Geto Suguru (Jujutsu Kaisen Supplement)

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Geto Suguru[edit]

Medium humanoid (human), chaotic neutral


Armor Class 24 (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 24 (62,000 XP)


Disclaimer for Wiki Staff. Do not add this to the JJK supplement, I am using this sheet for a BBEG for a campaign and do not want my players to find it.

Cursed Energy. Geto has 102 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.

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 Weapon Wielder.

  • Any weapon attacks using a Cursed Tool have their critical hit range increased by 1 (Ex. A Semi-Grade Cursed Katana would now score a critical hit on a roll of 20, Geto may now score a critical hit on a roll of 19 or 20).
  • If Geto rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of your attack using the same Cursed Tool that he scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if he would score a natural 20 on the attack roll for the attack.

Swarms Master. When Geto makes a swarm out of a single type of cursed spirits (such as the Paralysis Curse), the swarm will be able to use the curse's unique traits, such as special actions or reactions or a special type of movement speed such as flight. When the swarm uses any feature that deals damage this way, it's damage or damage dice number will be doubled, and that for every 10 extra spirits in the swarm that amount will be added again. The damage can only be increased this way 6 times. If the feature requires a saving throw to be made, the targeted creatures will roll it with disadvantage. For any features that require Cursed Energy, the swarm will have an amount of it equal to what a single curse composing it would have, and it spends the regular amount.

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.

Barrier Master (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 20 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 96. 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 DC 22 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.

vo3ufchk0lje1.jpeg
Geto with his vengeful cursed spirit Gojo Satoru.

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. (Apply these)

  • 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:

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body, Human Wall, Resilient.

Taijutsu Sorcery, Acrobatic Fighter, Slam Master, Cursed Martial Artist, Heavy Finisher.

Cursed Weapon Wielder.

Swarms Master.

Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer.

Basic Barrier, Barrier Master.

Cursed Energy Manipulator x2, Cursed Enhanced Body,Improved Cursed Energy Output.

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 1
Semi Grade 2 Floating Catfish Curse 2 1
Grade 2 Grade 2 Curse 380 1
Grade 2 Flying Bird Curse 1 5
Semi Grade 1 Semi Grade 1 Curse 110 6
Semi Grade 1 Zomba Curse 1 7
Semi Grade 1 Furry Lumpy Curse 1 8
Grade 1 Forest Fire Curse 1 11
Grade 1 Grade 1 Curse 36 10
Grade 1 Necklace Curse 1 9
Grade 1 Mirror Dimension Curse 1 12
Grade 1 Blindness Curse 1 10
Special Grade Samurai Curse 1 14
Special Grade Tamomo no Mae Incarnate 1 15
Special Grade Vengeful Cursed Spirit Gojo Satoru 1 17
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Vengeful Cursed Spirit Gojo Satoru[edit]

Medium humanoid (human), chaotic good


Armor Class 25 (Natural Armor)
Hit Points 332 (35d8 + 175)
Speed 80 ft.


STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 20 (+5) 7 (-2) 8 (-1) 30 (+10)

Saving Throws Dex +15, Cha +18
Skills Acrobatics +15, Arcana +6, Investigation +6, Perception +15, Performance +18, Persuasion +18
Proficiency Bonus +8
Senses Truesight 60 ft., passive Perception 25
Languages Common
Challenge 25 (75,000 XP)


Cursed Energy. Gojo has 112 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Improved Curse Energy Recovery. Gojo regains 5 cursed energy at the beginning of his turns.

Cursed Armor. For no action Gojo can spend up to 1 cursed energy gaining 10 temporary hitpoints for every 0.1 cursed energy spent. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

Evasion. Whenever Gojo makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Maximum Output. Gojo may use Maximum Output on any of the following techniques: Infinity, Blue and Blue Manipulation.

Teleport Technique. When Gojo takes the movement action, he can spend 0.1 cursed energy to teleport to the location, causing him to not provoke opportunity attacks. The first attack roll he does after taking the teleport action is made with advantage unless the target has a higher passive perception than 26. He can only use one Teleport Technique, in any form, once per round.

Blue Infused Strikes. Whenever Gojo hits an unarmed strike, he can spend 1.2 cursed energy to automatically make the strike be considered a critical hit, this does not count as a critical hit for other features that interact with them, it only doubles the damage dice. Once per round he can spend an additional 0.6 energy to force a target within 15 ft. of the strike to make a DC 26 Strength saving throw, on a failure they are pulled into his reach.

Blue Flight. When Gojo moves and for 0.6 Cursed Energy, he can use blue as a way to propel himself into the air, giving him flying speed equal to his walking speed for 1 minute. After this minute ends, he can spend another 0.1 Cursed Energy to keep this active for an additional minute, and so on. He can also grant this benefit to the other creatures he is sharing Infinity with or that he is currently holding.

Delayed Explosions. Whenever Gojo uses his Blue technique, he may reduce their size and make them not explode, delaying them. All hostile creatures must make a DC 26 Perception check. If any feature raises the delayed technique's DC or imposes disadvantage on the targeted creatures, it also affects this check. On a failure, they don't notice it and think it already exploded, vanished, or missed. He may choose for the technique to activate as normal, and only afterwards enter its delayed state. Blue does not keep its lingering effect when used this way. While in this delayed state, once per turn he may move the delayed technique during his turn, no action required, through the air, up to yhis movement speed. A technique can be delayed like this for up to 10 rounds. He may spend a bonus action to make them explode, doubling their effect's range, and imposing disadvantage on the saving throw, also ignoring features like Evasion. If the creature succeeds in the Perception check, it may make its saving throw as normal. While in their delayed state, his Blue has an AC of 26. It automatically fails all saving throws, and it is immune psychic and poison damage. If it takes damage in this form, it will explode prematurely.

Simultaneous Casting. When Gojo casts Blue he may pay its cost an additional 5 times, creating an additional Blue within 5ft. of the initial blue for each additional time he pay the cost. The additional blues will deal the damage of the original and will not restrain the target. Alternatively, he can shoot them like projectiles following the rules for cursed projectiles but they do his blues damage, and these attacks can replace any number of attacks on his turn.

He may not use Delayed Explosions, Maximum Output, Chanting, or any damage- increasing features or effects, including those from Domain Expansions or Tokyo School, on a Blue cast in this way.

Cursed Enhanced Body. As long as Gojo has 0.1 cursed energy or more, he may add 2 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied).

ACTIONS

Multiattack. Gojo makes 3 attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage and 6 (1d12) force damage.

Infinity (1 Cursed Energy). Gojo encases himself in a gravitational field, this can be done indefinitely but requires him to pay 0.1 cursed energy at the start of his turns to maintain it. Whenever he is targeted by a weapon, spell, cursed energy attack roll or any saving throws from sources outside his body, he may use spend 0.1 Cursed Energy to roll 2d20 and pick the lowest number. On a 4 or higher, any attacks or spells made against him automatically fail to hit or harm him in any physical way. Gojo may spend 0.6 additional Cursed Energy when using this feature to automatically roll a 20. When Gojo takes the Dodge action while Infinity is activated, he may use his Infinity to defend all creatures within his reach alongside himself. This feature only works on things that travel and can be stopped. Abilities that do not physically travel will not be stopped by Infinity.

Blue (1.2 Cursed Energy). Gojo causes gravity to bend within 30ft of him causing a blue sphere with a 10 ft. circle radius to draw everything towards it for 1 minute. All creatures within this area must make a DC 26 Strength saving throw. On a failure, they take 20d10 force damage, are restrained until the end of their next turn, and are pulled to an open space closest to the center of the sphere. On a success, they take half as much damage, are not restrained and are only moved half as much. A creature can retry this saving throw at the end of each of their turns. If they succeed, they take half the damage and exit the sphere. If they fail, they remain there without being able to move. Any creatures that enter the sphere's range must also make the Strength saving throw. Gojo can dispel this technique as free action. When Gojo uses this technique in its Maximum Output form, he may spend an bonus action to move the sphere anywhere within 30 ft. of the original place. All creatures currently stuck in the sphere will be moved as well, and any creatures caught in the range of the sphere moving must do the saving throw. Additionally, while it lingers, failed resaves apply the damage of blue again. Power Enhancement: Gojo may spend additional Cursed Energy up to 0.5 on this technique, increasing the damage dice by 1 for each Energy spent. Specialized technique: this technique's damage dice increase by Gojo's Charisma modifier (already included).

  • Blue Redirection. Whenever a projectile, ranged attack roll, or spell/technique with a line area passes through Blue's area of effect, it is attracted to the center of the sphere. If said technique or attack would deal less damage than Blue, it is pulled in and stopped completely, missing its target in the case of an attack and being cut short in case of a line effect. If it is a projectile, it also takes Blue's damage. In the case of a line effect, it now changes its trajectory, with its area starting from the first point where it entered Blue's area of effect and ending at the center of the sphere. If any other creatures are in that area, they are affected by the line effect as normal. If the attack or line effect would deal more damage than Blue, it ignores this and works as normal, but its damage is reduced by Blue's damage.

Falling Blossom Emotion (1 Cursed Energy.) Gojo activates Falling Blossom Emotion for 1 minute, preventing the domain expansions sure hit feature from effecting him. This prevents any Cursed Energy attack rolls from automatically hitting him and prevents him from automatically failing any Cursed Energy saves caused by the Domain Expansion. He gains a special damage reduction of 200 that applies to the sure hit effect for the duration of this technique. If the damage from the Domain Expansion does not exceed the damage reduction, its damage will be negated and any effects it would apply are negated as well. This feature cannot prevent the effects or damage of anything non-physical, such as a mental attack which does psychic damage.

Falling Blossom Emotion Offensive Variant (0.5 Cursed Energy). Gojo surrounds himself with cursed energy and prepare to make counterattacks for the next minute. When he receives an attack roll, he can use his reaction to make one melee weapon attack with an advantage. On a hit, the attack is considered as a critical hit and will deal its damage as force damage. After making this counterattack he cannot make another until he uses an action to ready it.

Blue Manipulation (1 Cursed Energy). Gojo can use precisely manipulate his Blue in order to cast telekinesis. The distance Gojo can move anything he has grabbed is 75 ft, his DC for this technique is 26 and a creature that succeeds the saving throw still is moved half as much as it would on a failure.

Teleport Technique (1 Cursed Energy.) Gojo can cast teleport as an action, targeting any place on the planet.

Exorcise. Gojo automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 2 or lower.

Void (0.5 Cursed Energy). Gojo manifests his innate domain in an enclosed space no greater than 90 ft. His innate domain fills the space and lasts until it is dispelled (which he can do at will with no action required), he falls unconscious, or he dies. The area of his Innate Domain cannot overlap with the area of a Domain Expansion.

BONUS ACTIONS

Blue Augmented Speed. Gojo can spend up to 2 Cursed Energy, gaining 10 ft. of movement speed for every 0.1 energy spent and lasts one round for every 0.2 cursed energy spent (rounded down).

Martial Arts. After using the Attack action, Gojo can make one unarmed strike.

Cursed Blast of Blows. After Gojo uses the Attack action, he can spend 0.3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Gojo can spend 0.3 Cursed Energy to take the Dodge action as a bonus action on his turn.

Cursed Wind Step. Gojo can spend 0.3 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.

REACTIONS

Cursed Armor. As a reaction against being targetted by an attack or damaging saving throw, Gojo uses his cursed armor.

Infinity (1 Cursed Energy). When being targeted by an attack or effect that would cause Gojo damage that he can see, he activates his Infinity.

Teleport Technique (0.5 Cursed Energy). When Gojo is targeted by an attack, he may teleport to an empty space up to his movement speed in feet, causing the attack to potentially miss if he leaves its range or area. If it was an attack roll, he must make a Dexterity check against the attack roll, successfully escaping it on a success. If it was a saving throw or effect, he makes a Dexterity check against the Save DC of the effect or saving throw, on a success avoiding the effect. If he fails the Dexterity check, he will still be subject to the effect, teleporting after it occurs.

Cursed Enhanced Body (0.1-1 Cursed Energy). Whenever Gojo makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent x 10 as a bonus to the saving throw.

Gojo Satoru after coming back as a vengeful cursed spirit

Innate Domain: Void

Gojo's innate domain is a void that is completely absent of light, any creature that is unable to see through magical darkness will be blinded whilst inside it.

Jujutsu Sorcerer.

Gojo has 20 levels in the Jujutsu Sorcerer class.

Blue Manipulation. The following features more detail on Gojo's Blue Manipulation:

If Gojo attempts to throw an object at someone in it's range, he may treat the object as if it is under the effects of the Animate Object spell, dealing damage respective to it's size. Additionally, objects he manipulates that otherwise lack statblocks can use these statblocks if someone should attack them. For the purposes of commanding gargantuan objects (something normally impossible with Animate Objects), he can refer to this statblock:

HP: 120 - AC: 8

STR: 22 - DEX: 4

Throw Attack: The creature must make a DC 15 Dexterity saving throw, on a failure they take 4d12+6 bludgeoning damage and half as much on a success.

If Gojo attempts to throw a person at another person or object, they will be treated as a medium object regardless of size, and the damage dealt will be dealt back onto them.

Additionally, for every 10 feet an object travels whilst closing the distance to its target, it gains an additional d8 of damage, up to a maximum of 12d8.

This can be used out of combat to freely manipulate tiny objects at no cost.

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

Gojo 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. Gojo can now spend up to 0.4 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 4 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Gojo can spend up to 0.4 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.
  • Specialized Technique. Gojo can choose a technique of his choosing to become his favorite technique granting him the following benefits: The damage die of the technique is increased by 5 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 Gojo's cursed techniques, it refers to Infinity, Blue and Blue Manipulation.

Feats. Gojo's feats are:

Six Eyes (Canon Variant).

50 Meters In 3 Seconds!.

Immense Cursed Energy

Cursed Enhanced Body, Falling Blossom Emotion, Innate Domain.

Improved Durability.

This creature uses the Improved Durability rule.

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