Name: Sakura Tsugikuni.

HP: 188

Walking Speed: 30 ft

Armor Class: 10 + 2 + 4 = 16

Hit Dice: 1D10

Class: Demon Slayer: Usually, a slayer possesses enhanced strength, speed, stamina, agility, mobility of the joints, or extreme resistance to pain. It's even common for some of the swordsmen in the Demon Slayer Corps to have naturally enhanced senses, which they use in combination with existing breathing styles or to develop new breathing styles.

Breathing Styles are specific patterns of concentrated breath used to increase the user's lung capacity and the amount of oxygen in the blood. This increase allows the slayer to enhance their physical abilities and mental concentration, enabling them to fight on par with Demons, whose physical prowess surpasses that of the average human.

Focused Breathing is also capable of clotting wounds from severe injuries and slowing down the circulation of poison in the bloodstream. All known

Breathing Styles currently taught within the Demon Slayer Corps are derived from the Sun Breathing, the first one ever created

Breathing Style: Moon Breathing: Moon Breathing is a Breathing Style derived from the Sun Breathing. Its focus is on letting your emotions run loose. Very differently from other styles, you don't need any composure or balance with yourself, just let

everything you feel destroy your enemy. It's rumored that only one person is able to use it. Using a form decreases your current breathing by 6s. After performing three different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier + your Wisdom modifier. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Level: 20

EXP: ?

Race:

Background: Descendant.

Alignment: Lawful Good.

Bonus Proficiency: +6

Age: 38

-Stats-

Strength: 14 + 1 = 15

-Modifier: +2

-Saving Throw: +2

Intelligence: 8 + 2 + 1 + 2 = 13

-Modifier: +1

-Saving Throw: +1

Charisma: 8

-Modifier: -1

-Saving Throw: -1

Dexterity: 15 + 1 + 1 + 1 = 18

-Modifier: +4

-Saving Throw: +4

Constitution: 1 + 15 + 2 = 18

-Modifier: +4

-Saving Throw: +4

Wisdom: 1 + 15 + 1 + 1 + 2 = 22

-Modifier: +6

-Saving Throw: +6

Skills-

Athletics(Strength): +2

Acrobatics(Dexterity): +4

Sleight of Hand(Dexterity): +4

Stealth(Dexterity): +4

Arcana(Intelligence): +1

History(Intelligence): +1

Investigation(Intelligence): +1

Nature(Intelligence): +1

Religion(Intelligence): +1

Animal Handling(Wisdom): +6

Insight(Wisdom): +6

Medicine(Wisdom): +6

Perception(Wisdom): +6

Survival(Wisdom): +6

Deception(Charisma): -1

Intimidation(Charisma): -1

Performance(Charisma): -1

Persuasion(Charisma): -1

-Features-

*Race*

—Ability Score Increase: Two different ability scores of your choice increase by 1[Null]

—Skills: You gain proficiency in one skill of your choice.

—Feat: You gain one Feat of your choice.

*Class*

-Demon Slayer-

—Nichirin Blades: Nichirin Blades are extraordinary swords made specifically for the Demon Slayer Corps to slay Demons. They are forged from a unique ore that can only be found in a mountain that constantly absorbs sunlight, one of the only major weaknesses of Demons. Nichirin Blades are forged with Scarlet Crimson Iron Sand and Scarlet Crimson Ore, both of which are found on high mountains like the Sunlight Mountain, which is perpetually bathed in sunlight throughout the year. Demon Slayer recruits choose their ore after successfully passing the Final Selection. The ore will then be used by a swordsmith of the Swordsmith Village during the forging process, and the swordsmith will personally bring the weapon to the Demon Slayer.

A Nichirin Blade is most commonly a 1d8 slashing sword with the Versatile property (1d10) that weighs around 1,5 kg (3 lbs).

It can also be a 1d10 Slashing Blade Whip with the Finesse and Reach property that weighs around 1,5 kg (3 lbs).

It can also be a 1d10 Slashing Glaive with the Heavy Reach and Two-Handed property that weighs around 2,5 kg (6 lbs).

Some of the higher-ranked slayers changed their style to use a different kind of weapon. They are still formally considered nichirn weapons. Attack Rolls against Fiend-type targets will be with advantage. When making an attack with a Nichirin Blade, you use the ability score modifier of your stance for the Attack and Damage Rolls. You must use the same modifier for both rolls.

—Crows: The Demon Slayer Corps possess special crows that can memorize the location of multiple places and understand where to go just by listening to their master. They are mainly used to deliver quests for the demon slayer they have been assigned to. Every slayer gets assigned to one after passing their Final Selection.

—Breathing: You begin to learn the basics of a slayer, breathing is only the first step on a long staircase. On your turn, you can use Breathing as a bonus action. While Breathing, you gain the following benefits if you aren't wearing heavy armor:

• You gain a number of temporary hit points equal to your demon slayer level + your Constitution modifier (minimum of 5) for the duration of your

Breathing.

• You can use the techniques of your chosen breathing style.

• You regain 1d4 hit points at the end of every turn that you were breathing.

• You have an advantage on Perception checks against fiends and undead.

• Your Breathing may be used a number of times equal to your proficiency bonus + your constitution modifier per long rest, each use gives you 1 minute of Breathing bonuses. It ends early if you are knocked unconscious, have your oxygen taken from you, or you can end it on your turn as a bonus action.

Some breathing techniques may end your breathing early.

You regain all expended uses of Breathing after a long rest.

—Slayer Determination: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short rest or a long rest before you can use it again. Starting at 9th level, you can use it twice before a rest.

—Breathing Style: Beginning at 3rd level, you start to learn the techniques of a specific breathing style. Choose a breathing style available for you to follow it's path and forms.

You may choose only one breathing style, unless your GM allows more. The amount of breathing points used by a form is determined by the form, or order, the forms come in, going up by one each time. First form is 1, second form is 2, etc.

—Improved Perception: At 3rd level, you may roll with advantage in one of the following perception related checks:

• Smell Detection: Your nose has incredible smelling, and may alarm you of the smell of specific types of creatures.

—Ability Score Improvement: When you reach 4th level, and again at 8th, 12th and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

—Improved Breathing: Starting at 5th Level, while breathing is activated, you gain the additional following benefits:

• Your senses become preternaturally attuned to the scent of demons. While you are Breathing, you're able to detect the approximate number of undead or fiends within 60 feet of you by smell.

• You will now regain 1d6 hit points at the end of every turn that you were breathing.

• Advantage on all skill checks made with the ability score of your chosen combat stance.

• Advantage on saving throws against poison.

• While you have your breathing active your nichirin attacks now count as magical.

—Extra Attack: Beginning at 6th Level, you can attack twice, whenever you take the Attack action on your Turn. The number of attacks increases to 3 when you reach 11th level.

—Total Concentration Breathing: By 7th level, you can reach a new level of concentration. When you reach the end of your normal breathing you can choose to extend it by an extra minute each time but if you don't rest after the first exhaustion then it will stack up until you die from exhaustion, which is 2.

• Gain +10 ft to your movement speed

• Add 1 extra damage die to all your Breathing Style Techniques.

• You gain advantage on Constitution Saving Throws

—Silent Chase: Starting at 7th level, your footsteps don't make any noise when walking or running and you have advantage on stealth checks. Additionally, you may perform the dash action as a bonus action. You may use this a number of times equal to your Constitution modifier, and you regain use of this feature at the end of a long rest.

—Path to the 5th Rank: Starting at 13th level, when your last charge of breathing ends, you can make a DC 23 Constitution saving throw. On a successful save, your Breathing lasts for 1 extra minute. You can repeat this saving throw each time the duration expires until you fail on the saving throw.

—Slayer Mark: At 15th level, You gain the ability to manifest a mark on your face, called a demon slayer mark for a short time. marks differ in appearance, ranging from fire-like patterns spanning across the face, to a small wind symbol, dotted on the cheek. as a free action, this mark manifests on your person, granting you the following benefits for 1 minute:

• Movement speed increases by 15 feet

• Gain +1 in your melee attack and damage rolls.

• Deal twice the damage in fiend-type creatures while attacking with your nichirin.

• Gain resistance to bludgeoning, piercing, and slashing damage

This effect can be used once, replenishing on a long rest.

—Full Slayer Mark: At 17th level, you have mastered your slayer mark, and learned how to increase it's bonus. You may now use the mark for 2 minutes, and it will now grant you better effects:

• Movement Speed increases by 20 feet

• Gain advantage on any attacks made with melee weapons against opponents you have fought for at least 5 turns.

• Deal twice the damage in fiend-type creatures while attacking with your nichirin, and may give an extra attack with your nichirin without spending any action

• You may choose within slashing, piercing and bludgeoning damage to get immunity, you will still have resistance in the others.

This effect can be used once, replenishing on a long rest. You may force yourself to activate the mark again, but for each turn you use it you gain 1 level of exhaustion.

—Transparent World: At 20th level, you can see into the transparent world, while your Slayer Mark is active, allowing you to have advantage on attacks against enemies without ranged attacks, give disadvantage to melee weapons attacks against you, and see how much damage is affecting a living creature, and may use the run action as a bonus action. And may gain the following benefits:

• Improved Resistance: You gain +5 AC

• Increased Speed: You may walk double of your movement speed for 1 turn, if used again you will gain 1 level of exhaustion.

• Enhanced Attacks: Any enemies you hit with your nichirin, may have the damage doubled.

-Wisdom Stance-

—Experienced Hunter: You have experience in a battlefield, and you know how to take your enemies down. You gain +1 to wisdom and roll wisdom related checks with advantage.

—Stance Training: You spend time training on your stance, to improve your survivability. At 2nd level, choose one of the following:

—-Insightful Fighting: You gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you get +2 AC on the creature's next attack.

—Never Forget: At 8th level, you can easily recall information about your enemy. As a bonus action you may make an insight check against an enemy's deception. On a success, you gain either a +2 to your next roll to hit or a +2 to your ac against that creature. Either effect lasts until the end of your turn. This may be used a number of times equal to your wisdom modifier per long rest.

—Uncanny Dodge: At 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

—Eye for Weakness: Starting at 18th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement for at least 1 minute.

You add 1 extra damage die to damage of all your Breathing Style Techniques against demons.

-Moon Breathing-

—First Form: Dark Moon - Evening Palace: The swordsman quickly draws his sword and slashes swiftly in a singular horizontal motion in a crescent shape, dealing 2d12 radiant damage within 5 feet in front of him and creating numerous chaotic crescent blades.

—Second Form: Pearl Flowers - Moongazing: As a reaction, the swordsman performs several crescent-shaped slashes that defend him from incoming attacks, reducing damage by 1D12 and creating a barrage of crescent blades around him.

—Third Form: Loathsome Moon - Chains: The swordsman swings his sword rapidly in two gigantic crescent slashes, from which a storm of smaller crescents spread, dealing 3d12 radiant damage on a failed Dexterity Saving Throw in a 10-foot radius and creating numerous chaotic crescent blades.

—Fourth Form: Full Moon: The swordsman attacks with all his rage and strength with a concentrated slash against a creature. Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 radiant damage to the creature and create various chaotic crescent blades.

—Fifth Form: Moon Spirit Calamity: The swordsman makes 6 curved slashes layered over one another, creating a rising vortex of sword slashes and crescent moon blades dealing 1D12 radiant damage on a failed Dexterity Saving Throw in a 30-foot cone and creating several chaotic crescent blades.

—Sixth Form: Perpetual Night, Lonely Moon - Incessant: The swordsman releases a wild barrage of crescent-shaped slashes dealing 2D12 radiant damage on a failed Dexterity Saving Throw, forming a line 80 feet long and 15 feet wide, while creating several chaotic crescent blades.

—Seventh Form: Mirror of Misfortune - Moonlitm The swordsman swings the sword in a powerful frontal crescent-shaped slash that creates five powerful multi-directional long-ranged slashes dealing 2d12 radiant damage on a failed Dexterity Saving Throw, shooting them in each direction, except behind. Each has a reach of 20 feet and creates numerous chaotic crescent blades,

—Eighth Form: Moon-Dragon Ringtail: The swordsman uses the sword and creates a singular gigantic crescent shaped slash that strikes everything within a 20-foot radius in front of you, dealing 4d12 radiant damage on a failed Dexterity Saving Throw, while creating dozens of crescent moon blades in its second half,

—Ninth Form: Waning Moon Swaths: The swordsman creates a stream of long-ranged crescent-shaped vertical and horizontal slashes along with numerous crescent moon blades with the gigantic version of his sword dealing 2d12 radiant damage on a failed Dexterity Saving Throw to a target within 10 feet and each target in your direction, that's not within 30 feet and a maximum of 120 feet, creating dozens of crescent moon blades,

—Tenth Form: Drilling Slashes - Moon Through Bamboo Leaves: The swordsman creates a long-ranged triple-layered slash twister full of crescent moon blades with the gigantic version of his sword. As an action, vou may use all your extra attacks in a single one and create numerous crescent moon blades, This triple-layered slash twister deals 3D12 radiant damage per attack. Your current breathing ends.

—Eleventh Form: Endless Darkness: The swordsman enters a state where only his dark emotions are able to be free. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor:

• Advantage on Strength checks and Strength saving throws.

• When you use a form or make a melee weapon attack, you gain a +3 bonus to the damage. This bonus increases by +1 at 10th, 14th, and 18th level.

• Resistance to bludgeoning, piercing, and slashing damage.

Your rage lasts until the end of your breathing. It ends early if you are knocked unconscious or if your breathing ends. You can also end your rage as a bonus action. Once you have raged the maximum number of times, you must finish a long rest before you can rage again. You may rage a number of times equal to your proficiency bonus.

—Twelfth Form: Perpetual Night: The swordsman releases a wild storm of slashes in multiple directions, against any number of creatures within 20 feet causing 1D12 radiant damage to each and creating numerous crescent moon blades,

—Thirteenth Form: New Moon - Nightmare Palace: A continuous attack that increases in power with each hit and form so far, creating a strong wave of attacks. You may initiate this technique and strike a target for 1D12 damage and create dozens of crescent moon blades each time,

Every consecutive hit deals an extra 1D6 damage for each different form used so far. When this form finishes, your current breathing ends.

—Fourteenth Form: Catastrophe - Tenman Crescent Moon: The swordsman uses the sword and creates a chaotic vortex of powerful extremely long-ranged omni-directional slashes that destroys whatever is caught up within its attack radius, causing 5D12 radiant damage to each target in one direction capped at 180 feet and creating numerous of crescent moon blades

—Fifteenth Form: Bloody Moon - Dystopia Palace: The swordsman uses the sword to generate a wave of uncontrolled destruction, cutting everything that is in front of you with a range of 30 feet, while creating numerous crescent moon blades, if using Blood Demon Art. All creatures within range must attempt a DC 20 + your proficiency bonus Dexterity saving throw. On a failure, they take 6d12 radiant damage. At the end of the turn, your current breathing ends.

—Sixteenth Form: Moonbow - Half Moon: The swordsman creates a barrage of downward crescent slashes from an extremely long and wide range, resulting in a powerful six-fold slash crashing down on his opponents; the attack itself is powerful enough to create several miniature craters where the slashes have landed. Each creature within 60 feet must succeed on a DC 18 + your proficiency bonus + Dexterity saving throw and you create numerous crescent moon blades if using Blood Demon Art around each target. On a failure, they take 8d12 radiant damage. At the end of the turn, your current breathing ends. You must finish a long rest before you can use this form again.

*Extra*

-Race-

—Acrobatic: You are great at eluding others, as you are as nimble as the flow of the wind. You gain the following benefits:

• Your Dexterity score increases by 1, to a maximum of 20.

• You gain proficiency in acrobatics. If you already have proficiency in acrobatics, then you can add double your proficiency bonus to skill checks made with the acrobatics skill.

• You have advantage on ability checks to escape a grappled.

-Free-

—Alert: Your mind is always prepared for battle. You gain the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• You can add your proficiency bonus to your initiative rolls.

• You can still take reactions while you're surprised.

—Angry Tank: Your hide grows more dense and more impervious to harm as well as physically stronger. You gain the following benefits:

• Increase your Strength or Constitution score by 1, to a maximum of 20.

- While you aren't wearing armor, you can calculate your AC as 10 + your Constitution modifier + Strength modifier. You can use a shield and still gain this benefit.

• When a creature hits you with an attack using a non-magical melee weapon, the attacker must roll a d20. On a roll of 10 or lower, the weapon breaks.

Non-magical projectiles and improvised weapons break automatically (no roll required).

—Astute Mind: You use your mental acuity to address incoming physical harm. You gain the following benefits:

• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

• Whenever you make a Strength, Dexterity or Constitution saving throw, as a reaction, you can add your ability modifier of the chosen ability to the roll.

You can use this feature a number of times equal to your chosen ability modifier. You regain all expended uses after finishing a long rest.

—Bountiful Critical: Satisfaction is one hell of a drug, and when you get a perfect swing on an enemies vital point you cant help but feel invigorated to keep on fighting.

You land a critical hit on a roll of 19 or 20, instead of just 20. Additionally, when you score a critical hit on a hostile creature you gain an amount of hit points equal to the number of dice vou rolled.

—Closed Mind = Closed Fortress: A closed mind is like a well-guarded fortress, granting you the following benefits:

• Increase your Wisdom score by 1, to a maximum of 20.

• you gain immunity to telepathy and detect thoughts.

• when you roll below a 10 on a save against a mental effect (ex. dominate, charm, geas, etc.) you choose to take a 10

-Lue-

—Counter Striker: You excel at reacting to your opponent's attacks.

• Increase your Dexterity score by 1, to a maximum of 20.

• Whenever you are hit by a melee attack, as a reaction, you may immediately make a melee attack against the attacker.

—Crippling Striker: You can have trained yourself to find the fastest most efficient way to temporarily disable your enemies.

• As a bonus action, you may focus your next melee attack this turn to be a crippling strike, targeting a specific appendage of a creature you can see as long as the creature is not more than one size smaller or larger than you. The target creature must have the specified anatomy for the crippling strike to have any effect. Upon hitting the target creature with a crippling strike, it must make a saving throw, the type determined by the appendage targeted. The DC for this saving throw is 8 + your Strength modifier + your proficiency bonus.

• Target Arm: Target creature must make a Strength saving throw. On a failure, the creature drops any item held in the target hand. On a success, nothing happens.

• Target Leg: Target creature must make a Dexterity saving throw. On a failure, the creature's walking speed is reduced by half until the start of your next turn. On a success, nothing happens.

• Target Head: Target creature must make a Constitution saving throw. On a failure, the creature is incapacitated until the start of your next turn. On a success, nothing happens.

• Target Torso: Target creature must make a Constitution saving throw. On a failure, the creature has disadvantage on Strength and Constitution checks and saving throws until the start of your next turn. On a success, nothing happens.

-Boon-

—Meteora's Spark: A spark of the divine will of Meteora, the great arbiter, flows through your veins.

You gain immunity to radiant damage, and you cannot be blinded from light based effects.

Radiant damage you deal treats immunity to radiant damage as resistance, and resistance as having no resistance to radiant damage, and automatically deals maximum damage on a critical hit.

—Inhuman Mentality: You're mind become strong to an inhumane level. Increase your Wisdom and Intelligence scores by 2, to a new max of 30 You gain proficiency and advantage against being charmed and possessed, and may make a Wisdom or Intelligence saving throw (your choice) on any of these saves that would normally use charisma to avoid being charmed or possessed

—Boon of the Demon Slayer: You gain +2 to attack and damage rolls against demons, your damage rolls against demons always deal the maximum amount, your critical hit range increases by 1 against demons, You can sense all demons within 100 feet of you, and you have advantage on Intimidation checks against demons.

-Immunities-

*Telepathy.

*Detect Thoughts.

*Radiant Damage.

-Languages-

*Common.

-Proficiency-

Armor: Light Armor

Weapons: Simple Weapons, Martial Weapons

Tools: Navigator's Tools

Saving Throws: Dexterity, Constitution

Skills: Insight, Perception. Acrobatics,