Eladrin in Galir | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Eladrin

Eladrin are close relatives to elves, native to 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 of peace and goodwill, when summer’s harvest is shared with all.
  • Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
  • Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes.
  • Summer is the season of boldness and aggression, a time of unfettered energy.
Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. 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, an 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 an eladrin of spring, and fury might cause an eladrin to change to summer.   Eladrin rarely wander outside the feywild purposefully, and are often driven to return to their home dimension. Those that remain in the material realm may choose to live among elves, the creatures closest to what they know. Others will live as vagabonds, exploring all that their new home has to offer before they ever decide to settle down.  

Eladrin Traits

Ability Score Increase
You have 2 points to increase your Dexterity, Wisdom, or Charisma scores. You have 1 point to increase any ability score.  
Age
Eladrin reach physical maturity at around 8, growing quickly. Eladrin can live to be 500 years old, but might spend extended periods of their life in states of pseudo-conscious hibernation in the feywild, leading to gaps in memory and feeling out of touch with the goings-on of the world.  
Alignment
Eladrin adore the freedom, variety, and vibrance of the feywild, so they lean strongly toward chaos. Their seasonal forms have various dispositions between kindness and cruelty, and vary from good to evil.  
Size
Eladrin 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.  
Low-Light Vision
Accustomed to twilit forests of the feywild, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.  
Fey Resilience
You are immune to being charmed, and magic that would put you to sleep.  
Trance
Eladrin don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.While in a trance, 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.  

Additional Traits

Select 2 of the following options:
Skill Versatility
You gain proficiency in 2 skills of your choice.  
Fey Weapon Training
You gain proficiency in shortswords, sabers, shortbows, and recurve bows  
Feywild Magic
You know one cantrip of your choice from the sorcerer or druid spell lists. Choose Wisdom or Charisma as your spellcasting ability for it.  
Fleet of Foot
Your base walking speed increases to 35 feet.  

Seasonal Forms

All eladrin have the Fey Step ability; however, its function changes between each seasonal form.  
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 Wisdom or Charisma modifier (your choice).   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 Wisdom or Charisma modifier (same ability as your DC).

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!