Maki Zenin, Culling Games (Jujutsu Kaisen Supplement)
Maki Zenin[edit]
Medium humanoid (human), neutral good Armor Class 32 (unarmored defense, classical swordplay)
Saving Throws Str +14, Dex +16, Con +14, Death Saving Throws +4 Stamina Points. Maki has 47 stamina points she can use to fuel her abilities. All of her stamina is replenished at the end of a long rest and half her stamina is replenished on a short rest. Unarmored Movement. Maki can move and run along vertical surfaces and across liquids on her turn without falling during the move. Classical Swordplay. While wielding a finesse weapon and no other weapons, Maki gains a +2 bonus to her attack rolls and AC so long as she is not wearing Armor or wielding a Shield (already applied). Enhanced Senses.
Evasion. When Maki is subject to a Dexterity saving throw she only takes half damage on failure and no damage on success. Faster Recovery. Maki regains 1 stamina point at the beginning of her turns. Additionally, in combat, if Maki hasn't taken any form of actions or moved on her turn, haven’t taken any reactions this round, and there are no hostile creatures within 500ft of her that she is aware of, she will regain 16 hit points at the end of her turn. She can regain limb hit points with this feature, unless they were removed. Things Only You Can See. Maki doesn't have disadvantage on the check to gain Object Soul Awareness and whenever she gains Object Awareness the amount she gains is doubled. Additionally she also possesses Soul Outline Awareness. Quick Sweep. When Maki makes an unarmed strike, she can force the creature to make a DC 24 Strength saving throw. On a failure they are knocked prone. Power Style. Whenever a feature increases the damage die tier of Maki's unarmed strikes, it also does so for melee weapons she's holding. Increasing Counter. Whenever a creature misses a melee attack against Maki, the next melee weapon attack she hits against them until the end of her next turn will deal an additional die of damage. Combo (5 Stamina Points). As part of making the first attack in her turn, Maki can start a combo. However, each attack she makes is harder to land than the next as she pushes herself beyond her normal limits. The next attack has a -2 to hit, if she hits said attack the next attack has a -4 to hit, and so on. However, she is able to keep making attacks until she misses, to a maximum of 6 times. These penalties to attack rolls last until the end of Maki's current turn. Meat Shield (4 Stamina Points). Once per round, when being forced to make a Strength or Dexterity saving throw, Maki can fail the save and take the damage. However, this protects creatures if she manages to take all the damage. Any creature that’s not at least one size bigger than herself that’s at least 5 feet behind her is not affected by the saving throw, even if they are within range if Maki manages to take all the damage. 0 Cursed Energy. Maki cannot be tracked by magical means. Abilities that sense ki, cursed energy, magic, or anything of the sort doesn't work for her. She also cannot be targeted by the sure hit effect of a Domain Expansion, and cannot be detected by one while inside one (Ex: If she is trapped inside a domain that forces her to make a Constitution saving throw as its sure hit, she won't have to make the saving throw). She may also freely pass through barriers made of cursed energy of any kind, suffering no ill effects for doing so. When she passes through a barrier that presents an extra-dimensional space on the inside, such as a Domain Expansion, she does not appear in the manifested space, instead being in the space the barrier is in the real world, with no ill effects. As a bonus action, she can choose to enter the space physically, like any other creature would normally manifest inside it. When inside the Domain, she can exit the barrier freely at anytime by physically exiting the barrier. Colossal Physique. The strength Maki possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. She gains the following benefits:
50 Meters in 3 Seconds! Maki has 2 reactions per round. Strong Body. Maki reduces all non-magical damage she takes but psychic by 8. Human Wall. Maki has advantage on all Constitution saving throws. Air Jump (1-10 Stamina Points). With no action required, on her turn while she's in the air, Maki may perform a number of high or long jumps equal to half the amount of stamina spent (rounded down) until the start of her next turn. This jump counts as if she had a running start. Acrobatic Fighter.
Taijutsu Sorcery. Once per turn, Maki can make an unarmed strike or martial weapon attack with advantage. If she already had advantage, she instead raises the critical hit range for the attack by 1. Cursed Weapon Wielder. Any weapon attacks Maki makes using a Cursed Tool have their critical hit range increased by 1 and if she rolls a natural 20 on the attack roll for a Cursed Tool, she can make one additional weapon attack with advantage as apart of her attack using the same Cursed Tool that she scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if you would score a natural 20 on the attack roll for the attack. Additionally, she may ignore one property that a weapon she is currently wielding possesses. If the weapon has a Special property, she may ignore it and raise the weapon's damage die by one damage tier. ACTIONSMultiattack. Maki makes 5 attacks, where 1 of these attacks must be made with a melee weapon or Unarmed Strike. Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. Mai (One-handed). Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 36 (4d10 + 14) slashing damage and 17 (2d8 + 8) necrotic damage. The sword ignores temporary hit points, damage reductions, resistances, and immunities and is considered Major Soul Harming. Mai (Two-handed). Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 36 (4d10 + 14) slashing damage and 19 (2d10 + 8) necrotic damage. The sword ignores temporary hit points, damage reductions, resistances, and immunities and is considered Major Soul Harming. Instant Multi-Strike (5 Stamina Points). Maki can flourish a melee weapon then vanish. Choose up to five targets that she can see within her walking speed range and make one melee attack against each one. Her attacks are made with advantage if the creatures have a passive perception lower than 24. She then appears in an unoccupied space of her choice she can see within 5 feet of the last creature she hit using this maneuver. Shiranui-Gata. Maki can enter the Shiranui-Gata stance, giving her access to the Shiranui-Gata reaction. BONUS ACTIONSMartial Arts. When Maki takes the Attack action with an unarmed strike or a weapon on her turn, she can make one unarmed strike. Barrage of Strikes (2 Stamina Points). Maki can make 2 unarmed strikes. Barrage of Strikes (3 Stamina Points). Maki can make 3 unarmed strikes. Adrenaline Rush (3 Stamina Points). Maki gains the following benefits for the 1 minute:
This state lasts for 1 minute. It ends early if Maki is knocked unconscious or if her turn ends and she hasn't attacked a hostile creature since her last turn or taken damage since then. She can also end this maneuver on her turn as a bonus action. Comet Velocity (3 Stamina Points). Maki can increase her speed to astronomical heights for 1 minute. For the duration, she gains the following benefits:
Untraceable Speed. Maki can take the dash action or make a Skill Check she is proficient in. REACTIONSPerfect Counter (1 Stamina Point). When a creature Maki can see misses a melee weapon attack against her, she can make a melee weapon attack against the attacker. Body Force (2 Stamina Points). Whenever Maki is forced to make a Strength, Dexterity or Constitution check or skill check, she roll a d12 and add the total to the roll. She can do this after rolling the dice, but before knowing if it succeeds or not. Untraceable Speed. Maki can use one of the following reactions:
Human Wall (8/long rest). Upon hitting 0 hit points, Maki expends and rolls a hit die (2d6). She regains the amount rolled in hit points. Air Jump (1-20 Stamina Points). When Maki takes fall damage, she may reduce the damage taken by 5 times the amount of stamina points spent. Shiranui-Gata. When an enemy within range who attempts to hit her with a melee attack roll, Maki only takes half damage if they hit her and may attempt to grapple them with advantage. The Shiranui-Gata stance ends when she grapples a creature. Taijutsu Sorcery. Whenever Maki takes the Attack action on her turn, she may take the Dodge action as a reaction however this Dodge action only causes melee attacks against her to have disadvantage. If a creature rolls a natural 1 on a melee attack against her whilst she has performed this variation of the Dodge action, Maki can make one attack against that creature if it is within range once per round. |
Heavenly Restriction. Maki has 20 levels in the Heavenly Restriction class. Maki has 20 Object Awareness and gains the following benefits: Object Perception. Maki's blindsight enables her to see things she otherwise couldn’t by 'Seeing everything except it' therefore being able to perceive it. She can perceive invisible or intangible things such as a Cursed Spirit's Invisible Force. Object Outline Awareness. Maki is now capable of using properties of weapons or objects such as Split Soul Katana, that possess special functions requiring it, relating to the souls of objects. Additionally, she can teach others how to see the souls of objects. Body ImprovementsSuperior Build. The strength of Maki's body is very above others, being able to compete with opponents three times her size. She gains the following benefits:
Beyond Athletic. Whenever Maki's about to make a Strength (Athletics) check, she can spend 1 stamina point to grant herself advantage on the roll. If she already had advantage, she adds 3 to the roll. Physical Worker. Whenever Maki makes a Strength check or saving throw, she can spend 3 stamina points to grant herself advantage on the roll. Sonic Velocity. Even the most well trained people can't see Maki. She gains the following benefits:
Superhuman Reflexes. Whenever Maki makes a Dexterity check or saving throw, she can spend 3 stamina points to grant herself advantage on the roll. Sonic Reflexes. Whenever Maki is targeted by an attack roll, she can spend 1 stamina point as a reaction to roll a Dexterity (Acrobatics) check. If she rolls higher than the attack roll, the attack misses her and the creature has disadvantage in attack rolls against you until the end of their turn. Hypersonic Reflexes. Maki has an additional reaction (for a total of 3). Steel-Hard Exterior. Maki reduces all damage but psychic by 28. Tireless Body. Maki can hold her breath for twice as long, suffocate for twice as long without dropping to 0 hit points, she can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur. In addition, the number of exhaustion levels required for each effect of exhaustion are doubled. Reinforced Mind. Maki reduces all psychic damage by 13. Spark of Genius. Whenever Maki makes an Intelligence skill check, she can spend 1 stamina point to become proficient in said skill until the beginning of her next turn. If she's already proficient, she gains expertise instead. If she already has expertise, she adds 2 to the skill. Improved Senses. Maki has advantage in Perception checks. Supernatural Precognition. Whenever a creature within 60 feet of her makes an attack roll against Maki, she can spend 1 stamina point as a reaction to make a DC 20 + their Strength or Dexterity modifier (whichever is higher) Wisdom (Insight) check. On a success, any attack rolls they make against her are made with disadvantage against her until the beginning of their next turn. Every time Maki uses this against the same creature, the DC is increased by 1. The DC cannot grow higher than the creature's proficiency bonus. Uncanny MindsetsBrute Appearance. Maki may add her Strength modifier to any Charisma (Intimidation) checks (already applied). Adrenaline Addict. Whenever Maki is below half of her maximum hit points (rounded up), she gain the following benefits:
She loses all benefits after combat ends, or when she takes a short or long rest. Speedster. The bonus movement Maki gains from the Unarmored Movement feature is doubled (already applied). In addition, she no longer suffers from difficult terrain when dashing. Unstoppable. Whenever a feature reduces Maki's speed by any amount, the amount is halved (rounded down). This does not work if the feature reduces her movement speed to 0. Relentless Attacker. Maki can make one additional attack during her attack action, however it must be made with a melee weapon or unarmed strike (already applied). Survivalist. Maki adds 4 to her Death Saves (already applied). In addition, whenever she takes the dodge action, she also gains advantage on Constitution saving throws. Final Barrier. As a reaction to an ally she can see being targeted by an attack, Maki can move up to her movement speed towards them. If she ends within 5 feet of them, she's the new target of the attack. Regenerator. Whenever Maki regains hit points from any source, except for Faster Recovery, the amount is increased by 8. For Faster Recovery the amount is instead increased by 4. Hit and Runner. Whenever Maki hits a creature with a weapon attack, she doesn't generate opportunity attacks from them until the end of her turn. Patient. Maki has advantage on her first attack roll against a creature if she hasn't taken the attack action on her last turn. Also, she can add her Intelligence modifier to Dexterity (Stealth) checks (already applied). Alert. Maki gains a +5 to her passive perception (already applied), and she cannot be surprised while conscious. Adaptable Warrior. Once per short or long rest, Maki can switch one of her battle maneuvers for another in the middle of battle as a bonus action. Maki's Feats. Athlete History, Colossal Physique, 50 Meters in 3 Seconds!, Untraceable Speed, Strong Body, Human Wall, Resilient, Immense Stamina, Overflowing Stamina Reserves, Air Jump. Acrobatic Fighter, Shiranui-Gata, Taijutsu Sorcery. Improved Durability. This creature uses the Improved Durability rule. |
Back to Main Page → 5e Homebrew → Campaign Settings → Jujutsu Kaisen (5e Campaign Setting) → NPCs (Jujutsu Kaisen Supplement)