A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher\, the healing increases by 1d8 for each slot level above 1st.
The next time you hit a creature with a ranged weapon attack before the spell ends\, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack\, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save\, or half as much damage on a successful one.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher\, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends\, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack\, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends\, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level\, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher\, you can maintain your concentration on the spell for up to 24 hours.
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.
You have advantage on saving throws against being charmed, and magic can’t put you to sleep
You gain +2 to damage rolls with weapon attacks against favoured enemies. Advantage on Wisdom (Survival) checks to track your them, Intelligence checks to recall information about them.
Ignore difficult terrain, Advantage on initiative, Advantage on attack rolls against creatures that have not yet acted. When traveling for an hour or more,d ifficult terrain doesn’t slow group, group can’t become lost except by magical means. Even when engaged in another activity while traveling (such as foraging), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would.While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.