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Hana Kurusu[edit]

Medium humanoid (Cursed Vessel), lawful good


Armor Class 16 (Unarmored Defense)
Hit Points 100 (26d8)
Speed 60 ft


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Dex +6, Cha +10
Skills Perception +7, Religion +10
Proficiency Bonus +5
Damage Resistances Radiant
Senses passive Perception 15
Languages common.
Challenge 10 (5,900 XP)


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.

ACTIONS

Unarmed 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 ACTIONS

Maximum 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:

  • 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 5.
  • 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.


image.png
Hana Kurusu listening to Angel, her Cursed Object. [[1]]
Hana is a calm, friendly, and well-mannered person whose actions betray a brave, outgoing nature. She wants to help people and was inspired as a young child by Megumi Fushiguro to do so. When they were both children, Megumi Fushiguro rescued Hana from a cursed spirit who had held her hostage for a year, a kindness that she never forgot.


Jujutsu Sorcerer.

Hana has 13 levels in the Jujutsu Sorcerer class.


Hana's Feats

Chanting

Immense Cursed Energy

Chanting

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:

  • Her technique will ignore resistances and treat immunities as resistances.
  • She may double the original Range, Width, or Radius of her Technique.
  • She may triple the original Range, Width, or Radius of her Technique. (She must have doubled the range already through Chanting in order to apply this bonus).
  • If the Innate Technique feature requires a saving throw, the target(s) makes their save at disadvantage. She also raises the DC by her proficiency bonus for that saving throw.
  • If her Innate Technique feature has her make an attack roll, she gains advantage on that attack roll and may add her proficiency bonus to that roll an extra time.
  • The cost of her Innate Technique feature is halved.
  • Her Innate Technique will ignore all forms of cover.
  • Her Innate Technique’s Action cost will be lowered by 1 (Ex. Full Round Action -> Action -> Bonus Action -> Free Action). If the feature is a Reaction and its Action Cost is reduced she will gain an extra Reaction specifically for that feature. (She must be Complex Chanting in order to apply this bonus)
  • The duration of her Innate Technique feature is doubled.
  • The duration of her Innate Technique feature is tripled. (She must have doubled the duration already through Chanting in order to apply this bonus).
  • If an Innate Technique feature inflicts damage by causing a target to make a save, it will ignore features such as Evasion if they fail the save by 5 or more. (She must be Complex Chanting in order to apply this bonus).
  • The cost of her Innate Technique feature is reduced to ¼. (She must be Complex Chanting in order to apply this bonus)(She must have halved the cost already through Chanting in order to apply this bonus. This reduction does not stack with the ½ reduction, but replaces it).
  • If her Innate Technique feature would force her opponent to make a saving throw, they roll 3 dice instead of one and take the lowest result for the roll. (She must be Complex Chanting in order to apply this bonus).
  • If her Innate Technique feature would have her make an Attack roll, she may roll 3 dice instead of 1 and take the highest result for the roll. (She must be Complex Chanting in order to apply this bonus).

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.


Improved Durability.

This creature uses the Improved Durability rule.


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Mahito[edit]

Medium undead (Cursed Spirit), chaotic evil


Armor Class 19 (Unarmored Defense)
Hit Points 122 (16d8 + 56)
Speed 65 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 22 (+6)

Saving Throws Dex +6, Cha +9
Skills Acrobatics +6, Arcana +7, Deception +9, Insight +6, Perception +6, Sleight of Hand +6
Proficiency Bonus +3
Damage Vulnerabilities Radiant
Damage Resistances Poison
Senses passive Perception 14
Languages common
Challenge 15 (13,000 XP)


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.

ACTIONS

Multiattack. 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 ACTIONS

Cursed 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.


Idle_Transfiguration.gif
Mahito transfiguring a human, [2]

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 Perfection

Mahito creates a large dimension filled with his hands, ensuring death.

Refinement Points

Mahito's domain refinement points are 1.

  • Domain Durability. Mahito's domain has 601 hit points.
Cursed Techniques

When a feature refers to Mahito's cursed techniques, it refers to Idle Transfiguration, and Self

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

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.

  • Power Advancement. Mahito can now spend up to 3 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Conservation. The cursed energy cost of the technique is now reduced by 3 (to a minimum of 1 cursed energy).
  • Distance Advancement. Sukuna can now spend up to 3 additional cursed energy on the technique to add 10 ft. to the range for each additional cursed energy spent unless it's touch range.

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.

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

  • Increased Damage Output. Its damage dice number will increase by 7.
  • Increased Reach. Its range will increase by 30 feet.
  • Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

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

Soul Knowledge

Mahito has 60 Soul Knowledge and gains the following benefits:

  • Soul Intuition. Mahito can deduce whether a feature, once it has been successfully used, was related to the soul, such as the Resonance feature of the Straw Doll Technique or the Mastery of General feat when used on the trapped soul of a vessel.
  • Teachings of the Soul. Over the course of a long rest Mahito may create a book or other learning device which functions as the book of souls does. He cannot benefit from his own book.
  • Soul Outline Perception. Whenever Mahito is dealt damage that is considered Major Soul Harming, temporary hit points from Cursed Armor will now apply to damage dealt. All damage caused by Mahito that spent cursed energy such as cursed strikes or using a cursed technique is considered Minor Soul Harming.


Special Grade Curse

50 Meters in 3 Seconds!

Soul Manipulation Expert

Basic Barrier, Domain Expansion

Immense Cursed Energy

Cursed Energy Manipulator

Transfigured Humans

With 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 Body

Mahito's Innate Technique Idle Transfiguration makes his body almost invincible due to the need to hit his soul.

Hit Points

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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