Elf/Unearthed Arcana

*To view the official mechanics and statistics of this class, see Elf.*
The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events. **Ask your Dungeon Master before using any material on this page.**

If Wizards of the Coast decides to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.

## Race Options: Eladrin and Gith

(Unearthed Arcana: Race Options: Eladrin and Gith])

Eladrin are elves native to the Feywild, a realm of unpredictability and boundless magic. At your DM's option, you can select eladrin as the subrace for an elf character, instead of one of the elf subraces in the Player's Handbook.

As creatures of the Feywild, eladrin can be wildly unpredictable. They tend toward an alignment of chaotic neutral, mixing a love of
freedom with benign self-interest. Eladrin that embrace good or evil take their beliefs to an extreme, serving as great champions of justice or terrifying villains.

### The Four Seasons

Each eladrin has four distinct personality states — one for each season — that they shift between when they experience powerful emotion.

**Autumn** is the season of peace and goodwill, when summer's harvest is shared with all. Eladrin adopt this personality when overcome with contentment.

**Winter** is the season of dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when eladrin are overcome with sorrow.

**Spring** is the season of cheerfulness and unfettered celebration, marked by merriment as winter's sorrow passes. Eladrin enter this state when overcome with joy.

**Summer** is the season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury.

You may create personality traits and flaws for each of your seasons, reflecting an eladrin's tempestuous personality. You can roll on the following tables or read them for inspiration. To add some chaos to your character, you may roll on these tables each time you change seasons.

#### Autumn

 2
 3
 4

 2
 3
 4

#### Winter

 2
 3
 4

 2
 3
 4

#### Spring

 2
 3
 4

 2
 3
 4

#### Summer

 2
 3
 4

 2
 3
 4

### Eladrin Traits

* **Ability Score Increase:** Your Intelligence score or your Charisma score increases by 1.
* **Fey Step:** 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.
* **Shifting Seasons:** At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season's magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season.

Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher.

### Avariel

The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves' number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.

* **Extra Language:** You can speak, read, and write Auran.
* **Flight:** You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

### Grugach

The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion.

The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature.

If anyone is fool enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master the basic weapons needed to hunt and forage in the wood. Every copse of trees becomes a sniper's nest, and each forest meadow is an ambush point. The grugach set pits filled with stakes, snares that leave an intruder helpless to grugach arrows, and other snares designed to kill rather than capture. The grugach fight to the death to preserve their realms.

* **Ability Score Increase:** Your Strength score increases by 1.
* **Grugach Weapon Training:** You have proficiency with the spear, shortbow, longbow, and net.
* **Cantrip:** You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
* **Extra Language:** You don't know Common. Instead, you can speak, read, and write Sylvan.

### Shadar-kai

Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were elves like the rest of their kin, but now they exist in a strange state between life and death, their skin pale and their bodies marked by piercings and eerie tattoos.

* **Extra Language:** You can speak, read, and write one extra language of your choosing.
* **Cantrip:** You know one of the following cantrips of your choice: Chill Touch, Spare the Dying, or Thaumaturgy. Charisma is your spellcasting ability for it.
* **Blessing of the Raven Queen:** As a bonus action, you can magically teleport up to 15 feet to an unoccupied space you can see, and you gain resistance to all damage until the start of your next turn. During that time, you appear ghostly and translucent. Once you use this ability, you can't use it again until you finish a short or long rest.