```metadata title: Action Oriented Drow v0.2 description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ```css /* Ink Friendly */ *:is(.page,.monster,.note,.descriptive) { background : white !important; filter : drop-shadow(0px 0px 3px #888) !important; } .page img { visibility : hidden; } .page #example + table td { border:1px dashed #00000030; } .page { padding-bottom : 1.1cm; } ``` # Action Oriented - Drow Cutthroats {{note ##### Design Notes These statblocks were designed with the appearance of the Drow in WOTC's "Waterdeep: Dragon Heist" adventure. In that adventure, the Drow are generally presented as covert ambushers, making use of Illuskan firearms. }} ### Firearms Some of of these Drow make use of firearms. If you do not wish firearms to be present in your game, this is easy to solve. : The firearms in question can be made of special materials that breakdown in direct sunlight, require drow ancestry to operate, or any other excuse that limits or prevents use by the players. : Alternatively, the firearms could easily be reflavoured to simply use varying sizes of crossbow. ### Fey-Marked Several Drow attacks mark targets as *Fey Marked*, which grants advantage to attack rolls by all Drow. : This was intended to capture the flavour of Drow innate spellcasting without adding too much complexity. : For this reason, creatures are generally made *Fey Marked* until the end of **the target's** next turn, rather than being tied to the attacker's turn. : This makes *Fey Marked* more of a possible condition, rather than a spell effect. This prevents the DM or players from having to track the source of the Fey-Marked condition. : This change can introduce some variance in the efficacy of these effects based on the initiative order of a particular battle. Expiring at the end of the target's turn ensures that the attacker will have at least until the end of their turn to capitalise on the condition. : If this is heretical to you, *Fey Marked* abilities can be changed to last until the end of the attacker's next turn. This will extend the duration that a creature will be *Fey Marked*, and will require the players to keep track of the source of the condition. : ### Night Eyes Night eyes is a trait shared by all drow statblocks here. It is an adjustment of the 5e *Sunlight Sensitivity*. The important thing here is that the drow are also affected by Bright Light, allowing players to make use of spells and magic items that create light to help counter the drows' prowess in the dark. \column {{monster,frame ## Drow Nightblade *Medium humanoid (elf), neutral evil* ___ **Armor Class** :: 15 (studded leather) **Hit Points** :: 55 (10d8 + 10) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |10 (0)|16 (+3)|12 (+1)|10 (+0)|14 (+2)|14 (+2)| ___ **Skills** :: Deception +4, Sleight of Hand +5, Stealth +5 **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: Common, Elvish, Undercommon **Challenge** :: 3 Ambusher (700 XP) ___ ***Fey Ancestry*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. : ***Night Eyes*** While in sunlight or bright light, the drow has disadvantage on attack rolls. : ***Fey Precision*** Drow and their allies have advantage on attack rolls against creatures that are *Fey Marked*. Being within 5ft of a hostile creature does not pose disadvantage on ranged weapon attacks. : ### Actions ***Multiattack*** The nightblade makes two attacks using Rapier, Hand Crossbow, or both. : ***Rapier*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 3) slashing damage and 5 (1d8) poison damage. : ***Hand Crossbow*** *Ranged Weapon Attack:* +5 to hit, range 30/120ft., one target. *Hit* 7 (1d4 + 4) piercing damage, and the target becomes *Fey Marked* until the end of the creature's next turn. : ***Favourable Conditions (Recharge 5-6).*** The nightblade creates a 10ft sphere of magical darkness, centered on a point within 30ft, that lasts until the end of the Nightblade's next turn. Drow are not affected by this darkness. ### Bonus Actions ***Nightblade Agility*** The nightblade takes the Dash or Hide action. : ***Shadow Dash*** When the nightblade is in dim light or darkness, it can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. : }} \page {{monster,frame ## Drow Vanguard *Medium humanoid (elf), neutral evil* ___ **Armor Class** :: 17 (studded leather, shield) **Hit Points** :: 56 (8d8 + 16) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |10 (0)|16 (+3)|14 (+2)|10 (+0)|12 (+1)|14 (+2)| ___ **Skills** :: Intimidation +4, Perception +3 **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: Common, Elvish, Undercommon **Challenge** :: 3 Soldier (700 XP) ___ ***Fey Ancestry*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. : ***Night Eyes*** While in sunlight or bright light, the drow has disadvantage on attack rolls. : ***Fey Precision*** Drow and their allies have advantage on attack rolls against creatures that are *Fey Marked*. Being within 5ft of a hostile creature does not pose disadvantage on ranged weapon attacks. : ### Actions ***Multiattack*** The nightblade makes two Scimitar Attacks or one Exotic Flintlock attack. : ***Scimitar*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 3) slashing damage and 5 (1d8) poison damage. : ***Exotic Flintlock*** *Ranged Weapon Attack:* +5 to hit, range 30/120ft., one target. *Hit* 9 (1d10 + 3) piercing damage, 5 (1d8) poison damage, and the target becomes *Fey Marked* until the end of the creature's next turn. : ***Enlightened Entry (3/day).*** The vanguard's shield emits a 15ft cone of dancing lights. All creatures within this cone must make a DC14 Dexterity saving throw or take 4 (1d6) radiant damage and become *Fey Marked* until the end of their next turn. ### Reactions ***Dextrous Defense*** When a creature the Vanguard can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. : }} \column {{monster,frame ## Drow Sharpshot *Medium humanoid (elf), neutral evil* ___ **Armor Class** :: 16 (studded leather) **Hit Points** :: 39 (6d8 + 12) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|18 (+4)|14 (+2)|10 (+0)|14 (+2)|14 (+2)| ___ **Skills** :: Perception +4, Stealth +6 **Senses** :: darkvision 120 ft., passive Perception 14 **Languages** :: Common, Elvish, Undercommon **Challenge** :: 2 Artillery (450 XP) ___ ***Fey Ancestry*** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. : ***Night Eyes*** While in sunlight or bright light, the drow has disadvantage on attack rolls. : ***Fey Precision*** Drow and their allies have advantage on attack rolls against creatures that are *Fey Marked*. Being within 5ft of a hostile creature does not pose disadvantage on ranged weapon attacks. : ### Actions ***Exotic Arquebus*** *Ranged Weapon Attack*: +6 to hit, range 100/400ft, one target. Hit: 11 (1d12 + 4) piercing damage, and the target becomes *Fey Marked* until the end of the creature's next turn. : ***Bayonet*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) piercing damage. : ***Lightpiercer (Recharge 5-6).*** The Sharpshot uses enchanted ammunition to fire a 30ft long, 5ft wide bolt of fey-magic. Targets in the line must make a DC14 Dexterity saving throw. On a failed save, a creature takes 3d8 radiant damage, and becomes *Fey Marked* until the end of the creature's next turn. On a failed save, a creature takes half damage, and suffers no other effect. : }}