Hajime Kashimo (Jujutsu Kaisen Supplement)

From D&D Wiki

Jump to: navigation, search

Hajime Kashimo[edit]

Medium humanoid (Cursed Vessel), chaotic neutral


Armor Class 24 (unarmored movement)
Hit Points 480 (40d8 + 320)
Speed 190 ft.


STR DEX CON INT WIS CHA
15 (+2) 25 (+7) 18 (+4) 16 (+3) 16 (+3) 25 (+7)

Saving Throws Dex +13, Cha +13
Skills Acrobatics +13, Arcana +9, Investigation +9, Perception +15, Performance +13, Persuasion +13
Proficiency Bonus +6
Senses passive Perception 29
Languages Common
Challenge 20 (25,000 XP)


Cursed Energy. Kashimo has 61 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. Kashimo regains 1 cursed energy at the beginning of his turns.

Cursed Energy Armor. Kashimo may use up to 7 Curse Energy on this feature. For every 1 Curse Energy he spends he gain 10 temporary hit points for 1 minute. Kashimo can use this feature again either after 1 minutes passes or it’s temporary hit points are reduced to zero (no action required) When Kashimo uses Curse Energy Armor he gains immunity to lightning damage.

This Body Is Mine. Kashimo gain advantage against effects that would alter his form.

Cling on to Life. Whenever Kashimo is reduced to 0 hit points, Kashimo may choose to be reduced to 1 hit point instead. Kashimo may only do this once per long rest.

Evasion. Whenever Kashimo makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Cursed Empowered Strikes. Kashimo’s unarmed strikes are considered magical

Sparks. twice per turn when Kashimo deals damage with a melee weapon attack, Kashimo can spend 1 cursed point to add 7d10 lightning damage to the total amount. Even if the attack misses this damage will be dealt as long as the target of the attack is within 25 feet of you, unless the target has Endurance, which then makes them take half as much damage. In addition, if another hostile creature is within 30ft. of the targeted one, Kashimo may make them receive the lightning damage as well

System Stop. Kashimo once per round, can spend 5 additional cursed energy when using sparks, forcing the target to make a DC 21 Constitution saving throw in case he hits. If they fail, they are stunned until the beginning of their next turn. If they fail by 5 or more, they are paralyzed instead.

Lightning Body. Kashimo benefits from unarmored movement twice, he adds his Charisma to his initiative roll, one additional reaction per round, an additional attack when taking the attack action, an additional damage dice whenever lightning damage is dealt and using battle sparks feature twice per turn, as long as Kashimo has 1 cursed energy remaining. (Already added)

Lightning Discharge. Whenever Kashimo deal damage with his sparks feature, Kashimo may spend additional cursed points up to his Charisma modifier to apply a positive charge into the target. After a positive charge is applied, Kashimo may spend his bonus action to apply a negative charge to the ground. This creates a reaction, making lightning go straight to the target's head if they are within 30 feet, dealing xd8 lightning damage(With x being his Charisma modifier + the amount of cursed points spent + 1 ) and forcing the target to make a DC 21 Constitution saving throw at disadvantage. On a failure, they are stunned until the start of your next turn. On a success, they're not stunned. If they fail by 5 or more, they are paralyzed instead. Kashimo may also use lightning discharge around himself, not being as guaranteed but being more powerful. As an action for 10 cursed points, Kashimo creates lightning in a 30ft. circle around himself, forcing all creatures within that range make a Constitution saving throw. On a failure, they take 9d12 lightning damage and are stunned until the beginning of your next turn. On a success, they take half as much damage and are not stunned. If they fail by 5 or more, they are paralyzed instead.

Mystical Mastery. Kashimo’s technique now lasts an additional 4 rounds (already added) and any lightning damage caused by him overcomes resistances but not immunities

ACTIONS

Multiattack. Kashimo makes 4 attacks.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 5) bludgeoning damage and 6 (2d12) lighting damage.

Nyoi Staff. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 8) bludgeoning damage and 6 (2d12) lighting damage. additionally Whenever Kashimo use the sparks feature, Kashimo can choose to roll the extra lightning damage and save it inside the staff. His staff can save up to six charges of his sparks. Whenever Kashimo hits someone with the Nyoi Staff, Kashimo can spend a charge to add the lightning damage saved on the charge times two to his damage roll. If anyone but Kashimo tries to hold the Nyoi staff while he has his charges, they will take 1d12 lightning damage at the beginning of their turns.

Lightning Ray (1-4 Curse Energy). Kashimo can launch a bunch of lighting rays against a target within 30ft. of Kashimo. Make a ranged cursed energy attack roll. On a hit, they take the sparks damage. For every additional cursed energy Kashimo spends, Kashimo makes one additional cursed energy attack roll against the same or other targets. Kashimo can spend cursed energy this way up to the amount of attacks Kashimo can make per turn, without counting features such as Cursed Blast of Blows.

Exorcise. Kashimo automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 2 or lower.

BONUS ACTIONS

Martial Arts. After using the Attack action, Kashimo can make one unarmed strike.

Cursed Blast of Blows (3 Curse Energy). After Kashimo uses the Attack action, he can perform two unarmed strikes.

Cursed Patient Defense (3 Curse Energy). Kashimo can take the Dodge action on his turn.

Cursed Wind Step (3 Curse Energy). Kashimo can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn.

Mythical Beast Amber (10 Curse Energy). Kashimo’s body will start getting filled with electric cursed energy, making him constantly grow in power by a short period of time. This lasts for 2 minutes and 2 rounds, it instantly ends, making him die instantly

“TURN UP THE VOLUME!!!!” (10 Curse Energy). When Kashimo fights a creature that has a level/CR the same or higher than him he can enter a state called Ramped Up. This state gives him the following benefits for rounds equal to his Charisma Modifier (7 rounds).

Kashimo gains an amount of temporary cursed energy equal to his Charisma modifier that will only last for the duration of the Ramped Up state. Additionally, if he has any feature that regenerates his cursed energy, it will regenerate an additional amount of energy equal to half of it's original value (rounded down, minimum +1), but that only works for this temporary cursed energy.

  • His Sparks feature may now be used a third time each turn.
  • his cursed energy armor, if any, gives 5 more temporary hit points per cursed spent.
  • When Kashimo activates Ramped Up, and every turn afterwards that he starts in this state, he gains an additional 10ft. bonus to his movement speed.

REACTIONS

Lightning Reaction (1 Curse Energy). Whenever an attack Kashimo can see is made against himself, Kashimo can increase his AC by 7 against the triggering attack. This bonus lasts until the start of his next turn and does not stack if this reaction is used multiple times.

Wheel of Lightning (2 Curse Energy). When a hostile creature moves towards Kashimo, he can beat a melee weapon he is holding on the ground and create a wheel of electricity around himself to damage his enemies. Every creature in a 15ft. circle centered on Kashimo must make a DC 21 Constitution saving throw. On a failure, they take 7d10 lightning damage and are pushed 10 feet back. On a success, they take half as much damage and are not pushed back. If they fail by 5 or more, they are also knocked prone.

84590ac0e906edafdfc925084d96195d.jpg
Hajime Kashimo, strongest sorcerer of the Edo period, [[1]]

Kashimo is a sorcerer that lived hundreds of years ago. He was considered the strongest of his era, due to this he was never able to find a sorcerer strong enough to use his curse technique on. Until Kenjaku appeared with a deal for Kashimo. Now Kashimo has been reincarnated with a new goal find the supposed strongest sorcerer Sukuna, an opponent worthy of his curse technique.


Jujutsu Sorcerer.

Kashimo has 20 levels in the Jujutsu Sorcerer class.

Cursed Techniques.

When a feature refers to Kashimo’s cursed techniques, it refers to Mythical Beast Amber

Feats. Kashimo's feats are: Immense Cursed Energy, Cursed Enhanced Body, Cursed Energy Tracker, 50 Meters In 3 Seconds!, Unique Cursed Energy, Strong Body, “TURN UP THE VOLUME!!!!”, Untraceable Speed

Improved Durability.

This creature uses the Improved Durability rule.

5.00
(3 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
Home of user-generated,
homebrew pages!


Advertisements: