Eladrin
Eladrin are the mystical elves native to The Faewylde. Scholars agree that the elven races of Artha trace their descend back to early eladrin societies that migrated to Artha.
Part Humanoid, part Fae, the eladrin are fickle and cunning.
SRD
Eladrin
ability score increase:
Your Dexterity score increases by 2 and your charisma score increases by 1.
age:
310 to 350 years.
alignment:
usually chaotic
Size:
Medium
speed:
30ft.
Languages:
Common, Elven, Sylvan
race features:
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 don't dream. You might complete simple mental exercises that have become almost reflexive after years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
- Darkvision. Accustomed to twilit forests and the eternal night skies of some parts of The Faewylde , 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.
- Elf Weapon Training. You have proficiency with the elven thinblade, longsword, shortsword, shortbow, and longbow.
- 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).