Fushiguro Toji (Hidden Inventory Arc) (Jujutsu Kaisen Supplement)

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Toji Fushiguro[edit]

Medium humanoid (human), lawful neutral


Armor Class 32 (Unarmored Defense)
Hit Points 630 (60d10+300)
Speed 635 ft.


STR DEX CON INT WIS CHA
28 (+9) 30 (+10) 30 (+10) 28 (+9) 22 (+6) 18 (+4)

Saving Throws Str +14, Dex +15, Con +15
Skills Acrobatics +20, Athletics +14, Insight +11, Intimidation +9, Investigation +14, Perception +11, Sleight of Hand +15, Stealth +20
Proficiency Bonus +5
Senses blindsight 60 ft., passive Perception 32
Languages Common
Challenge 20 (25,000 XP)


Stamina Points. Toji has 95 stamina points he can use to fuel his abilities. All of his stamina is replenished at the end of a long rest.

Stamina Recovery. Toji Regains 1 stamina at the beginning of his turns.

Effort Die. Toji's Effort Die is equal to d10

Three-Section Staff Proficiency. Toji adds his proficiency bonus to his attack roll when using Three-Section Staffs (already included).

Invisible. Toji cannot be tracked by magical means. Abilities that sense ki, cursed energy, magic, or anything of the sort don't work for Toji.

Heavenly Undetection. Toji cannot be targeted by the sure hit effect of a Domain Expansion, and cannot be detected by one while inside one (Ex: If Toji is trapped inside a domain that forces him to make a Constitution saving throw as its sure hit, he won't have to make the saving throw). Toji may also freely pass through barriers made of cursed energy of any kind, suffering no ill effects for doing so.

Perfected Improved Unarmored Defense. Toji Gains a +2 bonus to his AC while not wearing any kind of armor or shield. (already included)

Chain of a Thousand Miles. Toji can use a free action to attach the Chain of a Thousand Miles to another weapon, When the chain is attached to a tool its reach can extend up to 180 ft. Whenever a non-attack related feature of the weapon would be used during the time until the start of Toji's next turn after using the chain, Toji would have to compare his Strength modifier with the attack bonus or save DC -8 of the attack or feature which would necessitate such a feature, if any. If his Strength Modifier is lower, He cannot pull the weapon back in time to use the feature.

Cursed Weapon Wielder. When using a Cursed Tool Toji's critical hit range increases by 1 (Ex. When using the Inverted Spear of Heaven he will now score a crit on a 19 and a 20.)

Air Jump (7 Stamina Points). While in the air, with no action required, Toji may perform a high or long jump multiplied by 2, This jump counts as if you had a running start.

50 Meters in 3 Seconds!/Hypersonic Reflexes. Toji has 3 reactions per round.

Untraceable Speed. Toji can move up to half of his movement speed as a part of a reaction, This movement cannot be used to exit domains, if this movement would cause Toji to leave the area targeted by an attack he is reacting to or the area of a saving throw he is reacting to he may roll an Acrobatics check to attempt to fully dodge. Toji can add half of his proficiency bonus to all Dexterity checks he makes that he is not already proficient in.

Acrobatic Fighter. Toji's jump distance and height are doubled. Whenever Toji makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, he may use it to leverage a powerful attack against his opponent, dealing an additional damage die of his unarmed strike. If there are not any solid surfaces, Toji may use half of his movement speed to drop to the ground on his hands, extending his legs up and make a powerful kick. Once per turn, whenever Toji falls onto a creature, he may make a DC 10 Acrobatics check. On a success, Toji may make one unarmed strike against that creature.

Evasion, Endurance, Discernment. When Toji is subject to a Dexterity, Constitution, or Intelligence saving throw he only takes half damage on failure and no damage on success.

Sensory Overload. Toji can use a free action to let out all 200 Fly Heads to use as cover. These Fly Heads are tamed by Toji.

ACTIONS

Multiattack. Toji can make 3 attacks.

Unarmed Strike. Melee Weapon Attack +15 to hit, reach 5 ft., one target. Hit 21 (2d10 + 10) bludgeoning damage.

Dagger. Melee Weapon Attack +15 to hit, reach 5ft., one target. Hit 12 (1d4+10) piercing damage.

Katana. Melee Weapon Attack +15 to hit, reach 5ft., one target. Hit 14 (1d8+10) slashing damage.

Inverted Spear Of Heaven Melee Weapon Attack +19 to hit, reach 5 ft., one target. Hit 16 (1d4 + 14) piercing damage + 8 (1d12 + 10) necrotic damage.

Split Soul Katana Melee Weapon Attack +19 to hit, reach 5 ft., one target. Hit 18 (1d8+14) slashing damage + 19 (2d8+10) necrotic damage.

Playful Cloud Melee Weapon Attack +18 to hit, reach 10 ft., one target. Hit 43 (2d6+36) bludgeoning damage.

Uncontrollable Charge (1 Stamina Points). Toji can move up to his walking speed and choose any number of creatures within his reach for the move. Make one weapon attack, and compare it to the ACs of all the creatures within the range. They take damage as normal if they are hit, adding 20 to the total damage roll. A creature can only take damage once per use of this maneuver.

BONUS ACTIONS

Martial Arts. When Toji takes the Attack action with an unarmed strike or a martial weapon on his turn, he can make one unarmed strike.

Barrage of Strikes (1 Stamina Point). Toji can make three unarmed strikes against a creature within range.

Untraceable Speed. Toji can take the dash action and make a Skill Check he is proficient in.

Pocket Sand (1 Stamina Point). A creature Toji can see within 10 feet of him must make a Constitution Saving throw. On a failure, they take 39 (5d10) piercing damage and are blinded until the beginning of your next turn. On a success, they take half as much damage and are not blinded.

Quick Sweep (1 Stamina Point). After making an unarmed strike, Toji may force the targeted creature to make a Strength saving throw. On a failure, the creature is knocked prone.

Tactical Feint (1 Stamina Point). Toji can feint an attack. A creature that can see you within 15 feet must make a Wisdom saving throw, On a failure, Toji has advantage on his attacks against it until the end of his current turn.

Exploit Weakness (1 Stamina Point). A creature Toji can see within 15 feet of him must make a Performance check contest by Toji's Investigation check. If Toji Succeeds, his attacks score a critical on a 19-20 against that creature for 1 minute.

Adrenaline Rush (1 Stamina Point). For 1 minute Toji can push his body gaining the following benefits.

  • He has advantage in either Strength, Dexterity, or Constitution checks and saving throws (DM choice upon activation).
  • He gains resistance to bludgeoning, slashing, and piercing damage.
  • He deals additional damage with melee weapon attacks equal to 5d10.

Opening (1 Stamina Point). Toji can ignore any AC increases a creature is receiving that doesn't come from unarmored defense or wearing armor until the end of his turn.

Breathing Efficiency (1+ Hit Points). Toji can force his body to work overtime and regain 16 (1d12+10) stamina points up to his maximum. Toji loses an amount of hit points equal to the stamina gained.

Defense Breaker (1 Stamina Point). While a creature is within 30 feet of Toji, he can enhance his tactical skills by reducing his critical radius to 17 when making melee weapon attacks against the creature for 1 minute.

Comet Velocity (1 Stamina Point). Toji can increase his speed to astronomical heights for 1 minute. For the duration, Toji gains the following benefits.

  • His walking speed increases by 300 ft.
  • His attack rolls made against creatures with a passive perception lower than 30 are made with advantage.
  • Creatures with a passive perception below 30 make attacks against Toji with disadvantage.

Adaptable Warrior. Toji can switch one of his maneuvers for another one in the middle of battle.

REACTIONS

Defensive Block (1 Stamina Point). When targeted with a weapon attack, Toji can add his proficiency bonus to his AC until the beginning of his next turn.

Hypersonic Reflexes (1 Stamina Point). When Toji is targeted by an attack roll, he can roll an Acrobatics check. If the roll is equal to or higher than the attack roll, the attack misses and the creature has disadvantage in attack rolls against Toji until the end of their turn.

Divine Reflexes (1 Stamina Point). When Toji is forced to make a saving throw or is being targeted by an attack roll, He can move up to 1955 ft. in any direction he can see. There must be an unobstructed path to the destination. During this movement, Toji does not provoke Opportunity attacks.

Perfect Precognition (1 Stamina Point). Whenever a creature within 60 feet of Toji makes an attack roll against him, he can make a DC 10 + their Strength or Dexterity modifier Insight Check. On a success any weapon attack rolls, they make against Toji are made with disadvantage and their attack rolls suffer from a penalty of 3 for 1 minute. Additionally, if the target has a Dexterity score lower than Toji's passive perception he has advantage on the Insight Check. Toji also has an additional reaction exclusively for using Precognition.

Brace for Impact (1+ Stamina Points). As a reaction to receiving damage from an attack roll or saving throw he can see, Toji can spend up to 6 stamina points to reduce the damage by 10 times the amount of stamina points spent. His movement speed is halved until the end of his next turn.

Instinctual Repulsion (1 Stamina Point). Whenever targeted by a saving throw, Toji can give himself advantage in said saving throw.

Perfect Block and Counter (1 Stamina Point). When being targeted by a melee attack or being hit by a ranged attack, Toji may make a contest weapon attack to parry and succeed if his roll is higher. Successfully parrying a melee attack causes it to miss, and Toji may make a melee weapon attack against said creature as part of the reaction. Successfully parrying a ranged attack reduces the damage you take by Toji's weapon damage die +40 If Toji reduces the damage of a bludgeoning, piercing, or slashing ranged attack to 0, He can choose to redirect it at a creature within 60 feet using his initial attack roll and half the initial damage of the ranged attack.

Executioner's Blow (2 Stamina Points). Whenever a creature is knocked prone within your reach, Toji can make a melee weapon attack. On a hit, they take twice as much damage as they normally would + 50 additional damage.

Haymaker (1 stamina point). When a creature hits a melee attack roll against Toji, He can gain 50 temporary hit points. Right after being hit, Toji then makes a melee weapon attack against the creature. On a hit, said attack deals additional damage equal to a total number of rolls of Toji's effort dice equal to 1/8th of the total damage dealt.

The temporary hit points last until the beginning of his next turn.

Air Jump (1+ Stamina Point). Whenever Toji takes fall damage he can spend up to 20 stamina points to reduce the damage by that amount times 5.

image-2024-11-08-175923666.png
Toji Fushiguro, The sorcerer killer. [[1]]
Toji Fushiguro is a shadowed enigma, a man whose presence alone strikes a quiet, unsettling fear. His demeanor is calm, almost detached, yet his gaze is sharp like a predator assessing his next move. Toji has no trace of cursed energy, making him invisible to traditional detection methods a ghost among sorcerers. His movements are precise, and calculated, as though every step is part of a larger, deadly plan. His motives remain hidden, shrouded in an eerie calm, leaving those around him wondering just how much he already knows and what he's truly capable of.

In his final moments, there’s a defiant glint in his eye, a flash of unwavering pride that drives him to fight despite overwhelming odds. His downfall isn’t due to a lack of strength or skill but his pride, a twisted sense of honor he refuses to abandon. Toji pushes himself to the bitter end, challenging fate itself, as though proving a point to a world that underestimated him. In the end, his pride consumes him, leaving an almost tragic sense of inevitability lingering in the air, like a ghost of the man he was.

Heavenly Restriction.

Toji has 15 levels in the Heavenly Restriction class.

Inventory Curse. Toji wears the Inventory Curse on him which he stores various tools in and 200 Fly Heads he can release as a swarm.

Body Improvements

Alert. Toji cannot be surprised while conscious. Additionally, Toji has a +5 to his passive perception (already included)

Efficient Economist. Toji reduces all stamina point costs by 3 (Minimum of 1).

Sight Velocity. Toji can now calculate his jump distance and height with Dexterity instead of Strength, additionally, his speed increases by 200 ft. (already applied).

Steel-Hard Exterior. Toji reduces all damage but psychic by 30 and he is resistant to all non-magical damage but psychic. Additionally, whenever damage is reduced because of a resistance it is now reduced to 1/3 instead of half.

Otherworldly Senses. Toji has advantage in Perception checks. Attacks do not have advantage against Toji due to not being seen by him. Additionally, he adds 5 to his passive perception (already included).

Heavenly Maneuvers

Beyond Athletic, Superhuman Reflexes, Efficient Body (1 Stamina Point). When Toji makes a Strength, Dexterity, or Constitution check or saving throw, he can grant himself advantage on the roll, if he already has advantage, he can add +5 to the result.

Lasting Intellect (1 Stamina Point). Whenever Toji makes an Intelligence skill check, he can become proficient in said skill for the next 10 minutes. If he already is proficient then he gains expertise instead. If he already has expertise, he will add +3 to the skill.

Unrestricted Intellect (1 Stamina Point). While using Lasting Intellect Toji can focus his mind, This makes it so that if Toji is not proficient in a skill he gains expertise, If he is proficient he gains expertise and adds +3 to the check, and if he has expertise he adds +6 to the check. This lasts 10 minutes.

Disarming Attack (1 Stamina Point). When Toji hits a creature with a melee weapon attack, He can force it to make a Strength saving throw. On a failed save, it drops one item of your choice that is currently holding on the ground at its feet.

Disorienting Blow (1 Stamina Point). Once per turn when Toji hits a creature with a melee weapon attack, he can force them to make a Constitution saving throw. On a failure, the creature takes additional damage equal to 20 and the creature has disadvantage on ability checks and attack rolls until the end of their turn. On a success, they take half as much damage and don't have disadvantage.

Harmful Defense (4 Hit Points). Whenever a maneuver increases Toji's AC or grants disadvantage in attack rolls against him, Toji can add +3 to his AC for the duration of this maneuver.

Speed Limit Break (2+ Hit Points). Whenever a maneuver increases Toji's speed or makes him move, Toji can double the increase or movement by spending 2 hit points per 10 feet increased.

Surprise Attack. (1 Stamina Point). After taking the attack action and using all of his attacks against a single creature, Toji can do a surprise attack a few seconds later. When Toji's turn ends, he can make a melee weapon attack with advantage against that creature at the beginning of the next turn in initiative. Creatures that have already seen this maneuver will not be attacked with advantage.

Mind Force (1 Stamina Point). Toji can force his mind to work more, achieving better results. Whenever Toji makes an Intelligence or Wisdom check or skill check, he can add 1d10 to the roll. He can do this after the roll is made but before he knows if he succeeded or not.

Debilitating Strike (1 Stamina Point). Once per turn as part of making a melee weapon attack, Toji can aim for a creature's head. On a hit, the creature takes additional damage equal to 40 and must succeed in a Constitution saving throw or be Confused until the beginning of Toji's next turn. If they fail by 5 or more, they are Confused for 1 minute instead, being able to remake the Constitution saving throw at the beginning of their turns to leave early.

Knock Down ( 1 Stamina Point). As part of a melee weapon attack, Toji can knock the creature to the ground. On a hit, the creature takes additional damage equal to 93 (2d10+15d10) and must succeed in a Strength saving throw or be knocked prone and have their movement speed reduced to 0 until the beginning of Toji's next turn.

If the creature fails by 5 or more, It automatically fail Dexterity saving throws for the duration.

Uncanny Mindset

Disappearance. Whenever Toji takes the Dash action, He can take the hide action as a bonus action, He has advantage on the hide action when used in this way.

Speedster. The Bonus Movement Speed Toji gains from the Unarmored Movement feature is double (already included).

Untraceable. Whenever Toji is taking the dash action he does not generate opportunity attacks and ranged attack rolls cannot gain advantage against him until the beginning of his next turn.

Uncatchable. Toji has advantage on rolls to avoid being grappled and restrained, and also on rolls to end those conditions.

Relentless Attacker. Toji can make one additional attack during his attack action, however it must be made with a melee weapon or an unarmed strike.

Hardened Body. Whenever a damage reduction is applied Toji adds 10 to the reduction. If he has multiple damage reductions at once this feature will only apply once.

Stalker. Toji can spend a week studying a creature, during each day of the week he can make 3 Investigation checks based on his target. In order to make these checks he must have a steady and reliable source of information about his target (Determined sufficient by the GM). The DC for these Investigation checks is equal to the class level (or CR if they have no levels) of the creature Toji is learning about. If he succeeds at least once a day during this week, He gains the following benefits against said creature:

  • His attack and damage rolls gain a bonus equal to X.
  • Toji gains a bonus against saving throws they force equal to X.
  • The creature’s attack rolls have a penalty equal to X.

The Value of X depends on how many times Toji has succeeded the check during the week. If he passed 7 or more times X is equal to 4. If he has passed 14 or more it's equal to 9. And finally, if he has passed 21 times it is equal to 13. The benefits against said creature end once combat ends. If Toji wants to gain them again he must spend 2 days doing the same checks. He can only be learning about a number of creatures equal to 9.

Opportunist. Whenever Toji makes an opportunity attack, he does so with advantage.

Ambusher. When Toji takes the attack action after successfully hiding from a creature, they will count as surprised until the end of his current turn.

Exploit Distraction. Once per turn. Toji can deal an additional 20d12 to one creature he hits with an attack if he has advantage on the attack roll. The attack must be made with either a finesse or ranged weapon. Toji does not need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated and Toji doesn't have disadvantage on the attack roll.


Feats.

Stamina Beast.

Strong Body, Resilient, Immense Stamina, Overflowing Stamina Reserves., Air Jump, 50 Meters in 3 Seconds!, Untraceable Speed, Surreal Mindsetx3, Very Resistant.

Acrobatic Fighter.

Object's Soul Awareness, Cursed Weapon Wielder.

Improved Durability.

This creature uses the Improved Durability rule.

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Inventory Curse[edit]

Tiny undead (cursed spirit), chaotic evil


Armor Class 10 (natural armor)
Hit Points 8 (4d4)
Speed 10 ft


STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 11 (+0) 4 (-3) 8 (-1) 6 (-2)

Damage Vulnerabilities Radiant
Senses passive Perception 9
Languages Common
Challenge 0 (0 XP)


Cursed Energy. The curse has 2 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of each of it's turns.

Magic Weapons. The Inventory Curse's weapon attacks are magical.

Invisible Force. The Inventory 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. 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 Inventory Curse.

Item Storage This Curse can hold various items for its user. The curse can hold up to 1000 pounds, not exceeding a volume of 128 cubic feet. The curse weights 30 pounds, regardless of its contents. Retriveing an item from the curse requires a free action interact with the item. The curse may also store creatures of medium size or smaller, although they would need to hold their breath as it doesn't have air inside it.

Shrinking This curse is capable of shrinking its own size. This allows for the curse to be hidden by its user. When shrunk down it emits no cursed energy.

ACTIONS

Bite Melee Weapon Attack: +3 to hit. reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage

BONUS ACTIONS

Regeneration. The curse can spend up to 2 Cursed Energy, regaining hit points equal to 5 times the amount spent.

REACTIONS

Regeneration. As a Reaction to suffering damage, the curse uses it's Regeneration.

d8ce9-16906636661318-1920.jpg
A Jujutsu sorcerer using a cursed spirit inventory to take the Playful Cloud.[[2]]


Improved Durability.

This creature uses the Improved Durability rule.

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Swarm of Fly Heads[edit]

Gargantuan swarm of Tiny to Medium undead (cursed spirits), unaligned


Armor Class 8
Hit Points 2000
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 7 (-2) 12 (+1) 12 (+1)

Damage Vulnerabilities radiant
Damage Resistances poison
Condition Immunities grappled, frightened, stunned, prone, charmed, restrained, paralyzed, petrified
Senses passive Perception 11
Languages
Challenge 2 (50 per cursed spirit in the swarm XP)


Quantity over Quality. For every 10 hit points the swarm loses, a random cursed spirit dies (can be the DM's choice).

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

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium Cursed Spirit. The swarm cannot regain hit points or gain temporary hit points.

Magic Weapons. The Swarm's weapon attacks are magical.

Crowd Control Vulnerability. The swarm has disadvantage in saving throws against effects that cover an area of effect, such as a cone, circle or line. Additionally, any damage caused to the swarm by such effects is tripled if the entire area is covered by the swarm.

ACTIONS

Multiattack. The swarm makes two Overwhelming Pressure attacks.

Spacing Issues. As the swarm is too big, not all curses composing it can reach a single target, so the swarm causes less damage the smaller a creature is. A creature takes 1 dice less damage for every size they're smaller than Medium, minimum 1. A creature takes 1 dice extra of damage for every size they are larger than Medium.

Overwhelming Pressure. Melee Weapon Attack: +5 to hit, targets must be within 5 ft. of the swarm or in it's space, hits as many targets as possible. Hit: 16 (3d10 + 3) bludgeoning damage.


image-2024-11-09-171353303.png
A swarm of Fly heads.
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