Deathsight: Death Elves have a supernatural sense to tell when someone’s death is near or imminent. This is a natural sense, and cannot be turned off. You can sense if the death of a nearby creature is imminent, and who it is.
Second Wind: Bonus action heal 1d10+fighter level. Per short or long rest.
Fighting Style: Archery
Action Surge: Can use once per long or short rest, to immedieately gain another action that turn.
Natural Pyromancers: Death Elves are naturally inclined towards fire. You know the firebolt cantrip. You Gain Faerie Fire at 3rd level. Scorching Ray at 5th. Cast both once per long rest. Wisdom is spellcasting.
Forefathers’ Knowledge: Ancestors often play an important role in the growth, life, and eventual death of a Death Elf, and thus are deeply entwined with each individual. You can choose any skill to reflect an Ancestor’s presence in your early growth. You are proficient in this skill.
Ancestral Fury: Death is an integral part of life for all death elves, thus the reverence of ancestors and closely departed kin is sacred and honoured. (Necromancy is the highest form of Taboo possible to these people).
As an action, you can invoke the fury of an Ancestor. This can manifest in multiple different ways depending on the circumstance, choosing one of the effects below. You can use this feature up to half your proficiency modifier rounded down
The consciousness of a deceased ancestor is beckoned to come to your aid. You can perform a ritual to speak with an Ancestor to give guidance and aid. The message or conversation with the Ancestor can range in length and depth. At the end of the ritual, a bonus to ability checks or rolls equal to 1d6 is given for the next roll made. (Once Per Day)
The fury of an Ancestor is brought forth emboldening the descendant in a wreath of fire. You gain temporary HP equal to 2 + your level. Add a +proficiency bonus to attack damage rolls. This benefit lasts for 5 turns, or if the danger has subsided (whichever is sooner)
The fear of an Ancestor surfaces when you are in harm’s way. Upon activation, a screeching wail is cried out from beyond. All enemy creatures within 30 ft of you must make a saving throw equal to 12 + Wisdom modifier, or be feared. Additionally, until the end of the next turn, you don't provoke opportunity attacks when moving by or out of range of an enemy.
Features & Traits