Junketsu (5e Equipment)
Junketsu |
Armor (Clothing), artifact A sailor uniform made from extraterrestrial threads. Exclusive Junketsu was made to be worn on females, and won't work properly on male characters. Magical Armor Junketsu is a magical cloth armor granting the wearer an AC 15 + the wearer's Dexterity Bonus. Blood for Power Junketsu All of Junketsu's features which have an HP cost or maintenance will not only take from the user's current HP but also reduces their maximum HP by the same amount until their next long rest. Additionally, the HP cost of all of Junketsu's features cannot be reduced or mitigated in any way. Finally, if Junketsu does not drink blood for more than 24 hours, he will viscously seek out and attack any creature with blood until its hunger is satisfied. A creature attacked by Junketsu must make a DC20 Strength Saving Throw or take 50 necrotic damage which cannot be mitigated or reduced by any means. If the creature survives the attack, Junketsu will immediately don himself upon the creature. If Junketsu does not drink blood for 72 Hours he will go in a hibernation-like state becoming seemingly ordinary clothing, until he is next donned. This is embarrassing If the wearer feels ashamed/embarrassed while wearing Junketsu, he draws double the amount of HP to sustain its transformations and activate any transformation. Additionally, if Kamui is activated, alongside any other detrimental effects, Junketsu will passively drain an additional 1 HP from the wearer at the end of each of the wearer's turns. Maiko Junketsu can influence the wearer's movements if he wants to. The wearer must make a Wisdom save of DC 20 to resist this. On a failure, Junketsu will take control of his wearer for the rest of their turn or at the start of their next turn. Predator's Ire At the start of any combat encounter Junketsu will manifest its hunger and bloodlust affecting any enemy of its wearer that has a line of sight of them. This will affect a number of enemies equal to the wearer's Charisma modifier. Enemies will make a Wisdom save (DC: 10+ Charisma + Proficiency bonus). On a failure, they will be frightened for one minute on failure, or until they successfully pass the save, enemies will continue to roll another wisdom save at the end of each of their turns. On a successful save they do not get frightened. Indestructable Junketsu cannot be destroyed by any ordinary means. Additionally, if it would be targeted by an effect that would destroy armor or equipment, it instead ignores it. The only way to destroy Junketsu is with a Scissor Blade. You Seem Interesting Upon initially wearing Junketsu, the creature must make a DC 30 Charisma saving throw, or Junketsu will not be able to function at his full potential, granting access to the Kamui feature and granting the Cannot be Tamed feature. You may attempt this save again once per day. If the save is successful, Junketsu will fully synchronize with the wearer granting access to the Shinzui feature, all additional Kamui transformations, and losing the Cannot be Tamed feature. Any critical successes by the wearer on this roll will only grant Shinzui feature temporarily, but upon its end will no longer grant access to it. Shinzui can only be fully unlocked when the DC 30 charisma check is met or exceeded. Additionally, any feature, item, or effect outside of a creature's base attribute and proficiency bonus which would any bonuses to the saving throw do not apply. Every day Junketsu is worn, he will drain 25 Hitpoints from his wearer to continue functioning, reducing their maximum Hitpoints temporarily by the same amount until they take a long rest. Can't Be Tamed The wearer must make a Charisma saving throw DC 20 each day since the moment she dons Junketsu. On a failed save she can't remove Junketsu on a successful one she can remove it and is immune to this effect for 24 hours. Upon this saving throw being successfully passed three times in a row by Junketsu's wearer, he will become less hostile to its wearer, granting them more of his power and no longer imposing this saving throw. Once this happens this feature will become inactive and all of Junketsu's additional Kamui transformations will be unlocked. Parasitic Bond Once per day, if the wearer of Junketsu fails any Physical checks (Strength, Dexterity, Constitution), Junetsu may reroll the wearer's check to rectify it. Whenever this occurs, Junketsu will impose a charisma saving throw DC: 22 to assume control of the wearer and immediately reroll the failed physical action then assume control of the wearer until the start of their next turn on a failed save. Additionally, Junketsu himself may activate this feature whenever he feels it appropriate if the wearer must make a Physical check. This feature becomes usable once per long rest once the Can't Be Tamed feature is inactive and the Shinzui feature is unlocked, Junketsu will no longer try to assume control of his wearer and the wearer can now use this feature on their own allowing Junketsu to attempt to rectify the failure. Unchecked Power The Kamui feature will always be unlocked to Junketsu's wearer upon Junketsu being donned, however, Junketsu in turn will not be bonded to his wearer will initially see them as a tool unless full synchronization is achieved. Junketsu will grant its wearer a +2 to all of their physical scores while being worn to a maximum of 20. Once the cannot be tamed feature is inactive, Junketsu will be more willing to respond to his wearer's requests and become less hostile and grant the wearer a bonus of +4 to all of their physical scores when being worn to a maximum of 20. These bonuses do not apply if the wearer is using any transformations. Transformations
KamuiUnlike his counterpart, Junketsu allows his wearer access to Kamui immediately upon being donned. As a bonus action, the wearer can give up 10 HP of her HP to activate Kamui which will drain 2d6 HP from the wearer at the start of each round. Kamui can be dismissed on your turn as a bonus action and will deactivate if the wearer cannot pay the full HP cost leaving them at 1 HP. Additionally, The wearer may immediately access Kamui or its additional transformations as a free action even when it is not their turn, by spending triple the HP for the activation. Outside of combat, Kamui will consume 4 HP every five minutes that passes as maintenance. Kamui FeaturesSuperior Mind and Body The wearer will gain a +3 bonus to all saving throws (does not apply to any DC imposed by Junketsu's features) and gain proficiency in both athletics and acrobatics if they did not have it before. The wearer will also count as one size larger for grappling, determining your carrying capacity and the weight you can push, drag, or lift. Then the wearer's dexterity score will be set to 20 unless already higher, and temporarily make both the wear's Constitution and Strength scores equal to their dexterity score for the duration of the transformation, double their movement speed, and an additional reaction. The wearer's Dexterity score cannot be reduced by any means while in Kamui. Additionally, if the Cannot be tamed feature is inactive, the bonus to the wearer's Dexterity score will be set to 22 instead. Any excess Hitpoints that would have been gained from the wearer's constitution score increasing are added as temporary HP instead. Absolute Strength All melee attacks will add an additional 2d4+2 force damage to each damage roll, and this force damage will also deal double damage to structures and constructs. Additionally, if the wearer is wielding a weapon that deals slashing damage, they may instead choose to deal this damage as a ranged attack, forgoing the double damage to structures and constructs while now dealing 4d6 + Dexterity Modifier magical slashing damage with a range equal to 20 multiplied by their proficiency bonus. This ranged attack will also benefit from the Extra Attack feature. Effortless Evasion The wearer gains access to the evasion feature while in Kamui if they did not have it already, and a new reaction that allows the wearer to gain a +1 to their AC at the cost of 2 HP in increments (There is no limit of how much HP can be given, but it must be the wearer's HP). Ruthless Efficiency Junketsu will reduce the critical strike range of the wearer's attack rolls by 1 and upon scoring a critical strike, grant 1 point of a resource called Blood Frenzy. Blood Frenzy can be used to substitute class resources using the metric of 1 Blood frenzy point is equal to 3 ki or similar resource and 1 Blood Frenzy is equal to 1 tier one spell slot and each additional blood frenzy point is equal to an addition spell tier. Built for Perfection The wearer will gain resistance to slashing, bludgeoning, and piercing damage. Magical weapons and features that bypass or ignore resistance do not affect Junketsu unless the damage was dealt from a Scissor Blade. Additionally, you will reduce all damage taken by 3 from any source that is not a feature of Junketsu. Shinzui
In order to access this transformation, the wearer must achieve critical success on the DC 30 charisma saving throw imposed by the Cannot Be Tamed feature to temporarily unlock it or meet or meet the check to permanently unlock its capabilities. If the check is not met but a critical success is achieved, the wearer will temporarily have access to the Imperfect Synchronization feature. If the check is met, then they gain access to the Full Synchronization feature. Outside of combat, it will be a 4 HP maintenance cost every five minutes sustained unless otherwise stated. Shinzui FeaturesImperfect Syncronization Junketsu sets its wearer's dexterity score to 24 unless already higher, and makes both their constitution and strength scores equal to their dexterity scores and gains all the features of Kamui. The wearer will also count as two sizes larger for grappling, determining your carrying capacity and the weight you can push, drag, or lift. Your Superior Body and Mind feature will now instead give a +4 to all saving throws, Absolute Strength will now use half of your proficiency bonus (round up), Effortless Evasion now grants the Uncanny Dodge feature, Ruthless Efficiency will reduce the critical strike range by 2 instead of one, and Built for Perfection will now mitigate damage any damage taken by an amount equal to half of your proficiency bonus (rounded up). This form's blood maintenance cost does not change from normal Kamui. Additionally, is subject to a Wisdom, Intelligence, or Charisma saving throw while in this form and fails, they may instead choose to succeed. You may only use this once per long rest. Once this form is dismissed, you cannot pay the HP maintenance cost, or your HP is reduced to zero, you will be unable to access any transformations for 24 Hours. If your HP was reduced to 0 while in this form, you instead are put to 1 HP instead as you forcibly exit this form. Full Syncronization In addition to having the features of all transformations when this form is activated, Junketsu sets its wearer's dexterity score to 26 unless already higher. Your Superior Body and Mind feature will now instead give a +5 to all saving throws, Absolute Strength will now use your full proficiency bonus, and Ruthless Efficiency will now instead cause your critical hits to double the attack's damage instead of rolling for critical damage, and Built for Perfection will now mitigate damage any damage taken by an amount equal to your proficiency bonus. This form will also reduce the HP maintenance to d6 HP per round for sustaining this form of Kamui in combat. Additionally, when the wearer is subject to a Wisdom, Intelligence, or Charisma saving throw while in this form and fails, they may instead choose to succeed. This is usable three times per long rest. Once this form is dismissed, you cannot pay the HP maintenance cost, or your HP is reduced to zero; you will be unable to access any transformations for 24 Hours. If your HP was reduced to 0 while in this form, you instead are put to 1 HP instead as you forcibly exit this form. Finally, gain 1 legendary action while in this form, to make 1 melee attack or immediately move up to their movement speed without provoking attacks of opportunity. Additional TransformationsJunketsu Shippu As a bonus action the wearer can give an additional 5 HP to activate this form. Wings emerge from Junketsu and the wearer allows the wearer to fly with a speed equal to triple her current movement speed. If you did not have proficiency in Strength, Dexterity, or Constitution, gain proficiency while this transformation is active. Outside of combat, you can maintain a speed of 60 Miles per hour, provided you can maintain your transformation. Junketsu Senjin As a bonus action the wearer can give an additional 5 HP to activate this form. In this form, blades protrude from every part of Junketsu. If any creature hits the wearer with a melee attack, as a reaction they may force the blades to extend causing the creature to make a Constitution save (DC:8 + proficiency bonus + Dexterity modifier) on a fail it takes (half of your proficiency bonus rounded down)d6 piercing damage and half damage on a success. Additionally, the wearer also gains an additional +2 AC bonus upon activating this form. Junketsu Mubyoshin As a bonus action the wearer can spend an additional 5 Hp to activate this form. This form grants the wearer immunity to Thunder damage, force damage, and sound-based effects. They will also gain equal to 10 multiplied by their proficiency bonus in temporary HP until Kamui ends alongside gaining advantage against Strength and Constitution Saving throws.
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