Order of the Roll - Dungeons and Dragons Eladrin - Order of the Roll

Eladrin

DnD Eladrin Race

The Eladrin of Kushara are a mag­i­cal race made of liv­ing plant mat­ter. Their bod­ies are formed from leaves, stems, and bloom­ing buds, and they bear long, point­ed elven ears. They are deeply con­nect­ed to nature, espe­cial­ly the unique plants that grow only in Can­nafo­lia.

Cannafolia

Can­nafo­lia is a land shaped like a giant cannabis leaf, world-renowned for its mag­i­cal plants, aro­mat­ic smoke clouds, and end­less music. From heavy met­al to deep rap, rhythms and beats fill the air every­where, blend­ing with the scent of herbal vapors. Across the land­scape grow slow, puls­ing plants that not only heal but also inspire, relax, and some­times even make one float.

Seasons

The mag­ic of the Eladrin shifts with the sea­sons. In spring, they burst with ener­gy and blos­soms. In sum­mer, they radi­ate warmth and fire. In autumn, they grow mys­te­ri­ous and melan­cholic. In win­ter, they are calm, icy, and clear of mind. Each sea­son brings unique pow­ers, moods, and spells, mean­ing that no Eladrin is ever tru­ly the same—even with­in them­selves as the year goes by.

Life of an Eladrin

The Eladrin are the most relaxed race of DnD. They are known for their peace­ful nature, their love of music, nature, and rit­u­als, and of course their deep con­nec­tion to the sacred plants of their home­land. They live in small, green set­tle­ments where music is played, smoke fills the air, and sto­ries are shared beneath star­ry skies.

Beyond their mag­i­cal tal­ents, the Eladrin are also excep­tion­al artists. They cre­ate beau­ti­ful draw­ings using nat­ur­al pig­ments har­vest­ed from their sur­round­ings. Their art reflects dreams, mem­o­ries, and the whis­pers of the for­est. Every tree trunk or stone wall in Can­nafo­lia car­ries a touch of Eladrin art some­times play­ful, some­times mys­ti­cal, but always vibrant.

King Snoep

Can­nafo­lia is ruled by King Snoep, a leg­endary Eladrin with sil­ver dread­locks, an eter­nal smile, and a voice capa­ble of silenc­ing even the sea­sons. As king, he leads his peo­ple with rhythm and wis­dom, main­tain­ing the bal­ance between chill and strength.

Powers

The Eladrin are friend­ly, relaxed, and cre­ative, but do not under­es­ti­mate them. When the time comes to defend their land or ideals, they prove that their pow­ers run as deep as their roots.

Stats

Choose your sea­son or roll on the Eladrin Sea­sons table. Your Trance trait lets you change your sea­son.

Eladrin Sea­sons

     d4         Sea­son

       1       Autumn: peace and good­will, when sum­mer’s har­vest is shared with all

       2      Win­ter: con­tem­pla­tion and dolor, when the vibrant ener­gy of the world slum­bers

       3      Spring: cheer­ful­ness and cel­e­bra­tion, marked by mer­ri­ment and hope as win­ter’s sor­row                 pass­es

       4     Sum­mer: bold­ness and aggres­sion, a time of unfet­tered ener­gy and calls to action

  • Abil­i­ty Score Increase: 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. You can’t raise any of your scores above 20.

  • Age: Like oth­er elves, eladrin can live to be over 750 years old.

  • 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 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 3rd lev­el, your Fey Step 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)

  • Autumn: Imme­di­ate­ly after you use your Fey Step, 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.

  • Win­ter: When you use your Fey Step, 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.

  • 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.

  • Sum­mer: Imme­di­ate­ly after you use your Fey Step, each crea­ture of your choice that you can see with­in 5 feet of you takes fire dam­age equal to your pro­fi­cien­cy bonus.

  • Keen Sens­es: You have pro­fi­cien­cy in the Per­cep­tion skill.

  • 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 can gain two pro­fi­cien­cies that you don’t have, each one with a weapon or a tool of your choice select­ed from the Player’s Hand­book. You mys­ti­cal­ly acquire these pro­fi­cien­cies by draw­ing them from shared elven mem­o­ry, and you retain them until you fin­ish your next long rest.

  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, Smoke and one oth­er lan­guage that you want.
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