Second Wind. Once per short Rest, the Raider uses a bonus action to regain 1d10 + 1 HP.
Fire Resistance. All Ashen Elves have resistance to Fire Damage.
Channel the Living Fire The Raider channels the living fire of the Ashen Elves. Its spellcasting ability is Wisdom (+5 to hit with spell attacks). The Raider has following spells prepared:
Cantrips (at will): produce flame.
Fey Ancestry. The Raider has advantage on saving throws made to avoid or end the charmed condition on themself.
Trance. The Raider doesn't need to sleep, and magic can’t put them to sleep. They can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which they remain conscious.
Savage Attacker. Once per turn when the Raider rolls damage for a melee weapon attack, they can reroll the weapon’s damage dice and use either total.
Spear Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 3) [piercing] damage.
Sickle Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 + 3) [slashing] damage.
Spear Ranged Attack. Ranged Weapon Attack: +3 to hit, range 20/60 ft., 1 target. Hit: 1 (1d6 + 3) [piercing] damage.
Description
In the Southern High-Lands of the Ashen Elves homeland, conflict is universally present. Whether the threat comes from the Goblins of the nearby Iron Mountains, or from the their own neighbors in the next valley over, the Elves of the Hill-Clans must always be prepared for war.
The Ashen Elf Raiders may not be the best equipped, having been drawn from the poorest of Ashen Elf stock, but they make up for it in experience and bravery, and while the sickles they wield may be the same tools they use for agriculture, they are no less adept at using them for war.
Previous Versions
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