race features:
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 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.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance
Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses
You have proficiency in the Perception skill.
Sacred Paths
You are a creature of the Sealgir Chase now, and your nature changes to reflect one of the following Sacred Paths.
Your Trance trait lets you change your Path
Hunters Companion
You gain access to a Familiar, as in the Find Familiar spell.
During a long rest, your Familiar is automatically summoned in the form of your active Hunters Path.
You can choose whether this familiar is summoned in an Active or Inactive state
If this familiar drops to 0 HP, it returns to Sealgir Chase and cannot be summoned again until your next long rest.
Primal Instinct
When you reach third level, you can imbue your companion with the raw energy of the Hunt.
As a bonus action, you can activate your familiars Primal Instinct.
You may also choose to activate a Primal Instinct when using an Action to summon a temporarily dismissed companion.
The DC of any saving throws is equal to (8 + PB + Charisma Mod)
You may use your companions Primal Instinct a number of times equal to your Proficiency bonus