{"name":"Infadeerant Drow","overview":"[p]Elves are a magical people of otherworldly grace, living\u00a0in the world but not entirely part of it. They live in\u00a0places of ethereal beauty, in the midst of ancient forests\u00a0or in silvery spires glittering with faerie light, where\u00a0soft music drifts through the air and gentle fragrances\u00a0waft on the breeze. Elves love nature and magic, art\u00a0and artistry, music and poetry, and the good things\u00a0of the world.\u00a0[\/p]\r\n[p]Descended from an earlier subrace of elves, the drow\u00a0were banished from the surface world for following the path of the Grand Centipede. Beyond this, a grand schism amongst their ranks led to two distinct factions forming. One of these would remain in the Underdark of Zarathor, forming plans for surface domination. Those who left for Infadeer instead find themselves more similar to their Wood cousins, valuing harmony and balance above all else.\u00a0[\/p]\r\n[p]They tend to be smaller and thinner than most elves.\u00a0Drow adventurers are rare.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","image_id":"","ability_score_increase":"+2 to one ability, +1 to another","age":"Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.","alignment":"Opposed to their malicious brothers, Infadeerant Drow tend to towards good alignments.","size":"Medium","speed":"Your base walking speed is 30 ft.","languages":"Common, Drow","parent_race":"","sub_races":"","race_features":"[p][b]Darkvision.[\/b]\u00a0You can see in dim light within 60 feet of you as if it\u00a0were bright light, and in darkness as if it were dim light.\u00a0You can't discern color in darkness, only shades of gray.\u00a0[\/p]\r\n[p][b]Keen Senses.[\/b] You have proficiency in the\u00a0Perception skill.\u00a0[\/p]\r\n[p][b]Fey Ancestry.[\/b]\u00a0You have advantage on saving throws\u00a0against being charmed, and magic can't put you to sleep.\u00a0[\/p]\r\n[p][b]Trance.[\/b] Elves don't need to sleep. Instead, they\u00a0meditate deeply, remaining semiconscious, for 4\u00a0hours a day. (The Common word for such meditation\u00a0is \"trance.\") While meditating, you can dream after a\u00a0fashion; such dreams are actually mental exercises that\u00a0have become reflexive through years of practice. After\u00a0resting in this way, you gain the same benefit that a\u00a0human does from 8 hours of sleep.[\/p]\r\n[p][b]Drow Weapon Training.[\/b] You have proficiency with\u00a0rapiers, shortswords, and hand crossbows.[\/p]\r\n[p][b]Faewild Blood. [\/b]You are naturally attuned to nature. Receive 1 wild shape charge, which can be utilized to change into any creature available to a level 2 Druid. If leveling Druid, this charge adds to your total amount and can be used normally. Optionally, one could instead choose to be proficient in both nature and animal handling. [\/p]\r\n[p][b]Destined to Roam. [\/b]Taking any form of rest with remaining wild shape charges requires a Wisdom saving throw. On a fail, you enter wild shape and \u201croam\u201d for the duration, only regaining half of the resources normally allocated to that rest. You are conscious and in control of your actions during this time, albeit unable to comfortably rest. If choosing the optional proficiencies, you instead lose those bonuses when you not beneath the sky (DM discretion).[\/p]\r\n[p][\/p]\r\n","description":"","source":"Homebrew","jsondata":"","tags":"","isShared":"on","templateId":"5520","blockId":"1591011","world":""}