Finger Bearer (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Finger Bearer[edit]

Medium undead (Cursed Spirit), chaotic evil


Armor Class 19 (Unarmored Defense)
Hit Points 209 (22d10+88)
Speed 50 ft.


STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 05 (-3) 10 (+0) 22 (+6)

Saving Throws Str +8, Cha +10
Skills Acrobatics +7, Athletics +8, Intimidation +10, Perception +4, Survival +4
Proficiency Bonus +4
Damage Vulnerabilities radiant
Damage Resistances Poison
Condition Immunities frightened, charmed
Senses passive Perception 15
Languages
Challenge 8 (3,900 XP)


Invisible Force. The Finger Bearer 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. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the Finger Bearer.

Cursed Energy. The Finger Bearer has 62 Cursed Energy. Any cursed energy used is spent, with the Finger Bearer only regaining these points after it takes a long rest.

Cursed Attacks. The Finger Bearer's attacks are considered magical.

Evasion. When the Finger Bearer makes a Dexterity saving throw, on a falure it will take half as much damage while on a success it will take no damage.

Improved Cursed Energy Recovery. While in combat, the Finger Bearer regains 3 Cursed Energy per turn, up to it's maximum. The combat must be one where it's life is at risk.

Siege Monster. The Finger Bearer deals twice as much damage to objects and structures.

ACTIONS

Multiattack. The Finger Bearer makes 2 attacks with its unarmed strikes or claw.

Unarmed Strikes. +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Slashing Damage + 6 (1d12) Necrotic damage.

Claw. +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) Slashing Damage.

Cursed Energy Ray. As an action the Finger Bearer can spend up to 6 cursed energy, 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 DC 18 Dexterity saving throw. On a failure, they take 6 (1d12) + 6 (1d12) per cursed energy spent in necrotic damage, and half as much on a success.

Cursed Energy Explosion. As an action the Finger Bearer can spend up to 6 cursed energy, forcing every creature within a 30ft circle of them to make a DC 18 Dexterity saving throw. On a failure they take 6 (1d12) + 6 (1d12) per cursed energy spent in necrotic damage and are knocked back to the edges of the circle. They take half as much damage on a success and are not knocked back.

Innate Domain. As a action for 5 cursed energy, the Finger Bearer fills all the space their in with their innate domain for 1 minute. While inside, all creatures but the Finger Bearer have disadvantage on Wisdom (Perception) checks to locate themselves. The Finger Bearer can at will open a portal in front of himself or of a creature currently moving in that space. The creature must make a DC 18 Dexterity saving throw or pass through the portal and be moved to another place inside the innate domain of the Finger Bearer's choice.

BONUS ACTIONS

Advanced Regeneration. As a bonus action or as a reaction to receiving damage, the Finger Bearer can spend any amount of cursed energy and regain hit points equal to 15 times the amount spent.

Cursed Strike. Before they make an unarmed strike, the Finger Bearer may spend up to 4 cursed energy, dealing additional necrotic damage equal to 4 (1d8) per point spent. They can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike.

Cursed Blast of Blows. Immediately after taking the Attack action on their turn, the Finger Bearer can spend 3 cursed energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. The Finger Bearer can spend 3 cursed energy to take the Dodge action as a bonus action on her turn.

Cursed Wind Step. The Finger Bearer can spend 3 cursed energy to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled until the end of her turn.

REACTIONS

Advanced Regeneration. As response to taking damage, the Finger Bearer uses its Advanced Regeneration feature.

Finger_Bearer_full_body_%28Anime%29.png
A Finger Bearer preparing to finish a sorcerer off, [[1]]

Finger Bearers begin as cursed wombs where they gestate until birth. During this period they can be seen by non-sorcerers. Once born they create an Innate Domain, a precursor to a Domain Expansion, that warps the dimensions of its birthplace. Finger Bearers possess the normal abilities of a cursed spirit but they are incredibly powerful due to possessing one of Sukuna's Fingers.

Jujutsu Sorcerer

The Finger Bearer has 9 levels in the Jujutsu Sorcerer class, and has the following cursed feats:

Regeneration, Advanced Regeneration, Resilient, Cursed Energy Ray, Cursed Energy Explosion, Immense Cursed Energy, Overflowing Cursed Energy


Improved Durability. This creature uses the Improved Durability rule.

5.00
(2 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png