Homebrew Lorendrow Species Details
Lorendrow are one of the small subgroups of former drow who rejected Lolth's path of evil, refusing to follow her into the depths of the Underdark.
Strict Isolationists
Though the lorendrow did not follow their udadrow brethren into the Realms Below, they did similarly retreat into exile from the rest of the world.
Lorendrow make their homes in dense jungles, with settlements that have, for years, escaped the notice of all but a few who venture beneath the canopy. Though the initial group that separated themselves from the udadrow was relatively small, their numbers have grown greatly, in large part due to their communal harmony and lack of outside influences.
Their sense of isolation has been reinforced again and again as lorendrow travelers have faced discrimination in the outside world, courtesy of the actions of their udadrow cousins. Most people find it difficult, if not impossible, to distinguish between lorendrow and udadrow, and as such, lorendrow are often treated with suspicion and hatred.
Lovers of the Natural World
At the beginning of the lorendrow's society, they found themselves shunned by Corellon, abandoned by Lolth, and left alone in the world. Finding themselves so exceptionally alone, the lorendrow lost faith in deities, and instead turned to nature itself, reveling int eh untainted and constant beauty and ferocity of the world around them.
As lorendrow society has progressed, their respect for nature, and their sense of oneness with it, has only increased. Many druidic circles have arisen in lorendrow culture, along with a number of ranger orders who are dedicated to protecting the wilds that they call home.
Even after these many years, the lorendrow have yet to forgive Corellon for abandoning them following Lolth's descent to evil. They typically consider deities to be powerful beings, worthy of respect, but not of worship.
Lorendrow Origins
You can roll on or choose an option from the Lorendrow Origins table to determine an origin for a lorendrow character.
Lorendrow Origins
|
d8 |
Origin |
|---|---|
|
1 |
You have never left the jungle and fear the outside world. |
|
2 |
You must leave your home in search of medicine that your people can't produce. |
|
3 |
You have a familiar that has a deep connection with a specific place, far beyond your homeland. You have promised you will find a way to take them there. |
|
4 |
Your jungle has been infested with vermin fleeing some unknown terror beyond your borders. You have been sent to investigate the disturbance. |
|
5 |
The goddess Eilistraee has been speaking to you since you were a child, but your people do not approve of your worship. |
|
6 |
You keep hearing voices coming from deep in the jungle. They seem to be calling you, beckoning with promises of power and riches. |
|
7 |
Udadrow raiders have been attacking your countrymen for months. They are close to your capital city, intent on enslaving you and everyone you love. |
|
8 |
The jungle is suffering from some sort of disease. You must find a cure before your home dies. |
Lorendrow Familiars
Most lorendrow have a strong enough connection to the natural world that each has, at some point, attracted the attention of an animal or fey spirit, which becomes a familiar to them. A lorendrow may have a different familiar depending on where they originate. Roll on or choose an option from the Lorendrow Familiar table to determine what familiar is bonded to your character.
Lorendrow Familiars
|
d10 |
Familiar |
|---|---|
|
1 |
Frog |
|
2 |
Cat |
|
3 |
Dog |
|
4 |
Raven |
|
5 |
Parrot |
|
6 |
Rat |
|
7 |
Monkey |
|
8 |
Ferret |
|
9 |
Moth |
|
10 |
Lizard |
Lorendrow Traits
As an Lorendrow, you have the following racial traits.Creature Type
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Familiar
You may cast the find familiar spell once without expending a spell slot or requiring any material components. You must finish a long rest before you can cast this spell in this way again. You can also cast this spell using any spell slots you have.
Jungle Tracker
You gain proficiency in the Nature and Survival skills. You also gain a climbing speed equal to your walking speed.
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