Eladrin Elf Dmg Vs Tof
Racials got toned back down in 5e to match the new tamer power level, and a lot of these special powers went by the wayside unless they were truly iconic. Eladrin reverted to the more familiar High Elf name and the 'teleport cuz magic' power was replaced with a more generic utility in the form of a free cantrip. Eladrin is one of the core player character races in Dungeons& Dragons 4th Edition introduced in the Player's Handbook. Eladrin are similar in height to humans. They are slim, and even the strongest look simply athletic rather than muscular. They have the same range of complexions as humans, though they are more often fair than dark. Their straight fine hair is often white, silver, or pale. A damage roll determines how much damage you deal with an attack. Damage rolls vary widely with the different powers and weapons that can be involved, but the basic formula is often the same. Roll the damage indicated in the power description. If you’re using a weapon for the attack, the damage is often some multiple of your weapon damage dice. Add the ability modifier specified in the power. May 21, 2018 The eladrin are a kind of elf who live in the Feywild. Years of living in this wild realm have given the eladrin the ability to shift their form, granting them the ability to change their forms. April Fools Subraces. Subrace variants with a more comedic twist. Incomplete Subraces. Subrace variants with one or many improving, reviewing, or removing templates present. Please help work on the problem presented on the templ.
Dungeons & Dragons has a new publication out, filled with all sorts of great lore and monsters from throughout the D&D multiverse. While Mordenkainen's Tome of Foes is primarily aimed at DMs looking for new challenges to throw at their players, it also contains several new playable races for players looking to create a more exotic character for their next campaign.
Most of these races will be familiar to longtime D&D fans -- the eladrin, shadar-kai, and duergar all appear in Mordenkainen's Tome of Foes. However, this book marks the first time that many of these races have playable options in 5th edition games.
Here's a look at all the exciting playable races available in Mordenkainen's Tome of Foes:
Tieflings are one of the core races in Dungeons & Dragons' Fifth Edition -- humans whose ancestors once made a deal with a devil from the Nine Hells. However, Mordenkainen's Tome of Foes adds nine tiefling subraces, each of which are tied to a different ruler of a layer of hell.
Each subrace has a different ability score increase - while all tieflings still retain a +2 to their charisma skill, some subraces get a secondary +1 increase to a score besides Intelligence. Tieflings connected to Dispater get a +1 to Dexterity, while tieflings with a tie to Fierna get a +1 to Wisdom.
In addition, the innate spells a tiefling learns automatically also change depending on their subrace. Tieflings with a tie to Baalzebul (a devil of corruption) use spells like ray of sickness or crown of madness, while tieflings with a tie to Levistus, a devil eternally trapped in ice, can use spells like ray of frost and armor ofAgathys.
2019-7-16 TransMac - Make DMG File Bootable USB on Windows. This is a fairly robust application for creating bootable USB on Windows from a DMG file. However, there's a preparatory step to be executed before you can create the bootable USB drive. This recipe will explain how to make a USB Thumb Drive bootable with the OS X Lion Developer Preview installer on it and in turn allow you to install Lion on a Mac without an optical drive (ie Macbook Air line). We will need a copy of the installer dmg (not. Right-click on Install OS X Lion (this is the installer you downloaded from the Mac App Store), and select Show Package Contents from the pop-up menu. Open the Contents folder. Open the SharedSupport Folder. Within the SharedSupport Folder is an image file called InstallESD.dmg. Right-click the InstallESD.dmg file and select Copy from the pop.
Players who particularly like rogues, wizards, or sorcerers should particularly like some of these tiefling subraces, as they have handy traits that could be useful at lower levels.
The eladrin are one of the most interesting subraces in Mordenkainen's Tome of Foes. The eladrin are a kind of elf who live in the Feywild. Years of living in this wild realm have given the eladrin the ability to shift their form, granting them the ability to change their forms and abilities based on their moods.
At the end of a long rest, the eladrin can shift their form to match that of one of the four seasons, changing the color of their skins, hair, and clothes along with their moods and abilities. An eladrin tied to autumn is particularly generous and kind, while an eladrin tied to the summer is particularly bold and aggressive.
All eladrin get a Charisma boost of +1 (along with the +2 to Dexterity shared by all elf races) and they also have use of a fey step, which acts as a type of short teleportation ability. The fey step gains a secondary ability depending on what season an eladrin is currently connected to. For instance, an autumn eladrin can charm a creature within 10 feet of a space they teleport to, while a spring eladrin can choose to teleport another willing creature instead of themselves.
Sea elves aren't covered in too much details in Mordenkainen's Tome of Foes, but they do have their own subrace stats in the publication. Sea elves get a +1 boost to their Constitution stat and have proficiency with weapons like the trident and net. They also can swim and breathe water and can talk to fish and other creatures that have an innate swimming speed.
Basically, if you want a character that's a bit like Aquaman, you can make a sea elf character. Maybe your DM will even let you have a harpoon hand or an oversized trident just like the DC superhero!
The shadar-kai are elves that live in the Shadowfell, a plane of shadows ruled by the Raven Queen. At one point, the shadar-kai were normal elves, but years of living in the shadow plane permanently altered their forms. Because of their connection to the Raven Queen, the shadar-kai are essentially immortal, but their bodies show their extreme age whenever they return to the Shadowfell.
Shadar-kai have an innate resistance to necrotic damage, making them a great options for campaigns against vampires, ghosts, or beholders. They also have a teleportation ability that grants them resistance to all damage after they use it, but can only be used once after a long rest.
The duergar are a kind of dark dwarf, a tribe of dwarves imprisoned by mind flayers and subjected to cruel experimentation. When the duergars broke free of their bonds (due to a pact made by the leader with Asmodeus, the ruler of the Nine Hells), they discovered that normal dwarves had essentially branded them as heretics. As such, the duergar retreated to the underdark and vowed revenge against the dwarven gods who abandoned them.
Duergar possess many of the same qualities as dwarves, they're hardworking and are excellent craftsmen, but they take no joy in their accomplishments. They're also deeply paranoid and typically hoard their belongings, refusing to share resources that could help their party.
Duergar have superior darkvision and access to a small pool of spells, the result of mind flayer experiements. Players can cast enlarge/reduce and invisibility on themselves once per long rest, but only when not in direct sunlight.
The githzerai and githyanki were once part of the same Gith race, and they were slaves to the mind flayers. Eventually, the Gith successfully rebelled from the mind flayers but split into two factions. The githyanki live on the Astral Plane, ruthless conquerers who wield silver swords and partner with red dragons. The githzerai, on the other hand, are reclusive pacifists that live in Limbo.
Githzerai and githyanki both have psionic abilities. Githzerai can use the mage hand, shield, and detect thoughts spells, while githyanki can use mage hand, jump, and misty step. Githyanki also have a bonus language and have proficiency in one bonus skill or toll. Meanwhile, githzerai have advantage throws on saving throws against charmed or frightened conditions due to their mental discipline.
Deep gnomes are gnomes who live in the Underdark and lack much of the joy and love of discovery of other gnomes. Deep gnomes (also known as the svirfneblin) are interested mainly in mining for valuable minerals and gems and rarely venture into the surface world.
0commentsIn addition to having superior darkvision and the ability to hide in rocky terrain and the underground, deep gnomes can also take the Svirfneblin Magic trait. This gives them access to the spells nondetection, blindness/deafness, blur, and disguise self even if they aren't a spellcasting class.
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From D&D Wiki
5e Dmg Eladrin
This page is of questionable balance. Reason: A bonus feat is the human's thing. No other race should have it. '+5 resistance vs. powers with the sleep keyword.' doesn't make any sense. The feat Fey Senses is worse than taking Skill Focus (and I would hope that it is meant to say '+2 feat bonus'.
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This page is incomplete and/or lacking flavor. Reason: Missing beliefs and communities.
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This page was marked as abandoned on 09:04, 29 January 2019 (MST) because: balance issues still exist (discuss) If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion. Edit this Page All abandoned pages |
- 1Half-Eladrin
Half-Eladrin[edit]
Heroes born of humans and eladrin who possess an innate talent for command and deceit alike.
Racial Traits |
Average Height: 5'5 – 6'2 |
Average Weight: 130 – 200 lbs |
Ability Scores: +2 Intelligence, +2 Charisma |
Size: Medium |
Speed: 6 squares squares |
Vision: Low-light vision |
Languages: Common, Elven |
Skill Bonuses: +2 Bluff, +2 Insight |
Adaptable: At 1st level, you gain a bonus feat |
Dual Heritage: You can take feats that have either eladrin or human as a prerequisite (as well as those specifically for half-eladrin) as long as you meet any other requirements. |
Sleep Resistance: +5 resistance vs. powers with the sleep keyword. |
The children of humans and eladrin, half-eladrin are a race more rare than their half-elf counterparts but no less important.
Play a half-eladrin if you want…
- to be a cunning and agile-minded warrior
- to be a charming and alluring leader who draws others to them
- to be a member of a race that favors the Wizard, warlock, or warlord classes
Physical Qualities[edit]
Half-eladrin are about the same height as full-blooded eladrin but possess greater muscle mass generally speaking. Compared to humans they are rather slim, though not as much as an eladrin or elf would be. A half-eladrin typically takes after their human parent in skin complexion, though fairer from the eladrin influence on the bloodline. Half-eladrin eyes and hair are however often of a variety uncommon to humans, though seen frequently amongst eladrin. Like humans, half-eladrin males can grow facial hair, though they are less likely to do so than half-elves.Half-eladrin generally wear what is typical for the culture they were raised in. For a half-eladrin raised among humans that can be just about anything. Half-eladrin raised amongst full-blood eladrin however tend to favor the same loose, elaborate robes that are favored amongst eladrin. Some half-eladrin prefer to gather items from both cultures, either out of a desire for variety or a sense of belonging to both races.
Half-eladrin lifespans are equal to those expected amongst half-elves, slightly longer than that of a human. Like half-elves, eladrin, and elves, half-eladrin do not age substantially as they approach death, remaining spry even as they near their mortal end.
Attitudes and Beliefs[edit]
<!-Description. What are the race's individual attitudes and beliefs? What are the race's social attitudes and beliefs?->
Half-Eladrin Communities[edit]
Half-Eladrin Adventurers[edit]
Warlock: Leshanna is a half-eladrin warlock whose charisma draws others to her in spite of her dark connections. Leshanna has made pacts with infernal spirits, granting her magical powers that exceed those of many lesser individuals. Leshanna is most at home amongst her human family, though she has lived with both sides of her heritage at various points in time and her parents remain together. Unlike man half-eladrin Leshanna does not think about her mixed heritage, to her its just another mundane facet of an otherwise interesting life.
Warlord: Soveliss is a half-eladrin warlord who lives in a duchy in which humans and eladrin live side by side. Far from an abnormality Soveliss is actually something of an expected occurrence and many half-eladrin in his land have half-eladrin parents themselves. Soveliss is one of them and both of his parents are also half-eladrin. In this cosmopolitan and open-minded culture Soveliss thrived, rising through the ranks of its revered military to become an officer. Soveliss leads his soldiers into battle with the intelligence of a human and the grace of an eladrin, betraying both sides of his mixed heritage in a land where such qualities are considered the norm.
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Three sample Half-Eladrin adventurers are described below.

Roleplaying a Half-Eladrin[edit]
When creating a Half-Eladrin adventurer, here are a few points to consider.
Versatile Half-eladrin, like all true half-breeds, are more than just a random combination of their two heritages. While they are indeed ambitious and versatile like humans as well as possessing some of the sense and flexibility of their eladrin ancestors a half-eladrin also possesses a little more. Amongst both humans and eladrin they possess a personal presence that is uncommon, drawing attention and serving well as leaders or conmen.
Sneaky Half-eladrin, much like half-elves, like to be around other people though unlike half-elves they tend to be more deceitful and suspicious than either of their two ancestral bloodlines would merit. All the same a half-eladrin, regardless of their motives, can draw others to them like a beacon of light around which others rally. As such half-eladrin often make excellent officers or thieves, depending on their morality.
Realistic Half-eladrin are often of a grimmer and more contemplative nature than half-elves or humans but possess none of the distant and aloof nature that separates eladrin from other races. Instead, half-eladrin eagerly seek out members of most other races as potential allies, though they may be less inclined to ally themselves with a half-orc than they would a dwarf or halfling. Nor do half-eladrin generally trust tieflings, though they are known to make exceptions.
Upbringing Half-eladrin raised among full-blood eladrin often seek out adventure from a sense of ambition that is left unrewarded amongst the austere high elves. For those raised amongst humans curiosity about their heritage or a desire to get away from shorter-lived humans may be their motive. In any case, half-eladrin make valuable members of any party.
Half-Eladrin Characteristics: Adaptable, alluring, ambitious, bold, deliberate, friendly, graceful, open-minded
Half-Eladrin Names: Typically eladrin or human names, though some half-eladrin have names more typical of other races.
Half-Eladrin Racial Options[edit]
Paragon Paths:
Epic Destinies:
Half-Eladrin Feats[edit]
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Half-Eladrin Utility Powers[edit]
Eladrin Elf Dmg Vs Tofte
When your Half-Eladrin character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a Half-Eladrin utility power of the same level or lower.
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