Erid, Dominion (4e Race)

From D&D Wiki

Jump to: navigation, search

Erid[edit]

A race said to be as old as the gods and primordials, Erid are beings of consciousness and energy who possess the ability to absorb and manipulate energy for their own purposes.

Racial Traits
Average Height: 5'4" to 6'2"
Average Weight: 100lbs to 220lbs
Ability Scores: +2 Constitution, +2 Charisma or +2 Strength
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Primordial
Skill Bonuses: +2 Endurance, +2 Religion
Elementary Absorption: You do not need to eat or drink.
Environmental Enthalpy: Choose acid, cold, fire, lightning or thunder. You gain resist 2 to all damage of the chosen type. At level 11 this resistance increases to 4, and at level 21 this resistance increases to 6. Instead of increasing your resistance, you can choose an additional damage type to become resistant to.
Immortal Origin: You are a being made up of energies from the Astral Sea. As such, you are considered an immortal creature for the purpose of effects that relate to creature origin. You can still be killed like normal, however you cannot die of aging.
God's Hand: You also gain the God's Hand power.


God's Hand Erid Racial Power
You call energy down upon your foes with the force of a vengeful god's fist.
Encounter Star.gif Divine, Force
Standard Action Ranged 3
Prerequisite: Dominion Erid trait
Target: One creature
Attack: Wisdom +4 or Strength +4 Vs. AC
Hit: 1d8 + ability modifier damage and the target is knocked prone.

Level 11: Wisdom +6 or Strength +6, Hit: 2d8 + ability modifier damage, and the target is knocked prone and dazed until the end of your turn.
Level 21: Wisdom +8 or Strength +8, Hit: 3d8 + ability modifier damage, and the target is knocked prone and stunned until the end of your turn.


The Erid are an incredibly old race of humanoids, said to be a mixture of energy and consciousness. Erid tend to live in seclusion due to how they come into being, and because of this only a small percentage of the world's population know of the Erid despite their longevity; longevity that is believed to be as long if not longer than that of the gods. Nevertheless, every-so-often an Erid chooses to venture out and, time and again they have proven to be reliable if not strange companions.

Play an Erid if you want...

  • To be an ancient, enigmatic race.
  • To be able to literally adapt to any environment.
  • To be an ever-enduring race of many origins.
  • To be a member of a race that favors the wizard, druid, and paladin classes.

Physical Qualities[edit]

Erid are humanoid beings of energy and consciousness. Most Erid possess a near-humanlike body, with the same amount of appendages and the same facial features, though some can lack things like noses or ears. However, there are some Erid who can be more likened to ghosts than humans. Any type of energy can create an Erid, so long as there is enough of it. Depending on what which energy dominates an Erid's makeup, their physical appearance can differ drastically.

Dominion Erid are made up of the divine energy present in the Astral Sea, the dominion of the gods. Because of this, Dominion Erid tend to have a more intimidating, deity-like presence. Depending on alignment, some Dominion Erid can glow with radiance while others seem suck in the light around them. Their features tend to be attractive or alluring to other races. Dominion Erid possess average-sized frames.

Despite the differences between the incarnations, all Erid possess the abilities to absorb energy for sustenance, regardless of what type of energy, as well to alter and reforge their body to suit their needs. However, these changes are generally permanent and are incredibly hard to reverse; only those who possess a strong will and have gone through intense mental training can even attempt the process.

Erid are not born in the conventional sense; each Erid comes into being when enough energy is amassed in a given place. The energies coalesce, pulsating and swirling around each other rapidly in a sphere. During this time the sphere of energy generates a certain color, generally denoting what type of Erid is being born: Mystic Erid are blue; Primal are green; Dominion are yellow; Gloom are black; and Doom are red. Eventually, a humanoid form emerges from the ball and the Erid is born.

Erid then can live on for quite a long time, depending on the Erid: Arcane Erid generally live to 150; Primal Erid can live up to 75; Dominion Erid are immortal; and Gloom Erid on average live to 50. Doom Erid are a newer group and rarer type of Erid and as such, basic information about them is limited. However, the oldest known Doom Erid is believed to be around a millenia old. There are of course exceptions to the rule, as Erid only need energy to survive. Erid tend to mature quickly, reaching mental adulthood in as fast as a year; not soon after this does the body also mature, giving the Erid the presence of an adult.

Playing an Erid[edit]

Erid as a whole are a secluded race with no one community being larger than 100 Erid at any given time, due largely in part because of the way Erid are "born". Their seclusion has shaped their mindset, as Erid generally have a conservative outlook and tend to mind their own business. That is not to say that Erid are cowards; their species' long, long existence has taught them to be cautious of any outsiders. In the past, Erid were drawn into conflicts that were not their own and, in some cases, exploited. The Erid of today vow to never let history repeat itself. However, once a person has earned the trust of an Erid, they become as loyal as any other race.

The energies that compose an Erid help shape its personality

The Astral Sea's energy inhabits Dominion Erid, giving them access to the strength and charisma of clerics, paladins and other divine warriors past. Dominion Erid's personalities reflect such holy (or unholy) characters by being empathetic and devout.

Dominion Erid Characteristics: Empathetic, devout, just or unjust, strong-willed

As a race, Erid have no true gender. However, the bits of consciousness within the various energies of an Erid form can give it a concept of gender.

Erid do not place much emphasis on names, with most Erid choosing the place they were "born", the first thing they see, or even a concept or term as their name. In some cases, an Erid's name may be given to them as well.

Names: Sea, Nentir, Vale, Copper, Mithril

Erid Adventurers[edit]

Three sample Erid adventurers are described below.

Sea is a Dominion Erid paladin. Born by the seaside of a decent-sized port town, Sea grew up alone in the nearby forests because as a child she appeared as a large green bear that, in turn, scared the villagers. In her loneliness, Sea absorbed the forest's energy with wild abandon which, by the time she fully matured, had dried up the forest. The forest caught fire, but the townsfolk were able to put out the fire and while doing so, discovered Sea, who appeared to be a strangely light-green but beautiful human woman. The townsfolk brought her in and, although wary at first, Sea came to understand their initial fear of her and eventually grew to love the townsfolk. In her desire to protect the town, Sea became a paladin of Melora.

Anvil is a Wild Erid druid. Anvil was imprisoned and enslaved by Orc raiders shortly after his birth, with the first thing he recalls seeing being a makeshift anvil used to for weapons of war. His birth had illuminated an entire valley but, unfortunately for Anvil, had drawn the unwanted attention of his orcish captors, who sought to sell the strange light or use it as a weapon. Anvil had different plans, however, and after five long years he matured, taking on the appearance of a large metallic orc. Anvil made his escape into a nearby forest where, as luck would have it, he found a passing druid. Sensing the true nature of the giant, steel "orc", the druid agreed to help Anvil. In so doing, Anvil learned the ways of the druid and has since devoted himself to travelling the world in hopes of finding someone like him, and to possibly prevent what happened to him from happening to anyone else.

The Depraved One is a Doom Erid psion. Having been born in the Far Realm, The Depraved One lacks any sense of sanity or morality. Gifted with the powers of a psion, The Depraved One has made it her mission to destroy all life; maybe then she can find some peace and quiet.

Erid Feats[edit]

Heroic Tier Racial Feats
Name Description
Adaptability Erid can manipulate the energy within them to adapt to any given situation or environment.
Paragon Tier Racial Feats
Name Description
Improved Mystic Fury You have learned to channel more energy into Mystic Fury, being able to cast Elemental Storm farther and with more power than before.
Though the Darkness As a being of shadow, you are accustomed to moving through the darkness.
Epic Tier Racial Feats
Name Description
Arcane Furor Your experiences have led to a better understanding of the energies that course through your body, allowing you utilize your abilities more often.

Erid Racial Powers[edit]

Upon leveling up, an Erid can choose to forego learning a class power and instead learn an Erid racial power of equal or lower level.

Mystic Fury Erid Utility 6
You focus your energy on one spot, making your Elemental Storm stronger and more precise.
Daily Star.gif Arcane
Free Action Personal
Trigger: You cast Elemental Storm
Prerequisite: Elemental Storm racial power
Effect: The spell range for Elemental Storm becomes Ranged 10. In addition, when you roll for damage, you can roll an additional damage die.


The Elements Unleashed Erid Utility 22
You tap directly into the energies of the Elemental Chaos, making your Elemental Storm much more potent.
Daily Star.gif Arcane, Cold, Fire, Lightning, Thunder
Free Action Personal
Trigger: You cast Elemental Storm.
Prerequisite: Elemental Storm racial power
Effect: The effect of Elemental Storm changes and is replaced with this power's effect, depending on the type you are resistant to due to your Environmental Enthalpy trait.

Acid: 4d8 + ability modifier acid damage, and the target takes a -2 penalty to AC (save ends).
Cold: 4d8 + ability modifier cold damage, and the target is immobilized (save ends).
Fire: 9d6 + ability modifier fire damage.
Lightning: 6d6 + ability modifier lightning damage, and the target is stunned (save ends).
Thunder: 4d8 + ability modifier damage, and the target is knocked prone, deafened, and stunned (save ends both).
Afterward, you fall prone and gain vulnerable 10 damage (save ends). In addition, your resistances become vulnerabilities. For instance, resist 2 cold becomes vulnerable 2 cold for the remainder of the encounter.


Paragon Paths:

Epic Destinies:



Back to Main Page4e HomebrewRaces

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors