in non-magical darkness, you give off 5 feet of bright light and an additional 10 feet of dim light. You also have disadvantage on Dexterity (Stealth) checks in darkness, due to this glow.
Limited Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.
Maw of Shards and Daggers. Your jaw is full of razor-sharp teeth, with intense biting power behind it. Your bite, which counts as a simple melee weapon with which you are proficient. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Shielded Mind. The constant threat of the odd and aberrant at the depths has hardened you. You have resistance to psychic damage.
Description:
Sunken Drow, in touch with dark depths of the sea, the hidden creatures the clamber in the shadow of the waves, and the ever-present threat of the open ocean. They're decidedly more interesting when viewed in the dark, as their bodies have developed to give off natural light. Their skin scaled, and marked with dark colors of of many other sea creatures, they're also dotted with bioluminescent markings. Some even have glowing orbs that hang from whiskers and large sharp teeth. Their eyes tend to be cloudy, or even in rare cases, non-existent.

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