Noritoshi Kamo (JJK-1), Culling Games (Jujutsu Kaisen Supplement)

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Noritoshi Kamo[edit]

Medium humanoid (human), chaotic neutral


Armor Class 22 (Unarmored Defense)
Hit Points 404 (30d10 + 240)
Speed 75 ft.


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

Saving Throws Dex +12, Cha +10
Skills Acrobatics +12, Athletics +8, Intimidation +10, Perception +9, Sleight of Hand +12
Proficiency Bonus +5
Senses passive Perception 20
Languages common
Challenge 17 (18,000 XP)


Cursed Energy. Noritoshi has 45 cursed energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Blood Points. Noritoshi has 24 Blood Points stored between 4 blood bags, which he uses for special abilities.

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

Evasion. When Noritoshi makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on success

Flowing Red Scale (3 Cursed Energy). As a Free Action, Noritoshi increases his body temperature, pulse rate, and the number of red blood cells to greatly enhance his physical capabilities. For 1 minute:

  • His movement speed doubles
  • He will gain a +2 bonus do his AC
  • He will gain advantage on Dexterity saving throws and will gain an additional action on his turns, that can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

If Noritoshi uses Maximum Output on this technique, it becomes Flowing Red Scale: Stack:

  • Adds his base movement speed one more time to his total speed
  • Gives him another +2 bonus to AC
  • Allowing him to reroll a failed Dexterity saving throw once per turn
  • He will gain one additional Bonus Action per turn and Reaction per round.

Flowing Red Scale Focus. Noritoshi can concentrate his Flowing Red Scale into a certain part of his body or on a specific task to amplify it’s effects on that part, such as in his eyes to increase dynamic visual acuity or into the circulation and heat of his blood to melt ice on him. At any time (no action required) Choso may choose Perception checks or ability checks using one stat amongst Strength, Dexterity, or Constitution, foregoing an amount of benefits of his choice from Flowing Red Scale and Flowing Red Scale: Stack until the end of his next turn. The first benefit forgone grants advantage on the chosen kind of checks, each benefit after granting a +2, for the same duration. Choso may do the same for Strength, Dexterity, or Constitution saving throws, however this only grants him +1 to the save for every 2 benefits sacrificed after the first.


Blood Slashes (1 Blood Point). When taking the attack action, Noritoshi may replace his attacks with these blood slashes. This can only be used to replace attacks in the attack action.Noritoshi must make a cursed energy attack roll dealing 2d8 damage on a hit. Each slash has a range of 10ft

Cursed Enhanced Body. As long as Noritoshi 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).

Jab. Once per round, when Noritoshi makes an unarmed strike, he may perform a jab. This attack deals half damage but forces the target to react, giving him a strategic advantage.

  • If the jab hits, his next melee attack against the same target before the end of his next turn is made with advantage.
  • If the jab misses, his next melee attack is made normally, but the target does not gain an opportunity attack against him if they normally would.

Sweep Kick (2 Cursed Energy). Once per round when Noritoshi makes an unarmed strike, he may attempt a sweep kick. On a hit, the target must make a DC 27 Dexterity saving throw with disadvantage. On a failure, they are knocked prone. If they are already prone, they take extra damage equal to his Strength or Dexterity modifier.

Renewal Taekwondo: Bo-Bup. As a free action when Noritoshi uses Cursed Wind Step, he may spend an additional 3 cursed energy to activate Bo-Bup. Instead of normal movement, he instantly appear in an unoccupied space within his movement range, ignoring opportunity attacks. If he moves at least 30 feet, you gain one of the following effects until the start of your next turn:

  • Phantom Step. Noritoshi gains a bonus of +2 to his AC, and if an enemy makes and misses an attack against him, he may use his reaction to move 5 feet without provoking opportunity attacks.
  • Mirage Image. Noritoshi leaves behind an afterimage. The next melee attack against him is made with disadvantage.

Improved Reverse Cursed Technique. Noritoshi has a healing pool of 750 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. Noritoshi 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 5 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a long rest.

Maximum: Avici. As a free action for 10 Cursed Energy, Noritoshi can super heat his blood for 5 rounds. When Maximum: Avici is active, all attacks that use Noritoshi's blood deal an additional 10d6 fire damage.

For every turn Maximum: Avici is active, Noritoshi takes 2d6 fire damage. If he uses Flowing Red Scale, he instantly gain the Burned Condition and the damage per round increases to 2d8 while still gaining the benefits of Flowing Red Scale. If Noritoshi uses Flowing Red Scale: Stack, the damage increases to 4d8.

ACTIONS

Multiattack. Noritoshi can make two attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 9) bludgeoning damage.

Cursed Shortbow. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 16 (1d6 + 13) piercing damage and 8 (1d6 + 5) necrotic damage.

Crimson Binding (1 Cursed Energy, 4 Blood Points). Noritoshi pulls blood from the surroundings creating a net that envelops an opponent he chooses within 30ft of him. The target must succeed on a DC 18 Dexterity throw and become restrained. The creature can spend it's action after being restrained to roll a DC 18 Strength saving throw, breaking itself free from the effect on a success.

Slicing Exorcism(5 Cursed Energy, 6 Blood Points). Noritoshi creates a Rotating wheel of blood at high speeds to use as a bladed projectile, that is a 5ft circle. For 1 minute, he can use a bonus action to move the Wheel of Blood to a place within 30ft of it's current location that he can see. When this wheel moves through a creature's space the creature must make a DC 18 Dexterity saving throw. On a failed save the target takes 5d8 Slashing Damage, on a successful save the target takes half as much damage. A creature may be forced to make this saving throw once per round.

Piercing Blood (8 Cursed Energy, 15 Blood Points). Noritoshi focuses blood into a highly pressurized piercing beam that deals massive damage to targets and structures. He pull bloods into his hands and fires it at a target within 60ft of him, making a ranged attack roll with a +10 to hit. On a hit the target receives 10d12 piercing damage.

Supernova (4 Cursed Energy, 2 Blood Points). Choso creates small orbs of condensed blood that explode in dozens of piercing blood particles. He creates a small orb of blood that could fit in his hand at an unocuppied space that he can see within 30ft, and it stays there for at maximum 1 minute. The orb explodes, forcing every creature within 10ft. of it to make a DC 20 Dexterity saving throw. On a failure, the creature receives 11d10 piercing damage and is knocked prone. On a success they receive half as much damage and aren't knocked prone. Choso may create up to 6 orbs at once, spending additional Cursed Energy and Blood Points for each, and may choose for them to explode immediatly upon creation or manually later as a Reaction to a creature entering it's range of explosion.

BONUS ACTIONS

Martial Arts. Whenever Noritoshi makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action.

Cursed Blast of Blows (1 Cursed Energy). Immediately after taking the attack action, Noritoshi can make three unarmed strikes or three weapon attacks.

Cursed Patient Defense (1 Cursed Energy). Noritoshi can take the Dodge action. He also gains advantage in Constitution and Charisma saving throws when he uses the Dodge action granted by this feature, as long as he benefits from the Dodge.

Cursed Wind Step (1 Cursed Energy). Noritoshi 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.When Noritoshi takes the Dash action he gains extra movement speed equal to twice his speed. Additionally when Noritoshi takes the disengage action granted by this feature, he gains additional movement speed equal to his speed for the current turn.

Cursed Weapon Enhancement. Noritoshi can spend up to 3 cursed energy to add to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent. He can only use this enhancement again after 1 minute has passed.

Convergence. Noritoshi compresses and condenses blood to it's absolute limit for 1 minute. During this technique's duration, whenever he uses one of his cursed techniques he can spend up to 5 additional Cursed Energy (and an equal amount of Blood Points) to enhance the technique's potency. For each Cursed Energy he uses, the technique will receive one additional die of damage or 1 additional turn of duration. Additionally, only while Convergeance is active, Noritoshi can use the following techniques: Piercing Blood.

Blood Aeration(2 Cursed Energy, 15 Hit Points). Noritoshi can circulate his blood in and out of his body allowing him to use his blood more efficiently, For every hit point, He uses upon activation, he gains 3 blood points. These blood points are flowing in and out of his body while this skill is active. This Ability lasts for 1 minute or until he run out of blood points. However this skill is hard to maintain and he must concentrate on keeping the blood flowing. If he loses concentration he will lose all of the blood points remaining.

Maximum Output. Noritoshi can spend cursed Energy equal to twice the original cost of one of his cursed techniques to amplify it's cursed energy output, making it gain two of the following benefits the next time its cast:

  • The technique's range is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch based techniques.
  • The technique's damage dice is increased by half of its original dice rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by 3.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

REACTIONS

Energy Defense (2 Cursed Energy) As a reaction to a melee or ranged attack being made against Noritoshi, he can block it with his weapon and add his Charisma modifier (minimum of 1) to his AC against that attack.

Cursed Enhanced Body (1-5 Cursed Energy). Whenever Noritoshi 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.

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Noritoshi remembering his brother and mother in battle.

After his mother and older brothers death, Noritoshi has gone off the deep end, slaughtering the Higher Ups and believing himself to have no purpose in life. This NPC is based on the character of the same name from the fanfic JJK Minus One by Plug01 on AO3. Link: https://archiveofourown.org/works/53578576/chapters/135623998

Jujutsu Sorcerer.

Noritoshi has 15 levels in the Jujutsu Sorcerer class.

Blood Manipulation

Blood Points. Noritoshi's technique uses Blood Points as a currency alongside Cursed Energy to fuel it's techniques. Noritoshi uses his own blood for the technique, and may gain Blood Points by expending his own hit points, gaining 1 Blood Point per hit point spent. Noritoshi may also use blood from his surroundings to fuel his techniques, up to 10 ft away, gaining an appropriate amount of Blood Points as determined by the DM. Due to the versatility of this technique, all of his techniques that involve manipulating his own blood count as a Lapse technique.

Water Dilution. Noritoshi's mastery over Blood Manipulation is profoundly impacted when submerged in large volumes of water. While he is at least half submerged, he cannot use any of his Cursed Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of blood, preventing it from holding it's shape and making external manipulation impossible. While Submerged, he cannot use the Crimson Binding, Slicing Exorcism, and Convergence for the duration of his submersion or while in heavy rain. If he attempts to do so, he spends cursed energy and blood points as normal but nothing happens.

Cursed Techniques.

When a feature refers to Noritoshi's cursed techniques, it refers to Crimson Binding, Slicing Exorcism, Flowing Red Scale, Convergence and Piercing Blood.


Feats.

Strong Body, Resilient, Untraceable Speed

Taijutsu Sorcery

Basic Barrier, New Shadow Style: Simple Domain

Blood Aeration, Supernova

Immense Cursed Energy

Cursed Enhanced Body

Reverse Cursed Technique, Improved Reverse Cursed Technique


Improved Durability.

This creature uses the Improved Durability rule.


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