Mantra, He-Them | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mantra, He-Them

7 Level (0/34000 XP for level-up) Mantra's background Background 18 yr. Tiefling, 5' 5" Race / Species / Heritage Chaotic Neutral Alignment
Cleric: Twilight
Level 7
Hit Dice: 7/7
1d8+1 Class 1

STR
14
+2
DEX
10
+0
CON
13
+1
INT
8
-1
WIS
18
+4
CHA
14
+2
44
Hit Points
+0
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
1 / 1
Channel Divinity
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+0 Dexterity
+1 Constitution
-1 Intelligence
+7 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+7 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+2 Deception CHA
-1 History INT
+7 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+7 Medicine WIS
-1 Nature INT
+7 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace; *Bonk Stick* +6 STR 1d6+1+2 Bludgeoning
Light Crossbow; 80/320 ft., two-handed +4 DEX 1d8+1 Piercing
 Crossbow grappling hook
Unicorn charge +2 STR 1d10+3+2 Radiant
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Sacred Flame(cantrip) +7 1 Action 60ft Insta 2d8 Radiant
 Notes:Target makes Dex save. Ignore cover
Cure Wounds +7 1 action Touch Insta 1d8+4 Heal
 Notes:No undead or constructs
Inflict wounds +7 1 action touch Insta 3d10 Necrotic
 Notes:Make a melee spell attack

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Hold Person +7 1 Action 60 ft Con- 1 Min
 Notes:Target makes wis save. Fail = paralyzed. Can repeat
Moonbeam +7 1 Action 120 ft(5-ft-rad, 40-ft-tall AOE) con- 1 min 2d10 Radiant
 Notes:Creatures make con save. 1/2 dam on success. shapechangers have disadvantage.
Cure Wounds +7 1 action Touch Insta 1d8+4 + Heal
 Notes:No undead or constructs
Inflict wounds +7 1 action touch Insta 3d10 + Necrotic
 Notes:Make a melee spell attack

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Moonbeam +7 1 Action 120 ft(5-ft-rad, 40-ft-tall AOE) con- 1 min 2d10 + Radiant
 Notes:Creatures make con save. 1/2 dam on success. shapechangers have disadvantage.
Cure Wounds +7 1 action Touch Insta 1d8+4 + Heal
 Notes:No undead or constructs
Inflict wounds +7 1 action touch Insta 3d10 + Necrotic
 Notes:Make a melee spell attack
Spirit Guardians +7 1 action self(15-ft-Rad) Con- 1 min 3d8 Radiant
 Notes:I choose targets. Target's at 50% speed in area. Enter or start turn = make a Wis save. 1/2 dam on success.

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Moonbeam +7 1 Action 120 ft(5-ft-rad, 40-ft-tall AOE) con- 1 min 2d10 + Radiant
 Notes:Creatures make con save. 1/2 dam on success. shapechangers have disadvantage.
Cure Wounds +7 1 action Touch Insta 1d8+4 + Heal
 Notes:No undead or constructs
Inflict wounds +7 1 action touch Insta 3d10 + Necrotic
 Notes:Make a melee spell attack
Spirit Guardians +7 1 action self(15-ft-Rad) Con- 1 min 3d8 + Radiant
 Notes:I choose targets. Target's at 50% speed in area. Enter or start turn = make a Wis save. 1/2 dam on success.
1d4 1d6 1d8 1d10 1d12 1d20 1d%

Darkvision 300ft. (Eyes of Night)
Hellish Resistance (vs. fire)
Action

Vigilant Blessing

Give one creature you touch advantage on the next initiative roll the creature makes.
Ends after roll or if you use this feature again.

Eyes of Night

Can magically share the 300ft darkvision with up to 3 willing creatures you can see within 10 feet of you.
Lasts for 1 hour. Once per long rest or spell slot of any level to share it again.

Telekinetic

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you.
When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward you or away from you.
A creature can willingly fail this save.

Steps of Night

As a bonus action, while in dim light or darkness, gain flying speed equal to movement for 1 minute. (#=prof per long rest)

Channel: Twilight Sanctuary

As an action, a 30-foot radius sphere of twilight(dim light) emanates from you.
It lasts for 1 minute or until you are incapacitated or die.
Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
  • THP 1d6 + cleric level .
  • You end one effect on it, causing it to be charmed or frightened.

  • Combat casting

    Any time mantra casts a spell, he can teleport 10 feet away.


    Twighlight mist

    As a bonus action, creatures have disadvantage to hit Mantra.

    Features & Traits
    Weapon: Mace +1(mc), Crossbow +1(mc), Staff of animate undead(2 skellys per day).
    Armor worn: Breastplate +1(mc Shield
    Carried Gear: belt pouch; common clothes; traveler's clothes; holy symbol; Crossbow grappling hook; Flashbang;
    Loot: Teleport Stone, Health potion 2d4+2

    Equipment Copper: 09, Silver: 6, Electrum: 0, Gold: 14, Platinum: 0 Money
    Cantrip: Thaumaturgy; Sacred Flame; Toll the Dead; Mage Hand; Mending
    1st (4 slots): Faerie Fire; Sleep; Hellish Rebuke; Healing Word; Cure Wounds; Sanctuary; Shield of Faith; Inflict Wounds
    2nd (3 slots): Moonbeam; See Invisibility; Hold Person; Lesser Restoration;
    3rd (2 slots): Aura of Vitality; Leomund's Tiny Hut; Spirit Gaurdian, Daylight,
    Spellcasting
    Armor: Light armor, medium armor, shields
    Weapons: All simple weapons
    Tools: Thieves' tools, Forgery kit
    Languages: Common, Infernal

    Languages & Proficiencies
    I feel the sin being purged from the world with every smile I make... including mine.

    Personality Traits
    Asks about unicorns all the fucking time.
    Happy and Dumb.

    Flaws
    Ace-male
    http://dnd5e.wikidot.com/cleric:twilight,
    Mentor was slain by an assassin. Searching for them.
    Wants a unicorn.

    Notes
    Bahamut

    god


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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    Level 2 Spells

    PHB, page 237 SRD

    Enhance Ability

    2-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration Concentration, 1 hour
    Components V, S, M
    Materials Fur or a feather from a beast

    You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

      Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
    Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
    Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor. The target has advantage on Charisma checks.
    Fox's Cunning. The target has advantage on Intelligence checks.
    Owl's Wisdom. The target has advantage on Wisdom checks.

    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

    Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

    Level 3 Spells

    Evocation Magic

    Leomund's Tiny Hut

    3-level Evocation

    Casting Time: 1 minute
    Range/Area: Self (10-foot-radius hemisphere)
    Components: V, S, M
    Materials: A small crystal bead
    Duration: 8 hours
    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
    Available for: Bard, Wizard

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