Here is my namesake character, the first character I made for D&D, done up 5th edition style...took about an hour and half...
[h=4]Quickleaf, Eolais eth'Shias al'Sueran[/h]
Race: Wood Elf
Class: Ranger 9
Background: Criminal
Alignment: CG
Sex: Male
Age: 212
Height: 5'9"
Size: Medium
Senses: Darkvision 60 ft, passive perception 16
Speed: 35 ft
Abilities: STR 14 (+2) DEX 18 (+4) CON 12 (+1) INT 8 (-1) WIS 14 (+2) CHA 10 (+0)
Proficiency Bonus: +4
ROLEPLAYING
Quirk: Smarmy slightly Spanish accent (think Zevran from "Dragon Age"), and uses comical euphemisms like "showing bow tricks to generous merchants" (highway robbery) or "making love to the lilies" (dead and buried).
Personality Trait: I am always calm, no matter the situation. I never raise my voice or let my emotions control me, and I'm likely to have a sardonic quip on my lips instead.
Ideal: Freedom. Chains are meant to be broken, as are those who would forge them.
Bond: An important relic was taken from my elven tribe, the Suerani wild elves, thru my own misdeeds and I aim to steal it back.
Flaw: I am convinced I am the king of deception and subtlety, when that's far from the truth. Also, I am prone to rather ridiculous wild elven superstition and prejudiced against humans and dwarves (represented by my low intelligence score).
COMBAT
AC: 16
Hit Dice: 9d10+9
Hit Points: 67
Multiattack: Make 2 attacks, either melee or ranged, when you take the Attack action. Also see the Hunter's Prey class feature.
Melee Attack - Longsword: Attack: +6, reach 5 ft, one creature;
Hit: 1d8+2 slashing damage (1d10+2 two-handed).
Ranged Attack - Longbow: Attack: +10, range 150 ft/600 ft, one creature;
Hit: 1d8+4 piercing damage.
Spell Save DC: 14
Spell Attack: +6
PROFICIENCIES
Languages: Common, Elvish, Dwarvish, Orc, Sylvan, Undercommon
Armor: Light, medium, shields
Weapon: Simple, martial
Tools: thieves' tools, gaming set (cards & dice)
Saves: Strength +6, Dexterity +8
Skills: Acrobatics +8, Animal Handling +6, Athletics +6, Perception +6, Stealth +8, Survival +6
RACE FEATURES
Fey Ancestry: Advantaged saves vs. charm and immune to sleep magic.
Trance: Only need 4 hours semiconscious meditation for long rest.
Mask of the Wild: Can hide when only lightly obscured by foliage, heavy rain, snow, mist or other natural phenomenon.
BACKGROUND FEATURE
Criminal Contact: You have a reliable and relatively trustworthy half-elven contact who acts as a messenger, fence, and fixer between human town and elven guerillas/highway robbers. From years as a highway robber, you know local messengers, corrupt caravan masters, and seedy gate guards who can deliver messages for you.
CLASS FEATURES
Favored Enemy - humanoid (dwarves, elves, humans, orcs): You have advantage on Survival checks to track your favored enemy as well as Intelligence checks to recall information about them.
Natural Explorer - forest, Underdark: Double your proficiency bonus (+8) for Intelligence and Wisdom checks related to your favored terrain. In addition, while traveling for an hour of more in your favored terrain, gain the following benefits:
- Difficult terrain doesn't slow your party.
- Your party cannot become lost.
- You remain alert to danger even when engaged in another activity (e.g. foraging, navigating, tracking).
- Forage twice as much food as normal.
- When tracking, learn the exact numbers, sizes, and how long ago creatures you're tracking passed thru the area.
- When traveling alone, you can move stealthily at normal pace.
Fighting Style - Archery: +2 attack with ranged weapons (already calculated).
Ranger Archetype - Hunter's Prey (horde breaker): Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Primeval Awareness: As an action expend a spell slot to focus your awareness for 1 minute per spell level, sensing whether the following types of creatures are within 1 mile (or 6 miles in favored terrain): aberrations, celestial's, dragons, elementals, fey, fiends, or undead.
Ranger Archetype Feature - Defensive Tactics (escape the horde): Opportunity attacks against you are disadvantaged.
Land's Stride: Ignore non-magical difficult terrain, and you're not slowed or hurt when moving thru non-magical plants. Gain advantage on saves against plants that are magically created or manipulated to impede movement.
FEATS
Athlete: +1 Dexterity (already calculated). When prone rise for only 5 ft of movement. Climbing doesn't halve your speed. Make a running long jump with only 5 ft run (instead of 10 ft).
Sharpshooter: No disadvantage for attacking at long range. Ranged weapon attacks ignore 1/3 and 3/4 cover. Before attacking with ranged weapon can take -5 attack penalty to gain +10 damage.
SPELLS (4/3/2)
Level 1: Animal Friendship, Ensnaring Strike, Hunter's Mark
Level 2: Cordon of Arrows, Pass Without Trace
Level 3: Water Breathing
EQUIPMENT (100 / 210 lbs)
Studded leather armor, long sword, longbow, dagger, thieves' tools, explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin), 50 ft silk rope, hunting trap quiver of 20 arrows, ancient elven arrow, vial of green dragon blood (basic poison), playing cards and dice.