Eladrin Species in The Cantara Player's Compendium | World Anvil

Eladrin

MToF

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.
ability score increase: Increase one score by 2 and increase a different score by 1, or increase three different scores 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.
Size: Medium
speed: 30
Languages: Common and Sylvan (or a different language of your choice based on your character's backstory)
race features:
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.
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 Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
  • 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 chosen Ability Score modifier (minimum of 1 damage).

Changeable Nature

Whenever one of the eladrin⁠ presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated⁠. When the eladrin⁠ makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin⁠ sustained in its original form applies to the new form, as do any conditions⁠ or other ongoing Effects affecting it.
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.
1d4 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.
1d4 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.

1d4 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.
1d4 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.

1d4 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.
1d4 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.

1d4 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.
1d4 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.