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.
Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow.
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. (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.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
Comments