Hagane Daido (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Daido[edit]

Medium humanoid (Human), chaotic neutral


Armor Class 26 (Unarmored Defense)
Hit Points 1020 (40d12 + 760)
Speed 120 ft.


STR DEX CON INT WIS CHA
26 (+8) 24 (+7) 26 (+8) 10 (+0) 22 (+6) 16 (+3)

Saving Throws Str +14, Dex +13, Con +14
Skills Acrobatics +13, Athletics +20, History +6, Insight +12, Intimidation +9, Investigation +6, Perception +12, Persuasion +9, Stealth +13
Proficiency Bonus +6
Senses passive Perception 22
Languages common
Challenge 18 (20,000 XP)


Dueling. When Daido is wielding a melee weapon in one hand and no other weapons, he gain a +2 bonus to damage rolls with that weapon.(already applied)

Great Weapon Fighting When Daido rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for him to gain this benefit.

Action Surge(2/short or long rest). Once per turn, Daido may choose to take an additional action.

Demonic Blade Identification. When holding a weapon, Daido wil know if it is a Cursed Tool

Object Soul Awareness Daido possess 30ft of blindsight that allows him to see creatures such as Cursed Spirits. Aditionally he is capable of using the special properties of Cursed Tools such as the Soul Split Katana, and he may teach that to others.

Elegant Courtier. Whenever Daido makes a Persuasion check, he gains a +6 to the roll.

Tireless Spirit. Whenever Daido rolls initiative and has no uses of Fighting Spirit remaining, he regains one use.

Rapid Strike. If Daido takes the Attack action on his turn and has advantage on an attack roll against one of the targets, he can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. He can do so no more than once per turn.

Combat Superiority. Daido has 6 superiority dice that are d12s, he may use those dice to perform Battle Manuevers. He regains all expended dice on a short or long rest.

Know Your Enemy. if Daido spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. He will know if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice:

Relentless. When Daido rolls initiative and has no superiority dice remaining, he regains 1 superiority die.

Superior Critical. Daido scores a critical hit on an 18 if he is using a weapon.

Remarkable Athlete. Daido can add +3 to any Strength, Dexterity, or Constitution check he makes that doesn't already use his proficiency bonus.

In addition, when he make a running long jump, the distance he can cover increases by a 8 feet.

Survivor. At the start of each of his turns, Daido regains 13 hit points if he has no more than half of his hit points left. He doesn't gain this benefit if he has 0 hit points.

Indomitable(3/long rest). Daido can reroll a saving throw that he failed. If he does so, he must use the new roll.

50 Meters In 3 Seconds! Daido has two reactions per round.

Colossal Physique. Daido counts as a huge creature for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift. His attack rolls that use Strength deal twice as much damage to objects and structures. Whenever he makes a Strength check or saving throw, he can give himself advantage on the roll. He can do this 8 times, regaining all uses after taking a long rest.

Aditionally, Once per turn as part of a successful melee attack, he can force the creature hit to make a DC22 Strength saving throw. On a failure, they are knocked back 80 feet 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.

Cursed Weapon Wielder. Any weapon attacks Daido makes using a Cursed Tool have their critical hit range increased by 1. If he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of his 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. He may ignore one property that a weapon he is currently wielding possesses. If the weapon has a Special property, he may ignore it and raise the weapon's damage die by one damage tier.

Alert. Daido cannot be surprised while he is counscious, he has a +5 to his initiative and creatures do not gain advantage due to not being seen by him.

Athlete. Standing up only costs 5 feet of Daido's movement, climbing does not cost him extra movement and he can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Durable. Whenever Dadido rolls a Hit Die to regain hit points, the minimum number of hit points he regains from the roll is 16.

Mobile. When Daigo takes the Dash action, difficult terrain does not cost extra movement to him. Aditionally, whenever he makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.

Sentinel. Whenever he hits a creature with an opportunity attack, that creature's speed becomes 0 for the rest of the turn and creatures provoke opportunity attacks from him even if they take the disengage action.

Slasher. Once per turn whenever Daido hits a creature with an attack that deals slashing damage, he may reduce the speed of that target by 10 feet untill the start of his next turn, aditionally, whenever he scores a critical hit that deals slashing damage to a creature, that creature will have disadvantage on attack rolls untill the start of his next turn.

Strong Body. Daido reduces all damage he takes but psychic or thunder by 8. Attacks using Cursed Energy or magic can bypass this.

Human Wall. Daido has advantage on Constitution saving throws.

ACTIONS

Multiattack. Daido makes four attacks.

Split Soul Katana. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 10) slashing and 17 (2d12 + 3) necrotic damage. This ignores temporary hit points, damage reductions, resistances, and immunities and is considered Minor Soul Harming.

Unarmed Strikes. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 8) bludgeoning.

BONUS ACTIONS

Second Wind(1/short or long rest). Daido has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 1d10+20.

Fightning Spirit(3/long Rest). Daido you can give himself advantage on all weapon attack rolls until the end of the current turn. When he does so, he also gains 15 temporary hit points.

Commander's Strike When Daido takes the Attack action on his turn, he can forgo one of his attacks and use a bonus action to direct one of his companions to strike. When he does so, he chooses a friendly creature who can see or hear him and expends one superiority die. That creature can immediately use a reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

REACTIONS

Strength Before Death.(1/long rest) If Daido takes damage that reduces him to 0 hit points, he can use your reaction to delay falling unconscious, and he can immediately take an extra turn. While he has 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill him. When the extra turn ends, he falls unconscious if he still has 0 hit points.

Parry. When another creature damages Daido with a melee attack, he can use a reaction and expend one superiority die to reduce the damage by 1d12+7.

Riposte. When a creature misses Daido with a melee attack, he can use one reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack's damage roll.

Brace. When a creature Daido can see moves into the reach he has with the melee weapon he's wielding, he can use one reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, he adds the superiority die to the weapon's damage roll.

Human Wall(8/long rest).' As a reaction upon hitting 0 hit points, Daido can spend a hit die to fall to the amount rolled in hit points.

48f2764bb843258e0f12192c28416f72.jpg
The nameless, unmatched swordsman. [[1]]

Fighter.

Daido has 20 levels in the Fighter class.

Battle Maneuvers

Daido has the following maneuvers:

Battle Maneuvers
  • Parry (already included).
  • Riposte (already included).
  • Brace (already included).
  • Commanding Presence. When Daido makes a Intimidation, a Performance, or a Persuasion check, he can expend one superiority die and add the superiority die to the ability check.
  • Commander's Strike (already included).
  • Disarming Attack. When Daido hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it's holding. He adds the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object he chooses. The object lands at its feet.
  • Distracting Strike. When Daido hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of his next turn.
  • Precision Attack. When Daido makes a weapon attack roll against a creature, he can expend one superiority die to add it to the roll. He can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Sweeping Attack. When Daido hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on your superiority die. The damage is of the same type dealt by the original attack.
Feats

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

Cursed Weapon Wielder.

Alert (5e Feat), Athlete (5e Feat), Durable (5e Feat), Mobile (5e Feat), Resilient (5e Feat) (Constitution), Sentinel (5e Feat), Slasher (5e Feat), Tough (5e Feat).

Improved Durability.

This creature uses the Improved Durability rule.

0.00
(0 votes)

--- Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png