Ability Score Increase. +2 Dexterity, +1 Cunning.
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 and an adult name around the age of 100 and can live to be 750 years old.
Size. Your size is Medium.
Movement. 5 tiles.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Fhaelian Ancestry. You have advantage on Perception saves, and magic can't put you to sleep.
Dreamwalk. You have advantage on Volition checks when Meditating during a long rest.
Keen Senses. +2 Observation.
Languages. You can speak, read, and write Common, Elvish, and Otrecommun.
Drow Weapon Training. +2 Finesse.
Drow tend to be tall and slender, with athletic and agile builds—their skin colours range from deep purple to pale grey. While more traditional Drow communities have settled underground, many have become increasingly accustomed to sun exposure from generations spent inhabiting regions such as the Ostenszera Archipelago.
Descendants of Elven settlers from mainland Destrea, who crossed the Sea of Seekers to the Ostrenzera Archipelagos during the Founding Era.
Spectrali Drow are known for their love of gambling, particularly the dice game "Tehtacklaque" or "Snake Eyes". When visiting the home of a Spectrali Drow, it is customary to honour the host by gifting them a die carrying your family's sigil (usually in place of the highest value on the die), and playing a round of this ancient, venerated game.
Sticky Fingers. +2 Sleight of Hand.
Equipment. You have a set of Snake Eyes dice, each die in the set engraved with your family sigil.
Settlers, dissidents, exiles, and drifters from all corners of the realm, who've made homes of the independent City-States dotting the Caravan Coast, and the seas over which they extend dominion. No matter which of the independent republics, petty kingdoms, or havens of sin a Caravanian hails from, they must share shade with one another; each holding an upturned nail beneath the ever-looming boots of the major Destrean nations. While the city-states' disdain for one another may run deep, it is a mere thimble's worth when measured against the ocean of antipathy they reserve for outsiders.
Menacing. +2 Intimidation.
Equipment: Utility knife, 1d6 gold in a coin purse.
For the Drow of the Stön Trillium, generations of living underground in their mountain strongholds have rendered their skin pale, to the point of being nearly translucent, and severely impaired their eyesight when on the surface. However, they've also developed even greater night vision that their ancestors.
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.
Equipment: 1d6 triva in a coin purse.
Descended from one of many waves of settlers to the Great Wide over the centuries, their ancestors helped to establish the Commonwealth of Myrea. In the case of most Drow settlers, they arrived during the aftermath of the Spectrali Provisional Government's momentous collapse, and have since adapted to the harsh environment of the northernmost habitable zone in Destrea.
Commoner culture, much like that of the Caravan Coast, is the product of waves of settlers each bringing customs, traditions, and values that end up influencing their new country to varying degrees. What sets commoners apart, however, is their peculiar tendency towards orderliness, institutional trust, and fervent nationalism.
Militia Training. +2 Shooting.
Equipment: Commonwealth runecoin, two food rations, 1d4 gold in a coin purse.