Eladrin Elf
Elves, with their long age and affinity towards magic, make for great adventurers. Many elves will be found traveling in adventuring groups, lending their knowledge and skills to the many quests in their journeys.
Type. You are a Humanoid.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves typically range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Fey Ancestry. You have Advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead, they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
Any Eladrin can change their season after a long rest or after an intense shift of their mood. An Eladrin might choose the season that is present in the world or perhaps the season that most closely matches the Eladrin's current emotional state. For example, a Eladrin might shift to autumn if filled with contentment, another Eladrin could change to winter if plunged into sorrow, still, another might be bursting with joy and become a Eladrin of spring, and fury might cause a Eladrin to change to summer.
Ability Score Increase. Your Charisma score increases by 1.
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. The effects are as follows:
Creating an Elf
Ability Score Increase. Your Dexterity score increases by 2.Type. You are a Humanoid.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size. Elves typically range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Fey Ancestry. You have Advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead, they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
Eladrin Elf Traits
The Eladrin are elves that have been transformed by the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An Eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the Eladrin's mood:- Autumn is the season most often associated with peace and goodwill when summer's harvest is shared with all.
- Winter is the season most often associated with contemplation and dolor when the vibrant energy of the world slumbers.
- Spring is the season most often associated with cheerfulness and celebration, marked by merriment as winter's sorrow passes.
- Summer is the season most often associated with boldness and aggression, a time of unfettered energy.
Any Eladrin can change their season after a long rest or after an intense shift of their mood. An Eladrin might choose the season that is present in the world or perhaps the season that most closely matches the Eladrin's current emotional state. For example, a Eladrin might shift to autumn if filled with contentment, another Eladrin could change to winter if plunged into sorrow, still, another might be bursting with joy and become a Eladrin of spring, and fury might cause a Eladrin to change to summer.
Ability Score Increase. Your Charisma score increases by 1.
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. The effects are as follows:
- 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 of your choice that you can see within 30 feet of you.
- Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
Eladrin Elf Civilizations
The Ciore Elves:Source: Mordenkainen's Tome of Foes
Racial Options
There are a few options to make your character fit the ideas you may have. The Ability Score Increase, Size, and even Languages can all be customized to better fit your character's history. Maybe you come from a very hardy people, like the Dwarves, but your character can't handle even the slightest cold breeze, but they make up for it with their incredible intellect. You could have been born of the tall and long Elves, but you find yourself barely coming up to some of their hips. Your Goblin may have been adopted by a couple of loving Genasi and they taught you to speak Primordial instead of Goblin. The options listed under your chosen race are just suggestions to easily fit your character within their culture's society, but you can change things up to make your character truly yours. There may be limitations set by the DM; rarely will you find a Large Fairy or a Tiny Goliath, but if you have a good story-driven reason for different character options, anything can be possible. Below are open-ended options for customizing your race. Ability Score Increase. Increase one ability score by 2, and increase a different one by 1.Size. Your size is within one size option of your race's average size.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Choosing a Class
ArtificerBarbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
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