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🎎5e - Eladrin🎎
These elvish people are the most accustomed to life in the Dreaming (what some call the Feywild). It is sometimes said that eladrin are the most ancient lineage of elves with the closest blood link to other faeries, or that the elves expanded into The Dreaming and were there transformed. Settlements of eladrin empires (and the ruins thereof) can be found scattered all across the Faerie Realm, and some appear in the Material Plane where the boundary between worlds is thin.
Life in eladrin cities and villages is lively, even spectacular. Fey creatures of all stripes can find a place in the eladrin capitals, from quickling couriers to fortune-telling hags lurking in dark alleys. Even non-fey mortals can be found in eladrin settlements, such as foundlings, wanderers, and those stolen from their cribs as babies and replaced by changelings. In keeping with the kaleidoscopic politics of the Faerie Courts, eladrin settlements have feasts and celebrations many times a week, for ancient holidays, obscure political observances, and seemingly random birthdays of innumerable villagers and enchanted creatures.
Eladrin and other folk in their midst learn a handful of ways to traverse the gap between the visible world and the invisible world. There are certain “fey gates” in natural sites and ancient ruins which function as doors between the worlds, and with decades of exposure some eladrin learn the unlikely geometry of the Faerie Realm and the boundaries between planes. After years of passing through the fey gates, eladrin folk master the sensing of planar ripples — even the most subtle ones caused by their own heartbeat. From there, hopping between worlds becomes as easy as skipping rope.
Eladrin have a reputation for being arrogant and capricious. Part of that is true: even kindly eladrin usually take pride in their high status, but the best eladrin can be just as benevolent and noble as the most pure-hearted fairy. Still, vindictive faeries and their eladrin envoys are known to repay slights with cruel and unusual curses; wise mortals stay on their guard until an eladrin’s motive is clear.
Characters raised in the eladrin culture share a variety of traits in common with one another:
Skill Proficiencies: You gain 🎲Proficiency in 💃Deception, or one level of 🎲Expertise if you are already proficient.
Eladrin Weapon Training: You gain 🎲Proficiency with 🗡️Swords.
Languages: You have three mastery levels in 🗣️Common, 🗣️Elvish (Wood) and 🗣️Sylvan
Fey Sublimation: In addition to being Humanoid, you also have the Fey creature type.
Twilight Step: You can forego your movement on your turn to teleport 30 feet to an unoccupied space you can see.
Number of Uses: Once you’ve used this benefit, you can’t use it again until you finish a Short or Long Rest.
Invocation of the Eladrin Lords: Hierarchies among the fey often deploy pact magic and a ripple of that power is available to all eladrin subjects. You know one cantrip from Table: Eladrin Invocations, based on the aspect of nature you wish to manifest or that of your liege. Your spellcasting ability for this cantrip is INT, WIS, or CHA (whichever is highest). Your selected aspect also imparts minor changes of your choice to your appearance, such as to your eye and hair color, skin tone, or even the color of your clothing. At the end of a 😴Long Rest, you can change your selected aspect.
Eladrin Invocations
Autumn: ☄️Resistance
Hiding: ☄️Minor Illusion
Respite: ☄️Mending
Rot: ☄️Chill Touch
Spring: ☄️Druidcraft
Stars: ☄️Dancing Lights
Storm: ☄️Shocking Grasp
Summer: ☄️Produce Flame
Toxicity: ☄️Pestilence
Winter: ☄️Ray of Frost