UA: New Race Options, Eladrin and Gith
  • UA: New Race Options, Eladrin and Gith


    This month's Unearthed Arcana column from WotC's Mike Mearls and Jeremy Crawford introduces two new race options. "Two race options debut in this month’s Unearthed Arcana: eladrin (an elf subrace) and gith. This eladrin is an alternative to the version of the subrace that appears in the Dungeon Master’s Guide."


    This article was originally published in forum thread: UA: New Race Options, Eladrin and Gith started by The-Magic-Sword View original post
    Comments 181 Comments
    1. Yaarel -
      The Eladrin ability score adjustment needs to be: +2 Charisma, +1 any other.

      Charisma and all of its connotations [charm, innate magic, bardic song, etcetera] is what best represents the Fey Elf concept.

      Intelligence is an accident of D&D only having Wizard class in the beginning, but it has merit in folklore too.

      Dexterity is irrelevant.

      Maybe handsized sprites connote Dexterity, but humansized spirits of magic, less so.



      Edit.

      Elves can work better this way:

      Wood Elf: +2 Dexterity
      High Elf: +2 Intelligence
      Eladrin Elf: +2 Charisma

      That is what the Elf feels like.



      Edit.

      High Elf
      +2 Dexterity, +2 Intelligence (!)
      Trance
      Investigation skill proficiency
      Languages: Elven, Sylvan, and Common
      Cantrip
      Elven Armor (permanent Mage Armor, appears as supple chain armor or as invisible force)
      High Elf Weapon Training (longsword proficiency, treat as finesse weapon and spell focus)
      (Darkvision too?)



      Edit.

      Eladrin are a group of elves that are native to the Fey Plane. They feel like a separate race of Elf with their own four subraces. The concept of the Eladrin evolves across the editions, and their association with the four seasons seems to enjoy traction. They consolidate well into four kinds of Eladrin, each one corresponding to a season.

      Eladrin Elf
      • Spring: +2 Charisma, +1 Dexterity (Ghael, Coure)
      • Summer: +2 Charisma, +1 Strength (Firre, Bralani)
      • Autumn: +2 Charisma, +1 Intelligence (Tulani)
      • Winter: +2 Charisma, +1 Wisdom (Noviere, Shiere)
    1. gyor's Avatar
      gyor -
      I like them.
    1. nswanson27's Avatar
      nswanson27 -
      References to "psionics" in the race description, and then later release the Psionics class. I smell lots of unnecessary rules questions and quibbling on the horizon...
    1. The-Magic-Sword's Avatar
      The-Magic-Sword -
      Quote Originally Posted by Yaarel View Post
      The Eladrin ability score adjustment needs to be: +2 any ability score, +1 any other.

      Charisma and all of its connotations [charm, innate magic, etcetera] is what best represents the Fey Elf concept.

      Intelligence is an accident of D&D only having Wizard class in the beginning, but it has merit in folklore too.

      Dexterity is irrelevant.

      Maybe handsized sprites connote Dexterity, but humansized spirits of magic, less so.
      Eladrin are elves, and all elves get Dexterity- I think int/cha is fine, it makes them excellent at all kinds of arcane magic and the int option is especially necessary since Eladrin were the archetypal wizard race last edition. They also were one of the two archetypal swordmages, so I'm glad they kept dexterity- keeps them excellent for gishes.
    1. TheWriterFantastic™'s Avatar
      TheWriterFantastic™ -
      Quote Originally Posted by Yaarel View Post
      The Eladrin ability score adjustment needs to be: +2 any ability score, +1 any other.

      Charisma and all of its connotations [charm, innate magic, etcetera] is what best represents the Fey Elf concept.

      Intelligence is an accident of D&D only having Wizard class in the beginning, but it has merit in folklore too.

      Dexterity is irrelevant.

      Maybe handsized sprites connote Dexterity, but humansized spirits of magic, less so.
      Eladrin's a Subrace of Elf - they just aren't 100% clear about it in the playtest document - as elves, they have the +2 to Dexterity, and it makes sense, from that standpoint, with elves always being described as a physically graceful people. The Charisma or Intelligence bonus is referential to the race/subrace's history of being inherently tied to arcane magic - it works for arcane trickster, bard, eldritch knight, sorcerer, warlock, and wizard.
      The original take in the Dungeon Master Guide was relatively bland for a subrace, so it's at least more interesting with the Shifting Seasons trait granting a semi-flexible cantrip, making it different from High Elves with both that and the Fey Step feature. It's also interesting that they stepped back from the Misty Step as racial spell feature.
    1. Coroc's Avatar
      Coroc -
      Quite ok - for playtesting. I quite like the season concept that is a cool RP aid.

      But - why does everybody and his mother ned access to short range teleportation?

      It makes the life of a DM unnecessary difficult.

      No natural obstacles anymore your monk / eladrin / warlock / gith just teleports around bars of a prison cell / out of his manacles / restrains / locked rooms up/down cliffs windows roofs etc etc yadda yadda yadda.

      BAN

      No not so funny. C'mon now, teleportation and flying is gained much to easy in this edition. That only works with certain type of campaigns with others it just does not.

      Quintessence for me as a DM I houserule or restrict it if I have something in my mind which would be totally cool without those superpowers but trivial without.

      Oki time I start a thread on this please discuss there.
    1. jaelis's Avatar
      jaelis -
      Eladrin getting teleport is pretty much baked in from the 4e version. If you don't like it you'd best just ban the race.

      The gith teleport option comes late enough that it doesn't have any real impact. Wizards have already being misty stepping for two levels, and they have fly now.

      If you don't want any teleport or flight in your campaign, then you just have to make some bigger adjustments.
    1. Ketser's Avatar
      Ketser -
      So question... considering that we have a subrace option that is strongly tied to feywild and a race that is strongly tied to planes and planar travel? So is ita hint that they are working on something planar or worlds of D&D related?

      @Coroc most of obstacles and limitations you describe matter only for the first few levels anyway, so really not a big thing.
    1. Coroc's Avatar
      Coroc -
      Quote Originally Posted by Ketser View Post
      So question... considering that we have a subrace option that is strongly tied to feywild and a race that is strongly tied to planes and planar travel? So is ita hint that they are working on something planar or worlds of D&D related?

      @Coroc most of obstacles and limitations you describe matter only for the first few levels anyway, so really not a big thing. EDIT And even on Eladrin's 1st level teleport... well you can still play around line of sight.
      I would like if they did some more adaptive work for other campaigns worlds than FR given they do not touch my beloved classic modules to much.

      But I fear they rather put Sigil somewhere into Faerun.

      My thread on the topic is up, please read and comment there. Vertical movement is not an issue of level imho.
    1. TheWriterFantastic™'s Avatar
      TheWriterFantastic™ -
      Quote Originally Posted by Coroc View Post
      Quite ok - for playtesting. I quite like the season concept that is a cool RP aid.

      But - why does everybody and his mother ned access to short range teleportation?

      It makes the life of a DM unnecessary difficult.

      No natural obstacles anymore your monk / eladrin / warlock / gith just teleports around bars of a prison cell / out of his manacles / restrains / locked rooms up/down cliffs windows roofs etc etc yadda yadda yadda.

      BAN

      No not so funny. C'mon now, teleportation and flying is gained much to easy in this edition. That only works with certain type of campaigns with others it just does not.

      Quintessence for me as a DM I houserule or restrict it if I have something in my mind which would be totally cool without those superpowers but trivial without.

      Oki time I start a thread on this please discuss there.
      Concerns of Level 1 Teleports aside, Eladrin have had Fey Step since at least 4E, and they need line of sight to make it work. Imprisoned eladrin can be blindfolded and handcuffed to solve that problem - low cost solution, even. Or even better, the prison in question has "Eladrin Hats" in stock - blinding cowls that get strapped and locked onto the offending Eladrin's head, for the more humane ones that want their resident eladrin to stumble headfirst into walls while trying to understand their surroundings, or in a high magic setting, the jailors have an item that imposes the blinded condition for an extended duration (a wand, collar, or something else).
    1. Coroc's Avatar
      Coroc -
      Quote Originally Posted by TheWriterFantastic™ View Post
      Concerns of Level 1 Teleports aside, Eladrin have had Fey Step since at least 4E, and they need line of sight to make it work. Imprisoned eladrin can be blindfolded and handcuffed to solve that problem - low cost solution, even. Or even better, the prison in question has "Eladrin Hats" in stock - blinding cowls that get strapped and locked onto the offending Eladrin's head, for the more humane ones that want their resident eladrin to stumble headfirst into walls while trying to understand their surroundings, or in a high magic setting, the jailors have an item that imposes the blinded condition for an extended duration (a wand, collar, or something else).

      Nice ideas, please go to my thread on this topic which I just created, I do not want to derail this thread
    1. Bitbrain's Avatar
      Bitbrain -
      Eladrin look fun.
      The idea of their magic and personality being represented by the seasons is pretty cool . . . I'm envisioning a Feywild civilization ruled by four monarchs in harmony with each other (kinda like Narnia), but where each monarch represents one of the four seasons.
      LOTS of possibilities with these guys.
    1. Yaarel -
      Elves work better this way:

      Wood Elf: +2 Dexterity, +1 Other
      High Elf: +2 Intelligence, +1 Other
      Eladrin Elf: +2 Charisma, +1 Other
      Grugach Elf: +2 Strength, +1 Other

      That is what the Elf feels like.
    1. OB1's Avatar
      OB1 -
      Love the Gith, will plug those in as options in my home brew right away.

      For the Eladrin, I like it, but my first thought was why not make the their own race and use the seasons as sub races with the option to change sub race either based on the season you are in or based on emotion. I think the concept is too limited having to be an eleven sub.


      Sent from my iPhone using EN World
    1. MechaTarrasque's Avatar
      MechaTarrasque -
      Hmmm, 2 arguably planar (sub)races.....a little more evidence that 2018's crunch book will be something about the multiverse?

      I think any player who wants to play an eladrin will need a visual aid to help this poor DM remember what season the PC is in. The shifting cantrip is interesting.

      Githyanki seem like a good fit for eldritch knight, who'd of thought? I kid, I kid.

      It is funny, I never really thought of Githzerai rangers (given that they racial enmity towards Githyanki and mindflayers), but it was the first thing I thought of when I read their entry. With what I can vaguely remember of the underdark ranger, that could be a nasty combination in the right campaign.
    1. clutchbone's Avatar
      clutchbone -
      Eladrin - choice of secondary ability, supercharged misty step (short rest instead of long) and revolving 4 cantrips? Isn't that a bit much?

      Githyanki - A bit redundant to have jump and misty step. I'd give them magic weapon at 5th level instead, fits with their usual lore as arcane warriors and it'll work great with Eldritch Knights who don't normally get it.

      Githzerai - With shield and +1 AC, I'd be tempted to try a monk without a racial Dex bump... but I'd probably still go wizard.
    1. Kobold Avenger's Avatar
      Kobold Avenger -
      I still disapprove of the Githzerai having LN described as their preferred alignment. It's CN that's been their preferred alignment from before 3e, with only a small monastic order being lawful, as most of the Githzerai race who live in the cities in Limbo should be chaotic.
    1. Yaarel -
      Quote Originally Posted by The-Magic-Sword View Post
      Eladrin were the archetypal wizard race last edition.
      There is nothing archetypal about a +1.

      An archetypal Wizard race requires +2 Intelligence.

      But Eladrin feel better toward archetypal Charisma casters, with +2 Charisma, for classes like Bard, maybe Sorcerer.
    1. Yaarel -
      Notice the Gith subraces distinguish by their +2 ability score modifiers.

      The Yanki get +2 to Strength, while the Zerai get +2 to Wisdom.

      The Elf races are highly different from each other, and need to likewise distinguish by +2 to their ability scores.

      Eladrin Fey Elf +2 Charisma.
      Wizard High Elf +2 Intelligence.
      Wood Elf +2 Dexterity.
    1. Yaarel -
      Quote Originally Posted by TheWriterFantastic™ View Post
      Eladrin's a Subrace of Elf.
      Likewise, Githyanki and Githzerai are subraces of Gith. At the same time, Githyanki gain +2 Strength, and Githzerai gain +2 Wisdom.
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