
Elves
These tidbits are extra abilities only for elves or halflings with dominant elvish genes!
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Nature's Guise
When surrounded by foliage, the elf can stand extremely still and meld into their surroundings. It will require a perception check of 100+ by other players to notice them. The elf will remain unseen as long as they do not move. The second they move, they will be revealed.
Costs: 1 Strength
Feathered Call
Elves are ever-attuned to the nature around them. Because of their roots with the Fae, some can even speak to animals. After rolling a successful Charisma 80, your elf can summon a bird once a day to aid them for three rounds. They can do small tasks such as pick up things from a distance as long as it's light enough, or even distract a foe. Know the limitations of the bird. If the bird is killed during Feathered Call, the elf will not be able to use this ability for three days.
Costs: 1 Stamina
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Wild Restoration
By covering a wound in leaves, your elf can tap in to their wild magic heritage in order to heal for a very small amount. An intellect check of 80 needs to be passed. This can be done once a day and heals for 1d5. This will not be possible if your elf doesn't respect the Wild Gods. They will not imbue them with their benevolent powers.
Costs: 1 Agility
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Skillshot
Elves are naturally known for their prowess in archery. Skillshot allows your elf to draw two arrows to their bow at the same time. Using this ability will lower the elf's perception by -20 when facing a foe or trying to make an aim, but will double your damage if successful. This can be done once a day.
Costs: 1 Charisma
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