race features:
Darkvision.
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.
Disease Resistant.
You gain advantage on saving throws to resist disease. In addition, once per long rest, you can use a reaction to provide an adjacent ally advantage on a saving throw to resist diseases.
Final Words.
You can mimic the words of the dead. Once per day, you can use an action to touch a corpse and speak the last sentence they spoke before their demise.
Medical Knowledge.
Your interactions with disease and medicines provide you with superior knowledge. You make Intelligence (Nature) and Wisdom (Medicine) checks with advantage, and you are proficient with alchemist’s supplies. In addition, at the end of a short rest, you can choose yourself or one ally who spends hit dice to regain hit points. The chosen creature rolls each hit die spent twice, taking the higher of the two rolls.
Natural Alchemist.
At the end of a long rest, if you have access to alchemist’s supplies, you can create a substance that maintains a magical property until the start of your next long rest. This substance can act as a potion of healing, a vial of acid, or alchemist’s fire.