User:Racoomfie/Character sheet/Orokana kureyon shōhisha

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Orokana kureyon shōhisha[edit]

Medium humanoid (Human), too dumb to have an allignment


Armor Class 17 (unarmored defense)
Hit Points 90 (14d8 + 27)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 5 (-3) 5 (-3) 20 (+5)

Saving Throws Dex +4, Cha +7
Skills Acrobatics +4
Senses passive Perception 7
Languages Common


Cursed Energy. Orokana Kureyon Shōhisha has 54 cursed energy that they can use to fuel their abilities. All of their cursed energy is replenished at the end of a long rest.

Inventory Orokana Kureyon Shōhisha's Inventory

Cursed Armor (1-5 Cursed Energy). Orokana Kureyon Shōhisha can give Herself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Orokana kureyon shōhisha can only benefit from this feature again after 1 minute or having her temporary hit points reduced to 0.

Curse-Empowered Strikes. Orokana Kureyon Shōhisha's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included).

Poison Ingestion. Whilst Orokana Kureyon Shōhisha benefits from the purple crayon she may force any creature she succesfully grapples to ingest her poison, the creature must make a Constitution saving throw becoming poisoned on a failure and taking 4d10 Poison Damage, on a success the creature is not poisoned and takes half damage.


Evasion. Whenever Orokana Kureyon Shōhisha makes a Dexterity saving throw, she takes half as much damage on a failure and no damage on a success.

50 Meters In 3 Seconds! Orokana Kureyon Shōhisha has two reactions per round.

ACTIONS

'Multi Attack' Orokana Kureyon Shōhisha may make 2 attacks Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +1d12 + 5) bludgeoning damage.

Thunder clap. Whilst under the effects of Jumbo Orange Crayon Orokana kureyon shōhisha may clap her hands together causing a thunderous burst of sound. Every creature in a 30 foot cone must make a Constitution saving throw or take 4d8 Thunder damage directly to their ears.

'Jumbo Crayon Summon' Orokana Kureyon Shōhisha may spend 5 cursed energy summoning a crayon and rolling a d8 to decide the colour and using a bonus action to consume it.

BONUS ACTIONS

Crayon summon Orokana Kureyon Shōhisha may spend 1 cursed energy summoning a crayon and rolling a D8 to decide the colour and using a free action to consume it. Orokana Kureyon Shōhisha may choose to lower the action cost to a Free action and a Reaction only producing one half of the crayon. When a crayon is created and consumed in this way Orokana Kureyon Shōhisha may choose to gain either the resistance or effect

Shikigami Summon. Orokana Kureyon Shōhisha summons up to 3 of the following shikigami within 15 ft. of her.

Martial Arts. When Orokana Kureyon Shōhisha uses the Attack action with an unarmed strike on their turn, they can make one unarmed strike or attack with a one-handed weapon.


Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, Orokana Kureyon Shōhisha can perform two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). Orokana Kureyon Shōhisha can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). Orokana Kureyon Shōhisha can take the Disengage or Dash action on their turn, and their jump distance is doubled until the end of their turn.


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A Crayon Eating Technique user offering an ally a snack, source [1]

Jujutsu Sorcerer.

Orokana Kureyon Shōhisha has 7 levels in the Jujutsu Sorcerer class.


Cursed Techniques.

When a feature refers to Orokana Kureyon Shōhisha's cursed techniques, it refers to Crayon Summon, Broken Crayon, Jumbo Crayon.

Tokyo Jujutsu High

Orokana Kureyon Shōhisha knows three enhancements in which she can apply to her cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.

  • Power Enhancement. Orokana Kureyon Shōhisha 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 Economy. The cursed energy cost of the technique is now reduced by 3 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Orokana Kureyon Shōhisha can spend up to 3 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

At the end of a short rest or long rest, Orokana Kureyon Shōhisha may reallocate his enhancements.

Specialized Technique

One of Orokana Kureyon Shōhisha cursed techniques will gain all of the following benefits:

Increased Damage Output. Its damage dice number will increase by 3.

Increased Reach. Its range will increase by 30 feet.

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

When a Lapse technique is made your favorite technique, these benefits will also apply to any further Technique Improvements related directly to it. You may change your specialized technique whenever you gain an ability score increase in this class or when you reach Level 20 in this class.


Feats

Natural Sorcerer

50 Meters In 3 Seconds!

Immense Cursed Energy, Overflowing Cursed Energy

Shikigami Summon X3

Improved Durability.

This creature uses the Improved Durability rule.


Orokana Kureyon Shōhisha's Crayons[edit]

Normal Crayons
Colour Resistance effect
1 Red You gain resistance to Fire damage Your body becomes burning hot and you gain 20ft of movement speed, additionally the first creature you run within 5 feet of must make a Dexterity saving throw. On a failure they take 1d6 per 10 foot moved before hand due to your immense heat. On a success they take half damage. Creatures moving into this 5 foot radius take damage equal to as if you ran past them, using your previous turns movement to decide the damage.
2 Orange You gain resistance to Thunder damage Your punches grow louder as now each punches range increases by 5 ft dealing an additional unarmed strike dice of damage.
3 Yellow You gain resistance to Lightning damage You gain 20ft of movement speed and dashing now increases your speed by double.
4 Green You gain resistance to Acid damage Your body begins to produce a highly corrosive acid as you may either coat any part of your body in this acid to add 2D6 to your punches (you take half damage to that limb) or sling it on the ground to produce difficult terrain.
5 Blue You gain resistance to Cold damage Your body begins to stiffen and freeze, your movement speed is halved except your punches now deal an extra 2d8 cold damage per punch. You also gain a Damage Reduction to all damage equal to your Charisma score. At 5th level the damage increases to 3d8, at 11th level the damage increases to 4d8 at 17th level the damage becomes 5d8.

At 5th level the Damage Reduction is increased to your Charisma modifier added two times, at 11th level the damage reduction is increased to Charisma modifier added three times, at 17th level it increases to Charisma modifier added four times.

6 Purple You gain resistance to Poison damage Your body begins to produce a highly potent poison, as part of a successful grapple you may force them to make a constitution saving throw taking 2d10 and gaining the poisoned.condition on a failure on a success they take half damage and aren’t poisoned. At 5th level this becomes 4d10, at 11th level this becomes 6d10 at 17th level this becomes 8d10.
7 Indigo You gain resistance to Psychic damage A third eye opens up on your forehead giving you slight glances into the future, as a reaction to making an attack or having one made against you may give yourself advantage or the attacker disadvantage.
8 Pink You gain resistance to Radiant damage You feel a warm embrace spread throughout your body, restore 1d6 hp per turn this effect is active. At 5th level this becomes 2d6, at 11th level this becomes 3d6 at 17th level this becomes 4d6

The effect’s from this technique will last for 1 minute and end early if you are forced to vomit the crayon or if you consume a different colour the effect will end and be replaced by the new colour.

If you take bludgeoning or force damage to the torso or damage equivalent to ¼ your maximum hit points you must make a Constitution saving throw with a DC of 30 - Charisma modifier, on a success nothing happens, on a failure you puke up the last eaten crayon immediately ending the effect


Jumbo Crayons
Colour Immunity Effect
1 Red You gain Immunity to Fire damage Your body becomes burning hot and you gain 20ft of movement speed, additionally the first creature you run within 5 feet of must make a Dexterity saving throw. On a failure they take 1d6 per 10 foot moved before hand due to your immense heat. On a success they take half damage. Creatures moving into this 5 foot radius take damage equal to as if you ran past them, using your previous turns movement to decide the damage. Additionally you can now produce small flames once your
2 Orange You gain Immunity to Thunder damage Your punches grow louder as now each punches range increases by 5 ft dealing an additional unarmed strike dice of damage. Additionally you may clap your hands together creating a 30 foot cone, creatures in this cone must make a Constitution saving throw or take 4d8 directly to their ears.
3 Yellow You gain Immunity to Lightning damage You gain 40ft of movement speed and dashing now increases your speed by double.
4 Green You gain Immunity to Acid damage Your body now secretes much more acid as it nearly coats your entire body. Alongside this your acid is now more potent as when you punch a creature you now deal an extra 4d8 Acid damage and they must roll a Constitution saving throw, on a failure you gain First Degree burns, if they fail by 5 or more they gain Second Degree burns, if they fail by 15 or more they receive Third Degree burns. Due to the acid coating your entire body anything touching you takes 4d8 Acid damage.
5 Blue You gain Immunity to Cold damage Your body begins to stiffen and freeze, your movement speed is halved except your punches now deal an extra 3d8 cold damage per punch. You also gain a Damage Reduction to all damage equal to your Charisma score added twice. At 11th level the damage increases to 4d8 at 17th level the damage becomes 5d8.

At 11th level the damage reduction is increased to Charisma modifier added three times, at 17th level it increases to Charisma modifier added four times.

6 Purple You gain Immunity to Poison damage Your body begins to produce a highly potent poison at a much faster rate. This poison grows so potent it no longer needs to enter the bloodstream from inside the body it can now spread via skin contact. when making an unarmed strike or your poison comes in contact with their skin the creature must make a Constitution saving throw on a failure they become poisoned if they fail by 5 or more they are now Badly poisoned.
7 Indigo You gain Immunity to Psychic damage A third eye opens up on your forehead giving you slight glances into the future, as a reaction to making an attack or having one made against you may give yourself advantage or the attacker disadvantage. Additionally you gain true sight equal to 10 feet multiplied by your Charisma modifier.
8 Pink You gain Immunity to Radiant damage You feel a warm embrace spread throughout your body, restore 2d6 hp per turn this effect is active. At 11th level this becomes 3d6 at 17th level this becomes 4d6.

If you take bludgeoning or force damage to the torso or damage equivalent to ¼ your maximum hit points you must make a Constitution saving throw with a DC of 30 - Charisma modifier, on a success nothing happens, on a failure you puke up the last eaten crayon immediately ending the effect