Compulsive Jubilation
You gain Inspiration when you partake in a party, feast, or celebration if doing otherwise would be better for you.
Demi-Fae
You do not have fae immortality, but count as a faerie for the purposes of spells or abilities.
Mad Revelry
You can cause the emotions you want by playing wind instruments, and potentially affect how folks act. You have advantage on related Checks.
You start play with a wind instrument, and can use instruments as melee weapons, dealing 1d4 + STR or DEX.
Fae Immortality
Grimalkins can be killed but do not die naturally. They are immune to diseases of non-magical origin. Grimalkins also cannot die of thirst or starvation, though a lack of sustenance drives them desperate and sadistic.
Glamour
Grimalkin have innate faerie magic. Choose 1 Glamour.
Shape-Shifting
Action. You can transform into a harmless tiny cat, as a Stormshifter's Beastshift but you can only talk to cats. Once per Safe Rest, you can turn into a Wilder instead.
Wilder (Medium). Transform into a medium cat. Attacks against you have disadvantage 2 (damage suppresses this until the end of your next turn). You can only attack with Vicious Claws. Vicious Claws. Action: 1d4+LVL piercing damage.
Fur
Increase defense by 2 while unarmored or wearing cloth or leather.
Gaze
KEY times per Safe Rest, you can charm a lower level creature, granting Advantage on a WIL check against them or imposing disadvantage on an attack against you.
Horns
Your unarmed strikes deal 1d4+STR damage.
Fae Immortality
Elves can be killed but do not die naturally. They are immune to diseases of non-magical origin. Elves also cannot die of thirst or starvation, though a lack of sustenance drives them desperate and sadistic.
Glamours
Elves have innate faerie magic. Choose 1 Glamour.
Unearthly Beauty
Advantage to interact with Mortals.
Keen Senses
Advantage to Perception.
Fetch
Using a single Reaction, thrown items/weapons within Reach 2 may be chased, retrieved, and used.
Zoomies
1/Round. 1 free Speed for 1 min or upon damage.
Tracker
Proficiency to Naturecraft. Advantage when tracking a familiar NPC, scent, or sound.
Play Dead
Reaction: Immediately after taking damage while Bloodied, you may fall Prone and remain unmoved. 10+WIL Insight/Examination skill-check to see through the trick. The next round of attacks against tricked creatures starts advantaged.
Natural Cuteness
(1/ encounter) as an action force an enemy to make a WIL save or become dazed for the next turn as they admire your adorable nature.
Dark Dive
(1/Safe Rest) You can teleport to a shadow you can see. You learn 1 Necrotic Cantrip and Utility Spell.
Glowing Gift
You can touch an object and imbue it with a bright light aura for 1 minute. You learn 1 Radiant Cantrip and Utility Spell.
Mountain Dweller
You can sense nearby disturbances by touching the earth. You learn 1 Earth Cantrip and Utility spell.