Cave Glide (Recharge 4–6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. Or if the Eladrin is trapped inside of an object or terrain it can teleport to the closest open space in any random direction (including up or down)
Innate Spellcasting. The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind
1/day each: conjure elemental (only earth), elemental bane
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Pearlescent Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature is stunned for 1 minute. While stunned in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Presence for the next 24 hours.
Whenever the eladrin deals damage to the stunned creature, it can repeat the saving throw, ending the effect on itself on a success
Crystal: once per week the eladrin can choose to remove a crystal from its body worth 100 gold. If another creature does this or an eladrin tries to do this within the week, the the eladrin takes 3d10 damage and the crystal is only worth 10 gold.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.
Longbow.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage (flavored as rock crystal growth)
One with crystal: the eladrin can cast shield as a reaction. This can only be done 3 times a day and is flavored as a large growth of crystals.
Description
The eladrin looks similar to an elf with darker and tougher skin with Crystal's growing from the eladrin body. However the features of the elf are more angular and rough.
The Crystal's that grow on eladrin are based off of a random crystal that was near (within 1 mile) the eladrin during conception, but the process does shows a heavier preference for the crystal from ones parentage. Crystal eladrin can only be born with a single crystal type and nothing more.
Crystal eladrin evolved from elves who ( like the seasonal eladrin) fled the material world and found themselves to the elemental plane of earth. After many years they adapted to live in the caves of the plane. The crystal eladrin propagated most of the known plane with their ability to teleport (their rock glide) using that they traveled randomly and if they got a good direction they could travel miles instantaneously to a new cavern with any companions who got the same direction in the same area.
Crystal eladrin can come off as cold and orderly to new comers as they are used to Dao and other greedy beings using their natural crystal Growth as a source of wealth. But when proven trustworthy many eladrin colonies will welcome you. Joining a colony is far harder to do though so dont get your hopes up that the salt rocks and basilisk hamstring is an open invite to the family.
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