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The dark-skinned elves believe it is they, not the rebels who fled to Aerenalwho truly preserve the dignity and valor of the elf race. Allied with monstrous scorpions, the drow battle the fallen race of giants over the ruins of the mysterious continent. The homeland of the drow is a contradiction of sorts-an ancient ruin that nonetheless holds magical treasures of almost unimaginable might.

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Edit side bar Edit top bar. Legal About Contact. Nature: Elf Subrace Type: Humanoid. The elves of Aerenal trace their origin to the mysterious shores of Xen'drikwhere their 'cousins', the dark-skinned elves called "drow", still live among the ruins of the empires of the giants. The tribes of the drow are the most advanced society in Xen'drik, and their way of life has managed to survive for thousands of years despite the mystical curses afflicting the realm. The drow carve a deadly existence out of the ruined continent they call home.

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Post by AvonRekaes » Wed Oct 07, pm. Post by AvonRekaes » Thu Oct 08, am. Post by enderxenocide0 » Thu Oct 08, pm. Post by AvonRekaes » Thu Oct 08, pm. The Book-House: Find Eberron products. Post Reply. Contact AvonRekaes. That way, I can clearly say that only elves can take the Mark of Shadow, etc, and neither drow nor eladrin qualify. And since the drow are now a separate race, I thought it'd be fun to make each of the detailed drow cultures in Eberron its own subrace. Below details the main drow cultures encountered in the setting.

Eberron Dexterity score increases by 2. Eladrin have the same rate of maturity and concept of adulthood as elves, but they are fey creatures who do not die of old age. Drow Drow largely depend on the culture they were raised in see below. Drow have the same build as elves. Your size is Medium. Your base walking speed is 30 feet.

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You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it Drow bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom Perception checks that rely on sight when you, the eberron of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. The Common word for such meditation is "trance. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. As such, you do not mentally project yourself into Dal Quor like other races do when they sleep. So long as a spell or ability originates from Dal Quor, you are immune to its effects for example, you cannot be targeted by a Quori sending you a phantasmal killer nightmare, but you are affected normally by a dream spell cast by spellcaster from the material plane.

You lose this immunity if you somehow find yourself physically on the plane of Dal Quor, for the duration of your stay.

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Drow Cultures. Long ago, at the end of the Age of Giants, the drow people fractured and their cultures diverged greatly in the roll of millennium since. Choose one of the options below. Scorpion Tribes The most frequently encountered kind of drow in Eberron are the Vulkori tribal drow living in the jungles of Xen'drik. Most of these tribes worship the scorpion-god known as Vulkoor. While many scorpion tribes worship Vulkoor exclusively and are viciously xenophobic, other tribes know as Qaltair worship analogues of the rest of the Sovereign Host and Dark Six and are willing to deal peacefully with outsiders in a limited fashion.

Ability Score Increase. Your Wisdom score increases by 2.

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The scorpion tribes live in ruthless, deadly jungles and have a temperament to match. Most tend toward evil alignments, and while the Qaltair are less likely to be so, it is difficult for foreigners to discern which tribe one of these drow belongs to at first glance. In either case. Fleet of Foot. Your base walking speed increases to 35 feel.

How half drow would be seen in eberron since all races and classes have a place?

Keen Senses. You have proficiency in the Perception skill. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Tribal Weapon Training.

You have proficiency with the blowgun, the Xen'drik boomerang and the spiked chain which you refer to as a "scorpion chain". You can speak, read, and write Common, Elvish, and Giant. Common is not a native language of the scorpion tribes, but the Qaltair learn it in order to facilitate commerce with residents of Stormreach. Depending on how long your tribe has lived near and interacted with Stormreach, you may or may not speak Common with a noticeable accent.

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Sulatar Clans The Sulatar or "firebinders" in the Giant language clans remained loyal to their fire giant masters during the elven rebellions. They retain the secrets of elemental binding their masters taught them and make frequent use of flaming weapons and fire elementals.

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The firebinders consider the Vulkoori drow to be savages and traitors, and the tribal drow hate the Sulatar for their continuing loyalty to giant slave masters. Your Intelligence score increases by 1.

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The Fire Giants were harsh, cruel taskmasters to the Sulatar, and they were apt pupils in this regard. Sulatar tend toward law and evil.

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Arcane Education. Sulatar are well versed in planar affects on the material plane and their interaction with arcane forces. You have proficiency in the Arcana skill.

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Soul-Bound Flame. The essence of the Fernia, the Sea of Fire, has been bound to your soul. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 2nd-level spell, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the scorching ray spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells.

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Sulatar Weapon Training. You have proficiency with scimitars, shortswords, and whips. A Sulatar-made shortsword appears much like a Roman gladius. You can speak, read, and write Elvish, Giant, and the Ignan dialect of Primordial.

The Umbragen When dragonfire rained down on all that the giants held dear, their elven subjects and slaves scattered. While the Sulatar hunkered down in the ruins of their master's cities, and while the ancestors of the scorpion tribes dispersed into the wilds, the progenitors of the Umbragen fled into Khyber. In their wanderings, the Umbragen uncovered ancient lore that led them to a mystical force of darkness called the Umbra.

They bound this shadowy essence to their flesh and survived by calling upon it for generation after generation. Thousands of years later, the Umbragen have begun to surface.

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Some say they are seeking refuge from an unfathomable threat rising from the twisting depths of Khyber. Your Charisma score increases by 1. The Umbragen worship a dispassionate force of darkness. While it is not evil, they have stoically forfeited their souls to dark oblivion in its depths. Many centuries of fighting against their unfathomable enemy has forced them to maintain a lawful, disciplined society. Superior Darkvision. Your range of darkvision extends to feet. Shadow Steps. You have proficiency in the Stealth skill. Soul of Darkness. You have pledged your soul to oblivion within the Umbra, in exchange for the power to wield it.

Any spell that brings its target back to life such as revivify or raise dead must be cast from a spell slot one level higher than normal in order to function on you.

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You can cast the darkness spell once using this trait. You regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for this spell. Umbragen Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. You can speak, read, and write Deep Speech, Elvish, and Undercommon.