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<blockquote data-quote="Yaarel" data-source="post: 7270931" data-attributes="member: 58172"><p>What about adding Drow as its own race? Then it inherits the +2 Dexterity. Thereby, this Drow can include both the Subterranean Dark Elf and the Surface Wood Elf.</p><p></p><p>So. The story is something like this. The Drow had a civil war against the Elf of the Feywild. The Drow lost and fled, emigrating into the Material plane, deep underground in the sunless Underdark. After eras in the Material world, some of the Drow balked at how tyrannical and dysfunctional the Drow culture became. So, this group split away yet again, remaining in the Matter and inhabiting in the surface woodlands. All Drow are mainly nocturnal.</p><p></p><p>Here are some concepts to distinguish the Eladrin Elf from the Drow Elf.</p><p></p><p></p><p></p><p><strong>Eladrin Elf</strong></p><p><strong>Ability Score Improvements:</strong> +2 to the Charisma or Intelligence score, +1 to one of the five other scores</p><p><strong>Planar Type:</strong> Fey</p><p><strong>Languages:</strong> Common, Elven and Sylvan</p><p><strong>Eladrin Magic</strong></p><p>• You are resistant to enchantment spells.</p><p>• Because of your self-expression of innate magic and your analysis of the multiversal forces of magic, your choice of Charisma or Intelligence is your spell casting ability for the following traits.</p><p>• You gain advantage to Arcana checks, and may use your Intelligence or Charisma for them.</p><p>• You are innately a spell casting focus, enjoying the benefit of a wand, holy symbol, material component pouch, or similar. After each long rest, you can ignore the gp cost for one spell.</p><p>• Talent: You know one cantrip of your choice.</p><p>• Elfshine: You know the Mage Armor spell. Additionally, after each short or long rest, you can cast it once using this trait. When you cast this spell, you make its force appear either as an elegantly decorated chain armor, or else as an aura of soft white light that sheds bright light to 5 feet and dim light 5 feet beyond.</p><p>• Arcane Sense: You know the Detect Magic spell. Additionally, after each short or long rest, you can cast it once using this trait.</p><p>• At level 3, you know the Misty Step spell. Additionally, after each long rest, you can cast it once using this trait.</p><p>• At level 9, while your Elfshine Mage Armor appears as an aura of light, you and allies within it gain advantage and inflict disadvantage to hostiles, with regard to any mind-affecting magic.</p><p>• At level 11, while your Elfshine Mage Armor appears as an aura of light, you and allies within it can shift once to a location among the Feywild, Ethereal and Material planes, and within 300 feet, without error but at a possibly distorted location (according to your intention and DMs discretion). After each long rest, you can cast it once more.</p><p>• At level 17, [...]</p><p></p><p>Note. Eladrin Elf who inhabit the Material plane, tend to come from an Elf city in a location where the veil between the Fey plane and the Material plane is fluid. Such cities may appear and disappear from one plane to the other, or exist in a luminous ghostly form in both.</p><p></p><p></p><p></p><p><strong>Drow Elf</strong></p><p><strong>Ability Score Improvements:</strong> +2 to the Dexterity or Wisdom score, +1 to one of the five other scores</p><p><strong>Planar Type:</strong> Material</p><p><strong>Languages:</strong> Elven and Common</p><p><strong>Graceful Speed:</strong> 35</p><p><strong>Superior Dark Vision:</strong> 120 feet</p><p><strong>Drow Fighting Style:</strong> longsword and you can apply the finesse property to it; and your culture’s choice of longbow, shortbow, or handbow.</p><p><strong>Nocturnal</strong></p><p>• In dim light or darkness, you gain advantage on active checks using Stealth, Perception, and Animal Handling.</p><p>• You cannot be put to sleep. Once per 24 hour period, you may treat 4 hours of light activity as a long rest.</p><p><strong>Drow Magic</strong></p><p>• Because of your instinctive reflexes and keen observation, Dexterity or Wisdom is your spell casting ability for the following traits.</p><p>• Elfshot: You know the Elfshot cantrip. Your longbow or handbow sends an invisible missile that inflicts painful 1d8 psychic damage. At 0 hit points, instead of dying, the target becomes paralyzed for 4 hours, wracked by disorienting pain. The damage of Elfshot increases by 1d8 at level 5 (2d8), at level 11 (3d8), and at level 17 (4d8).</p><p>• You know the Faerie Fire spell. After each short or long rest, you can cast it once using this trait.</p><p>• At level 3, you know the Darkness spell. After each short or long rest, you can cast it once using this trait. Additionally, you are immune to your own Darkness spell.</p><p>• At level 9, [...]</p><p>• At level 11, you know the True Seeing spell. After each short or long rest, you can cast it once using this trait.</p><p>• At level 17, [...]</p><p></p><p>Note. Drow Elf ‘wood culture’ tends toward Wisdom, longbows, and beasts of the forest, while Drow Elf ‘dark culture’ tends toward Dexterity, handbows, spiders and lizards. But individuals vary significantly.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7270931, member: 58172"] What about adding Drow as its own race? Then it inherits the +2 Dexterity. Thereby, this Drow can include both the Subterranean Dark Elf and the Surface Wood Elf. So. The story is something like this. The Drow had a civil war against the Elf of the Feywild. The Drow lost and fled, emigrating into the Material plane, deep underground in the sunless Underdark. After eras in the Material world, some of the Drow balked at how tyrannical and dysfunctional the Drow culture became. So, this group split away yet again, remaining in the Matter and inhabiting in the surface woodlands. All Drow are mainly nocturnal. Here are some concepts to distinguish the Eladrin Elf from the Drow Elf. [B]Eladrin Elf[/B] [B]Ability Score Improvements:[/B] +2 to the Charisma or Intelligence score, +1 to one of the five other scores [B]Planar Type:[/B] Fey [B]Languages:[/B] Common, Elven and Sylvan [B]Eladrin Magic[/B] • You are resistant to enchantment spells. • Because of your self-expression of innate magic and your analysis of the multiversal forces of magic, your choice of Charisma or Intelligence is your spell casting ability for the following traits. • You gain advantage to Arcana checks, and may use your Intelligence or Charisma for them. • You are innately a spell casting focus, enjoying the benefit of a wand, holy symbol, material component pouch, or similar. After each long rest, you can ignore the gp cost for one spell. • Talent: You know one cantrip of your choice. • Elfshine: You know the Mage Armor spell. Additionally, after each short or long rest, you can cast it once using this trait. When you cast this spell, you make its force appear either as an elegantly decorated chain armor, or else as an aura of soft white light that sheds bright light to 5 feet and dim light 5 feet beyond. • Arcane Sense: You know the Detect Magic spell. Additionally, after each short or long rest, you can cast it once using this trait. • At level 3, you know the Misty Step spell. Additionally, after each long rest, you can cast it once using this trait. • At level 9, while your Elfshine Mage Armor appears as an aura of light, you and allies within it gain advantage and inflict disadvantage to hostiles, with regard to any mind-affecting magic. • At level 11, while your Elfshine Mage Armor appears as an aura of light, you and allies within it can shift once to a location among the Feywild, Ethereal and Material planes, and within 300 feet, without error but at a possibly distorted location (according to your intention and DMs discretion). After each long rest, you can cast it once more. • At level 17, [...] Note. Eladrin Elf who inhabit the Material plane, tend to come from an Elf city in a location where the veil between the Fey plane and the Material plane is fluid. Such cities may appear and disappear from one plane to the other, or exist in a luminous ghostly form in both. [B]Drow Elf[/B] [B]Ability Score Improvements:[/B] +2 to the Dexterity or Wisdom score, +1 to one of the five other scores [B]Planar Type:[/B] Material [B]Languages:[/B] Elven and Common [B]Graceful Speed:[/B] 35 [B]Superior Dark Vision:[/B] 120 feet [B]Drow Fighting Style:[/B] longsword and you can apply the finesse property to it; and your culture’s choice of longbow, shortbow, or handbow. [B]Nocturnal[/B] • In dim light or darkness, you gain advantage on active checks using Stealth, Perception, and Animal Handling. • You cannot be put to sleep. Once per 24 hour period, you may treat 4 hours of light activity as a long rest. [B]Drow Magic[/B] • Because of your instinctive reflexes and keen observation, Dexterity or Wisdom is your spell casting ability for the following traits. • Elfshot: You know the Elfshot cantrip. Your longbow or handbow sends an invisible missile that inflicts painful 1d8 psychic damage. At 0 hit points, instead of dying, the target becomes paralyzed for 4 hours, wracked by disorienting pain. The damage of Elfshot increases by 1d8 at level 5 (2d8), at level 11 (3d8), and at level 17 (4d8). • You know the Faerie Fire spell. After each short or long rest, you can cast it once using this trait. • At level 3, you know the Darkness spell. After each short or long rest, you can cast it once using this trait. Additionally, you are immune to your own Darkness spell. • At level 9, [...] • At level 11, you know the True Seeing spell. After each short or long rest, you can cast it once using this trait. • At level 17, [...] Note. Drow Elf ‘wood culture’ tends toward Wisdom, longbows, and beasts of the forest, while Drow Elf ‘dark culture’ tends toward Dexterity, handbows, spiders and lizards. But individuals vary significantly. [/QUOTE]
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