Erid (4e Race)

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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
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Primordial
Skill Bonuses: +2 Endurance
Elementary Absorption: Erid are possess a basic composition and therefore can take in sustenance from any outlet. While resting, Erid can absorb raw energy. After an extended rest, you are refreshed, well-fed, and fully hydrated.
Environmental Enthalpy: Erid can make conscious decisions about what energy they take in. In this way, Erid can alter the makeup of their bodies, allowing them to create a resistance towards a certain type of energy. 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. Additionally, instead of increasing your resistance, you can choose an additional type. You gain resist 2 to all damage of the chosen type.
Incarnation: Erid are beings of energy given humanoid form. Choose Mystic Incarnation, Wild Incarnation, Dominion Incarnation, Gloom Incarnation or Doom Incarnation. You gain the traits associated with that incarnation as well as a unique power.


Mystic Incarnation

Elemental Origin: You are an amalgamation of energies from the Elemental Chaos and as such, you are considered an elemental creature for the purpose of effects that relate to creature origin.
Mystic Erid: As a Mystic Erid, you are able to extract some knowledge from the arcane energies that course through your body. You gain either +2 Intelligence or +2 Dexterity, and +2 Arcane. You also gain the Elemental Storm power.


Wild Incarnation

Fey Origin: The energies of the Feywild pulse within your frame. You are considered a fey creature for the purpose of effects that relate to creature origin.
Wild Erid: You are a Wild Erid, a being of primal spirits made manifest. You gain either +2 Strength or +2 Wisdom, and +2 Nature. You also gain the Heightened Sense power.


Dominion Incarnation

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.
Dominion Erid: The very same energies that make up the gods and primordials now make you. You gain either +2 Charisma or +2 Strength, and +2 Religion. You also gain the God's Hand power.


Gloom Incarnation

Shadow Origin: Despite the bleak atmosphere of the Shadowfell, you were born from it. You are a considered a shadow creature for the purpose of effects that relate to creature origin.
Gloom Erid: The nature of the Shadowfell is not lost within the energies that you possess. You gain either +2 Dexterity or +2 Charisma, and a +2 Stealth. You also gain the Ghost of a Chance power.


Doom Incarnation

Aberrant Origin: You are a product of the vile energies of the Far Realm. You are considered an aberrant creature for the purpose of effects that relate to creature origin.
Doom Erid: Both the energies of the abominations of the Far Realm and the psions who fight them flow through you. You gain either +2 Intelligence or +2 Charisma, and a +2 Intimidate. You also gain the Unnatural Vitality power.


Elemental Storm Erid Racial Power
You unleash the power of the Elemental Chaos at great risk to yourself.
Encounter Star.gif Implement, Arcane, Cold, Fire, Lightning
Standard Action Burst 1 within 10 squares
Prerequisite: Mystic Erid trait
Target: All creatures in burst
Attack: Intelligence or Dexterity Vs. Reflex
Hit: The effects of the spell depend on the type you are resistant to due to your Environmental Enthalpy trait.

Acid: 1d8 + ability modifier acid damage, and the target takes a -2 penalty to AC toward the next attack against it.
Level 21: 3d8 + ability modifier acid damage, and target takes a -2 penalty to AC until the start of your next turn.
Cold: 1d8 + ability modifier cold damage, and the target is slowed until the end of your next turn.
Level 21: 3d8 + ability modifier cold damage, and the target is slowed (save ends).
Fire: 3d6 + ability modifier fire damage.
Level 21: 6d6 + ability modifier fire damage.
Lightning: 2d6 + ability modifier lightning damage, and the target is dazed until the start of your next turn.
Level 21: 4d6 + ability modifier lightning damage, and the target is dazed and weakened until the start of your next turn.
Thunder: 1d8 + ability modifier damage, and the target is knocked prone and deafened until the start of your next turn.
Level 21: 3d8 + ability modifier damage, and the target is knocked prone, deafened and dazed until the end of your next turn.

Effect: You gain vulnerable 2 physical (save ends). Additionally, your resistances become vulnerabilities for the remainder of the encounter. For example, resist 2 cold becomes vulnerable 2 cold.
Special: If you have more than one resistance due to your Environmental Enthalpy trait, choose one element before casting the spell.


Heightened Senses Erid Racial Power
Unlike other Erid you are much more in-tune with your surroundings, being able to sense trouble before it's even begun.
Encounter Star.gif Primal
Minor Action Personal
Prerequisite: Primal Erid trait
Effect: You gain low-light vision until the start of your next turn. In addition, you can make a Perception or Insight check to detect hostile creatures of sense hostility with a +2 bonus to the roll.


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.


Ghost of a Chance Erid Racial Power
If the going gets rough you prefer to get going, slipping quietly away in the shadows.
Encounter Star.gif Shadow
Immediate Reaction Personal
Trigger: You are hit by an attack that bloodies you.
Prerequisite: Gloom Erid trait
Effect: You can shift up to 2 squares. Additionally, if you end this movement in a shadow, you can roll to hide in the shadows with a +2 bonus to the roll.


Unnatural Vitality Erid Racial Power
In times of desperation, you can call upon the energies of the Far Realm to revitalize yourself.
Encounter Star.gif Psionic
Minor Action Personal
Prerequisite: Doom Erid trait
Requirement: You must be bloodied.
Effect: Spend a healing surge. You do not regain hit points. You instead gain temporary hit points equal to your healing surge value.


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.

Mystic Erid are made up mostly of elemental energies. Comparable to the genasi inhabitants of the Elemental Chaos, a Mystic Erid's appearance depends on the elemental energy they choose to manifest. For instance, a Mystic Erid can choose to have flames constantly burning from their skin or to be completely translucent and cold to the touch like ice. Whether or not these effects can affect things beside the Erid can be controlled. Mystic Erid tend to be a little smaller and the least muscular of their Erid brethren.

Wild Erid, while possessing some elemental energy, are made up of the more feral, primal energies of the Feywild. Their appearances reflect this, with some Wild Erid possessing animal-like features such as tails, elongated ears, sharpened claws, digitigrade legs and so on. They tend to be larger, heavier, and more muscular than other Erid.

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.

Gloom Erid are comprised of the shadowy energies of the Shadowfell. Gloom Erid are often pale and seemingly perpetually tired, with gaunt, almost-malnourished facial features if any. Unlike their other Erid cousins, Gloom Erid are generally lithe warriors, having the smallest, thinenst frame of all the Erid on average. Despite this difference in size, some of the greatest Erid warriors have been Gloom Erid.

Doom Erid are perhaps the most diverse of the Erid incarnations. A newer offshoot of the Erid, a Doom Erid's features are not fully defined until after they come to terms with the energy within. Some Doom Erid succumb to the madness, becoming near-replicas of the lovecraftian nightmares beyond the Living Gate in the Far Realm. Others can learn to stave off the corruption and in turn take on the appearance a "normal" appearance, mimicking other races including other Erid.

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

Mystic Erid are composed of elemental, arcane energies. The knowledge and skill of master wizards, sorcerers and other magic users flow within these energies and, as such, Mystic Erid tend to be like students, inquisitive and studious.

Wild Erid are made up of primal energies. The strength and wisdom of ancient druids, barbarians and other primal warriors fill the these energies; as a result, Wild Erid tend to be wise, patient, and/or intuitive.

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.

Gloom Erid derive their essence from the Shadowfell. All the expertise and cunning of those ever skulked the Shadowfell exist within the Gloom Erid, making them equally as cunning and ruthless.

The Doom Erid are an erratic bunch thanks to the psionic and aberrant energies that power them. Some Doom Erid mimic the creatures of the Far Realm and are beyond mad while others emulate the psions' dutiful and just attitudes.

Mystic Erid Characteristics: Inquisitive, studious, power-hungry, knowledgeable

Wild Erid Characteristics: Intuitive, wise, patient, impulsive, brash

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

Gloom Erid Characteristics: Cunning, ruthless, charming, manipulating

Doom Erid Characteristics: Insane, depraved, dutiful, just, burdened

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 and all life; maybe then she can find some peace and quiet.

Erid Feats[edit]

Heroic Tier Racial Feats
Name Description
Adaptability Manipulate energy to enhance your body.
Paragon Tier Racial Feats
Name Description
Improved Mystic Fury Increase Mystic Fury bonus to Ranged 20, extra damage
Though the Darkness
Epic Tier Racial Feats
Name Description
Arcane Furor Cast The Elements Unleashed twice a day.

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.

Leap Erid Utility 2
Your beastial spirit lets you jump farther than your Erid brethren.
Encounter Star.gif Primal
Free Action Personal
Trigger: You make a check to jump.
Prerequisite: Wild Erid trait
Effect: Instead of your Strength modifier, you use your Endurance modifier with a +2 bonus to the roll.


Wither Erid Utility 6
The shadow energy within you feeds thrives off the pain you cause.
Encounter Star.gif Shadow, Weapon, Healing
Free Action Personal
Trigger: You roll for damage.
Prerequisite: Gloom Erid trait
Effect: You gain temporary HP equal to half the damage you dealt, rounded down.


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.


Undying Erid Utility 6
No matter how many times the enemy strikes you, you just won't die.
Daily Star.gif Psionic
Free Action Personal
Trigger: You cast Unnatural Vitality
Prerequisite: Unnatural Vitality racial power
Effect: You regain hit points equal to your healing surge value.


God's Reach Erid Utility 10
A god's wrath has no limits, and neither should yours.
Daily Star.gif Divine
Minor Action Personal
Prerequisite: God's Hand racial power
Effect: The range of your God's Hand power becomes 20 for the remainder of the encounter.


Mighty Smite Erid Utility 16
You channel your fury into your God's Hand, smiting all those who would get in your way.
Daily Star.gif Divine
Free Action Personal
Trigger: You cast God's Hand
Prerequisite: God's Hand racial power
Effect: The area of effect of God's Hand becomes Burst 2.


Your Shadow, My Shadow Erid Utility 22
Experience has taught you how to escape even the most dire of situations and that any shadow can be your friend.
Daily Star.gif Shadow
Standard Action Personal
Prerequisite: Gloom Erid trait
Requirement: You must be bloodied.
Effect: You spend a healing surge. You do not regain hit points like normal. Instead, choose one of the following effects:
  • You disappear into your shadow for 1d4 turns. For each turn you are gone, you regain HP equal to your healing surge value.
  • You slip into your shadow and step out of another, up to 20 squares away.
  • You put your hand into your shadow and grab a foe in attempt to immobilize them. Make an attack of either Dexterity +6 or Charisma 6 vs Reflex. On a successful hit, the target is restrained(save ends).


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.


Strength of the Wild Erid Utility 26
You call on the spirits to strengthen your allies.
Daily Star.gif Primal, Aura
Standard Action Close burst 2
Prerequisite: You chose +2 Strength at character creation; Wild Erid trait
Target: All allies in burst
Effect: You and all allies in burst gain +2 to attack rolls and a bonus to damage rolls equal to your Strength modifier until the end of your next turn. In addition, any enemy in the aura takes a -2 penalty to defense.
Sustain Standard: The aura persists until the end of your next turn.


Nature's Gift Erid Utility 26
You focus your energy on one spot, making your Elemental Storm stronger and more precise.
Daily Star.gif Primal, Healing, Zone
Standard Action Burst 1 within 10 squares
Prerequisite: You chose +2 Wisdom at character creation; Wild Erid trait
Effect: The burst creates a zone that lasts until the end of your next turn. Any ally in the zone that spends a healing surge regains additional HP equal to their healing surge value. Additionally, all allies gain +2 to their defenses while in the zone.
Sustain Standard: The zone persists until the end of your next turn. Additionally, you can move the zone up to 3 squares.


Far Realm Dominance Erid Utility 26
Your vast intellect gives you an advantage over lesser creatures.
Daily Star.gif Psionic
Minor Action Personal
Prerequisite: You chose +2 Intelligence at character creation; Doom Erid trait
Effect: You know the lowest defense of all enemies you see (but not the number) until the start of your next turn. Additionally, for the next attack roll you make you change the defense it is against; however, if your next attack hits multiple targets, you only target one defense and do not choose a different defense for each target.


Terror of the Far Realm Erid Attack 29
You offer a brief glimpse into the madness and depravity that is the Far Realm at the risk of succumbing to it yourself.
Daily Star.gif Psionic, Fear, Implement
Standard Action Melee touch
Prerequisite: You chose +2 Charisma at character creation; Doom Erid trait
Attack: Charisma Vs. Will
Hit: 5d10 + Charisma modifier psychic damage, and the target is knocked prone. Then roll a 1d6 and apply one of the following effect.
  • 1: The enemy is stunned (save ends).
  • 2: The enemy is restrained (save ends).
  • 3: The enemy is weakened (save ends).
  • 4: Effects 1, 2 and 3, with each condition having its own saving throw.
  • 5: You are dominated by a creature from the Far Realm, attacking all creatures (enemy or ally) within range (save ends).
  • 6: Nothing happens.



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