As Calaquendi, you gain the following class features.
Hit Points
Hit Dice: 1d12 per class level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Calaquendi level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer’s pack and four javelins
Light of Aman
In battle, you fight with the Light of Aman in your eyes. On your turn, you reveal yourself in might as a bonus action.
While the Light of Aman is in your eyes, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Calaquendi, as shown in the Calaquendi table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while the Light of Aman is in your eyes.
The Light lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end the Light on your turn as a bonus action.
The Light of Aman can be in your eyes the number of times shown for your Calaquendi level in the Might column of the Calaquendi table. You must finish a long rest before the Light of Aman can be in your eyes again.
Unarmored Defence
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Will of Mandos
Starting at 2nd level, you can throw aside all concern for your fate. When you make your first attack on your turn, you can decide to abandon yourself to the will of Mandos. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
A Fire in a Field of Reeds
Starting at 3rd level, you can channel the Light of Aman into your weapon strikes. While the Light of Aman is in your eyes, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1D6 + half your Calaquendi level. The extra damage is radiant.
Gift of the Firstborn
At 3rd level, your spirit is bound to the world. If a spell, such as raise dead, has the sole effect of restoring you to life (but not uncleath), the caster doesn’t need material components to cast the spell on you.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Lightness of Step
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Blessing of Mandos
Starting at 6th level, the Light of Aman can protect you. If you fail a saving throw while the light of Aman is in your eyes, you can reroll it, and you must use the new roll. You can use this ability only once each time you use your Light of Aman ability.
Wisdom of the Eldar
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if the Light of Aman is in your eyes.
Fateful Blow
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Inspiring Spirit
At 10th level, you learn to channel divine power to inspire others. As a bonus action, you unleash a battle cry infused with might. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Imperishable Light
Starting at 11th level, the Light of Aman can keep you fighting despite grievous wounds. If you drop to 0 hit points while the Light of Aman is in your eyes and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Fateful Blow
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
This increases to three additional dice at 17th level.
Aure Entuluva
Beginning at 14th level, the Light of Aman allows you to shrug off fatal blows. While the Light of Aman is in your eyes, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until the Light of Aman fades, and you die then only if you still have 0 hit points.
Imperishable Light
Beginning at 15th level, your Light of Aman is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Fateful Blow
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Lord of the Eldar
At 20th level, you embody the might of the firstborn. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.