1 Astral Drifter
CLASS & LEVEL BACKGROUND PLAYER NAME
Kiryuu Ryusei
Human Variant
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
STRENGTH 12 2 30
5 2 PROFICIENCY BONUS
20 PERSONALITY TRAITS
Hit Point Maximum 13
7 Strength
DEXTERITY 2 Dexterity
CURRENT HIT POINTS
2
3 Constitution
1 Intelligence
14 2 Wisdom
7 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
3 2 Acrobatics (Dex)
1
16 2 Animal Handling (…
1 Arcana (Int) BONDS
INTELLIGENCE 7 Athletics (Str)
1
5 Deception (Cha) NAME ATK DAMAGE/TYPE
1 History (Int)
Unarmed Strike +7 1d8+5 Bludg…
12 4 Insight (Wis)
5 Intimidation (Cha) Booming Blade +2 1d8 Thunder
1 Investigation (Int) FLAWS
WISDOM
2 Medicine (Wis) Eldritch Blast +7 1d10 force
2 1
2
Nature (Int)
Perception (Wis) Warhammer … +7 1d8+5 Bludg…
Crusher
14 5 Performance (Cha) Unarmed Fighting
Warhammer … +7 1d10+5 Blud…
7 Persuasion (Cha) Magic Initiate
CHARISMA
3 Religion (Int)
Revolver +4 2d8 Piercing Transformation
5 2
2
Sleight of Hand (…
Stealth (Dex) ATTACKS & SPELLCASTING
FEATURES & TRAITS
20 2 Survival (Wis)
SKILLS 10
CP SP EP GP PP
12 PASSIVE WISDOM (PERCEPTION)
1 Unarmed Strike
1 Explorer's Pack
1 Warhammer
TOOL: Land Vehicles, Smith's Tools
1 Traveler's clothes
LANGUAGE: Celestial, Draconic
1 Diary
WEAPON: Firearms, Martial Weapons, Simple
1 Ink pen
Weapons
1 Bottle of Ink
OTHER PROFICIENCIES & LANGUAGES
EQUIPMENT
NAME ATK DAMAGE/TYPE Total: Total:
CP SP EP GP PP
1 Explorer's Pack
1 Backpack
1 Bedroll Total: Total:
1 Mess Kit
1 Waterskin
ATTACKS & SPELLCASTING
10 Rations
1 Hempen rope (50 feet)
Total: Total:
10 Torch
1 Revolver
EQUIPMENT
CHARISMA 15 7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Eldritch Blast Hex
Booming Blade
7 0
4 0
1 0
8 0
5 0
2 0
9 0
FEATURES & TRAITS
Crusher Transformation
Increase your Strength or Constitution by 1, to a Starting at 1st level, your Relic begins to awaken.
maximum of 20. Once per turn, when you hit a You gain the ability to undergo a Transformation as
creature with an attack that deals bludgeoning a Bonus Action. Your Transformation grants you
damage, you can move it 5 feet to an unoccupied the following benefits: While making use of your
space, provided the target is no more than one size Transformation, your AC is calculated as 10 + Your
larger than you. When you score a critical hit that Strength Modifier + Your Charisma Modifier. At
deals bludgeoning damage to a creature, attack rolls 10th level, your AC with this feature increases by 1.
against that creature are made with advantage until Any weapon you use that would normally use
the start of your next turn. Dexterity for its Attack and Damage Rolls can use
Strength instead. When you score a Critical Hit
Unarmed Fighting with an Unarmed Strike or a Weapon with which
Your unarmed strikes can deal bludgeoning damage you are proficient, you deal an extra 1d6 Damage
equal to 1d6 + your Strength modifier on a hit. If of the type of damage the attack would normally
you aren't wielding any weapons or a shield when deal. This increases to 1d8 at 5th level, 1d10 at 11th
you make the attack roll, the d6 becomes a d8. At level and 1d12 at 17th level. You do not roll this die
the start of each of your turns, you can deal 1d4 an additional time when you score a critical hit,
bludgeoning damage to one creature grappled by rolling it only once. You do not gain the benefits of
you. any Subclass features unless using your
Transformation feature. You also do not gain the
Magic Initiate
benefits of any Class feature other than your
Choose a class: bard, cleric, druid, sorcerer,
Fighting Style, Extra Attack, and Enhanced
warlock, or wizard. You learn two cantrips of your
Reflexes features while not using your
choice from that class's spell list. In addition,
Transformation. While you are under the effects of
choose one 1st-level spell to learn from that same
your Transformation, a creature who has heard you
list. Using this feat, you can cast the spell once at
speak within the last week may make a contested
its lowest level, and you must finish a long rest
Wisdom (Insight) Check against a Charisma
before you can cast it in this way again. Your
(Deception) Check from you. On a success, they
spellcasting ability for these spells depends on the
realize who you are. Creatures who have heard you
class you chose: Charisma for bard, sorcerer, or
speak within the last 24 hours have advantage on
warlock; Wisdom for cleric or druid; or Intelligence
this check. Your Transformation ends when you
for wizard.
choose to end it as a Bonus Action, you are reduced
to 0 Hit Points, are rendered Unconscious, or you
die. It is not dispelled by Antimagic Fields or
similar effects, and if you try to sleep while using
this feature you suffer the same penalties as if you
were wearing armor.
SPELLS
Eldritch Blast Booming Blade Hex
Evocation cantrip Evocation cantrip Enchantment 3
Casting Time: 1 action Casting Time: 1 action Casting Time: Bonus Action
Range: 120 feet Range: self Range: 90 feet
Target: A creature within range Target: Target:
Components: V S Components: S M Components: V S M
Duration: Instantaneous Duration: Duration: Concentration1 Hour
Description: Description: Description:
A beam of crackling energy streaks toward a You brandish the weapon used in the spell's casting You place a curse on a creature that you can see
creature within range. Make a ranged spell attack and make a melee attack with it against one within range. Until the spell ends, you deal an extra
against the target. On a hit, the target takes 1d10 creature within 5 feet of you. On a hit, the target 1d6 necrotic damage to the target whenever you hit
force damage. suffers the weapon attack's normal effects and then it with an attack. Also, choose one ability when you
At Higher Levels: The spell creates more than one becomes sheathed in booming energy until the start cast the spell. The target has disadvantage on
beam when you reach higher levels: two beams at of your next turn. If the target willingly moves 5 ability checks made with the chosen ability. If the
5th level, three beams at 11th level, and four beams feet or more before then, the target takes 1d8 target drops to 0 hit points before this spell ends,
at 17th level. You can direct the beams at the same thunder damage, and the spell ends. you can use a bonus action on a subsequent turn of
target or at different ones. Make a separate attack At Higher Levels: This spell's damage increases yours to curse a new creature. A remove curse cast
roll for each beam. when you reach certain levels. At 5th level, the on the target ends this spell early.
melee attack deals an extra 1d8 thunder damage to At Higher Levels: At Higher Levels. When you
the target on a hit, and the damage the target takes cast this spell using a spell slot of 3rd or 4th level,
for moving increases to 2d8. Both damage rolls you can maintain your concentration on the spell
increase by 1d8 at 11th level (2d8 and 3d8) and for up to 8 hours. When you use a spell slot of 5th
again at 17th level (3d8 and 4d8). level or higher, you can maintain your
concentration on the spell for up to 24 hours.