Homebrew Eldarin-Ori Species Details
Eldarin-Ori, most commonly known as Eldarin, are the said to be the ancient ancestors of elves, fey, and even magic. Their origin stems from the universe's creation itself, or so it's said.
"and as the world was born the Eldarin-Ori were already there. Ready to create and form the foundations of the cosmos..." -Segoroth, Master Arcanist.
The Eldarin live most of their lives in a deep hibernation, with short bursts of consciousness. Eldarin must hibernate within their towers for their power is too great a stress over the laws of magic over a course of time longer than millennia. The Eldarin come in many affinities, each being the trace ancestor of entire races of peoples, but even these affinities shift as the Eldarin develop and enter then exit their long hibernations. In some cases an Eldarin might enter hibernation a great warrior only to wake up a powerful mage. Some Eldarin may even change their affinity with enough focus and effort, unlocking their true power in short bursts to command their physical body to change. Choose your affinity or roll from the Eldarin affinity table. You can change your affinity by entering a meditative state for 8 hours, this doesn't cause exhaustion if you do this instead of a long rest but you do not heal or regain abilities/spell slots you might during a normal long rest.
Eldarin-Ori are strange, almost other-worldly, creatures even compared to their direct descendant races. Their hair defies gravity and can appear as if made of water, crystals, gas, wood, or normal hair. Their physical bodies are tall and thin, often reaching 7ft for most Eldarin. While related to elves, their bodies are almost that of exaggerated versions of elves. But most notable, and often jarring, of all is their eyes: large orbs of various colours and combinations of shapes. No Eldarin looks the same, even parents and child seldom look anything like each other, in part due to the Eldarin's ability to change their affinity (and by doing so skin colour, hair colour, and eye colour) along with their natural ability to change the Eldarin invoke many magics to alter their appearance in whatever way they see fitting at the time.
Eldarin-Ori can live for an untold amount of time, if not killed. Most are believed to be immortal, some losing track after 10,000 years. Eldarin are considered adults at about the ages 1,710 - 1995 (approximately 95 years per 1 human year) but their bodies reach adulthood at around 200 years old and look the same age forever onward. Eldarin mentally and physically age similar to normal elves, but due to societal and educational requirements they aren't considered knowledge enough to be adults until much later in life.
Eldarin Affinities
| d4 | Affinity |
|---|---|
| 1 | Light: Peace and goodwill, where the sun's light is shared with all. Realm of sky, and where light shines brightest. |
| 2 | Dark: Contemplation and dolor, where vibrancy slumbers and the desolate awaken. Realm of earth, and of deepest of places. |
| 3 | Wood: Cheerfulness and celebration, where merriment and hope dwell. Realm of nature, attuned with the forests. |
| 4 | Sea: Boldness and aggression, where unfettered energy is called to action. Realm of water, forever following the tides. |
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
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. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
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.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Eldarin-Ori Traits
As an eldarin, you have the following racial traits.Ancestor
You are one of the living ancestors to many creatures of the world. You gain proficiency in the skills: History or Arcana, and Nature or Religion.
Long Memory
Beginning at the 3rd level, the Eldarin-Ori, have enough focus to retrieve from their long memories, but they are fragmented due to their long hibernation cycles. While difficult, the Eldarin may force themselves to remember past events, culture, history, or information learned, that would normally have been lost to them. The Eldarin may only do this once per day (per long rest) and only remember about a subject that is currently or recently discussed. The details of the relocation are determined by the DM, but in most cases the Eldarin always remembers something (relevance/accuracy/details can be determined by a history check, where a 1 might mean a single word remembered and a 20+ could mean plot-important information).
Creature Type
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size
You are Medium.
Speed
Your walking speed is 30 feet.
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.
Fey's Ancestor
You are considered immune to the charmed due to being woven from magic itself.
Elder's Walk
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.
When you reach 3rd level, your Elder's Walk 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):
Light. Immediately after you use your Elder's Walk, 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.
Dark. When you use your Elder's Walk, 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.
Wood. When you use your Elder's Walk, 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.
Sea. Immediately after you use your Elder's Walk, each creature of your choice that you can see within 5 feet of you takes cold damage equal to your proficiency bonus.
Previous Versions
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1/7/2023 4:27:05 PM
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