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Light Drow Medium Humanoid (Elf), Chaotic Good (D20TALK – YOUTUBE)

Light Drow Medium Humanoid (Elf), Chaotic Good (D20TALK – YOUTUBE)

Light Medium Humanoid (), Chaotic Good (D20TALK – YOUTUBE)

Everyone knows the story of how the Drow left the surface world after choosing to follow Lolth instead of a non-evil God. The elves of old and the other races wouldn’t tolerate what they had become, and the Drow were driven to the . There they have built an evil empire loyal to Lolth and cruelty is what rules in their world.

What many people don’t know is that the Drow goddess left with her kin, not because of an evil nature, but to hopefully one day convince the Drow to leave Lolth and rejoin the other elves and above ground races. A small percent of the Drow have chosen to leave Lolth and follow Eilistraee back in the world above. There Eilistraee teaches them everything they need to know to survive. These lessons include hunting, fighting, spell casting, forging weapons and much more. These drow have come to be known as the Light Drow, since they have left the subterranean world below and returned to the world above and they now live in the light.

The Light Drow still appear very much like the dark drow with a few exceptions. They no longer possess the very pale eyes which are seen with most drow. Life in the light has returned some of the pigment to the iris. Living in the light has demanded a change in vision and they have adapted. The sunlight doesn’t seem overly bright for them like it does for the Dark Drow and in this adaptation, they have lost some of their range. It has dropped from 120 feet to 60 feet. So, there is a gain and a loss when it comes to their vision. Another often seen adaptation is the hair of the Light Drow. The Light Drow will almost always have white hair which is very long. For some females it may extend almost to the ground and maybe to the middle of the back for the males. This is done to honor Eilistraee, who has long, white, hair which almost touches the ground.

The Light Drow remain as slender and graceful as any elf and with their love of dance, another deed to honor Eilistraee, they may be more graceful than the average elf. They are often 5-6 feet tall and around 100-165 pounds. The Light Drow still possess the verySample dark complexion seen in other drow, but it is just a lighter shade. file

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Like other elves they have a very long-life span and it’s not unusual to encounter a Light Drow who is 700 years old. Except for the Light Drow who were born above ground, most remember the life in the Underdark.

When it comes to good manners and pleasant encounters with strangers the Light Drow are some of the friendliest people anyone will ever meet. Eilistraee encourages all of the Light Drow to be as giving as they can in an effort to repair the bad reputation the Drow have gained over the centuries. Most people don’t know of the Light Drow, so they are often met with screams and violence. The Light Drow would like to change this, and their efforts reflect it. Since most people are distrusting of Drow in general the Light Drow live in secluded, forest areas.

Ability Score Increase. +1 to Dexterity and +1 to Charisma

Age. As other elves

Alignment. Always good. Chaotic Good is most common, but lawful good and neutral good are accepted. Light Drow understand more than most how valuable freedom is, since most never experienced it until they began following Eilistraee and escaped the underdark.

Size. 5-6 feet with a slender build. Size is medium.

Speed. Base walking speed is 30 feet.

Darkvision. 60 feet.

No Sunlight Sensitivity. The Light Drow don’t have sunlight sensitivity like their dark cousins. The Light Drow have adapted to life above ground and no longer have a problem with sunlight. Unfortunately, they have lost half of their darkvision range during the transition.

Keen Senses. Proficiency in the Perception Skill. Sample file

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Fey Ancestry. Advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Like other elves.

Languages. Common and Elvish. Light Drow know the Undercommon language but never speak it unless they must.

Weapon Training. Proficiency with swords. Longswords and shortswords are the preferred weapons. All edged weapons are found among them, but they prefer swords in honor of Eilistraee. Light Drow don’t like to use ranged weapons unless they have no other choice. There is no dishonor in using them if that is all that is available.

The Drow Division. There are no longer just Dark Elves (Drow) in the world. The Dark Drow are the followers of Lolth and are almost always evil. These are the Drow that the world has come to know and despise. Lolth makes sure that the drow of the Underdark only know her teaching and they have been enslaved by her for a very long time. Hate of the races above ground is all they know and all they are ever taught. Most all Drow have never even heard the name Eilistraee before. Living above ground are the Light Elves (Drow) known as the Light Drow. Their name comes from their decision to return to the world above where light exists naturally. A small percentage of the Dark Drow have left Lolth and now follow Eilistraee. Eilistraee commonly visits the Dark Drow in dreams and works to show them there is another way besides that of Lolth. These Light drow are in most ways the opposite of the dark drow. The Light Drow live above ground and reject everything that Lolth is.

Light Drow Magic. All Light Drow know the Light and are capable of using it by the time they are adults. This is an important skill for the Light Drow because it’s a symbol of leaving the lightless world below ground and never being in the dark again. At 3rd level all can cast Magic Missile. The followers of Eilistraee don’t like using ranged weapons, because of what happened to Eilistraee when she accidentally shot her father with an arrow during battle. You can look into her background for details on her life. Her followers use Magic Missile, since it never misses. This way they won’t repeatSample the mistake Eilistraee made. This is another way for the Light Drowfile to honor

3 her. At 5th level all can cast Flame Blade. The followers of Eilistraee always prefer to use swords, so the Flame Blade spell is preferred over many other spells to honor Eilistraee and to light the way when needed. The Magic Missile and Flame Blade spells are regained after finishing a long rest.

Children of Eilistraee. The Light Drow have been shown that there is a different world awaiting them and this world has been revealed to them by Eilistraee. Lolth has lied to all of the drow and tries to conceal the existence of Eilistraee, but Eilistraee visits the drow in dreams and some Drow decide to follow her. Eilistraee teaches the elves how to survive in the world above. Life above ground would be very different for Drow, so they are taught what they need. Besides survival other skills involve sword making, sword use, music, dance, helping others to know the dark elves can be kind and much more. Many of those who follow Eilistraee become one of the following: Sword Dancers, Bards, Paladins or Blade Singers. These Light Drow will be covered below.

Creatures of Light. As the followers of Eilistraee moved to the surface they discovered a new world. Ordinarily, only a few drow would make their way to the surface and that would be on the darkest of all nights and usually to enslave who they would find. As the Light Drow moved to the surface, they have seen a few changes develop within them. They have lost some of their darkvision. The range has decreased from 120 feet to 60 feet. The other change has been that they no longer suffer from sunlight sensitivity. The light drow can move about in the sunlight without any ill effects. That means no more disadvantage on attack rolls or ability checks. In this new world above ground, Eilistraee teaches the Light Drow to hunt, cook, aid the weak and be kind to others. Eilistraee encourages her followers to give food and assistance to strangers of all races, especially those who are alone. It is Eilistraee’s hope that one day the races above ground will see that the Light Drow are good and can be trusted. They truly are the opposite of everything the Dark Drow (Elves) are and represent. Light Drow are encouraged to kill evil creatures whenever the opportunity arises and there are some special hunts the Light Drow embark on against evil to show their dedication to Eilistraee. After evil creatures are killed the Light Drow will burn their bodiesSample as a sacrifice to her. file

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Secret Towns. The Light Drow often establish hidden towns in which they live. There is a need for this since, they wouldn’t be accepted in most civilized areas. As followers of Eilistraee, they prefer to be deep in the forest and have their town located around a central, open, natural glade. This glade serves as a temple for the followers of Eilistraee. Eilistraee values the natural world over buildings. This glade is a place where they can clearly view the moon, which is important to her followers. The glade also serves as a spot for many rituals. The forest is also a place to hunt, which is another skill they quickly learn. The town if often not too far from a cave which grants access to the Underdark. The Light Drow will keep a close eye on this cave to see who passes in and out of it. They are always on the lookout for new followers coming up from below and followers of Lolth who may wish to harm them. A location for making edged weapons like swords will always be found in a permanent settlement of Light Drow. Light Drow aren’t content to just know how to use swords, they also prize the knowledge of knowing how to make them.

Valued Animals. With their newfound life in the forest the Light Drow have taken to making pets out of some of the forest wildlife. It’s not unusual to find a Light Drow village with animals they use to ride into battle or on a hunt. These animals may be giant elk, giant goats, horses or on the rare occasion a unicorn. They will use whatever potential steeds they have available.

Arms and Armor. Even thought the Light Drow often dance to Eilistraee naked and sometimes battle in the nude, they are ordered to protect themselves best they can. Because of this they prize magic armor and weapons, especially swords. Even though swords are the favored weapon the Light Drow will use any weapon with a blade. The Light Drow prefer not to use ranged weapons. This is because of a past accident involvingSample Eilistraee and her father during a battle. They will use a rangedfile weapon if the

5 need arises and there is no shame in it. Because of this past accident with a bow, Eilistraee’s followers use the spell Magic Missile in the place of a ranged weapon. As we mentioned before, Magic Missile never misses.

War against the Drow – Conversion of Drow. Eilistraee’s goal is to show the Dark Drow that they have been lied to by Lolth and there is another way to live. She doesn’t want to see the Dark Drow destroyed. She would much rather see them have a choice to live a new way and that way is something Lolth would do anything to stop. You can read up on the early life of Lolth to see how all of this began.

Matriarchal Rule. One of the few things the Dark Drow and the Light Drow have in common is matriarchal rule. Under Eilistraee only females can be granted Cleric and Paladin spells, so only females fill these roles, and these individuals are most often the leaders. This is not to say that the males are mistreated like they are with the Dark Drow. The males become excellent fighters and serve many other roles, just as females do.

Classes Followed. The Light Drow can follow any character class they wish but they must always remain good. Below are a few of the more common classes and typical Light Drow someone is likely to encounter.

Sample file

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Light Drow (average) Medium humanoid (elf), chaotic good

Armor Class 13 (leather armor) Hit Points 13 (3d8) Speed 30 ft

STR 10 DEX 14 CON 11 INT 11 WIS 11 CHA 13 (+0) (+2) (+0) (+0) (+0) (+1)

Skills. Perception +4, Stealth +5

Senses. Darkvision 60 ft., passive Perception 12

Languages. Elvish, Common, Undercommon

Challenge. 1/2 (100 XP)

Fey Ancestry. The Light Drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The Light Drow can innately cast the Light cantrip (1st level), Magic Missile (3rd level) and Flame Blade (5th level). 1/day each

Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 +2) piercing damage.

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Light Drow – Bards aka. The Alluring Medium humanoid (elf), chaotic good

Armor Class 13 (leather armor) Hit Points 65 (10d8 + 20) Speed 30 ft

STR 10 DEX 14 CON 14 INT 11 WIS 11 CHA 16 (+0) (+2) (+2) (+0) (+0) (+3)

Skills. Perception +4, Stealth +6

Senses. Darkvision 60 ft., passive Perception 14

Languages. Elvish, Common, Undercommon

Tools. All Bards who follow Eilistraee can play the horn, flute and/or harp.

Challenge. 7 (2,900 XP)

Fey Ancestry. The Light Drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The Light Drow can innately cast the Light cantrip (1st level), Magic Missile (3rd level) and Flame Blade (5th level). 1/day each

Spellcasting. The Bard of Eilistraee is a 10th level spellcaster. Her spellcasting ability is Charisma (save DC15, +7 to hit with spell attacks). The following bard spells are prepared: (at will-4 slots): friends, mending, minor illusion, true strike 1st level (4 slots): charm person, faerie fire, healing word, sleep 2nd level (3 slots): calm emotions, detect thoughts, suggestion 3rd level (3 slots): clairvoyance, Leomund’s tiny hut, sending 4th level (3 slots): dimension door, locate creature, polymorph 5th level (2 slots): greater restoration, scrying Sample file

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Since song and dance are such a large part of the Light Drow life, Bards are common among their people. One of the primary goals of Eilistraee is to be friends with all of the other races above ground. The Light Bards are ambassadors of the Light Drow and work to accomplish this goal, whenever they can.

Light Bards will follow a particular path called the:

College of Eilistraee

At 3rd level the Light Bard will gain a +2-proficiency bonus in performance and persuasion. In addition, any spell from the school of Enchantment will have an additional +1 added to the spell save DC for every 5 levels of Bard.

At 6th level the Light Bard can add to his spell list any three spells from any other classes, as long as they are from the school of Enchantment. So, for example, the Bard could pick an Enchantment spell from the Wizard list or any other, if they wish. These spells are chosen in addition to any others the Bard already has. As the Bard progresses and attains higher spell levels, they can choose a new spell (when they level up), as long as they haven’t chosen more than three spells total, which are not from the Bard spell list. The Bard still can’t exceed his maximum number of spell slots for his level.

At 13th level the Light Bard is immune to being charmed. In addition, any Enchantment spell the Bard casts will have double duration time and double the number of individuals that would ordinarily be affected by the spell.

Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 +2) piercing damage.

Sample file

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Light Drow – Darkladies – Sword Dancers (Clerics of Eilistraee), female only Medium humanoid (elf), chaotic good

Armor Class 14 (light armor) 16 (while dancing) Hit Points 85 (13d8 + 26) Speed 30 ft.

STR 11 DEX 15 CON 14 INT 13 WIS 18 CHA 18 (+0) (+2) (+2) (+1) (+4) (+4)

Skills. Perception +8, Stealth +5

Senses. Darkvision 60 ft., passive Perception 16

Languages. Elvish, Common, Undercommon

Challenge. 8 (3,900)

Fey Ancestry. The Light Drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The Light Drow can innately cast the Light cantrip (1st level), Magic Missile (3rd level) and Flame Blade (5th level). 1/day each

Spellcasting. The Darklady is a 13th level spellcaster. Her spellcasting ability is Wisdom (save DC19, +9 to hit with spell attacks). The following cleric spells are prepared: Cantrips (at will-5 slots): guidance, light, resistance, spare the dying, thaumaturgy 1st level (4 slots): bless, cure wounds, sanctuary, shield of faith 2nd level (3 slots): calm emotions, find traps, lesser restoration 3rd level (3 slots): create food and water, daylight, revivify 4th level (3 slots): death ward, divination, freedom of movement 5th level (2 slots): commune, raise dead 6th level (1 slot): heal 7th level (1 slot): regenerate Sample file

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The Sword Dancers are skilled in battle with what is called a Singing Sword. The Dancers are agile and acrobatic, which allows them to quickly move in battle. They often look like they are dancing while fighting.

All Dark Ladies must be skilled at playing at least one of the following instruments: horn, flute, or harp. The priestess must also be able to sing, be fit and a graceful dancer.

Singing Sword. The Dark Ladies are bonded to their swords which are infused with Eilistraee’s magic. The sword will sing when used in battle which gives increased precision (+1 hit, +1 damage for every 6 levels of cleric) and fills their hearts with courage (+4 save vs fear). This sword can be a shortsword or longsword. The Darkladies Dexterity or Charisma modifier can be used to determine the to hit bonus. This is achieved through training and a blessing from Eilistraee. The Singing Sword can also dance (attack) on its own when the priestess desires it to. At this time, the sword can fly up to 30 feet and attack one creature within 5 feet of it. The sword uses the attack role and ability score modifier to damage rolls of the female who possesses it. It will attack for 3 rounds and then return to its owner. The attacks made by the Singing Sword don’t count as one of the attacks made by its owner, it is under her command, but it functions as a separate creature. After this function has been used, it can’t be used again for 3 more rounds.

Guided Strike. Starting at 2nd level, the Darkladies can make an attack roll to gain +10 bonus to hit. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. This ability can be used once for every 5 levels the Darklady has achieved. They are regained after a short or long rest.

Divine Strike. Starting at 8th level, the Darkladies can infuse their weapon with divine energy. Once per turn the Singing Sword will deal an additional 1d8 damage of the same type dealt by the weapon. An additional 1d8 is added at 13th level.

Moonlight Dancer. At 13th level, the Darkladies gain a special ability to add to their song while dancing. While singing, a soft moon light surrounds the Darklady in a radius of 30 feet. Any enemy within this magical light must make a DC17 Constitution saving throw or be blinded 1-4 rounds. This ability can’t be used in daylight. Night time, a place below ground or something similar will allow its use. Sample file

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Eilistraee’s Dance (1 per day/every 4 levels of cleric). While dancing in battle the Darkladies gain multiple benefits. 1. Unarmored Defense. While attacking with the Singing Sword and not wearing armor AC equals 10 + Dexterity modifier + Charisma modifier

2. Beautiful Strike. Any Charisma modifier can be added to the damage of the sword.

3. Ladies Song. When Darkladies are within 50 feet of each other, they can sing together and produce additional spell effects. This occurs as a bonus action and will produce different effects, depending on how many ladies are dancing and singing together. The number of ladies singing determines the level of the spell which can be cast. Number of ladies singing Level of spell they can cast. 2 up to 4 3 up to 6 4 or more up to 9 The single spell they cast doesn’t count against the spell slots of any of the ladies. They can choose any cleric spell which is available to the highest-level singer (cleric) in the group. The spell must be a cleric spell and can’t be higher than any spell that at least one person in the group can already cast. Any lady participating in this song must complete a short rest or long rest before being able to do it again.

Actions. Multiattack. Darkladies make two attacks per round at level 6 and above. Shortsword. Melee Weapon Attack: + 11 to hit, reach 5ft., one target. Hit 5 (1d6+2) (7 damage while dancing) piercing damage. Plus, divine strike if wanted, which is an additional 2d8. Or Longsword. Melee Weapon Attack: +11 to hit, reach 5ft., one target Hit 7 (1d8+2) (9 damage while dancing) slashing damage. Plus, divine strike if wanted, which is an additionalSample 2d8. file

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Light Drow – Paladins (Crusaders) Medium humanoid (elf), chaotic good, female only

Armor Class 16 (Chain Mail), 18 (with shield) Hit Points 83 (11d10 + 22) Speed 30 ft

STR 16 DEX 14 CON 14 INT 10 WIS 12 CHA 16 (+3) (+2) (+2) (+0) (+1) (+3)

Skills. Perception +5, Stealth +5

Senses. Darkvision 60 ft., passive Perception 13

Languages. Elvish, Common, Undercommon

Challenge. 6 (2,300 XP)

Fey Ancestry. The Light Drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The Light Drow can innately cast the Light cantrip (1st level), Magic Missile (3rd level) and Flame Blade (5th level). 1/day each

Spellcasting. The Light Drow Paladin is an 11th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The following spells are commonly prepared: 1st level (4 slots): Cure Wounds, Divine Favor, Searing Smite, Shield of Faith 2nd level (3 slots): Aid, Find Steed, Lesser Restoration 3rd level (3 slots): Create Food and Water, Daylight, Revivify

They may follow what oath pathway they wish.

Actions. Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 3) slashingSample damage. file

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Light Drow – Bladesingers (Wizard) Medium humanoid (elf), chaotic good

Light Drow Wizards will usually follow the Bladesinger pathway. This is a way to honor Eilistraee, who prefers the use of swords over other weapons. For this reason, most Light Drow Bladesingers will use swords. Short sword and long sword preferred. Page 76 of Tasha’s Cauldron of Everything has all of the details on Bladesinging.

Armor Class 13 (with light armor) (15 with mage armor) Hit Points 45 (10d6 + 10) Speed 30

STR 10 DEX 14 CON 12 INT 17 WIS 13 CHA 12 (+0) (+2) (+1) (+3) (+1) (+1)

Skills. Arcana +7, Deception +5, Perception +5, Stealth +6

Senses. Darkvision 60 ft., passive Perception 15

Languages. Elvish, Common, Undercommon

Challenge. 7 (2,900 XP)

Fey Ancestry. The Light Drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The Light Drow can innately cast the Light cantrip (1st level), Magic Missile (3rd level) and Flame Blade (5th level). 1/day each

Spellcasting. The Light Drow Bladesinger is a 10th level caster. Its spellcasting ability is intelligence (spell save DC 15, +7 to hit with spell attacks). The following spells are often prepared:

Cantrips (5 at will): blade ward, dancing lights, mage hand, message, minor illusion 1st level (4 slots): charm person, mage armor, protection from evil, sleep 2ndSample level (3 slots): detect thoughts, invisibility, misty step file

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3rd level (3 slots): fly, haste, lightning bolt 4th level (3 slots): dimension door, polymorph, stoneskin 5th level (2 slots): hold monster, wall of stone

Actions. Shortsword. While Bladesinging. 2 attacks, AC16, Speed 40. +6 to hit, reach 5ft., one target. Hit: 7 (1d8+2) slashing damage.

Song of Defense may also be used while Bladesinging.

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