Spoonman[edit]
A cyborg
Medium construct (Blue Merfolk (Ixalan)),
Armor Class 14 (Unarmored Defense)
Hit Points 65 (2d10 + 6d6 + 24)
Speed 30 ft.
Saving Throws Str +3, Int +6 Skills Athletics +3, History +6, Nature +6 Proficiency Bonus +3 Damage Vulnerabilities lightning Damage Immunities poison
Senses passive Perception 10
Languages English
Exploit Weakness. On a hit with his or Soundgarden's attack, Spoonman may spend 1 spirit point to decrease the target's AC by -1 to a maximum reduction equal to your proficiency bonus until the end of their next long rest. If a creature is affected by this feature by multiple creatures, this maximum equals the highest proficiency bonus among the creatures affecting them.
Denting Blows. If he is grappling a creature or being grappled by a creature, Spoonman and Soundgarden's attacks automatically hit the creature and he may add his proficiency bonus to the attack's damage roll. He may still make an attack roll to determine if he scores a critical hit. This feature extends to creatures who are too large to be grappled as long as you climb on to them. Additionally, he may make an unarmed strike as a bonus action, or two unarmed strikes for 1 spirit point.
Discernment. When subjected to an effect that allows him to make an Intelligence or Wisdom saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
More Than Human. Spoonman is resistant to slashing and necrotic damage, immune to poison damage, and vulnerable to lightning damage.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4) bludgeoning damage
Fragmentation Grenade. Object Interaction, Thrown: 60ft range, or 120 with a launcher. All creatures within 20 feet make a DC 15 dexterity saving throw, taking 5d6 piercing damage on a success and half as much on a failure.
Pistol, Automatic. Ranged Weapon Attack: +3 to hit, range (50/150) ft., one target. (45/15) ammunition. Hit: 2d6 piercing damage.
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- Stand User and Cyborg Sideshow
Spoonman has 6 levels in the Stand User class and 2 levels in the Cyborg Sideshow class.
- Race Traits
Amphibious. Spoonman can breathe air and water. He also has a 30 feet swimming speed.
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Watanabe Aikou[edit]
A freshly graduated student of Tokyo Jujutsu High, Aikou Watanabe has made a name for himself through encouraging the Japanese youth to be active and develop healthy habits. After graduating from the Tokyo Class of 2001, he signed a deal with the Japanese entertainment company Nintendo. Unfortunately, Watanabe suddenly disappeared following the party celebrating his recent accomplishments. He has not been seen since.
Medium humanoid (Cursed Corpse), chaotic good
Armor Class 20 (Unarmored Defense)
Hit Points 754 (34d8 + 578)
Speed 90 ft.
Saving Throws Str +11, Cha +8 Skills Athletics +23, Intimidation +11, Performance +11 Proficiency Bonus +6
Senses passive Perception 10
Languages Common
Cursed Energy Save DC: 19
Cursed Energy. Aikou has 69 cursed energy which he can expend. When in combat where his life is at risk, Aikou regains 1 cursed energy at the start of his turn.
Cursed Strike. When making an Unarmed Strike, Aikou may spend up to 6 Cursed Energy, adding 1d12 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until he hits a target or 1 minute has passed. Creatures and objects of Aikou’s choice within 5 feet of the strike’s impact receive a number of d12s in damage equal to half the cursed energy spent (rounded down.) Objects take double damage from the d12s.
Cursed Armor. At any point during his or another creature’s turn, Aikou may spend up to 5 cursed energy to gain temporary hit points equal to the cursed energy spent times 20. When cursed armor is active, damage is reduced by another 5 points. Aikou may only use this again once either a minute has passed or he has ran out of temporary hit points.
Resistant: Brawn. When Aikou is subjected to an effect allowing him to make a Strength saving throw to take half damage, he instead will take half damage on a failure and no damage on a success.
50 Meters in 3 Seconds!. Aikou has two reactions instead of one in each round of combat.
Strong Body. Aikou reduces all non-magic damage he takes but psychic or thunder by 4, and magic damage as well if undergoing cursed armor.
Human Wall As a reaction upon hitting 0 hit points, Aikou can spend a hit die to fall to the amount rolled in hit points. This can be used as much as his Constitution modifier (7) per long rest.
Colossal Physique. Any attack roll he makes which uses Strength deals twice as much damage to objects and structures. Proficiency bonus is added to all strength checks (already added to Athletics.) Whenever Aikou makes a Strength check or saving throw, he can give himself advantage on the roll 5 times per long rest.
Knockback. Once per turn as part of a successful melee attack, Aikou can force an opponent to make a Strength saving throw (DC 18). On a failure, they are knocked back 50 feet in a direction of his choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 1d6 bludgeoning damage per every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of Aikou's melee attack’s damage roll instead (rounded down). If his melee attack was a critical hit and he uses this feature, the creature is considered as if they automatically failed their saving throw and are knocked back twice the distance they would be if this feature was used on a regular attack.
Brute Slam. Once per turn as part of an unarmed strike, Aikou may make a grapple attempt against a creature. If he succeeds, he may pick up the creature and slam them against a solid surface within 10 ft. of him, such as the ground or a wall, dealing another roll of his unarmed strike in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.
Heavy Slam. Whenever Aikou takes the Attack action against a creature he is currently grappling with, he may forgo an attack to violently slam the creature into the ground. He makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, his opponent is driven into the earth beneath him, ending his grapple early, taking bludgeoning damage equal to two rolls of his unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from his iron grasp, causing his grapple to end early and the creature may move an additional 5 ft. away from him as part of their successful check. If he scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of his unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of Aikou's next turn.
Taijutsu Sorcery. Once per turn, Aikou can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1. Whenever he takes the Attack action on his turn, he may take the Dodge action as a reaction, however this Dodge action only causes melee attacks against him to gain disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round.
Heavy Finishing Throw. Once per round as part of hitting a melee attack, Aikou can spend up to 5 cursed energy to force his to target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are thrown back 100 + the amount of energy spent in feet and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone. If the creature hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.
Heavy Finishing Ground Slam. Once per round as part of hitting an melee attack against a prone creature, Aikou can spend up to 5 cursed energy to force his target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of Aikou's next turn. If they fail by 5 or more, they are also Confused until the beginning of his next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Can be used three times in one action. Hit: 16 (2d10 + 5) bludgeoning damage and 5 (1d8) necrotic damage
Clone. Lapse Technique: As an action for 2 cursed energy, Aikou can create a perfect clone of himself within 5ft of himself. It has hit points equal to his maximum, class and racial features (other than Clone). Other creatures may identify who is the real Aikou if they pass a Perception check against his cursed energy DC. For each clone he has out, it costs Aikou double to summon one up to a maximum of four clones.
BONUS ACTIONS
Cursed Blast of Blows. Immediately after taking the attack action, Aikou can spend 1 cursed energy to make three unarmed strikes.
Cursed Patient Defense. Aikou can spend 1 cursed energy to take the dodge action as a bonus action on his turn.
Cursed Wind Step. Aikou can spend 1 cursed energy to take the dash or disengage action as a bonus action on his turn.
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- Jujutsu Sorcerer
Watanabe Aikou has 17 levels in the Jujutsu Sorcerer class.
- Race Traits
Cling to Life. Aikou has died once, and his soul does not want that to happen again. Whenever he is reduced to 0 hit points, he may choose to be reduced to 1 hit point instead. He may only do this once per long rest.
Constructed Being. Aikou doesn't need to eat, drink, or breathe. He doesn't need to sleep. He is immune to being poisoned and poison damage. His creature type is construct, specifically cursed corpse.
- Feats
Athlete History!, Colossal Physique, Strong Body, Human Wall, 50 Meters In 3 Seconds!, Slam Master, Heavy Finisher, Taijutsu Sorcery, Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Domain Expansion
- Modifications (3/7)
Grade 1: Extra Attack, Multifeat (x2), Dexterity Upgrade
Free: Legs, Simple Hands, Level One Sensor System
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Pascual de la Cruz[edit]
A freshly graduated student of Tokyo Jujutsu High, Aikou Watanabe has made a name for himself through encouraging the Japanese youth to be active and develop healthy habits. After graduating from the Tokyo Class of 2001, he signed a deal with the Japanese entertainment company Nintendo. Unfortunately, Watanabe suddenly disappeared following the party celebrating his recent accomplishments. He has not been seen since.
Medium humanoid (Human), chaotic neutral
Armor Class 18 (Unarmored Defense)
Hit Points 52 (10d8 + 24)
Speed 60 ft.
Saving Throws Dex +6, Cha +6 Skills Acrobatics +6, Animal Handling +2, Medicine +5, Perception +2 Proficiency Bonus +3
Senses passive Perception 10
Languages Common
Cursed Energy Save DC: 14
Cursed Energy. Pascual has 6 cursed energy which he can expend.
Cursed Strike. When making an Unarmed Strike, Pascual may spend up to 3 Cursed Energy, adding 1d8 Necrotic damage to its damage per cursed energy spent. This may also be used when the creature hits a Nat 20. This energy persists until he hits a target or 1 minute has passed.
Cursed Armor. At any point during his or another creature’s turn, Pascual may spend up to 3 cursed energy to gain temporary hit points equal to the cursed energy spent times 5. Pascual may only use this again once either a minute has passed or he has run out of temporary hit points.
50 Meters in 3 Seconds!. Pascual has two reactions instead of one in each round of combat.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Can be used two times in one action. Hit: 7 (1d6 + 3) bludgeoning damage
Shotgun. Ranged Weapon Attack: +8, range 30/90 ft., one target. Can be used one time in one action. Hit: 12 (2d8 + 3) piercing damage
Handaxe. Melee Weapon Attack: +6, reach 5 ft. or (20/60) when thrown, one target. Can be used two times in one action. Hit: 7 (1d6 + 3) slashing damage
BONUS ACTIONS
Cursed Blast of Blows. Immediately after taking the attack action, Pascual can spend 3 cursed energy to make two unarmed strikes.
Cursed Patient Defense. Pascual can spend 3 cursed energy to take the dodge action as a bonus action on his turn.
Cursed Wind Step. Pascual can spend 3 cursed energy to take the dash or disengage action as a bonus action on his turn.
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- Jujutsu Sorcerer
Pascual de la Cruz has 5 levels in the Jujutsu Sorcerer class and his training aligns with the teachings of the Sendai school. He has the Pain Killer cursed technique and the Low Reserves Sorcerer path.
- Feats
50 Meters in 3 Seconds!, Cursed Projectiles
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Kimiko Zen'in[edit]
Kimiko Zen'in was one of the greatest scholars of Edo Japan, known for her contributions to the knowledge of mathematics, biology, physiology, and geology as well as for pioneering paleontology in Japan. In 1864, Kimiko travelled to the United States for the Star Plasma Run in order to elevate the Zen'in clan's status in global sorcerer society, amongst numerous other goals.
Medium humanoid (Human, variant), chaotic neutral
Armor Class 22 (Unarmored Defense)
Hit Points 848
Speed 80ft.
Saving Throws Dex +10, Con +12, Int +11 Skills Acrobatics +10, Arcana +11, Athletics +19, Investigation +11, Perception +6 Proficiency Bonus +6
Senses passive Perception 15
Languages Common
Cursed Energy Save DC: 19
Cursed Energy. Kimiko has 63 cursed energy from which she can expend. When in combat where her life is at risk, Kimiko regains 1 cursed energy at the start of her turn.
Cursed Strike. When making an Unarmed Strike, Kimiko may spend up to 5 Cursed Energy, adding 1d12 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until she hits a target or 1 minute has passed.
Cursed Armor. At any point during her or another creature’s turn, Kimiko may spend up to 5 cursed energy to gain temporary hit points equal to the cursed energy spent times 20. Kimiko may only use this again once either a minute has passed or she has ran out of temporary hit points.
Cursed Weapon Enhancement. As a bonus action, she can spend up to 5 cursed energy to add to a melee weapon she is wielding for 1 minute. Whenever she hits a target with the weapon, it takes extra necrotic damage equal to four times the amount spent. She can only use this enhancement again after 1 minute has passed.
Peak of Might. Whenever Kimiko hits a critical with a melee weapon attack that uses Strength you may shove or grapple the creature.
Hiroshima Studies. Kimiko is proficient in talismans.
Resistant: Evasion. When Kimiko is subjected to an effect allowing her to make a Dexterity saving throw to take half damage, she instead will take half damage on a failure and no damage on a success.
Knockback. Once per turn as part of a successful melee attack, Kimiko can force the creature hit to make a Strength saving throw (DC 20). On a failure, they are knocked back 40 feet in a direction of her 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 left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of her damage roll (rounded down). If your attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
Colossal Strength. Whenever Kimiko makes a Strength check or saving throw, she can give herself advantage on the roll. She can do this a number of times equal to your Strength modifier, regaining all uses after taking a long rest. Additionally, any attack roll she makes which uses Strength deals twice as much damage to objects and structures and she counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight she can carry, push, drag, or lift.
Strong Body. Kimiko will reduce all damage she takes but psychic or thunder by 6 (her Constitution modifier). Attacks using Cursed Energy or magic can bypass this, unless Kimiko is under the effects of cursed energy armor.
Cursed Energy Tracker (focus). Kimiko has learned to read the flow of other’s cursed energy. She knows when any creature she can see spends cursed energy and how much they spend when doing so. Additionally, as a bonus action she can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces her to make a save using their cursed technique or makes a cursed energy attack roll against her using their cursed technique, they must roll Stealth, using Charisma instead of Dexterity, against her Perception roll. If she wins, she gets advantage on the saving throw, or the attack roll is made with disadvantage.
Cursed Energy Tracker (investigate).' Kimiko may make a Perception check, adding a +5, to see if there are any remains of cursed energy in the place she's at. If she succeeds, she knows exactly who the energy is from. In case she does not know who the person is, then she can only track down where the cursed energy trail leads you to. The DC is equal to the cursed energy DC of the creature she's trying to track.
Golden Throw. As part of an attack, Kimiko can spend 3 cursed energy to put into her attack a spin with the motion of the golden ratio. This will deal an additional 11 (2d10) bludgeoning damage, and 9 (1d10 + 1d5) force damage.
Ballbreaker. For 5 Cursed energy, Kimiko is able to make her enemies spin in sync with the golden ratio of an attack imbued with Golden Throw. This adds an additional 4 (1d6) force damage and the enemy has to roll a Constitution saving throw against your cursed DC. On a success, nothing happens. On a failure, their body begins to twist and mingle, taking an extra 15 (3d10) damage and giving them the restrained condition until Kimiko's next turn.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 7) bludgeoning damage and 7 (1d12) necrotic damage
Hiasobi Temari Ranged Weapon Attack: +15 to hit, reach 100 ft., one target. Hit: 5 (1d8) bludgeoning damage and 14 (1d12 + 7) necrotic damage
BONUS ACTIONS
Cursed Blast of Blows. Immediately after taking the attack action, Kimiko can spend 3 cursed energy to make two unarmed strikes.
Cursed Patient Defense. Kimiko can spend 3 cursed energy to take the dodge action as a bonus action on her turn.
Cursed Wind Step. Kimiko can spend 3 cursed energy to take the dash or disengage action as a bonus action on her turn.
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- Jujutsu Sorcerer
Kimiko Zen'in has 16 levels in the Jujutsu Sorcerer class. Her sorcerer training aligns with that of the Hiroshima school. She has 25 refinement for the Golden Ratio technique.
- Shikigami
- Feats
Otherworldly Body, Athlete History, Colossal Physique, 50 Meters in 3 Seconds!, Strong Body Shikigami Summon, Cursed Blacksmith, Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Tracker
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Marconi Abe[edit]
Class Features
Cursed Energy Save DC: 20
Curse-Empowered Strikes. Marconi packs another 2d12 behind his unarmed strikes and melee weapon attacks, as long as he has cursed energy.
Cursed Energy. Marconi has 112 cursed energy which he can expend. When in combat where his life is at risk, Marconi regains 1 cursed energy at the start of his turn.
Cursed Weapon Enhancement. As a bonus action, Marconi can spend cursed energy up to 5 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 four times the amount spent, up to a maximum of 10 or 16 for Diachronis. He can only use this enhancement again after 1 minute has passed.
Half of the amount of cursed energy spent (rounded down) will add to the weapon's attack rolls. In addition, when hitting another creature, he may choose to treat any immunity that creature has to his Cursed Weapon Enhancement damage type as resistance. He may only treat immunities as resistances a number of times equal to his proficiency bonus before he needs to take a long rest.
Cursed Armor. At any point during his or another creature’s turn, Marconi may spend up to 5 cursed energy to gain temporary hit points equal to the cursed energy spent times 10. When cursed armor is active, damage is reduced by another 5 points. Marconi may only use this again once either a minute has passed or he has ran out of temporary hit points.
Resistant: Evasion. When Marconi is subjected to an effect allowing him to make a Evasion saving throw to take half damage, he instead will take half damage on a failure and no damage on a success.
Weapon Specialist. When Marconi uses his Cursed Weapon Enhancement, it will count as if he had spent twice as much cursed energy than he actually spent, however it still won’t count as spending more than his proficiency bonus.
Additionally, whenever he is calculating the DC for a feat that uses or is able to use a weapon, he can use his Strength or Dexterity (your choice) score instead of Charisma.
Finally, whenever he picks a Weapon Feat, he can ignore 1 prerequisite.
Ascending Strike. Once per turn for 1 cursed energy when he is prone, as part of standing up Marconi can make one melee weapon attack with a weapon he is holding against a creature within his reach.
Favorite Weapon. Once per turn Marconi can add his proficiency bonus to an attack roll with Diachronis again.
He has advantage on any checks against being disarmed of this weapon, and creatures have disadvantage on trying to disarm him of it.
When a feature that uses Diachronis allows Marconi to spend up to a certain amount of cursed energy on it, the amount he can spend increases by half your proficiency bonus (rounded up).
Jack of All Trades. Marconi knows a bit about almost anything there is to know. When he rolls a skill check he is not proficient in, he can add half of his proficiency bonus.
Additionally, he can ignore one prerequisite to feats that is not a level, race, or feature prerequisite.
Extra Attack. Marconi can make three attacks in one action.
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Feats
Reverse Cursed Technique Pool: 595
50 Meters in 3 Seconds!. Marconi has two reactions instead of one in each round of combat.
Strong Body. Marconi will reduce all damage he takes but psychic or thunder by his Constitution modifier. Attacks using Cursed Energy or magic can bypass this, unless he's under the effects of cursed energy armor.
Cursed Weapon Wielder. Any weapon attacks using a Cursed Tool has their critical hit range increased by 1.
If he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as a part of his attack using the same Cursed Tool that he scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if he would score a natural 20 on the attack roll for the attack.
He may ignore one property that a weapon he is currently wielding possesses. If the weapon has a Special property, he may ignore it and raise the weapon's damage die by one damage tier (Ex> 0 -> 1d4 -> 1d6 -> Etc.).
Untraceable Speed. Marconi can add half of his proficiency bonus to all Dexterity checks he makes that he isn't proficient in.
He may perform the Dash action or make a Skill Check that he is proficient in as a bonus action.
As a reaction to passing a saving throw or an attack roll being made against him, Marconi may move up to half of his speed in a direction of his choice. This movement cannot be used to exit domains. If this movement would cause him to leave the area targeted by an attack roll he's reacting to, he may roll an Acrobatics check to attempt to fully dodge. He rolls against the attack roll, causing the attack to miss regardless of his armor class if his Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though he still moves as normal. This roll automatically fails if the attack was a critical hit, unless he's 10 or more levels above the attacker’s level, or CR if they don’t have a level. If Marconi fails this roll by no more than 3 against an attack targeting one of his limbs with the Limb System then, though he can’t fully dodge, he may change which limb is targeted. In the case of a saving throw, he is unaffected by the saving throw if he moves out of the area of effect.
Reverse Cursed Technique. As a bonus action for x cursed energy, Marconi can remove healing from his RCT pool to regain hit points. He may also remove healing from the pool as a reaction to receiving damage. For every 1 cursed energy spent, he regains 10 hit points, removing an equal amount from the pool. 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. This cannot heal the health of lost limbs.
Marconi can use his Reverse Cursed Technique 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, or short rest if he recovers cursed energy on a short rest.
Once per round, he may try to force his reverse cursed technique to come out despite being in burnout, forcing him to make a DC 25 Constitution saving throw. On a failure, he will gain 1 level of exhaustion, which can be reduced upon taking a short or long rest instead of just upon taking a long rest. On a success, he regains half as many hit points as you normally would.
Taijutsu Sorcery. Once per turn, Marconi can make an unarmed strike with advantage. If he already had advantage on an unarmed strike, he raises the critical hit range for the attack by 1. Whenever he takes the Attack action on his turn, he may take the Dodge action as a reaction, however this Dodge action only causes melee attacks against him to gain disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round.
Cursed Energy Concealer. Marconi may Hide as a Bonus Action by making a Stealth check. For the next 10 minutes, wherever he passes through you will not leave his cursed energy tracks behind carelessly, so any person that tries to track or sense his remains will need to be successful on a contested check against what he rolled + his Charisma modifier, if they have any ability or feature that would allow them to track your energy, and if not they can't track you at all.
While both you and your Cursed Energy are hidden, the benefit of being an Unseen Attacker also extends to his saving throws, forcing any creatures affected to roll their saving throw with disadvantage.
Cursed Enhanced Body. Whenever Marconi makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may spend Cursed Energy up to his Charisma modifier as a reaction to add the number of energy spent as a bonus to the saving throw.
Cursed Energy Reinforcement. When Marconi makes a Strength, Constitution, or Dexterity ability check, he may add his Charisma modifier to it.
Marconi gains an extra reaction. This extra reaction can only be used to provide a bonus to his saving throws from the feature found in the Cursed Enhanced Body feat.
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Secret Techniques
Limb Nullification
Weapon Required: Melee weapon that deals piercing damage
As an action for 8 cursed energy, you can strike an opponent in the vital spot of their limb, nullifying its functions for a few moments. Make a melee weapon attack roll against a creature’s limb (which cannot be the Torso, neck or skull), no penalties added. On a hit, they take no damage but must make a Constitution saving throw. On a failure, their limb is considered broken for 1 minute, though its remaining hit points don't change. On a success, they become immune to this secret technique for 1 minute however they now take the weapon’s damage.
The creature may repeat the Constitution saving throw at the beginning of their turns, ending the effect early on a success. If the creature’s limb was already broken, it is considered removed instead. You may do this once per creature per minute.
System Shock Weapon Required: Melee weapon that deals piercing damage
As an action for 4 cursed energy, you make a melee weapon attack roll against a creature and target its vital points. The attack’s critical hit range is increased by 1. On a hit, they must make a Constitution saving throw. On a failure, their whole body is affected by the shock making them stunned until the beginning of your next turn. On a success, they are not Stunned. If they fail by 5 or more, they are paralyzed instead. If the attack is a critical hit, the target makes the saving throw with disadvantage.
Increasing Counter Whenever a creature misses a melee attack against you, the next melee weapon attack you hit against them until the end of your next turn will deal an additional die of damage.
Disarming Attack For 2 cursed energy when you hit a creature with an attack with a weapon, you can force them to make an Athletics or Acrobatics (target's choice) check against your attack roll. On a failure, you can disarm them of one object they are holding.
Bloody Piercing Weapon Required: Melee weapon that deals piercing damage
Once per turn for 1 cursed energy when you hit an attack with the melee weapon, you can force the target to make a Constitution saving throw. On a failure the target takes additional necrotic damage equal to your Charisma modifier (minimum of 1) and they are Bleeding. On a success they take the damage but are not Bleeding.
Deep Wound Weapon Required: Melee weapon that deals piercing damage
Whenever you hit a creature with said weapon, you can spend 2 cursed energy to turn it into a deep wound that leaves the target open for attacks. The creature must make a Constitution saving throw. On a failure, all attack rolls against them are made with advantage until the beginning of your next turn. On a success, they become immune to this maneuver until the end of your next turn. They can remake the Constitution saving throws at the beginning of their turns, ending the effect early on a success.
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Born to a wealthy Italian merchant and a Byzantine noblewoman, Marconi was an anomaly as a western sorcerer. His technique was rejoiced as a gift from God, as well as his strong intellect. Despite being sent to a prestigious school, Marconi was a somewhat rebellious child who sought out independence, often going off to travel alone and preferring to study on his own.
Medium humanoid (Human), chaotic good
Armor Class 27 (Perfected Improved Unarmored Defense)
Hit Points 380 (34d8 + 204)
Speed 150 ft.
Saving Throws Dex +10, Int +12 Skills Acrobatics +15, Arcana +12, Investigation +12, Perception +4, Persuasion +6, Stealth +10 Proficiency Bonus +5
Senses passive Perception 14
Languages Common
Jump Height: 18ft (3 + strength mod + charisma mod) with running start (10ft movement), 9ft without; Reach when jumping is jump height + 9ft
Jump Distance: 64ft (strength score + charisma score) with running start (10ft movement), 32ft without
Carrying Capacity: 234lbs [(15*strength mod + charisma mod)*2]
ACTIONS
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Can be used three times in one action. Hit: 12 (1d12 + 5) bludgeoning damage and 13 (2d12) necrotic damage
Diachronis Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage, 36 (4d12 + 10) necrotic damage
Exorcise. Marconi can automatically destroy a cursed spirit within 30 ft. of him that he can see that has a CR equal to or lower than half of his proficiency bonus (rounded down).
BONUS ACTIONS
Flurry of Attacks. Immediately after taking the attack action, Marconi can spend 1 cursed energy to make three unarmed strikes or weapon attacks.
Cursed Patient Defense. Marconi can spend 1 cursed energy to take the dodge action as a bonus action on his turn. He gains advantage on Constitution and Strength saving throws when he uses the Dodge action granted by this feature, as long as he benefits from the Dodge.
Cursed Wind Step. Marconi can spend 1 cursed energy to take the dash or disengage action as a bonus action on his turn. When he takes the Dash action granted by this feature, he instead gains extra movement equal to twice his speed. Additionally, when he takes the Disengage action granted by this feature, he gains extra movement equal to your speed for the current turn.
Your Own World. Marconi may stop time for six seconds within a 60 foot radius. During this time, he gains an additional turn. While time is stopped, he may spend 1.5x the amount of Cursed Energy originally spent on Your Own World to stop time once again as a bonus action. This can only be done once per use.
REACTIONS
Quick Stop. As a reaction for 7 Cursed Energy, Marconi may make a Dexterity saving throw (DC19). On a success, he is able to make a Quick Stop, whereby time stops for a duration of 1 second within an 120 foot radius. During this duration, he may move up to half of his movement speed away from his position. Alternatively, he may choose to move only up to 1/6th of his speed AND make one bonus action, free action, melee weapon attack, or ranged weapon attack during this stopped time. He may also choose to sacrifice all of his movement speed to make one action and either a bonus action or free action. If this would move him out of the way of a melee attack, ranged attack, or line saving throw, the attack does not affect him. He does not generate Opportunity Attacks when moving in this way.
Energy Defense. As a reaction to a melee or ranged attack being made against him, Marconi can spend 2 cursed energy to block it with his weapon and add his Charisma modifier to his AC against that attack.
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- Jujutsu Sorcerer
Abe Marconi has 17 levels in the Jujutsu Sorcerer class. This includes 17 levels in Stop The Clock, 10 levels in Weapon Master, and 7 levels in Technician.
- Feats
Natural Sorcerer, 50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Taijutsu Sorcery, Cursed Weapon Wielder, Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Concealer, Cursed Enhanced Body, Cursed Energy Reinforcement, Reverse Cursed Technique
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Katsuo Akagawa[edit]
A descendent of Ryomen Sukuna and inheritor of the familial Shrine technique, Katsuo Akagawa was outcasted by his family and sent to live with his uncle, Masamuya, at his isolated mountain home. He spent his days training in taijutsu with Masamuya, taking care of his home and the nearby village, and studying the history of jujutsu. These studies, as well as his experiences in helping the village, developed Katsuo's firm beliefs on an ideal jujutsu society, where sorcerers adhere to their role in protecting non-sorcerers and stay free from the influences of greed, power, and fame that have shaped the modern jujutsu world. Recognizing the naivety that could come from the perspective of an isolated mountain boy life, Katsuo chose to enroll himself in Sapporo Technical College and see first-hand the truths of jujutsu society. Nothing from his humble life on Mt. Kogane could have prepared Katuso Akagawa for what was to come.
Medium humanoid (Cursed Corpse), chaotic good
Armor Class 18 (Unarmored Defense)
Hit Points 412 (28d8 +266)
Speed 90 ft.
Saving Throws Str +10, Cha +8 Skills Athletics +15, Intimidation +8, Stealth +8 Proficiency Bonus +5
Senses passive Perception 10
Languages Common
Cursed Energy Save DC: 16
Cursed Energy. Aikou has 55 cursed energy which he can expend. When in combat where his life is at risk, Aikou regains 1 cursed energy at the start of his turn.
Cursed Strike. When making an Unarmed Strike, Aikou may spend up to 6 Cursed Energy, adding 1d12 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until he hits a target or 1 minute has passed. Creatures and objects of Aikou’s choice within 5 feet of the strike’s impact receive a number of d12s in damage equal to half the cursed energy spent (rounded down.) Objects take double damage from the d12s.
Cursed Armor. At any point during his or another creature’s turn, Aikou may spend up to 5 cursed energy to gain temporary hit points equal to the cursed energy spent times 20. When cursed armor is active, damage is reduced by another 5 points. Aikou may only use this again once either a minute has passed or he has ran out of temporary hit points.
Resistant: Brawn. When Aikou is subjected to an effect allowing him to make a Strength saving throw to take half damage, he instead will take half damage on a failure and no damage on a success.
50 Meters in 3 Seconds!. Aikou has two reactions instead of one in each round of combat.
Strong Body. Aikou reduces all non-magic damage he takes but psychic or thunder by 4, and magic damage as well if undergoing cursed armor.
Human Wall As a reaction upon hitting 0 hit points, Aikou can spend a hit die to fall to the amount rolled in hit points. This can be used as much as his Constitution modifier (4) per long rest.
Colossal Physique. Any attack roll he makes which uses Strength deals twice as much damage to objects and structures. Proficiency bonus is added to all strength checks (already added to Athletics.) Whenever Aikou makes a Strength check or saving throw, he can give himself advantage on the roll 5 times per long rest.
Knockback. Once per turn as part of a successful melee attack, Aikou can force an opponent to make a Strength saving throw (DC 18). On a failure, they are knocked back 50 feet in a direction of his choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 1d6 bludgeoning damage per every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of Aikou's melee attack’s damage roll instead (rounded down). If his melee attack was a critical hit and he uses this feature, the creature is considered as if they automatically failed their saving throw and are knocked back twice the distance they would be if this feature was used on a regular attack.
Brute Slam. Once per turn as part of an unarmed strike, Aikou may make a grapple attempt against a creature. If he succeeds, he may pick up the creature and slam them against a solid surface within 10 ft. of him, such as the ground or a wall, dealing another roll of his unarmed strike in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.
Heavy Slam. Whenever Aikou takes the Attack action against a creature he is currently grappling with, he may forgo an attack to violently slam the creature into the ground. He makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, his opponent is driven into the earth beneath him, ending his grapple early, taking bludgeoning damage equal to two rolls of his unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from his iron grasp, causing his grapple to end early and the creature may move an additional 5 ft. away from him as part of their successful check. If he scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of his unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of Aikou's next turn.
Taijutsu Sorcery. Once per turn, Aikou can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1. Whenever he takes the Attack action on his turn, he may take the Dodge action as a reaction, however this Dodge action only causes melee attacks against him to gain disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round.
Heavy Finishing Throw. Once per round as part of hitting a melee attack, Aikou can spend up to 5 cursed energy to force his to target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are thrown back 100 + the amount of energy spent in feet and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone. If the creature hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.
Heavy Finishing Ground Slam. Once per round as part of hitting an melee attack against a prone creature, Aikou can spend up to 5 cursed energy to force his target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of Aikou's next turn. If they fail by 5 or more, they are also Confused until the beginning of his next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Can be used three times in one action. Hit: 13 (2d8 + 5) bludgeoning damage and 5 (1d8) necrotic damage
Clone. Lapse Technique: As an action for 2 cursed energy, Aikou can create a perfect clone of himself within 5ft of himself. It has hit points equal to his maximum, class and racial features (other than Clone). Other creatures may identify who is the real Aikou if they pass a Perception check against his cursed energy DC. For each clone he has out, it costs Aikou double to summon one up to a maximum of four clones.
BONUS ACTIONS
Cursed Blast of Blows. Immediately after taking the attack action, Aikou can spend 1 cursed energy to make three unarmed strikes.
Cursed Patient Defense. Aikou can spend 1 cursed energy to take the dodge action as a bonus action on his turn.
Cursed Wind Step. Aikou can spend 1 cursed energy to take the dash or disengage action as a bonus action on his turn.
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- Jujutsu Sorcerer
Watanabe Aikou has 10 levels in the Jujutsu Sorcerer class.
- Race Traits
Cling to Life. Aikou has died once, and his soul does not want that to happen again. Whenever he is reduced to 0 hit points, he may choose to be reduced to 1 hit point instead. He may only do this once per long rest.
- Feats
Athlete History!, Colossal Physique, Strong Body, Human Wall, 50 Meters In 3 Seconds!, Slam Master, Heavy Finisher, Taijutsu Sorcery, Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy
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