| STRENGTH | DEXTERITY | CONSTITUTION | INTELLIGENCE | WISDOM | CHARISMA |
| 18 | 26 | 20 | 16 | 20 | 16 |
(+4) | (+8) | (+5) | (+3) | (+5) | (+3) |
Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic can't put them to sleep.
Dunmer Magic. Dunmer know the Produce Flame cantrip. At 3rd level, they can cast the Hellish Rebuke spell as a 2nd level spell once with this trait and regain the ability to do so when they finish a long est. When the Dunmer reach 5th level, they can cast the Flame Blade spell once with this trait and regain the ability to do so when they finish a long rest. Charisma is their spellcasting ability for these spells.
Evasion. Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stillness of Mind. You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Timeless Body. Your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Empty Body. You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
Perfect Self. When you roll for initiative and have no ki points remaining, you regain 4 ki points.
Divine Prowess. All skills you are proficient in become skills you have expertise in. All skills you are not proficient in, you gain proficiency.
Expertise: Acrobatics, Athletics, Perception, Religion, Survival
Divine Magic. You gain access to the Cleric spell listing. You may cast five Cleric spells of any level a day without using a spell slot. (Still requires an action)
Divine Vitality. Provided you have taken no damage since the beginning of your previous turn, you regenerate health equal to 6d10 plus your Wisdom modifier. You are resistant to poison damage, immune to disease, and have advantage on saves against being petrified or paralyzed.
Divine Potency. All damage dealt, by spells or weapon attacks, is multiplied by 3. After rolling all dice and calculating all bonuses, multiply the result by 3.
Divine Resistance (3/3). You have three uses of Legendary Resistance. You are immune to all non-magical damage. You are also immune to one type of damage of your choice and resistant to two other types of damage. (Your choice)
Divine Vigor. All limited-use class/race features are usable twice as many times per day. Your speed increases by 15 feet. You also gain 3 Legendary Actions per round.
Multiattack. Vivek makes two unarmed attacks or ranged Sun Bolt attacks per turn.
Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 45 ((1d12 + 8)*3) bludgeoning damage.
Radiant Sun Bolt. Ranged Weapon Attack: +17 to hit, range 30 ft., one target. Hit: 45 ((1d12 + 8)*3) radiant.
Ancestor's Wrath. Dunmer may use an action to surround their bodies in flame. Once activated, this ability will inflict 1d6 fire damage to creatures that end their turn within 5 ft. of the caster. The effect shall persist for 1 minute after being activated. Friendly fire is possible. Vivek may use this ability twice per long rest.