race features:
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.
Webbing
You can leave a trail of webbing behind as you walk, climb or descend from a surface. This webbing is treated with the same statistics as silk rope. You can choose to use dry or sticky silk. If you use sticky silk, it is climbable by you as normal, and counts as difficult terrain if climbed by others. You can create 50 feet of this webbing at which point you need to perform a long rest to refill these stores of energy. Creating the holdfast for these strands takes a full round action which provokes attacks of opportunity. The strength check DC for others to pull this webbing from its holdfast is equal to 8 plus your CON modifier plus your proficiency score.
Lair
You can use threads from your own silk to build such a lair which will require at least three days using at least four hours work per day. Each three days spent working this way can fill a 20 x 20 x 20 foot area with your webbing. The time required to create this lair decreases to two days at level 7 and to one day at level 11.
You can choose to use dry or sticky threads for part or all of the lair. Other creatures that start their turns in an area of the web created with sticky webbing or that enter them during their turns must make a Dexterity saving throw with a DC equal to 8 + your CON mod + your proficiency score. On a failed save, a creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against the same DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
While you are inside your lair, you gain tremorsense to a range of the edge of your webbing.
Superior Darkvision
Your darkvision has a radius of 120 feet.
Keen Senses
You have proficiency in the Perception skill.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Drider 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, though such dreams are often fitful nightmarish reminders of your fall from Lolth's graces; 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.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Drow Weapon Training
You have proficiency with rapiers, shortswords, and hand crossbows.