Chaotic Good Male Wood Elf
HP 10 AC 14
Speed: 35ft Init: +2
OFFENSE
Melee Spear +1 (1d6 [1d8 two-handed])
Range Spear +1 {20/60} (1d6)
Shortbow +3 {80/320} (1d6 +2)
STR 10
DEX 15
CON 10
INT 9
WIS 10
CHA 8
PROFICIENCIES
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics (from Athletics overlap), Athletics, Nature, Perception, Stealth, Survival
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Climber’s kit, mounts (land), navigator’s tools
SQ:
Fleet Foot (Wood Elf): +5ft movement speed
Mask of the Wild(Wood Elf): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Low-‐Light Vision (Elf): You can see in dim light as well as you do in bright light.
Keen Senses (Elf): You have advantage on Wisdom (Perception) checks.
Fey Ancestry(Elf): You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Trance (Elf): Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Tracking (Ranger): You can spend 1 minute to track other creatures.
Wanderer (Guide): 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.
EQUIPMENT:
Shortbow (Arrows), Spear, Hide Armor, Backpack, bedroll, hempen rope (50 ft.), navigator’s tools, tent, tinderbox, traveler’s clothes, waterskin, winter blanket, 2 gp, and 8 sp