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 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.   The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.   Autumn  
d4 Autumn Personality Trait
1 If someone is in need, you never withhold aid.
2 You share what you have, with little regard for your own needs.
3 There are no simple meals, only lavish feasts.
4 You stock up on fine food and drink. You hate going without such comforts.
 
d4 Autumn Flaw
1 You trust others without a second thought.
2 You give to others, to the point that you leave yourself without necessary supplies.
3 Everyone is your friend, or a potential friend.
4 You spend excessively on creature comforts.
  Winter  
d4 Winter Personality Trait
1 The worst case is the most likely to occur.
2 You preserve what you have. Better to be hungry today and have food for tomorrow.
3 Life is full of dangers, but you are ready for them.
4 A penny spent is a penny lost forever.
 
d4 Winter Flaw
1 Everything dies eventually. Why bother building anything that is supposedly meant to last?
2 Nothing matters to you, and you allow others to guide your actions.
3 Your needs come first. In winter, all must watch out for themselves.
4 You speak only to point out the flaws in others’ plans.
  Spring  
d4 Spring Personality Trait
1 Every day is the greatest day of your life.
2 You approach everything with enthusiasm, even the most mundane chores.
3 You love music and song. You supply a tune yourself if no one else can.
4 You can’t stay still.
 
d4 Spring Flaw
1 You overdrink.
2 Toil is for drudges. Yours should be a life of leisure.
3 A pretty face infatuates you in an instant, but your fancy passes with equal speed.
4 Anything worth doing is worth doing again and again.
  Summer  
d4 Summer Personality Trait
1 You believe that direct confrontation is the best way to solve problems.
2 Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply.
3 You stand tall and strong so that others can lean on you.
4 You maintain an intimidating front. It’s better to prevent fights with a show of force than to harm others.
 
d4 Summer Flaw
1 You are stubborn. Let others change.
2 The best option is one that is swift, unexpected, and overwhelming.
3 Punch first. Talk later.
4 Your fury can carry you through anything.
  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:   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).

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!