Sep 3, 2025 7:50 pm
Character Generation Info Character Creation
27 Point Buy
Characters must be created using DMG + PHB+ Official Book
Starting gear will be class and background + DM provided items based on Background
Multi Class Allowed
Feats Allowed
Characters Start at 10th Level as such you may pick a place where you were trained if you wish to gain the advantages and potential disadvantages of each.
Arach-Tinilith: For all clerics, druids, or religious affiliated
Wisdom +2 (or primary casting ability)
1 Powerful Rival
1 Ally/Friend
Anyone who goes to Arach Tinilith mus roll a Madness Check:
01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. Disadvantage on skill and ability checks.
11-20 The character escapes to their own mental dream world. Each day when you arise from reverie you have a 10% chance to imagine you are living in a personal dream world. Disadvantage on skill and ability checks.
21-30 The character suffers extreme paranoia. You immediately distrust any Drow who is not from your family. Disadvantage on insight when dealing with Drow.
31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.
41-45 You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell.
46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56-75 In Stressful situations the character falls unconscious. DC 14 will save. No amount of jostling or damage can wake the character for 1d4 rounds.
76-85 The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
86-90 The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
91-100 You were not driven mad.
Melee Magthere: For melee and ranged combatants
+2 To attack Bonus or +2 AC
1 Powerful Rival
1 Ally/Friend
Anyone who goes to Melee Magthere suffers must roll an Injury Check:
01-10 Facial scarring. +2 Intimidate -2 Deception
11-20 Lose a hand. You lost one of your hands and have a fake hand. Disadvantage on Athletics checks
21-30 Lose an arm. You lost one of your arms you may not use two handed weapons. You may use a shield with a false arm -1 AC.
31-40 Lose an eye. Disadvantage on Perception checks
41-45 Lose a foot. Your speed is reduced by 5 feet
46-55 Lose a leg. Your speed is reduced by 10 feet.
56-75 Died and raised -1 Con
76-85 Lose your tongue - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
86-95 You were not injured
96-100 PTSD - Roll on the Madness table
Sorcere: For spell casters who would rather not subject themselves to Lolth's clergy
Int +2 (or spell casting ability) or +2 spells/day you may choose any spell level up to 5th
1 Powerful Rival
1 Ally/Friend
Anyone who goes to Sorcere must roll a Magical Accident Check:
01-10 You radiate a permanent light glow. Invisibility spells do not work on you.
11-20 You were polymorphed into a small animal or insect. Pick a small animal or insect. When targeted by a hostile spell there is a 5% chance the polymorph spell goes off again. Spell wears off in 3 minutes.
21-30 Died and raised -1 con
31-40 Sticky hands. When attempting to throw or drop an item there is a 30% chance it is not thrown or dropped.
41-45 Somnia spell. You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell.
46-55 Accidental flames. After any fire-based spell you cast there is a 10% chance you burn one item in your inventory that is flammable.
56-75 Demonic Influence - You visited the lower planes and a demon or devil there has some hold on your soul.
76-85 Aphasia - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
86-90 Driven Mad - Roll on the Madness table
91-100 You were not involved in a magical accident
Drow Sign
In addition to Elven every character gains Drow Sign - You can use your hands to 'speak' with any Drow within 50'
For the actual language itself I use this
27 Point Buy
Characters must be created using DMG + PHB+ Official Book
Starting gear will be class and background + DM provided items based on Background
Multi Class Allowed
Feats Allowed
Characters Start at 10th Level as such you may pick a place where you were trained if you wish to gain the advantages and potential disadvantages of each.
Arach-Tinilith: For all clerics, druids, or religious affiliated
Wisdom +2 (or primary casting ability)
1 Powerful Rival
1 Ally/Friend
Anyone who goes to Arach Tinilith mus roll a Madness Check:
01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. Disadvantage on skill and ability checks.
11-20 The character escapes to their own mental dream world. Each day when you arise from reverie you have a 10% chance to imagine you are living in a personal dream world. Disadvantage on skill and ability checks.
21-30 The character suffers extreme paranoia. You immediately distrust any Drow who is not from your family. Disadvantage on insight when dealing with Drow.
31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.
41-45 You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell.
46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56-75 In Stressful situations the character falls unconscious. DC 14 will save. No amount of jostling or damage can wake the character for 1d4 rounds.
76-85 The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
86-90 The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
91-100 You were not driven mad.
Melee Magthere: For melee and ranged combatants
+2 To attack Bonus or +2 AC
1 Powerful Rival
1 Ally/Friend
Anyone who goes to Melee Magthere suffers must roll an Injury Check:
01-10 Facial scarring. +2 Intimidate -2 Deception
11-20 Lose a hand. You lost one of your hands and have a fake hand. Disadvantage on Athletics checks
21-30 Lose an arm. You lost one of your arms you may not use two handed weapons. You may use a shield with a false arm -1 AC.
31-40 Lose an eye. Disadvantage on Perception checks
41-45 Lose a foot. Your speed is reduced by 5 feet
46-55 Lose a leg. Your speed is reduced by 10 feet.
56-75 Died and raised -1 Con
76-85 Lose your tongue - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
86-95 You were not injured
96-100 PTSD - Roll on the Madness table
Sorcere: For spell casters who would rather not subject themselves to Lolth's clergy
Int +2 (or spell casting ability) or +2 spells/day you may choose any spell level up to 5th
1 Powerful Rival
1 Ally/Friend
Anyone who goes to Sorcere must roll a Magical Accident Check:
01-10 You radiate a permanent light glow. Invisibility spells do not work on you.
11-20 You were polymorphed into a small animal or insect. Pick a small animal or insect. When targeted by a hostile spell there is a 5% chance the polymorph spell goes off again. Spell wears off in 3 minutes.
21-30 Died and raised -1 con
31-40 Sticky hands. When attempting to throw or drop an item there is a 30% chance it is not thrown or dropped.
41-45 Somnia spell. You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell.
46-55 Accidental flames. After any fire-based spell you cast there is a 10% chance you burn one item in your inventory that is flammable.
56-75 Demonic Influence - You visited the lower planes and a demon or devil there has some hold on your soul.
76-85 Aphasia - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
86-90 Driven Mad - Roll on the Madness table
91-100 You were not involved in a magical accident
Drow Sign
In addition to Elven every character gains Drow Sign - You can use your hands to 'speak' with any Drow within 50'
For the actual language itself I use this


