LoyalPaladin
2019-01-04, 02:44 PM
This is a work in progress of mine. Ever since WotC released Unearthed Arcana: Eladrin and Gith (https://media.wizards.com/2017/dnd/downloads/UA-Eladrin-Gith.pdf) I've been unable to think about anything other than converting these to my native 3.5 system. I imagine them as somewhat of a fey, Woodling (MM III, pg. 138), Wild Elf (SRD (http://www.d20srd.org/srd/monsters/elf.htm)) hybrid.
I'm balancing around a +2 to +3 LA, suggestions welcome.
The Eladrin
https://gdurl.com/7xOU
Winter, Spring, Summer, and Autumn Eladrin. (Left to Right)
Eladrin, 1st-Level Warrior (http://www.d20srd.org/srd/npcClasses/warrior.htm)
Size/Type:
Medium (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat) Outsider (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType) (Fey (http://www.d20srd.org/srd/typesSubtypes.htm#feyType), Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype))
Hit Dice:
1d8 (4 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
19 (+1 Dex, +3 studded leather, +1 light shield, +4 natural armor), touch 11, flat-footed 18
base Attack/Grapple:
+1/+2
Attack:
Longsword +2 melee(1d8+1/19-20) or shortbow +3 ranged (1d6+1/×3)
Full Attack:
Longsword +2 melee(1d8+1/19-20) or shortbow +3 ranged (1d6+1/×3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Entangle 1/day
Special Qualities:
Eladrin Traits
Saves:
Fort +2, Ref +1, Will +1
Abilities:
Str 13, Dex 13, Con 10, Int 8, Wis 13, Cha 12
Skills:
Hide +2, Listen +2, Move Silently +2, Spot +2
Feats:
Point-Blank Shot (http://www.d20srd.org/srd/feats.htm#pointBlankShot)
Environment:
Temperate Forests
Organization:
Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating:
2
Treasure:
Standard
Alignment:
Usually chaotic good
Advancement:
By character class
Level Adjustment:
+3
Eladrin average 5 1/2 to 6 feet tall and typically weigh 120 to 150 pounds. Typically eladrin form hunting parties to bring fresh meat to their settlements or gather plant based foods from the land. Eladrin often wear clothes crafted from plants or other aspects of nature like animal leathers or feathers. These natural materials can shift in color, as they're affected by an Eladrin's seasonal expressions.
Eladrin speak Sylvan, and most also know Common and Elven. The average eladrin lifespan is roughly seven times that of an elf's, though they reach maturity at the same rate.
Most eladrin encountered outside their homes are warriors; the information presented here is for one of 1st level. Rangers and druids are also frequent among eladrin villages.
Combat
Eladrin are unpredictable guerrilla warfare type fighters that inhabit forests inside, around, and liked to the Feywild. Due to the fact that their nature is always changing, an eladrin's actions towards an intruder could vary between a swift frontal assault or an invite into their home for a warm meal. When their forest or loved ones are threatened, eladrin prefer to pick off enemies from the trees with shortbows but are also skilled in the use of longswords as well.
Many eladrin are druids or rangers, using their various spell-like abilities or nature spells to set deadly traps for their enemies. They are also a friend of nature, allowing them to call upon local wildlife to aid them in battle.
Eladrin Traits (Ex (http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities))
Eladrin possess the following racial traits.
Outsider (Native, Fey)
-2 Constitution, +2 Dexterity, +4 Wisdom, +4 Charisma.
Medium size.
An eladrin’s base land speed is 30 feet.
Plant Traits: An eladrin has immunity to poison, magic sleep effects, paralysis, polymorph, stunning, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to extra damage from critical hits.
Low-light vision.
Damage Reduction 5/Cold Iron.
Natural Armor +4.
Proficient (http://www.d20srd.org/srd/combat/combatModifiers.htm#weaponArmorAndShieldProficienc y) with simple weapons (http://www.d20srd.org/srd/equipment/weapons.htm#simpleMartialandExoticWeapons) and any bow.
Seasonal Expressions (Ex): See Below
Spell-Like Abilities (http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities) (Su): See Below
An eladrin's skin and hair resemble bark and leaves. Any wings the creature may have are leaflike or frondlike, and every part of the creature has a distinctly plantlike look that changes with its seasonal expressions. It is light green in early spring, yellow during the summer. In autumn, it turns orange or red like a deciduous leaf. In the winter, it is an icy blue. A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.
Automatic Languages: Common, Elven, Sylvan. Bonus Languages: Celestial, Draconic, Gnoll, Gnome.
Favored Class: Druid.
Level Adjustment +3
The eladrin warrior (http://www.d20srd.org/srd/npcClasses/warrior.htm) presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Spell-Like Abilities
An eladrin with a Wisdom score of 8 or higher gains spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative; for instance, an 9th-level eladrin (9 HD) can use entangle once per day, summon nature's ally II once per day, speak with plants three times per day, and summon nature's ally IV once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. In addition to these, an eladrin is able to cast certain spells depending on which season it is currently in, these abilities are listed under the Seasonal Expression text, but follow the same rules as the eladrin's Spell-Like Abilities.
Table: Eladrin Spell-Like Abilities
HD
Abilties
1-2
Entangle 1/day
3-5
Summon Nature's Ally II 1/day
6-7
Speak With Plants 3/day
8-10
Summon Nature's Ally IV 1/day
11-12
Command Plants 1/day
13-15
Summon Nature's Ally VI 1/day
16-18
Animate Plants 1/day
19-20
Summon Nature's Ally VIII 1/day
21+
Command Plants 1/day and Summon Nature's Ally IX 1/day
Seasonal Expressions
Each eladrin has four distinct personality states, one for each season, that they shift between when they experience powerful emotion.
Winter
The season of dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when eladrin are overcome with sorrow.
Table: Winter Personality Trait
d4
Trait
1
The worst case is the most likely case.
2
You preserve what you have. Better to hunger today and have food for tomorrow.
3
The world is full of dangers. You never let your guard drop.
4
A penny spent is a penny lost forever.
Table: Winter Flaws
d4
Flaw
1
Everything dies eventually. Why bother building anything that is meant to last?
2
Nothing matters to you, and you allow others to guide your actions.
3
Your needs come first. In winter, all must watch out for themselves.
4
You speak only to point out the flaws in others' plans.
Table: Winter Spell-Like Abilities
HD
Abilities
1-9
Ghost Sound at-will
10+
Undeath to Death 1/day
Spring
The season of cheerfulness and unfettered celebration, marked by merriment as winter’s sorrow passes. Eladrin enter this state when overcome with joy.
Table: Spring Personality Trait
d4
Trait
1
Every day is the greatest day of your life.
2
You do everything with enthusiasm, even the most mundane chores.
3
You love music and song. You supply a tune yourself if no one else can.
4
You can't stay still.
Table: Spring Flaws
d4
Flaw
1
You overdrink.
2
Toil is for drudges. Yours should be a life of leisure.
3
A pretty face infatuates you in an instant, but your fancy passes with equal speed.
4
Anything worth doing is worth overdoing.
Table: Spring Spell-Like Abilities
HD
Abilities
1-9
Dancing Lights at-will
10+
Irresistible Dance 1/day
Summer
The season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury.
Table: Summer Personality Trait
d4
Trait
1
You believe that direct confrontation is the best way to solve problems.
2
Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.
3
You stand tall and strong so that others can lean on you.
4
You maintain an intimidating front. Better to prevent fights with a show of force than be led to harm others.
Table: Summer Flaws
d4
Flaw
1
You are stubborn. Let others change.
2
The best option is one that is swift, unexpected, and overwhelming.
3
Punch first. Talk later.
4
Your fury can carry you through anything.
Table: Summer Spell-Like Abilities
HD
Abilities
1-9
Flare at-will
10+
Bull's Strength, Mass 1/day
Autumn
The season of peace and goodwill, when summer’s harvest is shared with all. Eladrin adopt this personality when overcome with contentment.
Table: Autumn Personality Trait
d4
Trait
1
If someone is in need, you never withhold aid.
2
You share what you have, with little regard to your own needs.
3
There are no simple meals, only lavish feasts.
4
You stock up on fine food and drink. You hate going without such comforts.
Table: Autumn Flaws
d4
Flaw
1
You trust others without thought.
2
You give to the point that you leave yourself without necessary supplies.
3
Everyone is your friend, or a potential friend.
4
You spend excessively on creature comforts.
Table: Autumn Spell-Like Abilities
HD
Abilities
1-9
Purify Food and Drink at-will
10+
Heroes' Feast 1/day
I'm balancing around a +2 to +3 LA, suggestions welcome.
The Eladrin
https://gdurl.com/7xOU
Winter, Spring, Summer, and Autumn Eladrin. (Left to Right)
Eladrin, 1st-Level Warrior (http://www.d20srd.org/srd/npcClasses/warrior.htm)
Size/Type:
Medium (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat) Outsider (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType) (Fey (http://www.d20srd.org/srd/typesSubtypes.htm#feyType), Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype))
Hit Dice:
1d8 (4 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
19 (+1 Dex, +3 studded leather, +1 light shield, +4 natural armor), touch 11, flat-footed 18
base Attack/Grapple:
+1/+2
Attack:
Longsword +2 melee(1d8+1/19-20) or shortbow +3 ranged (1d6+1/×3)
Full Attack:
Longsword +2 melee(1d8+1/19-20) or shortbow +3 ranged (1d6+1/×3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Entangle 1/day
Special Qualities:
Eladrin Traits
Saves:
Fort +2, Ref +1, Will +1
Abilities:
Str 13, Dex 13, Con 10, Int 8, Wis 13, Cha 12
Skills:
Hide +2, Listen +2, Move Silently +2, Spot +2
Feats:
Point-Blank Shot (http://www.d20srd.org/srd/feats.htm#pointBlankShot)
Environment:
Temperate Forests
Organization:
Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating:
2
Treasure:
Standard
Alignment:
Usually chaotic good
Advancement:
By character class
Level Adjustment:
+3
Eladrin average 5 1/2 to 6 feet tall and typically weigh 120 to 150 pounds. Typically eladrin form hunting parties to bring fresh meat to their settlements or gather plant based foods from the land. Eladrin often wear clothes crafted from plants or other aspects of nature like animal leathers or feathers. These natural materials can shift in color, as they're affected by an Eladrin's seasonal expressions.
Eladrin speak Sylvan, and most also know Common and Elven. The average eladrin lifespan is roughly seven times that of an elf's, though they reach maturity at the same rate.
Most eladrin encountered outside their homes are warriors; the information presented here is for one of 1st level. Rangers and druids are also frequent among eladrin villages.
Combat
Eladrin are unpredictable guerrilla warfare type fighters that inhabit forests inside, around, and liked to the Feywild. Due to the fact that their nature is always changing, an eladrin's actions towards an intruder could vary between a swift frontal assault or an invite into their home for a warm meal. When their forest or loved ones are threatened, eladrin prefer to pick off enemies from the trees with shortbows but are also skilled in the use of longswords as well.
Many eladrin are druids or rangers, using their various spell-like abilities or nature spells to set deadly traps for their enemies. They are also a friend of nature, allowing them to call upon local wildlife to aid them in battle.
Eladrin Traits (Ex (http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities))
Eladrin possess the following racial traits.
Outsider (Native, Fey)
-2 Constitution, +2 Dexterity, +4 Wisdom, +4 Charisma.
Medium size.
An eladrin’s base land speed is 30 feet.
Plant Traits: An eladrin has immunity to poison, magic sleep effects, paralysis, polymorph, stunning, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to extra damage from critical hits.
Low-light vision.
Damage Reduction 5/Cold Iron.
Natural Armor +4.
Proficient (http://www.d20srd.org/srd/combat/combatModifiers.htm#weaponArmorAndShieldProficienc y) with simple weapons (http://www.d20srd.org/srd/equipment/weapons.htm#simpleMartialandExoticWeapons) and any bow.
Seasonal Expressions (Ex): See Below
Spell-Like Abilities (http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities) (Su): See Below
An eladrin's skin and hair resemble bark and leaves. Any wings the creature may have are leaflike or frondlike, and every part of the creature has a distinctly plantlike look that changes with its seasonal expressions. It is light green in early spring, yellow during the summer. In autumn, it turns orange or red like a deciduous leaf. In the winter, it is an icy blue. A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.
Automatic Languages: Common, Elven, Sylvan. Bonus Languages: Celestial, Draconic, Gnoll, Gnome.
Favored Class: Druid.
Level Adjustment +3
The eladrin warrior (http://www.d20srd.org/srd/npcClasses/warrior.htm) presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Spell-Like Abilities
An eladrin with a Wisdom score of 8 or higher gains spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative; for instance, an 9th-level eladrin (9 HD) can use entangle once per day, summon nature's ally II once per day, speak with plants three times per day, and summon nature's ally IV once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. In addition to these, an eladrin is able to cast certain spells depending on which season it is currently in, these abilities are listed under the Seasonal Expression text, but follow the same rules as the eladrin's Spell-Like Abilities.
Table: Eladrin Spell-Like Abilities
HD
Abilties
1-2
Entangle 1/day
3-5
Summon Nature's Ally II 1/day
6-7
Speak With Plants 3/day
8-10
Summon Nature's Ally IV 1/day
11-12
Command Plants 1/day
13-15
Summon Nature's Ally VI 1/day
16-18
Animate Plants 1/day
19-20
Summon Nature's Ally VIII 1/day
21+
Command Plants 1/day and Summon Nature's Ally IX 1/day
Seasonal Expressions
Each eladrin has four distinct personality states, one for each season, that they shift between when they experience powerful emotion.
Winter
The season of dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when eladrin are overcome with sorrow.
Table: Winter Personality Trait
d4
Trait
1
The worst case is the most likely case.
2
You preserve what you have. Better to hunger today and have food for tomorrow.
3
The world is full of dangers. You never let your guard drop.
4
A penny spent is a penny lost forever.
Table: Winter Flaws
d4
Flaw
1
Everything dies eventually. Why bother building anything that is meant to last?
2
Nothing matters to you, and you allow others to guide your actions.
3
Your needs come first. In winter, all must watch out for themselves.
4
You speak only to point out the flaws in others' plans.
Table: Winter Spell-Like Abilities
HD
Abilities
1-9
Ghost Sound at-will
10+
Undeath to Death 1/day
Spring
The season of cheerfulness and unfettered celebration, marked by merriment as winter’s sorrow passes. Eladrin enter this state when overcome with joy.
Table: Spring Personality Trait
d4
Trait
1
Every day is the greatest day of your life.
2
You do everything with enthusiasm, even the most mundane chores.
3
You love music and song. You supply a tune yourself if no one else can.
4
You can't stay still.
Table: Spring Flaws
d4
Flaw
1
You overdrink.
2
Toil is for drudges. Yours should be a life of leisure.
3
A pretty face infatuates you in an instant, but your fancy passes with equal speed.
4
Anything worth doing is worth overdoing.
Table: Spring Spell-Like Abilities
HD
Abilities
1-9
Dancing Lights at-will
10+
Irresistible Dance 1/day
Summer
The season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury.
Table: Summer Personality Trait
d4
Trait
1
You believe that direct confrontation is the best way to solve problems.
2
Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.
3
You stand tall and strong so that others can lean on you.
4
You maintain an intimidating front. Better to prevent fights with a show of force than be led to harm others.
Table: Summer Flaws
d4
Flaw
1
You are stubborn. Let others change.
2
The best option is one that is swift, unexpected, and overwhelming.
3
Punch first. Talk later.
4
Your fury can carry you through anything.
Table: Summer Spell-Like Abilities
HD
Abilities
1-9
Flare at-will
10+
Bull's Strength, Mass 1/day
Autumn
The season of peace and goodwill, when summer’s harvest is shared with all. Eladrin adopt this personality when overcome with contentment.
Table: Autumn Personality Trait
d4
Trait
1
If someone is in need, you never withhold aid.
2
You share what you have, with little regard to your own needs.
3
There are no simple meals, only lavish feasts.
4
You stock up on fine food and drink. You hate going without such comforts.
Table: Autumn Flaws
d4
Flaw
1
You trust others without thought.
2
You give to the point that you leave yourself without necessary supplies.
3
Everyone is your friend, or a potential friend.
4
You spend excessively on creature comforts.
Table: Autumn Spell-Like Abilities
HD
Abilities
1-9
Purify Food and Drink at-will
10+
Heroes' Feast 1/day