Autumn Eladrin
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Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep. Trance. Eladrin don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. Damage Reduction: Season-locked eladrin have damage resistance to non-magical bludgeoning, piercing and slashing from weapons that aren't made of cold iron. Iron Vulnerability: The mere touch of iron (including steel) deals 1 point of damage to the season-locked eladrin, and they have vulnerability to bludgeoning, piercing and slashing from cold iron weapons. Autumn spells. As a Autumn eladrin, you can cast the following spells. Your spellcasting ability for these spells is Intelligence or Charisma, whichever is higher. Cantrips: friends, guidance, magic stone, resistance, shillelagh, infestation, minor illusion 1st level: speak with animals, goodberry 2nd level: suggestion, calm emotions 3rd level: create food and water, leomund's tiny hut 6th level: mass suggestion 7th level: Mordekainen's magnificent mashion Minor Creation. You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item. The item cannot be made of iron or steel, and if touched by iron or steel, it vanishes. Attempting to use any created object as a material component causes the spell to fail. Autumn Harvest: Autumn is a time of endings. As a standard action, an autumn eladrin can touch a creature with a special dispelling touch. This touch acts like a targeted dispel magic. The autumn eladrin can use this ability a number of times per day equal to one plus the fey's Charisma bonus (minimum 1). Woodland Stride. An autumn eladrin may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect it. Faerie Walk. At will as an action in an untouched or uncultivated natural environment at least an acre in area, an autumn eladrin can enter a state similar to becoming ethereal as per the ethereal jaunt spell. However, the eladrin is not on the Ethereal Plane, but coexisting on the Feywild and the Material Plane. It can remain in this state for as long as it wishes, so long as it remains in an untouched natural environment, and it can return to the Material Plane as a free action. An eladrin using its faerie walk power cannot enter structures on the Material Plane that were not built by an eladrin, nor can they pass beyond the uncultivated natural environment. An eladrin that crosses into such forbidden areas while in its faerie walk state immediately becomes tangible on the Material Plane. In addition, an eladrin that willingly crosses such a boundary while undergoing a faerie walk loses the ability to use faerie walk for 1 week. An eladrin can use its faerie walk ability to bring another willing creature or a creature affected by its sleep spell to a faerie walk state. The creature is subject to the same constraints of movement as the eladrin, becoming material and losing the ability to travel to the Fey Realms with an eladrin for 1 week should it voluntarily cross the boundaries prohibited by the faerie walk ability. In addition, the creature remains in its ethereal-like state for only as long as the eladrin does, or until the eladrin decides to send it back to the Material Plane. An autumn eladrin cannot use this ability in an area claimed by a spring eladrin. Magic circle spells also prevent the use of faerie walk if used to repel fey.
Languages. Sylvan
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