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Eladrin

Ancestors of the elves, native to the Feywild.   As creatures of the Feywild, eladrin can be wildly unpredictable. They tend toward an alignment of chaotic neutral, mixing a love of freedom with benign self-interest. Eladrin that embrace good or evil take their beliefs to an extreme, serving as great champions of justice or terrifying villains.

Basic Information

Anatomy

Eladrin have slender builds.

Growth Rate & Stages

Eladrin reach physical maturity around the age of 300.

Ecology and Habitats

Biological Cycle

The Four Seasons   Each eladrin has four distinct personality states—one for each season—that they shift between when they experience powerful emotion.   Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Eladrin adopt this personality when overcome with contentment.   Winter is the season of dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when eladrin are overcome with sorrow.   Spring is the season of cheerfulness and unfettered celebration, marked by merriment as winter’s sorrow passes. Eladrin enter this state when overcome with joy.   Summer is the season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury.   You may create personality traits and flaws for each of your seasons, reflecting an eladrin’s tempestuous personality. You can roll on the following tables or read them for inspiration. To add some chaos to your character, you may roll on these tables each time you change seasons.   Autumn   d4 Autumn Personality Trait   1 If someone is in need, you never withhold aid.   2 You share what you have, with little regard to your own needs.   3 There are no simple meals, only lavish feasts.   4 You stock up on fine food and drink. You hate going without such comforts.   d4 Autumn Flaw   1 You trust others without thought.   2 You give to the point that you leave yourself without necessary supplies.   3 Everyone is your friend, or a potential friend.   4 You spend excessively on creature comforts.   Winter   d4 Winter Personality Trait   1 The worst case is the most likely case.   2 You preserve what you have. Better to hunger today and have food for tomorrow.   3 The world is full of dangers. You never let your guard drop.   4 A penny spent is a penny lost forever.   d4 Winter Flaw   1 Everything dies eventually. Why bother building anything that is meant to last?   2 Nothing matters to you, and you allow others to guide your actions.   3 Your needs come first. In winter, all must watch out for themselves.   4 You speak only to point out the flaws in others’ plans.   Spring   d4 Spring Personality Trait   1 Every day is the greatest day of your life.   2 You do everything with enthusiasm, even the most mundane chores.   3 You love music and song. You supply a tune yourself if no one else can.   4 You can’t stay still.   d4 Spring Flaw   1 You overdrink.   2 Toil is for drudges. Yours should be a life of leisure.   3 A pretty face infatuates you in an instant, but your fancy passes with equal speed.   4 Anything worth doing is worth overdoing.   Summer   d4 Summer Personality Trait   1 You believe that direct confrontation is the best way to solve problems.   2 Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.   3 You stand tall and strong so that others can lean on you. 4 You maintain an intimidating front. Better to prevent fights with a show of force than be led to harm others.   d4 Summer Flaw   1 You are stubborn. Let others change.   2 The best option is one that is swift, unexpected, and overwhelming.   3 Punch first. Talk later.   4 Your fury can carry you through anything.
https://media.wizards.com/2017/dnd/downloads/UA-Eladrin-Gith.pdf
Genetic Ancestor(s)
Lifespan
2,250‬ years
Average Height
4 feet, 8 inches to 5 feet, 6 inches
Average Weight
92 - 186 pounds
Related Ethnicities

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Eladrin

Ability Score Increase Dex +2, either Int +1 or Cha +1 (player's choice)
Size Medium
Speed 30ft

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.   When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:   Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.   Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.   Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space ofyour choice that you can see within 30 feet ofyou.   Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet ofyou takes fire damage equal to your Charisma modifier (minimum of 1 damage).   Shifting Seasons. At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher.   Shifting Seasons Cantrips   Season Cantrip   Autumn Friends   Winter Chill touch   Spring Minor illusion   Summer Fire bolt   Regional Effects. In the Feywild, even the weakest creatures have regional effects. An eladrin's lair is warped by the creature's magic, which creates the following effect:   Within 1 mile of the eladrin's lair, the seasons shift along with the eladrin's form changes, gradually changing over the course of 30 minutes. If multiple eladrin have overlapping regional effects, the seasonal changes in the overlapping regions are determined by which eladrin or their lair is closest, or by the average among equidistant eladrin and their lairs. Seasonally-locked eladrin count as eladrin of the corresponding season for this effect.

Languages. Sylvan

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