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Eladrin

Graceful warriors and wizards at home in the eldritch twilight of the Feywild

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Races: All Races Deva Dragonborn Dwarf Eladrin Elf Githzerai Gnome Goliath Half-Elf Half-Orc Halfling Human Minotaur Shardmind Shifter Tiefling Wilden

Note: The source document includes only the eladrin racial traits and introduction; the remaining descriptive text is not present.

Power type: AW at-will · ENC encounter · DLY daily  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Racial Traits

Average Height5´ 5˝–6´ 1˝
Average Weight130–180 lb.
Ability Scores+2 Dexterity, +2 Intelligence
SizeMedium
Speed6 squares
VisionLow-light
LanguagesCommon, Elven
Skill Bonuses+2 Arcana, +2 History
Eladrin EducationYou gain training in one additional skill selected from the skill list in Chapter 5.
Eladrin Weapon ProficiencyYou gain proficiency with the longsword.
Eladrin WillYou gain a +1 racial bonus to your Will defense.
In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey OriginYour ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
TranceRather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey StepYou can use fey step as an encounter power.
ENCFey StepEladrin Racial PowerMove PersTeleportation
With a step, you vanish from one place and appear in another.
Eff Teleport up to 5 sq (see “Teleportation,” page 286).

Creatures of magic with strong ties to nature, eladrin live in cities in the twilight realm of the Feywild. Their cities lie close enough to the world that they sometimes cross over, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.

Play an eladrin if you want…

Racial Paragon Path: Shiere Knight

“By the court of the Summer Queen, you shall pay for your transgressions!”

Prerequisite: Eladrin

Most noble eladrin, including bralani and ghaeles such as those described in the Monster Manual, are prominent figures in their houses, lords and ladies who have positions of authority over the lesser members of their houses. A few eladrin heroes, however, champion the cause of their race as a whole, rather than of any particular house. Though they are often anointed by house nobles, these shiere knights are free agents, beholden to no particular house and dedicated to protecting the eladrin from fomorians, spriggans, and other hostile denizens of the Feywild.

Becoming a shiere knight involves more than attaining a title. As a champion of your race, you become a living embodiment of the power of the Feywild. Your appearance is marked by a sign of the fey power within you: a faint glow that outlines your frame and burns in your eyes, an eldritch wind that constantly stirs the air around you, or some other manifestation of your otherworldly nature. You can channel this power to beguile your foes or drive them off in fear.

Shiere Knight Path Features

Blessed of the Fey (11th level): Whenever you are affected by a charm effect that a save can end, you can make a saving throw against the effect at the start of your turn. If you don’t save, you can make another saving throw against the effect at the end of your turn.
Fey Leap Action (11th level): You can spend an action point to teleport 10 squares, instead of taking an extra action.
Cloaked in Magic (16th level): Whenever you teleport, you gain a +2 bonus to all defenses until the start of your next turn.

Shiere Knight Powers

ENCEnsorcelled MindShiere Knight Attack 11Std Ranged 5CharmTgt One creature
You fill your foe’s mind with haunting images of the Feywild’s wonder and beauty, with the result that the enemy cannot bear to see you harmed.
Atk Intelligence, Wisdom, or Cha + 4 vs Will · Hit Until EONT, tgt can’t attack you. In addition, when any creature within tgt’s reach hits or misses you, tgt makes a MBA against that creature as a free action, with a +2 bonus to the attack roll.
Level 21 Intelligence, Wisdom, or Cha + 6 vs Will · Spec When you gain this power, choose Intelligence, Wisdom, or Charisma as the ability you use when making attack rolls with this power.
DLYFey EscapeShiere Knight Utility 12Imm Intr PersTeleportation
As your foe draws near, a swirling storm of leaves spins around you and whisks you to safety.
Trig An enemy enters a sq adjacent to you · Eff You teleport 5 sq.
DLYImperious PresenceShiere Knight Attack 20Std Close burst 2FearTgt Each enemy in burst
Filled with the power of the Feywild, you drive your enemies away in fear, sapping them of their strength.
Atk Intelligence, Wisdom, or Cha + 6 vs Will · Hit Tgt is weakened (save ends). Tgt then moves away from you at its speed as a free action.
Miss Tgt is weakened until EONT, and you push tgt 3 sq. · Spec When you gain this power, choose Intelligence, Wisdom, or Charisma as the ability you use when making attack rolls with this power.