𝙎𝙝𝙖𝙙𝙤𝙬 𝘼𝙡𝙡𝙮. While holding the urn, you can use an action to speak its second command word to animate your body's shadow, transforming it into an undead creature. When you do, your body's shadow detaches from you and becomes a shadow in an unoccupied space that you can see within 10 feet of you.
On your turn, you can mentally command the shadow if you aren't incapacitated. You decide what action the shadow takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
The urnblade's bonus to attack and damage rolls becomes +2 while the summoned shadow exists. In addition, if you are the target of an attack and are within 5 feet of the shadow, you can use your reaction to command your shadow to become the target of the attack instead.
The shadow disappears when it drops to 0 hit points, when it's farther than 120 feet from you, or when you use an action to dismiss it. When it disappears, your cast shadow returns. If the shadow drops to 0 hit points, there is a cumulative 5 percent chance that the urn turns to dust and is destroyed.
This item appears to be a small cremation urn. While grasping the urn, you can use a bonus action to speak its first command word and cause its lid to unseal. When you do, a curved blade of dark smoke pours from the mouth of the urn. Speaking the command word again reseals the urn and causes the blade to disappear. If you are proficient with shortswords or longswords, you are proficient with the urnblade. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals necrotic damage instead of slashing damage.
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
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.
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
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
A blade used for precision cutting to relieve the body of toxins. If you are poisoned, as bonus action you can choose to take 1d4 slashing damage to make a DC 13 Medicine check. On a success, you are no longer poisoned.
Alternatively, you can use an action to use this ability on a non-hostile humanoid or beast within 5 feet of you.
At 2nd level, you gain the ability to channel magic into your spores.As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class.
While this feature is active, you gain the following benefits:
• When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
• Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
• Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
On a long rest, you invite a lucky select few from your party (half your Wisdom Modifier (rounded down, minimum 1)) to taste the magic that is (character name)'s cooking.You cook a vegetarian, mushroom filled dinner.
Select an ability. Roll a d20.
On a 1 - Everyone who ate the meal gets disadvantage on that ability rolls until the end of the next battle.
On a 2-19 everyone gains advantage on that ability roll untill the end of the next battle.
On a 20 everyone gains advantage on that ability and one more (roll 1d6 to determine)