Eladrin

Eladrin

Stats 2 Charisma
Size Medium
Movement 30
Languages Common and Sylvan.
Eladrin are living embodiments of nature's eternal ebb and flow, their very beings entwined with the mystique of the seasons in the Forgotten Realms. With angular, almost sculptural features and ears gracefully tapered to hints of otherworldliness, they possess eyes that shimmer and change; a subtle dance of greens that evoke the hopeful bloom of spring and the icy blues of winter’s quiet introspection. Their hair, long and untamed, cascades in hues ranging from the burnished gold of a sunlit autumn to the deep auburn of a twilight forest, each strand echoing the vivid tapestry of their ancient homelands.

In the hidden courts of the Feywild and the illustrious halls of the High Forest, the Eladrin move with a fluid grace that belies their storied past. Clad in garments so finely wrought they seem to capture the very essence of nature’s changing moods, they command attention not through brute force but with an artistry of diplomacy and charm. Their personalities are as mercurial as the turning of the seasons; a sudden burst of laughter may give way to moments of profound, almost sorrowful reflection, each phase as natural and inevitable as the dawn and dusk.

Festivals in Eladrin society are a sensory tapestry, where music and magic intermingle under starlit skies. Every celebration, whether it be the riotous joy of renewal or the solemn acknowledgment of decay, is a tribute to the cyclical power of life itself. Here, art and diplomacy converge, for the Eladrin are both eloquent orators and masterful weavers of intrigue, ever navigating the delicate interplay of ancient tradition and the unpredictable spirit of nature.

In the grand narrative of the Forgotten Realms, the Eladrin stand as a testament to change and continuity; a living paradox where the timeless and the transient meet. For those who embrace the Eladrin way, life is an adventure carved out of shifting seasons, a constant journey where every fleeting moment is imbued with magic, mystery, and the promise of transformation.

Seasonal Mood

Choose a season. You gain resistance to a damage type based on the chosen season, and can change your season as a bonus action on your turn.

  • Autumn: You gain resistance to poison and acid damage.
  • Winter: You gain resistance to cold and necrotic damage.
  • Spring: You gain resistance to lightning and thunder damage.
  • Summer: You gain resistance to fire and radiant damage.

Ancient Insight

Drawing on the deep well of elven wisdom, you can call upon ancestral knowledge to enhance your abilities. As a bonus action, choose ability check or saving throw; you gain advantage on the next roll of that type.

You can use this feature a number of times per long rest equal to your proficiency bonus, or by expending a 1st level or higher spell slot.

Seasonal Aura

When you use your fey step, an effect happens based on your seasonal mood.

  • Autumn: You gain temporary hit points equal to 1d6 + your Charisma modifier.
  • Winter: When you land, choose one creature within 15 feet. That creature must succeed on a Constitution saving throw (DC 10 + your proficiency bonus + your Charisma modifier) or take 1d6 + your Charisma modifier cold damage.
  • Spring: Your Fey Step distance increases by 15 feet.
  • Summer: You can heal yourself or one creature you can see within 60 feet for 1d6 + your Charisma modifier hit points.
This feature increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Fey Step

You can use a bonus action to magically teleport up to 15 feet to an unoccupied space you can see.

You can use this feature a number of times per long rest equal to your proficiency bonus, or by expending a 1st level or higher spell slot.

Eladrin Roll20 Feature Codes

Roll20 Feature 1.

!setattr {{
--sel
--repeating_traits_-create_name|Seasonal Mood
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Eladrin
--repeating_traits_-create_description|Choose a season. You gain resistance to a damage type based on the chosen season, and can change your season as a bonus action on your turn.

  • Autumn: You gain resistance to poison and acid damage.
  • Winter: You gain resistance to cold and necrotic damage.
  • Spring: You gain resistance to lightning and thunder damage.
  • Summer: You gain resistance to fire and radiant damage.

}}

Roll20 Feature 2.

!setattr {{
--sel
--repeating_traits_-create_name|Ancient Insight
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Eladrin
--repeating_traits_-create_description|Drawing on the deep well of elven wisdom, you can call upon ancestral knowledge to enhance your abilities. As a bonus action, choose ability check or saving throw; you gain advantage on the next roll of that type.

You can use this feature a number of times per long rest equal to your proficiency bonus, or by expending a 1st level or higher spell slot.
}}

Roll20 Feature 3.

!setattr {{
--sel
--repeating_traits_-create_name|Seasonal Aura
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Eladrin
--repeating_traits_-create_description|When you use your fey step, an effect happens based on your seasonal mood.

  • Autumn: You gain temporary hit points equal to 1d6 + your Charisma modifier.
  • Winter: When you land, choose one creature within 15 feet. That creature must succeed on a Constitution saving throw (DC 10 + your proficiency bonus + your Charisma modifier) or take 1d6 + your Charisma modifier cold damage.
  • Spring: Your Fey Step distance increases by 15 feet.
  • Summer: You can heal yourself or one creature you can see within 60 feet for 1d6 + your Charisma modifier hit points.
This feature increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
}}

Roll20 Feature 4.

!setattr {{
--sel
--repeating_traits_-create_name|Fey Step
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Eladrin
--repeating_traits_-create_description|You can use a bonus action to magically teleport up to 15 feet to an unoccupied space you can see.

You can use this feature a number of times per long rest equal to your proficiency bonus, or by expending a 1st level or higher spell slot.
}}

Share by: