Race: Bosmer
Beast Tongue. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Bosmer love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Superior Darkvision. Accustomed to twilit forests, you have immaculate vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Heart Pierce. Bosmer are naturally talented archers. You have proficiency with the shortbow, longbow, and compound bow (if you choose to use it in your campaign). In addition, you can add 1d10 on your next attack or damage roll using one of those weapons as a bonus action. Once you use this feature, you must finish a short or long rest before using it again.
Mask of the Wild. You can attempt to hide (without disadvantage) even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Birthsign: Lord
Blood of the North. Your hit point maximum is increased by 1d6.
Lord’s Protection. As a reaction when taking damage that is not fire damage, you can reduce the damage by 1d10 + your level. Once you use this feature, you must finish a long rest before using it again.
Background: Oncelost
Daedric Connection. Your mannerisms and knowledge of daedric customs are recognized by natives of Oblivion, who see you as one of their own. Because of this, friendly daedra are inclined to come to your aid if you are lost or need help in Oblivion.
Mad God's Mark - eye's are iridescent colors.
Madhouse Visitor. Whenever you're sound asleep or in a deep trance during a long rest, a daedra of the Shivering Isles might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Madhouse Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Madhouse visitor can't speaking that language normally.
Class: Ranger
Mage Breaker. You have a history of battling spellcasters. Gain Proficiency with Arcana and gain True Strike, which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell.
Beast Tamer. You have cultivated a strong bond with animals. You can cast Summon Familiar as a ritual, familiars summoned with this spell will be real, rather than spectural. Also learn Hunter's Mark any allied beasts can also deal the extra 1d6 damage while this spell is in effect.