You have advantage on checks to find landmarks.
Whenever you have advantage on an attack roll using Dexterity, you can reroll one of the d20s once.
Whenever you have advantage on an attack roll using Intelligence, you can reroll one of the d20s once.
Whenever you have advantage on an attack roll using Wisdom, you can reroll one of the d20s once.
Whenever you have advantage on an attack roll using Charisma, you can reroll one of the d20s once.
The Meditate action takes you 1 minute, instead of 10.
You are imbued with the detect magic spell, choosing Intelligence, Wisdom or Charisma as the spellcasting ability for this spell.
You can take the Magic action to teleport 30 feet to an unoccupied space you can see, or as a reaction when a creature that you can see within 60 feet of you makes an attacks you.
Once you use this feature, you can't use it again until you finish a short rest.
Moreover, whenever you use this feature, you gain one of the features below based on your Elf Subrace option. If an effect requires a creature to make a saving throw, you use your choice of your Intelligence, Wisdom, or Charisma DC.
You gain the effects of the sanctuary spell until the end of your next turn.
You become invisible until the end of the current turn, or until you attack, cast a spell, or use your movement.
One creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Constitution saving throw or become slowed until the start of your next turn.
One creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
You gain immunity to necrotic damage and resistance to poison damage until the end of your next turn.
One creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Strength saving throw or be pushed 10 feet away from you and fall prone.
You become incorporeal until the end of the current turn, or until you attack or cast a spell.
One creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or become charmed by you for one minute, or until you or one of your allies deal any damage to it.
You can touch one willing creature within 5 feet of you to be the target of the teleport instead of you, and the range increases to 60 feet for this action or reaction.
You can touch one willing creature within 5 feet of you to teleport instead of you, and the target gains the effect of the feather fall spell until the end of its next turn.
One creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Constitution saving throw or be unable to take a reaction until the end of your next turn.
You have advantage on checks and saves against the mad, paranoid, possessed, and stressed conditions.
Your Wisdom score increases by 1, to a maximum of 20.