[Name: Noel Averent]
[Race: Wood Elf (Vampire)]
[Background: Outlander]
[Class & Level: Ranger 1]
[Experience Points: 0/300]
[Hit Points: 11]
[Armour Class: 15]
[Carry Capacity: 109.6/210 pounds]
[Strength: 14 (13+1)]
[Dexterity: 19 (15+4)]
[Constitution: 12 (11+1)]
[Intelligence: 10]
[Wisdom: 14 (13+1)]
[Charisma: 10 (9+1)]
[Abilities: Darkvision(90ft), Fey Ancestry, Trance, Keen Senses, Fleet Foot, Mask of the Wilds, Vampiric Bite, Claws, Charm Resistance, Sunlight Sensitivity, Blood Thirst, Favoured Enemy(Orcs, Wargs), Natural Explorer(Forests), Fighting Style (Druidic Warrior), Wanderer.]
[Spells: Mending(Cantrip), Produce Flame(Cantrip).]
[Proficient Armour: Light, Medium, Shield.]
[Proficient Weapons: Longswords, Shortswords, Shortbows, Longbows, All Simple Weapons.]
[Proficient Tools: Flute.]
[Proficient Skills: Stealth(Class), Investigation(Class), Nature(Class), Athletics(Background), Survival(Background), Perception(Keen Senses).]
[Proficient Languages: Common, Elvish, Black Tongue(Orcish), Dwarfish.]
[Equipped: Travelers Clothes, Leather Armour, Shortsword 2x,Longbow, Quiver (Arrows x20), Explorers Pack.]
[Items: Bedroll, Mess kit, Tinderbox, Torches x10, Rations x10, Waterskin, Hemp rope(50f), Staff, Hunting Trap, Wolf Fang, Pouch(10 Gold).]
[Vampirism]
Level 1:
Ability score increase: +1 to Str, Con, Cha and +2 to Dex.
Vampiric Bite: Melee Weapon Attack, 1d4 piercing + 1d4 necrotic. Upon a successful attack you heal for the same amount of Health points as necrotic damage dealt.
Claws: Melee Weapon Attack, 1d6 slashing. You may use Dexterity or Strength for the attack and damage rolls
Charm Resistance: You have advantage on saving throws against being charmed.
Darkvision: 60 ft (or +30 ft if you already have it)
Sunlight sensitivity: Disadvantage on attack rolls and Perception checks that rely on sight while in sunlight.
Blood thirst: You need to consume blood at least once a day or become exhausted.
[Wood Elf]
Ability score increase +1 to Wis and +2 to Dex.
Language: Common and Elvish.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: You do not sleep. Instead you meditate deeply, remaining semi-conscious, for 4 hours a day. 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.
Elven Weapon Training: You have proficiency with longswords, shortswords, shortbows and longbows.
Fleet of Foot: Your base movement speed increases by 17%
Mask of the Wilds: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
[Ranger]
Favoured Enemy: You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favoured enemies, if they speak one at all. Enemies (Orcs, Wargs), Language (Black Tongue).
Natural Explorer: When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favoured terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting Style (Druidic Warrior): You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list. Mending and Produce Flame.
[Outlander]
Skill Proficiency: Athletics and Survival.
Language: Dwarfish.
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.