Drow
Treatment in Arret Rehto
Drekkarsfolk has a particularly negative attitude towards drow. They are not considered "people" in this region, and make up the majority of slaves in Drekkars Cove. County Celadon is unusually tolerant of Drow, probably because Silverway is proud of its racial and cultural diversity, and Ironesse doesn't care where you came from as long as they can conscript you.Dark Elf (Drow)
Superior Darkvision: Can see in dim light within 120 feet as if it were bright light, and in Darkness as if it were dim light. Can’t discern colour in Darkness, only shades of grey. Sunlight sensitivity: Disadvantage on attack roles and checks that rely on sight when you or target are in direct sunlight. Fey Ancestry: Advantage on save throws against being charmed. Magic can't put you to sleep. Drow Magic: You know dancing lights (cantrip). At 3rd lvl you can cast faerie fire once between long rests. At 5th level you can cast darkness once between long rests. Trance: Only need 4 hours sleep.
Proficiencies
Skills: PerceptionWeapons: Rapiers, shortswords, hand crossbows
Languages. Common, Elvish
Drow Magic
At 1st Level
PHB, page 230
Dancing Lights
0-level (Cantrip) Evocation
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
At 3st Level
PHB
Faerie Fire
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
At 5st Level
PHB, page 230
Darkness
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Additional Information
Facial characteristics
Civilization and Culture
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