Race:
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Not Yet
You have advantage on death saving throws.
Trance
Elves 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. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Sharkai Weapon Training
You have proficiency in three two-handed weapons of your choice.
Glory of Aladine
When you defeat a creature, you are healed for a total amount of hit points equal to your character level + your Constitution modifier. Once this ability is triggered, it cannot be triggered again until you complete a short or long rest.
Unbroken
You ignore the first level of exhaustion you would take. You must complete a long rest before you can use this ability again.
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Origin:
Path of the Forsaken
Shar'kai's ambitions are versatile and they either excel or perish in their culture. You gain a +1 to any ability score of your choice. (str+1)
All Shar'kai are warriors from their tests in youth. You gain Skill Prof – Martial
You gain an additional use of the Glory of Aladine before you must rest.
Whenever you benefit from the Glory of Aladine, you may heal all of your allies within 30ft as well as yourself.
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Class:
FIghting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
Martial Archetype: Aden'ka'ael (Woon Warrior)
The warriors of Elda'sharkai learn many different forms of death and destruction. One such fighting style is focused on the use of the Falchion. Using its sweeping motions to imitate the phases of the moon and in it, a deadly dance is learned.
Moonlight Sonata
Starting at 3rd level when you choose this archetype, while you wield a falchion, you can move up to 10 feet each time you deal damage to a hostile creature with this weapon. This movement does not count against your speed.
Whenever you move at least 20 feet in a round, your next attack with a falchion deals an additional +2 damage. To gain this bonus, the movement must all be made where you have not yet moved this round. You gain this additional damage only once per round.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Punishing Moon
At 7th level, while wielding a falchion, you can use a bonus action to teleport to an unoccupied space within 5 feet of a hostile creature you can see of your choice. You can then make a free weapon attack against that creature with a falchion.
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Feats/ASI:
Lvl 4 feat: Athlete
You have undergone extensive physical training to gain the following benefits:
Increase your Strength by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn't cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Lvl 6 ASI
Class/Racial Features & Traits