Drow

The **Drow**, or **Dark Elf**, is one of the playable subraces of Elves.

## Background

Dark elves are the youngest sub set of elven kind, formed at the end of the 2nd Era, formed not in the natural manner of adaptation, but rather created by a single act of betrayal. The imperial family, of Synonyne Twelvestar, ended when his son, Alian Twelvestar, murdered his father for the throne, in his dying breaths, the elven emporor, cursed his son, the effect, rendered his offspring impotent, ensuring the end of his family line and cursing his son and all his son’s co-conspirators with a blackened skin. Dark Elves, are often viewed with mistrust by other elves and pity from other races, as their banishment, caused them to roam Ii’tanas, until the Skarab Wars, in which it was drained of magic and then became the Badlands. Dark elves were the first of the elven races, to become nomads and as such can be found anywhere.

## As a playable race

Drow are a standard playable race in 5e and Verum.

### Stats and Abilities

* **Ability Scores**: Dex +2; Cha +1
* **Size**: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* **Speed**: 30 feet
* **Age**: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
* **Alignment**: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and
* **Superior Darkvision**: Accustomed to the depths of 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.
* **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**: Elves 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. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
* **Drow Weapon Training**: You have proficiency with rapiers, shortswords, and hand crossbows.
* **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.
* **Drow Magic**: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
* **Emperor’s Gift**: You gain a +2 to your initiative rolls.
* **Languages**: You can speak, read, and write Common and Elven. Elven is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elven ballads to their repertoires.