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Elf (Farahim)

Ability Score Increase +2 Wis, +1 Cha
Size Medium
Speed 30 ft.

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.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Read the Thread. You focus in and concentrate for one uninterrupted minute, attempting to perceive the threads of fate. You gleam one undiscovered detail or secret about your current situation, or a situation you're about to be in. This detail is determined by the DM, and can be anything from where the barkeep stores his hidden documents, to the passphrase of a secret society, or the whereabouts of an ideal shelter. The detail should be something that either could've been gleamed by the character if they'd went out of their way to look for it, or if it is pertinent information they would learn in the near future. Once you use this feature, you must finish a long rest before you can use it again.   Spark of Fate. Whenever a creature rolls a natural 1 or 20 on an attack roll, ability check, or saving throw within 30 ft. of you, you may choose to give yourself advantage on your next attack roll, ability check, or saving throw. Once you use this feature, you must use up the advantage you'd gained previously and finish a long rest before you can use it again.

Languages. Common, Elvish, and Shahiri.


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