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Spring Eladrin

Some eladrin undergo a ritual to lock themselves into one of their season-based forms, giving them new powers at the cost of losing the versatility of their constant cycle of change. Over the generations, some eladrin are born locked in a seasonal form, others undergo a ritual as they grow up.   For eladrin, 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. For Spring eladrin, this becomes a stable trait, a general approach to life. They are energetic to the point of hyperactivity, diving into everything with enthusiasm. Many love music and sing or hum nearly constantly. They love to party, often to excess. They fall in and out of love in an instant, and prefer a life of leisure to toil. They tend to be extremely hospitable, since a guest is as good an excuse to party as any. Others become cheerful wanderers, always looking for new exciting adventures. The darker Spring eladrin approach battle with a mad, cackling glee, slaughtering their enemies with a smile.   Spring Eladrin Commoner   Spring Eladrin Guard   Spring Eladrin Guard Captain
Genetic Ancestor(s)
Related Ethnicities

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Spring Eladrin

Ability Score Increase -2 Str, -2 Con, +3 Dex, either +2 Cha or +2 Int (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.   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.   Spring Spellcasting. As a Spring eladrin, you can cast the following spells. Your spellcasting ability for these spells is Intelligence or Charisma, whichever is higher.   Cantrips: minor illusion, druidcraft, gust, mending, mold earth, thorn whip, thunderclap   1st level: charm person, unseen servant   2nd level: enthrall, magic mouth   3rd level: blink, plant growth   Vernal Touch: To receive a vernal touch is like being kissed by springtime itself: full of life and promise. At will, as a standard action, the spring eladrin can touch a creature with a vernal touch. This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures. For undead creatures, a spring eladrin's touch attack acts like a cleric's ability to turn undead as a cleric of two levels lower would. Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.   Magic Resistance. The summer eladrin has advantage on saving throws against spells and other magical effects.   Seelie Sight. Spring eladrin can identify a fey creature on sight, regardless of mundane or magical disguise effects. Additionally, an eladrin can see any other creature in a faerie walk state (see Faerie Walk, below). Effects that prevent the eladrin from seeing a creature (such as invisibility) block seelie sight.   Woodland Stride. A spring 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, a spring 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.   A spring eladrin cannot use this ability in an area claimed by an autumn eladrin. Magic circle spells also prevent the use of faerie walk if used to repel fey.

Languages. Sylvan

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