Drow
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
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.
Speed. Your base walking speed is 30 feet.
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Dreamwalk. 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, Elvish, and Otrecommun.
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 once and 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.
Physical Characteristics
Drow tend to be tall and slender, with athletic and agile builds, with skin colours ranging from deep purple to pale grey. While traditional Drow cultures have remained primarily nocturnal, many others have become increasingly accustomed to sun exposure from generations spent inhabiting regions such as the Ostenszera Archipelago.
Drow Variants & Ethnicities
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 set of dice carrying your family's sigil, and playing a round of this ancient, venerated game.
Sticky Fingers. You gain proficiency in the Sleight of Hand skill.
Equipment. You have a set of Snake Eyes dice, 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 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. You gain proficiency in the Intimidation skill.
Equipment: Utility knife, 1d6 gold in a coin purse.
Trillian
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 Federation of City-States. 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. You are proficient with firearms.
Equipment: Commonwealth runecoin, two food rations, 1d4 gold in a coin purse.