Jinichi Zenin (Jujutsu Kaisen Supplement)
Jinichi Zenin[edit]
Medium humanoid (human), lawful neutral Armor Class 21 (unarmored defense)
Saving Throws Str +12, Cha +11 Cursed Energy. Jinichi has 52 Cursed Energy which he can expend. All cursed points are regained at the end of an long rest. Cursed Strike. When making an Unarmed Strike, Jinichi may spend up to 6 Cursed Energy, adding 4 (1d8) Necrotic damage to its damage. This may also be used when Jinichi hits a Nat 20. This energy persists until he hits a target or 1 minute has passed. Curse-Empowered Strikes. Jinichi's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 6 (1d12) extra necrotic damage (already included). Brawn/Endurance. Whenever Jinichi makes a Strength or Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Cursed Energy Recovery. While in combat, Jinichi regains 1 Cursed Energy per turn, up to his maximum. The combat must be one where his life is at risk. Peak of Might. Whenever Jinichi hits a critical with a melee weapon attack that uses Strength he may shove or grapple the creature Detonating Assault. Whenever Jinichi hits a creature with one of his Missile Fists attacks, creatures within 5ft of the impact take half of the damage caused by the fist as thunder damage. Jinichi can designate 5 creatures that are unaffected by his technique. Colossal Physique. Jinichi counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift. Jinichi can add his proficiency to all Strength checks he makes. Any attack roll Jinichi makes which uses Strength deals twice as much damage to objects and structures. Once per turn as part of a successful melee attack, Jinichi can force the creature hit to make a DC 20 Strength saving throw . On a failure, they are knocked back 60 ft 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 Jinichi's 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. Whenever Jinichi makes a Strength check or saving throw, Jinichi can give himself advantage on the roll. He can do this 6 times per long rest. 50 Meters In 3 Seconds! Jinichi has two reactions per round. Strong Body. Jinichi reduces all non-magic damage he takes but psychic by 5. Brute Slam. Once per turn as part of an unarmed strike, Jinichi may make a grapple attempt against a creature. If he succeeds, he may pick up the creature and slam them against a solid surface within 10 ft. of hiself, such as the ground or a wall, dealing another roll of his unarmed strike in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type. Heavy Slam. Whenever Jinichi takes the Attack action against a creature he is currently grappling with, he may forgo an attack to violently slam the creature into the ground. Jinichi makes a contested Athletics check against the creature who contests via Athletics or Acrobatics check (Their choice). On a successful check, his opponent is driven into the earth beneath him ending the grapple early, taking bludgeoning damage equal to two rolls of Jinichi's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from his iron grasp, causing Jinichi's grapple to end early and the creature may move an additional 5 ft. away from him as part of their successful check. If Jinichi scores a 20 on the Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of his unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of Jinichi's next turn. Cursed Martial Artist. Jinichi's unarmed strikes when benefitting from the Cursed Strike enhancement have their critical hit range increased by 1 meaning while using curse empowered strikes Jinichi can land a crit with a 19 or 20. Additionally, whenever Jinichi scores a critical hit with an unarmed strike, he can roll one additional unarmed strike damage die when determining the extra damage for the critical hit. If Jinichi has taken the Attack action on his turn using only unarmed strikes then make any unarmed strikes as a bonus action which benefits from the Cursed Strike, the enhancements cursed energy cost is reduced by 2 (to a minimum of 1). Taijutsu Sorcery. Once per turn, Jinichi can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1. Heavy Finisher. Once per round as part of hitting a melee attack, Jinichi can spend up to 6 cursed energy to make his target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back 6 + the amount of cursed energy spent times 20 and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone. If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. Jinichi can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting an melee attack against a prone creature, Jinichi can spend up to 10 cursed energy to force his target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained in the ground. On a success, they take half as much damage and their speed is halved until the beginning of Jinichi's next turn. If they fail by 5 or more, they are also Confused until the beginning of Jinichi's next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. ACTIONSMultiattack. Jinichi can make three attacks. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning and 6 (1d12) necrotic damage. Exorcise. Jinichi automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower. Cataclysmic Barrage (10 Cursed Energy). Jinichi can unleash a wave of fists summoned in a 60-foot cone. Each creature in that area must make a Strength saving throw. On a failure, they take 114 (12d12 + 36) bludgeoning and 42 (12d6) necrotic damage and are pushed back 30 ft. On a success, they take half damage and are not pushed back. This technique deals twice as much damage against objects and structures. BONUS ACTIONSMartial Arts. When Jinichi uses the Attack action, he can make an unarmed strike as a bonus action. Cursed Blast of Blows (3 Cursed Energy). After Jinichi uses the Attack action, he can perform two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). Jinichi can take the Dodge action on his turn. Cursed Wind Step (3 Cursed Energy). Jinichi can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn. Explosive Blow (8, 10 or 14 Cursed Energy). Jinichi concentrates on channeling a very condensed portion of his cursed energy into either his limbs or a weapon for 8 cursed energy. For 1 minute after he performs this bonus action, the next melee attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If Jinichi receives damage from any source, he must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when Jinichi lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack. For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that Jinichi uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half. On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either Jinichi's attacks' ability modifier or Charisma modifier times 10 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 receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of Jinichi's attack’s damage roll instead. Missile Fists (2+ Cursed Energy). Jinichi can create a fist that is twice as big as his normal fists. Each fist requires a ranged cursed energy attack roll with a +11 to hit and replaces an attack in the attack action against a creature within 60 feet of him. On a hit, it takes 19 (2d12 + 6) bludgeoning and 7 (2d6) necrotic damage. This cannot replace attacks from the Cursed Blast of Blows feature. Jinichi can spend an additional amount of cursed energy up to 12 to create additional fists, creating one additional fist for every 2 cursed energy spent. Jinichi can reroll one damage dice from this technique. These fists lasts until he attacks with them, or until 1 minute has passed. Taijutsu Sorcery. Whenever Jinichi uses the multiattack action, he can push, shove or grapple a creature as a bonus action. REACTIONSTaijutsu Sorcery. Whenever Jinichi takes the Attack action on his turn, he may take the Dodge action as a reaction however this Dodge action only causes melee attacks against him to have disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he have performed this variation of the Dodge action, Jinichi can make one attack against that creature if it is within range once per round. |
Jujutsu Sorcerer. Jinichi has 18 levels in the Jujutsu Sorcerer class. Cursed Techniques. When a feature refers to Jinichi's cursed techniques, it refers to Missile Fists, Detonating Assault and Cataclysmic Barrage.
Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body. Cursed Martial Artist, Taijutsu Sorcery, Heavy Finisher. Improved Durability. This creature uses the Improved Durability rule. |
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