Playing an Eladrin from MPMM gives you the following traits:Ībility Scores – You can increase one ability score by 2 and a different score by 1, alternatively you can increase three different ability scores by 1.Īge – Like other elves, Eladrin can live to be over 750 years old.įey Ancestry – You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Note! The following includes Fey Ancestry and Trance, however, these features differ significantly from the above, despite having the same name. The rules of hospitality: Playing an MPMM Eladrin 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 Charisma modifier (minimum of 1 damage).That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. Spring – When you use your Fey Step, you can touch one willing creature within 5 feet of you.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.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.
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 Charisma modifier: Once you use this trait, you can’t do so again until you finish a short or long rest. Your season affects the following ability.įey Step – As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. When finishing a long rest, you can change your season. Languages – You can speak, read, and write Common and Elvish.Ĭhoose your Eladrin’s season: autumn, winter, spring, or summer. You otherwise obey all the rules for a long rest only the duration is changed.
If you meditate during a long rest, you finish the rest after only 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. (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. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Keen Senses – You have proficiency in the Perception skill.įey Ancestry – You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You can’t discern color in darkness, only shades of gray. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.ĭarkvision – 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. Playing an Eladrin gives you the following traits:Īge – 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. Things are not as they seem: Playing an Eladrin Some Eladrin associate with one season for their entire lives, whereas others transform and shift seasons with much more regularity. In contrast, an Eladrin experiencing winter would be filled with contemplation and sadness as if the vibrant energy of the world was slumbering.
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An Eladrin currently experiencing summer would be full of boldness and aggression, unfettered energy, and calls to action. Their emotions become tied directly to the Feywild, changing their appearance as the seasons change around them. Using this energy they can traverse distances in the blink of an eye, and bend the energy to their emotions to create effects whilst they do so. The Eladrin are elves of the Feywild, in touch with the beautiful and whimsical land that they dwell in, and the energies that suffuse it. Whilst the original is a subrace of elf, the MPMM version is a self-contained race that doesn’t refer to the elf stats in the Player’s Handbook (PHB), whilst still being considered an elf for mechanical purposes.
This is a separate version and does not overwrite the original, it just presents a different way of playing an Eladrin using more current design conventions. The Eladrin race was first published in Mordenkainen’s Tome of Foes ( MToF), and an updated version was more recently published in Mordenkainen Presents: Monsters of the Multiverse (MPMM). These elves are closer to their Feywild origins than their other pointed ear cousins.