Fūjin (Jujutsu Kaisen Supplement)

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Fūjin[edit]

Medium undead (curse spirit), chaotic evil


Armor Class 30 (natural armor, Winds of Storms)
Hit Points 1044 (52d10 + 758)
Speed 100ft flying (hover)


STR DEX CON INT WIS CHA
23 (+6) 30 (+10) 22 (+6) 22 (+6) 21 (+5) 29 (+9)

Saving Throws Dex +17, Wis +12, Cha +16
Skills Arcana +13, History +13, Perception +12
Damage Vulnerabilities Cold, Radiant
Damage Resistances Nonmagical Slashing, Piercing, Bludgeoning, Psychic
Damage Immunities Thunder, Lighting
Condition Immunities Deafened, Frightened, Slowed
Senses passive Perception 22
Languages Common
Challenge 24 (62,000 XP)


Cursed Energy. The Curse has 137 cursed energy it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest.

Invisible Force. The Curse is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. However, if these creatures were in a life-and-death situation (less than half their maximum hit points), they gained the ability to see the Curse.

Cursed Attacks. Fūjin's attacks are considered magical.

Savage Attacks. The Curse deals one additional damage die whenever you score a critical with a natural weapon or unarmed strike.

Improved Cursed Energy Recovery. The curse regains 4 cursed energy at the beginning of each of its turns. In his awakened state, this is doubled.

Endurance. Whenever Fūjin makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Cursed Strikes. When making an Unarmed Strike, Fūjin 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 a creature hits a target or 1 minute has passed.

Cursed Armor. Fūjin can spend up to 9 cursed energy to give itself temporary hit points equal to the cursed energy spent times 20 for 1 minute (no action required). Fūjin can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Strong Body. Fūjin will reduce all damage it takes by its Constitution modifier. Attacks using Cursed Energy or magic can bypass this, and psychic or thunder can't be reduced.

Improved Cursed Energy Output

  • The feature’s number of damage dice increases by half of Fūjin's Charisma modifier, rounded down. If the feature does not deal damage dice, its damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 5 times Fūjin's Charisma modifier + 1 in feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases by several rounds equal to Fūjin's Charisma modifier + 1.

Famous Name. The cursed spirit is based on a real-world god, so people's fear for him is far greater than of other normal curses. Whenever Fūjin rolls initiative, he may force every hostile creature that can see him to make a DC 25 Wisdom saving throw. On a failure, they are frightened for one minute. They can reroll this saving throw at the beginning of Their turns to end the condition early. On a success, they are immune to this feature for 24 hours. Fūjin may use this feature as much as their Charisma modifier(minimum 1).

Winds of Storms. The Curse is surrounded by a thick layer of wind creating a barrier-like function blocking incoming damage and increasing the armor class of the Curse by 1 (already applied). When the Curse is hit with a melee attack the damage of the melee attack will be reduced by the Curse's Constitution modifier.

Weather Controller. Fūjin can bend both lighting and air making it a controller of the breezes, storms, and even the weather around itself. Upon entering a 350ft radius around Fūjin the weather will turn in abnormal ways, with skies turning grey, clouds getting thicker, the air getting filled with moisture and the air around will seem thick and heavy. Creatures will hear thunder in the distance. When a creature inside the weather's radius travels toward the center where Fūjin resides their senses will get worse. Around the 125ft radius around Fūjin, the creatures will gain -5 on Perception checks using hearing or smell. around the 75ft radius around Fūjin, any projectile will get its range lowered by 15ft. The creature upon reaching a 20ft radius around Fūjin will experience that their movement speed will go down. Any creature in a 20ft radius around Fūjin will lose 5ft movement speed. When Fūjin loses 20 or more hitpoints it rolls a 1d4 determining the weather. When the weather changes all effects of the weather before will vanish, this also applies to the 350ft radius of uncontrollable weather around Fūjin, and all of the effects of the new weather will instead affect the 350ft radius around Fūjin.

- If Fūjin rolls a 1 the weather will turn rainy and will give every creature on the ground excluding Fūjin -3 to Dexterity saving throws. Since the rain will make the earth muddy, the pavement slippery or the stones unstable. And the endless rain will obscure the vision making it harder to predict where attacks will land.

- If Fūjin rolls a 2 the weather will turn sunny and will give every creature excluding Fūjin -2 Passive Perception The blinding sun will make it harder to use peripheral vision.

- If Fūjin rolls a 3 the weather will turn stormy every creature excluding Fūjin will have their movement speed lowered by 10ft, and the stormy air swirls around pushing and pulling the creatures making it harder to move.

- If Fūjin rolls a 4 the weather will turn clear, and no extraordinary effects will happen.

Cursed Nature. Fūjin is a Cursed Spirit, which means having a cursed body made out of humanity's impure thoughts. He is vulnerable to radiant damage.

Cursed Energy Tracker.Fūjin 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 it to make a save using its cursed technique or makes a cursed energy attack roll against Fūjin using their cursed technique, they must roll Stealth, using Charisma instead of Dexterity, against Fūjin's Perception. If Fūjin wins Fūjin gets advantage on the saving throw, or the attack roll is made with disadvantage.

Untraceable Speed. The curse reacts to passing a saving throw or an attack roll being made against it, the curse may move up to half of its speed in a direction of its choice. If this movement would cause the curse to leave the area targeted by an attack roll it's reacting to, it may roll a Acrobatics check to attempt to fully dodge. The curse rolls against the attack roll, causing the attack to miss regardless of Its armor class if its Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though the curse still moves as normal. This roll automatically fails if the attack is a critical hit.

Human Wall. The curse has advantage on all Constitution saving throws.

Stroms Rage. Upon hitting half of the curse maximum hitpoints, the Curse's Wind Cutter and its Lightning Bolt will have increased damage dice tiers, the slashing damage dice tier of Wind Cutter will be increased by two, and the lightning damage dice tier of Lightning Bolt will be increased by two.

Fūjin's Inverse Vortex. The Curse sends out a strong wind pushing others out, Upon entering a 25ft radius around the Curse they need to make a DC24 Strength saving throw not to be pushed out 10 feet. If it successfully makes the throw and moves closer it will become difficult terrain, and when it comes into a 5ft radius it needs to make a DC24 Dexterity saving throw not to be pushed out 25 feet. If it successfully makes the throw, it will need to make the throw on each of its turns until it fails.

Hard to Kill (2/long rest). If the curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable

Speed Supremacy/50 Meters In 3 Seconds!) Once per turn, when it takes an action, bonus action, or reaction, or uses his movement, it can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows it to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, Fujin has 3 reactions per round.

When fighting another creature with this feature, reactions act as usual

Sniper. The Curse's ranged attacks will gain advantage if the Curse is 20ft or more off the ground.

Flyby. The Curse does not provoke opportunity attacks when flying out of a creature's reach.

Thunder Strikes. Upon landing a ranged attack dealing lightning damage a powerful rumbling thunder will occur. Dealing 11 (2d10) Thunder damage in a 20ft radius around where the ranged attack landed, this can only happen twice each turn.

ACTIONS

Wind Cutter(6 Cursed Energy). Ranged Weapon Attack: +13 to hit, range 65 ft., one target. Hit: 41 (4d8 + 21) slashing damage.

Shatter. Melee Weapon Attack:' '+10 to hit, reach 5 ft., one target. Hit: 32 (3d8 + 10) Bludgeoning damage.

'Cursed Energy Ray Fūjin have learned how to create huge blasts out of pure cursed energy. As an action and by spending cursed energy up to Fūjin's Charisma modifier, you can launch a cursed energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a Dexterity saving throw. On a failure, they take 1d12 + an additional dice equal to the amount spent in necrotic damage, and half as much on a success.

The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.

The damage type of this technique may change according to your cursed technique.

Lightning Bolt (12 Cursed Energy). Ranged Weapon Attack:' '+21 to hit, range 125 ft., one target. Hit: 55 (8d8 + 21) lightning damage.

Kirrin (20 Cursed Energy). The Curse creates a circle around a 20ft radius around the target. Creating a giant lighting strike, from the clouds, down to the circle. The target and all other creatures inside the circle make a DC24 Dexterity saving throw or take 88 (12d8+34) lightning damage and become paralyzed for two turns, on a successful saving throw they will take half damage and won't become paralyzed and only takes half damage.

Tornado Twister( 3 Cursed Energy). The Curse swirls and twists the surrounding air into a tornado and casts it in a 40ft radius, upon landing a large entity creates a tornado, anything that enters the Tornado Twister well takes 17 (3d10) bludgeoning damage.

Shatter Air( 4 Cursed Energy). Ranged Weapon Attack: +13 to hit, range 65 ft., up to two targets. Hit: 45 (5d8 + 21) thunder damage.

BONUS ACTIONS

Twister Movement(2 Cursed Energy). The Curse can move target Tornado Twister up to 30ft, leaving a track of difficult terrain.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, Fūjin can perform two Shatter attacks as a bonus action.

Cursed Patient Defense (3 Cursed Energy). Fūjin takes the Dodge action.

Cursed Wind Step (3 Cursed Energy). Fūjin takes the Disengage or Dash action, and its jump distance is doubled until the end of its turn.

Advanced Regeneration. The Curse can spend as much cursed energy as it wants to regain 15 hitpoints per cursed energy spent.

Cursed Weapon Enhancement As a bonus action, Fūjin can spend cursed energy up to its proficiency bonus to add to a melee weapon it's wielding for 1 minute. Whenever Fūjin hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent. Fūjin can only use this enhancement again after 1 minute has passed.

Cursed Energy Tracker. Fūjin may make a Perception check, adding its Charisma modifier, to see if there are any remains of cursed energy in the place Fūjin is at, and if it succeeds it knows exactly who the energy is from. In case it doesn't know who the person is, then Fūjin can only track down where the cursed energy trail leads you. The DC is equal to the cursed energy DC of the creature it's trying to track.

REACTIONS

Counter. If a creature misses a melee attack on the curse by 5 or more then Fūjin may make a Wind Cutter as a reaction.

Regeneration.. The Curse uses its Advanced Regeneration feature.

Cursed Projectiles Fūjin have learned to imbue its cursed energy into ranged weapons, allowing you to manipulate any piece of ammunition shot from it. This also works with weapons with the thrown property. When using Cursed Weapon Enhancement, Fūjin can imbue a ranged weapon, which turns any pieces of ammunition shot from it for the duration into Cursed Projectiles, which also add Fūjin Charisma modifier to the damage instead of any other modifier Fūjin would use. When using these Cursed Projectiles, Fūjin can make ranged Cursed Energy Attacks instead of what it would normally use to attack with them, and it controls their trajectory while in the air, making attacks with them ignore cover. Additionally, they will stay in the air floating for a number of rounds equal to Fūjin Charisma modifier, allowing Fūjin to keep making attacks with them using a Bonus Action even after being shot until they hit a solid object or target when they lose this property. It can only attack with a number of pieces of ammunition this way per turn a number of times up to Fūjin Charisma modifier. A creature in the range may attack your Cursed Projectiles to destroy them; they have 1 hit point and 10 AC.

Human Wall As a reaction upon hitting 0 hit points, the cursed spirit can spend a hit die to fall to the amount rolled in hit points. This can be used as much as its Constitution modifier. All uses are restored on a long rest.

Untraceable Speed. As a reaction to passing a saving throw or an attack roll being made against it, the curse may move up to half of your speed in a direction of its choice. If this movement would cause the curse to leave the area targeted by an attack roll it's reacting to, it may roll an Acrobatics check to attempt to fully dodge. The curse rolls against the attack roll, causing the attack to miss regardless of your armor class if its Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though the curse still moves as normal. This roll automatically fails if the attack is a critical hit.

LEGENDARY ACTIONS

They 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.

Regeneration. The Curse uses its Advanced Regeneration feature.

Pressure. The Curse forces the air to block an incoming ranged attack. The Curse gains +2 armor class.

Domain Expansion. Fūjin uses it's Domain Expansion (Cost 3 actions)

Fujin.jpg
Fūjin a god of wind, also shown to have a connection to lighting, https://sakurafineart.com/products/fujin-zu-wind-god

Fūjin is one of the small group of god curse spirits, it is said that it has lived for many years making and molding the weather. Some of the first sorceres explain Fūjin is a distant relative to both Negative emotion and hate towards unfair gods, and even weather.

Non-Canon Fūjin is not an official cursed spirit demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in the absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

Domain Expansion: Heaven's Fall

Fūjin creates a Domain Expansion resembling a Large mountain that it is on, where any other creature also can find itself. Inside, A sky with stormy clouds covers the Domain, and all creatures of its choice must make a DC24 Constitution saving throw or be affected by the pressure of the sky and air around them falling and pushing them down and taking 13 (2d12) force damage. After that every creature makes a DC24 Strength saving throw not to be prone for one turn. After that, all the clouds covering the domain light up in a blue light, and Fūjin mutters Kuzuryū, upon saying the chant the stormy now glowing clouds rumble creating a giant nine-headed dragon made of Thunder and Lighting rushing down to the mountain top. Breaking the clouds making them fall with it. all creatures make a DC24 Dexterity saving throw. If they fail they take 104 (23d8) lightning damage. and if they succeed they will take half. The Dexterity saving throw and its effects are the sure hit of this domain.

Additionally, Fūjin gains the following benefits while inside his Domain Expansion:

  • Fūjin can use: Lightning Bolt or Wind Cutter as a free action.
  • All Fūjin techniques cost are halved(rounded up). In addition, its Wind Cutter will cost 0 cursed energy.
Refiniment Points

Fūjin's domain refinement points are 800.

Domain Durability. His domain has 2600 hit points.

Barrer Resistance. As part of expanding its domain, Fūjin may decide if it wants to make its barrier have a vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, it may spend an additional 1 cursed energy when expanding its domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Increased Potency. While inside its domain, Fūjin cursed technique ranged attacks will deal 7 additional damage dice.

Lasting Domain. Fūjin's domain now lasts for 2 minutes instead of 1.

0.2 Domain Expansion As part of opening his domain, Fūjin can make 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 inside it will be targeted by its effects, Fūjin doesn't have the option to choose.

Efficient Expansions Fūjin only gains 1 level of exhaustion after his domain is over.

Durable Barrier Fūjin's domain is immune to all non-magical damage and resistant to all types of damage (already included).

Jujutsu Sorcerer

Fūjin has 22 levels in the Jujutsu Sorcerer class.

Cursed Technique When a feature refers to the Fūjin's cursed technique, it refers to Lighting Bolt, Wind Cutter, Kirin and Tornado Twister.

Feats Fūjin's cursed feats are:

50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Human Wall, Resilient, Very Resistant, Regeneration, Advanced Regeneration

Immense cursed energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Tracker

Cursed Projectiles, improved Cursed Energy Output, Cursed Energy Ray

Domain Expansion

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