Gojo Satoru, Hidden Inventory (Jujutsu Kaisen Supplement)
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Gojo Satoru[edit]
Medium humanoid (human), chaotic good Armor Class 20 (unarmored defense)
Saving Throws Dex +10, Cha +10 Cursed Energy. Gojo has 41 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. Gojo regains 1 cursed energy at the beginning of his turns. Tokyo Jujutsu High Learnings. Gojo has enhancements to some of his techniques such as Power Enhancement and Specialized Technique, already stated at their descriptions. 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 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 18. He can only use one teleport per round. He can also use blue as a way to propel him into the air, giving him flying speed equal to his walking speed for 1 minute. After this minute ends, he can spend another 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's sharing Infinity with or that he's currently holding. ACTIONSMultiattack. Gojo makes 2 attacks. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and 6 (1d12) force damage. Infinity (2 Cursed Energy). Gojo encases himself in a gravitational field for 1 minute. 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 1 Cursed Energy and roll a d20. 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 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 (12 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 23 Strength saving throw. On a failure, they take 16d8 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 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 Manipulation (10 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 23 and a creature that succeeds the saving throw still is moved half as much as it would on a failure. Exorcise. Gojo automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 2 or lower. BONUS ACTIONSMartial Arts. After using the Attack action, Gojo can make one unarmed strike. Cursed Armor. Gojo can spend up to 5 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Cursed Blast of Blows. After Gojo uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action. Cursed Patient Defense. Gojo can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn. Cursed Wind Step. Gojo 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. Infinity Pressure. While infinity is active or while Gojo activates it, he may spend up to 5 Cursed Energy to increase it's density and sheer force. Every creature that starts their turn within 5ft. of him must make a DC 23 Strength saving throw. On a failure, they take force damage equal to 5 x the Cursed Energy spent, are pushed back 5 ft. and are knocked prone. On a success, they take half as much damage and are not prone. If knocked against a wall of stone or solid surface, their saving throw becomes against being incapacitated and having their movement speed reduced to 0, as they are crushed against the wall, and for every damage the creature suffers the object or wall behind it suffers the same damage in either situation or failure. Gojo must spend Cursed Energy equal to the initial amount spent at the beginning of his turns to keep this form of infinity active. This feature does not benefit from Chanting or increases to damage die tiers. REACTIONSCursed Armor. As a reaction against being targetted by an attack or damaging saving throw, Gojo uses his cursed armor. Infinity (2 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 (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 miss. |
In August 2006, Tengen has found a perfect match, so a mission is given to Satoru Gojo and Suguru Geto in which they need to escort the Star Plasma Vessel to Tengen. Their teacher, Yaga Masamichi, explains that Master Tengen's cursed technique tries to force it's user to change bodies. Every five hundred years, Master Tengen must merge with a compatible Star Plasma Vessel. The mission is to escort the girl to Master Tengen so they do not ascend to a new state and become an enemy to humanity. Master Tengen's barrier techniques are crucial to protecting the pillars of the jujutsu world. Only the strongest, Satoru and Suguru can handle such an important task. [2] Throughout the mission, Satoru and Suguru fight off numerous curse users and organizations aiming to eliminate the Star Plasma Vessel, Riko Amanai, with Satoru never letting his guard down nor deactivating his technique the entire time, which proves extremely tiring; nevertheless, they reach Jujutsu High safely, finally allowing Gojo to rest. However, at the exact moment Satoru let's his guard down, he is stabbed through the chest with a sword by Toji Zenin, who was waiting for this moment. Gojo fights with Toji while Geto escorts Riko to Tengen, but the confrontation doesn't end well for Satoru, who ends up defeated by the Heavenly Restriction user, who made use of the special grade cursed tool Inverted Spear of Heaven to bypass Gojo's Infinity and leave him at the brink of death. 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. 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, Immense Cursed Energy, Cursed Enhanced Body, Falling Blossom Emotion (Damage Threshold: 70), Cursed Energy Tracker, 50 Meters In 3 Seconds! |
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