Homebrew Draegloth Species Details

The children of Drow priestesses and Glabrezu Demons, the Draegloth are powerful warriors typically raised in very different circumstances and with different attitudes when compared with other half-fiend mortals like Tieflings or the Tanarukka. Raised to serve as holy warriors and battlemages, the successful birth of a Draegloth is seen as a mark of favor from the gods, and so, while they are expected to adhere to particular roles, Draegloth are treated by their Dark Elf kin with respect bordering on reverence. Still, the attitudes of their kin and those of the wider world are by no means related - to most, the fearsome appearance of a Draegloth and the knowledge that they arose from demonic pacts brands them as outsiders, a threat to be feared and a monster to be shunned.

To Slay a Monster

Life in the Underdark is rife with peril - even without the plotting of rival Houses, Dark Elves must contend with the various hostile fauna and scheming monsters of their home. Any advantage against such perils is welcome - and what could a hulking, four-armed son or daughter with claws, fangs, and an inborn talent for magic be but an advantage? The physical prowess of a Draegloth is undeniable, and a touch of demonic blood seems to impart an enhancement to one's natural aptitude for magic, allowing an interested Draegloth to more easily master the arts which their Drow kin have honed for thousands of years. In combat against a power-hungry Illithid or an out-of-control band of Kuo-Toa, the Draegloth are often the heroes of the day.

Gaze Into the Abyss

The senses of the Draegloth are honed to a razor's edge - their hearing and eyesight are particularly noted for sharpness and sensitivity, but all five major senses are remarkably acute. It is far from unheard of for a Draegloth to become lost in hedonistic pleasure at the experience of intensely flavorful or spiced foods, and the incense burned by a House which possesses Draegloth must be carefully chosen indeed to avoid distracting or overwhelming their aberrant guardians. Of more obvious concern are flashes of bright light and sudden loud noises, things which can be painful enough for most people, but are disorienting and debilitating to an unprepared Draegloth.

Unnerving Grace

Half-demon they may be, but an Elf is an Elf, and the Draegloth move with all the grace and subtlety of their kin, though what is remarked upon by humans as beautiful and graceful in a slender, strictly humanoid form seems to become frightening and uncanny when the body that moves is larger, bearing a quartet of strong arms and a set of digitigrade legs. There is simply no accounting for taste, though it must be said that the Draegloth are not typically overly concerned with what humans, or indeed anyone outside of Dark Elf society, thinks of them - and of course they do not occasionally take pleasure in startling those without their superb senses, and have no idea where such rumors may have come from.

Draegloth Traits

Draegloth share particular traits, as a result of their Abyssal descent and common upbringing.

Ability Score Increase

Your Strength and Dexterity scores increase by 2, your Charisma score increases by 1.

Age

Like other Elves, Draegloth are long-lived, but are often pushed towards adulthood faster than their kin, often given the responsibilities of maturity by age 14.

Size

Draegloth often stand over 7 feet tall, with strong, muscular builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Superior Darkvision

Your darkvision has a radius of 120 feet. With the enhanced senses of a Draegloth, you have Blindsight to 30 feet.

Delicate Senses

You have proficiency in the perception skill, but when you take Radiant or Thunder damage, you must roll a Constitution saving throw against a DC of half of the damage you took (rounded up) or 10, whichever is higher. On a failed save triggered by Radiant damage, you are blinded for 1d4 rounds. On a failed save triggered by Thunder damage, you are stunned for 1 round. If you take damage that triggers this effect from multiple sources, roll a separate save for each source of damage. The effects of failed saves are not cumulative; if you are already stunned for one round, another source of Thunder damage will not add another round of stun.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance

Elves 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. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic

You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Abyssal Ancestry

You have resistance to Fire damage.

Spare Hands

You automatically have access to the War Caster feat, and can make an extra unarmed attack on your turn, for a number of times equal to your proficiency bonus.

Languages

You can speak, read, and write Common, Elvish, and Undercommon.

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