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 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 reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Dolten Origin
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.
Gamblerborn
Gain +2 to initiative checks
Corruption Bonus
Roll two d6 after each long rest, you may choose one of the results and gain a +2 to the associated ability score until your next long rest.
1- Strength, 2- Dexterity, 3- Constitution, 4- Intelligence, 5- Wisdom, 6- Charisma.
Corruption Effect
Sometimes bad luck is even worse and even more so for you. Whenever you would roll a 2 on an attack roll, saving throw, or skill check, it counts as though you rolled a 1.
Not Today
You know when it is your time to die, even if it remains hauntingly hazy. Still, it gives you some ability to endure deadly blows. When the damage from a single instance of damage would cause you to go unconscious or die, you may use your reaction to reduce the damage you suffer by an amount equal to 2+your proficiency modifier+your wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Fateful Girding
Starting at second level you can channel the forces of fate to allow your allies the power to better shape the tapestry.
As an action, you present your holy symbol and cause you and all allies that you can see to gain temporary hit points equal to 1d8+ Your Wisdom Modifier+ Your Proficiency Bonus. These temporary hit points remain until you successfully complete a short rest.
Additionally, whenever they roll a d20 they roll with advantage. This effect fades at the end of your next turn.
Class/Racial Features & Traits