Fey Step (Recharge 4–6). As a bonus action, The eladrin can magically teleport up to 30 feet to an unoccupied space you can see. Immediately after they use their Fey Step, up to two creatures of their choice that you can see within 10 feet of you must succeed on a Wisdom saving throw (Spell Save DC 14) or be charmed by them for 1 minute, or until them or one of their companions deal any damage to it.
Innate Spellcasting. The eladrin's innate spellcasting ability is Wisdom (spell save DC 14). The eladrin can innately cast the following spells, requiring no material components:
1/day each: Calm Emotions, Sleep
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Multiattack. The Eladrin can makes two attacks with his Scimitar, or Longbow.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Detect Portal. As an action, The eladrin can detect the distance and direction to the closest planar portal within 1 mile of them.
Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
Close Portal. As a reaction, the eladrin can attempt to Counterspell (as a 2nd-level spell) a spell with the teleportation tag. On a failed Counterspell the portal becomes immune to this ability for 1 hour.
Comments