race features:
Superior Darkvision: Darkvision effects increased to 120ft
Keen senses: You have proficiency in the perception skill. Godly Blessing: You have advantage on saving throws against being charmed and magic can't put you to sleep.
Trance: You can either sleep or enter a trance. While in a trance they meditate deeply, remaining semiconscious for 4 hours a day. Resting this way you gain the same benefit as 8 hours of sleep. However long term usage of trances and no sleeping is damaging and after 2 months of this will have side affects. (Ask DM for more info)
Elemental Heritage: As the patron children of Undil you gain several benefits. You can manipulate air in minor ways, such as making your hair flow dramatically behind you even if there is no wind. You can move items under 3lbs up to 30ft using wind.
Elemental Heritage 2: You have advantage on saving throws while falling. This cannot stack with an advantage from an external factor
Sunlight Sensitivity: You have disadvantage on attack rolls and on wisdom (perception) checks that rely on sight when you, the target or whatever you are trying to perceive is in direct sunlight.
Handy Darkness: You can attempt to hide in dim light or darkness with advantage. You also have advantage on stealth in dim light and darkness.
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. AT 5th level you can cast the darkness spell once every long rest. Charisma is your spell casting ability for spells.
Drow weapon training: You have proficiency with rapiers, shortswords and hand crossbows.
The Drow are disliked by most elves, especially the High elves from which they are descended and their hatred of dwarves if vicious and blinding. Those living in their underdark kingdoms are especially corrupted, thanks to the evil power that has been dwelling and clawing its way into peoples minds there. However some have started small settlements above ground and these drow are usually much less aggressive and lack the evil tendencies of their other kin. Many of these above ground drow are misunderstood, often being treated unfairly, even if they don't share the same views as the majority of the drow population. Most adventuring drow are of the fairer and nicer type although some of the underdark dwellers occasionally emerge too. Those that move from below to the surface find themselves slowly losing the hatred inside their hearts, slowly turning into dislike instead. However any drow is still highly likely to distrust and insult and dwarf they come across.
Drow cities usually have Gothic architecture, tall castles and buildings and long spiraling passageways. These buildings are usually made from Arneth, a dark stone that is commonly found and used in the underdark. Keeping with the theme, most of their clothes are in shades of black, white and grey sometimes with hints of red or blue. However more important officials and higher ups will wear more expensive tunics of purple and red. Their clothes are either complicated layers of cloth made to make them look larger and more impressive or slim fitting classic assassins wear.