Aeldari (5e Race)
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"They shall come, expecting the obvious, the simple, the artless. They shall stab at the shadows with confused minds and troubled hearts. Meanwhile, we shall appear unseen from ten directions, and from every one strike a fatal blow" - Farseer Caerys.
|Aeldari Wraithguard, Pinterest, https://www.pinterest.com/pin/529102656203686496|
As a humanoid race, aeldari are physically very similar to humans, although not entirely identical by any means. They possess longer and cleaner limbs, and fine ascetic features with penetrating and slightly slanted almond-shaped eyes.
Their ears are also slightly pointed, but otherwise they could pass as human at first glance. The most obvious difference between humans and aeldari can only be seen when they move, for the movements of an aeldari radiate a subtle grace which is impossible for a human to emulate.
The eldar, or aeldari as they are known, or the asuryani (followers of Asuryan) as they refer to themselves, are an ancient humanoid alien species whose vast empire extends the width and breadth of the known galaxy.
The aeldari alone rule the stars of the galaxy as the undisputed masters of their own destiny. Such a position is their right, and their preeminence is beyond doubt. In many ways, the aeldari have good reason for such hubris, for no other species have posed a serious threat to their wealth and stability for time immemorial.
They plie the stars at will, experiencing the wonders of the galaxy and immersing themselves completely in the endless sensations that it offers them. Such is the technological mastery of the aeldari that worlds are created specifically for their pleasure, and stars live or die at their whim.
On hundreds of idyllic planets seeded across the stars, the aeldari pursue their inclinations as they will, indulging every dream and investigating every curiosity. They have mastered the labyrinth dimension of the Webway, have expanded their realms into the furthest corners of reality and learned much about the universe that has since been forgotten.
Even death is no barrier, for when their spirits eventually leave their mortal bodies they dissolved peacefully back into the Immaterium to be reborn again in new aeldari bodies.
There are, of course, many wars. Even when the galaxy was young there were upstart species seeking to gouge out petty empires of their own, just as they do today and will for innumerable centuries, so the aeldari wage wars against the empire that ravage dozens of star systems and cost trillions of lives.
Most of these conflicts are so short-lived that the ease of their victory leave the aeldari ever more sure of their ascendancy. Even the greatest of all their wars, known in the mythic cycles of their as the War in Heaven, did not humble them. In their hearts the Aeldari reign supreme, and no other power could end their dominance.
The aeldari adhere to a set of strictures known as the Asuryani Path. Through the rigid emotional discipline of the Path they master their inclination towards sensation-seeking, instead focusing their prodigious intellects and energies upon the pursuit of one specific goal. The battles the asuryani have fought in the name of survival have been many and violent. Yet their most important struggle is a spiritual one, for the nature of their psyche remains fundamentally unchanged. As ever they were, the eldar are prone to emotional extremes. To ensure temptation is put behind them, the philosophy often called Ai'elethra, or the Path, governs every aspect of aeldari life, enabling the eldar to harness their emotional and intellectual intensity safely, without jeopardising themselves or those around them.
In adult life, every eldar chooses for himself a discipline that he then makes his task to master to the exclusion of all else. Each discipline is a Path unto itself, and each Path may necessitate further choices and specialisations. Once an eldar has walked a Path for long enough, he chooses another, then another. Though he forsakes each Path in turn, his soul is nourished by the experiences upon it. An eldar may tread many different Paths in his life, and the skills he learns on each journey serve to enrich further accomplishments. To the eldar, all avenues of experience are strewn with dangers, for their minds are capable of depth and understanding that goes beyond the concept of mere human obsession. Such dangers are often likened to traps or nets, waiting to catch the unwary and hold him fast in the chains of compulsion. When an eldar's mind becomes so completely focused upon one thing that he can no longer make the change to another discipline, he is said to be lost upon the Path. This is a frightening and final fate for all eldar, and it can befall any of their kind despite the discipline and training that they receive. In the case of the Warrior Path, these individuals are called exarchs, though there are examples that correspond to other Paths, such as the crystal seers and the doomed bards of twilight.
There are innumerable Paths open for an eldar to explore; some as common as the Path of the Artisan, others as rare and dangerous as the Path of the Seer. Each offers its followers a complete way of life. Those eldar who have mastered the less esoteric Paths are no less respected than their brethren. After all, the artisans are those who create every bit of their esoteric and futuristic technology, calling masterpieces into being with the care a musician lavishes upon his harp or a warrior upon his sword. It is from the ranks of those upon "civilian" Paths such as these that the guardian militia are mustered in times of need.
Here is a link for a name generator: https://www.fantasynamegenerators.com/warhammer-40k-eldar-names.php
Male: Morroseith, Orotharal, Kelroth, Fueros, Gulmas, Logard, Osuseth, Balerendil, Caeraran, Karanlion.
Female: Lidole, Aemhynn, Genlara, Ellyth, Kaytera, Faedona, Bahakra, Behnehynn, Deravena, Libala.
The aeldari are lithe, graceful, and extraordinarily talented futuristic fey-like warriors from space that wield weapons yet to be concieved by man with consumnate skill.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Aeldari reach maturity at 18 and live very long lives, the psychically capable lasting even longer. It is not unknown for some to have lasted ten millennia.
Alignment. The motives of the aeldari are alien to just about all that aren’t them, even if they attempt to do the galaxy better. They are not pacifists though, and genocide isn’t a foreign concept. They tend towards law, neutrality, and good most times.
Size. Aeldari do not vary in height and build all that much, with the normal height being 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Heritage of the Ancient Ones. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Aeldari don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Last Breath. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Aeldari Path. Choose the Path of the Artisan, Path of the Warrior, or Path of the Seer.
- If you are an Artisan, you may gain proficiency in one type of tool of your choice, and you may add double your proficiency bonus to any checks made with this tool.
- If you are a Seer, you can cast the magic missile and charm person spells once each, requiring no material components. Wisdom is your spellcasting ability for these spells.
- If you are a Warrior, you may deal double damage on a hit with a weapon attack whilst you have an advantage on the attack roll.
You regain the uses on the Seer and Warrior paths after a long rest.
Languages. You can speak, read, and write Common, and Elvish.
Random Height and Weight
|6'′ 5"''||+d10||100 lb.||× (1d10) lb.|
*Height = base height + height modifier