Ability Score Increases:
As a Dunmer, you are regarded widely as accomplished Sorcerers and Assassins. The Morag Tong, Camonna Tong, and the Magisters of House Telvanni are signs worldwide of Dunmer ways and traditions. From Deceit, Persuasion, Seduction, and Diplomacy, the Dunmer are well known for their feats of charisma. As a Dunmer, you gain +2 Cha.
As an Ashlander Dunmer, you have been brought up around the core territories of Morrowind, from the isle of Vvardenfell to the coastlands around Red Mountain, and even all the way in Solstheim. You have to brave the eruptions of the massive volcano known as Red Mountain all the time, and this has hardened your demeanor and endurance to greater heights. As an Ashlander, you also gain a +1 to Con.
As an Outlander Dunmer, you have been raised in the outer regions of Morrowind, or perhaps, not even within the borders of Morrowind at all. You are seen by Ashlanders as less than them because of this. This may cause some animosity, but it also requires a bit of quick thinking and quick action to avoid being taken down quickly in a fight if push came to shove. Because of this, as an Outlander, you also gain a +1 to Dex.
Languages:
As a Dunmer, you can speak, read, and write, Tamrielic or Aldmeri, Dunmeri, and one other language of your choice that you and your DM agree is appropriate.
Creature Type/Size:
You are a Medium-sized Humanoid.
Superior Darkvision:
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Speed:
Your base movement speed is 30 ft.
Trance:
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; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Fey Ancestry:
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Keen Senses:
You have proficiency in the Perception skill.
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. The Dunmer may use this ability once per long rest.
Dunmer Magic:
You know the Produce Flame cantrip. At 3rd level, you can cast the Hellish Rebuke spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.