Jogo (Jujutsu Kaisen Supplement)

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Jogo[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 28 (Unarmored Defense)
Hit Points 310 (22d10+200)
Speed 105ft.


STR DEX CON INT WIS CHA
20 (+5) 28 (+9) 28 (+9) 16 (+3) 16 (+3) 28 (+9)

Saving Throws Str +13, Dex +17, Con +17, Cha +17
Skills Acrobatics +17, Athletics +13, Perception +11, Stealth +17
Proficiency Bonus +8
Damage Vulnerabilities radiant
Damage Resistances fire, poison, non magical piercing, slashing or bludgeoning damage
Senses passive Perception21
Languages Common
Challenge 24 (62,000 XP)


Cursed Energy. Jogo has 84 cursed energy it can spend. All of the cursed energy, when used, is unavailable until it takes a long rest.

Cursed Strike. When Jogo makes an unarmed strike, it may spend up to 6 cursed energy, dealing an additional 1d8 fire damage per point spent, up to a maximum of 8, +9 fire damage. If he spends an additional 4 cursed energy after spending 8, he can add another +9 fire damage.

Cursed Energy Recovery. While in combat, Jogo regains 5 Cursed Energy per turn, up to their maximum. The combat must be one where Jogo's life is at risk.

Hard to Kill If Jogo is reduced to 0 hit points, he can choose to be considered stable due to him cursed body, even if the conditions would normally kill him. This feature does not work if the damage that reduced Jogo to 0 hit points was Radiant. Jogo may use this feature once per long rest.

Evasion/Endurance. Whenever Jogo makes a Dexterity or Constitution saving throw, it takes half as much damage on a failure and no damage on a success.

Regeneration. Jogo regains 40 hit points at the beggining of it's turns.

Elemental Body Jogo may choose to deal an amount of fire damage equal to his proficiency bonus to a creature he's grappling.

Invisible Force. Jogo is entirely made out of cursed energy, meaning they cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Jogo. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see Jogo

Burned Cursed Energy. Jogo's Cursed Energy is powered up by your flames, He gains resistance to Fire damage when he activate his Cursed Energy Armor. When Jogo deals damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, it's type will be changed fire damage. In addition, Jogo can exhale a burning aura that's enough to burn up most people. As a free action for 1 Cursed Energy, He can make all creatures without levels in the Jujutsu Sorcerer class within 10ft. of him make a Constitution saving throw (DC: 25). On a failure, they take 8d4 fire damage, on a success they take half as much.

Continuous Flames Whenever Jogo use one of your Innate Technique in their purple form, you can spend additional Cursed Energy equal to half the amount spent to force the target to make a Constitution (DC 25) saving throw. On a failure they will take fire damage equal to your level at the beginning of their turns, on a success they take half as much damage and do not keep receiving the damage. At the beginning of their turns, they must remake the Constitution saving throw (DC 25), on a failure they receive the damage again and grant you 1 purple flame point. On a success, the flames stop.

Improved Cursed Energy Output Jogo Cursed Strikes gains a bonus to the damage roll equal to 9. The damage bonus granted by this feat can be doubled by adding half of Jogo's proficiency bonus (rounded down) on a Cursed Strike which He have spent cursed energy up to its maximum limit for the enhancement.

Cursed Attacks. Jogo's attacks are considered magical.

Cursed Enhanced Body Whenever Jogo make a Strength, Constitution or Dexterity saving throw, Jogo may spend 9 Cursed Energy as an reaction to add the number of energy spent as a bonus to the saving throw.

ACTIONS

Multiattack. Jogo can make three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage + 6 (1d12) Fire damage.

Disaster Flames As an action for 1 Cursed Energy, Jogo may force every creature in a 15 ft. cone to attempt a Dexterity saving throw (DC25). On a failure, they take 16d8 fire damage, taking half as much damage on a success. Each time Jogo uses a feature granted by his Innate Technique: He will gain 1 point of Purple Flames. Jogo can have a number of purple flames points to a maximum of 8, which are lost at the end of a short rest.

Purple Hands When Jogo use this feature, he may spend 2 Purple Flames points to change its damage die to a 32d10.

Erupting Volcanos As an action for 2 Cursed Energy per volcano Jogo can create a number of 9 volcanos within 120 ft of him, with each volcano occupying a 5 ft. radius circle and existing until the beginning of him next turn. As a bonus action, Jogo may force every creature in a 30 ft. long, 10 ft. wide line originating from each volcano to make a Dexterity saving throw (DC 25) as the volcanos erupt. On a failure, they take 19d12 fire damage, and become restrained by the magma for 1 minute. On success they take half as much damage and are not restrained. The creature may make a Strength saving throw at the beginning of their turns, ending the condition early on success. Any area targeted by this feature becomes difficult terrain.

Purple Volcanos. When Jogo create volcanos using this feature, you may spend 2 Purple Flames points to increase it to 60ft. long and 15ft. wide.

Ember Insects As an action for 5 Cursed Energy, Jogo may create 7 Ember Insects 5ft. around him.

These insects disappear whenever Jogo take a short or long rest. Jogo can use the ember insect feature 18 times per short rest.

Purple Insects. When Jogo use this feature, you may spend 3 Purple Flames points to cause the insects to gain a +2 in all of their ability scores, and increasing their explosion damage die to 8d4.

Maximum Meteor As an action for 10 Cursed Energy, Jogo may fly up high in the air summoning a giant meteor, which is a 60 foot sphere centered on Him. Jogo can move this sphere up to 60 feet in any direction as a bonus action which Jogo can only take at least one round after the sphere is formed, and creatures other than you that overlap with the sphere for the first time that movement must make a Dexterity saving throw (DC25) or take 30d12 fire and 30d12 bludgeoning damage. Objects which overlap with the sphere take this same damage. The sphere lasts for 1 minute, until it touches the ground or a creature (exploding at end of its movement path), or until Jogo lose his concentration as if concentrating on a spell.

Purple Meteor. When you use this feature, Jogo may spend 4 Purple Flames points to double this feature's radius.

BONUS ACTIONS

Cursed Blast of Blows. After Jogo uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Jogo can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn.

Cursed Wind Step. Jogo can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn.

Advanced Regeneration. Jogo can spend any amount of Cursed Energy, regaining hit points equal to 20 times the amount spent.

REACTIONS

Cursed Armor. As a bonus action or reaction against being targetted by an attack or damaging saving throw, Jogo can spend up to 9 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Jogo can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Also, while he's using his cursed armor, he gains immunity to fire damage and resistance to, cold, force

Advanced Regeneration. As a Reaction to suffering damage, Jogo uses it's Advanced Regeneration.

LEGENDARY ACTIONS

The Jogo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Jogo regains spent legendary actions at the start of its turn.

Burned Cursed Energy. Jogo uses it's Burned Cursed Energy on a radius of 30fts.

Regenerate. Jogo uses Advanced Regeneration.. (Costs 2 actions)

Domain Expansion Jogo uses it's Domain Expansion (Cost 3 actions)

63f55-16557556180677-1920.jpg
Jogo, using your Domain Expansion, [1]

Jogo was defined by his pride as a cursed spirit. He was an intelligent being who was resolute in all his beliefs, willing to give his life so long as his goals were achieved in the long run. On a personal level, Jogo was always ill-tempered, irritable, and very arrogant.

Jogo believed that cursed spirits are the true humans and they are the ones who will inherit the earth. He saw humans as creatures made of lies pretending to hide their true nature with the positive emotions they show. Curses are made up of negative emotions that Jogo views as pure intent, and so he thinks that curses born from such truth are the purest forms of humans and the fake ones should be eliminated. In order to achieve this Jogo and his partners agreed to ally themselves with the curse user Pseudo-Geto.

Domain Expansion: Coffin Of The Iron Mountain

Jogo domain is a huge magma like dimension, which irradiates extreme heat. While inside it, every creature except Jogo must attempt a Constitution saving throw at the end of each of their turns. On a failure, they take 30d12 fire damage and they also, if they failed by 5 or more, receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion. Creatures inside the dome have disadvantage on attack rolls if they don't have immunity to fire damage.

Refiniment Points

Jogo's domain refiniment points are 400.

Domain Durability. His domain has 1100 hit points.

Barrer Resistance. As part of expanding it's domain, Jogo may decide if it wants to make it's barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, it may spend additional 5 cursed energy when expanding it's domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Increased Potency. While inside his domain, his cursed techniques deal 8 additional damage dice.

Domain Amplification. As an action for 13 cursed energy, Jogo can cover it's body to "wear" it's domain in order to neutralize cursed techniques for 1 minute. Once activated, it automatically negate any defensive technique or spell, and can bypass barriers such as infinity. Jogo will also negate a domain's sure hit effect in case it's inside one. In addition, Jogo can not use it's Innate Technique unless it dismiss Domain Amplification as a bonus action. Even if Jogo dissmiss it, for the minute it can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output if the user has 51 or more higher refinement than Jogo. If they are within 50 refinement of Jogo, it has resistance to their technique, and if they have 51 or less refinement than Jogo, it is immune to their techniques even if they use Maximum Output.

Feats

Improved Cursed Energy Output

Resilient (1x)

Immense Cursed Energy

Cursed Enhanced Body

Overflowing Cursed Energy

5.00
(2 votes)

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