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Summer 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, Summer is the season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury. For Summer eladrin, this becomes a stable trait, a general approach to life. They are stubborn, capricious, and tend to fearlessness sometimes to the point of recklessness. Good-aligned summer eladrin tend to be helpful and hospitable, whereas more evil-aligned ones tend to play cruel jokes or engage in disproportionate retribution. Either way, they tend to be direct and open with their opinions, and frequently tend to be commanding or even bossy.   Summer Eladrin Commoner   Summer Eladrin Guard
Genetic Ancestor(s)
Related Ethnicities

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Summer 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.   Summer Spells. As a Summer eladrin, you can cast the following spells. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher.   Cantrips: firebolt, control flames, create bonfire, produce flame, primal savagery, minor illusion, prestidigitation   1st level: command, faerie fire   2nd level: phantasmal force, alter self   3rd level: create food and water, plant growth   4th level: charm monster   Aura of Glory: A summer eladrin radiates calm. She is immune to fear (magical or otherwise). Allies within 10 feet of her gain a morale bonus on saving throws against fear effects equal to the summer eladrin's Charisma bonus.   Sanctuary: Once per day, a summer eladrin can cast sanctuary on herself. Unlike a normal casting of the spell, this ability affects only the summer eladrin. DC 11 + Charisma bonus.   Magic Resistance. The summer eladrin has advantage on saving throws against spells and other magical effects.   Summer Caress: Surrounded as if by the warm, verdant air of summer, a summer eladrin is protected by a magic circle of nature. This ability functions much like a magic circle.   Seelie Sight. Summer 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.   Faerie Walk. At will as an action in an untouched or uncultivated natural environment at least an acre in area, a summer 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 summer eladrin cannot use this ability in an area claimed by a winter eladrin. Magic circle spells also prevent the use of faerie walk if used to repel fey.   Charmed Life. A summer eladrin gains advantage on all saves against figment-based illusions and compulsion effects.

Languages. Sylvan

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