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#shiere eladrin
somelazyassartist · 1 year
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Finally updating my Elf (and Elf-Adjacent) Ear Headcanons to fit my newer art style and also adding some ones that weren't included in my old charts :] this is just appearance-wise, I have a lot of other thoughts about Elf speculative biology :]
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archonfurina · 7 months
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⋆.ೃ࿔*:・ 𝙰𝚕𝚢𝚜𝚜𝚊 𝙿𝚛𝚒𝚖𝚛𝚘𝚜𝚎 - 𝙵𝚎𝚢 - 𝙰𝚛𝚌𝚑𝚏𝚎𝚢 𝚆𝚊𝚛𝚕𝚘𝚌𝚔/𝙳𝚒𝚟𝚒𝚗𝚊𝚝𝚒𝚘𝚗 𝚆𝚒𝚣𝚊𝚛𝚍 ⋆ ˚。⋆
⤷ Alyssa gained her powers from her Mother, a powerful archfey and a respected noble eladrin. Alyssa was raised as a shiere knight, to protect and defend the Feywild with her abilities. Her curiousity of the Forgotten Realms couldn't be killed, however, and one night she decided to leave the Fey behind, only to find herself with a tadpole in the brain. Now she's on the run, from transformation, the Absolute's cultists, and her furious Mother dearest.
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we-are-eladrin · 6 years
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Floaty Orbs
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sky2fall · 4 years
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The shiere are the loyal knights of the Feywild. These sidhe are created from the reborn soul of an elf who swore their undying service to an archfey. They rule over fiefdoms within the Feywild, mustering armies and defending borders from whatever evils might threaten their homes.
The sidhe are a variety of fey that I have created to fill in a serious gap in Dungeons and Dragons lore. While D&D has always had plenty of extra-planar creatures to populate their most important realms, such as devils for Hell and demons for the Abyss, the Feywild has never really had something equivalent. There have only ever been a small smattering of low level fey creatures that have consistently shown up in D&D lore, and not once has there ever been an iconic variety of fey that could be said to command others in the way that demon lords and archdevils can. Hence, the sidhe.
The sidhe are drawn primarily from the celestial eladrin of 2nd and 3rd edition, though a handful of fey from other sources have been folded into the blanket term.
You can find this supplement available for purchase at: https://www.dmsguild.com/product/219816/Lords-and-Ladies-Titania-Baba-Yaga-and-the-Sidhe
And you can find the artist responsible for this fantastic illustration at his Artstation: https://www.artstation.com/joelchaim
@wearepaladin​ @weare-druids​ @we-are-shaman​ @we-are-warlock​ @we-are-warlock @weare-warden @we-are-knight
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gay-rat-homebrew · 3 years
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Celestial Eladrin
I’ve been scouring DnD wiki for celestials to update into 5e and I stumbled across the celestial eladrins and decided they looked fun so this is my first take on them. Think regulars eladrin but celestials instead of fey and they can turn into incorporeal forms like light or fire.
Lesser Eladrin
Bralani
Medium celestial, chaotic good
Armor Class 15
Hit points 100
Speed 50 ft.
STR 18 (+4)
DEX 20 (+5)
CON 13 (+1)
INT 18 (+4)
WIS 14 (+2)
CHA 14 (+2)
Skills Acrobatics +7
Damage Resistances cold, acid, fire, poison; bludgeoning, piercing, and slashing from weapons not made of cold iron
Damage Immunities lightning
Condition Immunities petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, Draconic, Infernal, Sylvan
Challenge 6
Incorporeal Form. As an action the bralani can transform into a whirlwind of dust, sand, or snow, or back into its humanoid form. Any equipment they are holding or wearing when they transform is dropped. While in this form it gains a flight speed of 100 ft. While in this form it cannot be grappled, paralyzed, prone, or restrained.
Innate Spellcasting. The bralani's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components: 
At will: blur, charm person, cure wounds, comprehend languages, minor restoration, mirror image, protection from poison
5/day: gust of wind, control weather, lightning bolt, wind wall
1/day: gate (eladrin only), heal 
Magic Weapons. The bralani’s weapons are magical.
Actions
Multiattack. The bralani makes two attacks.
Scimitar (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit. 8 (1d6+6) slashing damage.
Slam (Incorporeal Form Only). Melee Attack: +7 to hit, reach 5 ft., one creature. Hit. 10 (1d10+5) bludgeoning damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit. 8 (1d6+5) piercing damage, or 9 (1d8+5) piercing damage if used with two hands to make a melee Attack.
Longbow (Humanoid Form Only). Ranged Weapon Attack: +8 to hit, range 120/600 ft., one creature. Hit. 8 (1d8+6) piercing damage.
Coure 
Tiny celestial, chaotic good
Armor Class 15
Hit points 60
Speed 20 ft., fly 60 ft.
STR 7 (-2)
DEX 20 (+5)
CON 10 (+0)
INT 16 (+3)
WIS 12 (+1)
CHA 14 (+2)
Damage Resistances cold, acid, fire, poison
Damage Immunities lightning
Condition Immunities petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Celestial, Sylvan
Challenge 1
Incorporeal Form. As an action the coure can transform into a small ball of light or back into its humanoid form. While in this form its flight speed is doubled, it can move through other creatures and objects as if they were difficult terrain, and cannot attack. It takes 5 (1d10) force damage if it ends its turn inside an object. While in this form it cannot be grappled, paralyzed, prone, or restrained.
Innate Spellcasting. The coure's innate spellcasting ability is Intelligence (spell save DC 13, +5 to spell attacks). It can innately cast the following spells, requiring no material components: 
At will: comprehend languages, dancing lights, faerie fire, minor illusion (sound only), prestidigitation 
4/day: detect good and evil, magic missile, sleep
3/day: tasha’s hideous laughter
Protection Against Evil. Fiends have disadvantage on attack rolls against the coure, and they can’t be charmed, frightened, or possessed by them.
Silver Arrows. The coure’s arrows are silvered.
Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit. 8 (1d6+5) slashing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one creature. Hit. 8 (1d6+5) piercing damage.
Noviere
Medium celestial, chaotic good
Armor Class 14
Hit points 80
Speed 30 ft., swim 50 ft.
STR 15 (+2)
DEX 18 (+4)
CON 14 (+2)
INT 18 (+4)
WIS 17 (+3)
CHA 14 (+2)
Skills Athletics +4
Damage Resistances cold, acid, fire, poison; bludgeoning, piercing, and slashing from weapons not made of cold iron
Damage Immunities lightning
Condition Immunities charmed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, Primordial, Sylvan
Challenge 4
Incorporeal Form. As an action the noviere can transform into a golden dolphin made of water, or back into its humanoid form. While in this form it cannot be grappled, paralyzed, prone, or restrained.
Innate Spellcasting. The noviere's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: 
At will: alter self, charm person, comprehend languages, light, mirror image, ray of frost, silent image, water breathing
5/day: slow
1/day: conjure elemental (water only)
Magic Resistance. The noviere has advantage on saving throws against spells and magical effects.
Actions
Dagger (Humanoid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit. 6 (1d4+4) piercing damage.
Net (Humanoid Form Only). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one creature. A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Slam (Incorporeal Form Only). Melee Attack: +4 to hit, reach 5 ft., one creature. Hit. 10 (1d8+2) bludgeoning damage.
Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit. 8 (1d6+5) piercing damage, or 9 (1d8+5) piercing damage if used with two hands to make a melee Attack.
Whelm (Incorporeal Form Only, Recharge 4–6). Each creature in the noviere's space must make a DC 14 Strength saving throw. On a failure, a target takes 6 (1d8+2) bludgeoning damage. If it is Medium or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the noviere's space.
The noviere can grapple one Medium creature or up to two Small or smaller creatures at one time. At the start of each of the noviere's turns, each target grappled by it takes 6 (1d8+2) bludgeoning damage. A creature within 5 feet of the noviere can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
Shiere
Medium celestial, chaotic good
Armor Class 18 (crystal)
Hit points 150
Speed 30 ft.
STR 18 (+4)
DEX 18 (+4)
CON 16 (+3)
INT 17 (+3)
WIS 19 (+4)
CHA 14 (+2)
Skills Animal Handling +6, Athletics +7
Damage Resistances cold, acid, fire, poison; bludgeoning, piercing, and slashing from weapons not made of cold iron
Damage Immunities lightning
Condition Immunities charmed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, Infernal, Sylvan
Challenge 9
Incorporeal Form. As an action the shiere can transform into a ball of light or back into its humanoid form. While in this form it cannot attack, and gains a flight speed of 60 ft. and can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. While in this form it cannot be grappled, paralyzed, prone, or restrained. The shiere can only transform into its incorporeal form once per day, and it takes 1 hour to transform back into its humanoid form.
Innate Spellcasting. The noviere's innate spellcasting ability is Wisdom (spell save DC 15, +7 to spell attacks). It can innately cast the following spells, requiring no material components: 
At will: alter self, charm person, color spray, comprehend languages, detect evil and good, invisibility, light, major image
5/day: cone of cold, ice storm, wall of ice
1/day: heal
Magic Resistance. The noviere has advantage on saving throws against spells and magical effects.
Magical Weapons. The shiere’s weapons are magical.
Actions
Multiattack. The shiere uses its baleful glare, and can make three melee attacks.
Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit. 8 (1d8+6) slashing damage, or 11 (1d10+6) if used with two hands.
Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit. 8 (1d8+5) slashing damage, if the target is a creature of size Large or smaller it must make a DC 15 Strength saving throw or be knocked prone.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit. 8 (1d8+5) slashing damage plus 4 (1d8) acid damage, or 11 (1d10+6) plus 4 (1d8) acid damage if used with two hands.
Baleful Glare. The shiere targets one fiend it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be frightened of the shiere for 1 minute. If a creature's saving throw is successful the creature is immune to the shiere’s baleful glare for the next 24 hours.
Greater Eladrin
Firre
Medium celestial, chaotic good
Armor Class 19 (natural armor)
Hit points 210
Speed 50 ft.
STR 19 (+4)
DEX 21 (+5)
CON 19 (+4)
INT 16 (+3)
WIS 17 (+3)
CHA 22 (+6)
Skills Acrobatics +9, Perception +7, Performance +10
Damage Resistances cold, acid, poison; bludgeoning, piercing, and slashing from weapons not made of cold iron
Damage Immunities fire, lightning
Condition Immunities charmed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, Common, Draconic, Infernal, Sylvan
Challenge 10
Bardic Inspiration. The firre can take a bonus action on their turn to choose one creature other than itself within 60 feet who can hear them. That creature gains one Bardic Inspiration die, a d10.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
The firre can do this 6 times per long rest.
Incorporeal Form. As an action the firre can transform into a pillar of fire, a flaming sphere, or back into its humanoid form. While in this form it gains a flight speed of 120 ft. and cannot be grappled, paralyzed, prone, or restrained, and cannot attack. When transformed the firre can move through other creatures, and when any hostile creature enters the same space as it takes 1d10 fire damage. The firre cannot transform if they are submerged, in heavy rain, or wearing armor.
Magic Resistance. The firre has advantage on saving throws against spells and magical effects.
Magical Weapons. The firre’s weapons are magical.
Protection Against Evil. Fiends have disadvantage on attack rolls against the firre and any creature of the firre’s choice within 10 ft. of them. Those creatures also can’t be charmed, enchanted, or possessed by fiends.
Spellcasting. The firre is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The firre can cast comprehend languages, detect thoughts, and programmed illusion at will and has the following bard spells prepared: Cantrips (at will): control flame, light, mending, message 1st level (4 slots): detect magic, heroism, silent image, tasha’s hideous laughter 2nd level (3 slots): blindness/deafness, invisibility, see invisibility, silence, zone of truth 3rd level (3 slots): clairvoyance, dispel magic, fireball, leomund’s tiny hut 4th level (3 slots): dimension door, greater invisibility, polymorph, wall of fire 5th level (2 slots): hold monster, planar binding 6th level (1 slot): otto’s irresistible dance 7th level (1 slot): prismatic spray
Actions
Multiattack. The firre uses its burning glare or casts a spell, and can make three melee attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit. 12 (2d6+6) slashing damage.
Javelin of Flame . Ranged Weapon Attack: + to hit, range 80/320 ft., one creature. Hit. 5 (1d6+2) piercing damage. If the command word is spoken the javelin bursts into a fiery bolt and the target takes an additional 12 (4d6) fire damage and catches fire. 
Burning Glare (Recharges 4-6). The firre targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Constitution saving throw or is blinded for 1 minute. If a creature's saving throw is successful the creature is immune to the firre’s burning glare for the next 24 hours.
Ghaele
Medium celestial, chaotic good
Armor Class 23 (natural armor, shield)
Hit points 280
Speed 50 ft.
STR 22 (+6)
DEX 22 (+6)
CON 21 (+5)
INT 19 (+4)
WIS 25 (+7)
CHA 17 (+3)
Saving Throws DEX +11, INT +9, CHA +8
Skills Athletics +11, Perception +13, Stealth +11
Damage Resistances cold, acid, fire, poison; bludgeoning, piercing, and slashing from weapons not made of cold iron
Damage Immunities lightning
Condition Immunities charmed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 23
Languages Celestial, Common, Draconic, Infernal, Sylvan
Challenge 13
Incorporeal Form. As an action the ghaele can transform into a sparkling orb of ghostly colors, or back into its humanoid form. While in this form it gains a flight speed of 200 ft. and cannot be grappled, paralyzed, prone, or restrained. 
Innate Spellcasting. The ghaele's innate spellcasting ability is Wisdom (spell save DC 20, +12 to spell attacks). It can innately cast the following spells, requiring no material components: 
At will: aid, charm monster, color spray, comprehend languages, cure wounds, dancing lights, detect evil and good, detect thoughts, disguise self, dispel magic, invisibility, light, programmed illusion, see invisibility, telekinesis
4/day: hold monster, polymorph, teleport
1/day each: chain lightning, prismatic spray, wall of force
Magic Resistance. The ghaele has advantage on saving throws against spells and magical effects.
Magical Weapons. The ghaele’s weapons are magical.
Nimbus of Light. Fiends have disadvantage on attack rolls against the ghaele and any creature of the ghaele’s choice within 20 ft. of them. Those creatures also can’t be charmed, enchanted, or possessed by fiends. Creatures within the nimbus can’t be affected by spells of level 3rd or lower unless the ghaele wishes otherwise, and are immune to damage from nonmagical weapon attacks.
Actions
Multiattack. The ghaele uses its righteous glare glare or casts a spell, and can make three melee attacks.
Holy Greatsword (humanoid form only). Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit. 12 (2d6+9) slashing damage. If the target is a fiend or undead it takes an additional 10 (2d10) radiant damage. 
Ray of Light (Incorporeal Form Only). Ranged Attack: +3 to hit, range 300 ft., one creature. Hit. 20 (4d10) radiant damage. This attack deals no damage to celestial or fey creatures.
Righteous Glare (Humanoid form only, Recharges 5-6). The ghaele targets one creature it can see within 60 feet of it. The target must succeed on a DC 20 Wisdom saving throw or is frightened for 1 minute. If the target is a fiend, undead, or has less than 50 hit points it dies instead. If a creature's saving throw is successful the creature is immune to the ghaele’s righteous glare for the next 24 hours.
Shiradi
Large celestial, chaotic good
Armor Class 26 (natural armor)
Hit points 300
Speed 40 ft., fly 50 ft.
STR 27 (+8)
DEX 21 (+5)
CON 24 (+7)
INT 19 (+4)
WIS 20 (+5)
CHA 15 (+2)
Saving Throws STR +13, DEX +10, WIS +10, CHA +7
Skills Arcana +10, Insight +10, Intimidation +7, Persuasion +7, Religion +10
Damage Resistances cold, acid, fire, poison; bludgeoning, piercing, and slashing from weapons not made of cold iron
Damage Immunities lightning
Condition Immunities charmed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 20
Languages Celestial, Common, Draconic, Infernal, Sylvan
Challenge 14
Enchantment Awareness. The shiradi is aware of any enchanted creature or object within 20 ft.
Incorporeal Form. As an action the shiradi can transform into a cloud made of shards of light, or back into its humanoid form. While in this form it gains a flight speed of 200 ft., and cannot be grappled, paralyzed, prone, or restrained. 
Innate Spellcasting. The shiradi's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: 
At will: aid, bless, comprehend languages, detect evil and good, detect thoughts, detect poison and disease, disguise self, dispel evil and good, dispel magic, freedom of movement, holy weapon, knock, light, see invisibility
Magic Resistance. The shiradi has advantage on saving throws against spells and magical effects and is unaffected by enchantment spells unless it wishes to be.
Magical Weapons. The shiradi’s weapons are magical.
Nimbus of Light. Fiends have disadvantage on attack rolls against the shiradi and any creature of the shiradi’s choice within 20 ft. of them. Those creatures also can’t be charmed, enchanted, or possessed by fiends and resistance to all nonmagical damage.
Actions
Multiattack. The shiradi makes two melee attacks.
Light Shard (Incorporeal Form Only). Melee Attack: +18 to hit, reach 5 ft., one creature. Hit. 20 (4d10) radiant damage. If the target is under a magical effect or is concentrating on a spell, the caster must make a DC 20 concentration check or the spell ends.
Spiked Chain (Humanoid Form Only). Melee Weapon Attack: +18 to hit, reach 10 ft., one creature. Hit. 32 (4d12+8) piercing damage. If the target is a fiend or undead it takes an additional 10 (2d10) radiant damage.
Tulani
Medium celestial, chaotic good
Armor Class 21 (natural armor)
Hit points 350
Speed 50 ft.
STR 22 (+6)
DEX 24 (+7)
CON 21 (+5)
INT 26 (+8)
WIS 27 (+8)
CHA 26 (+8)
Saving Throws STR +12, DEX +13, CON +11
Skills Arcana +14, Insight +13, Nature +13, Perception +13, Religion +13
Damage Resistances cold, acid, fire, poison; bludgeoning, piercing, and slashing from weapons not made of cold iron
Damage Immunities lightning
Condition Immunities charmed, petrified, poisoned
Senses truesight 120 ft., passive Perception 23
Languages Auran, Celestial, Common, Draconic, Infernal, Sylvan
Challenge 18
Aura of Goodness. Fiends have disadvantage on attack rolls against the tulani and any creature of the tulani’s choice within 20 ft. of them. Those creatures also can’t be charmed, enchanted, or possessed by fiends. Creatures within the aura can’t be affected by spells of level 3rd or lower unless the ghaele wishes otherwise, and are immune to damage from nonmagical ranged weapon attacks.
Bardic Inspiration. The tulani can take a bonus action on their turn to choose one creature other than itself within 60 feet who can hear them. That creature gains one Bardic Inspiration die, a d12.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Blade of Light. As a bonus action the tulani can create a blade made of out holy light. The sword is magical and disappears if it is not within 5 ft. of the tunlani who created it.
Incorporeal Form. As an action the tulani can transform into a sparkling prismatic orb, or back into its humanoid form. While in this form it gains a flight speed of 200 ft. and cannot be grappled, paralyzed, prone, or restrained. 
Innate Spellcasting. The tulani's innate spellcasting ability is Wisdom (spell save DC 22, +14 to spell attacks). It can innately cast the following spells, requiring no material components: 
At will: blindness/deafness, charm monster, chain lightning, color spray, comprehend languages, cure wounds, dancing lights, detect evil and good, detect thoughts, disguise self, dispel magic, divine favor, invisibility, light, prismatic spray, polymorph, programmed illusion, see invisibility, telekinesis, teleport, wall of force
4/day: demiplane
1/day each: meteor swarm, heal, power word kill, time stop
1/year: wish
Sense Aura. The tulani can see the aura around any creature. As a bonus action the tulani can observe a target's aura to determine current hit point totals, resistances, immunities, vulnerabilities, and overall emotional state of the target.
Legendary Resistance (3/Day). If the tulani fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. The tulani can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Actions
Multiattack. The tulani uses its slaying glare glare or casts a spell, and can make three melee attacks.
Blade of Light (Humanoid Form Only). Melee Weapon Attack: +16 to hit, reach 5 ft., one creature. Hit. 19 (3d6+10) radiant damage. If the target is a fiend or undead it takes an additional 10 (2d10) radiant damage. 
Refracting Beam (Incorporeal Form Only). Ranged Attack: +13 to hit, range 300 ft., one creature. Hit. The target must make a DC 20 Wisdom saving throw or fall unconscious into a dream-filled sleep.
Slaying Glare (Humanoid Form Only, Recharges 5-6). The tulani targets one fiend or undead it can see within 60 feet of it. The target must succeed on a DC 22 Charisma saving throw or is blinded and frightened for 1 minute. If the target fails the saving throw by 5 or more, it dies instead. If a creature's saving throw is successful the creature is immune to the tulani’s slaying glare for the next 24 hours.
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somelazyassartist · 2 years
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Now that Fae Eladrin are finally starting to see some love I'm literally begging for the other kinds of Eladrin to come back. Please. Eladrin society is one of my major hyperfixations please I need to see people make Coure or Firre or Shiradi or Shiere or Ghaele or any other kind of Eladrin ocs. Or hell, even some Eladrin-Aasimar (Eladrin/Human hybrid) or some Celadrin (Eladrin/Elven hybrid) (<- because again Eladrin are NOT Elves, they only share a common ancestor with Elves, and are typically referred to as "cousins". The term "Elf" used for an Eladrin is mostly a colloquial phrasing for ease of acknowledging their shared ancestors, even though they evolved into a completely different type of creature. Thank you Monsters of the Multiverse stats for clarifying that better than Mordenkainen's Tome of Foes stats. Celadrin are to Eladrin/Elf pairings what Half-Elves are to Human/Elf pairings basically). Please I need to see more love for the lesser-known beauties of the Eladrin species
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somelazyassartist · 2 years
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Also I'm just gonna make this short because I have way too many thoughts but I think it's really interesting how like,, a mix of nature and nurture come into play in a lot of Eladrin's "roles" in society (not strictly upheld in most cases but more in the sense that they're very common patterns). I'm just gonna use the Shiere as an example because they're probably the most obvious example. Like,,, Shiere usually end up being Knights or other some such position of guarding, protecting, or guiding. In one sense, this is partially nurture; most are trained from a fairly young age (for Eladrin) to fit said roles. But also it is so clearly a nature thing as well to them. Like, in the sense that if you get a sled dog it will want to pull sleds, or a herding dog will want to herd, or a truffle pig will want to search for truffles- not beholden to those roles but in that same sense will a Shiere WANT to wield weapons, because it is in their nature to feel most comfortable with a sword in their hand. A Shiere gets offered a job to be a Tulani's bodyguard and will think "oh fuck yes there is going to be so much enrichment in my enclosure"
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somelazyassartist · 2 years
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Oh to be a Shiere Knight for their Tulani Lord/Lady,,,,,, blah blah blah intricate rituals undying devotion risking everything for the person you swear loyalty to blah blah blah
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somelazyassartist · 2 years
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Nyeheheh homebrewing is so much fun........ Especially when it's something I already love a lot............
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somelazyassartist · 3 years
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I stg one of these days I'm just gonna snap and make homebrew versions of all the stuff I'm severely disappointed in the lack of content for. I want Half-Eladrin options. I want a proper Fey Eladrin player race instead of the one that just got lumped in with the normal Elf races. I want elaboration on what the fuck the non-humanoid Eladrin look and act like. I want a player race of the Celestial Eladrin, complete with the Coure, Bralani, Noviere, Shiere, Firre, Ghaele, Shiradi, and Tulani subraces. I want expansion on how exactly they evolved from High Elves into being Eladrin. And like, so much more stuff that really has potential but just isn't expanded on as much as I'd like.
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somelazyassartist · 2 years
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I've gotten a lot more work done on homebrew Eladrin stuff!!! I got the Coure, Bralani, Noviere, Shiere, Firre, Shiradi, and Tulani character stats done, as well as some "quirk tables" for Eladrin-Descended Aasimar (they don't have any mechanical component but!! I like it when there are tables- like in the Fairy race, Shadow Sorcerer, or Fey Wanderer Ranger- that let you add something cool to your character just for fun! Plus since Celestial Eladrin bloodlines can lead to Aasimars sometimes I just think it'd be neat if a bit more of their Celestial heritage stood out a bit)!! I still need to do the Celadrin, Half-Elf Variants, and possibly remake the Fey Eladrin if I decide that's worth it lmao!!
They're sorta different from a lot of player races (because let's be honest, they're Celestials, they're INCREDIBLY powerful), and it's hard to dumb down their abilities too much without taking away a lot of what I love about Eladrin, so I sorta tried to do a different way of balancing things? So basically: yes, these player races are INCREDIBLY powerful. However: the more powerful you are, the more drawbacks you have. Certain abilities can't be used wearing armor so that puts your AC lower, sometimes you'll have to risk doing damage to yourself as well when you attack someone else, sometimes you've got disadvantage on certain ability checks for one reason or another, all stuff like that, y'know?? So I'm hoping that helps balance them in a way that's like, yeah you're awesome but you've also got drawbacks y'know?? I'm hoping that makes sense haha, but I've been having a lot of fun playing around with em!!
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