Yuta Okkotsu (5e Creature)

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Yuta Okkotsu[edit]

Medium humanoid (human), lawful good


Armor Class 22 (unarmored defense)
Hit Points 170 (20d8 + 80)
Speed 75 ft.


STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 19 (+4) 17 (+3) 16 (+3) 22 (+6)

Saving Throws Dex +10, Cha +11
Skills Acrobatics +10, Arcana +8, History +8, Performance +11
Proficiency Bonus +5
Senses passive Perception 29
Languages Common
Challenge 20 (25,000 XP)


Cursed Energy. Yuta has 104 cursed energy that they can use to fuel their abilities. All of their cursed energy is replenished at the end of a long rest.

Curse Energy Recovery. Yuta regains 1 cursed energy at the beginning of their turns.

Eerie Cursed Energy. Due to his large amount of cursed energy, and the Vengeful Cursed Spirit he house, many ordinary sorcerers and cursed spirits are frightened by the very nature of it. At the start of initiative, he can force every creature within 30 ft to make a Charisma saving throw. On a failure, they gain the frightened condition for one minute. They can remake this saving throws at the beginning of their turns to end this effect early, on a success they become immune to this effect. In addition, he will gain resistance to necrotic damage when using his Cursed Energy Armor.

Overpowering Cursed Energy. Whenever someone tries to track Yuta or feel his cursed energy, they must make a Wisdom or Charisma (his choice) (DC20). On a success, they can feel Yuta's cursed energy but are not shaken by it. On a failure however, they are frightened for 1 minute and receive the following detriments:

  • They hesitate to act due to his suffocating presence. Their ability checks, saving throws, attack rolls and their Spell Save DC, Maneuver Save DC, and Cursed Energy Save DCs are reduced by 10.
  • Their focus on their abilities is lost. They cannot concentrate.
  • Yuta powers makes them become paralyzed in fear. They have disadvantage on his saving throws, and Yuta have advantage on saving throws against their features.

A creature remakes this saving throw at the end of each of their turns.

If the creature's cr or level is equal to or higher than Yuta Jujutsu Sorcerer level, they make this saving throw with advantage, and choose which to make instead of Yuta. If the creature's CR or level is 3 or more below his level, they make this saving throw with disadvantage and their lower save bonus(including features and other bonuses) is chosen automatically. Once a creature passes this saving throw, they become immune to it for 24 hours, unless their CR or level is at least 3 or more below his level.

Creatures do not have to feel his cursed energy or track him to feel the presence of his cursed energy. When Yuta roll initiative, and as a free action on his turn, he can choose any number of creatures within 180 feet of him, or that can see him. They must make the Wisdom or Charisma saving throw, as though they tried to track him or feel his cursed energy.


Vengeful Spirit Manifestation. yuta may summon his Vengeful Spirit for 1 cursed engery per round. He has compete control over his Vengeful Spirit. He can use his Spirits Cursed Energy pool as a substitute to only use his Copied Techniques

Evasion. Whenever Yuta makes a Dexterity saving throw, they take half as much damage on a failure and no damage on a success.

Maximum Output. Yuta may use Maximum Output on any of the following techniques: Cursed Speech, Cleave, Sky Manipulator, Melee Thin Ice Breaker,and Jacob's Ladder.


Throat. Yuta's throat has it's own set of hit points, due to one of his copyed technique taking a deep strain on his vocal chords. Yuta's throat is damaged every time he spend cursed energy into a cursed word, losing hit points equal to the cursed energy spent in said word. His throat has 85 hit points, and he regains 1 hit point for his throat at the beggining of his turns. This cannot exceed the throats' maximum. Whenever his throat would be reduced to 0 hit points Yuta can make a DC20 Constitution saving throw. On a success, his throat is reduced to 1 hit point instead. He can only make this saving throw once before needing to take a long rest. Yuta can't regain hit points for his throat if it reaches 0.

Copied Techniques. Only while his Vengeful Sprirt is active yuta can make uses of any of the cursed words, Cleave, Sky Manipulator, Melee Thin Ice Breaker, and Jacob's Ladder


Improved Reverse Cursed Technique. Yuta has a healing pool of 1200 that they can use with their reverse cursed energy. If they are suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. If you're not using the Limb System variant rule, Yuta regrows back limbs for every 20 hit points they regain. Yuta can use their RCT until their healing pool ends before getting burnout, during which they can't use RCT until their healing pool recovers. At the beginning of their turns while in a combat where their life is at risk, they regains 5 hit points of his healing pool back. Their healing pool automatically goes back to full at the end of an long rest.

Improved Output Yuta may cause a creature within his reach to gain the benefits of reverse cursed technique instead of himself. When used in this way, reverse cursed technique is half as efficient. The creature regains half as many hit points as he would. In addition, whenever he deals damage to a Cursed Spirit with an unarmed strike or natural weapon, he can spend cursed energy to remove hit points from his healing pool to add as radiant damage. he add 5 radiant damage per 1 cursed energy spent to a maximum of 6 cursed energy.

ACTIONS

Multiattack. Yuta makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 6) bludgeoning damage and 6 (2d12) cold damage.

Melee Thin Ice Breaker.' As an action for 10 Cursed Energy, he make a melee Cursed Energy attack roll against a creature within range. on a hit the target takes 12d12 force damage and will be knocked prone.

Jacob's Ladder.' As an action for 10 cursed energy, he summons a trumpet of light in his hands, blowing into it as he chooses a point within 200 feet of him. A beam of light strikes down in a 10 foot circle centered on the point he can choose, every creature in said area other then himself has to make a Charisma saving throw. On a failure, they take 10d12 radiant damage and suffer the same effects as Technique Extinguishment until the end of their next turn. On a success, they take half as much damage and do not receive the side effects. Succeed or fail, the creature’s speed is 0 until the start of his next turn. Undead and creatures of evil alignment make this saving throw with disadvantage. At the start of his next turn after using Jacob’s ladder, he can keep the beam going for 1 cursed energy, repeating all of the above affects and dealing a cumulative 1d12 additional radiant damage as an action. If a creature fails a saving throw vs that beam once, they fail all subsequent repetitions of the beam automatically. he may also use this technique as a way to destroy cursed objects. As an action for 6 cursed energy, he can summon a trumpet of light and blow into it, making a beam of light targeting a cursed object cursed tool. Make a cursed energy attack roll against the cursed energy save DC, on a hit he will completely destroy his target, removing any curses that were affecting creatures because of it or removing creatures imprisoned inside.

Cleave. As an action for up to 24 Cursed engery, he make a cursed energy attack roll against a creature within 100 feet of him. On a hit, they take a 1d10 slashing damage per cursed energy spent. yuta has advantage against creatures that can't see invisible objects when you use this technique. If the target is within 10ft. of him, they take 1d12 slashing damage per cursed energy spent. This Technique ignores any kind of resistances or immunites, since it adapts to the target's body. If a creauture is reduced to 0 hit points by this feature, they are cleaved into various small pieces.


Exorcise. Yuta automatically destroys a cursed spirit within 30 ft. of them that they can see that has a CR of 2 or lower.

BONUS ACTIONS

Martial Arts. After using the Attack action, Yuta can make one unarmed strike.

Cursed Armor. Yuta can spend up to 5 cursed energy to give themselves temporary hit points equal to the cursed energy spent times 5 for 1 minute. They can only benefit from this feature again after 1 minute or having their temporary hit points reduced to 0.

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

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

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

Vengeful Spirit cursed energy recoverly. yuta gains an amount of cursed energy of his choice up to 24 Cursed enegry. his Cursed Spirit spends cursed energy equal to the amount he gained.Cursed energy gained this way cannot exceed his maximum, and if his Cursed Spirit does not have enough cursed energy to spend he instead gains as much as it can spend.

copy. while his Vengeful Spirit is in the world, he can command it to make a claw attack against a creature. If the attack hits, it can extract the creature's DNA. After that, he can attempt to replicate it on a Charisma saving throw, on a success, he can copy the creature’s Cursed Technique. On a failure save, yuta need to command his Vengeful Spirit to hit the creature again. The DC to copy a Cursed Technique is equal to the Cursed Energy DC of the Sorcerer he is trying to copy. yuta can have up to six of these techniques permanently stored within his vengeful spirit. All copied techniques may only be used while his vengeful spirit is out. Whenever yuta learns more than his limit, he must choose which technique to remove.

Improved Reverse Cursed Technique. Yuta spends any amount of Cursed Energy, regaining 20 hit points for each energy they spend, and removing the same amount of healing from their healing pool.

REACTIONS

Cursed Armor. As a reaction against being targeted by an attack or damaging saving throw, Yuta uses his cursed armor.

Reverse Cursed Technique. Once per round when Yuta receives damage, he may use his Reverse Cursed Technique.


Sky Manipulator. As a reaction to a non-magical attack roll, yuta can spend 3 Cursed Energy to add +4 to his AC by distorting the sky. If that makes a ranged attack miss, he can make a cursed energy attack roll against the attacker, dealing the attack's damage on hit. If that makes a melee weapon attack miss, it will render the limb used in the attack useless until the beggining of the creature's next turn. If he have taken the dodge action, he may use this reaction on allies within his reach.



Cursed Words

Don't Move. As a bonus action or reaction for 1 Cursed Energy, Yuta can force a creature within 60 ft. of him to make a Charisma saving throw. On a success, nothing happens, on a failure they will be stunned until the beggining of Yuta's next turn. Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Sleep. As a bonus action for 1 Cursed Energy, Yuta can force a creature within 60 ft. of him to make a Charisma saving throw. On a failure, they fall unconscious until they receive damage or a creature spends it's action to awake them. Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Return. As a bonus action for 1 Cursed Energy, Yuta forces a Shikigami, Familiar, or summon within 60 ft. of him to make a Charisma saving throw. On a failure, they are desummoned. Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Run Away. As a bonus action for 1 Cursed Energy, Yuta forces one target within 60 ft. of him to make a Charisma saving throw. On a failure, they are forced to take the dash action on their next turn and run as far away from Yuta as possible. Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Blast Away. As a bonus action for 10 Cursed Energy, Yuta force one target within 60ft. of him to make a Charisma saving throw. On a failure, they will be launched 60 ft. back from the spot they were in, taking 5d8 force damage per 10ft. travelled. Yuta can spend up to 3 additional cursed energy, adding a d8 per cursed energy spent.

Plummet. As a bonus action for 10 Cursed Energy, Yuta forces a target to make a Charisma saving throw. On a failure, they will receive 8d10 force damage and will be knocked prone for 1 minute due to a field of intensified gravity crushing them. They can remove the prone condition early if they succeed on a Strength saving throw. Yuta can spend up to 3 additional cursed energy, adding a d10 per cursed energy spent. Yuta can spend up to 3 additional cursed energy, adding a d10 per cursed energy spent.

Get Crushed. As a bonus action for 10 Cursed Energy, Yuta forces a target to make a Charisma saving throw. On a failure, they are imploded which makes them lose 8d12 maximum hit points and become paralized. They will keep being imploded for 1 minute, this can be ended early if they succeed on a Strength saving throw, on a failure they will keep losing 8d12 of their maximum hit points at the beggining of their turns. The hit points lost will be regained at the end of a long rest. Yuta can spend up to 3 additional cursed energy, adding a d12 to the hit points lost per cursed energy spent.

Get Twisted. As a bonus action for 10 Cursed Energy, Yuta forces a target within 60ft. of him to make a Charisma saving throw. On a failure one of their legs or arms of Yuta's choice will be twisted, reducing the limb to 0 hit points three times. In addition, the target will lose hit points equal to the damage received by his limbs. Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Explode. As a bonus action for 10 Cursed Energy, Yuta forces a target within 60ft. of him and every creature within 5ft. of it to make a Charisma saving throw. On a failure they will explode from the inside out making them receive 7d8 force damage + 4d4 fire damage. Yuta can spend up to 3 additional cursed energy, adding a d8 per cursed energy spent.


When using a cursed word, Yuta may instead use his action to increase the word's range to 90ft. and affect all creatures of his choice.

Domain Expansion: True & Mutual Love

Yuta may apply a copied technique as a sure hit attack, doubling its damage for this purpose, and forcing the other techniques he have copied into blades. At the start of each of his turns, he may pick up one of these blades as a free action and roll a d6(with each value corresponding to a technique he chooses when he opens the domain) to determine the copied technique within the blade. yuta may then use that technique without expending cursed energy until the start of his next turn, however its damage dice no not increase from using a domain when used in this way. The sword disappears at the start of his next turn as well.

Refiniment Points

Yuta's domain refiniment points are 300.

Domain Durability. His domain has 900 hit points.

Barrer Resistance. As part of expanding it's domain, Yuta 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.


Feats. Yuta’s feats are:

Immense Cursed Energy, Overpowering Cursed Energy, Natural Sorcerer, Cursed Enhanced Body, Overflowing Cursed Energy, Cursed Energy Reinforcement, Improved Reverse Cursed Technique, One In A Billion,

5.00
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