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DnD Races Elves of Elements (Seasonfey)

Dungeons and Dragons – Mystara

Races – Elves of Seasons (Seasonfey)

Restricted Class

Source: Mordenkainens Tome of Foes (5e-wiz-mtf-61), not using the Eladrin from Dungeon Masters Guide (5e-wiz-dmg)

Also known as Eladrin or Sylvan Elf.

D&D RacesElven Traits

  • Ability Score Increase: Dexterity +2
  • Alignment: Elves are Chaotic in general
  • Size: Elves are between 6 and 7 feet tall. Your size is Medium
  • Speed: Your walking speed is 30 ft
  • Darkvision (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Elf Gifts (Level Up) Choice of Mystic Rapport, Prescient Vision or Preternatural Awareness
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, gaining an expertise dice, and magic can’t put you to sleep.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Starting Languages (Elven) You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Character Options – Available to all Elven Subraces

Seasonfey Nationalities

Clans:

  • Daendur (Sylvan Realm)
  • Longrunner (Alfheim) The Long Runners are the most ingrown of the clans. They have little contact with the outside world and little love for anyone but elves, and not too sure of any from outside of Alfheim.
  • Shiya (Alphatia) – Elves of the central forests
  • Vyalia (Karameikos, Thyatis) – Mysterious elves on the eastern border of the country

D&D Elven Clan Longrunner Alfheim (Mainly Elves of the Elements – Seasonfey)
Settlements – Glowtree (Alfheim(-9,13)), Pinitel (Alfheim(-6,16)), Shadowdown (Alfheim(-4,17)), Stalkbrow (Alfheim(-9, 15)),

Elven Clans – Long RunnerBeasthunter (Clanmaster, M650, Brb14/Wiz10), Coolhands (F, Brd10/Wiz19)

  • DnD Elven Clan Longrunner Hilt
  • DnD Elven Clan Longrunners Heraldry
  • DnD Elven Clan Longrunners Arrow

The Longrunners are the most ingrown of the clans. They have little contact with the outside world and little love for anyone but elves, and not too sure of any from outside of Alfheim. Their territories include both the twisted magic site of Stalkbrow and the good magic sites of Glow Tree, Shadowdown, and Goblin Park. This makes their territory ideal for the study of magic in many different forms. Elves from all over Alfheim come here to study with the master wizards of Pinitel (their clan holding).

The Longrunners are known for their care in costuming and cosmetics. Where other clans may ape human styles, the Longrunners are sticklers for primitive clothes of leather and fur, donning armor only when war is at hand. One faction of the clan is fanatically resistant to the presence of anyone but elves in the clan territory, although clan leadership strongly favors it, especially considering the helpfulness of human druids and wizards in controlling the Stalkbrow site.

Like Red Arrow elves, Longrunner elves tend to keep their real names (and even the real name of their clan) a secret. Instead, they take names indicative of some aspect of their personalities, personal histories, favorite activities, or prowess. These names change over the course of an elfs life. A Longrunner whose name was Hornhunter in his youth, due to his prowess in hunting deer, may become Bugwatcher in later years, as he devotes himself to studying the effects of the twisted magic on local insect life.

Clanmaster Beasthunter is the youngest of the Clanmasters and has a total disregard for the needs of outside contact. He considers Brendian a prissy bureaucrat and Lynnwyl a materialistic fool. At the same time, he has a hard time allying with Dyradyl and Mealidan because of their lack of interest in hunting. His best friend on the Council is Durifern Widefarer

Converting Long Runner Elves in BECMI to 5th Edition – Elves split their advancement from a martial class and a spellcasting class for the first ten levels, then dedicate themselves to either the martial or the spellcasting class for the Letter advancement starting at C and going to M. Long Runner elves prefer Barbarian and Wizard as their match.

Seasonfey Heritage

  • Height – men and women 6′.
  • Complexion
  • Colouration
  • Known Locations – Alphatia, Karameikos, Thyatis
  • Traits – based on the eladrin and meets any requirements requiring that race.

Seasonfey Traits

RacesElvenSeasonfey Traits

  • Ability Score Increase: Charisma +1.
  • Seasons (seasonfey) Colours and temperament according to season:
    • Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Colours of Red and Brown. They have Air Aspected Traits.
    • Winter is the season of contemplation and dolour, when the vibrant energy of the world slumbers. Colours of White and Blue. They have Water Aspected Traits
    • Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Colours of Green and White. They have Earth Aspected Traits.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
    • Sorrow is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
  • Fey Step (seasonfey) As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 +your proficiency bonus+ your Charisma modifier:
    • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
    • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
    • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
    • Sorrow. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Elvenologist.
  • Racial Subtypes: Count as Eladrin, Elf, Fey and Humanoid.
  • Evolution (1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

Most Seasonfey Elves have the Aspected Trait associated with their favorite season.

Elemental – Air Aspected Traits

  • Ability Score Increase: Dexterity +2
  • Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
  • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Air Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)

Elemental AspectsFire Aspected Traits

  • Ability Score Increase: Intelligence +2
  • Touch of the Fire (fire aspected) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Energy (fire aspected) When using (or effected by) Fire or Radiant damage you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Danger of Time (fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Fire Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Character Options – All Fire Aspected Sub-Races

Elemental – Darkness Aspected Traits

  • Ability Score Increase: Charisma +2
  • Touch of the Darkness (Darkness aspected) While taking a short rest in an enclosed space without light, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Entropy Darkness aspected) When using (or effected by) Necrotic or Psychic you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to turn completely black till the start of your next turn
  • Danger of the Competing Elements (Darkness aspected) When hit by both Energy (fire or radiant) and Time (cold or force), or both Matter (acid or poison) and Thought (lighting or thunder) damage types in the same round you are considered to have weakness to the second energy type. If you are hit by both energy types of Energy, Matter, Thought or Time in the same round you take additional damage equal to your proficiency. If you use an energy type against those with the same aspect, you have your attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Dark Evolution: Counts as a Genasi for the purposes of using Darkness Genasi effects and magical items, but not as a Darkness Genasi. With every offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Darkness Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Earth (18), Fire (19), Water (20)

Attributes – Earth Aspected Traits

  • Ability Score Increase: Constitution +2
  • Appearance: Green eyes, Veins, Skin or Hair are trademarks of Earth Aspected characters.
  • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Earth Evolution: Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Earth Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Associated Element – Water Aspected Traits

  • Ability Score Increase: Wisdom +2
  • Touch of the Water (Water Aspected) While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Time (Water Aspected) When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
  • Danger of Energy (Water Aspected) When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Water Evolution: Counts as a Genasi for the purposes of using Water Genasi effects and magical items, but not as a Water Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Water Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Fire (20)

Seasonfey Character Options

Seasonfey Class Options

  • Bard – College of Fey Magic
  • Sorcerer – Nymph Bloodline
  • Warlock – Pact of the Black Woods

Seasonfey Campaign Examples

SeaSeasonfey Elven Racial Magical Items

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Elven Magical Items (35)

Items by Elven Race: (C8/U16/R6/VR5)

  • Bloodfey (Darkness) – Sacrificial elves of the Hollow World
  • Nomadfey (Air) – Traders and Crafters.
  • Seafey (Water) – They exist above and below the water.
  • Seasonfey (Elements) – All about change.
  • Shadowfey (Darkenss) – Albino elves of the underworld
  • Skyfey (Air) – Flying elves.
  • Spiritfey (Fire) – Chosen few of the gods.
  • Sunfey (Fire) – The more magically inclined elves.
  • Wildfey (Earth) – Specialise in stalking and hunting.
  • Woodfey (Earth) – Specialise in material relating to the forests.
All Elven Items (35)

1 – Armour (Total 3): Animated Shield (VR), Elven Chain (R), Mithril Armour (U),

2 – Books (Total 4): BOOKS ON (Dragonlore (U), Dragonology (U), Elvenology (R)), Spellbook of Primal Magic (C),

3 – Charms (Total 3): CHARM OF (Plant Command (R) , Remove Curse (U), Restoration (R)),

4 – Potions (Total 6): Elixir of Health (R), POTION OF (Growth (U), Healing (C, Greater (U), Superior (R), Supreme (VR))),

5 – Staffs (Total 1): Staff of Flowers (C),

6 – Wands (Total 3): WAND OF (Wand of Entangle (U), Wand of Magic Missile (U), Wand of Web (U))

7 – Weapons (Total 5): AMMUNITION ENHANCEMENT (+1 (U), +2 (R), +3 (VR)), Arrow of Life (VR), Unbreakable Ammunition (C), Walloping Ammunition (C)

8 – Wondrous Items (Total 10): Boots of Elvenkind (U), Bracers of Archery (U), Broom of Flying (U), Cloak of Elvenkind (U), Hat of Wizardry (C), Instrument – Harp (VR), Lantern of Revealing (U), Pot of Awakening (C), Quiver of Ehlonna (U), Rope of Mending (C),

Common Elven Items (8)

Common Item Value
Price: (1d6+1) x10 gp (20 to 70 gp) – 50% for consumable items
Base Price: 50 gp or 25 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human

1 – Books (Total 1): (1) Spellbook of Primal Magic

2 – Potions (Total 1): (1) Potion of Healing

3 – Staffs (Total 1): (1) Staff of Flowers

4 – Weapons (Total 2): (1) Unbreakable Ammunition, (2) Walloping Ammunition

5 – Wondrous Items (Total 3): (1) Hat of Wizardry, (2) Pot of Awakening, (3) Rope of Mending

Uncommon Elven Items (16)

Uncommon Item Value
Price: (1d6) x100 gp (100 to 600 gp) – 50% for consumable items
Base Price: 400 gp or 200 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human

1 – Armour (Total 1): (1) Mithril Armour

2 – Books (Total 2): BOOSK ON ((1) Dragonlore, (2) Dragonology)

3 – Charms (Total 1): (1) Charm of Remove Curse

4 – Potions (Total 2): POTION OF ((1) Growth, (2) Healing – Greater))

5 – Wands (Total 3): WAND OF ((1) Wand of Entangle, (2) Wand of Magic Missile, (3) Wand of Web),

6 – Weapons (Total 1): (1) Ammunition Enhancement +1

7 – Wondrous Items (Total 6): (1) Boots of Elvenkind, (2) Bracers of Archery, (3) Broom of Flying, (4) Cloak of Elvenkind, (5) Lantern of Revealing, (6) Quiver of Ehlonna

Rare Elven Items (7)

Rare Item Value
Price: 2d10 x1,000 gp (2,000 to 20,000) – 50% for consumable items
Base Price: 12,000 gp or 6,000 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human

1 – Armour (Total 1): (1) Elven Chain

2 – Books (Total 1): (1) Books on Elvenology

3 – Charms (Total 2): CHARM OF ((1) Plant Command, (2) Restoration),

4 – Potions (Total 2): (1) Elixir of Health, (2) Potion of Healing – Superior

5 – Weapons (Total 1): (1) Ammunition Enhancement +2

Very Rare Elven Items (5)

Very Rare Item Value
Price: (1d4+1) x10,000 gp (20,000 to 50,000 gp) – 50% for consumable items
Base Price: 30,000 gp or 15,000 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

Magical Items
C – Common, U – Uncommon, R – Rare, VR – Very Rare, L – Legendary, A – Artefact, Cu – Cursed

Racial Items Link
Dragonkind, Dwarven, Elven, Genasi, Giant, Gnome, Halfling, Human

1 – Armour (Total 1): (1) Animated Shield

2 – Potions (Total 1): (1) Potion of Healing – Supreme

3 – Weapons (Total 2): (1) Ammunition Enhancement +3, (2) Arrow of Life

4 – Wondrous Item (Total 1): (1) Instrument – Harp,

Designing the Seasonfey Elves

These are based on the Eladrin.

Content Updates

Mystara Races

The Races Overview

Dragonkind Overview: Air (Crystalborn, Silverborn, Whiteborn), Darkness (Blackborn, Brassborn, Onyxborn), Earth (Copperborn, Emeraldborn, Greenborn), Fire( Amberborn, Goldborn, Redborn, Rubyborn), Water (Blueborn, Bronzeborn, Sapphineborn)

Dwarven Overview: Air (Hillbound), Darkness (Shadowbound), Earth (Stonebound), Fire (Craftbound), Water (Seabound)

Elven Overview: Air (Nomadfey, Skyfey), Darknes (Bloodfey, Shadowfey), Earth (Wildfey, Woodfey), Fire (Spiritfey, Sunfey), Water (Seafey), Elements (Seasonfey)

Genasi Overview: Air (Airchild), Earth (Earthchild), Darkness (Darkchild), Fire (Firechild), Water (Waterchild)

Giantkind Overview:

Gnome Overview: Air (Skykin), Darkness (Shadowkin), Earth (Forestkin), Fire (Tinkerkin), Water (Tradekin)

Halfling Overview: Air (Southshire), Darkness (Eastshire), Earth (Highshire), Fire (Heartshire), Water (Seashire)

Human Overview: Air (Hattian, Heldannic, Kerendan, Thyatian), Darkness (Nuari), Earth (Atruaghin, Ethengarian, Makistani), Fire (Alasiyan, Thothian, Traladaran), Water (Makai)

Inner World

Humans Overview: Fire – Nithian

D&D 5E in Mystara

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Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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