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 don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion
You can attempt to hide even when you are only lightly obscured.
Ignore difficult terrain, Advantage on initiative, Advantage on attack rolls against creatures that have not yet acted. When traveling for an hour or more, difficult 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 can attack twice whenever you take the Attack action on your turn.
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
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.
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.