Underdark Variants
Having lived on the surface for a long time, or a descendent of those who did, some creatures typically associated with the Underdark have grown more accustomed to living beneath the sun.
Drow Variant Traits
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1. Age. A Drow typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Drow are more often evil than not. Size. Drow range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Fey Heritage. You have advantage on saving throws against being charmed, and magic can't put you to sleep. 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. Keen Senses. You have proficiency in the Perception skill. Languages. You can speak, read, and write Common and Elven. Sunlight Adaptation. You have disadvantage on Wisdom (Perception) checks and Dexterity Saving Throws that rely on sight when you, 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 with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell onceand regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.Duergar Variant Traits
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1. Age. Duergar mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. Alignment. Most Duergar are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size. Duergar stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey. Dwarvern Resilience. You have advantage on saving throws against poison, and resistance to poison damage. Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages. You can speak, read, and write Common and Dwarvish. Sunlight Adaptation. You have disadvantage on Wisdom (Perception) checks and Dexterity Saving Throws that rely on sight when you, or whatever you are trying to perceive is in direct sunlight. Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed. Duergar Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.Remove these ads. Join the Worldbuilders Guild
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