The Eladrin – Free-Spirited Celestials of Arborea for D&D 5th Edition (PART 1)

“Did you just call me an elf? Choose your next words carefully, friend.”

With the realms of the Outer Planes, physical manifestations of beliefs, morality, and philosophy take the shape of great beings.  Axiom/Anarchic creatures, Fiends, and Celestials are among those who populate this vast expansive multiverse.  Among them are a race of beings embodying the forces of Chaos and Good.  These are the mystical celestials known as The Eladrin.  The antithesis of The Queen of Air and Darkness and her daemon fey, these beings are champions of the virtues of liberty and justice.  As one would expect, they’re quick to become uncomfortable in exceedingly orderly or tyrannical areas.  Most hail from the Chaotic Good plane of Arborea.

NOTE:  Part 2 is here.

BRALANI

Medium Celestial, Chaotic Good

Armor Class 14 (natural armor)

Hit Points 61 (8d8+24)

Speed 30 ft., Flight 50 ft. (Whirlwind form only)

STR – 18 (+4), DEX – 15 (+2), CON 16 (+3), INT 13 (+1), WIS 14 (+2), CHR 17 (+3)

Saving Throws. Intelligence +3, Charisma +4

Condition Immunities. Petrification, Poisoned

Damage Resistances. Fire, Cold, Radiant, Necrotic, Bludgeoning/Piercing/Slashing Damage from non-magical weapons

Damage Immunities. Lightning, Poison

Senses. Darkvision 120 ft.

Languages. Common, Celestial, Draconic, Other (See Tongue)

Challenge. 6 (2,300 XP)

Magic Resistance. Gain advantage on any saving throw involving magic or magical effects.

Tongues. By spending an action, the Bralani is able to communicate with any creature capable of speech.

Spell-like ability. Charisma is casting stat, save is equal to 14

At-Will: Thunderclap (treat as casted as level 11 caster), Charm Person, Misty Step, Gust of Wind, Mirror Image

1/Day (each): Lightning Bolt, Cure Wounds (cast as Lv. 3 spell slot)

ACTIONS

Multiattack. The Bralani may attack with Holy Blade up to 3 times. In whirlwind form, it may use any combination of slam and whirlwind blast twice.

Holy Blade (Bralani form only). Melee Weapon Attack. To Hit +8, Reach 5 ft., One Target. HIT: 1d8+5 slashing damage

Radiant Wrath (Bralani form only). Once per round, the Bralani may infuse radiant energy into a target hit with Holy Blade. This target receives an extra 2d8 radiant damage.

Whirlwind Form. As an action, the Bralani can take the form of a Whirlwind like creature (or return to original form). Either of these forms gain specific attacks unique to that form. However, either form can use spell-like abilities.

Whirlwind Blast (Whirlwind form only.) Ranged Spell Attack, Ranged 20 ft. line, targets in line. Affected targets must make a Dexterity saving throw (vs. DC 14) for half damage. Failure results in the target(s) taking 3d6 force damage.

Slam (Whirlwind form only.) Melee Weapon Attack, To Hit +7, Reach 5 ft., one target. Hit:1d10+4 bludgeoning damage. Targets must make a DC 14 Dexterity saving throw or be bullrushed 15 ft.

COURE

Tiny Celestial, Chaotic Good

Armor Class 13 (natural armor)

Hit Points 10 (3d4+3)

Speed 20 ft., Flight 30 ft.

STR – 8 (-2), DEX – 18 (+4), CON 12 (+1), INT 14 (+2), WIS 14 (+2), CHR 16 (+3)

Saving Throws. Strength +2, Intelligence +4

Condition Immunities. Petrification, Poisoned

Damage Resistances. Fire, Cold

Damage Immunities. Lightning, Poison

Senses. Darkvision 120 ft.

Languages. Common, Celestial

Challenge. 2 (450 XP)

Tongues. The Coure can speak with any creature that has a language.

Magic Resistance. Gain advantage on any saving throw involving magic or magical effects.

Planar Circle. The Coure is always under the effects of Protection from Good and Evil.

Spell-like ability. Charisma is casting stat, save is equal to 13

At-Will: Dancing Lights, Detect Good and Evil, Detect Magic, Faerie Fire

1/Day (each): Magic Missile, Sleep

ACTIONS

Holy Dagger (Coure form only). Melee Weapon Attack. To Hit +6, Reach 5 ft., One Target. HIT: 1d4+4 slashing damage

Light Form. As an action, the Coure can take the form of an orb of light. While in this form, the Coure is immune to damage from non-magical weapons and resistant to all other damage. It creates a 30 ft. light source and can phase through solid surfaces. It cannot attack in this form.

FIRRE

Medium Celestial, Chaotic Good

Armor Class 15 (natural armor)

Hit Points 100 (18d8+18)

Speed 40 ft., Flight 80 ft. (Flame form only)

STR – 18 (+4), DEX – 15 (+2), CON 12 (+1), INT 17 (+3), WIS 18 (+4), CHR 18 (+4)

Saving Throws. Dexterity +6, Constitution +5

Condition Immunities. Petrification, Poisoned

Damage Resistances. Fire, Cold, Radiant, Necrotic, Bludgeoning/Piercing/Slashing Damage from non-magical weapons

Damage Immunities. Lightning, Poison

Senses. Darkvision 120 ft.

Languages. Common, Celestial, Draconic, Other (See Tongues)

Challenge. 10 (5,900 XP)

Magic Resistance. Gain advantage on any saving throw involving magic or magical effects.

Gaze (Recharge 5 or 6.) Once per round, may use a bonus action to gaze at a target within 30 ft., they must make a Charisma saving throw (DC 16) or be frightened for 1 minute, until they succeed saving throw at the end of their turn.

Tongues. By spending an action, the Firre is able to communicate with any creature capable of speech.

Protective Aura. The Firre shields itself and its allies with a continuous effect that works like Protection from Good and Evil spell. This affects all allies of the Firre within 20 ft. of it.

Song (Firre Form Only). The Firre controls powers over magical music. It gains the Bardic Inspiration ability as if it were a 10th level bard, as well as Cutting Words from the College of Lore. It can use this ability at-will, rather than the typical bard restrictions.

Spell-like ability. Charisma is casting stat, save is equal to 16.

At-Will: Fireball, Invisibility, Polymorph, See Invisibility

1/Day (each): Prismatic Spray

Clerical Spells (Firre Form Only). The Firre can cast spells from the Cleric spell list like a level 11 cleric. The Firre also has access to spells from appropriate domains.

Cantrips – Control Flames, Fire Bolt, Light, Sacred Flame, Spare the Dying

Lv. 1 Spells – (4 Slots) Bless, Burning Hands, Cure Wounds, Detect Magic, Detect Poison, Divine Favor, Healing Word, Identify

Lv. 2 Spells – (3 Slots) Aganazzar’s Scorcher, Aid, Calm Emotions, Flaming Sphere, Spiritual Weapon

Lv. 3 Spells – (3 Slots) Daylight, Fireball, Flame Arrows, Remove Curse

Lv. 4 Spells – (3 Slots) Freedom of Movement, Guardian of Faith, Wall of Fire

Lv. 5 Spells – (2 Slots) Flame Strike, Mass Cure Wounds

Lv. 6 Spells – (1 Slots) Sunbeam, Heal

ACTIONS

Multiattack. The Firre may attack with their Holy Greatsword up to 3 times. In flame form, you may use a combination of fiery ray and flaming slam up to 3 times.

Holy Greatsword (Firre form only). Melee Weapon Attack. To Hit +11, Reach 5 ft., one target. HIT: 2d6+7 slashing damage.

Flame Form. As an action, the Firre can take the form of a divine flame. In its divine flame form, the Firre can use fire ray and flaming slam attacks. It can also fly in this form.

Fiery Ray (Flame form only). Ranged Spell Attack, To Hit +9, Ranged 60 ft./120 ft., one target. Hit: 2d6+4 fire damage.

Flaming Slam (Flame form only). Melee Spell Attack, To Hit +9, Reach 5 ft., one target. Hit: 1d4+4 fire damage + 1d8 bludgeoning damage.

GHAELE

Medium Celestial, Chaotic Good

Armor Class 17 (natural armor)

Hit Points 151 (19d8+76)

Speed 40 ft., Flight 80 ft. (Globe form only)

STR – 20 (+5), DEX – 15 (+2), CON 18 (+4), INT 15 (+2), WIS 16 (+3), CHR 16 (+3)

Saving Throws. Dexterity +7, Intelligence +8, Charisma +7

Condition Immunities. Petrification, Poisoned

Damage Resistances. Acid, Fire, Cold, Radiant, Necrotic, Bludgeoning/Piercing/Slashing Damage from non-magical weapons

Damage Immunities. Lightning, Poison

Senses. Darkvision 120 ft.

Languages. Common, Celestial, Draconic, Other (See Tongues)

Challenge. 13 (10,000 XP)

Magic Resistance. Gain advantage on any saving throw involving magic or magical effects.

Gaze (Ghaele Form Only; Recharge 5 or 6). Once per round, may use a bonus action to gaze at a target within 30 ft., they must make a Charisma saving throw (DC 17) or be frightened for 1 minute, until they succeed saving throw at the end of their turn.

Tongues. By spending an action, the Ghaele is able to communicate with any creature capable of speech.

Protective Aura. The Ghaele shields itself and its allies with a continuous effect that works like Protection from Good and Evil spell. This affects all allies of the Ghaele within 20 ft. of it.

Spell-like ability. Charisma is casting stat, save is equal to 17

At-Will: Aid, Charm Monster, Color Spray, Cure Light Wounds (cast as a 3rd level spell slot), See Invisibility, Animal Friendship

1/Day (each): Chain Lightning, Prismatic Spray

ACTIONS

Multiattack. The Ghaele may attack with Holy Greatsword up to 3 times. In Globe form, it may use Light Ray up to 3 times.

Holy Greatsword (Ghaele form only). Melee Weapon Attack. To Hit +12, Reach 5 ft., one target. HIT: 2d6+8 slashing damage.

Globe Form. As an action, the Ghaele can take the form of a big colorful globe (or return to original form). Either of these forms gain specific attacks unique to that form. However, either form can use spell-like abilities.

Light Ray (Globe form only). Ranged Spell Attack, To Hit +8, Ranged 60 ft./300 ft., one target. Hit: 2d6 radiant damage.

Made by Doctor Necrotic for Doctor Necrotic Media.  Art by Tony Di’Terlizzi.  Eladrin and Planescape belong to TSR/Wizards of the Coast.

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One thought on “The Eladrin – Free-Spirited Celestials of Arborea for D&D 5th Edition (PART 1)

  1. Pingback: The Eladrin – Free-Spirited Celestials of Arborea for D&D 5th Edition (Part 2) | Daemons & Deathrays

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