Ino Takuma, Mahito Arc (Jujutsu Kaisen Supplement)

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Takuma Ino[edit]

Medium humanoid (human), lawful good


Armor Class 16 (Unarmored Defense)
Hit Points 156 (16d8+96)
Speed 60ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 12 (+1) 11 (+0) 16 (+3)

Saving Throws Dex +6, Cha +6
Skills Acrobatics +6, Athletics +5, Perception +3, Survival +3
Proficiency Bonus +3
Senses passive Perception 13
Languages Common
Challenge 8 (3,900 XP)


Cursed Energy. Ino has 25 cursed energy which he can expend in his features. Every cursed energy used will be spent, with Ino only regaining it after he takes a long rest.

Cursed Armor. For no action against being targeted by an attack or a damaging saving throw, Ino can spend up to 3 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Ino can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

Cursed-Empowered Strikes. Ino's unarmed strikes are considered magical and he adds 1d8 necrotic damage to his unarmed strikes (already included).

Auspicous Beast's Shroud. For Ino to use his Technique, Auspicious Beast Summoning, his face must be obscured in some way, either with a mask, or other face covering. Otherwise, he cannot use any of his Innate Technique Features.

Endurance. Whenever Ino makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Taijutsu Sorcery. Once per turn, Ino can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1.

50 Meters In 3 Seconds! Ino has two reactions per round.

Acrobatic Fighter. Whenever Ino 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, Ino 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 Ino falls onto a creature, he can make a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature.

ACTIONS

Multiattack. Ino makes two attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) bludgeoning damage and 4 (1d8) necrotic damage.

Kaichi Synergy. Whenever Ino makes the attack action, he may use Kaichi after his attacks once per turn without using a bonus action, spending the proper cursed energy as normal.

Kaichi (2 Cursed Energy.) Make a Ranged Cursed Energy attack roll against a creature within 60 ft., on a hit, it deals 2d10+2 damage, if it misses, Ino may spend 2 cursed energy to reroll it up to 3 times per long rest. This projectile can be attacked and has an AC of 14 and 28 hit points. If this projectile has to undergo a saving throw, Ino can spend 1 cursed energy to make a Charisma save for it instead. If Kaichi rolls a 19 or above on the attack roll, Ino may choose to impale the target with the horn, with the damage overcoming temporary hit points. The target will begin making a strength saving throw at the start of their turns, on failure they take Kaichi's damage, and on a success they can tear it out. If Ino attacks another creature with Kaichi while a horn is embedded, the embedded horn will disappear and the affected creature will no longer take damage.

Ryu (1-6 Cursed Energy). As a bonus action, while Ryu is active, Ino may make a melee cursed energy attack against a target within 45 ft. On a hit, it deals xd10 necrotic damage, and for the purposes of other features, the attacker is considered to be Ryu himself. Ryu has an AC of 10 + the amount spent on the technique and hit points of 15 times the amount spent. While the dragon is still alive Ino can keep using his bonus action to attack. The dragon lasts until it dies, is dismissed, or after 1 minute. The x is the amount spent on activation.

BONUS ACTIONS

Kaichi (2 Cursed Energy.) Make a Ranged Cursed Energy attack roll against a creature within 60 ft., on a hit, it deals 2d10+2 damage, if it misses, Ino may spend 2 cursed energy to reroll it up to 3 times per long rest. This projectile can be attacked and has an AC of 14 and 28 hit points. If this projectile has to undergo a saving throw, Ino can spend 1 cursed energy to make a Charisma save for it instead. If Kaichi rolls a 19 or above on the attack roll, Ino may choose to impale the target with the horn, with the damage overcoming temporary hit points. The target will begin making a strength saving throw at the start of their turns, on failure they take Kaichi's damage, and on a success they can tear it out. If Ino attacks another creature with Kaichi while a horn is embedded, the embedded horn will disappear and the affected creature will no longer take damage, this horn lasts for (6 turns).

Reiki (3 Cursed Energy). While Reiki is active (6 turns), Ino's movement speed increases by 30 ft., he is immune to the prone and restrained conditions, can take the dodge and disengage actions as a bonus action, and as a reaction against being attacked for 1 cursed energy, he can increase his armor class by 3 until the end of his turn, this does not stack if used multiple times.

Kirin (3 Cursed Energy). While Kirin is active (6 turns), Ino gains resistance to piercing, slashing, and bludgeoning damage, gains 2 points of damage reduction against all damage types except psychic, necrotic, and radiant, and cannot be incapacitated or fall unconscious unless his hitpoints are reduced to 0. Additionally, while Kirin is active, if Ino has any levels of exhaustion, he counts as if he had one less level of exhaustion. If this would take him from 1 to 0, he will count as if he had no exhaustion for Kirin's duration.

Martial Arts. When Ino uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or a melee weapon attack as a bonus action.

Cursed Blast of Blows (1 Cursed Energy). After Ino uses the Attack action, Ino can perform three unarmed strikes as a bonus action.

Cursed Patient Defense (1 Cursed Energy). Ino can take the Dodge action as a bonus action on his turn.

Cursed Wind Step (1 Cursed Energy). Ino can 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.

Taijutsu Sorcery. Whenever Ino uses the multiattack action, he can push, shove or grapple a creature as a bonus action.

REACTIONS

Kirin (3 Cursed Energy). When targetted by an attack, Ino may activate Kirin. While Kirin is active (5 turns), Ino gains resistance to piercing, slashing, and bludgeoning damage, gains 2 points of damage reduction against all damage types except psychic, and cannot be incapacitated or fall unconscious unless his hitpoints are reduced to 0. Additionally, while Kirin is active, if Ino has any levels of exhaustion, he counts as if he had one less level of exhaustion. If this would take him from 1 to 0, he will count as if he had no exhaustion for Kirin's duration.

Taijutsu Sorcery. Whenever Ino takes the Attack action on his turn, he may take the Dodge action as a reaction however this Dodge action only causes melee attacks against him to have disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he have performed this variation of the Dodge action, Ino can make one attack against that creature if it is within range once per round.

image.png
Nanami leaving Ino to deal with Transfigured Creatures, acknowledging Ino's competency as a sorcerer.

Jujutsu Sorcerer.

Ino has 8 levels in the Jujutsu Sorcerer class.

Cursed Techniques. When a feature refers to Ino's cursed techniques, it refers to Kaichi, Reiki, Kirin, and Ryu.

Feats

50 Meters in 3 Seconds!, Athlete History., Strong Body.

Taijutsu Sorcery., Acrobatic Fighter.

Immense Cursed Energy.

Improved Durability.

This creature uses the Improved Durability rule.

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