Homebrew Drowmire Species Details

The Drowmire are a very rare species of drow elves that have have a vampiric lineage, sporting a pair of thin and extremely sharp fangs. Like their fellow drow,  they have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They lend to be smaller and thinner than most elves, and because of their vampiric nature, they are faster than most elves and can climb fairly easily. 

Drowmire can either be turned or born, depending on the lineage, and live in very isolated communities. Like their fellow drow, they were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. There are a few who have shaken off Lolth and have chosen to lead good and honest lives, sometimes traveling out of the Underdark and up to the world above. 

Drowmire Hungers

Every Drowmire knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts Drowmire, and circumstances conspire to give them endless reasons to indulge.

While many Drowmire thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Drowmire Hungers table to determine what tempts your character to feed.

Drowmire Hungers
d8 Hunger
1 Blood
2 Flesh or raw meat
3 Cerebral spinal fluid
4 Psychic energy
5 Dreams
6 Life energy

Drowmire Traits

Darkvision (Dayvision Penalty), Vampiric Scent, Shadow Shift, Sunlight Sensitivity, Drow Magic, Drowmire Hunger

Ability Score Increase

Your Charisma score increases by 1. Your Dexterity increases by 2.

Size

You are a Medium sized Humanoid.

Languages

Your character can speak, read, and write Common and Undercommon.

Age

Although drow reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. A drow typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Speed

Your walking speed is 40 feet. 

Superior Darkvision / Dayvision Penalty

Your darkvision has a range of 120 feet, instead of 60.
However, in daylight, without the use of shades or eye protection, your vision is cut to a third (40 feet).

Fey Ancestry

You have advantage on saves against being charmed, and magic can’t put you to sleep.

Sunlight Sensitivity

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

When coming into bright light, or when bright light is suddenly shined on you, you have disadvantage on saving throws against being blinded and stunned.

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 and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.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.

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.

Spider Climb

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Senses

You gain advantage on perception, investigation, or survival rolls when you are searching out any undead with in 60ft unless they are protected magically from being tracked. This will increase to 120 ft at 12 level.
You also gain proficiency in perception.

Shadow Shift

At 6rd level to gain the ability to Shadow Shift up to 30ft in an unoccupied space you can see in shadows. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

Vampire Bite

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

  • When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
    • You regain hit points equal to the piercing damage dealt by the bite.
    • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
  • You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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