Grade 4 Energy Manipulator Curse User (Jujutsu Kaisen Supplement))
Grade 4 Energy Manipulator Curse User[edit]
Medium humanoid (human), Armor Class 14 (Unarmored Defense)
Saving Throws Dex +3, Cha +6 Cursed Energy. The Grade 4 Energy Manipulator Curse User has 10 cursed energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Cursed Armor. The Grade 4 Energy Manipulator Curse User can spend up to 4 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. While Cursed Armor is active he regains 2 temporary hitpoints at the beginning of his turns, this cannot go above the maximum amount of armor he has. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0 (No action required). Cursed Strike. Before the Grade 4 Energy Manipulator Curse User make an unarmed strike, he may spend up to 2 cursed energy to empower his next strike. This enhancement lasts until he hits a creature with his unarmed strike or until a minute passes. On a hit, he deals additional necrotic damage equal to 1d8 per point spent and the unarmed strike's damage die tier is increased by one. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike, instead of beforehand. He can only use this enhancement again after it has ended. ACTIONSUnarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Bag of Rocks (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Bag of Rocks (Ranged). Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. This has the Ammunition property and starts with 20 rocks as ammunition, once the ammunition has ran out the Bag of Rocks cannot be used as a melee weapon either. Cursed Energy Ray. The Grade 4 Energy Manipulator Curse User can spend up to 4 cursed energy to launch a cursed energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a Dexterity saving throw. On a failure, they take 1d12 + a number of additional dice equal to the amount spent in necrotic damage, and half as much on a success. BONUS ACTIONSMartial Arts. Whenever the Grade 4 Energy Manipulator Curse User makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action. Cursed Weapon Enhancement (Melee). The Grade 4 Energy Manipulator Curse User can spend up to 2 cursed energy up to add to a melee weapon he is wielding for 1 minute. The weapon's reach increases by 5 ft. and whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent. He can only use this enhancement again after 1 minute has passed. Using this 25 times or more on the same weapon will turn it into a semi-cursed tool (if it is not already a cursed tool.) Cursed Weapon Enhancement (Ranged). The Grade 4 Energy Manipulator Curse User can spend up to 2 cursed energy to enhance a ranged weapon he is wielding for 1 minute. Attacks using ammunition from the weapon deal extra necrotic damage equal to twice the amount spent, ignore cover and have their range increased by 5 ft.. They also use his Charisma modifier instead of his Dexterity modifier for his attack and damage rolls. Using this 25 times or more on the same weapon will turn it into a semi-cursed tool (if it is not already a cursed tool.) Additionally, the ammunition will stay in the air floating for 4 rounds, allowing him to keep making attacks with them using a Bonus Action until they hit a solid object or target, when they lose this property. He can only attack with up to 4 pieces of ammunition this way per turn. A creature in range may attack his projectiles to destroy them; they have 6 hit points and 14 AC. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, the Grade 4 Energy Manipulator Curse User can make two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). The Grade 4 Energy Manipulator Curse User can take the Dodge action. Cursed Wind Step (3 Cursed Energy). The Grade 4 Energy Manipulator Curse User can take the dash or disengage action as a bonus action on his turn and his jump distance is doubled until the end of his turn.
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Jujutsu Sorcerer. The Grade 4 Energy Manipulator Curse User has 3 levels in the Jujutsu Sorcerer class. Feats. The Grade 4 Energy Manipulator Curse User's feats are: Cursed Energy Manipulator.X2, Cursed Energy Ray, Cursed Projectiles Improved Durability. This creature uses the Improved Durability rule. |