Geto Suguru, Hidden Inventory (Jujutsu Kaisen Supplement)
Geto Suguru[edit]
Medium humanoid (human), lawful good Armor Class 20 (unarmored defense)
Saving Throws Dex +9, Cha +9 Cursed Energy. Geto has 38 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. Geto regains 1 cursed energy at the beginning of his turns. Evasion. Whenever Geto makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success. 50 Meters In 3 Seconds! Geto has 2 reactions per round. Negative Flow. Whenever Geto is under the effects of the conditions frightened, berserked, bloodlusted, is under half his maximum hit points, missing a limb or in an encounter thats total CR is higher than his level; he will gain 2 temporary cursed energy at the start of his turn which cannot go above 10 cursed energy. Focused Rage. While under any of the circumstances listed in the Negative Flow feat Geto can begin concentrating to increase the temperory cursed energy gained at the start of his turn to 5 cursed energy. When the circumstances listed in Negative Flow end he can no longer concentrate on this feat. (This feat can be concentrated on even while under the bloodlust or berserk conditions) Taijutsu Sorcery. Whenever Geto takes the Attack action on his turn, he may take the Dodge action as a reaction however this Dodge action only causes melee attacks against him to gain disadvantage. If a creature rolls a natural 1 on a melee attack against Geto whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round. Once per turn, Geto can make an unarmed strike or martial weapon attack with advantage. If Geto already had advantage on a unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1 using this feature. Cursed Martial Artist. Geto's unarmed strikes when benefitting from the Cursed Strike enhancement have their critical hit range increased by 1. Additionally, whenever Geto scores a critical hit with an unarmed strike, he can roll one additional unarmed strike damage die when determining the extra damage for the critical hit. If Geto has taken the Attack action on his turn using only unarmed strikes then makes any unarmed strikes as a bonus action which benefits from the Cursed Strike, the enhancements cursed energy cost is reduced by 2 (to a minimum of 1). Cursed Armor. For no action Geto can spend up to 5 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Additionally while Geto has cursed armour active he has resistance to necrotic damage. Cursed Strikes. Geto can spend up to 4 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes. Cursed Infused Spirits. As part of Geto's bonus action, while summoning one of his cursed spirits, Geto may spend up to 5 Cursed Energy to increase the potency of his cursed spirits. The cursed spirit will gain two of the following benefits of his choice for 1 minute:
Perfect Spirit Control.
Cursed Spirit Battle General. Geto gains 5 additional Reactions that he can only use to summon his cursed spirits, use one for reducing damage or command them to take their Reaction ACTIONSMultiattack. Geto makes 2 attacks. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and 6 (1d12) necrotic damage. Exorcise. Geto automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 2 or lower. Basic Barrier (1-5 cursed energy). Geto can spend up to 5 cursed energy, creating 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 Geto may choose to make it smaller if they wish. This barrier has 10 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 equal to 17 and automatically fails saving throws. This barrier lasts 5 minutes. Geto can deactivate his basic barrier at will (no action required). Veil (5 cursed energy). Geto 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. The curtain lasts for 50 minutes. Geto's curtain has a number hit points equal to 30 . This barrier has an AC equal to 17 and automatically fails saving throws. It is also immune to Poison and Psychic damage. Geto may choose to make your curtain smaller in radius, however it cannot be smaller than a 100-foot radius. Cursed Spirit Absorption (1 Cursed Energy). Geto may exorcise a cursed spirit with 20 hitpoints or less within 120 ft. of himself, and transform its soul into a small black orb for Geto to eat. Geto may ignore these conditions if the curse is semi-grade 1 or below . After it he can eat the orb, absorbing the creature, which allows Geto to summon it as an ally to fight for him later. A cursed spirit that is dropped to 0 hit points by radiant damage is exorcised and can no longer be absorbed this way.. Geto is also able to absorb other sorcerer's curses as long as he kills the master first, additionally Geto may have as many cursed spirits as he wants. Each absorbed creature gains the following attributes: Their Cursed Energy is increased by 10. Geto may increase it further by the same amount for each Grade they are above Grade 4 so for grade 1 curses their cursed energy maximum would be increased by 60. They will regain all of their hit points at the end of a long rest. They become immune to being frightened or charmed. They lose their free will and follow each and every command Geto gives them. If they are reduced to 0 hit points they die instantly, and cannot be revived by any means. The creature will gain the Cursed Spirits Invisible Force, Undead Nature, and Cursed Nature Racial trait. Even if they are far away from Geto, he will know if his cursed spirits were exorcised. Additionally, he can choose 5 cursed spirits to gain a +5 bonus to their Strength, and Dexterity, Constitution scores. (Not applied) BONUS ACTIONSMartial Arts. After using the Attack action, Geto can make one unarmed strike. Cursed Blast of Blows. After Geto uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Geto can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn. Cursed Wind Step. Geto 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. Cursed Energy Tracker. Geto 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 Geto to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll Stealth, using Charisma instead of Dexterity, against Geto's Perception. If Geto wins he gets advantage on the saving throw, or the attack roll is made with disadvantage. Cursed Spirit Control. Geto can summon his cursed spirits by spending Cursed Energy equal to their CR, summoning as many as he wants within 30 feet of himself, additionally as part of the same bonus action Geto may give a simple command to all summoned spirits . They cannot use actions on their own. Geto can spend a bonus action to command the summoned creatures to attack, use magic, their innate technique and an action to do something more specific, such as 'protect that creature, grab that, defend that area, etc. Geto may control as many spirits as he wants, and spirits that Geto doesn't control directly will just keep doing something they were doing, such as holding something, concentrating on a spell or technique, or defending themselves to the best of their ability, such as taking the Dodge action. Additionally, Geto can choose to create a swarm directly instead of summoning the number of curses he wants (above 10) and then creating one. The cost of each Swarm is their CR Lastly, if Geto dies then all cursed spirits under his control are set free. Cursed Spirit Battle General. Additionally, when Geto uses his Martial Arts to make an extra unarmed strike or one-handed weapon attack as a Bonus Action, he can command all of his cursed spirits within 10 ft. of himself to also make one melee weapon attack as part of the same action, and when using his Cursed Blast of Blows he can instead command them to take their full Attack Action. REACTIONSCursed Spirit Absorption. Geto uses his Cursed Spirit Absorption feature. Cursed Martial Artist. Whenever a creature fails a melee attack roll against Geto, he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add +5 to the damage roll. Cursed Spirit Block. For x Cursed Energy when Geto takes damage from a weapon attack, spell, melee cursed energy attack roll, ranged cursed energy attack roll, or any saving throws from sources outside his body, he may summon a Cursed Spirit to take the damage for him, reducing it by the current amount of the Cursed Spirits' Hitpoints, with x being the CR of the creature summoned, If the original effect kills the spirit, half of the remaining damage goes to Geto. This feature only works on attacks that travel and can be stopped so attacks like mind control, basilisk stare or making things explode with your mind will bypass this feature. Cursed Spirit Battle General. when summoning a cursed spirit as a Reaction, Geto can immediately command them to perform a Reaction if they have one without expending another Reaction, and they can take their Reaction as if they were being targeted by whatever effect Geto was originally. Alternatively, Geto can have them make one Action or Bonus Action, in which they can only make a single attack, spell, ability, or technique, and can't open Domain Expansions if they have one. Glancing Blows. Once per turn for X cursed energy when Geto takes bludgeoning, piercing, or slashing damage from an attack or effect he can see, he can reduce it by 5 times the amount spent, to a minimum of 1. If Geto reduces the damage to 1 in this way, he can make an unarmed strike at advantage against the attacker if they’re within his reach as part of the same reaction. |
Jujutsu Sorcerer. Geto has 12 levels in the Jujutsu Sorcerer class.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Geto knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.
Cursed Techniques. When a feature refers to Geto's cursed techniques, it refers to Curse Infused Spirits, Cursed Spirit Absorption, Cursed Spirit Control and Cursed Spirit Block. Feats. Geto's feats are: 50 Meters In 3 Seconds!, Strong Body. Cursed Martial Artist, Taijutsu Sorcery. Cursed Energy Tracker, Cursed Energy Concealer, Immense Cursed Energy, Negative Flow, Focused Rage. Improved Durability. This creature uses the Improved Durability rule. |
Geto's Cursed Spirits[edit]
Grade | Cursed Spirit Name | Quantity | Cursed Energy Cost |
---|---|---|---|
Grade 4 | Branches curse | 10 | 1 |
Grade 4 | Cursed Centipedes | 20 | 1 |
Grade 4 | Durable Squid Curse | 10 | 1 |
Grade 4 | Flying Ray Curse | 1 | 1 |
Grade 4 | Grade 4 Curse | 300 | 1 |
Grade 4 | Horned Curse | 1 | 1 |
Grade 4 | Taijutsu Cursed Spirit | 30 | 1 |
Grade 4 | Spore Curse | 10 | 1 |
Grade 4 | Missile Squids | 650 | 1 |
Grade 3 | Cocoon Curse | 1 | 1 |
Grade 3 | Grade 3 Curse | 150 | 1 |
Grade 3 | Huge Curse | 35 | 1 |
Grade 3 | Kissing Curse | 1 | 1 |
Semi Grade 2 | Semi Grade 2 Curse | 50 | 2 |
Grade 2 | Grade 2 Curse | 20 | 4 |
Grade 2 | Hook Worm Curse | 1 | 7 |
Semi Grade 1 | Semi Grade 1 Curse | 7 | 9 |
Grade 1 | Forest Fire Curse | 1 | 14 |
Grade 1 | Necklace Curse | 1 | 12 |
Grade 1 | Mirror Dimension Curse | 1 | 15 |
Grade 1 | Kuchisake Onna | 1 | 8 |
Psuedo Special Grade | Rainbow Dragon | 1 | 14 |
Back to Main Page → 5e Homebrew → Creatures