Eladrin

Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion--and due to their magical nature, they undergo physical changes to match their changes in temperament.

Jump to: Autumn Eladrin | Spring Eladrin | Summer Eladrin | Winter Eladrin

Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result--those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.

Playable Race. The eladrin sometimes leave the Feywild and journey across Azgaarnoth as adventurers, finding interesting stories and people along the way. Their connection to the Fey often leads them to pursue arcane careers, but just as many eladrin find themselves pulled in a more primal barbarian direction, or towards a divine calling as clerics, druids, or shamans, as they do wizardry or sorcery.

Changeable Natures

The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.

Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them.


Autumn Eladrin

Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.

Environment

(FIXME)

Token

Autumn Eladrin

Medium fey (Elf), Typically Chaotic Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 17 (+3) 18 (+4)

  • Proficiency Bonus +4
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances psychic
  • Damage Immunities
  • Condition Immunities
  • Skills Insight +7,Medicine +7
  • Senses darkvision 60 ft.,passive Perception 13
  • Languages Common,Elvish,Sylvan
  • Challenge 10

Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.

Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.

Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.

Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

  • At will: hold person
  • 2/day each: cure wounds (as a 5th-level spell), lesser restoration
  • 1/day each: greater restoration, revivify

Bonus Actions

Fey Step (Recharge 4-6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Reactions

Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.


Spring Eladrin

Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.

Environment

(FIXME)

Token

Spring Eladrin

Medium fey (Elf), Typically Chaotic Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 18 (+4) 11 (+0) 18 (+4)

  • Proficiency Bonus +4
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances psychic
  • Damage Immunities
  • Condition Immunities
  • Skills Deception +8,Persuasion +8
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages Common,Elvish,Sylvan
  • Challenge 10

Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.

Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.

Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 22 (5d8) psychic damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.

Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

  • At will: Tasha's hideous laughter
  • 1/day each: major image, suggestion

Bonus Actions

Fey Step (Recharge 4-6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.


Summer Eladrin

When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force.

Environment

(FIXME)

Token

Summer Eladrin

Medium fey (Elf), Typically Chaotic Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4)

  • Proficiency Bonus +4
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances fire
  • Damage Immunities
  • Condition Immunities
  • Skills Athletics +8,Intimidation +8
  • Senses darkvision 60 ft.,passive Perception 9
  • Languages Common,Elvish,Sylvan
  • Challenge 10

Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours.

Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The eladrin makes two Longsword or Longbow attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 9 (2d8) fire damage.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) fire damage.

Bonus Actions

Fey Step (Recharge 4-6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Reactions

Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.


Winter Eladrin

When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold.

Environment

(FIXME)

Token

Winter Eladrin

Medium fey (Elf), Typically Chaotic Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 165 (22d8 + 66)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 18 (+4) 17 (+3) 13 (+1)

  • Proficiency Bonus +4
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances cold
  • Damage Immunities
  • Condition Immunities
  • Skills
  • Senses darkvision 60 ft.,passive Perception 13
  • Languages Common,Elvish,Sylvan
  • Challenge 10

Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.

Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours.

Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.

Actions

Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands, plus 13 (3d8) cold damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) cold damage.

Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):

  • At will: fog cloud, gust of wind, sleet storm

Bonus Actions

Fey Step (Recharge 4-6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Reactions

Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to make a DC 16 Constitution saving throw. On a failed save, the creature takes 11 (2d10) cold damage.