Geto Suguru (JJK0) (Jujutsu Kaisen Supplement)

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Geto Suguru[edit]

Medium humanoid (human), chaotic neutral


Armor Class 28 (unarmored defense)
Hit Points 820 (40d10 + 600)
Speed 90 ft.


STR DEX CON INT WIS CHA
24 (+7) 22 (+6) 22 (+6) 18 (+4) 18 (+4) 26 (+8)

Saving Throws Str +13, Dex +12, Cha +14
Skills Acrobatics +12, Arcana +10, Athletics +13, Deception +14, Insight +10, Investigation +10, Perception +10, Performance +14, Persuasion +20, Religion +16, Stealth +12
Proficiency Bonus +6
Senses passive Perception 13
Languages Common
Challenge 20 (25,000 XP)


Cursed Energy. Geto has 76 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/Brawn. Whenever Geto makes a Dexterity or Strength 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.

Acrobatic Fighter. Whenever Geto 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 on a hit. If there are not any solid surfaces, Geto may use half of his movement speed to drop to the ground on his hands, extending his legs up and making a powerful kick. Also, once per turn, whenever Geto falls onto a creature, he can make a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature.

Strong Body. Geto reduces all non-magic damage he takes but psychic by 10. This also affects magical damage if he is using cursed armor.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Geto can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:

  • The feature’s number of damage dice increases by 4.
  • The feature’s range increases by 5 times 9 in feet.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 9 rounds.

Cursed Enhanced Body Whenever Geto makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may spend Cursed Energy up to 8 as a reaction to add the number of energy spent as a bonus to the saving throw. When attacking with his unarmed strikes or weapons he is proficient with, he may add +4 to his attack and damage rolls. This only applies if he currently has 1 cursed energy or more.

Cursed Energy Reinforcement Geto must have 1 ce for these effects to be applied

  • When Geto makes a Strength, Dexterity or Constitution ability check, Geto may add +8 to it.
  • When calculating his jump distance and height, Geto may add his Charisma score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.
  • Geto may add his Charisma score when determining his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
  • Whenever Geto is calculating his AC through Unarmored Defense, he may add half of his Charisma modifier to the final result. This second instance of adding his Charisma score counts as if he was using two separate ability scores for the purposes of other features and rules. (Applied)
  • The Curse-Empowered Strikes class feature now inflicts an additional die of damage. The damage from Curse-Empowered Strikes may be either necrotic or bludgeoning.
  • Geto gains an extra reaction. This extra reaction can only be used to provide a bonus to his saving throws from the feature found in the Cursed Enhanced Body feat.

Colossal Physique.

  • Geto counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Geto can add your proficiency to all Strength checks you make.
  • Once per turn as part of a successful melee attack, Geto can force the creature hit to make a DC 22 Strength saving throw. On a failure, they are knocked back 70ft. in a direction of his choice. *If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Geto makes a Strength check or saving throw, Geto can give himself advantage on the roll. He can do this 7 times per long rest.

Human Wall (6/Long Rest) When Geto would be reduced to 0 hit points, he may instead fall to (1d10 + 6) hit points instead. Geto also has advantage on Constitution saving throws.

Slam Master.

Brute Slam. Once per turn as part of an unarmed strike, Geto may make a grapple attempt against a creature. If he succeeds, he may pick up the creature and slam them against a solid surface within 10 ft. of himself, such as the ground or a wall, dealing another roll of his unarmed strike in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.

Heavy Slam. Whenever Geto takes the Attack action against a creature he is currently grappling with, he may forgo an attack to violently slam the creature into the ground. He makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, his opponent is driven into the earth beneath himself ending your grapple early, taking bludgeoning damage equal to two rolls of Geto's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from his iron grasp, causing his grapple to end early and the creature may move an additional 5 ft. away from Geto as part of their successful check. If he scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of his unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of his next turn.

Heavy Finisher. Once per round as part of hitting a melee attack, Geto can spend up to 8 cursed energy to make his target make a DC 23 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are thrown back 20 times his Strength modifier + the amount of energy spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone.

If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.

Geto can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting an melee attack against a prone creature, Geto can spend up to 8 cursed energy to force his target to make a DC 22 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of Geto's next turn. If they fail by 5 or more, they are also Confused until the beginning of his next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

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 4 temporary cursed energy at the start of his turn which cannot go above 19 cursed energy.

Focused Rage. While under any of the circumstances listed in the Negative Flow feat Geto can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 8 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 8 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 6 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 8 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:

  • A bonus to their attack rolls equal to the energy spent.
  • A bonus to damage rolls equal to the energy spent.
  • Extra 5 feet movement speed per energy spent.
  • Any DCs they have are increased by an amount equal to half the energy spent (rounded down).

Perfect Spirit Control.

  • Geto's cursed spirits cost is reduced by 8 (minimum 1 Cursed Energy).
  • When Geto summons a cursed spirit, he may give it a command as part of the same action, and the command will be a complex or simple one depending on the action Geto used (ie. if he summons it with an *Action you he give it a complex command, and a simple one with a Bonus Action).
  • When Geto summons a Grade 4 or Grade 3 cursed spirit, he may also summon up to 16 curses for only the Cursed Energy cost of the first one, if all of them would have an equal cost or less.

Cursed Spirit Battle General. Geto gains 8 additional Reactions that he can only use to summon his cursed spirits, use one for reducing damage or command them to take their Reaction

ACTIONS

Multiattack. Geto makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage

Exorcise. Geto automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower.

Playful Cloud. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 40 (2d8 + 32) bludgeoning damage and 6 (1d12) necrotic damage.

Basic Barrier (1-8 cursed energy). Geto can spend up to 8 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 22 and automatically fails saving throws. This barrier lasts 8 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 80 minutes. Geto's curtain has a number hit points equal to 80 . This barrier has an AC equal to 22 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 48 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 16. 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 8 cursed spirits to gain a +8 bonus to their Strength, and Dexterity, Constitution scores. (Not applied)

Maximum Uzumaki (2-20 cursed energy). For 2 cursed energy per cursed spirit in Uzumaki to a maximum of 20 cursed energy, Geto can put any number of his cursed spirits(minimum 1) into a dark spiral-like pattern that he can use in an attack. Every creature in a 30 times every cursed spirit used foot cone must make a Dexterity saving throw. On a failure, they take 1d12 necrotic damage per cursed spirit used in Uzumaki. On a success, they take half as much damage.

A cursed spirit above CR 1 may be treated as an amount of spirits equal to its CR.

This feature treats immunity as resistance and resistances as if you were hitting a creature normally. Geto can add as many cursed spirits as he wants. The damage dice of Uzumaki cannot exceed 60 before outside increases unless Geto is above 20th level or has been possessed by Tamomo no Mae.

All of the cursed spirits that were used in the Uzumaki cannot be used anymore since they are spent. However, Geto can choose to obtain any cursed techniques or spellcasting abilities they had. Spells cost are their level times two in cursed energy, while cursed techniques cost as much as it would for the curse. Geto can have up to three cursed techniques or spellcasting abilities before needing to forget one to gain another. Right after the first use of the spellcasting ability or the cursed technique, Geto loses said feature and gains a free technique slot. Both Uzumaki variations share these three slots.

This technique deals twice as much damage to objects and structures.

BONUS ACTIONS

Maximum Output. Geto can spend Cursed Energy equal to the original cost of one of his lapse, reversal, or extension techniques twice. The first time he pays this cost any reductions that apply to the technique are applied, the second time none are applied. Doing this will amplify its cursed energy output, making it gain two of the following benefits the next time it's cast:

  • The technique's range and area of effect is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch-based techniques.
  • The technique's damage dice is increased by half of its original dice or damage bonus if the technique is a flat damage rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by +3.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

Cursed Weapon Enhancement. Geto may spend up to 6 cursed energy to add to a melee weapon Geto is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent.

Martial 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.

REACTIONS

Cursed 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 +8 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.

image-2024-12-16-153147279.png
"Damn womanizer"

Jujutsu Sorcerer.

Geto has 20 levels in the Jujutsu Sorcerer class.

Tokyo Jujutsu High

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.

  • Power Enhancement. Geto can now spend up to 6 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Economy. The cursed energy cost of the technique is now reduced by 6 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Geto can spend up to 6 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.
  • Specialized Technique. Geto can choose a technique of his choosing to become his favourite technique granting him the following benefits: The damage die of the technique is increased by 8 damage die, the range of the technique is increased by 30ft. and finally the technique's cursed energy cost is halved rounded up.

Cursed Techniques.

When a feature refers to Geto's cursed techniques, it refers to Curse Infused Spirits, Cursed Spirit Absorption, Cursed Spirit Control, Cursed Spirit Block and Maximum Uzumaki.

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.

Cursed Energy Manipulator.

Basic Barrier.

Improved Durability.

This creature uses the Improved Durability rule.


Geto's Cursed Spirits[edit]

A breakdown of Geto's 6462 cursed spirits
Grade Cursed Spirit Name Quantity Cursed Energy Cost
Grade 4 Inventory Curse 1 1
Grade 4 Branches curse 60 1
Grade 4 Paralysis Curse 60 1
Grade 4 Eyeball Curse 30 1
Grade 4 Small Ray Curse 50 1
Grade 4 Cursed Centipedes 50 1
Grade 4 Durable Squid Curse 30 1
Grade 4 Flying Ray Curse 1 1
Grade 4 Grade 4 Curse 2400 1
Grade 4 Horned Curse 1 1
Grade 4 Taijutsu Cursed Spirit 60 1
Grade 4 Spore Curse 60 1
Grade 4 Missile Squids 1000 1
Grade 3 Cocoon Curse 1 1
Grade 3 Cod-Piece Curse 70 1
Grade 3 Regenerating Curse 100 1
Grade 3 Grade 3 Curse 1200 1
Grade 3 Huge Curse 100 1
Grade 3 Kissing Curse 1 1
Semi Grade 2 Semi Grade 2 Curse 650 2
Semi Grade 2 Floating Catfish Curse 2 2
Grade 2 Grade 2 Curse 380 4
Grade 2 Flying Bird Curse 1 7
Semi Grade 1 Semi Grade 1 Curse 110 9
Semi Grade 1 Zomba Curse 1 9
Semi Grade 1 Furry Lumpy Curse 1 9
Grade 1 Forest Fire Curse 1 14
Grade 1 Grade 1 Curse 35 14
Grade 1 Necklace Curse 1 12
Grade 1 Mirror Dimension Curse 1 15
Grade 1 Blindness Curse 1 15
Grade 1 Kuchisake Onna 1 8
Special Grade Samurai Curse 1 14
Special Grade Tamomo no Mae Incarnate 1 14
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