Grade 4 Jujutsu Student (Jujutsu Kaisen Supplement)

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Jujutsu Student[edit]

Medium humanoid (human), any


Armor Class 15 (Unarmored Defense)
Hit Points 26 (4d8 +8)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 14 (+2)

Saving Throws Dex +5, Cha +4
Skills Acrobatics +5, Perception +2, Stealth +5
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP)


Cursed Energy. The Jujutsu Student has 6 Cursed Energy to spend on their features.

Cursed Armor. The Jujutsu Student can spend up to 2 cursed energy to give itself temporary hit points equal to the cursed energy spent times 5 for 1 minute (no action required). The Jujutsu Student can only benefit from this feature again after 1 minute or having their temporary hit points reduced to 0.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

BONUS ACTIONS

Martial Arts. If the Jujutsu Student has made an unarmed strike with their action, they can make one unarmed strike as a bonus action.

Cursed Blast of Blows(3 Cursed Energy). Immediately after taking the Attack action on their turn, the Jujutsu Student can perform two unarmed strikes as a bonus action.

Cursed Patient Defense(3 Cursed Energy). The Jujutsu Student can take the Dodge action as a bonus action on their turn.

Cursed Wind Step(3 Cursed Energy). The Jujutsu Student takes the Disengage or Dash action, and their jump distance is doubled until the end of their turn.


A grade 4 jujutsu student is a sorcerer who recently joined the Tokyo or Kyoto jujutsu high. They know only the basics of jujutsu and martial arts, generally not having more than said knowledge.

Jujutsu Sorcerer

The Jujutsu Student has 2 levels in the Jujutsu Sorcerer class.

Cursed Technique

If a GM may desire, they may grant the Jujutsu Student a cursed technique from the list available at the jujutsu sorcerer class.

Sorcerer Paths

If a GM desires, they may grant the Jujutsu Student a sorcerer path from the list available at the jujutsu sorcerer class. Depending on the path, said student gains different features and actions, as shown down below.


Sorcerer Paths[edit]

Taijutsu Master
Features
Cursed Strike. When making an Unarmed Strike, the Jujutsu Student may spend up to 2 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used when they hit a Nat 20. This energy persists until they hit a target or 1 minute has passed.
Taijutsu Initiate. Whenever the Jujutsu Student spends cursed energy into their cursed strike feature, it counts as if they have spent 2 instead. However, it still cannot add more than 2 dice to the damage.
Cursed Energy Manipulator
Features
Cursed Strike. When making an Unarmed Strike, the Jujutsu Student may spend up to 2 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used when they hit a Nat 20. This energy persists until they hit a target or 1 minute has passed.
Expert of Manipulation. Whenever the Jujutsu Student uses a feature that has a set amount of cursed energy that can be spent, they can spend 1 additional cursed energy on it.
Positive Energy Master

The creature gains proficiency with the Medicine skill.

Features
Almost a Doctor. Whenever the Jujutsu Student makes a Wisdom (Medicine) check to stabilize someone and succeeds, the creature regains 1 hit point. In addition, whenever they spend cursed energy into their reverse cursed technique, it counts as if they have spent 2 instead.
Reverse Cursed Technique. The Jujutsu Student has a healing pool of 20 that they can use with their reverse cursed energy. If they're 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. If you're not using the Limb System variant rule, they regrow back limbs for every 20 hit points they regain. The Jujutsu Student can use their Reverse Cursed Technique until his healing pool ends before getting burnout, during which they can't use RCT until their healing pool recovers. At the beginning of their turns while in a combat where their life is at risk, they regain 5 hit points of their healing pool back. Their healing pool automatically goes back to full at the end of a long rest.
Bonus Actions
Reverse Cursed Technique. The Jujutsu Student can spend any amount of cursed energy, regaining 10 hit points per energy spent.
Reactions
Reverse Cursed Technique. As a reaction to suffering damage, the Jujutsu Student can use its reverse cursed technique action.
Weapon Master
Features
Fighting Style. The Jujutsu Student has a fighting style of the GM's choice.
Actions
Melee Weapon. The Jujutsu Student has one martial melee weapon which they are proficient in of the GM's choice.
New Shadow Style Master
Features
Simple Domain. Additionally, while their simple domain is active the Jujutsu Student may choose to spend up to 2 cursed energy to increase the simple domain’s range by 5 feet per cursed energy spent (no action required).
Actions
New Shadow Style: Simple Domain. The Jujutsu Student surrounds themselves with a 15 ft. barrier for 1 minute. The circle has 10 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, the Jujutsu Student must remain still without moving and must maintain concentration as if they were concentrating on a spell. If they are in a Domain Expansion then they negates it's sure-hit effect on themselves and any other creatures inside the area, as it only affects the barrier.

Their simple domain has a damage threshold of 2. If the simple domain takes more damage than this threshold, the damage over said threshold hurts the Jujutsu Student. However, it is dampened so you only take 1/8 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.

The Jujutsu Student's refinement for their Simple Domain is 5.

Reactions
New Shadow Style: Simple Domain. As a reaction against a cursed energy attack roll or saving throw, spell or domain expansion opening, the Jujutsu Student uses their Simple Domain.
Barrier Master
Features
Specialist in Barriers. Whenever the Jujutsu Student creates a barrier, they can change some of its properties. This does not allow them to change the properties of domain expansions if they have one. Also, the amount of cursed energy the Jujutsu Student can spend in barriers increases by 2.
Actions
Basic Barrier. The Jujutsu Student can spend for up to 2 cursed energy to make a dome starting from themselves 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 the Jujutsu Student may choose to make it smaller if they wish. 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 12 and automatically fails saving throws. This barrier lasts 2 minutes. The Jujutsu Student can deactivate this basic barrier at will (no action required).
Curtain(5 cursed energy). The Jujutsu Student 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 4 hit points. This barrier has an AC of 12 and automatically fails saving throws. It is also immune to Psychic damage. The Jujutsu Student can spend any amount of additional cursed energy, adding 1 minute to its duration and +10 to its hit points.
5.00
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