Hana Kurusu (Jujutsu Kaisen Supplement)

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Hana Kurusu[edit]

Medium humanoid (Cursed Vessel), lawful good


Armor Class 16 (Unarmored Defense)
Hit Points 77 (18d8)
Speed 60 ft


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Dex +5, Cha +9
Skills Perception +6, Religion +8
Proficiency Bonus +4
Damage Resistances Radiant
Senses passive Perception 16
Languages common.
Challenge 10 (5,900 XP)


Cursed Energy. Hana has 32 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest.

This Body Is Mine. Hana has advantage against effects that would alter her form.

Always Awake. Due to Angel always watching and protecting her, attacks do not gain advantage against Hana as a result of them not being seen by her.

Experience of Two. Due to Angel being an ancient sorcerer, and being knowledgeable about things, whenever Hana makes a skill check, she may be given advantage 4 times per long rest as long as Angel knows something about the subject matter. Some examples can be information regarding the Heian Era, the Desshi Pacification Squad, the Abe and Sugawara clans, and information regarding Ryomen Sukuna.

Love Finds a Way. Hana has disadvantage on Insight checks against Megumi Fushiguro and "Megumi Fushiguro".

Holy Cursed Energy. Whenever Hana deals damage with a cursed energy feature she can change the damage type to radiant instead of necrotic. In addition she gains resistance to necrotic damage when her Cursed Armor is active.

In addition, Hana's technique targets cursed energy directly, and as such, Domain Amplification cannot negate the radiant damage and the effects of Technique Extinghuishment.

Angel's Blessing. Hana has angelic wings that protrude from her back and a halo atop her head, that give her flying speed based on her vitality. When her health is above three-quarters, Hana has a flying speed equal to her walking speed. If her health is at three-quarters, her flying speed is reduced to three-quarters of her walking speed. At half health, her flying speed is half of her walking speed, and at one-quarter health, it is reduced to one-quarter of her walking speed. While these wings and halo are active, she can freely move between barriers such as curtains without breaking them, as well as through magical walls and barriers created by spells of a level of 4 or lower. Hana cannot pass through the Barrier of a Domain Expansion without finding the Weak Spot first.

Instrument Creation (1 Cursed Energy). As a free action, Hana can create three separate instruments to assist her in combat. Hana may only have one instrument summoned at a time. Each type of instrument provides unique benefits when used in conjunction with her Technique Extinguishment features:

Trumpet. When Hana decides to create a trumpet, she can use it to amplify your Technique Extinguishment's effects. When she uses Technique Extinguishment while wielding the trumpet, the range of the radiant beam increases by 30 feet.

Drum. A drum amplifies the power of her Technique Extinguishment. While she would wield a drum, any creature that fails their saving throw against her Technique Extinguishment takes an additional 2d12 radiant damage.

Flute. A flute creates an enchanting melody that distracts her foes. If Hana uses Technique Extinguishment while holding the flute, she may spend 5 additional cursed energy to impose disadvantage on the saving throw for one creature of her choice. The creature must make an additional Charisma saving throw before they make the saving throw for technique extinguishment, on a failure, they make the save with disadvantage and on a success, nothing happens.

These effects are active as long as you are wielding the instrument. The type of instrument you create can be changed each time you use this feature.

Cursed Energy Recovery. While in combat, Hana regains 1 Cursed Energy per turn, up to her maximum. The combat must be one where her life is at risk.

Cursed Armor. Hana can spend up to 5 cursed energy to give herself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Hana can only benefit from this feature again after 1 minute or having her temporary hit points reduced to 0. In addition, Hana gains resistance to Necrotic damage while cursed armor is active.

Evasion. When Hana makes a Dexterity saving throw, she takes half as much damage on a failure and no damage on success.

ACTIONS

Unarmed Strike. Melee weapon attack +5 to hit, reach 5ft., one target. Hit 5 (1d8+1) bludgeoning damage and 6 (1d12) necrotic damage.

Technique Extinguishment (2 Cursed Energy). Hana can blow into her trumpet, causing a target of her choice within 60 ft. to make a DC 17 Charisma saving throw. On a failure they take 6d8 radiant damage and cannot use any cursed technique features, and any effects coming from those features they currently have active on them are disabled for the next minute. On a success, they take half as much damage, and don't have their cursed technique features negated. A creature who has their cursed technique negated has to spend double the cursed energy on every feature which costs cursed energy, although this doesn't affect a creature who lacks a cursed technique. If a creature who is under the effects of Technique Extinguishment is killed, should they be revived, they must use the burnout Recovery feature in order to regain their technique. They may remake the saving throw at the beginning of their turns, ending the effect early on a success.

Jacob's Ladder (10 Cursed Energy). While the trumpet is summoned, blowing into it allows her to choose a point within 60 feet of herself. A beam of light strikes down in a 10 foot circle centered on the point Hana can choose, every creature in said area has to make a DC 17 Charisma saving throw. On a failure, they take 10d12 radiant damage and suffer the same effects as Technique Extinguishment. On a success, they take half as much damage and do not receive the side effects.

At the start of her next turn after using Jacob’s ladder, she can keep the beam going for 1 cursed energy, repeating all of the above effects and dealing a cumulative 1d12 additional radiant damage as an action. If a creature fails a saving throw against that beam once, they gain disadvantage on the charisma saving throw against the next beam. Hana must maintain concentration as if concentrating on a spell to keep this state active.

She may also use this technique as a way to destroy cursed objects. As an action for 6 cursed energy, she can summon a trumpet of light and blow into it, making a beam of light targeting a cursed object or cursed tool. Make a ranged cursed energy attack roll against the cursed energy save DC, on a hit Hana will completely destroy her target, removing any curses that were affecting creatures because of it or removing creatures imprisoned inside.

If she decides to use this technique with Maximum Output, its beam of light range increases to a 15 foot circle.

BONUS ACTIONS

Divine Aura (3 Cursed Energy). Hana will begin emitting radiant energy that embodies divine judgement. She now emits blinding light in a 15 feet radius centered on herself which counts as sunlight, which lasts until the end of her next turn. Hana herself is unaffected by the following effects:

  • Creatures within 5 feet, start or end their turns while within 5 feet of Hana must succeed on a DC 17 Constitution save at the beginning of their turns or be blinded until they are no longer within 5 feet of her.
  • Creatures that are within 10 feet, or start or end their turn within 10 feet of her must make a DC 17 Charisma saving throw at the beginning of their turns. On a failure, they take 2d12 radiant damage. On a success, they take half as much damage. This damage cannot be enhanced through any method.

At the beginning of her turns, Hana may spend 2 cursed energy to maintain this feature. Additionally, she may also uses this feature as part of entering initiative.

Maximum Output. Hana can spend Cursed Energy equal to twice the original cost of one of her 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.


image.png
Hana Kurusu listening to Angel, her Cursed Object. [[1]]
Hana is a calm, friendly, and well-mannered person whose actions betray a brave, outgoing nature. She wants to help people and was inspired as a young child by Megumi Fushiguro to do so. When they were both children, Megumi Fushiguro rescued Hana from a cursed spirit who had held her hostage for a year, a kindness that she never forgot.


Jujutsu Sorcerer.

Hana has 9 levels in the Jujutsu Sorcerer class.

Cursed Techniques. When a feature refers to Hana's cursed technique, it refers to Technique Extinguishment, Instrument Creation, Divine Aura, and Jacob's Ladder.

Hana's Feats

Chanting

Immense Cursed Energy

Chanting

Hana is capable of making recitations of chanting with her cursed technique.

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

  • Her technique will ignore resistances and treat immunities as resistances.
  • She may double the original Range, Width, or Radius of her Technique.
  • She may triple the original Range, Width, or Radius of her Technique. (She 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. She also raises the DC by her proficiency bonus for that saving throw.
  • If her Innate Technique feature has her make an attack roll, she gains advantage on that attack roll and may add her proficiency bonus to that roll an extra time.
  • The cost of her Innate Technique feature is halved.
  • Her Innate Technique will ignore all forms of cover.
  • Her 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 she will gain an extra Reaction specifically for that feature. (She must be Complex Chanting in order to apply this bonus)
  • The duration of her Innate Technique feature is doubled.
  • The duration of her Innate Technique feature is tripled. (She 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. (She must be Complex Chanting in order to apply this bonus).
  • The cost of her Innate Technique feature is reduced to ¼. (She must be Complex Chanting in order to apply this bonus)(She 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 her Innate Technique feature would force her opponent to make a saving throw, they roll 3 dice instead of one and take the lowest result for the roll. (She must be Complex Chanting in order to apply this bonus).
  • If her Innate Technique feature would have her make an Attack roll, she may roll 3 dice instead of 1 and take the highest result for the roll. (She must be Complex Chanting in order to apply this bonus).

Every subsequent turn she spends her Bonus Action chanting the technique it will gain another two bonuses of her choice. The chanted technique may only have a number of bonuses applied to it equal to 1+ her Intelligence or Wisdom mod. If she possesses the Cursed Energy Reinforcement feat and either the Reverse Cursed Technique or Regeneration feats, she may use his Charisma mod instead of either her 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, she 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 she may add four bonuses from the above list to the chanted technique, and every subsequent turn she 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 she must maintain concentration as if maintaining concentration on a spell.

If her Innate Technique feature that benefits from Chanting allows her to make more than one attack roll or forces a target to make more than one save or has multiple ranges, she 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 she would have to add that bonus to that part as well). She cannot perform Maximum Output on an Innate Technique feature benefiting from Chanting. She cannot apply the benefits of Chanting towards a Domain Expansion.

Soul Knowledge

Hana has 4 Soul Knowledge.

Improved Durability.

This creature uses the Improved Durability rule.


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