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Eladrin

Full of Magic and Themselves

Creatures of magic with strong ties to nature, Eladrin also called celestial elves, live in the twilight realm of the The Feywild . Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild. Eladrin were the first humanoid race to settle Oanus.

Eladrin Traits

Eladrin are a subrace of elves, for the sake of clarity the following racial stats are Elven after choosing the Eladrin subrace. Your Eladrin character has the following racial traits.   Ability Score Increase: Your Dexterity score increases by 2 and your Charisma score increases by 1.   Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Eladrin lean toward the high end of the scale.   Alignment: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. Eladrin tend towards chaotic alignments due to their proximity to the The Feywild   Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Speed: Your base walking speed is 30ft. Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Keen Senses: You have proficiency in the Perception skill.   Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.   Seasons: Choose you Eladrin season: Autumn, Winter, Spring, or Summer. You may change your season after a long rest.   Fey Step: You can cast the misty step spell as a bonus action. You regain the ability to do so when you finish a short or long rest. At 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 prof. bonus + your Charisma modifier.  
  • Autumn: Immediately after you use Fey Step, up to two creatures of your choice that you can see within 10 feet must succeed 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 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 you can see within 5 feet of you takes fire damage equal to your Charisma modifier (min 1).
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance: Elves 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.   Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

    Naming Traditions

    Feminine names

    Althaea, Anastrianna, Andraste, Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele, Naivara, Quelenna, Sariel, Shanairra, Theirastra, Valenae

    Masculine names

    Aramil, Arannis, Berrian, Dayereth, Erevan, Galinndan, Hadarai, Immeral, Mindartis, Paelias, Quarion, Riardon, Soveliss

    Culture

    Major language groups and dialects

    While most Eladrin can speak Common, they exclusively speak Elvish and will often not communicate with those who cannot.

    Shared customary codes and values

    Eladrin are cautious. They detach themselves from their predicaments to consider all their options before committing to any course of action. Their decidedly long view can make them frustrating companions because they always weigh their choices before making a decision.

    Common Taboos

    It is taboo for Eladrin to mate with a lesser being. If such a union were to occur, the offering would surely be a pariah in Eladrin society.

    Eladrin and the Seasons

      Each Eladrin has four distinct personality states—one for each season—that they shift between when they experience powerful emotion.   Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Eladrin adopt this personality when overcome with contentment.   Winter is the season of dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when Eladrin are overcome with sorrow.   Spring is the season of cheerfulness and unfettered celebration, marked by merriment as winter’s sorrow passes. Eladrin enter this state when overcome with joy.   Summer is the season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury.   You may create personality traits and flaws for each of your seasons, reflecting an Eladrin’s tempestuous personality. You can roll on the following tables or read them for inspiration. To add some chaos to your character, you may roll on these tables each time you change seasons.

    Autumn

      d4 Autumn Personality Trait   1 If someone is in need, you never withhold aid.   2 You share what you have, with little regard to 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 thought.   2 You give 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 case.   2 You preserve what you have. Better to hunger today and have food for tomorrow.   3 The world is full of dangers. You never let your guard drop.   4 A penny spent is a penny lost forever.   d4 Winter Flaw   1 Everything dies eventually. Why bother building anything that is 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 do 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 overdoing.  
    Summer
      d4 Summer Personality Trait   1 You believe that direct confrontation is the best way to solve problems.   2 Overwhelming force can solve 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. Better to prevent fights with a show of force than be led 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.
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