User:Racoomfie/Character sheet/Seiko Zenin

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Seiko Zenin[edit]

Medium humanoid (Human), neutral


Armor Class 16 (unarmored defense)
Hit Points 22 (2d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 17 (+3) 15 (+2) 14 (+2) 14 (+2)

Saving Throws Str +5, Cha +4
Skills Acrobatics +6, Animal Handling +4, Athletics +5, Deception +4, Perception +4, Performance +4, Persuasion +4
Senses passive Perception 12
Languages Common


Cursed Energy. Seiko Zenin has 4 cursed energy that she can use to fuel his abilities. All of her cursed energy is replenished at the end of a long rest.

Inventory. Seiko Zenin's inventory

ACTIONS

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.

Scythe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8) slashing damage.

BONUS ACTIONS

Blood Scythe the user may prick their hand on the spiked handgrip of the scythe causing it to deal 1d8 to the user and send out a blood slash with a range of 20 feet dealing 2d8 to the enemy


RDT-20250618-2214131944077904282683171.jpg


Jujutsu Sorcerer.

Seiko Zenin has 1 level in the Jujutsu Sorcerer class.

Feats

Jujutsu Genius

Improved Durability.

This creature uses the Improved Durability rule.


Projection sorcery[edit]

Projection Sorcery

Lapse Technique
Starting at 1st level, you learn the projection technique, which gives you the possibility to divide 1 second into 24 frames that make you move faster. As a full turn action for 4 Cursed Energy, you are able to split your turn into 24 frames. Allowing you to predetermine what you do for your turn. The following are a list of actions you can take and the frame amount you need to use in order to carry out said action:

Action Frame Amount Description
Movement 1 Frame You may move 10 feet in a direction of your choice. If you pick this frame multiple times, the maximum amount of feet you may move is equal to your speed. If you try to move faster than this you fall under the 24 FPS Rule.
Attack 4 Frames You may make 1 attack roll against a creature of choice.
Action 12 Frames You may make 1 action. You cannot make 2 actions with this feature.
Bonus Action 4 Frames You may make 1 bonus action. You cannot make the same bonus action twice with this feature.
Free Action 2 Frames You may make 1 free action. You cannot make the same free action more than once with this feature.
Reaction 2 Frames You may make a reaction. You must still predetermine the trigger for this reaction or it will be wasted.

While under the effects of projection sorcery, you cannot use actions obtained by spending frames to activate projection sorcery again. All of the actions you take in this manner act as readied actions but do not cost reactions to use. All of the actions you take during the 24 frames happen off of your turn in a manner you predetermine. When using a Readied Action that is later in the sequence than the next one you have queued, you must use those actions immediately and sequentially in order to use the action you're attempting to use (For Example, if you have 4 different Actions queued, you can react to the 3rd trigger's Action provided that you immediately use the 1st and 2nd queued Action, even if they're attacks and nobody is in range). You automatically take any unused readied Actions at the end of the turn of the creature that goes just before you in initiative.

When you use the readied actions gained from this feature, the readied action may interrupt the trigger when you use it, potentially causing the trigger to fail or not complete in some way. (Ex. A person uses an action to try a feature that requires physical movement like Piercing Blood needing two hands to use, you could interrupt that trigger potentially causing it to fail and not activate or a person tries moving away, this could interrupt that movement possibly causing them to stay put.)

The weakness of this cursed technique is that while it is active you can only act in the predetermined way that you set. Otherwise, you will fall under the 24 FPS Rule.

You must spend 2 cursed energy and a full turn action at the beginning of your turns to keep this cursed technique active.

Momentum Damage. For every 20ft. you move while this technique is active, your next melee weapon attack or unarmed strike deals additional bludgeoning damage equal to your Charisma modifier. The bonus damage can only be applied a number of times equal to your proficiency bonus multiplied by your Charisma modifier to the same attack. Additionally, if you moved 120ft or more and land a successful momentum attack, the target must make a Strength saving throw. On a failure, they are knocked back ¼ the amount of feet you moved before hitting them in a direction of your choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had traveled before colliding with the surface. If it was another creature, they instead both take damage equal to half of your damage roll (rounded down). On a success, they are not moved.

If a creature successfully hits you while this technique is active, and you had moved toward that creature immediately before their attack, any additional damage gained from this feature is instead added to their damage roll.