Astral Drifters NPC's

Drifter Cutthroat (CR 5)

Fighting Strategy:
Hit-and-run tactics with a focus on mobility, sneak attacks, and counterplay. Prefers ambushes, terrain advantage, and quick disengagements.


  • Armor Class: 15 (leather armor, quick reflexes)
  • Hit Points: 78 (12d8 + 24)
  • Speed: 40 ft.
  • Initiative Bonus: +4

  • Saving Throws: Dex +6, Wis +4
  • Attack Bonus: +7 melee, +6 ranged
  • Skills: Stealth +7, Acrobatics +6, Survival +5, Perception +4
  • Senses: Passive Perception 14
  • Languages: Common, Thieves' Cant, choice of one exotic (often Infernal or Deep Speech)

Traits

  • Drifter's Evasion: On a failed Dex save, take half damage; on a success, take none.
  • Opportunist: Once per turn, when a creature within 5 ft. of the Drifter is hit by another creature, the Drifter can make a melee attack against that creature as a reaction.
  • Mobile Skirmisher: Does not provoke opportunity attacks when moving out of a creature’s reach after making a melee attack.

Actions

Multiattack. The Drifter makes two attacks with their cutlass or pistol.

  • Cutlass. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
  • Flintlock Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Dirty Trick (Recharge 5–6).
Throw dust, glass, or sand in a creature's face. One creature within 10 ft. must succeed on a DC 14 Constitution save or be blinded until the end of their next turn.

Drifter Berserker (Frontline – CR 7)

Frenzied duelists who thrive in brutal melee and won't back down once the blood starts flowing.

New Trait – Bloodlust Rampage:
When the Drifter drops a creature to 0 HP, they can move up to half their speed and make an additional melee attack as a bonus action.

New Trait – Reckless Reaving:
At the start of their turn, the Berserker can choose to attack recklessly, gaining advantage on melee attacks but granting advantage against them until the start of their next turn.

Stat Changes:

  • HP increases to 105
  • Gains +2 to Strength-based attacks (Cutlass now +9 to hit, 12 1d10+6 damage)

Drifter Sharpshooter (Ranged – CR 6)

Silent marksmen and deadly duelists, eliminating threats from afar with surgical precision.

New Trait – Deadeye Precision:
If the Sharpshooter doesn't move on their turn, their first ranged attack deals double damage on a hit.

New Action – Trick Shot (Recharge 5–6):
The Sharpshooter makes a ranged weapon attack that targets two creatures within 10 feet of each other. If both attacks hit, both targets must make a DC 15 Strength save or be knocked prone.

Stat Changes:

  • AC increases to 16 (partial cover, trick positioning)
  • Longshot rifle becomes +8 to hit, 15 (3d6 + 5) piercing damage

Drifter Flayer Mage (AOE Control – CR 8)

Cruel arcanists channeling pain, madness, and blood to immobilize or unravel their foes.

New Trait – Hemocraft Feedback:
When the Flayer Mage deals damage with a spell, one creature within 10 feet of the target must succeed on a DC 15 Constitution save or take 1d8 psychic damage and be disadvantaged on their next attack.

Spellcasting (DC 15, +7 to hit):

  • At-will: Vicious Mockery, Thaumaturgy
  • 3/day each: Hold Person, Mirror Image, Shatter
  • 1/day: Blood Wave (homebrew): All creatures in a 30-ft cone must succeed on a DC 15 Dex save or take 5d8 necrotic damage and be pushed 10 feet away. On a success, take half damage and no push.

Stat Changes:

  • HP reduced to 68 (more glass-cannon)
  • Gains resistance to psychic damage
  • Speed reduced to 30 ft.