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Karro "FrostMarrow" Garthrelltowmak

6 Level (0/23000 XP for level-up) Background Golith (Frost Giant) Race / Species / Heritage Netural Good Alignment
Ranger
Level 6
Hit Dice: 5/6
1d10+3 Class 1

STR
13
+1
DEX
18
+4
CON
16
+3
INT
8
-1
WIS
16
+3
CHA
8
-1
62
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
55
Speed (walk/run/fly)
16
Passive Perception
1 / 3
Frost’s Chill (Frost Giant).
21 / 30
+1 Ammo
2 / 3
Favored Enemy (Hunters mark)
2 / 3
Reenforced Armor (Shield)
0 / 1
Elemental Infusion
3 / 3
Reactive Resistance
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+8 Dexterity
+4 Constitution
+0 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+4 Athletics STR
-1 Deception CHA
-1 History INT
+3 Insight WIS
-1 Intimidation CHA
-1 Investigation INT
+7 Woodcarver's Tools DEX
skills
+3 Medicine WIS
-1 Nature INT
+9 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +9 DEX 1d8+4 Picering
 Ammunition (range 150/600), heavy, two-handed, [WM - Slow]
Hand Axe +4 STR 1d6+1 Slaching
 Light, thrown (range 20/60) [WM - Vex]
Hand Axe +9 DEX 1d6+4 Slaching
 Light, thrown (range 20/60) [WM - Vex]
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Message 1 Action 1 Round V,S,M
 Notes:You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Mage Hand 1 Action Instantaneous V,S

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Hunter’s Mark Bonus Action 90 1 hr 1d6 V
 Notes:Class Feature Dosent count tward list. You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Ensnaring Strike bonus action Self Concentration, up to 1 minute 1d6 V
 Notes:The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
Goodberry 1 Action Touch 24hr V,M
 Notes:Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Faerie Fire 1 Action 10 Ritual VS, M,S
 Notes: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Zephyr Strike 1 Bonus Action
 Notes: You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Ensnaring Strike bonus action Self Concentration, up to 1 minute 1d6 + V
 Notes:The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
Web 1 Action 60ft/20ft 1HR
 Notes:You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Pass Without a Trace 1 VSM
 Notes:A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
5/30 1 VSM
 Notes:you plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Lesser Restoration
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
1ST LEVEL: DEFT EXPLORER
Show spoiler
You are an unsurpassed explorer. Choose one of
your proficiencies in a skill that appears on the
Ranger skill list. You gain Expertise in that skill.

You are an unsurpassed explorer. Choose one of
your proficiencies in a skill that appears on the
Ranger skill list. You gain Expertise in that skill.
In addition, choose two types of terrain: arctic,
coast, desert, forest, grassland, mountain,
swamp, or the Underdark. You have Advantage
on Intelligence (Nature) checks about the chosen
terrains, and you have Advantage on Wisdom
(Survival) checks to track creatures in them.

Whenever you finish a Long Rest, you can
meditate and replace one of the chosen terrain
types with a different one from the list.


1ST LEVEL: WEAPON MASTERY
Show spoiler
Your training with weapons allows you to use
the Mastery property of two kinds of weapons of
your choice with which you have proficiency,
such as Longbows and Longswords
Whenever you finish a Long Rest, you can
change the kinds of weapons you chose. For
example, you could switch to using the Mastery
properties of Scimitars and Shortswords.


1ST LEVEL: FAVORED ENEMY
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You are adept at focusing on a single foe. You
always have the Hunter’s Mark spell prepared.
You can cast it a number of times equal to your
Wisdom modifier (minimum of once) without
expending a spell slot, and you regain all
expended uses of this ability when you finish a
Long Rest.


1ST LEVEL: SPELLCASTING
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You have learned to channel the magical essence of nature to cast Spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Ranger


2 ND L EVEL: FIGHTING STYLE
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Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.


5TH LEVEL: EXTRA ATTACK
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You can attack twice, instead of once, whenever
you take the Attack action on your turn.


6TH LEVEL: ROVING
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Your Speed increases by 10 feet while you aren’t
wearing Heavy Armor.
You also have a Climb Speed and a Swim Speed
equal to your Speed



3 RD LEVEL: RANGER SUBCLASS ~~ Swarm Keeper


3 RD LEVEL: Gathered Swarm
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A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
Swarm Appearance

- Appearance
Snow flakes

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

The attack’s target takes 1d6 piercing damage from the swarm.
The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
You are moved by the swarm 5 feet horizontally in a direction of your choice.


3RD LEVEL: Swarmkeeper Magic
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You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Swarmkeeper Spells
Ranger Level Spells
3rd faerie fire, mage hand
5th web
9th gaseous form
13th arcane eye
17th insect plague.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Giant Ancestry.
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You are descended from Giants. Choose one of the following benefits a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


Frost’s Chill (Frost Giant).

Show spoiler
When you hit a target with an Attack Rol l and deal damage to it, you can also deal 1d6 Cold Damage to that target and reduce its Speed by 10 feet until the start of your next turn.

Large Form. Starting at 5th level, you gain the ability to supernaturally grow. As a Bonus Action, you change your Size to Large, provided you’re in a big enough space. This transformation lasts for 10 minutes or until you end it as a Bonus Action. During that duration, you have Advantage on Strength Checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

Powerful Build. You have Advantage on any Saving Throw you make to end the Grappled condition on yourself. You also count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Feat:

SAVAGE A TTACKER
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1st-Level Feat
Prerequisite: None
Repeatable: No
You have trained to deal particularly damaging
strikes. When you take the Attack Action and hit
a target with a Weapon as part of that Action,
you can roll the Weapon’s damage dice twice
and use either roll against the target. You can
use this benefit only once per turn


Gift of the Elemental Giants
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LvL-4 Feat
You’ve manifested some of the power of Elemental Giants of old, granting you the following benefits:

Elemental Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.

Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


VEX
Show spoiler
Prerequisite: Ammunition, Finesse, or Light
Property
If you hit a creature with this weapon and deal
damage to the creature, you have Advantage on
your next attack roll against that creature before
the end of your next turn.


SLOW
Show spoiler
Prerequisite: None
If you hit a creature with this weapon and deal
damage to the creature, you can reduce its Speed
by 10 feet until the start of your next turn. If you
hit the creature more than once with this
property, the Speed reduction doesn’t exceed 10
feet


--Hunting Trap--
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When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.


Features & Traits
Reenforced Studded Leather (Magical), Long Bow, hand Axe (2), Pack, 4 hunting Traps, 100 ft of rope.
Ring of jumping,
Tripwire 25ft,
2 Tents,
Two sets of antlers
Cloak of Protection
2 Goat horns
1 Compass

Equipment Copper: 564, Silver: 16, Electrum: 97, Gold: 28, Platinum: 10 Money
Common, Giant

Languages & Proficiencies
Woodcarver's Tools - These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Bonds
Soical issue's.

Flaws
Resistant to stunned

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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