Greg, Full Potential (Jujutsu Kaisen Supplement)
Greg[edit]
Medium humanoid (human), Armor Class 30 (Unarmored Defense)
Saving Throws Dex +13, Cha +19 Cursed Energy. Greg has 138 Cursed Energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. Greg recovers 1 Cursed Energy at the beginning of his turns. Cursed Strike. Before he makes an unarmed strike, Greg may spend up to 9 Cursed Energy to empower his next strike. This enhancement lasts until he hits a creature with his unarmed strike or until a minute passes. He deals additional necrotic damage equal to 1d8 per point spent on a hit. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike or landing a black flash instead of beforehand. He can only use this enhancement again after it has ended. Cursed Armor. Greg can spend up to 10 Cursed Energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Greg can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0 (No action required). Quantity vs Quality. Greg may have up to 30 Thralls, 15 Acolytes, 8 Knights, 3 Wizards and 1 Ogre summoned at once. Additionally Acolytes count as 1/3rd of a summon for the purposes of summon commanding rules (so commanding 3 Acolytes counts as commanding one summon). Mutations. When Greg uses Worm Creation to summon a shikigami other than Xol, Will of the Thousands he rolls 1d20, on a 15 or higher they become a stronger version of the shikigami called a Hallowed shikigami, on a natural 20 they become a much stronger version of the shikigami called a Unique shikigami. Each unique shikigami may only be summoned once per long rest.
Armament. When he summons a Knight or Acolyte (Other than their Unique or Lightbearer versions), Greg rolls 1d100, giving them the corresponding weapon. Table for Acolytes:
Table for Knights:
The damage die tier of these weapons are increased 5 times (including the damage from the Cursed Worm Splinters burning stacks). If any creature other than the shikigami that was summoned with the weapon attempts to use it, the weapon dissolves becoming unusable. Replication. When one of Gregs shikigami is desummoned, the next time he summons that shikigami before taking a long rest, summon the same one without rolling for any features upon its creation and in the same state it was desummoned (same health, cursed energy, conditions, etc), this still applies if multiple of the same type of shikigami are desummoned. For example if Greg desummons a Hallowed Knight with a Cleaver and then desummons a Knight with a Shredder, the next time he summons a Knight before taking a long rest, he does not roll for his Armament or Mutations features. Instead he summons the Hallowed Knight with the Cleaver. The time after that, instead of rolling for his Armament or Mutations features, he summons the Knight with the Shredder. Curse Enhanced Body + Cursed Energy Reinforcement. Greg gains the following benefits as long as he has at least 1 Cursed energy (already applied).
Improved Reverse Curse Technique. Greg has a healing pool of 3000 that he can use with his reverse cursed energy. If he is 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, Greg regrows back limbs for every 20 hit points he regains. Greg can use his RCT until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers. At the beginning of his turns while in a combat where his life is at risk, he regains 10 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a long rest. Greg can use his Reverse Cursed Technique until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers. Once per round, Greg may try to force his Reverse Cursed Technique to come out despite being in burnout, forcing him to make a DC20 Constitution saving throw. On a failure, he will gain 1 level of exhaustion, which can be reduced upon taking a short or long rest instead of just upon taking a long rest. On a success, he regains half as many hit points as he normally would. Negative Flow + Focused Rage. Whenever Greg is under the effects of the conditions frightened, berserk, bloodlusted, under half his maximum hit points, missing a limb lost in this encounter, or in an encounter that's total CR is higher than 30; he will gain 5 temporary cursed energy equal at the start of his turn which cannot go above 34. The DM can determine that an encounter is not suitable for Negative Flow to be able to be used. During his turn, while using Negative Flow Greg can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 10. When the circumstances listed end he can no longer concentrate on this feature. (This feature can be concentrated on even while under the bloodlust or berserk conditions) 50 Meters in 30 Seconds + Speed Supremacy. Greg has 3 reactions per round, additionally, once per round, when he takes an action, bonus action, or reaction, or uses his movement, he can make the feature require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of Speed Supremacy. Summon Empowerment. When summoning his shikigami, Greg can spend up to 18 Cursed Energy to grant them the following benefits:
All benefits end once the respective creature is de-summoned or after a short or long rest. Sovereign Command. When using a feature that summons a creature, Greg may choose for its action cost to be reduced by 1(full round action->action->bonus action->free action->he gains one additional free action just for using said feature). If this would reduce the action cost of a reaction he gains 1 additional reaction only for using said reaction. In addition, the amount of time he can have a summon out for is now doubled. Shikigami Battle Master. While Greg is within 10 ft. of one of his shikigami that he is fighting along side, he may give himself or one of his shikigami advantage on an attack once per turn. If he or any of his shikigami attack that same target during this turn they will also gain advantage on those attacks as well. Strong Body. Greg has a damage reduction of 5. Attacks using Cursed Energy or magic can bypass this, unless he is under the effects of Cursed Armor. ACTIONSMultiattack. Greg can make three attacks. Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 22 (2d12+9) bludgeoning damage + 12 (2d12) necrotic damage. Worm Creation (1-20 Cursed Energy). Greg summons one of the following options of shikigami:
Shrieker Creation (3 Cursed Energy), (5 per long rest). Greg creates a Shrieker levitating on the ground in a spot of his choice within 20 ft. of him. Lightbearers (10 Cursed Energy). Greg rolls 1d100, summoning the corresponding Lightbearer shikigami.
Hollow Whicker Basket (5 Cursed Energy), (S-2, V-1). Greg surrounds himself with a 5 ft. barrier for 1 minute. Within that radius, the sure-hit feature and sure-hit effect of the domain is negated; anyone of his choice inside of is unaffected. Additionally the barrier has 450 hitpoints, and at the start of his turn inside a domain it takes 3d12 force damage per 100 refinement the domain has. If at any point the barrier disappears or breaks anyone who was protected by it (including him) is immediately struck by the sure hit effect of the domain they’re inside of if they’re inside one. The barrier has no effect on cursed techniques or other people entering the barrier; it simply negates sure hit features and effects. When he activate this or as a free action while it is active he may choose to continuously maintain the barrier, requiring concentration but making the barrier no longer take damage at the start of his turn. To do so he must also have two free hands and while he is concentrating those hands are occupied. He must also continuously chant to concentrate on this feat, meaning he cannot activate anything that requires him to speak while concentrating unless he has some alternative way of speaking (such as a second mouth). If at any point he fails to meet either of these requirements the concentration ends, causing the barrier to immediately be affected by the sure hit effect. Improved Reverse Curse Technique. Greg spends any amount of Cursed Energy, recovering 20 hitpoints per energy spent and removing that much from his healing pool. Domain Expansion: The Threshold (11 Cursed Energy). Greg opens his domain expansion. BONUS ACTIONSExplosive Blow (6,8,12 Cursed Energy).' Greg can spend 6 Cursed Energy to begin concentrating for 1 minute, the next unarmed strike or melee weapon attack he lands while in this concentration adds half of his attacks' damage dice (rounded down) as extra damage onto the damage roll for the attack. Alternatively, as a bonus action when he lands a melee attack, you may expend 8 cursed energy to add half of his damage dice (rounded down) to the damage roll of your attack. For 12 cursed energy instead of 6 or 8 cursed energy, the melee attack that he uses with this feature will add his attacks' damage dice to the damage roll instead of only half. On a successful melee attack that benefits from Explosive Blow, the creature must succeed a Strength saving throw, or be knocked back either 40 or 100 ft in a direction of his choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d10 bludgeoning damage per every 10 feet the creature traveled before colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of his attack's damage roll instead. Symbiotic Fusion. Greg may spend double the cursed energy, before reductions, needed to summon a creature to merge with it. When he does this he gains the following for 1 minute:
Improved Reverse Curse Technique. Greg uses his Improved Reverse Curse Technique. Domain Expansion: The Threshold. Greg opens his domain expansion. Hollow Whicker Basket. Greg uses his Hollow Whicker Basket. Martial Arts. Whenever Greg makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, Greg can make two unarmed strikes or two weapon attacks. Cursed Patient Defense (3 Cursed Energy). Greg can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Greg can take the dash or disengage action as a bonus action on his turn. REACTIONSCurse Enhanced Body. Whenever Greg makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may spend up to 10 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw. Hollow Whicker Basket. As a reaction against being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, Greg uses his Hollow Whicker Basket. Improved Reverse Curse Technique. As a reaction to taking damage, Greg uses his Improved Reverse Curse Technique. Domain Expansion: The Threshold. In response to a domain opening Greg opens his own to clash. |
Domain Expansion: Benevolent ShrineFlavour text about what it looks like blah blah blah. (Jujutsu may expand his domain in a space that is equal to or smaller than 90ft. in radius. While in his Domain attacks with his cursed technique will have advantage and saving throws made by creatures against these attacks will have disadvantage.) This is for Incomplete domains Then explain what the domain does in terms of forcing saving throws and dealing damage, go to the domain page for ideas.
Gregs' domain refinement points are 1000. Domain Durability. His domain has 3000 hit points. Technique Efficiency. While inside his domain, Greg may use their Worm Creation for 0 Cursed Energy. Enhanced Technique Efficiency. While within his domain, Greg may reduce the Cursed Energy cost of Lightbringers by 5, to a minimum of 1. Lasting Domain. Gregs domain lasts for 3 minutes. Efficient Expansions. Greg only gains 1 level of exhaustion after his domain is over and the DC to use his Technique while in Burnout is reduced to 25. Durable Barrier. Greg's Domain gains immunity to all non-magical damage from both sides, but remains resistant to all damage from the inside and vulnerable to all damage from the outside. Domain Superiority. The refinement thresholds which determine how long it takes Greg's domain to destroy another domain in a clash are halved. Mastered Domain. While inside his domain techniques that use an action can now be used as a bonus action, and techniques that take a bonus action can now be used as a free action. Domain Amplification. As an action for up to 15 Cursed Energy, Greg can cover his body to "wear" your domain in order to neutralize cursed techniques for 1 minute. Once activated, he automatically dampens any defensive technique, offensive technique, or spell that affects him, and you can bypass barriers such as infinity and defensive innate techniques. While active, he gains a damage reduction to Innate Techniques or Spells equal to the amount spent times 10. In addition, conditions and effects from Innate Techniques and Spells are negated against him, unless they possess an original cost (before reductions) higher than the amount spent on Amplification, or are under Maximum Output. He can dismiss Domain Amplification as a bonus action. Even if he dismisses it, for the minute he can reactivate it as a bonus action without spending the Cursed Energy again. Domain Amplification works on contact with his body, and as such ranged attacks and your features that do not make physical contact will not gain the benefits of Domain Amplification. he cannot use Domain Amplification while His Domain Expansion is active. When Greg activates amplification, and while it is active, he cannot use his Innate Technique, and any active durations or effects will be stopped and interrupted. He may instead choose to maintain active durations and effects from his innate technique, instead attempting to ‘pause’ it while amplification is active. At the beginning of his turns while amplification is active, he must make a DC 20 Charisma saving throw. On a success, his technique is ‘paused’ successfully, rather than being interrupted. On a failure, the technique is ended and interrupted as normal. 0.2 Domain Expansion. As a part of opening his Domain Greg may choose to have it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to. When opening his domain this way, all creatures will be targeted by its effects and any effects that would happen at the beginning of any creature's turn now instead happen as soon as the domain is opened in this way. Domain Superiority. The refinement thresholds which determine how long it takes Greg's domain to destroy another domain in a clash are halved. Barrier Properties
Jujutsu Sorcerer. Greg has 30 levels in the Jujutsu Sorcerer class.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Greg knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.
At the end of a short rest or long rest, Greg may reallocate his enhancements. Cursed Techniques. When a feature refers to Greg's cursed techniques, it refers to list all abilities and extensions of your character's CT. When Greg scores a critical hit (It must be a Natural 20 for it to count) with an unarmed strike that benefits from Cursed Strike or a weapon attack that benefits from Cursed Weapon Enhancement, he can choose to make a DC 25 Charisma saving throw, landing a Black Flash on a success. Before the damage calculation, roll a d6, adding 4 to the result, to see how much additional Necrotic damage Greg's Black Flash will add onto the damage roll using the table below:
The Black Flash simply does not occur if the attack wouldn’t otherwise hit (such as if it was negated by an ability). After Greg lands a Black Flash, it becomes easier to land another. His next attack (if on the same turn) will trigger a Black Flash on a Natural 15 or higher, known as the Black Flash DC. For every Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, then restarting at a DC of 10. In The Zone. Hitting a Black Flash puts an individual in the zone, temporarily bringing out 120% of their potential. Greg will gain the following benefits for 9 minutes. The benefits will last from during the turn he landed the Black Flash until those number of minutes after it. Greg receives a +2 to all his ability scores, including their maximums. In addition, he will gain 4 of the following benefits of the DM’s choice. Each benefit can not be taken more than once unless stated otherwise:
If Greg lands another Black Flash while In The Zone its possible he will not gain new benefits or additional benefits as well as the ones he previously gained, as determined by the DM. Feats. Feats go here and again link correctly 50 Meters In 3 Seconds!, Strong Body. Shikigami Battle Master, Black Flash. Cursed Energy Manipulator, Cursed Enhanced Body, Cursed Energy Reinforcement. Basic Barrier, Domain Expansion. Immense Cursed Energy, Overflowing Cursed Energy. Reverse Cursed Technique, Improved Reverse Cursed Technique.
This creature uses the Improved Durability rule. |
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Thrall[edit]
Small shikigami, unaligned Armor Class 15 (natural armor)
Damage Vulnerabilities piercing damage Invisible Force. The Thrall is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see it. Cursed Thrall. When the Thrall is created, it's creator may choose to instead make it a Cursed Thrall. This still counts towards it's creator's limit for Thralls. Weakly Packed. The worms making up the Thrall are not as densely packed as the other forms, allowing creatures to pass through it’s space with no penalty to movement speed, although they are unable to end their turn in the Thrall's space. Non-Threatening. The Thrall counts as half a creature for the purposes of granting other creatures Flanking. Swarmer. The Thrall counts as a full creature for the purposes of granting other Thralls Flanking (including other types of Thrall). Bloodthirsty. The Thrall will automatically move towards and make Claws attacks against the nearest hostile creature. Magical Weapons. The Thrall's attacks are considered magical. ACTIONSClaws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.
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Cursed Thrall[edit]
Small shikigami, unaligned Armor Class 15 (natural armor)
Damage Vulnerabilities piercing damage Invisible Force. The Cursed Thrall is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see it. Weakly Packed. The worms making up the Cursed Thrall are not as densely packed as the other forms, allowing creatures to pass through it’s space with no penalty to movement speed, although they are unable to end their turn in the Cursed Thrall's space. Bloodthirsty. The Cursed Thrall will automatically move towards the nearest hostile creature and explode when that creature is within range of the explosion. Unstable. The Cursed Thrall's Explode Action is automatically triggered upon it's death. Magical Weapons. The Cursed Thrall's attacks are considered magical. ACTIONSExplode. The Cursed Thrall blows itself up, killing it and forcing every creature within a 15 ft. radius circle of it to make a DC 15 Constitution saving throw. If they fail the saving throw they take 42 (12d6) necrotic damage and are knocked back to the end of the circle. If they pass they take half as much damage and are not knocked back. This action cannot be taken the same turn the Cursed Thrall is created, unless it is through the use of its Unstable feature.
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Hallowed Thrall[edit]
Small shikgami, unaligned Armor Class 17 (natural armor)
Saving Throws Dex +9 Invisible Force. The Hallowed Thrall is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see it. Hallowed Cursed Thrall. When the Hallowed Thrall is created, it's creator may choose to instead make it a Hallowed Cursed Thrall. This still counts towards it's creator's limit for Thralls. Weakly Packed. The worms making up the Hallowed Thrall are not as densely packed as the other forms, allowing creatures to pass through it’s space with no penalty to movement speed, although they are unable to end their turn in the Hallowed Thrall's space. Bloodthirsty. The Hallowed Thrall will automatically move towards and make Claws attacks against the nearest hostile creature. Magical Weapons. The Hallowed Thrall's attacks are considered magical. ACTIONSClaws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) slashing damage.
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Hallowed Cursed Thrall[edit]
Small shikgami, unaligned Armor Class 17 (natural armor)
Saving Throws Dex +9 Invisible Force. The Hallowed Cursed Thrall is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see it. Weakly Packed. The worms making up the Hallowed Cursed Thrall are not as densely packed as the other forms, allowing creatures to pass through it’s space with no penalty to movement speed, although they are unable to end their turn in the Hallowed Cursed Thrall's space. Bloodthirsty. The Hallowed Cursed Thrall will automatically move towards the nearest hostile creature and explode when that creature is within range of the explosion. Unstable. The Hallowed Cursed Thrall's Explode Action is automatically triggered upon it's death. Magical Weapons. The Hallowed Cursed Thrall's attacks are considered magical. ACTIONSExplode. The Hallowed Cursed Thrall blows itself up, killing it and forcing every creature within a 15 ft. radius circle of it to make a DC 17 Constitution saving throw. If they fail the saving throw they take 70 (20d6) necrotic damage and are knocked back to the end of the circle. If they pass they take half as much damage and are not knocked back. This action cannot be taken the same turn the Hallowed Cursed Thrall is created, unless it is through the use of its Unstable feature.
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Shun’gath, the Excised[edit]
Small shikigami, unaligned Armor Class 20 (natural armor)
Saving Throws Dex +13 Invisible Force. Shun’gath, the Excised is entirely made out of cursed energy, meaning he cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see him. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see him. Bloodthirsty. Shun’gath, the Excised will automatically move towards and make Claws attacks against the nearest hostile creature. He will also use objects for leverage, make kicks and jump onto enemies for extra attacks when possible. Not Going Down (1/long rest). When Shun’gath, the Excised is reduced to 0 hit points, he may fall to 1 hit point instead. This does not work if he dies outright. Magical Weapons. Shun’gath, the Excised attacks are considered magical. ACTIONSMultiattack. Shun'gath, the Excised makes two Claws attacks. Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 43 (6d10 + 10) slashing damage.
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Acolyte[edit]
Medium shikigami, unaligned Armor Class 17 (natural armor)
Senses passive Perception 15
Cursed Energy. The Acolyte has 3 Cursed Energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest. Invisible Force. The Acolyte is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see it. Magical Weapons. The Acolyte's attacks are considered magical. ACTIONSUnarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Burning Cursed Energy Orb (3 Cursed Energy.) The Acolyte throws an orb of burning cursed energy at an area within 30 ft. of it, forcing all creatures in a 5 ft. radius circle to make a Dexterity saving throw against it's Cursed DC. On a success they move out of the circle and take no damage. On a failure they take 36 (8d8) fire damage. They may choose to fail this save and if they do not have enough movement left to exit the circle they automatically fail. The fire from the orb remains until the beginning of the Acolytes next turn, any creature that enters the 10 ft. circle before then must also make the saving throw.
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Hallowed Acolyte[edit]
Medium shikigami, unaligned Armor Class 19 (natural armor)
Senses passive Perception 15
Cursed Energy. The Hallowed Acolyte has 5 Cursed Energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. The Hallowed Acolyte recovers 1 Cursed Energy at the beginning of it's turns. Invisible Force. The Hallowed Acolyte is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see it. Enhanced Armament. Weapons from the Armament extension deal an additional 8 (2d6 + 1) necrotic damage when wielded by the Hallowed Acolyte. Magical Weapons. The Hallowed Acolyte's attacks are considered magical. ACTIONSUnarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage. Burning Cursed Energy Orb (3 Cursed Energy.) The Hallowed Acolyte throws an orb of burning cursed energy at an area within 30 ft. of it, forcing all creatures in a 5 ft. radius circle to make a Dexterity saving throw against it's Cursed DC. On a success they move out of the circle and take no damage. On a failure they take 22 (5d8) fire damage and receive First Degree burns if they fail by 5 or more. They may choose to fail this save and if they do not have enough movement left to exit the circle they automatically fail. The fire from the orb remains until the beginning of the Hallowed Acolyte's next turn, any creature that enters the 5 ft. circle before then must also make the saving throw.
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