Hīrā majutsu-shi (Jujutsu Kaisen Supplement)

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Hīrā majutsu-shi[edit]

Medium humanoid (human), lawful good


Armor Class 16 (Unarmored Defense)
Hit Points 119 (14d8+56)
Speed 65 ft.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 16 (+3) 18 (+4) 16 (+3)

Saving Throws Dex +6, Wis +7
Skills Acrobatics +6, Arcana +6, Medicine +14
Senses passive Perception 14
Languages Common
Challenge 7 (2,900 XP)


Cursed Energy. Hīrā has 18 cursed energy which he can use to fuel his abilities. All of his cursed energy is regained at the end of a short rest due to Reverse Cursed Technique constantly flowing through his body.

Almost a Doctor. Whenever Hīrā makes a Medicine check to stabilize someone and succeed, the creature regains 1 hit point. In addition, Hīrā has advantage on all Medicine checks.

Stronger Cursed Strikes. When making an Unarmed Strike, Hīrā may spend up to 3 Cursed Energy, adding 4 (1d8) Necrotic damage to its damage. This may also be used when Hīrā hits a Nat 20. This energy persists until he hits a target or 1 minute has passed. Creatures of his 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. Hīrā can spend up to 4 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute (no action required). Hīrā can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. His armor also reduces damage taken by 6.

Kyoto Jujutsu High Learnings. Thanks to Kyoto Jujutsu High, Hīrā has enhancements to some of his abilities such as Cursed Patient Defense and Cursed Wind Step, Stronger Cursed Strikes, Durable Cursed Armor and Precise Cursed Weapon Enhancement all already included in their descriptions.

Reverse Cursed Technique. Hīrā has a healing pool of 280 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. 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. Whenever Hīrā makes a creature regain hit points, they will gain temporary hit points equal to half the hit points healed. They cannot gain temporary hit points from this feature again until the current temporary hit points vanish. Every cursed energy he spends on Reverse Cursed Technique counts as if he had spent 2. For every 10 Cursed Energy spent on the Reverse Cursed Technique, Hīrā can choose to end one of the conditions currently affecting the target, or reduce one level of exhaustion. For every 1 cursed energy he spends he gains 20 health not including his doubled efficiency.

Improved Output. Hīrā may use his Reverse Cursed Technique on others, though the amount he heals other creatures is 3/4th as much as. Additionally, whenever he deals damage to a Cursed Spirit with an Unarmed Strike or a Natural weapon, he may spend up to 4 Cursed Energy to deal 5 radiant damage per 1 Cursed Energy spent. The total amount of radiant damage is subtracted from his healing pool.

Curse-Empowered Strikes. Hīrā's unarmed strikes are considered magical and he adds 1d10 necrotic damage to them (already included).

Intuition. When Hīrā makes a Wisdom saving throw, he takes half as much damage on a failure and no damage on success.

Acrobatic Fighter. Whenever Hīrā makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, he may use it to leverage a powerful attack against his opponent, dealing an additional damage die of his unarmed strike on a hit. If there are not any solid surfaces, Hīrā may use half of his movement speed to drop to the ground on his hands, extending his legs up and making a powerful kick. Also, once per turn, whenever Hīrā falls onto a creature, he can make a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature.

50 Meters In 3 Seconds! Hīrā has 2 reactions per round.

ACTIONS

Multiattack. Hīrā makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and 5 (1d10) necrotic damage.

BONUS ACTIONS

Martial Arts. After using the attack action, Hīrā can make an unarmed strike or an one-handed weapon attack with a bonus action.

Cursed Blast of Blows (1 Cursed Energy). After Hīrā uses the Attack action, he performs three unarmed strikes.

Cursed Patient Defense (1 Cursed Energy). Hīrā can spend to take the Dodge action, and he gains advantage in Strength and Constitution saving throws when he uses the dodge action granted by this feature, as long as he benefit from the dodge.

Cursed Wind Step (3 Cursed Energy). Hīrā can take the Disengage or Dash action, and his jump distance is doubled until the end of his turn.

REACTIONS

Reverse Cursed Technique. When Hīrā receives damage, he may use his Reverse Cursed Technique.

image-2025-05-29-200303162.png
Semi Grade 2 sorcerer Hīrā

Jujutsu Sorcerer.

Hīrā has 7 levels in the Jujutsu Sorcerer class.


Feats. Hīrā's feats are:

Reverse Cursed Technique, Improved Reverse Cursed Technique, Improved Output,

Improved Durability.

This creature uses the Improved Durability rule.

This creature uses the Wisdom Over Will rule.

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