Dokugan Ken'shi (Jujutsu Kaisen Supplement)
Dokugan Ken'shi[edit]
Medium humanoid (human), lawful good Armor Class 18 (unarmored defense, classical swordplay)
Saving Throws Dex +6, Cha +7 Cursed Energy. Ken'shi has 18 cursed energy which she can use to fuel her abilities. All of her cursed energy is regained at the end of a long rest. Stronger Cursed Strikes. When making an Unarmed Strike, Ken'shi may spend up to 3 Cursed Energy, adding 4 (1d8) Necrotic damage to its damage. This may also be used when Ken'shi hits a Nat 20. This energy persists until she hits a target or 1 minute has passed. Creatures of her choice within 5 feet of the impact take a number of d12 of the same damage type equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect. Cursed Armor. Ken'shi can spend up to 4 cursed energy to give herself temporary hit points equal to the cursed energy spent times 5 for 1 minute (no action required). Ken'shi can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Her armor also reduces damage taken by 8. Kyoto Jujutsu High Learnings. Thanks to Kyoto Jujutsu High, Ken'shi has enhancements to some of her abilities such as Curse Blast of Blows, Cursed Patient Defense and Cursed Wind Step, Stronger Cursed Strikes, Durable Cursed Armor and Precise Cursed Weapon Enhancement all already included in their descriptions. Curse-Empowered Strikes. Ken'shi's Cursed Katana is considered magical and she adds 1d10 necrotic damage to it (already included). Evasion. When Ken'shi makes a Dexterity saving throw, she takes half as much damage on a failure and no damage on success. Weapon Specialist. Whenever Ken'shi uses her Cursed Weapon Enhancement, it will count as if she had spent twice as much cursed energy than she actually spent, however she still won’t count as spending more than 3. Classical Swordplay. While wielding a finesse weapon and no other weapons, Ken'shi gains a +1 bonus to her attack rolls and AC (already included) so long as she's not using Heavy Armour or a Shield. Ascending Strike (1 Cursed Energy). Once per turn when Ken'shi is prone, as part of standing up she can make one melee weapon attack with a weapon she is holding against a creature within her reach. Disarming Attack (2 Cursed Energy). When Ken'shi hits a creature with an attack with a weapon, she can force them to make an Athletics or Acrobatics (target's choice) check against her attack roll. On a failure, she can disarm them of one object they are holding. ACTIONSMultiattack. Ken'shi makes 2 attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Cursed Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and 14 (1d8 + 1d10 + 4) necrotic damage. Clean Cut (1 Cursed Energy). While Ken'shi is wielding the melee weapon, she can go in a straight line of 10ft. and cut through all targets within that line. She makes a single weapon attack roll against all creatures within the line, with her Charisma modifier adding to the attack roll. She ends in an unoccupied space within 5 feet from the end of the line. This movement generates no opportunity attacks. New Shadow Style: Simple Domain (5 Cursed Energy). Ken'shi surrounds herself with a 15 ft. barrier for 1 minute. The circle has 150 hitpoints. Any cursed techniques or spells that target her or targets an area that overlaps with her simple domain, will now target the barrier instead, reducing it's hit points by the damage it would cause. To use this technique, Ken'shi must maintain concentration as if she was concentrating on a spell. If she is in a Domain Expansion then she negates it's sure-hit effect on herself and any other people inside the area, as it only affects the barrier. Additionally she needs to keep both feet planted on the ground for the simple domain to remain activated. Her simple domain has a damage threshold of 37. If the simple domain takes more damage than this threshold, the damage over said threshold hurts Ken'shi. However, it is dampened so she only takes 1/2 of the damage over the threshold (rounded down). The damage that leaks over the threshold still affects the simple domain's health. Sure-hit damage is not subject to the threshold and will only be able to affect the barrier of the simple domain. Ken'shi's refinement for her Simple Domain is 50. Batto Sword Drawing (4 Cursed Energy). While her simple domain is active Ken'shi may enter the Batto Sword Drawing stance. Additionally, she may open her simple domain and pay its cost as a part of this action. Once she is in the stance, she covers her weapon with cursed energy and will automatically attack any projectile or creature that enters her simple domain range. Ken'shi can automatically make 3 attacks per round. If she is targeted by a projectile, she may make an attack roll against it. If her attack roll is higher or equal to that of the projectile, it misses. If it was lower, the projectile would still hit. If a creature enters her simple domain, she can automatically try to hit it. On a hit, she deals her weapon’s damage and an additional 3 (1d6) necrotic damage. She may make multiple attacks against the same creature. This lasts for 1 minute as long as she spend an action on her turn for the minute to maintain the stance or until her simple domain ends. This technique can only be used while she's wielding a martial melee weapon with the finesse property. Improved Batto Sword Drawing (5 Cursed Energy). While wielding a martial finesse weapon, Ken'shi can activate Batto Sword Drawing without a simple domain. Every time a creature enters her reach, on her turn, she may make one weapon attack roll against said creature. She may attack 3 creatures. On a hit, she deals her weapon’s damage and an additional 3 (1d6) necrotic damage. She may use her movement speed on her turn to approach creatures so that they are in her reach and this movement does not provoke opportunity attacks. Basic Barrier (1-4 Cursed Energy). Ken'shi can create a dome starting from herself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Ken'shi may choose to make it smaller if they wish. This barrier has 10 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 16 and automatically fails saving throws. This barrier lasts for 5 minutes, and Ken'shi can deactivate her basic barrier as will (no action required). Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure. Ken'shi covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. The curtain changes the sky becomes dark despite the time of day, provoking any cursed spirits out of hiding. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black sphere. Ken'shi's curtain lasts for 40 minutes, and the curtain has 20 Hit Points. This barrier has an AC of 16 and automatically fails saving throws. It is also immune to Poison and Psychic damage. Ken'shi may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius. BONUS ACTIONSMartial Arts. After using the attack action, Ken'shi can make an unarmed strike or an one-handed weapon attack with a bonus action. Precise Cursed Weapon Enhancement. Ken'shi can spend up to 3 Cursed Energy to add to her melee weapon damage rolls for 1 minute. Whenever she hits a target with her weapon, it deals extra necrotic damage equal to twice the amount spent. Half of the amount of cursed energy spent (rounded down) will add to the weapon's attack rolls. In addition, when hitting another creature, Ken'shi may choose to treat any immunity that creature has to her Cursed Weapon Enhancement damage type as resistance. She may only treat immunities as resistances 3 times before she needs to take a long rest. Cursed Blast of Blows (1 Cursed Energy). After Ken'shi uses the Attack action, she perform three unarmed strikes or weapon attacks. Cursed Patient Defense (1 Cursed Energy). Ken'shi can spend to take the Dodge action, and she gains advantage in Strength and Constitution saving throws when she uses the dodge action granted by this feature, as long as she benefit from the dodge. Cursed Wind Step (3 Cursed Energy). Ken'shi can take the Disengage or Dash action, and her jump distance is doubled until the end of her turn. When Ken'shi takes the Dash action granted by this feature her movement speed triples for that turn, and when she takes the Disengage action granted by this feature her movement speed doubles for that turn. New Shadow Style: Simple Domain (5 Cursed Energy). Ken'shi uses her Simple Domain. REACTIONSEnergy Defense (2 Cursed Energy). When targeted by a melee or ranged attack, Ken'shi can block it with her weapon and add 3 to her AC against that attack. Cursed Counter (1 Cursed Energy). When a creature misses a melee attack against her, Ken'shi can make a melee weapon attack against them. New Shadow Style: Simple Domain (5 Cursed Energy). As a reaction against a cursed energy attack roll or saving throw, spell or domain expansion opening, Ken'shi uses her Simple Domain. |
Ken'shi has 7 levels in the Jujutsu Sorcerer class.
Basic Barrier, Simple Domain. Improved Durability. This creature uses the Improved Durability rule. |
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