Gojo Satoru (Jujutsu Kaisen Supplement)

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Gojo Satoru[edit]

Medium humanoid (human), chaotic good


Armor Class 35 (Unarmored Defense)
Hit Points 1500 (60d10 + 1,200)
Speed 205 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 20 (+5) 20 (+5) 30 (+10)

Saving Throws Str +19, Dex +19, Con +19, Cha +19
Skills Acrobatics +19, Arcana +14, Investigation +14, Perception +23, Performance +19, Persuasion +19, Sleight of Hand +19
Proficiency Bonus +9
Senses Truesight 60 ft., passive Perception 48
Languages Common
Challenge 30 (155,000 XP)


Cursed Energy. Satoru has 133 cursed energy which he can expend.

Enhanced Cursed Energy Regeneration. Satoru regains 5 cursed energy at the beginning of his turns, which cannot exceed his maximum.

Cursed Armor. Satoru can spend up to 11 cursed energy to give itself temporary hit points equal to the cursed energy spent times 20 for 1 minute (no action required). For the duration, he has resistance to force damage and more four damage types of his choice that can't be necrotic or radiant damage. Satoru regains 18 of those temporary hit points at the beginning of his turns, not being able to overcome the maximum amount. Satoru can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Satoru gains Damage Reduction equal to his Charisma modifier added twice while it is active.

Cursed Strike. When making an Unarmed Strike, Satoru may spend up to 10 Cursed Energy, adding 11 (2d10) Necrotic damage to its damage per cursed energy spent, adding 20 Necrotic damage to its damage, increasing its critical range by 1, and adding a +1 to the attack roll per 2 dice the cursed strike has. This may also be used when the creature hits a Nat 20. This energy persists until he hits a target or 1 minute has passed. He may choose to change the damage type to force instead of necrotic. Satoru can also expend 4 additional cursed energy to increase the +20 to +40 in the damage roll.

Curse-Empowered Strikes. Satoru's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 2d12 extra force damage (already included).

Expert of Manipulation. Whenever a feature has a set amount of energy that can be spent, Satoru can spend 1 additional cursed energy on it.

Taijutsu Initiate. Whenever Satoru spends cursed energy into his cursed strike feature, it counts as if he has spent 8 cursed energy instead. However, it still cannot add more than the normal dice limit to the damage via this method.

Taido Martial Arts. Satoru can use the Cursed Blast of Blows, Cursed Patient Defense or Cursed Wind Step Cursed Martial Arts without expending Cursed Energy once per turn

Cursed Rain of Blows. Whenever Satoru uses Cursed Blast of Blows, as a Free Action, he may spend cursed energy up to half of your proficiency bonus, rounded down, making a number of additional unarmed strikes or weapon attacks.

Jab. Once per round, when Satoru makes an unarmed strike, he may perform a jab. This attack deals half damage but forces the target to react, giving him a strategic advantage.

  • If the jab hits, his next melee attack against the same target before the end of his next turn is made with advantage.
  • If the jab misses, his next melee attack is made normally, but the target does not gain an opportunity attack against him if they normally would.

Liver Shot (2 Cursed Energy). Once per round when Satoru hits a creature with an unarmed strike, he may force them to make a DC 27 Constitution saving throw. On a failure, they have disadvantage on their next melee attack or Dexterity-based ability check.

Sweep Kick (2 Cursed Energy). Once per round when Satoru makes an unarmed strike, he may attempt a sweep kick. On a hit, the target must make a DC 27 Dexterity saving throw with disadvantage. On a failure, they are knocked prone. If they are already prone, they take extra damage equal to his Strength or Dexterity modifier.

Renewal Taekwondo: Bo-Bup. As a free action when Satoru uses Cursed Wind Step, he may spend an additional 3 cursed energy to activate Bo-Bup. Instead of normal movement, he instantly appear in an unoccupied space within his movement range, ignoring opportunity attacks. If he moves at least 30 feet, you gain one of the following effects until the start of your next turn:

  • Phantom Step. Satoru gains a bonus of +2 to his AC, and if an enemy makes and misses an attack against him, he may use his reaction to move 5 feet without provoking opportunity attacks.
  • Mirage Image. Satoru leaves behind an afterimage. The next melee attack against him is made with disadvantage.

Teleport Technique. When Satoru 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 27. 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.

Cursed Blast. Once per turn, Satoru can raise the limit of one Cursed Strike to 18.

Strong Throw (3 Cursed Energy). In place of an attack, Satoru can choose a creature or object of a size up to 1 size category larger than him within his unarmed strike reach, and make an athletics check contested by their athletics or acrobatics(their choice) or a set DC for objects, 5 for tiny, 7 for small, 10 for medium, 15 for large, 20 for huge, and 25 for gargantuan. On a success, he can throw the creature or object up to 60 feet, dealing Xd6 bludgeoning damage to them and anyone in the path they’re thrown in who fails a Dexterity saving throw, where X is his Strength modifier times the creature or objects size category number above small (minimum of 1), so 1 for medium, 2 for large, 3 for huge, and 4 for gargantuan. The d6s become D8s if the target is large, d10s if they’re huge, and d12s if they’re gargantuan. The cost also increases, to 4 cursed energy if the target is large, 5 if they’re huge, and 6 if they’re gargantuan.

Cursed Stomp. At the beginning of his turn, Satoru may reduce his movement speed to 20ft until the end of the turn, and delegate all of his unarmed strikes for the duration to be downward stomping kicks. For the duration, whenever he make an unarmed strike, it will now be a stomping kick attack, if he is attacking a creature that is prone, his critical hit radius will be reduced by 1. However, whenever he misses an unarmed strike attack roll, he will instead stomp the ground (if applicable), causing his unarmed strike to hit the ground and expending any features on his unarmed strike that would be normally expended (Such as Cursed Strikes, and all creatures within a 5ft radius except for him must make a DC 27 Constitution saving throw, on a success they are unaffected, on a failure they will take half of his unarmed strikes damage.

Running Drop Kick (5 Cursed Energy). Once per round when Satoru makes an unarmed strike with an attack on his attack action, he may force the creature to make a DC 27 Strength saving throw. On a success, they are unaffected. On a failure, they take a d6 bludgeoning damage for every 20 feet moved immediately before the unarmed strike, and are pushed directly back a number of feet equal to 5 feet for every 20 feet moved immediately before the unarmed strike. A creature automatically succeeds the saving throw if they did not take any damage from the unarmed strike. The damage from this feature cannot exceed 10 damage dice.

Evasion. Whenever Satoru is forced to make a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Blue Infused Strikes (12 Cursed Energy). Whenever Satoru hits an unarmed strike, he can make it be considered a critical hit for its damage. Additionally, he can spend 6 more cursed energy as a part of a Blue Infused Strike to force a target within 15 feet to make a Strength saving throw. On a failure, they are pulled into his reach. On a success, they are not moved. This unarmed strike has its Black Flash range reduced by 1.

Otherwordly Efficiency. Every time Satoru spends cursed energy in a feature it counts as if he has spent twice as much, however the maximum amount he can reach remains the same. Additionally, Satoru reduces all cursed energy he spends by 9 (to a minimum of 1).

Simultaneous Casting. When Satoru casts Blue or Red he may pay its cost up to 5 additional times, creating an additional Blue or red within 5ft. of the initial blue or red for each additional time he pays the cost. The additional blues or reds will deal the damage of the original and will not restrain or knock the target prone. Alternatively, Satoru can shoot them like projectiles following the rules for cursed projectiles but they do blue or red's damage, and these attacks can replace any number of attacks on Satoru's turn.

Cursed Adrenaline Rush(1/long rest). At the beginning of his turn if he's at or below half his maximum hitpoints, Satoru can decide to have a Cursed Adrenaline Rush. For 1 minute, Satoru gains 765 temporary hit points, his movement speed doubles, he no longer needs to spend Cursed Energy in his Cursed Strikes, and either his Strength or Dexterity score increases by 4. At the end of this period, he needs to make a DC 30 Constitution saving throw, gaining 3 levels of exhaustion on a failure.

Master of Manipulation. When Satoru uses any features that use cursed energy, he may choose for their action cost to be reduced by 1(full round action->action->bonus action->free action->he gains one additional free action just for using said feature). If this would reduce the action cost of a reaction, he gains 1 additional reaction only for using said reaction. Additionally, Satoru can spend up to 10 cursed energy whenever he's using a cursed energy feature that's not a cursed technique to increase its DC by the amount spent.

50 Meters In 3 Seconds!/Speed Supremacy. Once per turn, when Satoru takes an action, bonus action, or reaction, or uses his movement, he can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy.

Additionally, Satoru has three reactions per round.

Battle Rhythm. Once per turn, when Satoru misses one of his Melee or Ranged Weapon Attacks, he may re-roll the attack, adding his Strength or Dexterity modifier a second time to this re-roll.

Spectacle of Manipulation. Whenever Satoru uses Cursed Armor, it will act as if he spent double. This can’t go higher than the limit he can spend.

Untraceable Speed(9/round). Whenever Satoru takes a reaction, he may move up to 100 feet as a part of the reaction. This movement cannot be used to exit domains.

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

Taijutsu Sorcery. Once per turn, Satoru can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1.

Acrobatic Fighter. Whenever Satoru 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, Satoru 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 Satoru falls onto a creature, he can make a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature.

Cursed Martial Artist. If Satoru has taken the Multiattack action on his turn using only unarmed strikes and then makes any unarmed strikes as a bonus action which benefits from Cursed Strike, the cursed energy cost is reduced by 2 (to a minimum of 1). Additionally, whenever Satoru score 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.

Cursed Energy Tracker. Satoru may make a Perception check (no action required), adding a +10 to said check to see if there are any remains of cursed energy in a 240 feet radius, and if he succeeds he knows exactly who the energy is from. In case he does not know who the person is, then he can only track down where does the cursed energy trail leads him to. The DC is equal to the cursed energy DC of the creature Satoru is trying to track.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Satoru 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 5. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 5 times 11 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 11 rounds.

If a feature benefits from either Maximum Output or Chanting that is already benefiting from this feature, it’s total cursed energy cost is reduced by 15.

Legendary Cursed Energy Output. Satoru possesses the following benefits:

  • Satoru's Cursed Strike deals additional damage equal to +6. He can also expend 4 cursed energy to double this damage bonus.
  • Satoru's Cursed Armor will provide him with resistances to four damage types of his choice that aren’t radiant or necrotic whilst he has temporary hit points from this Cursed Energy Enhancement. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to using the Cursed Energy Enhancement.

If Satoru uses the Improved Cursed Energy Output and uses either Maximum Output or Chanting on the feature, its total cursed energy cost will now be reduced by 15. This cursed energy reduction does not apply for the purposes of the One In A Billion feat.

Divine Cursed Energy Output. As apart of any feature that uses cursed energy, Satoru can expend 8 cursed energy to drastically alter its functions as part of the same action he uses the feature with. If the feature was a Cursed Energy Attack roll, the target of his attack or attack rolls has their AC treated as if it had been reduced by 5. If the feature was a Cursed Energy save, Satoru may change the saving throw to another depending on its original save. The changes are the following below:

  • Original Saving Throw - Changed Saving Throw

Finally, if Satoru uses Red and amplify its output using Improved Cursed Energy Output then he can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1).

Legendary Resistance(5/day). If Gojo Satoru fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. Satoru can make five attacks.

Unarmed Strike. Melee Weapon Attack: +24 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage + 12 (2d12) necrotic or force damage. If Satoru has 0 Cursed Energy, he instead has a +19 to hit.

Infinity (10 Cursed Energy). Satoru encases himself in a gravitational field. Whenever he is targeted by a weapon, spell, cursed energy attack roll or any saving throws from sources outside his body, he may 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. Satoru is considered to have automatically rolled a 20 when using this feature. When Satoru takes the Dodge action while Infinity is activated, he may use his Infinity to defend up to two 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. Satoru may deactivate it at will (no action required).

Blue (12 Cursed Energy). Satoru may cause gravity to bend within 30 feet of himself 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 27 Strength saving throw. On a failure, they take 130 (20d12) force damage, are restrained until the beginning 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 but are pulled half as much. A creature can retry this saving throw at the beginning 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 and retake the damage. Any creatures that enter the sphere's range must also make the Strength saving throw. Satoru can dispel this technique as free action.

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 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 it's damage is reduced by Blue's damage.

Blue Manipulation (12 Cursed Energy). Satoru can precisely manipulate his Blue in order to cast telekinesis. The distance Satoru can move anything he has grabbed is 90 ft., any adjustments used to enhance Blue besides effects that increase its damage dice also apply to this (including range increases and Cursed Energy cost reductions), his DC for this technique is 27 and a creature that succeeds the saving throw still is moved half as much as it would on a failure. Satoru can cast this 10 times to target more items, or to target the same item multiple times. This lets him double the weight limit per stack when focusing on one object, or to impose multiple Strength saves on the same target if they continue to escape.

Flight(6 Cursed Energy). Satoru 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 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 is currently holding.

Space Manipulation (10 Cursed Energy). Satoru casts teleport as an action, always get the exact location he want to go and the range is extended to simply being on the same planet.

Striking Rush(5 Cursed Energy). Satoru enters a stance of readiness and full attention. Every time a creature enters his reach he may make an opportunity attack with an unarmed strike against them (maximum once per creature). These opportunity attacks only trigger when the creatures move into him or when he moves into them, at his choice when using this skill. This lasts until beginning of his next turn, during this period he can only attack like this 10 times and his opportunity attacks don't consume reactions.

Exorcise. Satoru can automatically destroy a cursed spirit within 30 feet of himself with a CR of 4 or lower that he can see.

Red(24 Cursed Energy). Satoru chooses a point within 40 feet of himself. All creatures within the range of the explosion centered on that point must make a DC 27 Strength saving throw. On a failure, they are knocked back 100 feet, take 260 (40d12) Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked back nor prone.

Alternatively, Satoru may make a ranged cursed energy attack roll against a creature up to 120 feet away, shooting a more precise version of red that has the same effects, with the center of the explosion being on the targeted creature. In both scenarios, the explosion range can be a radius from 5 ft. up to 30 ft (his choice).

This technique deals twice as much damage to objects and structures. Objects within the area that aren’t being worn or carried also take this damage.

Hollow Purple (36 Cursed Energy). As a rooting distracting action, Satoru begins concentrating as if concentrating on a spell. If he successfully maintains concentration until the beginning of his next turn, as an action he may make every creature in a 15-foot wide 200-foot long line must make a DC 27 Dexterity saving throw at disadvantage. On a failure, they take 420 (120d6) force damage and are moved to the end of the line. On a successful save, they take half damage and do not take the additional effects. Objects within the area that aren’t being worn or carried also take this damage. If this damage reduces a creature or object to 0 hit points, that creature or object is disintegrated.

Basic Barrier. Satoru can spend for up to 10 cursed energy to make a dome starting from himself with a 5 foot radius and a 10ft. in height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Satoru may choose to make it smaller if he wishes. This barrier has 10 times the amount of cursed energy spent hit points, resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Psychic damage. This barrier has an AC of 27 and automatically fails saving throws. This barrier lasts 2 minutes. Satoru can deactivate this basic barrier at will (no action required).

Curtain(5 cursed energy). Satoru covers the sky and the ground within a 2165-foot radius with a dome of darkness for 10 minutes. 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 half-sphere. The curtain has 300 hit points. This barrier has an AC of 12 and automatically fails saving throws. It is also immune to Psychic damage. Satoru can spend any amount of additional cursed energy, adding 1 minute to its duration and +10 to its hit points.

New Shadow Style: Simple Domain(5 cursed energy). Satoru surrounds himself with a 15 ft. barrier for 1 minute. The circle has 900 hitpoints. Any cursed techniques or spells that target them or targets an area that overlaps with their simple domain, will now target the barrier instead, reducing it's hit points by the damage it would cause. To use this technique, Satoru must maintain concentration as if he was concentrating on a spell. If he is in a Domain Expansion then he negates it's sure-hit effect on himself and any other creatures inside the area, as it only affects the barrier.

His simple domain has a damage threshold of 225. If the simple domain takes more damage than this threshold, the damage over said threshold hurts Satoru. However, it is dampened so you only take 1/4 of the damage over the threshold (rounded down). The damage that leaks over the threshold still affects the simple domain's health. Sure-hit damage is not subject to the threshold and will only be able to affect the barrier of the simple domain.

Satoru's refinement for his Simple Domain is 100.

BONUS ACTIONS

Martial Arts. Whenever Satoru makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action.

Cursed Blast of Blows. Immediately after taking the attack action, Satoru can spend 3 cursed energy to make three unarmed strikes or weapon attacks.

Cursed Patient Defense. Satoru can spend 3 cursed energy to take the dodge action as a bonus action on his turn. This forces attackers to roll 3 dice and pick the lowest when they make an attack roll against him.

Cursed Wind Step. Satoru can spend 3 cursed energy to take the dash or disengage action as a bonus action on his turn. He adds his movement speed again to the Dash action and allows him to gain extra movement equal to his speed when he uses the Disengage action.

Infinity Pressure. While Infinity is active or while he activates it, Satoru may spend up to 31 cursed energy to increase it's density and sheer force. Every creature that starts their turn within 5 feet of him must make a DC 27 Strength saving throw. On a failure, they are pushed 5 feet back and are knocked prone. On a success, they are not prone. If knocked against a wall of stone or into a solid surface (GM discretion), their saving throw becomes against being suffering force damage equal to 2d8 per energy spent, 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 on failure. If Satoru has spent the maximum amount of energy on this feature, Infinity will not be negated by Domain Amplification if their domain refinement is lower than Satoru's.

Blue Augmented Speed. Satoru can spend up to 10 cursed energy, increasing his movement speed by 15 feets per energy spent for 1 minute. Regardless of how much he spends, 50 feet are added to the toal increase.

Double Palm Strike (5 Cursed Energy). As a bonus action, Satoru may deliver a double palm strike to an enemy’s gut, staggering them for a brief period. Make an unarmed strike against a creature within range. On a hit, they are pushed back 10ft and must make a DC 27 Constitution saving throw. On a success, they are unaffected. On a failure, their movement speed is reduced by 90 feet, until the end of their next turn, and they cannot benefit from any increases to their speed for the duration.

Taijutsu Sorcery. Whenever Satoru uses the multiattack action, he can push, shove or grapple a creature as a bonus action.

Maximum Output. Satoru can spend Cursed Energy equal to twice the original cost of one of his cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:

  • The technique's range 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 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 5.
  • 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.

Untraceable Speed. Satoru can take the dash action or make a skill check on a skill he is proficient in.

After Image Assault. Satoru can spend up to 20 cursed energy to create a number of 1 hit point clones that are identical to himself up to the amount spent. These clones can be used to grant flanking and can only be up to half his movement speed away from himself. Once per round, Satoru may swap with one of these clones as a reaction or bonus action. A creature can distinguish these clones from the original by making an DC 27 Insight check. They have advantage on this check if they have the Cursed Energy Tracker feat and are focusing on him with it.

Cursed Energy Tracker. Satoru 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 him to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll a Stealth checl, using Charisma instead of Dexterity, against a Perception check from Satoru. If he wins Satoru gains advantage on the saving throw, or the attack roll is made with disadvantage.

Quicker Domain. Satoru uses his New Shadow Style: Simple Domain feature.

Reverse Cursed Technique. Satoru can spend any amount of cursed energy, regaining 30 hit points per energy spent and removing an equal amount from his healing pool. If Satoru are suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. This also recovers limbs hit points. Satoru can use his Reverse Cursed Technique until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers.

Domain Expansion: Unlimited Void (11 Cursed Energy). Satoru opens his Domain Expansion.

REACTIONS

Infinity (10 Cursed Energy). When Satoru is being targeted by an attack or effect that would cause damage that he can see, Satoru may activate the Infinity feature.

Taijutsu Sorcery. Whenever Satoru 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 have disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he have performed this variation of the Dodge action, Satoru can make one attack against that creature if it is within range once per round.

Teleport Technique (5 Cursed Energy). When Satoru is targeted by an attack, spell, cursed energy attack roll or any saving throws, he may teleport up to an empty space within his movement speed range, causing the attack or effect to miss if he gets out of 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 must make 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. You can only use one of these teleport features per round.

Manji Kick. Once per round, as a reaction to a melee attack being made against him, Satoru rotates his body down, avoiding the attack and delivering a massive kick to his opponent's face in a single motion. Their attack is made at disadvantage and, if the attacker is within his reach and their attack misses, he may make an unarmed strike against the attacker. If the unarmed strike hits, he can use the shock of the unexpected kick as an opening, making another unarmed strike against them.

Glancing Blows. Once per turn as a reaction when Satoru takes bludgeoning, piercing, or slashing damage from an attack or effect he can see, he can spend any amount of cursed energy to reduce it by 10 times the amount spent, to a minimum of 1. If he reduces the damage to 1 in this way, Satoru can make an unarmed strike at advantage against the attacker if they’re within his reach as part of the same reaction.

Deflective Shockwave. As a reaction to someone entering the range or a ranged attack roll being made against him, Satoru punch the ground violently, creating a powerful shockwave in both air and ground. Every creature in range must make a Dexterity saving throw, taking a roll of his unarmed strike damage and falling prone on a failure, or half as much damage on a success. Additionally, he gains a +10 bonus to his AC equal against the ranged weapon attack roll that triggered this reaction. He may add cursed strikes to this damage as normal, and the range of this ability is 5 x (the number of damage dice of the cursed strike + 1) feet. If he spends the maximum amount of energy in the cursed strike, he may choose any number of creatures in the area to not be affected.

Untraceable Speed. Satoru can make one melee attack as a reaction if he has moved into range of a creature or a creature enters his range. He can only do this once per creature per round.

Cursed Martial Artist. Whenever a creature fails a melee attack roll against Satoru, he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add a +10 to the damage roll.

Cursed Enhanced Body. Whenever Satoru makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, he may spend up to 10 cursed energy to add the number of energy spent as a bonus to the saving throw. He may use this reaction once per round without spending a reaction.

New Shadow Style: Simple Domain. When a cursed energy attack roll or saving throw is made, spell or domain expansion opening, Satoru uses his Simple Domain.

Reverse Cursed Technique. When Satoru receives damage, he may use his Reverse Cursed Technique.

LEGENDARY ACTIONS

The Satoru can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Satoru regains spent legendary actions at the start of its turn.

Evasive Attack. Satoru moves up to half his movement and can make one Unarmed Strike.

Reverse Cursed Technique. Satoru uses his reverse cursed technique.

Blue or Red (2 Actions Required). Satoru uses Blue or Red.

Chanting(3 Actions Required). Satoru can start chanting.

Domain Expansion(3 Actions Required). Satoru uses his Domain Expansion.

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The Strongest Sorcerer of Today [1]


Jujutsu Sorcerer.

Gojo has 30 levels in the Jujutsu Sorcerer class.

Cursed Technique

When a feature refers to Satoru's cursed technique, it is refering to Infinity, Blue, Red and Hollow Purple.

Six Eyes

Satoru has the gift granted only to the strongest of the Gojo clan, the Six Eyes. He has the following features:

  • Satoru has 60 ft. of Truesight. He may not have any penalties for seeing through any thin, light and non rigid object, such as a blindfold, towel, or scarf.
  • If Satoru is not wearing any light object to protect his eyes, he receives 1 level of exhaustion at the beginning of every minute, to a maximum of 3 levels. Additionally, for every level of exhaustion he gains like this, the damage die tier of his cursed techniques decreases by 1, and the DC of his cursed techniques also suffers a penalty of -1. If he wears eye protection again, this timer resets after a minute of covering his eyes rather than immediately. For every 50 hit points Satoru regains with improved reverse cursed technique, he loses all of these exhaustion levels. He can do so even if he has not taken damage.
  • Every feature that uses Cursed Energy will instead cost 0.1 times its original cost in Cursed Energy (Ex:If a feature costs 5 Cursed Energy, Satoru would spend 0.50 Cursed Energy). This reduction does not mean that he can spend more cursed energy on a feature than normal. While wearing eye protection, this reduction is decreased to 0.5 energy spent (rounded down).
  • Satoru has advantage on all Wisdom (Perception) checks, and may add a +10 to its rolls. He loses the advantage in all perception checks if he is wearing eye protection.
  • As a free action, Satoru can look into a creature and receive the following information: Their Jujutsu Sorcerer or spellcasting class level, their cursed technique features, spells they currently have, their cursed energy, remaining spell slots and domain refinement if any. While wearing eye protection, he can't use this feature.
  • When a creature that has heard of the Six Eyes and it's reputation sees Satoru for the first time and knows he has the blessing, they must make a DC 27 Wisdom saving throw . On a failure, they are frightened by Satoru, any creature affected that is forced to make a saving throw by them may do it with advantage, and the frightened creature can't concentrate on anything. On a success, they don't need to make the saving throw ever again. An affected creature may repeat their saving throw at the end of their turns. Although if the creature's CR is lower than 30 by a difference of 10 or more, on a failure they can't repeat the saving throw if the are within 120 ft. of him and aware of it, and on a success they are only immune for 24 hours. Satoru may choose to not affect a creature with this feature.
Cursed Energy Reinforcement

Satoru's constantly reinforcing his body with cursed energy, granting himself the following benefits:

  • When Satoru makes a Strength, Dexterity, Constitution, Intelligence or Wisdom ability check, Satoru may add his Charisma modifier to the check
  • Satoru may calculate his jump distance and height with his Charisma score, and his jump distance and height are quadrupled.
  • Satoru may use his Charisma score to determine his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
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

Satoru 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. Satoru can now spend up to 9 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 9 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Satoru can spend up to 9 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

At the end of a short rest or long rest, Satoru may reallocate his enhancements.

Specialized Technique

Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc

One of Satoru's cursed techniques will gain all of the following benefits:

Increased Damage Output. Its damage dice number will increase by 10.

Increased Reach. Its range will increase by 30 feet.

Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

Satoru may change his specialized technique at the end of a week.

Blue Manipulation

The following features more detail on Satoru's Blue Manipulation:

If Satoru attempts to throw an object at someone in its range, he may treat the object as if it is under the effects of the Animate Object spell, dealing damage respective to its size; additionally, objects he manipulates that otherwise lack stat blocks can use these stat blocks if someone should attack them. For the purposes of commanding gargantuan objects (something normally impossible with Animate Objects), you can refer to this stat block:

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 32 (4d12 + 6) bludgeoning damage and half as much on a success. If he 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.

Chanting

Satoru is capable of making recitations of chanting with his cursed technique.

Satoru may choose one of his Innate Technique features and recite one of his chants as a Bonus Action. The next time he use that Innate Technique Feature that has a recitation after chanting within two turns, it will gain two of the following benefits of his choice:

  • His technique will ignore resistances and treat immunities as resistances.
  • He may double the original Range, Width, or Radius of his Technique.
  • He may triple the original Range, Width, or Radius of his Technique. (He must have doubled the range already through Chanting in order to apply this bonus).
  • If the Innate Technique feature requires a saving throw, the target(s) makes their save at disadvantage. He also raises the DC by his proficiency bonus for that saving throw.
  • If his Innate Technique feature has him make an attack roll, he gains advantage on that attack roll and may add his proficiency bonus to that roll an extra time.
  • The cost of his Innate Technique feature is halved.
  • His Innate Technique will ignore all forms of cover.
  • His Innate Technique’s Action cost will be lowered by 1 (Ex. Full Round Action -> Action -> Bonus Action -> Free Action). If the feature is a Reaction and its Action Cost is reduced he will gain an extra Reaction specifically for that feature. (He must be Complex Chanting in order to apply this bonus)
  • The duration of his Innate Technique feature is doubled.
  • The duration of his Innate Technique feature is tripled. (He must have doubled the duration already through Chanting in order to apply this bonus).
  • If an Innate Technique feature inflicts damage by causing a target to make a save, it will ignore features such as Evasion if they fail the save by 5 or more. (He must be Complex Chanting in order to apply this bonus).
  • The cost of his Innate Technique feature is reduced to ¼. (He must be Complex Chanting in order to apply this bonus)(He must have halved the cost already through Chanting in order to apply this bonus. This reduction does not stack with the ½ reduction, but replaces it).
  • If his Innate Technique feature would force his opponent to make a saving throw, they roll 3 dice instead of one and take the lowest result for the roll. (He must be Complex Chanting in order to apply this bonus).
  • If his Innate Technique feature would have him make an Attack roll, he may roll 3 dice instead of 1 and take the highest result for the roll. (He must be Complex Chanting in order to apply this bonus).

Every subsequent turn he spends his Bonus Action chanting the technique it will gain another two bonuses of his choice. The chanted technique may only have a number of bonuses applied to it equal to 1+ his Intelligence or Wisdom mod. If he possesses the Cursed Energy Reinforcement feat and either the Reverse Cursed Technique or Regeneration feats, he may use his Charisma mod instead of either his Intelligence or Wisdom mod when calculating the max number of bonuses that can be applied to the Chanted technique. In addition, the chanted Innate Technique feature will have its final damage boosted by 20% per round he spent chanting. (After all the dice have been rolled, multiply the total damage(s) by 1.2). This damage bonus is capped at 100%. (2x Damage).

Rather than using a bonus action, he can perform a more complex variation of Chanting that combines both complex hand signs and delicate recitations as a Rooting and Lengthy Action. When Chanting in this manner he may add four bonuses from the above list to the chanted technique, and every subsequent turn he spends a Rooting and Lengthy Action chanting the technique in this way it will gain four more bonuses of your choice. Additionally, the chanted Innate Technique feature will have its final damage boosted by 50% per round he spent Complex Chanting. This damage bonus is capped at 100%. (2x Damage).

While Chanting or Complex Chanting he must maintain concentration as if maintaining concentration on a spell.

If his Innate Technique feature that benefits from Chanting allows him to make more than one attack roll or forces a target to make more than one save or has multiple ranges, he may only choose one of those components at a time to apply the benefit to. (Ex: he could choose to apply a saving throw disadvantage to the first saving throw of the technique, but in order to apply one to the second saving throw of the technique he would have to add that bonus to that part as well). He cannot perform Maximum Output on an Innate Technique feature benefiting from Chanting. He cannot apply the benefits of Chanting towards a Domain Expansion.

While one of his Cursed Techniques is currently active, he may use regular Chanting to apply bonuses to it even after it has already been activated. If done this way, the chanted bonuses are applied to the technique immediately. This may also be done as a Reaction to a creature using a Reaction against his Innate Technique feature.

In addition, when he begin chanting he may spend 25 Cursed Energy to gain one of the following bonuses:

  • He may treat every round he spend as a part of this chant as 2 rounds.
  • He may Chant 2 Innate Technique features simultaneously.

He may do this 5 times per long rest.

Falling Blossom Emotion

As an action or reaction against being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, for 10 Cursed Energy, Satoru will shroud himself in cursed energy for 1 minute. The sure-hit feature of the Domain Expansion is negated. 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. His damage threshold is 580. Anytime Satoru would take damage from a Domain Expansion, the damage total is reduced to a third of its original total. If the damage from the Domain Expansion does not exceed the damage threshold after it was reduced to a third of the damage total, 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.

Reverse Cursed Technique

Satoru can canalize positive energy instead of negative in his own body.

He has a healing pool of 4500 hit points. Satoru regains 15 hit points of his pool at the beginning of his turns, restoring it to full after taking a long rest.

Black Flash

When Satoru scores a critical hit, which must be a Natural 20 rolled on the d20 for it to count, with a melee weapon attack that benefits from either Cursed Strike or Cursed Weapon Enhancement, he can choose to make a DC 25 Charisma saving throw. On a failure, nothing happens. On a success, he will land a Black Flash.

When landing a Black Flash, before the damage calculation, roll a d6 and add 4, the result will determine how much additional Necrotic damage his Black Flash will add onto the damage roll of the attack using the table below.

  • Number Rolled Damage Dealt
  • 1 1 damage
  • 2 6 damage
  • 3 15 damage
  • 4 32 damage
  • 5 56 damage
  • 6 88 damage
  • 7 130 damage
  • 8 181 damage

The Black Flash simply does not occur if the attack wouldn’t otherwise hit (such as if it was negated by an ability). After Satoru lands a Black Flash, it becomes easier to land another. His next attack (if on the same turn) will trigger a Black Flash on a Natural 15 or higher, known as the Black Flash DC. For every Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, then restarting at a DC of 15.

In The Zone. Hitting a Black Flash puts an individual in the zone, temporarily bringing out 120% of their potential. Satoru will gain the following benefits for 9 minutes. The benefits will last from during the turn he landed the Black Flash until those number of minutes after it.

Satoru receives a +2 to all his ability scores, including their maximums. In addition, he will gain 4 of the following benefits of his choice. Each benefit can not be taken more than once unless stated otherwise:

  • As a bonus action while Satoru possesses this benefit, he may make a DC 20 Charisma saving throw. On a success, his reverse cursed technique pool will be refilled by 1/4th of its maximum. Rolling a Nat 20 on this saving throw will recover his pool by 1/2 of its maximum instead. He may take this benefit more than once and he must gain this benefit again to use it after successfully refilling his pool.
  • If Satoru is under the effects of Technique Burnout from using Domain Expansion, upon landing this black flash he may make a DC 20 Charisma saving throw, immediately ending the effects of technique burnout on a success, recovering his Innate Technique. He may take this benefit more than once.
  • Satoru rolls 1 extra damage dice for his Curse-Empowered Strikes.
  • Satoru’s cursed energy armor gives 5 more temporary hit points per cursed spent.
  • The die tier of Satoru’s Cursed Strikes will increase by 1.
  • Satoru’s Cursed Weapon Enhancement will deal 10 additional damage.
  • The amount Satoru can spend on his Cursed Energy Enhancements will be increased by 1.
  • Satoru’s cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage.(Unless they're also in In the zone)
  • Saoru’s cursed techniques will add 9 damage dice. (Ex: If he lands a black flash and his technique deals 4d6, with a proficiency bonus of +3 it would become 7d6.)
  • Satoru’s leeway and skill with utilizing Binding Vows has increased, he will have greater leeway with using Binding Vows in his awakened state, making vows that he may normally not be able to. For example, altering the hand sign for his Domain Expansion, or even something as drastic as overcoming the inability to use his Domain after suffering brain damage, by utilizing a different part of the brain.

If he lands another Black Flash while In The Zone it’s possible he will not gain new benefits or additional benefits as well as the ones he previously gained, as determined by the DM.

Technique Alteration

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

Satoru knows three technique alterations he can put on his cursed techniques. He can put an alteration on only one of his techniques.

Massive Range. As part of using his technique Satoru can spend 10 extra cursed energy. His technique’s range, width, and radius increase by 280 feet. If it has a range of touch, its range instead becomes 150 feets.

Long Lasting. As part of using his technique Satoru can spend 10 extra cursed energy. If the technique lasts 1 round, then it is increased by 2 minutes. If the technique lasts a number of minutes, then it is increased by 20 minutes. If the technique lasts an amount of hours, then it is increased by 20 hours.

Multi-Targeting. As part of using his technique Satoru can spend 10 extra cursed energy. He is now able to target up to 10 creatures with it. This only works on techniques that are only able to target one creature originally.

Satoru may change his alterations at the end of a long rest.

Technique Advancements

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

Satoru knows three advancements in which he can apply to his cursed technique. A technique cannot have multiple advancements, nor can one advancement be applied to multiple techniques.

  • Power Advancement. Satoru can now spend up to 9 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Conservation. The cursed energy cost of the technique is now reduced by 9 (to a minimum of 1 cursed energy).
  • Distance Advancement. Satoru can spend up to 9 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

At the end of a short rest or long rest, Satoru may reallocate his advancements.

Domain Expansion: Unlimited Void

Satoru can create a void in space that causes victims to receive all kinds of stimuli and information endlessly, restricting their thought processes and actions. Every creature caught in the Domain Expansion that is not touching Satoru must attempt an DC 27 Intelligence saving throw at the beginning of their turns. On a failure, they take 90 (20d8) psychic damage and have their Intelligence, Wisdom, and Charisma scores become 1 and are unable to cast spells, attack, use magic items, understand language, or communicate in any intelligible way, and fall unconscious for 1 minute. On a success, they take 45 (10d8) psychic damage and are incapacitated until the beginning of their next turn, and don’t need to make their next saving throws against this use of Unlimited Void. At the end of every minute, the creature can repeat this saving throw, ending these effects on a success. This feature can also be ended by greater restoration or wish.

If this domain is used with the 0.2 Second Domain Expansion, the creatures can remake their saving throw at the beginning of their turns to end the condition early, and it does not deal damage.

The Intelligence save and its effect caused by this domain are the sure hit effect of this domain.

Unlimited Void overloads the mind with information, causing extreme damage to the brain of the target. If a creature is affected by Unlimited Void while it is not in its 0.2 Second Domain Expansion variation, they will suffer damage to a part of their brain, causing varying effects, which last until the creature takes a long rest. The creature must roll a d6, being affected by the corresponding conditions on the chart:

  • D6 - Condition
  • 1-2. Cursed Energy Manipulation. - Their general cursed energy manipulation is affected, whenever the creature attempts to utilize cursed energy, they must take a free action their turn to make a DC 15 Check using their Cursed Energy Modifier. On a success, they can utilize cursed energy as normal until the beginning of their next turn. On a failure, the cost of all of their features which expend cursed energy are increased by half of your proficiency bonus (rounded down). This lasts until they use a free action to make the check again.
  • 3-4. Barrier Techniques. - Unlimited Void damages the part of their brain in charge of Barrier Techniques. Whenever the creature attempts to utilize a Barrier Technique with a cursed energy cost of more than 5, the Barrier Technique will fail, as their their eyes and nose begin to bleed, causing them to take psychic damage equal 1d12 per cursed energy spent on the barrier technique (before reductions).
  • 5-6. Innate Techniques. - Unlimited Void damages their prefrontal cortex, causing it to partially affect their usage of innate techniques whenever they attempt to inject energy into the technique. Whenever the creature attempts to use their Innate Technique, they must make a Constitution saving throw. On a success, they use the technique as normal. On a failure, any damage it deals, its range, AoE size, as well as its duration are all halved.

If a creature possesses multiple innate techniques, this will only affect one of them, as determined by the DM.

A Cursed Spirit is only affected by this feature for 10 rounds.

Refinement Points

Satoru has 1000 domain refinement.

Domain Durability. His domain has 3000 hit points.

Barrer Resistance. As part of expanding its domain, Satoru may decide if it wants to make its barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, it may spend an additional 5 cursed energy when expanding its domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Increased Potency. While inside his domain, his cursed techniques deal 10 additional damage dice.

Domain Amplification. As an action for 6 cursed energy, Satoru can cover its body to "wear" its domain in order to neutralize cursed techniques for 1 minute. Once activated, it automatically negates any defensive technique or spell, and can bypass barriers such as infinity. Satoru will also negate a domain's sure hit effect in case it's inside one. In addition, Satoru can not use its Innate Technique unless it dismisses Domain Amplification as a bonus action. Even if Satoru dissmisses it, for the minute he can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output if the user has 51 or more higher refinement than Satoru. If they are within 50 refinement of Satoru, it has resistance to their technique, and if they have 51 or less refinement than Satoru, it is immune to their techniques even if they use Maximum Output.

0.2 Domain Expansion As part of opening his domain, Satoru can make it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than his Charisma score. When he opens his domain this way, all creatures inside it will be targeted by it's effects, Satoru doesn't have the option to choose.

Efficient Expansions. Satoru reduces his domain expansion cost by 10. In addition, he only gains 1 level of exhaustion after his domain is over and the DC to use his Technique while in Burnout is reduced to 25.

Durable Barrier. Satoru's domain has immunity to non-magical damage from both sides, however it is still be resistant to all damages from the inside and vulnerable to all damages from the outside.

Domain Superiority. The refinement thresholds which determine how long it takes Satoru to destroy another domain in a clash are halved.

Mastered Domain. Satoru may expand his domain as a bonus action. He may also reduce his domain expansion's cost by 9, and while inside the domain techniques that use an action can now be used as a bonus action, and techniques that take a bonus action can now be used as a free action. His domain also lasts for 3 minutes.

Domain Properties

Barrier Resistance. As part of expanding his domain, Satoru may decide if he wants to make his barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, he may spend additional 5 cursed energy when expanding his domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities. This feature cannot be used by a barrierless domain.

Barrier Movement. At the beginning of his turns while his domain expansion is active Satoru may choose to move the domain up to 120 ft. in any direction. The relative positions of creatures inside the domain do not change due to the movement. This feature cannot be used by a barrierless domain.

Barrier Entry. As a free action while his domain is active Satoru may alter the barrier, deciding one thing that may pass through the barrier unimpeded. This feature cannot be used to stop creatures from leaving a barrierless domain.

Barrier Enlargement. As a bonus action while his domain is active Satoru can spend cursed energy up to a maximum of 10, increasing his domain’s radius by 20 feet per point spent. Satoru chooses whether creatures that would be caught by the new radius are pushed to the new edge of the domain, as per normal domain expansion rules, or enter the domain. While enlarged in this way the maximum and current health of the barrier is reduced by three times the amount of feet the range increased. This lasts until the end of the domain or until the range is changed again by another feature. This feature cannot be used by a barrierless domain.

Feats

Jujutsu Genius, Six Eyes.

50 Meters In 3 Seconds!, Untraceable Speed, Athlete History, Strong Body, Resilient.

Taijutsu Sorcery, Acrobatic Fighter, Cursed Martial Artist, After Image Assault, Black Flash.

Basic Barrier, New Shadow Style: Simple Domain, Vowless Simple Domain, Domain Expansion, Refined Sorcerer.

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Tracker.

Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output, Chanting, Falling Blossom Emotion.

Reverse Cursed Technique, Improved Reverse Cursed Technique, Cursed Technique Reversal.

Gojo's Boons.

Blinding Speed, Reverse Cursed Technique Mastery, Lightspeed Chanting.

Improved Durability.

This creature uses the Improved Durability rule.

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