Homebrew Eladrin (5.5e) Species Details
Eladrin are elves native to the Feywild, a realm where beauty and danger share the same breath. The wild magic of that plane runs through them, letting an eladrin slip across a battlefield in the space of a heartbeat.
Every eladrin also resonates with one of four seasons -- not the turning of the calendar, but a captured emotional state of the Feywild itself. That season shapes an eladrin's temperament and even their looks, and it can shift as their heart does. Your Trance trait lets you change it.
- Autumn, a season of peace and generosity;
- Winter, a season of quiet grief and stillness;
- Spring, a season of joy and renewal;
- Summer, a season of boldness and fire.
Like other elves, eladrin can live more than 750 years.
Eladrin (5.5e) Traits
As an eladrin, you have the following special traits.Creature Type
You are a Humanoid. You also count as an elf for any prerequisite or effect that requires you to be an elf.
Darkvision
You have Darkvision with a range of 60 feet. Within that range, you see in Dim Light as if it were Bright Light and in Darkness as if it were Dim Light, though you discern colors in Darkness only as shades of gray.
Fey Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition on yourself.
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 character level 3, Fey Step gains an additional effect determined by your current season. If an effect requires a saving throw, the DC equals 8 plus your Proficiency Bonus plus your Intelligence, Wisdom, or Charisma modifier (choose the ability when you select this species).
Autumn. Immediately after you teleport, up to two creatures of your choice that you can see within 10 feet of you must each succeed on a Wisdom saving throw or have the Charmed condition for 1 minute. The condition ends early if you or your allies deal any damage to the charmed creature.
Winter. Before you teleport, one creature of your choice that you can see within 5 feet of you must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Spring. Instead of teleporting yourself, you can touch one willing creature within 5 feet of you. That creature teleports to an unoccupied space of your choice that you can see within 30 feet of you.
Summer. Immediately after you teleport, each creature of your choice that you can see within 5 feet of you takes Fire damage equal to your Proficiency Bonus.
Your Trance trait lets you change your season each time you finish a Long Rest, so the effect above can change from day to day.
Keen Senses
You have proficiency in one of the following skills of your choice: Insight, Perception, or Survival.
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 change your season, and you gain two proficiencies that you don't already have, each one with a weapon or a tool of your choice. You draw these proficiencies from shared elven memory, and you retain them until you finish your next Long Rest.
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Posted Aug 7, 2026This is an adaptation of the Monsters of the Multiverse Eladrin for 5.5e. I created this as although MotM is available as a source in D&D Beyond, many of the species are missing in the options.