Commonly found in the Underdark, Drwell live amongst themselves and commonly interact with Svirfneblin. The race is young but evolve quickly and their stonework is amazing. No one knows how, but their blades of stone, or as they call them, Salls, are extremely durable, light, and have an edge that would make a man bleed at the slightest touch. They are astonished by sunlight but can get sunburnt easily due to living in such a sunless place, this will go away over time, but it takes a few weeks for the acclimation to take place. They share the same lack of humor due to the harsh conditions and need for survival. They are always up for adventure and have extremely good craftsmanship. They have been known to make the some of the greatest stone weapons of all time.

Drwell Traits

Ability Score Increase. Your Strength or Dexterity along with your Wisdom or Intelligence score increase by 2.
Age. Drwell mature physically at a faster rate than most in about 15 years but reach mental maturity around age 50, they grow within their tribe and the understanding of nature around them, not just physical and mental growth. They outlive humans by a large margin and claim adulthood around age 150 and can live up to a millennium.
Alignment. Drwell love creating useful things out of whatever they can find and love a good adventure. They willingly protect those that are close to them and fall towards any aspect of chaos that fits them best and are more likely good than not.
Size. Drwell stand much, much taller than their friends, the gnomes, and are typically around 6 to 7 feet tall with usually muscular builds weighing around 250 to 300 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Superior Darkvision. Do to living in dark settings within the caverns and caves of the underdark, you have superior vision while in dim lit, or dark conditions. You can see up to 120 feet in dim light as if it were bright, and in darkness as if it were dim light. You can’t discern colors in darkness, only shades of gray.
Sneaky and Smart While in the Dark. You have advantage on Dexterity (Stealth) checks to hide and Wisdom (Perception) checks that rely on sight, within range of your darkvision, while in dark or dim lit areas. You have proficiency in the stealth and perception skills.
Day Dreamers. Even within the few dozen Millennia the Drwell have been around, they have evolved to be need semiconcious sleep because of the dangers of the underdark. Only those who sleep less and light live longer, those who slept got devoured by the lurkings in the caverns. Daydreaming only 4 hours results in the same benefits as a long rest.
Creative Ancestry. Just about anything you can find (or you can make it), you are able to put to good use without even thinking of it. You have proficiency with Improvised Weapons.
Drwellish Training. You have proficiency with the Longbow, the Shortbow, the Longsword, and you can cast the Firebolt cantrip at will and gain its perks at higher levels. The Drwell have been known to use this for light within tribes in the underdark to 'lighten the place up.'
Nimble In Combat. You can take the Disengage or Hide action on each of your turns even when duel wielding.
Languages. You can speak, read, and write Common and Drwellian. You can also speak, read, and write Gnomish or Undercommon, this is what allows you to interact with the Svirfneblin.

Sall. You get two Salls when making a Drwell character.

The Sall

Stone Salls. The Drwells have the ability to carve salls using any solid rock that is at least 3 feet in length, 6 inches wide, and 6 inches in depth(You can use a stone bigger than this as long as it is reasonable), and some kind of carving tool that can be a rock or anything else that will suffice.
Weapon: Sall. 1d6 Slashing/Piercing damage. Light, Finesse(Only when Piercing). **This is considered a martial weapon.** A stone blade that can slash and pierce almost anything as long as it is carved correctly. It will break metal armor and hold an edge for a long time. When you are slashing you add your strength mod to damage and attack rolls and when stabbing it is considered finesse. When you land a hit while stabbing you can choose to ruthlessly pull it out leaving shards of rock in the enemy. If pierced deep enough, the shards can cause 1d4 Piercing damage each turn, not just it's turn, the target uses that part of its body or if it is hit again in the same spot. The damage increases by 1d4 times the number of this type of wound the Sall has inflicted. Wounds caused by this can easily become infected and not heal leaving the target susceptible to becoming ill or weak.

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