Jugadores (NEGRITES)

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Negrites[edit]

Medium humanoid (Human), neutral good


Armor Class 16 (Unarmored Defense)
Hit Points 133 (35d8 +70)
Speed 50 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

Saving Throws Dex +5, Cha +5
Skills Acrobatics +5, Athletics +3, Perception +2, Performance +5
Senses passive Perception 14
Languages Common


Cursed Energy. Yuji has 46 cursed energy which he can expend.

Cursed Armor. Yuji can spend up to 1 cursed energy to give itself temporary hit points equal to the cursed energy spent times 5 for 1 minute (no action required). Yuji can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Cursed Strike. When making an Unarmed Strike, Yuji may spend up to 2 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until he hits a target or 1 minute has passed.

Taijutsu Initiate. Whenever Yuji spends cursed energy into his cursed strike feature, it counts as if he has spent 2 instead. However, it still cannot add more than 2 dice to the damage.

Taijutsu Master. Whenever Yuji makes an unarmed strike, he gains a +1 bonus to its attack and damage rolls (already applied in the sheet).

Taido Martial Arts. You can use the Cursed Blast of Blows, Cursed Patient Defense or Cursed Wind Step Cursed Martial Arts without expending Cursed Energy once per turn.

Cursed Blast. You are able to reach beyond your sorcerer limits for a brief moment. Once per round for 3 cursed energy, you can raise the limit of one Cursed Strike to double your proficiency bonus.

Cursed Martial Artist

  • Your unarmed strikes, when benefitting from the Cursed Strike enhancement, have their critical hit range increased by 1 (Ex. If you would score a critical hit on a roll of 20 with your unarmed strikes, you can now score a critical hit on a roll of 19 or 20 so long as you use Cursed Strike). Additionally, whenever you score a critical hit with an unarmed strike, you can roll one additional unarmed strike damage die when determining the extra damage for the critical hit.
  • If you have taken the Attack action on your turn and only used unarmed strikes, when you make any unarmed strike which benefits from Cursed Strike as a bonus action, the enhancement's cursed energy cost is reduced by 2 (to a minimum of 1).
  • As a reaction to when a creature fails a melee attack roll against you, you can make one unarmed strike against them. On a successful hit, you may add your Charisma modifier (A minimum of +1) to the damage roll.

Taijutsu Sorcery

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, simple weapons and martial weapons.
  • If you possess a feature which allows you to use Dexterity for unarmed strikes and martial weapons then whenever you use the Attack action with an unarmed strike or martial weapon on your turn, you can make one unarmed strike, shove, grapple, or weapon attack as a bonus action.
  • Whenever you take the Attack action on your turn, you may take the Dodge action as a reaction to an attack roll made against you, however, this Dodge action only causes melee attacks against you to gain disadvantage. If a creature rolls a natural 1 on a melee attack against you whilst you have performed this variation of the Dodge action, you can make one attack against that creature if it is within range once per round.
  • Once per turn, you can make an unarmed strike or martial weapon attack with advantage(this does not give you an extra attack). If you already had advantage on a unarmed strike or martial weapon attack, you raise the critical hit range for the attack by 1 using this feature.

Cursed Rain of Blows As a free action after you have taken Cursed Blast of Blows on this turn, you may spend cursed energy up to half of your proficiency bonus, rounded down, making a number of unarmed strikes equal to the amount spent to a maximum of 3.

Additionally, your Cursed-Empowered Strikes may scale with your Strength or Dexterity modifier instead of your Charisma. Finally, you can choose and pick a Taijutsu Feat that you meet the prerequisites of.

ACTIONS

Multiattack. Negrites can make two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage + (1d8) necrotic damage.

BONUS ACTIONS

Martial Arts. Whenever Yuji makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action.

Cursed Blast of Blows. Immediately after taking the attack action, Yuji can spend 3 cursed energy to make two unarmed strikes.

Cursed Patient Defense. Negrites can spend 3 cursed energy to take the dodge action as a bonus action on his turn.

Cursed Wind Step. Negrites can spend 3 cursed energy to take the dash or disengage action as a bonus action on his turn.

Taijutsu Sorcery. Whenever Negrites uses the multiattack action, he can push, shove or grapple a creature as a bonus action.

REACTIONS

Taijutsu Sorcery. Whenever Yuji 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, Negrites can make one attack against that creature if it is within range once per round.

Yuji_after_using_Divergent_Fist_%28Anime%29.png
Yuji learns the Divergent Fist, [1]


Jujutsu Sorcerer.

Negrites has 7 levels in the Jujutsu Sorcerer class.

Black Flash

When Yuji scores a critical hit (It must be a Natural 20 for it to count) with an unarmed strike that benefits from Cursed Strike, he can choose to land a Black Flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage Yuji's Black Flash will add onto the damage roll using the table below:

Number Rolled Damage Dealt
1 1 damage
2 6 damage
3 15 damage
4 32 damage
5 56 damage
6 88 damage

In addition, the amount of dice he rolls from a critical with this attack will increase by one additional damage die, and the Black Flash simply does not occur if the attack wouldn’t otherwise hit(such as if negated by an ability or the attack roll isn’t a crit and doesn’t hit the opponent’s AC).

Yuji's next attack on the same turn will trigger a Black Flash on a Natural 7 or higher, known as a Black Flash DC. For every other Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 8, the DC becomes 9. Fourth lands on a 9, the DC becomes 10.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, beginning at the starting DC.

In The Zone. Yuji gains the following benefits for a number of minutes equal to the black flashes he hit in the turn; the benefits will last from during the turn he landed the Black Flash until those number of minutes after it:

  • Yuji completely regain his reverse cursed technique pool, if he were already in the zone upon landing this black flash.
  • If Yuji have used his domain expansion and become unable to use his cursed technique, he regains the ability to use his cursed technique once again even after In The Zone ends.
  • He receives a +2 to all his ability scores, including their maximums.
  • Yuji's unarmed strike damage dice tier is increased by 1 (d8>d10>d12>2d6...)
  • Yuji's cursed energy armor, if any, gives 5 more temporary hit points per cursed spent.
  • Yuji's cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage (Unless they're also in In the zone).
  • His cursed techniques will add 10 damage dice.


Feats

Blessed by The Sparks,Immense Cursed Energy.


Taijutsu Sorcery, Cursed Martial Artist, Black Flash, Personal Record.

Improved Durability.

This creature uses the Improved Durability rule.

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