Hanami (Jujutsu Kaisen Supplement)

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Hanami[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 23 (Unarmored Defense)
Hit Points 700 (40d10 + 480)
Speed 70 ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 22 (+6) 12 (+1) 14 (+2) 24 (+7)

Saving Throws Str +12, Con +12, Cha +13
Skills Athletics +12, Intimidation +13, Nature +13, Perception +8, Survival +8
Damage Vulnerabilities Radiant
Damage Resistances Acid, Bludgeoning, Piercing, Poison, Psychic, Slashing
Senses passive Perception 18
Languages Common, telepathy 80 ft.
Challenge 20 (25,000 XP)


Cursed Energy. Hanami has 119 cursed energy she can spend. All of the cursed energy, when used, is unavailable until she takes a long rest.

Cursed Armor (1-7 Cursed Energy). Hanami can spend up to 7 cursed energy to give herself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Hanami can only benefit from this feature again after 1 minute or having her temporary hit points reduced to 0.

Cursed Strike (1-6 Cursed Energy). When Hanami makes an unarmed strike, she may deal an additional 1d8 necrotic damage per cursed energy spent. This lasts for 1 minute or until Hanami hits an unarmed strike. This may also be used when Hanami hits a Nat 20.

Curse-Empowered Strikes. Hanami's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included).

Endurance. Whenever Hanami makes a Constitution saving throw, she takes half as much damage on a failure and no damage on a success.

Improved Cursed Energy Recovery. Hanami regains 3 cursed energy at the beginning of her turn, up to her maximum.

Undead Nature. Hanami has advantage on saving throws against disease and being poisoned.

Elemental Body. At the start of her turn, Hanami may choose to deal 13 Acid damage to a creature she's grappling for no action required.

Enhanced Musculature. Hanami has advantage on all Strength-based ability checks and saving throws, and her carrying, dragging, lifting and pushing capacities are doubled.

Fearsome Appearance. Hanami gains advantage on all checks and saves to resist the frightened condition.

Invisible Force. Hanami is entirely made out of cursed energy, meaning she cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Hanami. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see her.

Hard to Kill (1/long rest). If Hanami is reduced to 0 hit points, she can choose to drop to 1 hit point instead and are considered stable. This feature does not work if the damage that reduced Hanami to 0 hit points was Radiant.

Famous Name (7/long rest). Hanami is based on plant-based natural disasters, so people's fear for her is far greater than to other normal curses. Whenever Hanami rolls initiative, she may force every hostile creature that can see her to make a DC21 Wisdom saving throw. On a failure, they are frightened for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours.

Your Fears Become Real. Whenever Hanami rolls a skill check related to plant-based natural disasters, she does so with advantage.

Sadism. Hanami has immense sadism when beating her victims. Whenever she deals damage to someone who is frightened of her, half of the total damage will be converted in temporary hit points to herself. These temporary hit points cannot go above 20.

Outer Shell. Hanami’s body is covered by an extremely hard shell that grants enormous physical resistance. The shell grants Hanami a damage reduction of 25 and critical hits will count as normal hits for the purpose of damage against her.

Eye-Roots. Hanami’s true body is the roots that stick out of her eyes. A creature may perform a DC 21 Insight check at the end of their turns to try and figure out the weak point and, upon being discovered, it will count as eyes for the purpose of the penalty to hit using the limb system, as opposed to functioning like a limb, damage dealt to the roots will instead be doubled and benefits from Hanami's Outer Shell doesn't apply. A creature may also attempt to pull out the roots from her eyes. To do so the creature must attempt a grapple with disadvantage, and then use a bonus action to try an pull it out, performing an Athletics check against a Constitution saving throw from Hanami, on a failure, they don’t pull it and the grapple ends and on a success, they pull out the roots and Hanami takes 200 damage and becomes incapacitated for 2 rounds.

Flower Bud. The flower bud allows Hanami to charge the Radiant Beam feature, allowing her to add extra CE, adding 2d10 damage per extra CE to a maximum of 60d10 total.

Natural Chlorokinetic. While within 30 feet of abundant natural vegetation—such as dense forests, thick undergrowth, or flourishing gardens—the cursed energy cost of any feature of Hanami's cursed technique that manipulates plants is reduced by 6, to a minimum of 1 cursed energy.

Path of Roots (1 Cursed Energy). Hanami can use her roots as a way of movement. She creates a line up to 500 feet long and 30 feet wide filled with roots that can handle up to 700 pounds. They last for 7 minutes or until she dispels it at will (no action required) and have 35 hit points and 21 AC.

Colossal Physique. The strength Hanami possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. She gains the following benefits:

  • Hanami will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Any attack roll she makes which uses Strength deals twice as much damage to objects and structures.
  • Hanami has learned to put her weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, Hanami can force the creature hit to make a DC 21 Strength saving throw. On a failure, they are knocked back 60 feet in a direction of her 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 her damage roll (rounded down). If her attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Hanami makes a Strength check or saving throw, she can give herself advantage on the roll. She can do this 6 times, regaining all uses after taking a long rest.

Strong Body. Hanami will reduce all damage she takes but psychic or thunder by 6. Attacks using Cursed Energy or magic can bypass this unless she uses Cursed Armor.

Cursed Enhanced Body. As long as Hanami has 1 or more Cursed Energy, she adds 3 to his attack and damage rolls when attacking with her Unarmed Strikes (already applied).

ACTIONS

Multiattack. Hanami makes 3 attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) bludgeoning and 6 (1d12) necrotic damage.

Cursed Nature. Hanami may devour a corpse within her reach to regain cursed energy up to her maximum equal to the corpse’s Jujutsu Sorcerer level (minimum 1) unless that creature was Heavenly Restriction.

Binding Plants (2 Cursed Energy). Hanami can choose up to five targets within 30 feet of her to trap with plants. The target(s) must make a DC 21 Strength saving throw. On a failure, they become restrained until the beginning of Hanami's next turn. On a success, they are not restrained. If the target fails the Strength saving throw by 5 or more, they are restrained for 1 minute instead. In this case, they can remake the saving throw at the beginning of their turns, ending the condition early on a success.

Thorn Whip (1 Cursed Energy). Hanami creates a long, vine-like whip covered in thorns that lashes out at her command toward a creature within 15 feet of her. Make a melee cursed energy attack roll against the target. If the attack hits, the creature takes 38 (11d6) piercing damage, and if the creature is Large or smaller, she pulls the creature up to 10 feet closer to her.

Poisonous Plants (2 Cursed Energy). Hanami extends her hand towards a creature she can see within 10 feet of her and projects a puff of noxious gas from a plant created on her palm. The creature must make a DC 21 Constitution saving throw. On a failure, they take 49 (11d8) poison damage. On a success, they take half as much damage. If they fail the saving throw by 5 or more, they are poisoned.

Entangling Roots (3 Cursed Energy). Hanami can make roots sprout from the ground in a 20-foot square within 60 feet of her. All creatures in the area must make a DC 21 Strength saving throw. On a failure, they are restrained for 1 minute. On a success, they are not restrained. A creature restrained by the plants can use its action to make a DC 21 Strength saving throw. On a success, it frees itself. For the duration of the technique, the area becomes difficult terrain. When the technique ends, the roots wilt away.

Piercing Roots (3 Cursed Energy). Roots sprout from the ground in a 30-foot cone in front of Hanami, forcing every creature within range to make a DC 21 Dexterity saving throw. On a failure, they take 88 (16d10) piercing damage. On a success, they take half as much damage.

Wooden Ball (2-9 Cursed Energy). Hanami creates a wooden ball per Cursed Energy spent above 1. It has 14 hit points and 21 AC and will keep floating around Hanami.

Wooden Ball Command. Hanami fire one or more of her Wooden Balls towards a target within 30 ft. Make a ranged cursed energy attack roll. On a hit, the balls create large branches that pierce through their target, dealing 65 (10d12) piercing damage. Right after they hit or miss, 1 minute passes, or they are destroyed, the balls will disappear.

Flower Field (6 Cursed Energy). Hanami chooses a point within 100 feet of her, all creatures in a 10-foot radius centered on that point must make a DC 21 Wisdom saving throw. On a failure, they are now hallucinating for 1 minute. While hallucinating, attack rolls against the creature are made with advantage, and the creature has disadvantage on saving throws. On a success, nothing happens. For every round the creatures remain hallucinating, their attack rolls and saving throws are reduced by 3. This cannot reduce the attack roll bonus nor the saving throw bonus below 1.

At the end of each of their turns, they may repeat the Wisdom saving throw. On a success, they end the flower field. Additionally, if the creature is forced to make a saving throw or suffers an attack roll, it can remake the Wisdom saving throw, ending the state on a success. A creature who has succeeded the save is immune to Flower Field for 24 hours.

When making a Wisdom saving throw to end the effect while hallucinating, creatures do not suffer the disadvantage caused by the condition.

Cursed Bud (8 Cursed Energy). Hanami can create and launch 7 cursed buds towards one or more targets within 60ft. of her. Make a ranged cursed energy attack roll for each. On a hit, they attach themselves to the creature. At the beginning of the creature's turns, it will lose 7 Cursed Energy. In case they don't have Cursed Energy remaining, they will lose their hit points instead.

The creature can use an action to make a DC 21 Strength check to remove the curse bud, removing it on a success.

Cursed Bud Tree (10 Cursed Energy). Hanami may as a full turn action create a large-sized tree of buds for 1 minute. At the beginning of her turns, she may spend a bonus action to make it launch 3 cursed buds, making ranged cursed energy attack rolls against creatures within 30 feet of the tree. The tree 70 hit points and 26 AC. Additionally, it has vulnerability to Slashing and Fire damage.

Radiant Beam (10 Cursed Energy). Hanami forces all creatures in a 100 feet long 5 foot wide line to make a DC 21 Dexterity saving throw. On a failure, they take 110 (20d10) necrotic damage and are blinded for 1 minute. On a success, they take half as much and are not blinded. If a creature fails by 5 or more, they are also confused until the beginning of hernext turn.

They can make a DC 21 Constitution saving throw at the beginning of their turns, ending the condition early on a success.

Basic Barrier (1-7 Cursed Energy). Hanami can create a dome starting from herself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Hanami may choose to make it smaller if she wishes. This barrier has 10 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 21 and automatically fails saving throws. This barrier lasts for 10 minutes, and Hanami can deactivate her basic barrier as will (no action required).

Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure.

Hanami covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. 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 sphere.

Hanami's curtain lasts for 70 minutes, and the curtain has 70 Hit Points. This barrier has an AC of 21 and automatically fails saving throws. It is also immune to Poison and Psychic damage.

Hanami may choose to make her curtain smaller in radius, however it cannot be smaller than a 100-foot radius.

Domain Expansion: Ceremonial Sea of Light (30 Cursed Energy). Hanami use her Domain Expansion.

Domain Amplification (1-10 Cursed Energy). Hanami can cover her body to "wear" her domain in order to neutralize cursed techniques for 1 minute. Once activated, she automatically dampens any defensive technique, offensive technique, or spell that affects her, and she can bypass barriers such as infinity and defensive innate techniques. While active, Hanami gains a damage reduction to Innate Techniques or Spells equal to the amount spent times 10. In addition, conditions and effects from Innate Techniques and Spells are negated against her, unless they possess an original cost (before reductions) higher than the amount spent on Amplification, or are under Maximum Output. Hanami can dismiss Domain Amplification as a bonus action. Even if she dismisses it, for the minute she can reactivate it as a bonus action without spending the cursed energy again. Domain Amplification works on contact with Hanami's body, and as such ranged attacks and features that do not make physical contact will not gain the benefits of Domain Amplification. Hanami cannot use Domain Amplification while her Domain Expansion is active.

When Hanami activates amplification, and while it is active, she cannot use her Innate Technique, and any active durations or effects will be stopped and interrupted. Hanami may instead choose to maintain active durations and effects from her innate technique, instead attempting to ‘pause’ it while amplification is active. At the beginning of Hanami's turns while amplification is active, she must make a DC 20 Charisma saving throw. On a success, her technique is ‘paused’ successfully, rather than being interrupted. On a failure, the technique is ended and interrupted as normal.

BONUS ACTIONS

Martial Arts. When Hanami uses the Attack action with an unarmed strike on her turn, she can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on her turn, Hanami can perform two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). Hanami can take the Dodge action.

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

Maximum Output. Hanami can spend Cursed Energy equal to twice the original cost of one of his 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 3.
  • 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.

Flying Ball. Hanami may get above one of the balls within 5 feet of her, gaining flying speed equal to her walking speed while above them.

Advanced Regeneration. Hanami can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent.

Black Arm. Hanami's left arm allows her to to absorb cursed energy from nearby plant life, gaining 1 cursed energy for every 5 feet of plant life she drains. Hanami may directly fuel the energy absorbed from plant life into the flower bud.

REACTIONS

Wall of Roots (4 Cursed Energy). Hanami rises deep roots from the ground to defend herself or her allies from attacks. When Hanami or an ally is targeted by an attack roll or cone/line saving throw, she can spring forth a wall of roots that is 10ft. tall and 5ft. wide, covering 10ft. around her. The wall has 210 hit points and 21 AC.

Advanced Regeneration. As a Reaction to suffering damage, Hanami uses his Advanced Regeneration.

Cursed Enhanced Body (1-7 Cursed Energy). Whenever Hanami makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, she may add the number of cursed energy spent as a bonus to the saving throw.

LEGENDARY ACTIONS

Hanami can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hanami regains spent legendary actions at the start of her turn.

Regenerate. Hanami uses Advanced Regeneration.

Cursed Technique (Costs 2 actions). Hanami uses one of her Cursed Technique.

Domain Expansion: Ceremonial Sea of Light (Costs 3 actions). Hanami uses her Domain Expansion.

image-2025-03-28-114035256.png

Hanami is the type of spirit who cares for the planet that the humans have been abusing for thousands of years. She wishes to kill humans in order to sacrifice them so they can be sages to a cleaner world controlled by cursed spirits that will respect the earth. Hanami believes in Jogo's ideals along with Dagon, as they want to replace humanity with cursed spirits because they feel curses are the true humans. Hanami has a close kinship with her allies, willing to go out of their way and briefly challenge Satoru Gojo in order to rescue Jogo from being exorcised. Hanami invaded the school's sister event to give Mahito time to steal the death paintings, almost being eliminated by Satoru Gojo. After that, Hanami goes to the Shibuya incident and ultimately sacrifices herself for her group's ultimate plan in Shibuya.

Jujutsu Sorcerer.

Hanami has 20 levels in the Jujutsu Sorcerer class.

Domain Expansion: Ceremonial Sea of Light

Hanami's domain is a gigantic forest full of flora and heavy trees, having a swarm of constant growing plants that are out to get creatures. Inside of her domain counts as difficult terrain and a heavily obscured area for all creatures but her.

All creatures must make a DC 21 Strength saving throw at the beginning of their turns due to the plants swarming them. On a failure, they are restrained by roots. On a success, they are not restrained by the roots.

After being restrained by the roots, the plants start letting out toxic clouds near them which forces the creature to make a DC 21 Constitution saving throw at the beginning of their turns. On a failure, they take 90 (20d8) poison damage and are poisoned. On a success, they take half as much damage and are not poisoned.

After being poisoned by the plants, the toxin now starts affecting the creatures’ bodies, changing their view of the world. The creatures are now hallucinating until they pass the Constitution saving throw.

Refiniment Points

Hanami's domain refiniment points are 400.

Domain Durability. Her domain has 1100 hit points.

Technique Efficiency. While inside her domain, Hanami may use Binding Plants, Thorn Whip and Poisonous Plants for 0 Cursed Energy.

Increased Potency. While inside her domain, Hanami's cursed techniques and domain damage if any have 7 additional dice, gain a +5 bonus to their DCs and a +5 bonus to hit.

Enhanced Technique Efficiency. While within her domain, Hanami now reduces the cursed energy cost of Entangling Roots, Path of Roots, Piercing Roots, Wall of Roots, Wooden Ball, Flower Field, Cursed Bud, Cursed Bud Tree and Radiant Beam by 3, to a minimum of 1.

Cursed Techniques

When a feature refers to Hanami's cursed techniques, it refers to Binding Plants, Thorn Whip, Poisonous Plants, Entangling Roots, Path of Roots, Piercing Roots, Wall of Roots, Wooden Ball, Flower Field, Cursed Bud, Cursed Bud Tree and Radiant Beam.

Curse Biology Traits

When a feature refers to Hanami's curse biology, it refers to Outer Shell, Eye-Roots and Black Arm.

Feats

Special Grade Curse.

Athlete History, Colossal Physique, Strong Body, Resilient, Regeneration, Advanced Regeneration, Cursed Biology (Head Branches).

Basic Barrier, Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Enhanced Body.

Epic Boons

Improved Cursed Energy Recovery

Improved Durability.

This creature uses the Improved Durability rule.

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