Aoi Todo, Shinjuku Showdown (Jujutsu Kaisen Supplement)

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Aoi Todo, Shinjuku Showdown[edit]

Medium humanoid (human), chaotic good


Armor Class 23 (unarmored defense)
Hit Points 798 (42d10 + 567)
Speed 85 ft.


STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 22 (+6) 24 (+7) 14 (+2) 14 (+2)

Saving Throws Str +13, Dex +11, Int +14
Skills Acrobatics +11, Athletics +20, Deception +16, Intimidation +9, Perception +9
Proficiency Bonus +7
Senses passive Perception 19
Languages Common
Challenge 21 (33,000 XP)


Cursed Energy. Todo has 81 Cursed Energy which he can expend. All cursed points are regained at the end of a long rest.

Cursed Armor. Todo can spend up to 7 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Todo 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.

Cursed Energy Recovery. Todo regains 1 cursed energy at the beginning of each of his turns if he is in a combat where his life is at risk.

Cursed-Empowered Strikes. Todo's unarmed strikes are considered magical and he adds 1d12 necrotic damage to his unarmed strikes (already included).

Evasion/Brawn/Endurance. Whenever Todo makes a Dexterity, Strength or Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Stronger Cursed Strikes. Before making an unarmed strike, Todo may spend up 7 cursed energy to empower his next strike. This enhancement lasts until he hits a creature with his unarmed strike, or until a minute passes. On a hit, he deals additional necrotic damage equal to 1d8 per energy spent and creatures of his choice within 5 feet of the impact take a number of d12 of necrotic damage equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike, or landing a black flash, instead of beforehand. He can only use this enhancement again after it has ended. Finally, for energy Todo spends on this feature it counts as if double the energy was spent, but this can't add more damage dice than his proficiency bonus.

Cursed Blast. Once per turn, Todo may raise his Stronger Cursed Strikes limit to double his proficiency bonus.

Kyoto Jujutsu High Learnings. Thanks to the Kyoto Jujutsu High, Todo has enhancements to some of his abilities such as Stronger Cursed Strikes, Durable Cursed Armor and Cursed Wind Step, all already included in their descriptions.

Cursed Rain of Blows. Whenever Todo uses his Cursed Blast of Blows, he may as a Free Action spend an additional 3 Cursed Energy to make yet another Cursed Blast of Blows.

Strong Throw. In place of an attack, for 3 Cursed Energy, Todo can choose a creature or object of a size up to 1 size category larger than him within his unarmed strike reach, and make an Athletics check contested by their Athletics or Acrobatics (their choice) or a set DC for objects, 5 for tiny, 7 for small, 10 for medium, 15 for large, 20 for huge, and 25 for gargantuan. On a success, Todo can throw the creature or object up to 60 feet, dealing Xd6 bludgeoning damage to them and anyone in the path they’re thrown in who fails a Dexterity saving throw, where X is his Strength modifer times the creature or objects size category number above small (minimum of 1), so 1 for medium, 2 for large, 3 for huge, and 4 for gargantuan. The damage dice and energy cost increase by 1 for every size the creature or object is above Medium.

Cursed Displacement. When using Boogie Woogie, Todo can also switch the position of hostile creatures, and can use this technique on 2 creatures at once. If used on a hostile creature, it will disorient them (they lose all reactions and regain them at the beginning of their next turn). After the first time this technique was used, any of the hostile creatures affected may roll a DC 29 Charisma Saving Throw to not be affected by disorientation.

Clapping Like Your Life Depends on It. Once per turn, Todo can use Boogie Woogie as a free action.

Clapping with your Soul. When Todo switches places with an ally who was previously in reach of an enemy right before the switch, his next attack roll has advantage, the same applies for the ally if Todo were in the range and both if both were. If Todo is in reach of an ally and he switches with an enemy, he may also get advantage if he is now next to an enemy, the same applies for the ally if he was in Todo's position, and his ally gains advantage vs the enemy switched for the next attack.

Grand Clap. When using Boogie Woogie, Todo can perform a Grand Clap for 5 cursed energy that affects all creatures within 60 feet, allowing him to switch the places of any enemies that fail the saving throw, allies, and cursed objects simultaneously.

Battle Rhythm. Once per turn, when Todo misses one of his Melee or Ranged Weapon Attacks, he may re-roll the attack, adding his Strength or Dexterity modifier a second time to this re-roll. If the initial attack had advantage or disadvantage, both dice are re-rolled when this feature is used.

50 Meters In 3 Seconds! Todo has 2 reactions per round.

Cursed Energy Tracker. Todo may make a Perception check, adding his Intelligence modifier, to see if there are any remains of cursed energy in the place he's at, and if he succeeds he knows exactly who the energy is from. In case he does not know who the person is, then he can only track down where the cursed energy trail leads him to. The DC is equal to the cursed energy DC of the creature he's trying to track. Additionally, he knows when a creature spends cursed energy, and how much they spend when doing so.

Brute Slam. Once per turn as part of an unarmed strike, Todo 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 Todo 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. Todo makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, Todo's 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 your grapple to end early and the creature may move an additional 5 ft. away from him as part of their successful check. If you score 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 Todo's unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of your next turn.

Heavy Finisher. Once per round as part of hitting a melee attack, Todo can spend up to 7 cursed energy to make his target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back 6 + the amount of cursed energy spent times 20 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 an object on the way they both take 1d12 bludgeoning damage. If it 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.

Todo can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting an melee attack against a prone creature, Todo can spend up to 7 cursed energy to force his target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained in the ground. On a success, they take half as much damage and their speed is halved until the beginning of Todo's next turn. If they fail by 5 or more, they are also Confused until the beginning of Todo's next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

Cursed Enhanced Body. When attacking with his unarmed strikes or weapons he is proficient with, Todo may add 3 to his attack and damage rolls. This only applies if he currently has 1 cursed energy or more. (Already included)

Prostetic Vibraslap. The amount of reactions Todo has exclusively for Boogie Woogie is doubled.

ACTIONS

Multiattack. Todo can make three attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (2d10+9) bludgeoning damage plus 6 (1d12) necrotic damage.

Boogie Woogie (1 Cursed Energy). Todo can switch places with an ally or object within 60 feet of him that have Cursed Energy by clapping. In addition to that, he is now able to imbue cursed energy into anyone and anything by simply touching the person or an object, making them altered by cursed energy. For an object to count as a cursed object, it must have been altered by a cursed tools feature or imbued with cursed energy. A person with cursed energy is someone who has the Jujutsu Sorcerer class, is wearing some type of Cursed Tool, or a creature imbued with cursed energy.

New Shadow Style: Simple Domain (5 Cursed Energy). Todo surrounds himself with a 15 ft. barrier for 1 minute. The circle has 560 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 its hit points by the damage it would cause. To use this technique, Todo must remain still without moving and 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 people inside the area, as it only affects the barrier. Todo's refinement for his Simple Domain is 80.

Exorcise. Todo automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower.

We Are The Exception! (2/short rest). Todo can perform a speech, inspiring his companions and restoring their resolve to fight. Todo chooses up to 6 allied creatures (which can include himself), making them gain 25 temporary hit points and removing any negative mental conditions (example: frightened). All uses are restored on a short or long rest.

Basic Barrier (1-7 Cursed Energy). Todo can spend up to 7 Cursed Energy, creating a dome starting from themselves 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 Todo 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 22 and automatically fails saving throws. This barrier lasts for 5 minutes, and Todo 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.

Todo 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.

Todo's curtain lasts for 50 minutes, and the curtain has 25 Hit Points. This barrier has an AC of 19 and automatically fails saving throws. It is also immune to Poison and Psychic damage.

Todo may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius.

BONUS ACTIONS

Martial Arts. When Todo uses the Attack action, he can make a cursed strike as a bonus action.

Cursed Blast of Blows. After Todo uses the Attack action, he can spend 1 Cursed Energy to perform three unarmed strikes.

Cursed Patient Defense. Todo can spend 1 cursed energy to take the Dodge action. He also gains advantage in Constitution and Intelligence saving throws when he uses the Dodge action granted by this feature, as long as he benefits from the Dodge.

Cursed Wind Step. Todo can spend 1 cursed energy to take the Disengage or Dash action, and his jump distance is doubled until the end of Todo's turn. When Todo takes the Dash action granted by this feature his movement speed triples for that turn, and when he takes the Disengage action granted by this feature his movement speed doubles for that turn.

Precise Cursed Weapon Enhancement. Todo can spend up to 6 Cursed Energy to add to his damage rolls with a melee weapon for 1 minute. Whenever he hits a target with this weapon, it takes extra necrotic damage equal to two times the amount spent, and half of the amount of energy spent (rounded down) will be added to the weapon's attack rolls.

Boogie Woogie. Todo uses his Boogie Woogie Technique.

Cursed Energy Tracker. Todo 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 Stealth, using Charisma instead of Dexterity, against his Perception. If Todo wins he gets advantage on the saving throw, or the attack roll is made with disadvantage.

Protector’s Stance (Up to 3 Cursed Energy). Todo hardens his skin and enhances his senses for 1 minute. For the duration, he gains a damage reduction equal to double the amount spent.

New Shadow Style: Simple Domain (5 Cursed Energy). Todo uses his Simple Domain.

REACTIONS

Boogie Woogie. Todo uses his Boogie Woogie technique, and he has 28 additional reactions he can use exclusively for this.

Human Wall (6/long rest). Upon hitting 0 hit points, Todo can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest.

Protector’s Stance (Only while Protector’s Stance is active). Whenever Todo gets hit by a melee attack, he can make a melee attack against the attacker as a reaction. Additionally, for the duration Todo gains one additional reaction just to use this feature.

Cursed Enhanced Body. Whenever Todo makes a Strength, Dexterity, Constitution, Wisdom or Charisma saving throw, he may spend up to 7 Cursed Energy to add the number of energy spent as a bonus to the saving throw.

New Shadow Style: Simple Domain. As a reaction against a cursed energy attack roll or saving throw, spell or domain expansion opening, Todo uses his Simple Domain.

image-2024-11-11-105444498.png
Todo Aoi, using his Prostetic Vibraslap against Sukuna, the King of Curses
Aoi Todo is a third-year student at Kyoto Jujutsu High School and a Grade 1 jujutsu sorcerer, being the disciple of Yuki Tsukumo, a special grade sorcerer, and also Itadori Yuji's best friend (self-proclaimed). Todo's Innate Technique, "Boogie Woogie", allows him to benefit from Cursed Energy to swap places with other people, creatures, and objects imbued with Cursed Energy. Having lost his hand while fighting against Mahito in Shibuya, he has replaced it with a Prostetic Vibraslap, making his technique better than ever before.

Jujutsu Sorcerer.

Todo has 21 levels in the Jujutsu Sorcerer class.

Design Note: For the purpose of all Boogie Woogie abilities, if someone is targeted by an attack, and someone else is swapped with them as a reaction to that attack, they will be the new target of the attack. Depending on the nature of the attack, someone can even be hit by their own ranged attack this way.

Revealing One's Hand.

Todo can reveal his Innate technique to his opponent in a certain detail, making him increase his cursed energy output. As an action, Todo targets one creature who can see and hear him to reveal his cursed technique. After he explains it, his cursed technique features will gain the following benefits:

His cursed technique dice will be increased by 1. His cursed technique attack rolls will add his proficiency bonus an additional time. His cursed technique cost will be reduced by 1. His cursed energy DC is increased by his Intelligence modifier.

However, the creature now knows how his technique works, making it gain advantage against any saving throws caused by his cursed techniques, and any cursed energy attack rolls are made with disadvantage against said creature. After the end of the battle, the affected creature will now be immune to Revealing One's Hand.

106,000 IQ Play

When Todo uses Boogie Woogie as a reaction he may spend an amount of additional reactions to empower the swap. For each additional reaction his swapping range increases by 30 feet and for every 5 additional reactions he may choose one additional target for the swap. When swapping more than two targets he chooses which are sent to which positions.

Black Flash

When Todo scores a critical hit (It must be a Natural 20 for it to count) with an unarmed strike that benefits from Cursed Strike, he can choose to land a Black Flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage Todo's Black Flash will add onto the damage roll using the table below:

Number Rolled Damage Dealt
1 1 damage
2 6 damage
3 15 damage
4 32 damage
5 56 damage
6 88 damage

In addition, the amount of dice he rolls from a critical with this attack will increase by one additional damage die, and the Black Flash simply does not occur if the attack wouldn’t otherwise hit(such as if negated by an ability or the attack roll isn’t a crit and doesn’t hit the opponent’s AC).

Todo's next attack on the same turn will trigger a Black Flash on a Natural 15 or higher, known as a Black Flash DC. For every other Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, beginning at the starting DC.

In The Zone. Todo gains the following benefits for a number of minutes equal to the black flashes he hit in the turn; the benefits will last from during the turn he landed the Black Flash until those number of minutes after it:

  • Todo completely regain his reverse cursed technique pool, if he were already in the zone upon landing this black flash.
  • If Todo have used his domain expansion and become unable to use his cursed technique, he regains the ability to use his cursed technique once again even after In The Zone ends.
  • He receives a +2 to all his ability scores, including their maximums.
  • Todo's unarmed strike damage dice tier is increased by 1 (d8>d10>d12>2d6...)
  • Todo's cursed energy armor, if any, gives 5 more temporary hit points per cursed spent.
  • Todo's cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage (Unless they're also in In the zone).
  • His cursed techniques will add 10 damage dice.

Aoi Todo's Feats.

Strong Body, Human Wall, Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Resilient.

Slam Master, Cursed Martial Artist, Heavy Finisher, Protector’s Stance, Black Flash.

Basic Barrier, New Shadow Style: Simple Domain.

Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Tracker.

Cursed Enhanced Body.

Improved Durability.

This creature uses the Improved Durability rule.

Intellect Over Will

This creature uses the Intellect Over Will rule.

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