Drow
The drow of Ardunor are a sinister, evil lot. Their society thrives on murder, backstabbing, and torture, and the individuals echo that lifestyle. The drow live in the Underdark, in cruel, jagged cities devoted to worshipping a spider god. It is a matriarchal society, and the men are considered inferior in every way.
Playing a drow in any campaign that takes place in Ardunor likely means you’re going to be playing an anti-hero role. That is, you will be performing a noble deed for insidious purposes. You are willing to work with a party of adventurers (and not backstab them! There can be drama in adventuring parties, but party cohesion is incredibly important for everybody to have fun!), but you’re basically only using them to accomplish your own, evil goals.
The PHB for 5th edition even points out the one obvious exception: Drizzt. The only good drow in existence. There are no Drizzts in Ardunor, only cruel, evil drow.
Drow Traits
In addition to the traits you get as an elf, you also get the following traits.Ability Score Increase
Your Charisma score increases by 1.Superior Darkvision
Your darkvision has a range of 120 feet, instead of 60.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.Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast faerie fire once, and it recharges after a long rest. When you reach 5th level, you can cast darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.Drow Weapon Training
You have proficiency with rapiers, shortswords, and hand crossbows.Remove these ads. Join the Worldbuilders Guild
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