Winter Eladrin Species in D&D world | World Anvil
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Winter 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, 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. For Winter eladrin, this becomes a stable trait, a general approach to life. Winter eladrin are often pessimistic and cautious, preferring to prepare for the worst and be surprised by the best. Some can tend towards fatalism and selfishness. The darker Winter eladrin tend towards cruel pranks and cold nihilism.   Winter Eladrin Commoner   Winter Eladrin Guard
Genetic Ancestor(s)
Genetic Descendants
Related Ethnicities

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Winter Eladrin

Ability Score Increase -2 Str, -2 Con, +3 Dex, +2 Int
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.   Winter Spellcasting. As a Winter eladrin, you can cast the following spells. Your spellcasting ability for these spells is Intelligence or Charisma, whichever is higher.   Cantrips: chill touch, frostbite, poison spray, shape water, dancing lights, minor illusion   1st level: silent image, sleep   2nd level: invisibility, darkness   3rd level: blink, leomund's tiny hut   7th level: plane shift (only between the Material Plane and the Feywild)   Winter Chill: A winter eladrin has a presence that disquiets nonfey. The more beautiful the creature is, the more uncomfortable other beings feel. Living, nonfey creatures within 5 feet of her feel uneasy and suffer a morale penalty on saves equal to the fey's Charisma bonus (minimum 1).   Woodland Stride. A winter 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.   Unseelie Sight. A winter eladrin affected by an invisibility spell can see other fey creatures that are invisible as well. In addition, it automatically succeeds on saves against illusion spells and effects produced by fey creatures and immediately recognizes such effects as illusions. The eladrin can see any other creature in a faerie walk state. Magic Resistance. The summer eladrin has advantage on saving throws against spells and other magical effects.   Faerie Walk. At will as an action in an untouched or uncultivated natural environment at least an acre in area, a winter 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 winter eladrin cannot use this ability in an area claimed by a summer eladrin. Magic circle spells also prevent the use of faerie walk if used to repel fey.

Languages. Sylvan

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