Kento Nanami (Jujutsu Kaisen Supplement)

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Kento Nanami[edit]

Medium humanoid (Human), lawful neutral


Armor Class 26 (Unarmored Defense, Perfected Classical Swordplay)
Hit Points 660 (40d10 + 440)
Speed 70 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 18 (+4) 16 (+3) 14 (+2) 20 (+5)

Saving Throws Str +13, Cha +11
Skills Athletics +13, Insight +8, Intimidation +17, Investigation +9, Perception +8
Senses passive Perception 18
Languages Common
Challenge 20 (25,000 XP)


Cursed Energy. Nanami has 56 Cursed Energy which he can expend. All cursed energy is regained at the end of an long rest.

Cursed Strike (1-6 Cursed Energy). When making an Unarmed Strike, Nanami may add 4 (1d8) Necrotic damage to its damage. This may also be used when Nanami hits a Nat 20. This energy persists until he hits a target or 1 minute has passed.

Cursed Armor (1-5 Cursed Energy). Nanami can give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Nanami can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

Curse-Empowered Strikes. Nanami's unarmed strikes and weapon attacks are considered magical for the purposes of overcoming resistances, and deal 13 (2d12) extra necrotic damage (already included).

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

Cursed Energy Recovery. While in combat, Nanami regains 1 Cursed Energy per turn, up to his maximum. The combat must be one where his life is at risk.

Ratio (1-6 Cursed Energy). Whenever Nanami makes a melee weapon attack roll, he can roll 3d10. If he rolls a 3 or 7, the attack will be considered critical on the damage calculation. For every cursed energy spent above 1, he adds and additional 2d10 to the ratio roll. If Nanami had advantage on the attack, he can re-roll the d10s. In addition, he rolls six times the damage dice instead of double if the attack was made with a melee weapon.

Critical Attacker. Nanami's critical hit radius with melee weapon attacks is 19-20.

Ratioed Weapon (4 Cursed Energy). Once per turn, whenever Nanami successfully lands an attack against a target and uses ratio, he can also imbue his weapon or his unarmed strike with ratio on impact (he must roll ratio for both the target and his weapon). If Nanami were able to successfully hit the ratio on both the target and his weapon, then the target must make a DC 19 Constitution saving throw. On a failure they suffer 2 levels of exhaustion (The maximum exhaustion he can put on a creature while using this, is to a maximum of 3). On a success, they do not suffer exhaustion. However if he fails the ratio roll on the target, then the attack still hits but the target isn't affected by ratio. If he fails the ratio roll for just his melee weapon attack, then if he was using a weapon it instantly shatters, and if he were using an unarmed strike then then the limb he was using breaks and becomes unusable unless healed by magical healing or healed naturally through time. If he fails both of the ratio rolls, then he suffers the detriments of failing both.

Perfect Strike. Whenever Nanami's using ratio on a melee weapon attack, his proficiency bonus is doubled. In addition, his attacks with melee weapons cannot receive disadvantage.

Perfected Classical Swordplay. While wielding a finesse weapon and no other weapons, Nanami gains a +2 bonus to his attack rolls and AC so long as he's not wearing Armor or wielding a Shield (already applied).

Ascending Strike (1 Cursed Energy). Once per turn when Nanami's prone, as part of standing up he can make one melee weapon attack with a weapon he's holding against a creature within his reach.

Power Style. Whenever a feature increases the damage die tier of Nanami's unarmed strikes, it also does so for melee weapons he's holding (already applied).

Increasing Counter. Whenever a creature misses a melee attack against Nanami, the next melee weapon attack he hits against them until the end of his next turn will deal an additional die of damage.

Finishing Slam (1 Cursed Energy). Once per turn when making a melee weapon attack that deals bludgeoning damage, Nanami may imbue all of his strength into it. On a hit, the creature takes four times the damage dice of his weapon + 15 in necrotic damage and must make a DC 21 Strength saving throw. On a failure, they are knocked prone and their movement speed is halved until the beginning of his next turn. On a success, they are knocked prone but their movement speed is not reduced. If the target fails the Strength saving throw by 5 or more, their movement speed is reduced to 0 instead.

Peak Martial Prowess. When Nanami uses his Cursed Weapon Enhancement, it will count as if he had spent four times as much cursed energy than he actually spent, however he still won’t count as spending more than 6.

Overflowing Energy Enhancement. When Nanami uses his Cursed Weapon Enhancement, he can decide to double its limit until the beginning of his next turn. Additionally, once per round, he can utilize Cursed Weapon Enhancement with no action required.

Colossal Physique. The strength Nanami possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:

  • Nanami will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Any attack roll he makes which uses Strength or Charisma deals twice as much damage to objects and structures.
  • Nanami has learned to put his weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, Nanami can force the creature hit to make a DC 21 Strength saving throw. On a failure, they are knocked back 70 feet 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 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Nanami makes a Strength check or saving throw, he can give himself advantage on the roll. He can do this 7 times, regaining all uses after taking a long rest.

Strong Body. Nanami will reduce all damage he takes but psychic or thunder by 4. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor.

Human Wall. Nanami has advantage in Constitution saving throws.

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

Cursed Enhanced Body. As long as Nanami has 1 cursed energy or more, he may add 2 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied).

Cursed Energy Reinforcement. Having been continuously running cursed energy through his body at such an efficient rate, Nanami is capable of dynamically reinforcing it at an unconscious level. He gains the following benefits so long as he has at least 1 cursed energy:

  • When Nanami makes a Strength, Dexterity or Constitution ability check, he may add 5 to it.
  • When calculating his jump distance and height, Nanami may add his Charisma score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.
  • Nanami may add his Charisma score when determining his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
  • Whenever he is calculating his AC through Unarmored Defense, he may add half his Charisma modifier to the final result (already applied). This second instance of adding his Charisma modifier counts as if he were using two separate ability scores for the purposes of other features and rules.
  • The Curse-Empowered Strikes class feature now inflicts an additional die of damage (already applied).

Improved Cursed Energy Output. As a part of any feature which uses cursed energy, Nanami can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:

  • The feature’s number of damage dice increases by 2. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 25 feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases by 6 rounds.

Flawless Fundamentals. Nanami reduces the cost of all Cursed Energy Enhancements, Cursed Enhanced Body, Air Jump, all Taijutsu Feats and Cursed Martial Arts by 12 (to a minimum of 1).

Blunt Sword (5/long rest). Nanami may use Ratio for free up to 5 times per long rest, as long as he's wielding his Blunt Sword.

ACTIONS

Multiattack. Nanami makes 3 attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) bludgeoning and 13 (2d12) necrotic damage.

Blunt Sword. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 31 (2d10 + 20) bludgeoning and 31 (4d12 + 5) necrotic damage.

Exorcise. Nanami automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower.

Collapse. Nanami may hit a solid surface within reach and destroy a 15 ft. radius of it. The area becomes difficult terrain, and the destroyed objects and debris is imbued with his cursed energy, which allows it to remain suspended in the air up to 15 ft. away from the surface without falling for 5 rounds. As part of the same action, he can use said debris as 3/4 cover and make the area lightly obscured with dusk. After that, Nanami may, with no action required, release the suspended debris. Every creature that would be caught under the debris must make a DC 19 Dexterity saving throw. On a failure, they take 117 (19d10 + 2d12) bludgeoning damage. On a success, they take half as much damage.

Knocking Slam (1 Cursed Energy). While wielding a weapon that deals bludgeoning damage, Nanami can try to strike his opponent with said weapon enhanced by cursed energy to knock them away. Make a weapon attack roll. On a hit, they take three times the damage dice of Nanami's weapon + 10 necrotic damage and must make a DC 21 Strength saving throw. On a failure, they are pushed 70 feet and are knocked prone. On a success, they are pushed half as much and are not knocked prone.

If the creature encounters any objects or creatures their size or larger while being pushed, both take 1d10 bludgeoning damage.

BONUS ACTIONS

Martial Arts. When Nanami uses the Attack action, he can make an unarmed strike as a bonus action.

Cursed Blast of Blows (3 Cursed Energy). After Nanami uses the Attack action, he can perform two unarmed strikes or weapon attacks as a bonus action.

Cursed Patient Defense (3 Cursed Energy). Nanami can take the Dodge action as a bonus action on his turn.

Cursed Wind Step (3 Cursed Energy). Nanami 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.

Cursed Weapon Enhancement (1-6 Cursed Energy). Nanami can add cursed energy to a melee weapon he is holding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the cursed energy spent. He can only do this again after 1 minute has passed.

Explosive Blow (8, 10 or 14 Cursed Energy). Nanami concentrates on channeling a very condensed portion of his cursed energy into either his limbs or a weapon for 8 cursed energy. For 1 minute after he performs this bonus action, the next melee attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If Nanami receives damage from any source, he must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when Nanami lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack.

For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that Nanami uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half.

On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either Nanami's attacks' ability modifier or Charisma modifier times 10 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 receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of Nanami's attack’s damage roll instead.

Cursed Energy Tracker. Nanami can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces him to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll a Stealth check, using Charisma instead of Dexterity, against a Perception check from Nanami. If he wins, Nanami gains advantage on the saving throw, or the attack roll is made with disadvantage.

REACTIONS

Perfected Protector. When a creature Nanami can see hits him or a target within 5 feet, with a melee attack, he can use a reaction to add +8 to the target's Armor Class against that attack. He must be wielding a shield or a melee weapon.

Energy Defense (2 Cursed Energy). As a reaction to a melee or ranged attack being made against him, Nanami can block it with his weapon and add 5 to his AC against that attack.

Cursed Counter (1 Cursed Energy). When a creature misses a melee attack against him, Nanami can make a melee weapon attack against them.

Weapon Clashing (2 Cursed Energy). As a reaction to a melee weapon attack hitting him, Nanami can clash with the weapon of the attacker. Make an attack roll with his weapon. If his roll is higher than that of the attacker, he nullifies their attack.

Human Wall (5/long rest). Upon hitting 0 hit points, Nanami rolls a hit die. He regains the amount rolled in hit points.

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

Cursed Enhanced Body (1-5 Cursed Energy). Whenever Nanami makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw.

Nanami-Overtime.png
Nanami, starting to work Overtime after 6 PM.

Kento Nanami, a Grade 1 jujutsu sorcerer and former Tokyo Jujutsu High student, left his career as a sorcerer to work as a salaryman but returned to fulfill his role at Tokyo campus as a mentor, particularly to Yuji Itadori. His Ratio Technique [3] allows him to create critical weak spots by dividing targets with precise lines at a 7:3 ratio. This precision attack works on both animate and inanimate objects, delivering powerful hits. He also uses two Binding Vows, Overtime and Revealing One's Hand, to enhance his combat abilities as needed.

Jujutsu Sorcerer.

Nanami has 20 levels in the Jujutsu Sorcerer class.

Tokyo Jujutsu High

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

Nanami 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.

  • Power Enhancement. Nanami can now spend up to 6 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Economy. The cursed energy cost of the technique is now reduced by 6 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Nanami can spend up to 6 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

When an enhancement is applied to a Lapse technique, it will also apply to any further Technique Improvements related directly to it. At the end of a short rest or long rest, Nanami may reallocate his enhancements.

Specialized Technique

Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc

One of Nanami's cursed techniques will gain all of the following benefits:

Increased Damage Output. Its damage dice number will increase by 5.

Increased Reach. Its range will increase by 30 feet.

Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

Nanami may change his specialized technique at the end of a week.

Binding Vows

Overtime. During his official working hours (10 AM - 6 PM), Nanami’s cursed energy is restricted. During this time, he suffers the following limitations:

  • Maximum cursed energy is reduced by 5.
  • His cursed energy attack rolls are reduced by 5.
  • Cursed techniques' damage die are reduced by one tier.

Once his shift ends, Nanami enters “Overtime,” removing the above restrictions for 5 hours. While in Overtime:

  • His cursed energy maximum increases by 5.
  • Cursed energy attack rolls gain a +5 bonus.
  • Cursed techniques' damage die are increased by two tiers.
  • He regains 5 cursed energy at the start of each turn.

Revealing One’s Hand. Nanami can reveal his innate technique to an opponent, enhancing his output at a cost. When he explains his technique as an action, his cursed technique gains the following benefits:

  • Increases cursed technique dice by 1.
  • Adds 12 to cursed technique attack rolls.
  • Reduces cursed technique cost by 1 (to a minimum of 1).
  • Increases cursed energy DC by 5.

However, the target gains advantage on saving throws against his technique and Nanami’s cursed energy attack rolls are made with disadvantage against the revealed target. This effect is only available once per battle, as each creature becomes immune to Revealing One's Hand afterward.

Favorite Weapon

Nanami's Blunt Sword is the one he is most comfortable with and excels when using it. While he is wielding it, it gains the following benefits:

  • It now adds his ability modifier twice for its damage rolls (already included).
  • Once per turn Nanami can add his proficiency bonus (+6) to an attack roll with it again.
  • He has advantage on any checks against being disarmed of this weapon, and creatures have disadvantage on trying to disarm him of it.
  • When a feature that uses said weapon allows him to spend up to a certain amount of cursed energy on it, the amount he can spend increases by 3.
Cursed Technique

When a feature refers to Nanami's cursed techniques, it refers to Ratio, Collapse and Ratioed Weapon.

Black Flash

When Nanami 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 3 to the result, to see how much additional Necrotic damage Nanami's Black Flash will add onto the damage roll using the table below:

Number Rolled Damage Dealt
4 32 damage
5 56 damage
6 88 damage
7 130 damage

The Black Flash simply does not occur if the attack wouldn’t otherwise hit (such as if it was negated by an ability). After Nanami 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 10 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 11, the DC becomes 12. Fourth lands on a 12, the DC becomes 13.) 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. Nanami will gain the following benefits for 6 minutes. The benefits will last from during the turn he landed the Black Flash until those number of minutes after it.

Nanami 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:

  • Nanami rolls 1 extra damage dice for his Curse-Empowered Strikes.
  • Nanami's cursed energy armor gives 5 more temporary hit points per cursed energy spent.
  • The die tier of Nanami's Cursed Strikes will increase by 1.
  • The amount Nanami can spend on his Cursed Energy Enhancements will be increased by 1.
  • Nanami's cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage. (Unless they're also in In the zone)
  • Nanami's cursed techniques will add 6 damage dice.
  • Nanami's leeway and skill with utilizing Binding Vows has increased, he will have greater leeway with using Binding Vows in his awakened state, making vows that he may normally not be able to.

If Nanami 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

Athlete History, Colossal Physique, Strong Body, Human Wall, Resilient.

Taijutsu Sorcery, Black Flash, Personal Record.

Immense Cursed Energy, Cursed Energy Tracker.

Cursed Energy Manipulator x 2, Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Flawless Fundementals.

Improved Durability.

This creature uses the Improved Durability rule.

5.00
(3 votes)

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