Accustomed to twilit forests and the night sky you have superior vision in the 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 cannot discern color in darkness but shades of grey.
You have advantage on saving throws against being charmed and immune to sleep magic.
Elves do not need to sleep. Instead they meditate deeply while remaining semiconscious for 4 hours a day. While meditating you can dream after a fashion. After resting this way you gain the same benefit as a human does for sleeping 8 hours.
You have proficiency in the Perception skill.
You have proficiency in the long and short swords plus long and short bows.
You know one cantrip of your choice from the wizard spell list and intelligence is your spellcasting ability for it.
You can speak-read-write one extra language of your choice.
You have draconic ancestry of the Red type.
You can use your action to exhale destructive energy. When you use your breath weapon each creature in the area of exhalation must make a Dexterity saving throw. The DC is 8 + your constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save and half on a successful save. The damage increase to 3d6 at 6th level-4d6 at 11th-and 5d6 at 16th.
You have Fire damage resistance.
Accustomed to life underground you have superior vision in dark and dim conditions.
You have advantage on saving throws against poison and you have resistance against poison damage.
You have proficiency with the battleaxe-handaxe-light hammer- and warhammer.
You gain proficiency with the artisans tools of your choice-smiths tools-brewers tools- or masons tools.
Whenever you make an Intelligence History check related to the origin of stonework you are considered proficient in the History skill and add double your proficiency bonus to the check.
Your hit point maximum increases by 1 and it increases by 1 every time you gain a level.
Once per day when you finish a short rest you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level and none of the slots can be 6th level or higher.
You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds and its form must be that of a nonmagical object that you have seen. The object is visibly magical and radiates dim light out to 5 feet. The object disappears after 1 hour or when you use the feature again or if it takes or deals any damage.
You can see normally in darkness both magical and nonmagical to a distance of 120 feet.
You can read all writing.
You can telepathically speak to any creature you can see within 30 feet of you. You do not need to share a language with the creature for it to understand your telepathic utterances but the creature must be able to understand at least one language.
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again or if you dismiss it or if you die. You can transform one magic weapon into your pact weapon by peforming a special ritual over the course of 1 hour which can be done with a short rest. You can dismiss the weapon shunting it into an extradimensional space and it appears whenever you create your pact weapon thereafter. You cannot affect artifacts or sentient weapons this way. The weapon ceases being your pact weapon if you die or if you do the ritual again or if you break your bond to it. It appears at your feet if it was in the extradimension when the bond breaks.
As an action you present your holy symbol and speak a prayer censuring the under. Each undead that can see or hear you within 30 feet must make a Wisdom saving throw. It it fails it is turned for 1 minute or until it takes any damage. A turned creature must spend its turn trying to move as far away from you as it can and it cannot willingly move to a space within 30 feet of you. It also cannot take reactions. If there is nowhere to move the create can use the Dodge action.
When you choose Light domain at 1st level you gain the light cantrip if you do not already know it.
At 1st level you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see you can use your reaction to impose disadvantage on the attack roll causing light to flare before the attacker before it hits or misses. An attacker that cannot be blinded is immune to this feature. You can use this a number of times equal to your Wisdom modifier a minimum of once. You regain all expended uses when you finish a long rest.
Starting at 2nd level you can use your Channel Divinity to harness sunlight banishing darkness and dealing radiant damage to your foes. As an action you present your holy symbol and any magical darkness within 30 feet of you is dispelled. Additionally each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed save and half as much on success. A creature with total cover is not affected.
While you are wearing armor you gain a +1 bonus to AC.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature you must finish a short or long rest before you can use it again.
Starting at 2nd level you can push yourself beyond your normal limits for a moment. On your turn you can take one additional action. Once you use this feature you must finish a short or long rest before you can use it again. Starting at 17th level you can use it twice before a rest but only once per turn.
Your weapon atacks score a critical hit on a roll of 19 or 20.
At 3rd level you chose the Champion Archetype and gain its benefits.