Origin:
+2 DEX cap
+1 INT
Stealth Proficiency
Racial:
60 ft. darkvision
35 ft. walk speed
Emperor’s Gift
You gain a +2 to your initiative rolls.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Class:
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Feats / ASIs:
Elven Accuracy (Char lvl 1)
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
Increase your Wisdom to a maximum of 20.
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Fighter lvl 4 ASI: +2 DEX
Alert (Char lvl 5)
Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Resilient Dex (Fighter lvl 6)
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
Elegant Courtier (Fighter lvl 7)
Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Other:
Aberrant Horror Mutation : ) :
+2 CON, +1 STR
You become an aberration in addition to any creature type you already are.
Chitinous Shell
As a bonus action, you can develop a hard, crustacean-like shell made of your own bone. When you use this adaptation and are not wearing heavy armour, you gain a +2 to AC. However, this reduces your speed by 10 feet. This adaptation lasts for 1 minute or until you are knocked unconscious. On your turn, you may use a bonus action to end this Adaptation.
Eldritch Limbs
You can transform one or both of your arms into a weapon of thick muscle, sharp claws, or hardened bone. When you make an attack, you can use this Adaptation. If you do, you gain the following features:
You can choose what type of damage your unarmed attacks will cause, from Piercing, Bludgeoning, or Slashing. Your arm becomes a claw, tusk, or bone club, depending on the damage type chosen.
You may roll a d6 in place of normal damage for unarmed strikes.
You cannot hold any object in the affected arm. This includes, but is not limited to, weapons, shields, and spellcasting focuses. Any object you are holding merges into your adaptation or immediately drops to the ground. The GM may decide if they feel the object is too large to merge.
This adaptation lasts until you become knocked unconscious. On your turn, you may use a bonus action to end this adaptation.
Class/Racial Features & Traits