Eladrin Guide 5e
Published on December 5, 2022, Last modified on March 6th, 2023
Whether you exhibit the fiery short temper of the Summer eladrin or the calm, cool headedness of a Winter eladrin, the elusive, everchanging nature of these Feywild-inspired elves can come in handy when situations turn dire.
Alexandr Leskinen - - Winter Eladrin
What is this guide?
This guide is meant to give you an idea of whether or not the eladrin will be right for your 5e character build.
The color code below has been implemented to help you identify, at a glance, how good that option will be for your eladrin. This color coding isn’t a hard and fast rule; there are plenty of sub-optimized options out there that will be viable to your party and will be fun to play.
- Black is a trait shared by many races and or will not impact the effectiveness of your character build
- Red isn’t going to contribute to the effectiveness of your character build at all
- Orange Situationally good, but a below-average option otherwise
- Green is a good option
- Blue is a great option, you should strongly consider this option for your character
- Sky Blue is an amazing option. If you do not take this option your character would not be optimized
Tasha's Cauldron of Everything Update
Tasha's Cauldron of Everything has added the "Customizing Your Origin" option that may affect the ability score increases, languages, and proficiencies in this guide. To read more about this, visit our D&D Race Guide.
What are Eladrin in 5e?
Source: Monsters of the Multiverse
Eladrin are elves that travelled to the Feywild after they were banished from their primordial home world of Arborea. They settled in the Land of Faerie because the powerful, natural magic made the Feywild feel similar to previous home world. During their time in the Feywild, the elves were influenced by the chaotic magic of the realm and became more emotional and erratic as a result. After centuries of coexisting with the fae creatures of the Feywild, the elves that settled in this realm decided that they were now different entities than their predecessors and began to refer to themselves as eladrin. As with most creatures in the Feywild, eladrin align themselves with a season:
- Summer eladrin are fiery and short tempered
- Winter eladrin are somber and calculating
- Autumn eladrin are content and at peace
- Spring eladrin are cheerful and celebritory
In Mordenkainen’s Tome of Foes, eladrin were introduced as an elf subrace. Now, with the release of Mordenkainen Presents: Monsters of the Multiverse, eladrin are considered their own race. To see the ratings of the previous version of eladrin, please head to our elf race guide. If you want to learn more about the Feywild, the eladrin’s plane of origin, check out the article series I wrote over on D&D Beyond!
Eladrin 5e Traits
Ability Score Increase: Being able to choose between +2 ASI, +1 ASI, or +1, +1, +1 ASI means that you can pick exactly what your build will need.
Creature Type: Humanoid is the default creature type for playable races. This is a bit of a strange mechanical choice, seeing as eladrin have lived in the Feywild for hundreds of years. If you end up asking your DM to change your eladrin character to the Fey creature type, I wouldn’t blame you.
Darkvision: Darkvision is always great, but its advantage can be ruined if your party members do not also have it.
Fey Ancestry: Advantage against being charmed will come in handy quite often as the charmed effect is relatively common.
Keen Senses: Free proficiency in Perception is always welcome.
Trance: The elf’s trance is seemingly innocuous but it is quite powerful upon closer inspection. First off, remaining semiconscious allows you to be surprised less often. Second, only having to sleep for 4 hours will allow casters (specifically wizards and warlocks) the ability to wake up before the rest of the party, cast a spell, and then short rest to get the spell slot back. This can be extremely powerful given the right spell and the right circumstance.
Fey Step: This ability is a straight upgrade from its previous version because you can now cast misty step at least twice and up to six times by 17th level per long rest. Six free 2nd level spells! Crazy. If this wasn’t enough, you still get the rider effects. All of which are the same as the previous version, except for the Summer option which now uses your proficiency bonus rather than CHA modifier:
- Autumn: Being able to charm up to two creatures in the same bonus action as misty stepping is solid value. The biggest downside here is that while the creatures may not be able to attack you, they can attack your friends. This is best if you are the glass cannon of the party and have some tanks that can soak damage in your stead.
- Winter: Frightened is a stronger condition than charmed as it applies the debuff to the creature whether or not they are attacking you. Although, this effect only targets one creature and lasts for a maximum of one round, which bring this option on par to the autumn option. With this in mind, now that eladrins aren’t locked behind a high CHA modifier, this ability is extremely useful for martials looking to debuff their enemies in battle.
- Spring: Being able to misty step a different member of your party is a niche ability but can be quite powerful depending on party composition.
- Summer: Definitely the best of the bunch, especially now that you use your prof. bonus instead of CHA. Yes, it may not be quite as good for builds that stack into CHA and aren’t playing a long-term campaign. But, overall, it’s a more effective ability that can be useful for any build. As always, being able to dish out damage to all the creatures within 5 feet in the same bonus action as misty stepping is an excellent use of resources.
Sources Used in This Guide
- BR: Basic Rules
- : Bigby Presents: Glory of the Giants
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PAitM: Planescape: Adventures in the Multiverse
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything