Is Eladrin really there in dnd 5e?
Eladrin was a core race in only one edition: D&D 4e. They were not a core race in D&D 5e, and in 5th, they are available as PCs only with DM permission. If you use the 4th edition, it might seem weird that Eladrin isn’t a standard option in 5th, but 4th is the unusual edition—it was the edition that added Eladrin as a PC race never before seen in D&D.
The Eladrin are in Mordenkainen’s Tome of Foes
The Eladrin are also an optional playable sub-race of elf – At The DM’s Option – in the DMG (p. 286). Eladrin is in 5th edition D&D since creating races in the Dungeon Masters Guide and formalized variant in Mordenkainen’s Tome of Foes.
A DM is not expected to have all playable races or sub-race from all supplements in play in their campaign world, but it never hurts to ask.
Eventually, the Dungeon Master is the authority on the campaign and its setting, even if the setting is a published world (Players Handbook, p. 6)
Is eladrin immune to charm?
They gain a lesser racial bonus to their Will defense. In summation, they gain a balanced racial bonus to saving throws versus charm effects. Their ancestors were native to the Feywild, so you are considered a fey creature for effects related to creature origin.
Your path forward
Ask if you can play the Eladrin Option from the DMG (p. 286): is the DM OK with that? If not (apparently it is not), then get your hands on Mordenkainen’s Tome of Foes and present that material to the DM.
Ask the DM if that Eladrin is OK for you to play. If the DM is OK with that, then great, but if not, it didn’t hurt to ask. However, the DM has the final call on their campaign world.
In the case of the above double “No” answer, before you create yet another character, first ask your DM:
“What PC races are allowed in this campaign?”
The reason to ask that is not to create another character, only to get another “no” response. That is frustrating, to be sure; I ran into it twice in previous editions, so I learned to ask – before I build a character – from that experience.
What are some good 5E feats for an Archfey Eladrin warlock?
If you use a lot of rituals or (in my warlocks case), carry a shield. I’d suggest warcaster. You can cast if your hands are full and don’t have to worry about concentrating on your ritual when you get hit. Or, if you are Charisma-based (most warlocks are, but it’s possible not to be Charisma-based), I’d suggest inspiring leader (I know celestial warlocks get it at level 8 as a patron gift), a quick way to give everyone a small bit more temp health.
Other than that, I would focus on things that helped my party make up for what we were missing. If we are missing a dedicated healer, I will focus on spells that force disadvantage on opponents, or evasion for yourself, keep yourself alive. If you’re playing out of combat and want abilities to move around during travels, open doors, hide, or whatever makes your out of combat easier.
Or, if you were more into the combat side, focus on things during combat. Aside from warcaster, I’d focus on things to protect myself or help others. Being a jack of trades is more intriguing to my play style and character building. (Hence the shield)
In earlier editions, “eladrin” was a sort of formal or ancient term for what we refer to as high elves along with “fey” eladrin “fey eladrin,” we now just call “eladrin. This can be a bit confusing, but it is important to know that the word “eladrin” used to be used to refer to a variety of different things, but today it is just a reference to the elves in the Feywild.
We also have two versions of the stats for Eladrin in 5E. The initial version is now known as “variant eladrin,” The final and official version of their stats is simply known as “eladrin.” It is technically possible to play the old version; however, it’s not worth the effort. If you’re building something which requires Intelligence, just utilize “eladrin” and forget about the alternative version.
The Eladrin are part of the feywild. They are the longest-running and oldest human society of the multiverse. They’ve brought their elven architecture and culture to new heights by blending nature and structure using the fey wilds inherent chaos power. The majority of the first eladrin had lost their humanoid form and transformed into powerful fey. However, strangely the eladrin we recognize today are the ones that displayed the most restraint.
Eladrin have joined forces with the feywild, and, like the feywild, their existence is governed by their moods. Eladrin is passionate, susceptible to erratic mood swings, and tends to go wherever their hearts lead them. They value and cherish the individual’s freedom, appreciate music and art, and frequently are compelled to be surrounded by beauty.
On the surface, the eladrin appear somewhat like other elves but are slimmer, and their eyes tend to shine or sparkle, which reveals their inherent fairy-tale magic. The connection between their feelings and appearance makes them stand apart from other creatures of the elves. There are generally four “states” for an eladrin to reside in, each of which is tied to a specific emotion as well as one of the four seasons. Certain eladrin may live their entire life in the same “season” or “state,” and others will move back and back between them every time they change their clothes.
What characteristics do all varieties of eladrin have in common?
They all resist physical damage caused by non-magical attacks. All have darkvision, which is perfect for the ever-changing darkness that is the Feywild. They all possess the best natural armor, Magic Resistance, the Fey Step trait, and mastery of longswords and bows. This array of features lets them scurry through a field with ease, engaging and disengaging whenever they like, and suddenly appear nearby or far distance, whichever is less convenient for their target.
The spring eladrin are spellcasters first and skirmishers in the second. they don’t care about fighting off enemies but are focused on securing their territory. The challenge in managing their spells is that many of the spells they use require focus, and they can affect only one target at a time.
The hallucinatory terrain and the Enthrall are both exceptions to these limitations. Hallucinatory terrain can have a long casting time which makes it ideal than just a place to lay the groundwork before a fight taking place. The spring eladrin’s motives to conceal the environment may not involve combat but to manipulate. Enthrall will focus the attention of a group of people on the eladrin, permitting its companions to surround them or slide away, depending on what is required by the circumstance. Its range is identical to the Spring eladrin’s Joyful Presentence, which enchants all creatures within the 60-foot range.
The other spells of spring eladrin’s arsenal must be utilized to deal with enemies that aren’t affected by enthrall or Joyful Presence. They are likely to be those who are intolerant or resistant to being enthralled. A person who can charm is probably not an option. However, it is not a good option against targets on Joyful Presence has been absorbed or used as a desperate move.
Confusion requires concentration, but it is beneficial against multiple targets — four being the optimal number, as per the “Targets in Area of Effect” table found in Chapter 8 in the DMG, if people who are unable to do not resist the spring eladrin’s lures are located within a 10-foot radius of a circle. Tasha’s grouchy laughter, since it impairs, is ideal for a person who is an armed class or subclass equipped with Extra Attack. The Suggestion and the dance of Otto are not suitable for spring eladrin’s purpose. However, they can be useful against an opponent who has been shaking off Joyful Presence.
The fierce opponents who refuse to accept its appeal and insist on tackling the spring eladrin are likely to find it to be a difficult target. If confronted by a melee attacker, it starts with a Fey Step to disengage itself from an attack without creating an opportunity. It then moves another thirty feet, turns around, and then Multiattacks using Longbow once if it has to cast spells simultaneously at the same time or twice if it isn’t. If a ranged attack shoots it, it reverses the process move closer to the target as it can.
Fey moves the rest of the way into melee range and then Multiattacks using Longsword and two-handed (since it doesn’t have a shield) at least once, with the spell, or twice without spell. Suppose it isn’t able to complete the distance to the attacker at the range. In that case, it will either cast the appropriate spell or dodges (if it has allies) or counters snipes using its Longbow. The spring eladrin always thinks about moving ahead. If the enemy which the spring eladrin must defeat, you must, too, requires the use of a weapon it’s not using take it one turn when Fey Step is in cooldown to put one in storage and draw the other. Players with hands full could be willing to throw weapons onto the ground to trigger temporary switches; however, spring eladrin don’t.
Furthermore, because spring eladrin are not as interested in winning a knockdown fight rather than taking away their adversaries the ability to hurt them, you must be aware of why the fight is taking place in the first place. Is the spring eladrin present to disperse the PCs? Are they working on their own or in conjunction with fey allies, and do they want to cause harm to the PCs or simply navigating them around in the same way as the spring eladrin? Whatever the goal and whatever it is, it’s the primary goal for the spring eladrin to is only a threat to those who will not be swayed from violent resistance and would prefer to deal with the whole event with Joyful Presence as well as its ability to persuade (or deceit). If it’s severely injured (reduced to 50 HP or less), It gives up and retreats, avoiding as it moves.
Summer eladrins are a fierce shock attacker, a flaming up of wrath that is a personified version and whose primary goal–which can be derived from Fearsome Presence is to scare other people away. If this isn’t enough to deter invaders, the summer eladrin will use the edge of its sword instead.
If combat is afoot, its first step is to utilize its movement and Fey Step to take on the nearest opponent less than 60 yards from all competitors. Its Fearsome Presence will be effective and utilize Multiattack to strike twice with a Longsword and two hands. The summer eladrin will be less worried than the spring eladrin when it comes to using Fey Step to withdraw because it relies heavily on Fearsome Presence to cause its adversaries to move away from it, not the reverse. If they’re scared by it, they’re at a disadvantage when it comes to attacks (including opportunities attacks) as it’s hitting twice every turn and inflicting the equivalent of 20 damage for each strike which is why they’ll getaway.
It’s likely to use its chance attack whenever they do. If it’s leaving a scared combatant to fight with an opponent who isn’t scared, then it could make use of Fey Step at the start of the move to block the OA if the feature is available. However, when Fey Step isn’t available and can reach the other opponent using its normal motion, it won’t need to have to think regarding the OA.
In the following rounds, The summer eladrin selects an opponent who has escaped the effects of its Fearsome Presence or wasn’t affected by it initially. If it can reach the goal with its normal movements as a whole, or even normal movement with Fey Step, it will Multiattack with its Longsword. If it cannot reach the target, it draws its sword and pulls out its bow as Fey Step is recharging, then it will Multiattack with Longbow in its next turn. If an enemy changes direction and then comes back towards it, it switches back to Longsword.
What happens when PCs and summer eladrin meet?
What if, when PCs and summer eladrin meet for the first time, the latter is over 80 feet from the closest of them? Instead of charging a PC that isn’t reachable and being a leader with its bow, it employs its ability to intimidate the eladrin to leave. The fight will ensue when they try to approach in any way.
An eladrin from summer uses Parry against a melee attack only if another enemy uses magical weapons that could require Parry instead. Parrying weapons that are magic always have precedence over Parrying weapons that are not magic. Since the summer eladrin is controlled by the rage of its owner, it is unable to run away, regardless of how severely wounded it may be.
The eladrin of autumn, as well as spring eladrin, are spellcasters, first and foremost. They are not inclined to fight. In fact, despite their neutrality and chaos, They’re quite friendly and keen to assist. If they can, an autumn eladrin avoids fighting completely with its Insight ability to detect the players’ requirements and “get to yes” with them. While it is talking, it slacks off until it’s within 60 yards from all of them, for its Enchanting Presence can start immediately if a fight occurs.
The majority of the autumn spells of the eladrin–cure wounds restoration, higher healing, raise dead are boons, not strategies. Sleep, being an inherently cast 1st-level spell, is virtually useless against a team of adventurers of the highest level. The only way to use it is as a soft non-lethal chance to win against a few already injured enemies. In combat, the autumn eladrin relies mostly on peaceful emotions, which it employs to attempt to change the minds of those combating it and aren’t affected by the Enchanting Presence away from hatred to acceptance.
A fall eladrin does not move to strike. If a melee adversary confronts it, it can strike with a Longsword, deciding not to let its opponent fall unconscious or reduce the power to zero. Fey moves away and employs its remaining movement to reach an appropriate distance. It won’t use Longbow unless a ferociously antagonistic opponent does not respond to its appeals or is unable to resist it. It maintains the distance between 60 to 150 feet from the target. It shoots shots until the angry maniac is either defeated or defeated.
Foster Peace is an interesting aspect because it cannot stop an attack on the autumn eladrin by itself. It is only a problem for creatures who are charmed by eladrin. A part of the charmed condition is the inability to defend the person or thing that impressed you. The fall eladrin can use the feature to stop attacks on other creatures — eladrin’s friends possibly, or other third-party entities, which could spark the idea of the kinds of scenarios you could see when an autumn eladrin appears in.
Winter eladrin suffers from depression; they fight like everything else but with a sense of deep sadness that this event could not have been prevented. They’re spellcasters, not as a spry long-range spellcaster like spring eladrin. The winter eladrin won’t move unless they need to. They instead move their adversaries by using the Wind’s gusts.
The weapon attacks of the winter eladrin cause very little damage, so they’re not useful, even for potential attacks (Frigid Rebuke is a better way to use the winter eladrin’s response). The first line of defense is the Sorrowful Presence. Note its DC of this ability is considerably lower than the presence features of other Eladrin. An adventurer of higher level who cannot beat it has discarded Wisdom or is just not lucky. Therefore, it’s more likely that an eladrin will need to take extreme measures to combat the obnoxious interlopers during winter.
Conical of Cold
The most extreme of these measures is conical of cold, and an ice storm every winter’s eladrin is able the chance to use only one time. Ice storms can be used when more than four belligerents are placed within a 20-foot radius circle that doesn’t contain any target with charms. The cone of cold can only be used when the entire winter eladrin’s enemies insist on attacking it. In all cases, right before casting the cone, the winter eladrin uses Fey Step to reposition. Suppose it is about casting a cone that is cold shifts to the ideal position from where it can freeze its adversaries within the blast. Before launching an ice storm, it is aggressive enough to allow its enemies to surround it. Fey moves away to the safe distance, focusing the storm in the area the place it was. (It’s immune to the ice storm’s cold damage, but it’d be blowing damage if it was to stay still. )
In the meantime, waiting for the prerequisites for these magic spells to come into play, the winter eladrin calmly is seated, using a frigid Rebuke against the attacker who appears most likely to be the one to suffer. Its Intelligence may not be sufficient to be able to discern Constitution modifiers on character sheets. However, it’s enough for it to compare its stats through observation and decide which enemies have more or less Hale compared to each other. So, in the initial round of combat, it might allow one or more adversaries to take a swing at it without consequences before triggering Frigid Rebuke. After the initial round, it has the opportunity to assess all the attackers. It can determine which has the least Con mod. If another enemy can overcome Sorrowful Presence and then joins in the attack, it must go through the entire process and over.
Gust of Wind
In its turn, it shoots at a Gust of Wind in the direction it can push back the most amount of opponents. If there is an unbroken tie, it targets opponents who have the weakest Strength modifiers. Oh, that’s right, when it was comparing all the con mods, it paid particular attention to their Strength modifiers as well.
The fog cloud, as well as the gust of winds, require concentration. However, they do not interfere since the criteria of the winter eladrin for their use are completely distinct. A gust of Wind is designed to ward off melee attackers, whereas the winter eladrin holds on its own. Fog clouds are used to cover the retreat of the winter eladrin after being severely injured (reduced to 50 HP or less) or after having exhausted the day battling with both the ice storm and cone of cold and cone of cold, it finds the thought of fighting for a long time too sad and chooses to go home.
ETA an additional thought: My assumption in the above paragraph is that every eladrin doesn’t have an armored shield and uses both of its weapons in two hands. It requires being able to carry one and use the other in time. It’s possible, if you wish to increase the action of an eladrin to presume that it uses its Longbow with its left hand, holds its Longsword with one hand with its primary hand, and utilizes free movements with the blade (when engaging by using the blade) or to sheathe the sword (when using the bow) when needed, since it employs its main hand to draw arrows and nock the bow. This method seems to me to be slightly more sophisticated from a game mechanics standpoint. However, it is not as attractive from a biomechanics point of view. Who does their best sword work while holding an eight-foot bow in your other hand? (Yes, that’s exactly the length of a longbow. We think of them as our standard bow due to the power and range; however, they are massive sons-of-guns. Similar is the case with longswords. (When you think of “swords,” or “sword,” generic, or if you’ve been a fan of Final Fantasy, you’re thinking of a shortsword or the rapier.) However, I’m concerned much about verisimilitude; therefore, I would not play this way, but there’s nothing in RAW that suggests you shouldn’t.
Eladrin elf seasons
Eladrin in the springtime typically has hair and skin that are green. Their aura and presence are alive with new energy in such a way that plants and flowers may appear on their bodies. This state is associated with joyous and fun emotions as well as celebrations and joy. Eladrin, in the state of ecstasy, is usually cheerful, enthusiastic, positive, and inclined to mischief while being ignorant and naive to dangers that could be posed.
Eladrin, in the state of summer, typically has gold hair and skin. Their presence and appearance are intimidating. Nearly radiates the heat. The state is characterized by fierce and angry feelings, conflicts, and anger. Eladrins in this state are typically angry, motivated, and vindictive, and ready to fight in the face of danger.
Eladrin in the state of autumn is usually found to have hair of orange or red and skin, with their features look like the freshly fallen leaves of autumn. This state is associated with tranquil and calm feelings, self-reflection, and moderate resolutions. Eladrins, when in this state, are calm as well-meaning, open-minded, and are slow to make decisions without careful consideration.
Eladrins in winter states typically have white or pale blue facial hair. Their features are reminiscent of the rime of frost characteristic of the coldest months of the winter. The state is associated with emotional sadness and melancholy, anger, bitterness, and calm contemplation. Eladrin in this state is sad, depressed, and unhappy, prone to lash out angry, resenting others, and crying in a frozen state.
Eladrin is the same name as other Elf characters. The examples of names for elves in the handbook for players can be used to help your eladrin characters like any other elven creature.
The Eladrin belongs to elves, which means that most eladrin characteristics are shared with all Elves. Eladrin characters have the following traits of racial diversity.
Ability Score Increase: Your Dexterity score will increase by 2.
Age: While elves attain physical maturity around the same time as humans, their understanding of adulthood transcends physical development to include worldly experiences. The elf usually claims adulthood with an adult name at around 100 and may live to age 750.
Alignment: Elves love freedom and variety, and self-expression, so they tend to favor the more peaceful parts of chaos. They are adamant about protecting the freedoms of others as much as their own. They tend to be more good than bad. Drow is not the only exception. Their exile into the Underdark has rendered them deadly and dangerous. Drow is usually wicked than they are.
Size: Elf sizes vary from less than 5 feet to more than 6 feet tall. They are slim in their build. Your height is medium.
Speed: Your base walking speed is 30 feet.
Darkvision: As a person who is used to seeing dark forests, twilit trees, or the stars at night, you’ll have better vision in dark and dim lighting. You can see in dim light to within 60 feet of you like it was a bright light, and in the dark, like it’s dim light. It is impossible to discern color in dark conditions, but only grey shades.
Keen senses: Then you are proficient in the skill of perception.
Fey Ancestry: You can save the chance of being enchanted, and magic isn’t able to make you sleepy.
Trance: The elves don’t have to rest. Instead, they meditative deeply in a semi-conscious state for four hours every day. (The Common word for such meditation is “trance.”) While meditation, you may recognizably think about your dreams; these are mental exercises that are now automatic after years of practice. In this manner, you will reap the same benefits that humans do from 8 hours of rest.
Languages: You can speak or read and create Common as well as Elvish.
At present, they’re only the basic elven capabilities that each subrace of elf has. However, they’re crucial, so let’s look at them at each time.
Improved Ability Score: 2 to Dexterity. That can be useful for any class except if you’re making use of an alternate AC. It’s especially beneficial in martial classes looking for speed, accuracy, or range over the strength of brute force, such as Rogues and Monks or any of the many forms that are Rangers and Fighters.
Age: The 750-year old is a legendary life span that lets you experience a large part of the setting’s history. Explore the amount of time you’d like to appear.
Alignment: I’ve noticed that many gamers play elves as noble sticks that are stuck in the dirt (I blame the Lord of the Rings for that); however, their alignment is designed to lead you to a life of chaos. The elves have plenty of flexibility. They can pick the angle that best suits the character’s design.
Size: Thin, however, otherwise standard medium-sized builds.
Speed: Basic movement speed (unless you go wood elf).
Darkvision: It’s not a new phenomenon. However, it’s still useful nine times out of ten. Your game will encounter instances when seeing in darkness can be useful.
Keen senses: Perception is a master of all skills. Having it available for no cost may sound basic, but it’s highly appreciated.
Fey Ancestry: These cases are speculative. However, you’ll be happy with this capability should they ever arise. Make sure you remind your DM when he begins hitting the group with charm or sleep effects.
Trance: You’re able to remain awake for longer and only require half of your “sleep” like everybody else for long rests, which is awesome! The second part is slightly spooky since 5e has no specific rules for semi-consciousness. At present, most DMs will utilize their “passive Perception” rather than permit you to conduct perception checks when you’re in a state of trance. However, make sure you inquire with your DM how they’d like to address your trance state if it occurs.
Languages: Common and Elvish. Numerous regions in Toril have Elvish. Depending on your location, Elvish can be a useful language to keep within your bag.
We’re finally getting to the best part! This article will cover all characteristics of a race that you get from selecting eladrin as an elvish subrace:
Level up: Your Charisma score will increase by 1.
Fey Step: as an added option, you’ll be able to transfer up to 30 feet into an unoccupied area and that you can view. When you’ve used this feature, and you’re done, you’re not able to do it repeatedly until you’ve completed your short or long break.
Once you have reached the 3rd level, your Fey Step gains an additional effect based on the season you are in. If it requires you to make a saving throw, the DC is 8 plus your proficiency bonus plus Your Charisma modification:
Fall: Immediately after you take the Fey Step, two creatures in the distance of 10 meters have to be successful on a Wisdom saving to be enthralled by you for a minute up to the point that you and your friends take any harm or damage to them.
Winter If you take your Fey Step, a creature in the vicinity of 5 meters before your teleport will succeed on a Wisdom saving throw or become terrified at the beginning of the next round.
Spring: When using Your Fey Step, you can reach out to a creature that is willing that is within five feet. This creature then teleports to the opposite of you and appears in the space of your choice, which you can view within 30 feet of your location.
Summer: Immediately after you take the Fey Step, each creature of your choice that can be seen within 5 feet of you will take fire damage equivalent in value to the Charisma multiplier (minimum one damage).
NOTE! YOU CAN CHANGE SEASONS!
As an eladrin, you can change seasons after a long break. But it’s not! The rule hides in the description of eladrin, and I’ve seen athletes who commit to a specific season because they believe they need to.
Accuracy Score Increase +2 to Charisma It is useful for players who want to become “the “face of the party.” It’s especially useful for casters based on Charisma, such as Paladins Sorcerers Bards or Warlocks.
Fey Step: Fey Step is the cool main ability of eladrin, which gets altered slightly according to your time of year and is an excellent choice. An action-based teleport for free can be restored after a short break and isn’t counted when casting the spell. It is amazing. It’s great to use when you’re stuck, have to go someplace to solve a problem, or just because you require a bit of action to take on the evil ones.
Autumn: This is most likely the least effective in combat, but it has the greatest potential for combat. The appeal here is contingent and unreliable while fighting, but right for chatting your way through a few guards.
Winter: This is a sign that says, “I’m bamfing away, don’t follow me,” and could be very effective at keeping a baddie of you for a while. You can use it to create a more swift retreat.
Spring: Poofing, a person to where they’re supposed to be, is incredibly beneficial, as well as there are clever tag-team strategies that involve dropping your team members in the middle of the enemies. It may require some thinking, but it is a great tactical strategy.
Summer: If you’re playing a game with harmful effects, the ability could cause you to be sucked right into the place you’re required to go. Adding some automatic damage but still, leave you with your choice for the duration of the turn.