Awakened Gojo Satoru, Hidden Inventory (Jujutsu Kaisen Supplement)

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Gojo Satoru, Awakened[edit]

Medium humanoid (human), chaotic good


Armor Class 21 (unarmored movement)
Hit Points 260 (40d8 + 80)
Speed 75 ft.


STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 14 (+2) 16 (+3) 16 (+3) 22 (+6)

Saving Throws Dex +10, Cha +11
Skills Acrobatics +10, Arcana +8, Investigation +8, Perception +13, Performance +11, Persuasion +11
Proficiency Bonus +5
Senses passive Perception 34
Languages Common
Challenge 26 (90,000 XP)


Cursed Energy. Gojo has 47 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Curse Energy Recovery. Gojo regains 1 cursed energy at the beginning of his turns.

Tokyo Jujutsu High Learnings. Gojo has enhancements to some of his techniques such as Power Enhancement and Specialized Technique, already stated in their descriptions.

Evasion. Whenever Gojo makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Maximum Output. Gojo may use Maximum Output on any of the following techniques: Infinity, Blue, Blue Manipulation and Hollow Purple.

Teleport Technique. When Gojo takes the movement action, he can spend 1 cursed energy to teleport to the location, causing him to not provoke opportunity attacks. The first attack roll he does after taking the teleport action is made with advantage unless the target has a higher passive perception than 18. He can only use one teleport per round. He can also use blue as a way to propel him into the air, giving him flying speed equal to his walking speed for 1 minute. After this minute ends, he can spend another 1 Cursed Energy to keep this active for an additional minute, and so on. He can also grant this benefit to the other creatures he's sharing Infinity with or that he's currently holding.

Reverse Cursed Technique. Gojo has a healing pool of 450 that he can use with his reverse cursed energy. If he's 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. If you're not using the Limb System variant rule, Gojo regrows back limbs for every 20 hit points he regains. Gojo can use his RCT 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.

ACTIONS

Multiattack. Gojo makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and 6 (1d12) force damage.

Red (24 Cursed Energy). Ranged Cursed Energy Attack: +11 to hit, range 120ft., one target. Hit: 100 (20d10) Force damage, and the target is knocked back up to 100 feet and is knocked prone. On a hit, the targeted creature also becomes the center of Red's explosion.

Infinity (2 Cursed Energy). Gojo encases himself in a gravitational field for 1 minute. Whenever he is targeted by a weapon, spell, cursed energy attack roll or any saving throws from sources outside his body, he may spend 1 Cursed Energy and roll a d20. On a 4 or higher, any attacks or spells made against him automatically fail to hit or harm him in any physical way. Gojo may spend 6 additional Cursed Energy when using this feature to automatically roll a 20. When Gojo takes the Dodge action while Infinity is activated, he may use his Infinity to defend all creatures within his reach alongside himself. This feature only works on things that travel and can be stopped. Abilities that do not physically travel will not be stopped by Infinity.

Blue (12 Cursed Energy). Gojo causes gravity to bend within 30ft of him causing a blue sphere with a 10 ft. circle radius to draw everything towards it for 1 minute. All creatures within this area must make a DC 25 Strength saving throw. On a failure, they take 16d8 force damage, are restrained until the end of their next turn, and are pulled to an open space closest to the center of the sphere. On a success, they take half as much damage, are not restrained and are only moved half as much. A creature can retry this saving throw at the end of each of their turns. If they succeed, they take half the damage and exit the sphere. If they fail, they remain there without being able to move. Any creatures that enter the sphere's range must also make the Strength saving throw. Gojo can dispel this technique as free action. When Gojo uses this technique in its Maximum Output form, he may spend a bonus action to move the sphere anywhere within 30 ft. of the original place. All creatures currently stuck in the sphere will be moved as well, and any creatures caught in the range of the sphere moving must do the saving throw. Additionally, while it lingers, failed resaves apply the damage of blue again. Power Enhancement: Gojo may spend additional Cursed Energy up to 5 on this technique, increasing the damage dice by 1 for each Energy spent. Specialized technique: this technique's damage dice increase by Gojo's Charisma modifier (already included).

Blue Manipulation (10 Cursed Energy). Gojo can precisely manipulate his Blue in order to cast telekinesis. The distance Gojo can move anything he has grabbed is 75 ft, , his DC for this technique is 25 and a creature that succeeds the saving throw still is moved half as much as it would on a failure.

Red (24 Cursed Energy). Gojo chooses a point within 40 feet. All creatures within up to 30 feet of the point (Gojo's choice) must make a DC 25 Strength saving throw. On a failure, they are knocked back up to 100 feet, take 20d10 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked back nor prone. Distance Enhancement: Gojo can spend up to 5 additional Cursed Energy on this technique to add 10 ft. to the range for each additional Cursed Energy spent.

Hollow Purple (36 Cursed Energy). Gojo mixes blue and red, creating a purple bolt of cursed energy that destroys everything in its path. Every creature in a 100-foot line must make a DC 25 Dexterity saving throw. On a failure, they take 36d12 force damage and are moved to the end of the line. On a successful save, they take half damage and do not take the additional effects. Creatures with level or CR lower than Gojo's that fail this saving throw are instantly reduced to 0 hit points, and any creature reduced to 0 hit points by the damage or hit point reduction of Hollow Purple are disintegrated. Power Enhancement: Gojo may spend additional Cursed Energy up to 2 on this technique, increasing the damage dice by 1 for each Energy spent. Distance Enhancement: Gojo can spend up to 2 additional Cursed Energy on this technique to add 10 ft. to the range for each additional Cursed Energy spent.

Exorcise. Gojo automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 2 or lower.

BONUS ACTIONS

Martial Arts. After using the Attack action, Gojo can make one unarmed strike.

Cursed Armor. Gojo can spend up to 5 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

Cursed Blast of Blows. After Gojo uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Gojo can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn.

Cursed Wind Step. Gojo can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn.

Infinity Pressure. While infinity is active or while Gojo activates it, he may spend up to 5 Cursed Energy to increase it's density and sheer force. Every creature that starts their turn within 5ft. of him must make a DC 25 Strength saving throw. On a failure, they take force damage equal to 5 x the Cursed Energy spent, are pushed back 5 ft. and are knocked prone. On a success, they take half as much damage and are not prone. If knocked against a wall of stone or solid surface, their saving throw becomes against being incapacitated and having their movement speed reduced to 0, as they are crushed against the wall, and for every damage the creature suffers the object or wall behind it suffers the same damage in either situation or failure. Gojo must spend Cursed Energy equal to the initial amount spent at the beginning of his turns to keep this form of infinity active. This feature does not benefit from Chanting or increases to damage die tiers.

Reverse Cursed Technique. Gojo spends any amount of Cursed Energy, regaining 10 hit points for each energy he spends, and removing the same amount of healing from his healing pool.

REACTIONS

Cursed Armor. As a reaction against being targeted by an attack or damaging saving throw, Gojo uses his cursed armor.

Infinity (2 Cursed Energy). When being targeted by an attack or effect that would cause you damage that he can see, Gojo activates his Infinity.

Teleport Technique (5 Cursed Energy). When Gojo is targeted by an attack, he may teleport to an empty space up to his movement speed in feet, causing the attack to miss.

Reverse Cursed Technique. When Gojo receives damage, he may use his Reverse Cursed Technique.

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Satoru Gojo, awakening as the strongest sorcerer of today, [1]

After being brutally defeated by Fushiguro Toji, Gojo was left on the brink of death. In that state, he discovered the true nature of cursed energy, and finally learned how to create positive energy, by multiplying negative energy by itself, and thus finally mastering the Reverse Cursed Technique. He then proceeded to heal himself and went to the headquarters of the Time Vessel Association, which had hired Toji to kill the Star Plasma Vessel, Riko Amanai.

Arriving there, Gojo confronted Toji, who was just leaving, and proceeded to explain and brag to him in a crazy speech about how he learned the Reverse Cursed Technique, had awakened, and how Toji was going to be defeated all because he didn't finish Gojo off with the Inverted Spear of Heaven. The two of them then began to battle, and during the fight Gojo realized and thought to himself that at that moment, the world felt right, as he, and only him, was the honored one.

The fight then finished when Gojo used his Hollow Purple technique for the first time, catching Toji by surprise, who didn't have time to react to the recently realized, strongest sorcerer alive's most powerful technique.

Blue Manipulation. The following features more detail on Gojo's Blue Manipulation:

If Gojo attempts to throw an object at someone in it's range, he may treat the object as if it is under the effects of the Animate Object spell, dealing damage respective to it's size. Additionally, objects he manipulates that otherwise lack statblocks can use these statblocks if someone should attack them. For the purposes of commanding gargantuan objects (something normally impossible with Animate Objects), he can refer to this statblock:

HP: 120 - AC: 8

STR: 22 - DEX: 4

Throw Attack: The creature must make a DC 15 Dexterity saving throw, on a failure they take 4d12+6 bludgeoning damage and half as much on a success.

If Gojo attempts to throw a person at another person or object, they will be treated as a medium object regardless of size, and the damage dealt will be dealt back onto them.

Additionally, for every 10 feet an object travels whilst closing the distance to its target, it gains an additional d8 of damage, up to a maximum of 12d8.

This can be used out of combat to freely manipulate tiny objects at no cost.

Cursed Techniques.

When a feature refers to Gojo's cursed techniques, it refers to Infinity, Blue and Blue Manipulation.

Feats. Gojo's feats are:

Six Eyes, Immense Cursed Energy, Cursed Enhanced Body, Falling Blossom Emotion (Damage Threshold: 70), Cursed Energy Tracker, 50 Meters In 3 Seconds!, Reverse Cursed Technique, Cursed Technique Reversal

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