BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Drow

Drow are a splinter group of Elves that come from the same system but traveled to the stars much earlier. They encountered dark matter and were corrupted by its essence, becoming connected not to the plants of the world by the decomposers.  

Appearances and Magic

They've got skin with holes all over them and sunken, yellow eyes. The pale green skin of Elves looks nearly white brown on the drow. They've got unnatural powers and a strange lack of magical connection: Elves who are strong in Primal Magic often find drow incredibly unusual because of how they seem to have less magic energy than anything possibly have, almost like their magic was inverted by the darkness they entered. Some drow even have the ability to absorb magic from Holders.  

The Decom

Drow have connections to the mushrooms and fungi of the galaxy, able to use the web of decomposition or Decom to speak to others across huge distances. The Drow have an extended "empire" of a large number of drow spread very thinly across the entire galaxy with communication over The Decom to extend their influence and bring in others to their cultural fold.  

DND Mechanics

  • Ability Score Increase. Choose one ability score to increase by 2 and a second score to increase by 1. Alternatively: Charisma +2, Dexterity+1
  • Age. Although drow reach physical maturity at about the same age as Humans, the Elven understanding of adulthood goes beyond physical growth to encompass worldly experience. A drow typically claims adulthood around the age of 100 and can live to be 500 years old.
  • Alignment. Drow value life and freedom, and often are chaotic because of it and have much less tendency to good alignments than Elves.
  • Size. Drow are generally taller than Humans and slightly taller than Elves, usually in the six foot range, and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Plantborn. Your type is Plant and Humanoid.
  • Superior Darkvision. 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 Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
  • Trance. Drow do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Unnatural Healing. You can use an action to touch a creature and expend one hit die to restore hit points equal to the number rolled. You can use this feature a number of times equal to your proficiency bonus per long rest.
  • Fungal Resilience. Drow have a natural resistance to certain environmental hazards. You have advantage on saving throws against poison and resistance to poison damage. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.
  • Mycelial Network. You can tap into the vast mycelial network beneath the surface to communicate with other drow or creatures with a similar connection. As an action, you can cast the Sending spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
  • Languages. You can speak, read, and write Common and Elven.

Articles under Drow


Comments

Please Login in order to comment!