Homebrew [Astral Compass] Eladrin Species Details

Among the many peoples touched by the Feywild, none are so deeply bound to its primal essence as the Eladrin. Rare even among elvenkind, Eladrin are not merely elves with fey influence, they are beings born of the Feywild itself, shaped directly by its oldest and most untamed magics. Though their forms loosely resemble those of High Elves or Wood Elves, this similarity is only at a glance and superficial. Eladrin are counted among the eldest of the Wild Fey, entities whose origins trace back to the first stirrings of the Feywild. From this lineage comes their remarkable intellect, otherworldly presence, and innate connection to the rhythms of nature. 

The Eladrin are the founders and stewards of the Courts of Seasons, their identities tied to the turning of the year. Each Eladrin embodies one of the four great seasons: Spring, Summer, Autumn, or Winter, while a rare few represent the fleeting moments between them, the liminal spaces where change itself takes form. 

Many Eladrin serve within the great fey courts. Most renowned are those aligned with the Seelie Court, acting under the will of the Archfey King Oberon and Queen Titania, and those of the Unseelie Court, who serve the darker designs of Archfey such as Lucidrean and Sammanar. 

Though not truly immortal, Eladrin are ageless. They do not wither with time and may endure indefinitely unless slain by violence or undone by rare and potent afflictions. Eladrin possess a natural resistance to the beguiling magic of the Fey, a trait born from familiarity rather than immunity. They are consummate players of games: social, magical, and political alike, favoring cunning, bargains, and subtle manipulation over open conflict. As such, an Eladrin may be either a welcome ally or a dangerous adversary, for their methods are rarely straightforward and their motives often veiled.

Verandrin

Verandrin have a soft, lively appearance that reflects new growth and blooming life, with skin tones of pale green, pink, or ivory and bright green or pink eyes. As members of the Seelie Court, they are known for their warmth, curiosity, and welcoming presence, often acting as friendly faces among the fey. In the Feywild, Verandrin favor lush, blooming environments: flower-filled meadows, budding forests, and places where life is just beginning to flourish. They tend to carry an uplifting, hopeful energy wherever they go.

Primaverdin

Primaverdin are vibrant and radiant, with bold skin tones of verdant green, amber, sky blue, or coral, and bright yellow or blue eyes. Aligned with the Seelie Court, they embody passion, confidence, and a strong, energetic presence. In the Feywild, they are most often found in sun-drenched regions such as open glades, golden fields, and warm coastal groves. Primaverdin tend to be expressive and driven, with personalities as intense and brilliant as the height of summer.

Otondrin

Otondrin carry the rich, earthy tones of autumn, with skin in shades of orange, red, ochre, and brown, and deep amber or red eyes. As part of the Seelie Court, they are often seen as thoughtful and balanced, with a calm, grounded demeanor. They favor Feywild regions touched by change: forests of falling leaves, harvest lands, and quiet woodlands where the air feels crisp and reflective. Otondrin give off a steady, introspective vibe and tend to approach life with patience and intention.

Invierdrin

Invierdrin appear cold and striking, with pale white, ice blue, or silver skin that can seem almost frosted, paired with sharp ice-blue or silver eyes. Aligned with the Unseelie Court, they carry an aura of quiet control and emotional distance. In the Feywild, they favor frozen tundras, snow-covered forests, and silent, glacial landscapes where movement is slow and deliberate. Invierdrin often come across as calm, precise, and difficult to read, embodying the stillness and severity of winter.

Decadrin

Decadrin have a dark, unsettling appearance, with skin tones of grey, purple, or black that may appear faded or shadowed, and dull purple or yellow-green eyes that seem unnatural. As the primary members of the Unseelie Court, they are often associated with unease and inevitability, carrying a heavy, ominous presence. In the Feywild, they favor places of decline: rotting forests, withered groves, fungal expanses, and lands where life is breaking down to become something new. Decadrin are quiet and observant, leaving a lingering sense of discomfort in their wake.


Eladrin Traits

Creature Type: You are a Fey but are also considered a Humanoid for any prerequisite or effect that requires you to be a Humanoid.
Size: Medium (about 5–6 feet tall)
Speed: 30 feet

[Astral Compass] Eladrin Traits

As an eladrin, you have the following racial traits.

Eladrin Origins

You can choose between the following Eladrin Origins: Primaverdin (Spring), Verandrin (Summer), Otondrin (Autumn), or Invierdrin (Winter)

  • Primaverdin (Spring). As a Primaverdin you gain resistance to Thunder Damage and learn the Cantrip Druidcraft.
  • Verandrin (Summer). As a Verandrin you gain resistance to Fire Damage and learn the Cantrip Light.
  • Otondrin (Autumn). As a Otondrin you gain resistance to Psychic Damage and learn the Cantrip Message.
  • Invierdrin (Winter). As a Invierdrin you gain resistance to Cold Damage and learn the Cantrip Minor Illusion.
  • Decadrin (Decay). As a Decadrin you gain resistance to Necrotic Damage and learn the Cantrip Spare the Dying.

Darkvision

You can see in dim light within 90 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.

Wild Fey Ancestry

Your connection to the tumultuous Fey Wilds grants you with abilities to survive the more wild parts of the Fey. You are immune to the charmed condition as well as have advantage on resisting enchantment spells and ending their conditions

Fey Step

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 Fey Step gains an additional effect based on your origin; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier 

  • Fey Step – Primaverdin (Spring). When you use your Fey Step, 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.
  • Fey Step – Verandrin (Summer). Immediately after you use your Fey Step, creatures of your choice that you can see within 10 feet of where you arrive take fire damage equal to your proficiency bonus.
  • Fey Step – Otondrin (Autumn).  Immediately after you use your Fey Step, creatures of your choice that you can see within 10 feet of where you arrive 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.
  • Fey Step – Invierdrin (Winter).  Immediately after you use your Fey Step, creatures of your choice that you can see within 10 feet of where you arrive must succeed on a constitution saving throw or be Blinded until the end of your next turn.
  • Fey Step – Decadrin (Decay). Immediately after you use your Fey Step, creatures of your choice that you can see within 10 feet of where you arrive must succeed on a Wisdom saving throw or be Frightened of you until the end of your next turn.

Trance

You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice You acquire these proficiencies by drawing them from shared Fey memory, and you retain them until you finish your next long rest.

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