User:KugisakiNobara
Hana Kurusu[edit]
Medium humanoid (Cursed Vessel), lawful good Armor Class 16 (Unarmored Defense)
Saving Throws Dex +6, Cha +10 Cursed Energy. Hana has 41 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest. Holy Cursed Energy. Whenever Hana deals damage with a cursed energy feature she can change the damage type to radiant instead of necrotic. In addition she gains resistance to necrotic damage when her Cursed Armor is active. In addition, Hana's technique targets cursed energy directly, and as such, Domain Amplification cannot negate the radiant damage and the effects of Technique Extinghuishment. Angel's Blessing. Hana has angelic wings that protrude from her back and a halo atop her head, that give her flying speed based on her vitality. When her health is above three-quarters, Hana has a flying speed equal to her walking speed. If her health is at three-quarters, her flying speed is reduced to three-quarters of her walking speed. At half health, her flying speed is half of her walking speed, and at one-quarter health, it is reduced to one-quarter of her walking speed. While these wings and halo are active, Hana can freely move between barriers such as curtains without breaking them, as well as through magical walls and barriers created by spells of a level equal to or lower than 5. Hana cannot pass through the Barrier of a Domain Expansion without finding the Weak Spot first. Cursed Energy Recovery. While in combat, Hana regains 1 Cursed Energy per turn, up to her maximum. The combat must be one where her life is at risk. Cursed Armor. Hana can spend up to 5 cursed energy to give herself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Hana can only benefit from this feature again after 1 minute or having her temporary hit points reduced to 0. In addition, Hana gains resistance to Necrotic damage while cursed armor is active. Evasion. When Hana makes a Dexterity saving throw, she takes half as much damage on a failure and no damage on success. ACTIONSUnarmed Strike. Melee weapon attack +6 to hit, reach 5ft., one target. Hit 9 (1d10+2) bludgeoning damage and 6 (1d12) necrotic damage. Technique Extinguishment (2 Cursed Energy). Hana can blow into her trumpet, causing a target of her choice within 60 ft. to make a cha saving throw. On a failure they take 6d8 radiant damage and cannot use any cursed technique features, and any effects coming from those features they currently have active on them are disabled for the next minute. On a success, they take half as much damage, and don't have their cursed technique features negated. A creature who has their cursed technique negated has to spend double the cursed energy on every feature which costs cursed energy, although this doesn't affect a creature who lacks a cursed technique. If a creature who is under the effects of Technique Extinguishment is killed, should they be revived, they must use the burnout Recovery feature in order to regain their technique. They may remake the saving throw at the beginning of their turns, ending the effect early on a success. BONUS ACTIONSMaximum Output. Hana can spend Cursed Energy equal to twice the original cost of one of her cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:
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Hana has 13 levels in the Jujutsu Sorcerer class.
Hana is capable of making recitations of chanting with her cursed technique. Hana may choose one of her Innate Technique features and recite one of her chants as a Bonus Action. The next time she uses that Innate Technique Feature that has a recitation after chanting within two turns, it will gain two of the following benefits of her choice:
Every subsequent turn she spends her Bonus Action chanting the technique it will gain another two bonuses of her choice. The chanted technique may only have a number of bonuses applied to it equal to 1+ her Intelligence or Wisdom mod. If she possesses the Cursed Energy Reinforcement feat and either the Reverse Cursed Technique or Regeneration feats, she may use his Charisma mod instead of either her Intelligence or Wisdom mod when calculating the max number of bonuses that can be applied to the Chanted technique. In addition, the chanted Innate Technique feature will have its final damage boosted by 20% per round he spent chanting. (After all the dice have been rolled, multiply the total damage(s) by 1.2). This damage bonus is capped at 100%. (2x Damage). Rather than using a bonus action, she can perform a more complex variation of Chanting that combines both complex hand signs and delicate recitations as a Rooting and Lengthy Action. When Chanting in this manner she may add four bonuses from the above list to the chanted technique, and every subsequent turn she spends a Rooting and Lengthy Action chanting the technique in this way it will gain four more bonuses of your choice. Additionally, the chanted Innate Technique feature will have its final damage boosted by 50% per round he spent Complex Chanting. This damage bonus is capped at 100%. (2x Damage). While Chanting or Complex Chanting she must maintain concentration as if maintaining concentration on a spell. If her Innate Technique feature that benefits from Chanting allows her to make more than one attack roll or forces a target to make more than one save or has multiple ranges, she may only choose one of those components at a time to apply the benefit to. (Ex: he could choose to apply a saving throw disadvantage to the first saving throw of the technique, but in order to apply one to the second saving throw of the technique she would have to add that bonus to that part as well). She cannot perform Maximum Output on an Innate Technique feature benefiting from Chanting. She cannot apply the benefits of Chanting towards a Domain Expansion.
This creature uses the Improved Durability rule. |
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Mahito[edit]
Medium undead (Cursed Spirit), chaotic evil Armor Class 19 (Unarmored Defense)
Saving Throws Dex +6, Cha +9 Cursed Energy. Mahito has 76 cursed energy he can spend. All of the cursed energy, when used, is unavailable until he takes a long rest. Undead Nature. Mahito has advantage on saving throws against disease and being poisoned. Hard to Kill (1/long rest). If Mahito is reduced to 0 hit points, he can choose to drop to 1 hit point instead and are considered stable. This feature does not work if the damage that reduced Mahito to 0 hit points was Radiant. Your Fears Become Real. Whenever Mahito rolls a skill check related to humans, he does so with advantage. Invisible Force. Dagon is entirely made out of cursed energy, meaning they cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Dagon. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see Dagon. Soul Invulnerability. If Mahito is reduced to 0 hit points but not killed outright, he is only incapacitated instead of being unconscious if it hasn’t damaged his soul. Stagnant Limbs. In order to manipulate the soul of others, Mahito's hands must be within their original form. He cannot use Idle Transfiguration or manipulate the souls of Transfigured Creatures if Mahito's hands are not in their base form, that is if they are changed using Self Alteration. This means for however long his hands aren't in their base forms, he cannot manipulate the souls of others. I assume I'm safe this time, Sukuna?. Whenever Mahito attempts to affect a Cursed Vessel that isn’t Reincarnated or in control of the vessel with any part of this cursed technique that involves touching their soul the cursed object may choose to pull him into their innate domain as per the Innate Talk feature of Living Vessel. When Mahito is released from the innate domain the cursed object chooses for the effect that triggered this to either happen as normal or fails to happen with all resources wasted. If Mahito would take damage inside the innate domain Mahito takes that damage as real damage to his hit points. If Mahito takes damage inside the innate domain he is immediately released from it. Cursed Armor. Mahito can spend up to 6 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute (no action required). Mahito can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Cursed Strike. When Mahito makes an unarmed strike, he may spend up to 3 cursed energy, dealing an additional 1d8 necrotic damage per point spent. This may also be used when Mahito hits a Nat 20. Curse-Empowered Strikes. Mahito's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included). Discernment. Whenever Mahito makes a Intelligence saving throw, he takes half as much damage on a failure and no damage on a success. ACTIONSMultiattack. Mahito makes 2 attacks with his Unarmed Strikes. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage + 3 (1d6) necrotic damage. Idle Transfiguration (4 Cursed Energy). +6 to hit, reach 5 ft., one target. Hit: 36 (6d12) necrotic damage. The cursed energy is not spent if he misses it. BONUS ACTIONSCursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Mahito can perform two unarmed strikes or melee weapon attacks. Cursed Patient Defense (3 Cursed Energy). Mahito can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Mahito can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn.
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Mahito was born from the hate and fear humans have for each other. Jujutsu Sorcerer. Mahito has 8 levels in the Jujutsu Sorcerer class, and has the following Cursed Feats: Domain Expansion: Self-Embodiment of PerfectionMahito creates a large dimension filled with his hands, ensuring death.
Mahito's domain refinement points are 1.
When a feature refers to Mahito's cursed techniques, it refers to Idle Transfiguration, and Self
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Mahito 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.
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, Mahito may reallocate his enhancements.
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 Mahito's cursed techniques will gain all of the following benefits:
Mahito may change his specialized technique at the end of a week. Mahito has 60 Soul Knowledge and gains the following benefits:
Basic Barrier, Domain Expansion Transfigured HumansWith his innate technique, Mahito can make and control transfigured humans, using them as he wish. All of the details about what he can do with said humans is described here. The Soul Dictates The Shape Of The BodyMahito's Innate Technique Idle Transfiguration makes his body almost invincible due to the need to hit his soul.
Mahito has two set of hit points, known as a body hitpoints and soul hitpoints. Both the Body and Soul hit points have the same amount of maximum hit points, every non magical and magical damage directed at Mahito that does not directly or indirectly strike the soul can only reduce hit points from his Body Hit Points. If an attack manages to strike the soul, Mahito loses the current amount of soul hitpoints by the amount of damage taken. Should the current amount of body hit points be reduced to 0, Mahito will temporarily under the incapacitated condition until he has at least 1 Body Hitpoint. If Mahito has taken soul damage, your body hit points cannot be healed past the current amount of Soul Hit Points you have. Mahit cannot actively regenerate Soul Hitpoints, he regenerates 1 Soul Hitpoint for every minute that passes out of Combat. Reduced Maximum Soul Hit Points will always return at the end of a long rest. If both the maximum amount of Soul Hitpoints and Body Hit Points reach 0, Mahito dies outright.
Improved Durability. This creature uses the Improved Durability rule. |
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