Darkvision. Thanks to your elf blood, 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.
Mission-Born: Death saving throws are rolled with a modifier of +5. In addition (once per combat) when you get up from being downed by an enemy, gain an additional 1d4 radiant damage for the duration of the fight. If you actually die, for a d100. If 10 or lower, com back with half health.
Guardian: Base AC is increased by 1
Languages. You can speak, read, and write Common, Elven and one extra language of your choice. (Infernal)
Thieves Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action-
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Arcane Student
Your training in the arcane translates into other professions more easily than most. You receive skill proficiency in two other skills of your choice. (Investigation, Athletics)
Every student has that one spell that stands out to them. You were no different. Choose a single wizard cantrip, you cast that at character level. (Booming Blade)
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice. (Draconic, Sylvan)
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Humanoids, Celestial)
Class/Racial Features & Traits