Eladrin

Eladrin

Stats 2 Charisma
Size Medium
Movement 30
Languages Common and Sylvan.
Eladrin are living embodiments of the ever-shifting seasons, their forms and spirits reflecting the eternal cycles of nature. Their presence is radiant and mercurial, marked by shifting hues in their eyes and hair that mirror the moods of spring, summer, autumn, and winter.

Seasonal Essence
Each Eladrin is tied to a season, drawing strength from its magic. They can embrace the warmth of summer, the quiet chill of winter, the vibrant renewal of spring, or the reflective calm of autumn, shifting between them as easily as the turning year. This connection grants them unique resistances and powers that ebb and flow with their chosen aspect.

Arcane Insight
Gifted with deep ancestral wisdom, Eladrin call upon knowledge passed down from countless generations. In moments of peril, they sharpen their focus, channeling this ancient memory to act with precision and grace when it matters most.

Seasonal Aura
When they step through the Feywild between spaces, their magic radiates outward in harmony with their chosen season. Some bolster their allies with healing or temporary strength, while others strike enemies with frost or unleash lightning-swift movement, embodying the shifting balance of nature’s power.

Fey Step
As children of the Feywild, Eladrin can teleport in the blink of an eye. This effortless movement not only defines their combat style but also serves as a reminder of their bond with the shifting, unpredictable magic of the faerie realms.

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.
}}