Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
This is one of the most awesome and iconic groups of villains in D&D, and the lore behind them is really intriguing.
DROW SUPERIORITY <3
Yeah, I love using Drow’s in game
I wonder if in the new PHB these will be listed under 'D' instead of 'E' for elves - always throws me that one.
Love the drow! Goblins let me be sneaky, orcs need be to be aggressive. But the drow are the bad guys who let me do clever things ... cruel too, but let's not get into that.
I have a character as a Drow if I play and I do like the race.
Its shows up under dark elf took me a while to realize it