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Eladrin
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Dragonborn |
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H-elf |
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Cost: TBD Also available as part of all Magic of Myth Drannor bundles.
Racial traits[edit]
+2 Dexterity
Icon | Feat | Type | Description | Prerequisites |
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Autumn Affinity | Stance | Seasonal Toggle. You are attuned to the magic of Autumn. You gain +1 Wisdom. | ||
Elven Keen Senses | Passive | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | ||
Enchantment Save Bonus | Passive | Elves are naturally resistant to enchantments, receiving a +2 bonus on saves against enchantments. | ||
Immunity to Sleep | Passive | Elves are naturally immune to magical sleep effects. | ||
Spring Affinity | Stance | Seasonal Toggle. You are attuned to the magic of Spring. You gain +1 Charisma. | ||
Summer Affinity | Stance | Seasonal Toggle. You are attuned to the magic of Summer. You gain +1 Strength. | ||
Winter Affinity | Stance | Seasonal Toggle. You are attuned to the magic of Winter. You gain +1 Intelligence. |
Deities[edit]
Past life feats[edit]
Enhancements[edit]
Core abilities[edit]
Elven Accuracy: You gain a +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Elven Core Ability you possess from this tree.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Eladrin Ability: Choose between +1 Dexterity, Intelligence or Charisma
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AP Cost: 2 | Level: 2 | Progression: 1 | Requires: Elven Accuracy | |
Elven Accuracy: You gain +2% to hit with all attacks.
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AP Cost: 1 | Level: 4 | Progression: 3 | Requires: Eladrin Ability | |
Eladrin Ability: Choose between +1 Dexterity, Intelligence or Charisma
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AP Cost: 2 | Level: 8 | Progression: 4 | Requires: Elven Accuracy | |
Elven Accuracy: You gain +2% to hit with all attacks.
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: Elven Ability |
Tier One[edit]
Requires Elven Accuracy
Nothing is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -[12/8/4] penalty.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Requires: Keen Senses | |
Keen Senses: +[1/2/3] Listen, Search, and Spot.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Fey Step: Disappear and reappear several feet in front of you. You start with 2 charges per Rest. Cooldown: 10 seconds. Based on your season, this has an additional effect:
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Step Through The Fade: +[1/2/3] charges of Fey Step per rest.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Requires: Arcane Fey Step | |
Arcane Fluidity: Your arcane spell failure chance while wearing armor is decreased by [5/10/15]%. (This has no effect on arcane spell failure from shields.)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
Minor Spring Attunement: +[1/2/3]% dodge chance. Your Spring Attunement grants you an additional +[1/2/3] Reflex Saving Throws.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Minor Summer Attunement: +[1/2/3] Critical Hit Confirmation. Your Summer Affinity grants you an additional +[1/2/3] Fortitude Saving Throws.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Arcanum: +[25/50/100] spell points and +[1/2/3] spell penetration.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Minor Autumn Attunement: +[1/2/3] to hit with Sneak Attacks. Your Autumn Affinity grants you an additional +[1/2/3] Will Saving Throws.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Minor Winter Attunement: +[1/2/3] to hit. Your Winter Affinity grants you an additional +[1/2/3] Physical and Magical Resistance Rating.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires 10 APs spent in tree
Major Spring Attunement: +[1/2/3]% doublestrike and doubleshot. Your Spring Affinity grants an additional +1 Charisma.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Minor Spring Attunement | |
Major Summer Attunement: +[1/2/3] critical hit damage. Your Summer Affinity grants an additional +1 Strength.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Minor Summer Attunement | |
Fey Sight: While you have 100 or more spell points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Arcanum | |
Major Autumn Attunement: +[1/2/3] Sneak Attack damage. Your Autumn Affinity grants an additional +1 Wisdom.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Minor Autumn Attunement | |
Major Winter Attunement: +[1/2/3] damage. Your Winter Affinity grants an additional +1 Intelligence.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Minor Winter Attunement |
Tier Four[edit]
Requires 15 APs spent in tree
Spring Spell - Lesser Vigor: SLA: A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +3 at caster level 9), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.
Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. | ||||
AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Major Spring Attunement | |
Summer Spell - Longstrider: SLA: Increases your base run speed by +15% and shallow water no longer slows your movement.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Major Summer Attunement | |
AP Cost: 1 | Ranks: 1 | Progression: 15 | No requirements | |
Autumn Spell - Night Shield: SLA: Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Major Autumn Attunement | |
Winter Spell - Blur: SLA: An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Major Winter Attunement |
PnP information[edit]
Introduced in the Planescape setting of AD&D 2nd edition and D&D 3rd edition, Eladrin were described as a type of celestial of chaotic good alignment and hailed from the plane of Arborea. In D&D 4th edition, Eladrin are instead a race of fey beings, closely akin to elves.