Mordenkainen Presents: Monsters of the Multiverse
Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons — affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.
Like other elves, eladrin can live to be over 750 years old.
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Eladrin Seasons
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d4
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Season
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1
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Autumn:
peace and goodwill, when summer's harvest is shared with all
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2
|
Winter:
contemplation and dolor, when the vibrant energy of the world slumbers
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3
|
Spring:
cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes
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4
|
Summer:
boldness and aggression, a time of unfettered energy and calls to action
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Ability Score Increase.
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
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Creature Type.
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
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Speed.
Your walking speed is 30 feet.
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Darkvision.
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. You discern colors in that darkness only as shades of gray.
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Fey Ancestry.
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
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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.
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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):
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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 the creatures.
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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.
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Spring.
When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
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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 proficiency bonus.
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Keen Senses.
You have proficiency in the Perception skill.
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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.
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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.
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Languages.
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The
Player’s Handbook
offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Mordenkainen's Tome of Foes
Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:
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Autumn
is the season of peace and goodwill, when summer's harvest is shared with all.
-
Winter
is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
-
Spring
is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
-
Summer
is the season of boldness and aggression, a time of unfettered energy.
Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season.
When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.
The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.
Autumn
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d4
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Autumn Personality Trait
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1
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If someone is in need, you never withhold aid.
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2
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You share what you have, with little regard to your own needs.
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3
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There are no simple meals, only lavish feasts.
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4
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You stock up on fine food and drink. You hate going without such comforts.
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d4
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Autumn Flaw
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1
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You trust others without thought.
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2
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You give to the point that you leave yourself without necessary supplies.
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3
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Everyone is your friend, or a potential friend.
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4
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You spend excessively on creature comforts.
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Winter
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d4
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Winter Personality Trait
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1
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The worst case is most likely to occur.
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2
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You preserve what you have. Better to be hungry today and have food for tomorrow.
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3
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Life is full of dangers, but you are ready for them.
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4
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A penny spent is a penny lost forever.
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d4
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Winter Flaw
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1
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Everything dies eventually. Why bother building anything that is supposedly meant to last?
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2
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Nothing matters to you, and you allow others to guide your actions.
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3
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Your needs come first. In winter, all must watch out for themselves.
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4
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You speak only to point out the flaws in others’ plans.
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Spring
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d4
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Spring Personality Trait
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1
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Every day is the greatest day of your life.
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2
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You do everything with enthusiasm, even the most mundane chores.
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3
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You love music and song. You supply a tune yourself if no one else can.
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4
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You can’t stay still.
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d4
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Spring Flaw
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1
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You overdrink.
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2
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Toil is for drudges. Yours should be a life of leisure.
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3
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A pretty face infatuates you in an instant, but your fancy passes with equal speed.
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4
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Anything worth doing is worth doing again and again.
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Summer
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d4
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Summer Personality Trait
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1
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You believe that direct confrontation is the best way to solve problems.
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2
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Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.
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3
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You stand tall and strong so that others can lean on you.
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4
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You maintain an intimidating front. Better to prevent fights with a show of force than to harm others.
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d4
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Summer Flaw
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1
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You are stubborn. Let others change.
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2
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The best option is one that is swift, unexpected, and overwhelming.
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3
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Punch first. Talk later.
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4
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Your fury can carry you through anything.
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Ability Score Increase.
Your Dexterity score increases by 2, and your Charisma score increases by 1.
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Age.
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. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
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Size.
Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
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Speed.
Your base walking speed is 30 feet.
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Darkvision.
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. You can't discern color in darkness, only shades of gray.
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Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
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Trance.
Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
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Keen Senses.
You have proficiency in the Perception skill.
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Fey Step.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or 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 Charisma modifier. The effects are as follows:
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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.
-
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.
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Spring.
When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
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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).
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Languages.
You can speak, read, and write Common and Elven.