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.