Eladrin | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Eladrin

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 resonates 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. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.   Eladrin cities represent the pinnacle of elven architecture. Their soaring towers, arching bridges, and gracefully filigreed homes are a perfect blend on construction, natural elements, and magic-inspired motifs. Streams and waterfalls, gardens and copses, and structure of stone and word are commingled in ways that are original and yet completely natural looking. Only two such cities exists in the Known World, they being the royal city of Emorak, Chang'e, and Mooncourt in Agripar. Eladrin culture is older than any other elven civilization, and it's also the most decadent. Most elves are impetuous to some extent, but eladrin are known for their fickleness. Many of them change their minds on the spur of the moment without giving reasons. Their system of justice vacillates between capriciously harsh and whimsically mild, depending on the mood of the eladrin passing judgement, and eladrin are more susceptible to flattery than other elves are. This makes them an odd fit for the de facto rulers of Emorak; on one hand, their reverence for nature is blatantly seen in the beliefs and traditions of the island's people, while on the other hand, their personalities don't always fit with the nation's traditional and strongly held ideals of personal honor, loyalty, and rule of law. Nonetheless, the race holds a respected hand over their nation, and tries to rule both it and their vassal clans with as much fairness and law as they can muster up, even if most of the actual decision making falls on other peoples. Emorak is, after all, the only land outside of the Connacht Forest they can rightly call their home, and they have no intent on losing it.
ability score increase: +2, +1 in Anything
age: ~750 Years
Size: Medium
speed: 30 ft.
Languages: Common, One of Your Choice
race features:
  • Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
  • 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 a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
  • 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:
  1. 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.
  2. 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.
  3. 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.
  4. 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).

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CalebStrange.

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