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==In [[5e]]== They appear in the 5e DMG as a fourth elven subrace. Pretty effectively translated, actually; +1 Int, Elven Weapon Proficiency, even got Fey Step (Misty Step spell-like ability usable once per short rest) back. If this seems a little underwhelming, being literally just "High Elf, but with Misty Step once per short rest instead of 1 [[Wizard]] cantrip of your choice", that's because 4e Eladrin were basically just High Elves honestly focused on arcane magic. An alternate take on them appeared in the [[Unearthed Arcana]] for September 2017; this version can ''choose'' between either a +1 Intelligence bonus or a +1 Charisma bonus, marking the first ever return of 4e's flexible ability modifiers. Assimilating a little of their original fey-angel lore, Eladrin are now presented as magically attuned to the four seasons, which resonates with their various personalities. Mechanically, this means that not only do they retain their Fey Step as a "teleport 30 feet to a spot you can see once per short rest" trait, but now, whenever they complete a short rest, they choose which season to align themselves to and gain a cantrip based on that season: Friends for Autumn, Chill Touch for Winter, Minor Illusion for Spring and Fire Bolt for Summer. This actually isn't as unprecedented as you might think; back in 4e, the Eladrin had a subrace called the Winterkin, representing eladrin who were still bound to the Faerie Prince of Frost and so had a natural, mystical connection to frost and snow. This new UA version just expands upon that. Unfortunately, because they were a massive labor of love on the part of the designers, and they had to share an update with the entire [[Githyanki| gith]] [[Githzerai| race]], whom the designers admitted in the accompanying video (which literally contains more footage of [[Mike Mearls]] gushing about how much he loves the eladrin and wishes to play them than on both gith subraces combined) that they didn't care about and are only doing because people keep bugging them about it, they are also more-or-less responsible for the uninspired, low-effort rendition of those, and get a bit of heat for it. Ultimately, Eladrin came out officially in ''Mordenkainen's Tome of Foes'', where they had built from the basis of their Unearthed Arcana debut as an elf subrace - for the core traits, see the [[Elf]] page: ::Ability Score Increase: +1 Charisma ::Fey Step: Once per short rest, you can teleport to an unoccupied square within 30 feet as a bonus action. ::Seasonal Affinity: Choose the Spring, Summer, Autumn or Winter affinity. You can change which season you are aligned with after completing a long rest. From 3rd level onwards, your current seasonal affinity bestows a bonus upon your Fey Step ability. Save DCS are 8 + your Proficiency bonus + your Charisma modifier. :::Autumn: Immediately after you use Fey Step, select up to 2 visible creatures within 10 feet of you; those creatures must pass a Wisdom save or be Charmed by you for 1 minute or until you or an ally attack them. :::Winter: Choose one visible creature within 5 feet before you teleport; that creature must succeed on a Wisdom save or be Frightened of you until the end of your next turn. :::Spring: You can use your Fey Step to teleport a willing creature within 5 feet by touching it, instead of teleporting yourself. :::Summer: Immediately after you use Fey Step, each visible creature within 5 feet of you that you select takes Fire damage equal to your Charisma modifier (minimum of 1). ''Mordekainen's Monsters of the Multiverse'' would oddly divorce the Eladrin from typical Elves. They gain quite a bit of an advantage compared to the original version. ::Ability Score Increase: +2 to one stat and +1 to a second stat, or +1 to three different stats ::Size: Medium ::Speed: 30 feet ::Senses: Darkvision ::Type: Humanoid. You also count as an elf for any effects for any prerequisites or effects that specify elves. ::Fey Ancestry: Same as an elf, you gain advantage on saves against the charmed condition or to end it. ::Keen Senses: You are proficient in Perception. ::Trance: You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. ::Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a 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 Fey Step, select up to 2 visible creatures within 10 feet of you; those creatures must pass a Wisdom save or be Charmed by you for 1 minute or until you or an ally attack them. ::*Winter: Choose one visible creature within 5 feet before you teleport; that creature must succeed on a Wisdom save or be Frightened of you until the end of your next turn. ::*Spring: You can use your Fey Step to teleport a willing creature within 5 feet by touching it, instead of teleporting yourself. ::*Summer: Immediately after you use Fey Step, each visible creature within 5 feet of you that you select takes Fire damage equal to your proficiency bonus. {{D&D5e-Races}}
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