Elven Advancements

Elven Trickery (360 xp). Your Trickery die increases by one step. You can take this advancement multiple times, but its cost doubles each additional time you take it.
Elven Resilience (40 xp). A Resilience of your choice increases by 2. You can take this advancement multiple times.
Elven Weapons (40 xp). You gain competency with a type of bow or bladed weapon. You can take this trait multiple times, but its cost increases by 20 each additional time you take it.
Elven Skills (60 xp). You gain competency in a Trickery, performance, or language skill. You can take this advancement multiple times, but its cost doubles for each additional time you take it.
Darkvision. Within 60 feet, you can see in dim light as though it were bright light, and in darkness as though it were dim light. You cannot discern color in darkness, only shades of blue.
Fleet of Foot. Your walking speed improves by 10 feet. This trait can be taken multiple times, but the bonus it provides is halved each time (rounding down), to a minimum of one foot.
Keen Senses. You gain competency in a perception skill. If you are already competent, you gain a specialty in it. You can take this advancement multiple times.
Meditation. Instead of sleeping for eight hours, you may meditate for at least four hours a day for a long rest. These don’t need to be contiguous, and rather than being fully unconscious you merely need to be relatively stationary and taking no strenuous action.
Pilgrim Adaptation. You have advantage on saving throws against weather effects and thirst, and can travel at a fast pace for overland travel without penalty.
Cantrip. You learn a cantrip of your choice from the Cleric or Druid spell lists. Wisdom is your spellcasting ability for it. You can take this trait multiple times.
Mask of the Wild. You can attempt to hide even when only lightly obscured by natural features/phenomena like heavy rain, falling snow, mist, or foliage.

Extraordinary Elf Advancements

These advancements have prerequisites as described below:
Ankaa’s Blessing. You must have at least ten elf advancements to gain this advancement. Any external body parts of yours (fingers, limbs, ears, etc.) that are severed grow back within one week per pound of body part (minimum one day), assuming you’re still alive. This is retroactive for parts you’ve lost prior to gaining this advancement.
Ethereal Slip. You must have at least thirteen elf advancements to gain this advancement. Up to 5 feet of your movement per turn can be via the Ethereal, if one is present.
Morphic Features. You must have at least 4 elf advancements to gain this advancement. As a bonus action you can change the color/features of your skin, hair, or eyes, your height by up to six inches, the shape of your face, or your apparent gender. This is a physical shapechanging effect, not an illusion.
Simmah’s Blessing. You must have at least thirteen elf advancements to gain this advancement. Choose sight, hearing, smell, taste, or touch. Using this sense you can detect the presence of magic within the normal range of that sense. As an action, you can determine the science of magic (if any) of effects you perceive this way.

Elven Advancements

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