How's this? I'm working the background out, but I don't want to get too in depth and never have it come up in game. Basically, he is from Dryad Wood or near to it and spent most of his childhood running around in the woods. He's met a few things there, too.
Human Ranger (Outlander) 1 Neutral Good
AC 16 (scale armor)
HP 12 (1d10+2)
Speed 30 feet
14 Strength 14 Dexterity 12 Constitution 12 Intelligence 14 Wisdom 10 Charisma
Saves Str +4, Dex +4
Skills Athletics +4, Medicine+4, Nature +3, Perception +4, Stealth +4, Survival +4
Languages Common, Elf, Goblin, Sylvan
Features & Traits
Proficiencies. Light armor, medium armor, shields, simple weapons, martial weapons, viol
Favored Enemy. You have advantage on Wisdom (Survival) checks to track goblins and orcs and on Intelligence checks to recall information about them.
Natural Explorer. You are particularly at home in forest terrain. When you make an Intelligence or Wisdom check related to forest 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 forest terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s speed.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling, 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.
Skill. You have proficiency in Athletics
Medium Armor Mastery. When wearing medium armor, you may add up to a +3 Dexterity bonus to AC and never suffer disadvantage to Dexterity (Stealth) checks.
Wanderer. You have an excellent memory for maps and geography and you always recall the general layout of terrain, settlements, and other features around me. You can always find fresh food and water for yourself and up to five other people each day.
Attacks & Spellcasting
Shortsword +4 1d6+2 piercing, finesse, light
Longbow +4 1d8+2 piercing, ammunition (150/600 feet), heavy, two handed
Staff +4 1d6+2 bludgeoning, versatile (1d8+3 bludgeoning)
Dagger +6 1d4+5 piercing, finesse, light, thrown (20/60 feet)
backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of rope, hunting trap, traveler’s clothes, belt pouch, viol, 8 gp
weight 170 lbs