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Ellyll

Ability Score Increase +1 Dex
Size Medium
Speed 30ft

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.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. Ellyllon 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.   Season. Ellyllon are each associated with a different season and element. These seasons differentiate them in appearance and abilities. Choose one season for your ellyll.  

Autumn

Autumn ellyllon are a people of contradictions. They embody the industriousness of the harvest, the contentment of feasting, and the pessimism of impending death. As such, their outlooks on life are balanced and measured, believing that life is best taken in measured steps rather than rushed through. In many ways, they are the polar opposites of their spring cousins, frequently serious and straightforward, always looking backward. Autumn ellyllon tend to be traditionalists, deeply devoted to community. They know that the harshness of winter is just around the corner and it takes everyone working together to survive it.   Ability Score Increase. The brawniness needed to bring in the harvest runs through you. Your Strength increases by 2.   Autumnal Call. You help the dying cling to life like the last leaves clinging to a tree branch. You know the toll the dead cantrip. You do not need the material components required of the spell. Wisdom is your spellcasting ability for this spell.   Autumnal Step. The communal and nurturing nature of the harvest infuses your being. At 3rd level, immediately after you use your Fey Step, you may heal up to two creatures within 10 feet of you for a number of hit points equal to your Wisdom modifier.  
Spring
The energy and passion of spring run through the souls of spring ellyllon. They are energetic and carefree, constantly looking for growth and opportunity. Most spring ellyllon are constantly on the move, full of life and ambition. They revel in experiencing new things, exploring the unknown, and learning new skills. This gives them a reputation as flighty and inconsistent, but also always willing to stand up for what they believe in. They often chase the latest cause or purpose, though following things through to the end is not their strongest point. Spring ellyllon are quick to make friends and companions, but those relationships burn bright and fast.   Ability Score Increase. Spring ellyllon embody new life and the potential for growth. Your Constitution increases by 2.   Vernal Growth. Each year, new growth brings new flowers... and the thorns that come with them. You know the thorn whip cantrip. You do not need the material components required of the spell. Wisdom is your spellcasting ability for this spell.   Vernal Step. The thrill of the unknown is a joy that you can share with others. At 3rd level, 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

The heat of summer burns hot within the breast of summer ellyllon. They have inflamed passions, often reacting strongly whenever their emotions are riled, no matter what those emotions are. Summer ellyllon are often thought of as volatile by others, but they are also typically brave, loving, and protective. When someone or something they care about is threatened, a summer ellyllon will be quick to react, doing whatever is necessary to protect it. They rarely attempt to hide their feelings from others, wearing their hearts on their sleeves. This openness with their emotions extends to others as well; they are quick to listen and offer a friendly ear or a shoulder to cry on.   Ability Score Increase. The jovial, outgoing spirit of summer fills you. Your Charisma increases by 2.   Estival Light. The bright warmth of a summer day is never too far from you. You know the produce flame cantrip. You do not need the material components required of the spell. Charisma is your spellcasting ability for this spell.   Estival. Your anger can manifest itself as a wave of intense heat. At 3rd level, 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).  
Winter
Much like the shortest days of the year, winter ellyllon are dreary and cold. Others tend to see them as pessimistic and dour, though winter ellyllon see themselves as realistic and reserved. They rarely show their emotions and remain distant from others. Few are outright antisocial, but most winter ellyllon prefer to keep their own company to associating with large groups. Those close friends they do have still tend to find themselves kept out from the winter ellyll's internal world, always left wondering what their companion is thinking and feeling. However, winter ellyllon are reliable and steady, calm in a crisis and resolute against hardship.   Ability Score Increase. Your solitary nature has given you plenty of time to learn. Your Intelligence increases by 2.   Hiemal Grasp. The chill of winter is yours to command. You know the frostbite cantrip. You do not need the material components required of the spell. Intelligence is your spellcasting ability for this spell.   Hiemal Step. The night lasts longer in the winter and you can draw upon the primal darkness. At 3rd level, 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. The DC is equal to 8 + your proficiency bonus + your Intelligence modifier.


Created by

Holymittens.

Statblock Type

Race

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