Death Curse (Jujutsu Kaisen Supplement)
The Grim Reaper (Death Curse)[edit]
Medium undead (Cursed Spirit), lawful evil Armor Class 35 (Unarmored Defense)
Saving Throws Dex +19, Con +19, Cha +19 Cursed Energy. Grim has 176 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Cursed Armor (1-10 Cursed Energy). Grim can give himself temporary hit points equal to the cursed energy spent times 20 for 1 minute. Grim can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Curse-Empowered Strikes. Grim deals an additional 13 (2d12) necrotic damage whenever he attacks with his Unarmed Strikes and his Scythe, Soul Harvester (already included). Additionally, his attacks are considered magical. Evasion/Endurance. Whenever Grim makes a Dexterity or Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Improved Cursed Energy Recovery. Grim gains 10 Cursed Energy at the beginning of each of his turns. Speed Supremacy/50 Meters In 3 Seconds! Grim has 3 reactions per round. Curse Resistance. Grim has advantage on saving throws against cursed techniques and other cursed energy effects. Undead Nature. Grim doesn’t need to eat, drink, breathe, or sleep. Cursed Nature. Grim does not need a medium to summon shikigami. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Grim. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see him. Hard to Kill (2/long rest). If Grim is reduced to 0 hit points, he can choose to drop to 1 hit point instead and is considered stable. Grim regains 1 spent use on a short rest, and all spent uses on a long rest. Famous Name. Whenever Grim rolls initiative, he may force every hostile creature that can see them to make a DC 27 Wisdom saving throw. On a failure, they are frightened of him for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours. Your Fears Become Real. Whenever Grim rolls a skill check related to death, he does so with advantage. Sadism. Whenever Grim deals damage to someone who is frightened of him, half of the total damage will be converted in temporary hit points to himself. These temporary hit points cannot go above 30. A Part Of Nature. Whenever Grim is grappling a creature, he can choose to deal 19 cold damage to them at the start of his turn. Additionally, if a creature is grappling him, it takes the same damage he'd deal to them at the start of their turns. Eyes Of The Supernatural. Grim can see normally through darkness caused by supernatural and non-supernatural effects. Additionally, when making Perception checks relying on sight, he counts as having expertise. Devilish Form. Grim gains advantage on all checks and saves to resist the charmed condition. He cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, he can end a condition caused by failing either a Wisdom or Charisma saving throw. Elongated Limbs. Grim's grapple and shove attempts have an additional 5 feet reach. Improved Body Functions. All radiant damage that Grim receives is reduced by 33. Perfected Great Weapon Fighting. Grim adds his proficiency bonus twice to damage rolls with Heavy melee Weapons (already applied). Ascending Strike (1 Cursed Energy). Once per turn for when he is prone, as part of standing up Grim can make one melee weapon attack with a weapon he is holding against a creature within your reach. Disarming Attack (1 Cursed Energy). When Grim hits a creature with an attack with a weapon, he can force them to make an Athletics or Acrobatics (target's choice) check against his attack roll. On a failure, he can disarm them of one object they are holding. Increasing Counter. Whenever a creature misses a melee attack against him, the next melee weapon attack Grim hits against them until the end of his next turn will deal an additional die of damage. Overflowing Energy Enhancement. When Grim uses his Cursed Weapon Enhancement, he can decide to double it's limit until the beginning of his next turn. Additionally, once per round, he can utilize Cursed Weapon Enhancement with no action required. Colossal Physique. The strength Grim possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:
Untraceable Speed. If an action or feature increases any of Grim's speeds, it is further increased by 50 feet. Strong Body. Grim will reduce all damage he takes but psychic or thunder by 10. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor. Human Wall. Grim has advantage in Constitution saving throws. Taijutsu Sorcery. Once per turn, Grim can make an unarmed strike or a martial weapon attack with advantage. If he already had advantage on the unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1. Shikigami Battle Master.
Cursed Weapon Wielder. Any weapon attacks Grim 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 Kage would score a natural 20 on the attack roll for the attack. Barrier Invader.
None of the features above affect domain expansions. Overpowering Cursed Energy. When someone tries to track or feel Grim’s Cursed Energy, they must roll a DC 27 Wisdom saving throw. On a success, they feel his Cursed Energy but are not shaken by it. On a failure, they are frightened for 1 minute and receive the following detriments:
A creature remakes this saving throw at the end of each of their turns. Creatures who are level 30 make this saving throw with advantage. Creatures who are level 27 or below make this saving throw with disadvantage. Once a creature passes this saving throw, they become immune to it for 24 hours. When Grim rolls initiative, he can choose any number of creatures within a range equal to your current Cursed Energy divided by 2 multiplied by 10, or that can see him. They must make the Wisdom saving throw as though they tried to track him or feel his Cursed Energy. The effects of Overpowering end on any creature that has 15 or more Maximum Cursed Energy than Grim, and such creatures automatically succeed on all saving throws against this feature. ACTIONSMultiattack. Grim makes 4 attacks. Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage and 13 (2d12) necrotic damage. Soul Harvester. Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 64 (4d10 + 42) slashing damage and 26 (4d12) necrotic damage. Damage from this Scythe is considered Major Soul Harming, and if an attack from it would reduce a creature to 0 hit points they are killed outright. Exorcise. Grim automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 4 or lower. Basic Barrier (1-10 Cursed Energy). Grim can create 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 Grim may choose to make it smaller if he wishes. This barrier has 20 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 27 and automatically fails saving throws. This barrier lasts for 10 minutes, and Grim can deactivate his basic barrier as will (no action required). Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure. Grim 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. Grim's curtain lasts for 100 minutes, and the curtain has 300 Hit Points. This barrier has an AC of 27 and automatically fails saving throws. It is also immune to Poison and Psychic damage. Grim may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius. Domain Expansion: Permanence of the Grave (11 Cursed Energy). Grim opens his Domain Expansion, trapping all creatures within 50 feet inside it. BONUS ACTIONSMartial Arts. When Grim uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon. Cursed Weapon Enhancement (1-9 Cursed Energy). Grim can 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. Grim can only use this enhancement again after 1 minute has passed. When Grim uses Cursed Weapon Enhancement, it will count as if he had spent twice as much cursed energy than he actually spent, however he still won’t count as spending more than 9. If used on Soul Harvester he can instead spend up to 14 Cursed Energy. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Grim can perform two unarmed strikes or melee weapon attacks. Cursed Patient Defense (3 Cursed Energy). Grim can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Grim can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn. Cursed Smite (1-9 Cursed Energy). Grim can imbue cursed energy in his weapon. This enhancement lasts for 1 minute or until he hits a creature with the weapon. If he hits the attack, it deals additional d8’s of necrotic damage equal to the amount spent. Untraceable Speed. Grim may perform the Dash action or make a Skill Check he is proficient in. Superior Regeneration. Grim can spend up any amount of Cursed Energy, regaining hit points equal to 20 times the amount spent. Afterimage Assault (1-20 Cursed Energy). Grim can 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, Grim 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 27 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. Domain Expansion: Permanence of the Grave (11 Cursed Energy). Grim opens his Domain Expansion, trapping all creatures within 50 feet inside it. Cursed Energy Tracker. Grim 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, Grim gains advantage on the saving throw, or the attack roll is made with disadvantage. Cursed Energy Concealer. Grim 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. REACTIONSEnergy Defense (1 Cursed Energy). When a melee or ranged attack is being made against him, Grim can block it with his weapon and 10 to his AC against that attack. Cursed Counter. When a creature misses a melee attack against him, Grim can make a melee weapon attack against them. Redirect Energy (1 Cursed Energy). When a ranged cursed energy attack roll hits Grim or he's being forced to make a cone or line saving throw, he can redirect the damage with his weapon. Grim reduces the damage dealt by one roll of his weapon’s damage die multiplied by 10. If he reduces it to at least half of the original damage or less, as part of the same reaction he can make a melee weapon attack roll against a creature within range. On a hit, they take additional damage equal to the amount reduced. Untraceable Speed. Grim can use one of the following reactions:
Human Wall (10/long rest). Upon hitting 0 hit points, Grim rolls a hit die. He regains the amount rolled in hit points. Superior Regeneration. As a Reaction to suffering damage, Grim uses his Superior Regeneration. Grim has 5 additional reactions that may only be used for Regeneration. LEGENDARY ACTIONSThe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn. |
Domain Expansion: Permanence of the Grave
Grim's domain refinement points are 1000. Domain Durability. Grim's domain has 3000 hit points. Technique Efficiency. While inside his domain, Grim may use [LAPSE] for 0 Cursed Energy. Increased Potency. While inside his domain, Grim's cursed techniques deal 10 additional damage dice. Enhanced Technique Efficiency. While inside his domain, Grim may decrease the cost of [EXTENSION] by 5, to a minimum of 1. 0.2 Domain Expansion. As a part of opening his domain, Grim may choose to have it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than his Charisma score. When opening his domain this way, all creatures will be targeted by its effects and any effects that would happen at the beginning of any creature's turn now instead happen as soon as the domain is opened in this way. Efficient Expansions. Grim's Domain Expansion cost is reduced by 10 (already added) and he only gains 1 level of exhaustion after his domain ends. Additionally, he only needs to pass a DC 15 Constitution to use his technique while in burnout. Durable Barrier. Grim's domain will gain immunity to non-magical damage from both sides, however it will still be resistant to all damages from the inside and vulnerable to all damages from the outside. Domain Superiority. The refinement thresholds which determine how long it takes Grim to destroy another domain in a clash are halved. Mastered Domain. While inside his domain, techniques that use an action can now be used as a bonus action, and techniques that take a bonus action can now be used as a free action. In addition, Grim's domain now lasts for 3 minutes. Barrier Properties None of these features can be used by a barrierless domain.
Jujutsu Sorcerer. Grim has 30 levels in the Jujutsu Sorcerer class.
Grim's Scythe, Soul Harvester, is the one he is most comfortable with and excels when using it. While he is wielding it, it gains the following benefits:
When a feature refers to Grim's cursed techniques, it refers to When Grim 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 Grim's Black Flash will add onto the damage roll using the table below:
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). Grim'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. Grim 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:
Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Human Wall, Resilient x 2, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology Taijutsu Sorcery, Shikigami Battle Master, Afterimage Assault, Black Flash Basic Barrier, Barrier Master, Barrier Invader, Domain Expansion Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Overpowering Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer [[Feats (Jujutsu Kaisen Supplement)#Cursed Energy Manipulation Feats|]]
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