Eladrin Species in The True Dark Ages | World Anvil

Eladrin

Eladrin

Eladrin are Elves that come from the Feywild, and are closely linked to the seasons. They manifest this in the following seasons:
d4 Season
1 Autumn: peace and goodwill, when summer's harvest is shared with all.
2 Winder: contemplation and dolor, when the vibrant energy of the world slumbers.
3 Spring: cheerfulness and celebration, marked by merriment and as winter's sorrow passes.
4 Summer: boldness and aggression, a time for unfettered energy and the call to war.
ability score increase: When determining your character's ability scores, increase one score by 2, and a further score by 1. Alternatively increase three different scores by 1 each.
age: Eladrin can live up to 750 years old give or take.
alignment: Eladrin are generally Neutral or Chaotic, and can vary though are usually God or Neutral in outlook.
Size: Medium
speed: 30
Languages: Elvish, Sylvan, and sometimes Common
race features:
Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.   Darkvision. You can see in dim light with 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colours in that darkness as shades of gray.   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.   Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a 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 + proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
  • 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 you or your companions deal damage to the creatures.
  • 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 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 see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
Keen Senses. You have proficiency in the Perception skill.   Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or tool of your choice selected from the Players Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin with emotions captured in the Feywild in the form of seasons - affinities that affect the eladrin's mood and appearance. An eladrin's season can change, though some remain in one season forever.

Comments

Please Login in order to comment!