Planartouched: Eladrin/Fey Elf

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.

On Tethys

The history of Eladrin elves beings just before the Titan War, when the Caretaker saw The Elder create the Elven Race. He was intrigued by them. A long-living race, that has close ties to nature, which he himself takes care of. He wished for a similar race but was unable to replicate it. It wasn't until Prince of Neverending Branches came to the Caretaker and showed him how it needs to be done. He asked for one strand of hair from each one of the elves and they gladly gave him. With this, he created the Eladrin race and fell in love with them. When the war broke out, he didn't want harm to befall them, so agreed to another proposal by the Prince of Neverending Branches and the Eladrin race was sent to the Evergreen. There they lived in harmony for an unknown period of time and the divide between their ancestor elves became wider. The race returned during the Third Age but wasn't welcomed as just another race of Elves. With their feelings hurt, most of them stayed in the Evergreen, while the younger ones roam the Material Plane in search of adventure and new emotions.

First World Theory

The Eladrin didn't exist on the First World, every elf from the First World will confirm this. However, some Eladrin say otherwise, telling a story that the Prince of Neverending Branches, the Archfey, saved them from the destruction of their world and hid them in his realm. After The Second Divergence they were released from their cocoons and some wander this new world with childlike glee.
Genetic Ancestor(s)

Eladrin

Ability Score Increase Dex +2; Cha +1
Size Medium
Speed 30 ft.

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.   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.   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   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.   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. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.   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.  

Seasons

Choose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, any eladrin can change their season.   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).
 

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