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Drow

Elf Level Progression Elf Spell Progession
level XP Title HD THAC0 D W P B S 1st 2nd 3rd 4th 5th
1 0 Acolyte/Veteran 1d6 19[0] 12 13 13 15 12 1† - - - -
2 4,000 Adept/Warrior +1d6 19[0] 12 13 13 15 12 2 - - - -
3 8,000 Priest(ess)/Swordmaster +1d6 19[0] 12 13 13 15 12 2 1 - - -
4 16,000 Vicar/Hero +1d6 17[+2] 10 11 11 13 10 2 2 - - -
5 32,000 Curate/Swashbuckler +1d6 17[+2] 10 11 11 13 10 2 2 1 - -
6 64,000 Elder/Myrmidon +1d6 17[+2] 10 11 11 13 10 2 2 2 1 -
7 120,000 Bishop/Champion +1d6 14[+5] 8 9 9 10 8 3 3 2 2 1
8 250,000 Lama/Superhero +1d6 14[+5] 8 9 9 10 8 3 3 3 2 2
9 400,000 Patriarch (Matriarch)/Lord (Lady) +1d6 14[+5] 8 9 9 10 8 4 4 3 3 2
10 600,000 Patriarch (Matriarch)/Lord (Lady), 10th level +2 12[+7] 6 7 8 8 6 4 4 4 3 3

† At 1st level, a drow may only pray for the light (darkness) spell.

Drow (also known as dark elves) are slender, fey demihumans with pointed ears, skin as black as the night sky, and hair of silver or white. They have extremely long lifespans, being nigh immortal. Drow dwell exclusively underground, carving great cities of stone and crystal. They are related to the elves of the surface world and share their love of nature and magic.

Drow typically weigh about 120 pounds and are from 5 to 5½ feet tall. They are talented fighters and gain powerful magic through the worship of their strange subterranean deities. They have a strong resistance to magic, as reflected in their saving throws.

Prime requisites: A drow with at least 13 STR and WIS gains a 5% bonus to experience. A drow with at least 13 STR and at least 16 WIS gains a 10% bonus.

Combat

Drow can use all types of weapons and armour.

Detect Secret Doors

Drow have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance.

Divine Magic

See Magic, for full details on divine magic.

Holy symbol: A drow must carry a holy symbol.

Deity disfavour: Drow must be faithful to the tenets of their alignment, clergy, and religion. Drow who fall from favour with their deity may incur penalties.

Magical research: A drow of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. On reaching 9th level, drow are also able to create magic items.

Spell casting: A drow may pray to receive spells from their deity. The power and number of spells available to a drow are determined by the character’s experience level. Drow cast spells from cleric spell list. At 1st level, a drow may only pray for the light (darkness) spell, but from 2nd level, the character may pray for any spell on the spell list. Drow are also able to pray for the magic-user web spell, from 3rd level.

Using magic items: As spell casters, drow can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some staves).

Immunity to Ghoul Paralysis

Drow are completely unaffected by the paralysis ghouls can inflict.

Infravision

Drow have infravision to 90’.

Light Sensitivity

When in bright light (daylight, continual light), drow suffer a –2 penalty to attack rolls and a –1 penalty to Armour Class.

Listening at Doors

Drow have a 2-in-6 chance of hearing noises.

Spider Affinity

Drow live alongside many different species of spiders, including giant spiders. They can speak the secret language of spiders and gain a +1 bonus to reaction rolls when encountering spiders.

After Reaching 9th Level

A drow may establish a subterranean stronghold or temple. If the drow is in favour with their deity, the complex may be bought or built at half the normal price due to the direct intervention of the deity.

Once a stronghold or temple is established, the drow will attract followers (5d6 × 10 non-spell casting drow of 1st or 2nd level). These troops are completely devoted to the drow (never checking morale). The referee decides how many of the followers are 1st and 2nd level, and which are archers, infantry, etc.