Abraham Cooper (JJK D&D Campaign)
Abraham Cooper[edit]
Medium humanoid (human), neatrul good Armor Class 25 (Unarmored defense)
Saving Throws Dex +13, Cha +12 Cursed Energy. Abraham has 58 Cursed Energy he can expend. He regains all cursed energy spent at the end of a long rest. Stronger Cursed Strikes. When making an unarmed strike, Abraham may spend up to 6 Cursed Energy, adding 1d8 Necrotic damage per Cursed Energy spent to its damage. This may also be used when he hits a Nat 20. This energy persists until he hits a target or 1 minute has passed. Additionally, creatures of his choice within 5 feet of the impact take a number of d12 of the same damage type equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect. Durable Cursed Armor. Abraham can spend up to 6 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Abraham can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. His armor also reduces damage taken by 5 and gives resistance to bludgeoning, slashing, and piercing damage. Kyoto and Sendai Jujutsu Learnings. Thanks to Kyoto and Sendai Jujutsu, Abraham has enhancements to some of his abilities such as Cursed Blast of Blows, Cursed Patient Defense, Cursed Wind Step, Stronger Cursed Strikes, Durable Cursed Armor, Precise Cursed Weapon, Defensive Cursed Strikes and Cursed Weapon Deflection, all already included in their descriptions. Durable Body. Abraham reduces all damage by 5. Sturdier Frame. Abraham gains a +2 bonus to his AC (already included). Curse-Empowered Strikes. Abraham deals an additional 6 (1d12) necrotic damage whenever he attacks with his Katana or Unarmed Strikes (already included). Additionally, his attacks are considered magical. Evasion/Endurance. Whenever Abraham makes a Dexterity or Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Cursed Energy Recovery. Abraham regains 1 cursed energy at the beginning of each of his turns if he is in a combat where his life is at risk. Evening Moon Sword Drawing. Abraham may enter the Evening Moon Sword drawing stance as part of casting his simple domain while he is wielding his Katana. While in this stance any cursed energy feature from a creature other than himself that originates in the simple domain, targets a creature in the simple domain (including Abraham), or targets the simple domain has its damage dice tier decreased by one or if it does not roll dice has its damage reduced by 6. Additionally, any cursed energy feature Abraham uses while in this stance has its damage dice tier increased by one or if it does not roll dice its damage is increased by 6. Whenever a creature would make a ranged attack roll targeting his simple domain or any creature within it (including Abraham) while he is in this stance or if they force the creatures there to make a Strength, Dexterity or Constitution saving throw, he may use a reaction to attempt to intercept it, rolling a melee weapon attack roll with a +6 bonus. If his attack roll is equal to or greater than the attack he is intercepting it misses. Perfected Style. If a creature has a Passive Perception score smaller than 24, Abraham adds a +6 to his Batto Sword Drawing and Improved Batto Sword Drawing attack rolls. 50 Meters In 3 Seconds! Abraham has two reactions per round. Untraceable Speed (6/round). Whenever Abraham takes a reaction, he may move up to 75 feet as a part of the reaction. This movement cannot be used to exit domains. Strong Body. Abraham reduces all non-magic damage he takes but psychic and thunder by 5. This also affects magical damage if he is using Cursed Armor. Cursed Weapon Wielder. Any weapon attacks Abraham makes using a Cursed Tool have their critical hit range increased by 1. Also, if he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart 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 weapon attack if Abraham would score a natural 20 on the attack roll for the attack. ACTIONSMultiattack. Abraham makes 3 attacks. Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) bludgeoning and 6 (1d12) necrotic damage. Katana. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 (1d12 + 10) slashing and 17 (2d12 + 5) necrotic damage. Attacks from this weapon will ignore all defenses which come from features from a cursed technique. Exorcise. Abraham automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower. Basic Barrier (1-6 Cursed Energy). Abraham can spend up to 6 Cursed Energy, creating a dome starting from himself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Abraham may choose to make it smaller if they wish. This barrier has 10 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 20 and automatically fails saving throws. This barrier lasts for 6 minutes, and Abraham can deactivate their basic barrier as will (no action required). Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure. Abraham covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. The curtain changes the sky becomes dark despite the time of day, provoking any cursed spirits out of hiding. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black sphere. Abraham's curtain lasts for 60 minutes, and the curtain has 60 Hit Points. This barrier has an AC of 20 and automatically fails saving throws. It is also immune to Poison and Psychic damage. Abraham may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius. New Shadow Style: Simple Domain (1 Cursed Energy). Abraham surrounds himself with a 30 ft. barrier for 1 minute. The circle has 750 hitpoints. Any cursed techniques or spells that target him or targets an area that overlaps with his simple domain, will now target the barrier instead, reducing it's hit points by the damage it would cause. To use this technique, Abraham must maintain concentration as if he was concentrating on a spell. If he is in a Domain Expansion then he negates it's sure-hit effect on himself and any other creatures inside the area, as it only affects the barrier. His simple domain has a damage threshold of 188. If the simple domain takes more damage than this threshold, the damage over said threshold hurts Abraham. However, it is dampened so he only takes 1/8 of the damage over the threshold (rounded down). The damage that leaks over the threshold still affects the simple domain's health. Sure-hit damage is not subject to the threshold and will only be able to affect the barrier of the simple domain. Abraham's refinement for his Simple Domain is 125. Improved Batto Sword Drawing. Abraham can deactivate his simple domain and dash forward, making one Katana attack roll against up to 7 creatures within his movement speed range. On a hit, the attack is considered a critical and Abraham deals additional 4 (1d8) necrotic damage. Their movement speed is reduced to 0 until the end of their next turn. BONUS ACTIONSMartial Arts. Whenever Abraham makes one unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed melee weapon. Precise Cursed Weapon. Abraham can spend up to 6 cursed energy 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 twice the amount spent. 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. Cursed Blast of Blows (1 Cursed Energy). Immediately after taking the attack action, Abraham can make three unarmed strikes. Additionally, he gains advantage on the saving throws of the person he is attacking until the start of his next turn, if he lands three attacks on them. Cursed Patient Defense (1 Cursed Energy). Abraham can take the dodge action on his turn. Cursed Wind Step (1 Cursed Energy). Abraham can take the dash or disengage action on his turn. Explosive Blow (8, 10 or 14 Cursed Energy). Abraham concentrates on channeling a very condensed portion of his cursed energy into either his limbs or a weapon for 8 cursed energy. For 1 minute after he performs this bonus action, the next melee attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If Abraham receives damage from any source, he must make a Constitution} saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when Abraham lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack. For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that Abraham uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half. On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either Abraham's attacks' ability modifier or Charisma modifier times 10 in a direction of his choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of Abraham's attack’s damage roll instead. Peak of Speed. Abraham can take the dash action. Quicker Domain. Abraham uses his New Shadow Style: Simple Domain feature. Untraceable Speed. Abraham can take the dash action or make a skill check on a skill he is proficient in. Afterimage Assault. Abraham can spend up to 14 cursed energy to create a number of 1 hit point clones that are identical to himself up to half the amount spent. These clones can be used to grant flanking and can only be up to half his movement speed away from himself. Once per round, Abraham may swap with one of these clones as a reaction or bonus action. A creature can distinguish these clones from the original by making an DC 20 Insight check. They have advantage on this check if they have the Cursed Energy Tracker feat and are focusing on him with it, and they have disadvantage if he has the Cursed Energy Concealer feat active. Cursed Energy Tracker. Abraham 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 him to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll a Stealth check, using Charisma instead of Dexterity, against a Perception check from Abraham. If he wins, Abraham gains advantage on the saving throw, or the attack roll is made with disadvantage. Cursed Energy Concealer. Abraham may Hide, making a Stealth check. For the next 10 minutes, wherever he passes through he 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 +6, if they have any ability or feature that would allow them to track his cursed energy, and if not they can't track him at all. REACTIONSDefensive Cursed Strikes. When targeted by a melee attack, Abraham may reduce the damage by his cursed strike damage. Doing so he will spend the cursed energy as if he used a cursed strike normally. Cursed Weapon Deflection. Abraham can deflect an attack when he is hit by a ranged attack. When he does so, the damage is reduced by his weapon damage die + cursed weapon enhancement damage. New Shadow Style: Simple Domain. When a cursed energy attack roll or saving throw is made, spell or domain expansion opening, Abraham uses his Simple Domain. Batto Sword Drawing. When a creature enters Abraham's simple domain range while he's wielding his Katana, he can make one Katana attack roll with advantage against the creature. On a hit, the attack is considered a critical and Abraham deals additional 4 (1d8) necrotic damage. Their movement speed is reduced to 0 until the end of their next turn. Improved Batto Sword Drawing. Abraham uses his Improved Batto Sword Drawing feature. |
Abraham has 20 levels in the Jujutsu Sorcerer class.
50 Meters In 3 Seconds!, Untracable Speed, Strong Body, Resilient. Basic Barrier, New Shadow Style: Simple Domain, Vowless Simple Domain, Simple Domain Imbuement. Immense Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer. |
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