Saving ThrowsDex +2, Cha +4
SkillsArcana +4, History +4, Insight +4, Nature +4, Perception +4, Performance +4, Persuasion +4, Religion +4
Sensespassive Perception 14
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 re exive through years of practice. After resting in this way, you gain the same bene t that a human does from 8 hours of sleep.
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.
Bardic Inspiration.You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Expertise.At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Shortsword.Melee Weapon Attack: +2 (STR) or +2 (DEX - finesse) to hit, reach 5 ft. Hit: 1d6 (STR) or 1d6 (DEX - finesse) piercing damage.
Crossbow, hand.Ranged Weapon Attack: +2 to hit, range 30/120 ft. Hit: 1d6 piercing damage.