Kage Zenin (Jujutsu Kaisen Supplement)
Kage Zenin[edit]
Medium humanoid (Humanoid), neutral good Armor Class 30 (Unarmored Defense)
Saving Throws Str +17, Dex +12, Con +15, Cha +14, Death Saving Throws +7 Cursed Energy. Kage has 88 Cursed Energy he can expend. He regains all cursed energy spent at the end of a long rest. Cursed Armor (1-7 Cursed Energy). Kage can give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Todo can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. His armor also reduces damage taken by 28. Whenever Kage spends Cursed Energy on this feature, it will count as if he spent twice as much, however this still cannot add more than 7 Cursed Energy. Kage reduces the cost of this feature by 14, to a minimum of 1. Stronger Cursed Strike (1-7 Cursed Energy). Before Kage makes an unarmed strike, he may empower his next strike. This enhancement lasts until he hits a creature with his unarmed strike or until a minute passes. On a hit, he deals additional necrotic damage equal to (1d10 per point spent + 7) and creatures of his choice within 5 feet of the impact take a number of d12 of necrotic damage equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike. Whenever Kage spends Cursed Energy on this feature, it will count as if he spent twice as much, however this still cannot add more than 7 Cursed Energy. Kage reduces the cost of this feature by 14, to a minimum of 1. Curse-Empowered Strikes. Kage deals an additional 13 (2d12) necrotic damage whenever he attacks with his Unarmed Strikes and his Split Soul Katana (already included). Additionally, his attacks are considered magical. Brawn/Evasion/Endurance. Whenever Kage makes a Strength, Dexterity or Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Cursed Energy Recovery. Kage regains 1 cursed energy at the beginning of each of his turns if he is in a combat where his life is at risk. Peak of Might. Whenever Kage hits a critical with a melee weapon attack that uses Strength he may shove or grapple the creature. Speed Supremacy. When Kage reacts to the features of a creature without this feature, he doubles the amount of reactions you can take. Essentially making every reaction cost .5 reactions instead of 1. Additionally, when a creature wants to react to him, they must spend double as many reactions, making 1 reaction against him costs 2 reactions. When fighting another creature with this feature, reactions act as usual. Shadow Storage. Kage may store objects in an extra-dimensional space within his shadow. Kage may physically place something into his shadow, costing no cursed energy, however he must spend 1 cursed energy to interact with an object in this space, potentially removing it. All items in his shadow still count against his carrying capacity. Kage's shikigami counts as objects for the purpose of this feature. Shadow Merge. As a free action or during a short or long rest, Kage can connect to the shadow of a creature within 120ft of him. Kage can connect to the shadows of 7 creatures. Whenever he tries to connect to a new shadow after reaching the maximum, he will lose the connection to your oldest shadow. Shadow Summon. When Kage spends cursed energy to summon his Shikigami, he can spend an extra 8 Cursed Energy to summon his Shikigami through the shadow of the creature he's in the shadow of. When summoned this way, he can command his Shikigami to take one action it is capable of. If it is an attack roll, the one action has advantage. And if it forces a saving throw, the target has disadvantage. Shikigami Gigantification (Cost Varies). As part of summoning a shikigami created by his cursed technique, Kage can spend additional 10 cursed energy or thrice as much as he’d normally spend for summoning the shikigami (whichever is higher), to increase their size up to Gargantuan. If they are already Gargantuan, he can only increase their size once, making their width and height doubles. When a shikigami is increased this way, they gain the following:
Kage cannot use this extension technique on Eight-Handled Sword Divergent Sila Divine General Mahoraga or Totalities that have more than two shikigami. Kage reduces the cost of this feature by 14, to a minimum of 1. Taido Martial Arts. Kage can use the Cursed Blast of Blows, Cursed Patient Defense or Cursed Wind Step Cursed Martial Arts without expending Cursed Energy once per turn. Jab. Once per round, when Kage makes an unarmed strike, he may perform a jab. This attack deals half damage but forces the target to react, giving him a strategic advantage.
Cursed Rain of Blows (1-3 Cursed Energy). As a free action after he has taken Cursed Blast of Blows on this turn, Kage may make a number of unarmed strikes equal to the amount spent. Cursed Adrenaline Rush. At the beginning of his turn, if Kage's at or below INSERT HALF HP, he can decide to have a Cursed Adrenaline Rush. For 1 minute, he gains INSERT HALF HP temporary hitpoints, his movement speed doubles, he no longer needs to spend Cursed Energy in his Cursed Strikes, and either your Strength or Dexterity score increases by 4, as does its maximum. At the end of this period, he needs to make a DC 30 Constitution saving throw, gaining 3 levels of exhaustion on a failure. Battle Rhythm. Once per turn, when Kage misses one of his Melee or Ranged Weapon Attacks, he may re-roll the attack, adding his Strength or Dexterity modifier a second time to this re-roll. If the initial attack had advantage or disadvantage, both dice are re-rolled when this feature is used. Colossal Physique. The strength Kage now possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:
50 Meters In 3 Seconds! Kage has 2 reactions per round. Untraceable Speed. If an action or feature increases any of Kage's speeds, it is further increased by 35 feet. Reinforced Immune System. Kage has advantage on saving throws against poisoned condition. Strong Body. Kage will reduce all damage it takes but psychic or thunder by 8. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor. Human Wall. Kage has advantage in Constitution saving throws. Cursed Martial Artist.
Taijutsu Sorcery. Once per turn, Kage can make an unarmed strike or a martial weapon attack with advantage. If he already had advantage on the unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1. Shikigami Battle Master.
Heavy Finisher (1-10 Cursed Energy). Once per round as part of hitting an melee attack, Kage can force his target make a DC 25 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back an amount of feet equal to 20 times his Strength modifier + the amount of cursed energy spent 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. Kage can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting a melee attack against a prone creature, he can force his target to make a DC 25 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of Kage's next turn. If they fail by 5 or more, they are also Confused until the beginning of Kage's next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. Cursed Weapon Wielder. Any weapon attacks Kage makes using a Cursed Tool have their critical hit range increased by 1. Also, if he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of his attack using the same Cursed Tool that he scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional weapon attack if Kage would score a natural 20 on the attack roll for the attack. Negative Flow. Whenever Kage is under the effects of the conditions frightened, berserked, bloodlusted, is under 732 hit points, missing a limb or in an encounter that's total CR is higher than 24; he will gain 3 temporary cursed energy at the start of his turn which cannot go above 22 cursed energy. Focused Rage. While under any of the circumstances listed in the Negative Flow feature, Kage can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 7. When the circumstances listed in Negative Flow end he can no longer concentrate on this feat. (This feat can be concentrated on even while under the bloodlust or berserk conditions). Cursed Enhanced Body. As long as Kage has 1 cursed energy or more, he may add 3 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied). Cursed Energy Reinforcement. Having been continuously running cursed energy through his body at such an efficient rate, Kage is capable of dynamically reinforcing it at an unconscious level. He gains the following benefits so long as he has at least 1 cursed energy:
Improved Cursed Energy Output. As a part of any feature which uses cursed energy, Kage can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:
Flawless Fundementals. Kage reduces the cost of his Cursed Energy Enhancements, Cursed Enhanced Body, his Cursed Technique and his Domain Expansion by 14 (already applied). Additionally, as apart of short rest, he can begin to meditate for 30 minutes to replenish his expended energy. This allows him to regain 44 cursed energy after he finishes the short rest. Improved Reverse Cursed Technique. Kage has a healing pool of 1680 that he can use with his reverse cursed energy. If he is suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. If you're not using the Limb System variant rule, Kage regrows back limbs for every 20 hit points he regains. Kage can use his RCT until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers. At the beginning of his turns while in a combat where his life is at risk, he regains 10 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a long rest. ACTIONSMultiattack. Kage makes 3 attacks. Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) bludgeoning and 16 (2d12 + 3) necrotic damage. Split Soul Katana. Melee Weapon Attack: +24 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) slashing and 32 (2d12 + 2d8 + 10) necrotic damage. When using Split Soul Katana with two hands instead of one, the necrotic damage becomes 34 (2d12 + 2d10 + 10). The sword ignores temporary hit points, damage reductions, resistances, and immunities and is considered Major Soul Harming. Exorcise. Kage automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower. Shikigami Summoning. Kage may summon any of his tamed shikigami (listed below) anywhere within 30 feet of him. Any shikigami summoned as part of this technique last until they are reduced to 0 hit points, he dismisses them at will, or he take a short or long rest. They regain all lost hit points at the end of a long rest. Divine Dogs count as 1 shikigami for summoning and controlling purposes.
Additionally, should any one of his tamed shikigami die in combat, they can no longer be summoned ever again. Should this happen, they are now eligible for Totality. Trial (6 Cursed Energy). Kage may summon the Eight-Handled Sword Divergent Sila Divine General Mahoraga within 5 feet of him. It will be under the GM's control, act on its own turn and be hostile to him. If he has battled against the Eight-Handled Sword Divergent Sila Divine General Mahoraga alone (does not include using his tamed shikigami) and reduced it to 0 hit points, he will now be able to summon the Eight-Handled Sword Divergent Sila Divine General Mahoraga under his control, tamed. Creatures within 15 feet of him or the Eight-Handled Sword Divergent Sila Divine General Mahoraga are considered part of the trial until either they or the Eight-Handled Sword Divergent Sila Divine General Mahoraga are dead. If Kage is reduced to 0 hit points while any creature other than the Eight-Handled Sword Divergent Sila Divine General Mahoraga is within the trial, he is stabilized instead, and he will resume rolling death saves only if the shikigami or all the other creatures die. Additionally, if he is reduced to 0 hit points, the Eight-Handled Sword Divergent Sila Divine General Mahoraga becomes hostile to all other creatures within the trial. The Well's Unknown Abyss (1 Cursed Energy). Kage can fuse a base shikigami with an enhancer shikigami, granting the fused shikigami the shikigami Alteration feature of the enhancer. The fusion ends if it drops to 0 hit points or if he dismisses it as a bonus action. When fused, the shikigami follows these rules:
This ability cannot be used to fuse Rabbit Escape or Eight-Handled Sword Divergent Sila Divine General Mahoraga. If the fused shikigami is destroyed, Kage may resummon the original shikigami individually as long as the base shikigami was not destroyed. Kage may only have one fusion at a time.
Lightning Charge (5 Cursed Energy). Kage punches towards a target within 30 feet of him with his fists, launching lightning in their direction. The target must make a DC 24 Dexterity Saving Throw, taking 88 (16d10) lightning damage on a failed save and becoming stunned for 1 minute, or half as much damage and not becoming stunned on a successful one. The affected may make a Constitution saving throw at the beginning of its turns, on a success it will end the condition early. Lightning Ray (10 Cursed Energy). Ranged Cursed Energy Attack: +14 to hit, reach 60 ft., one target. Hit: 126 (23d10) lightning damage. The target must make a DC 24 Dexterity Saving Throw, becoming stunned for 1 minute on a failed save and not becoming stunned on a successful one. The affected may make a Constitution saving throw at the beginning of its turns, on a success it will end the condition early. Water Spray (6 Cursed Energy). Ranged Weapon Attack: +12 to hit, range 20/40 ft., one target. Hit: 39 (10d6 + 4) bludgeoning damage. Water Cannon (6 Cursed Energy). Kage sprays water in a 15-foot cone. Each creature in that area must make a DC 22 Dexterity Saving Throw. On a failed save, a creature takes 49 (11d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Pressurized Beam (12 Cursed Energy). Kage shoots a beam of pressurized water in a 5 foot wide, 120 foot long line. Each creature in that area must make a DC 22 Dexterity Saving Throw. On a failed save, a creature takes 53 (17d8 + 4) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Striking Rush (5 Cursed Energy). Kage enters a stance of readiness and full attention until the beginning of his next turn. Every time a creature enters his reach, Kage may make an attack with an unarmed strike against them (maximum once per creature per round). These attacks only trigger when the creatures moves into him or when he moves into them, his choice when using this skill. During this period, he can only attack like this 5 times. Basic Barrier (1-7 Cursed Energy). Todo can create a dome starting from himself 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 Kage may choose to make it smaller if they wish. 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 22 and automatically fails saving throws. This barrier lasts for 5 minutes, and Kage can deactivate their basic barrier as will (no action required). Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure. Kage 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. Kage's curtain lasts for 70 minutes, and the curtain has 84 Hit Points. This barrier has an AC of 22 and automatically fails saving throws. It is also immune to Poison and Psychic damage. Kage may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius. Domain Expansion: Chimera Shadow Garden (9 Cursed Energy). Kage opens his Domain Expansion. Defensive Falling Blossom Emotion (10 Cursed Energy). Kage will shroud himself in cursed energy for 1 minute. The sure-hit feature of the Domain Expansion is negated. This prevents any Cursed Energy attack rolls from automatically hitting him and prevents him from automatically failing any Cursed Energy saves caused by the Domain Expansion. Kage gains a special damage reduction of 126 that applies to the sure hit effect for the duration of this technique. If the damage from the Domain Expansion does not exceed the damage reduction, its damage will be negated and any effects it would apply are negated as well. This feature cannot prevent the effects or damage of anything non-physical, such as a mental attack which does psychic damage. Offensive Falling Blossom Emotion (5 Cursed Energy). Kage can surround himself with cursed energy and prepare to make counterattacks for the next minute. BONUS ACTIONSMartial Arts. Whenever Kage makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action. Cursed Weapon Enhancement (1-7 Cursed Energy). Kage can add to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent + 7. Kage can only use this enhancement again after 1 minute has passed. Half of the amount of cursed energy spent (rounded down) will add to the weapon's attack rolls. In addition, when hitting another creature, he may choose to treat any immunity that creature has to his Cursed Weapon Enhancement damage type as resistance. Kage reduces the cost of this feature by 14, to a minimum of 1. Cursed Blast of Blows (1 Cursed Energy). Immediately after taking the multiattack action, Kage can make three unarmed strikes. Cursed Patient Defense (1 Cursed Energy). Kage can take the dodge action on his turn. He also gains advantage in Strength and Constitution saving throws when he uses the Dodge action granted by this feature, as long as he benefits from the Dodge. Cursed Wind Step (1 Cursed Energy). Kage can take the dash or disengage action on his turn, and his jump distance is doubled until the end of his turn. When Kage takes the Dash action granted by this feature his movement speed triples for that turn, and when he takes the Disengage action granted by this feature his movement speed doubles for that turn. Explosive Blow (8, 10 or 14 Cursed Energy). Kage 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 Kage 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 Kage 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, the melee attack that Kage 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 Kage'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 Kage's attack’s damage roll instead. Shikigami Summoning (Cost Varies). Kage may use his Shikigami Summoning action. Shadow Storage (1 Cursed Energy). Kage may force a creature standing on darkness to make a DC 22 Dexterity (Acrobatics) check, they make this save with Disadvantage if they are completely covered in darkness or if they are inside a veil. If the creature is inside his domain then they automatically fail this check, unless they possess the ability to stand or run on liquids. On a success, they don't fall into his shadow storage. On a failure, they are trapped inside his shadow storage. Their weight counts against his carrying capacity. They can hold their breath for a number of minutes equal to their Constitution modifier (minimum of 1) before beginning to suffocate. If a creature has failed the Dexterity (Acrobatics) check, they can attempt a DC 22 Strength or a Dexterity (their choice) saving throw at the end of their turns, freeing themselves on a success and appearing in an unoccupied space within 5ft. Shadow Merge (1 Cursed Energy). Kage may teleport behind a creature shadow as long as it's a creature he's connected to, from up to 120 feet away. Also, if he has any of his shikigami summoned he can spend 4 additional cursed energy to make one of them be teleported alongside him. Alternatively, Kage can sink into his or another creature whose shadow he's connected to. While inside the shadow, he is considered invisible and under total cover until he takes any type of action, which makes him leave the shadow within 5 feet of the creature. He is also removed from the shadow if the creature is knocked unconscious. He can stay under a creature's shadow for up 7 hours. In case he utilizes this feature on a hostile creature, the creature makes a DC 22 Wisdom (Perception) check. On a success they know he is behind them, on a failure they will be surprised. If he was completely hidden before teleporting to said creature's shadow, it makes the Perception check with disadvantage. Curse of Mourning (8 Cursed Energy). Kage can curse a creature within 60 ft with the Curse of Mourning. The target must make DC 23 a Charisma saving throw. On a failure, saving throws and attack rolls are reduced by 1d12. This lasts for 1 minute and a creature can remake the save at the end of their turns. On a success, the target is not affected. Potent Curse of Mourning (16 Cursed Energy). Kage can curse a creature within 60 ft with the Potent Curse of Mourning. The target must make DC 23 a Charisma saving throw. On a failure, saving throws and attack rolls are reduced by 1d12 + 7. This lasts for 1 minute and a creature can remake the save at the end of their turns. On a success, the target is not affected. Double Palm Strike (5 Cursed Energy). Kage makes an unarmed strike against a creature within range. On a hit, they are pushed back 10ft and must make a DC 25 Constitution saving throw. On a success, they are unaffected. On a failure, their movement speed is reduced 70 feet, until the end of their next turn, and they cannot benefit from any increases to their speed for the duration. Untraceable Speed. Kage may perform the Dash action or make a Skill Check he is proficient in. Taijutsu Sorcery. Whenever Kage takes the Attack action, he can push, shove or grapple a creature as a bonus action. Improved Reverse Cursed Technique. Kage spends any amount of Cursed Energy, regaining 20 hit points for each energy he spends, and removing the same amount of healing from his healing pool. REACTIONSRabbit Escape (1 Cursed Energy). Kage may summon Rabbit Escape when an attack is made against him and add 7 to his AC against that attack. If this causes the attack to miss, he reappears in any place within his movement speed range. This movement does not generate opportunity attacks. Shadow Ridge (1 Cursed Energy). When a melee attack roll is made against him, Kage can force a creature within 10ft of him to make a DC 22 Dexterity saving throw with disadvantage. On a success, nothing happens, however on a failure the target has to roll the attack with disadvantage as their legs fall into their own shadow momentarily. Kage can only cause disadvantage against this save once per round. Manji Kick. Once per round, when a melee attack is being made against him, Kage rotates his body down, avoiding the attack and delivering a massive kick to his opponent's face in a single motion. Their attack is made at disadvantage and, if the attacker is within his reach and their attack misses, Kage may make an unarmed strike against the attacker. If the unarmed strike hits, he can use the shock of the unexpected kick as an opening, making another unarmed strike against them. Glancing Blows (1-7 Cursed Energy). Once per turn when he takes bludgeoning, piercing, or slashing damage from an attack or effect he can see, Kage can reduce it by 5 times the amount spent. If he reduces the damage to 1 in this way, he can make an unarmed strike at advantage against the attacker if they’re within his reach as part of the same reaction. Untraceable Speed. Kage can use one of the following reactions:
Human Wall (8/long rest). Upon hitting 0 hit points, Kage rolls a hit die. He regains the amount rolled in hit points. Cursed Martial Artist. When a creature fails a melee attack roll against him, Kage can make one unarmed strike against them. On a successful hit, he may add 7 to the damage roll. Taijutsu Sorcery. Whenever Kage 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, Kage can make one attack against that creature if it is within range once per round. Cursed Enhanced Body (1-7 Cursed Energy). Whenever Kage makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw, and he has 1 additional reaction he can use exclusively for this. Kage reduces the cost of this feature by 14, to a minimum of 1. Defensive Falling Blossom Emotion. When being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, Kage uses his Defensive Falling Blossom Emotion. Offensive Falling Blossom Emotion (Needs to have Offensive Falling Blossom Emotion active). When he receives an attack roll, Kage can make one melee weapon attack with an advantage. On a hit, the attack is considered as a critical hit and will deal its damage as psychic damage. Once he has used this technique, he must use an action to prepare it before using this special attack again. Improved Reverse Cursed Technique When Kage receives damage, he may use his Improved Reverse Cursed Technique. LEGENDARY ACTIONSThe 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. The regains spent legendary actions at the start of its turn. |
Kage has 24 levels in the Jujutsu Sorcerer class. Domain Expansion: Chimera Shadow GardenKage's Domain is a huge shadow barrier, filling his surroundings with overwhelming darkness. The area counts as difficult terrain to all creatures of his choice, and Kage is under the effects of freedom of movement as long as he is within the domain. Shadow Clones. As a bonus action while inside the domain, Kage can spend up to 5 cursed energy to create a number of clones of himself equal to the energy spent. The clones are identical to him, but don't keep his weapons or hit points, and cannot use cursed energy. They each have 5 hitpoints, and they become a shadow puddle once they're reduced to 0 hit points. Kage may use his reaction to switch places with a clone when he would be hit, making the clone take the hit instead. Shikigami Clones. His domain allows him to summon copies of his shikigami to overwhelm his opponents. Whenever he summons a shikigami, he can spend additional cursed energy equal to the shikigami's cost (even if the shikigami costs 0 cursed energy, it will be treat its price as if he were outside his domain) to summon a perfect copy of said shikigami alongside it. Kage can spend cursed energy this way up to 7 times on the same turn. Kage cannot create copies of Eight-Handled Sword Divergent Sila Divine General Mahoraga with this feature. In addition, his Shikigami won't cost him cursed energy.
Kage's domain refinement points are 700. Domain Durability. Kage's domain has 1400 hit points. Technique Efficiency. While inside his domain, Kage may use Shikigami Summoning, Trial, Rabbit Escape, Shadow Storage, Shadow Ridge, Shadow Merge and Shadow Summon for 0 Cursed Energy. Increased Potency. While inside his domain, Kage's cursed techniques deal 10 additional damage dice. Enhanced Technique Efficiency. While inside his domain, Kage may decrease the cost of The Well's Unknown Abyss and Shikigami Gigantification by 3, to a minimum of 1. 0.2 Domain Expansion. As a part of opening his Domain Kage may choose to have it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than his Charisma score. When opening his domain this way, all creatures will be targeted by its effects and any effects that would happen at the beginning of any creature's turn now instead happen as soon as the domain is opened in this way. Efficient Expansions. Kage's Domain Expansion cost is reduced by 7 (already added) and he only gains 1 level of exhaustion after his domain ends. Barrier Properties
Cursed Techniques. When a feature refers to Kage's cursed techniques, it refers to Shikigami Summoning, Trial, Rabbit Escape, Shadow Storage, Shadow Ridge, The Well's Unknown Abyss, Shadow Merge, Shadow Summon and Shikigami Gigantification. Kage has 41 Soul Knowledge and gains the following benefits: Soul Intuition. Kage has become knowledgeable about the working of the soul and he is able to deduce if an ability or feature relating to the soul has been used after seeing it. He can deduce whether a feature, once it has been successfully used, was related to the soul, such as the Resonance feature of the Straw Doll Technique or the Mastery of General feat when used on the trapped soul of a vessel. Teachings of the Soul. Kage has learned enough about the soul now to be able to teach others the basics. Over the course of a long rest he may create a book or other learning device which functions as the book of souls does. He cannot benefit from his own book. Soul Outline Perception. Kage finally learned how to see the outline of his own soul, learning how to heal from Soul Harming attacks. Whenever he is dealt damage that is considered Major Soul Harming, temporary hit points from Cursed Armor will now apply to damage dealt. In addition whenever he heals himself using the Reverse Cursed Technique, he can heal damage that was considered Major Soul Harming. Additionally, after becoming experienced with his own soul, he has learned how to affect the contours that line the souls of others. All damage caused by him that spent cursed energy such as cursed strikes or using a cursed technique is considered Minor Soul Harming. When Kage scores a critical hit (It must be a Natural 20 for it to count) with an unarmed strike that benefits from Cursed Strike or a weapon attack that benefits from either Cursed Weapon Enhancement or Cursed Projectiles, he can choose to land a Black Flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage Kage's Black Flash will add onto the damage roll using the table below:
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). Kage's next attack on the same turn will trigger a Black Flash on a Natural 10 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 11, the DC becomes 12. Fourth lands on a 12, the DC becomes 13.) 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. Kage 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:
Otherworldly Body (Strength). Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untracable Speed, Reinforced Immune System, Strong Body, Human Wall, Resilientx2, Very Resistant. Cursed Martial Artist, Shikigami Battle Master, Heavy Finisher, Taijutsu Sorcery, Black Flash, Personal Record. Basic Barrier, Domain Expansion. Immense Cursed Energy, Overflowing Cursed Energy, Negative Flow, Focused Rage. Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Flawless Fundementals, Falling Blossom Emotion. Improved Durability. This creature uses the Improved Durability rule. |
Back to Main Page → 5e Homebrew → Creatures
Divine Dog[edit]
Medium monstrosity (shikigami), unaligned Armor Class 14 (natural armor)
Saving Throws Str +9, Dex +8, Cha +6 Keen Hearing and Smell. The Divine dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The Divine dog has advantage on an attack roll against a creature if at least one of the Divine dog's allies is within 5 feet of the creature and the ally isn't incapacitated. Invisible Force. The Divine Dog is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it. Cursed Weapons. The Divine dog's weapon attacks are magical. ACTIONSMultiattack. The divine dog makes two bite attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 38 (9d6 + 7) piercing damage and the target must succeed on a DC 17 Strength Saving Throw or be knocked prone.
|
The Divine Dogs are a pair of twin wolves. One is white and the other one is black. They both have three dots on their forehead of the opposite color that resemble the symbols of the Jewel of Turning Back on the Road and the Jewel of Plenty respectively. |
Gama[edit]
Medium monstrosity (shikigami), unaligned Armor Class 16 (natural armor)
Saving Throws Str +8, Dex +9, Con +7 Invisible Force. The Gama is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it. Amphibious. The gama can breathe air and water. Cursed Weapons. The Gama's weapon attacks are magical. Standing Leap. The gama's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Support Carry. When the gama has a medium sized creature or smaller grappled or Tongue Grabbed, it may swallow the creature granting the creature Full Cover in gama's mouth. While support carrying gama can only move. ACTIONSTongue. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 42 (10d6 + 7) bludgeoning damage and the target must roll either Athletics or Acrobatics against a DC 17. On a failure, the target is grappled. Until the grapple ends, the target is restrained, and the gama can't make tongue attacks against different targets. The creature may make a Strength or Dexterity saving throw as an action to attempt to escape the grapple, DC 17, escaping on a success. Tongue Slam. While the gama has a creature grappled it can slam them into a point within 30 feet of it, so long as that point possesses a solid surface or object of equal size to the creature, the creature grappled takes falling damage as if they had fallen the full distance they are thrown. Swallow. The gama makes one tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gama, and it takes 38 (11d6) acid damage at the start of each of the gama's turns. The gama can have only one target swallowed at a time. REACTIONSTongue Grab. When an ally within 30 feet of the Toad would make a saving throw or take damage, the Toad can reach out and grab the ally out of harms way, pulling them next to the Toad's space. Causing the attack to miss or all damage/effects to be avoided so long as the Toad is outside the area of effect. Projectile Intercept. When a ranged attack targets itself, an ally or the summoner within 60 feet, Gama can use its reaction to intercept the attack with its tongue. It makes a contested melee attack roll against the attack roll. If Gama's roll is higher, the Gama catches it with its tongue and can either drop it or hold onto it. This cannot be used against Cursed Energy attacks. The attack must be a projectile. |
The gama is a human-sized toad with marks around its eyes and a symbol on its stomach that resembles the Mirror of the Deep of the Ten Sacred Treasures. The user can summon this shikigami with the Ten Shadows Technique by using their hands and fingers to form the shadow puppet of a toad. |
Rabbit Escape[edit]
Gargantuan swarm of Tiny monstrosities (shikigami), unaligned Armor Class 15
Skills Perception +2, Stealth +7 Invisible Force. Rabbit Escape is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it. Defensive Summoning. While Rabbit Escape occupies the same space as its summoner it grants the summoner total cover. Swarm. Using all of Rabbit Escape's movement you may command them to swarm an area within 5 feet of rabbits. (Rabbits occupy 25ft). The rabbits can occupy another creature's space and vice versa, and they can move through any opening large enough for a Tiny rabbit. The rabbits can't regain hit points with the exception of the never ending feature, and they can’t gain temporary hit points. Neverending. When desummoned, the rabbit will immediately reset its hit points back to their maximum. Crowd Control Vulnerability. The Rabbit Escape has disadvantage in saving throws against effects that cover an area of effect, such as a cone, circle or line. Additionally, any damage caused to the swarm by such effects is tripled if the entire area is covered by the swarm. Cursed Weapons. The Rabbit Escape's weapon attacks are magical. ACTIONSBite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (9d4 + 5) piercing damage. Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 27 (9d4 + 5) bludgeoning damage.
|
Rabbit escape is a swarm of shadows used to help the summoner weave in and out of battle or simply to avoid large blows. They're a swarm of blank white rabbit shikigami bearing the Snake Repelling Scarf sigil. |
Max Elephant[edit]
Huge monstrosity (shikigami), unaligned Armor Class 17 (natural armor)
Saving Throws Str +14, Con +12 Invisible Force. The Max Elephant is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it. Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 22 Strength Saving Throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a Bonus Action. Realistic Weight. When Max Elephant falls to the ground, if it falls on any creatures they must succeed on a DC 22 Constitution saving throw, taking 1d8 bludgeoning damage for every 10 feet Max Elephant fell, maximum 25d8, and be knocked prone on a failure or half as much on a success. Cursed Weapons. The Max Elephant's weapon attacks are magical. ACTIONSMultiattack. The elephant makes two attacks: one with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack. Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 59 (11d8 + 10) piercing damage. Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 70 (11d10 + 10) bludgeoning damage. Trunk. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 45 (10d6 + 10) bludgeoning damage. The target must succeed on a DC 20 Strength saving throw or be pushed back 10 feet and be knocked prone. Water Spray. Ranged Weapon Attack: +12 to hit, range 20/40 ft., one target. Hit: 39 (10d6 + 4) bludgeoning damage. Water Cannon (Recharge 4-6). The elephant sprays water in a 15-foot cone. Each creature in that area must make a DC 22 Dexterity Saving Throw. On a failed save, a creature takes 49 (11d8 + 4) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
|
The max elephant is a large elephant with black markings on its forehead, the top of its head, its back, and its knees. |
Piercing Ox[edit]
Large monstrosity (shikigami), unaligned Armor Class 14 (natural armor)
Saving Throws Str +14, Con +12 Invisible Force. The Piercing Ox is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it. Trampling Charge. If the ox moves at least 10 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 22 Strength Saving Throw or be knocked prone. If the target is prone, the ox can make one attack with its hooves against it as a bonus action. Battering Ram. When Piercing Ox hits a target with its Gore, it deals an additional 1d12 damage for every 10 feet traveled up to a maximum of 100 feet in a straight line towards the target. If this attack hits, the target is also knocked 10 feet directly away from the piercing ox for every d12 of damage it took to a maximum of 100 feet. Design Note: Canon Variant, the damage’s maximum distance is increased to 300 feet. Cursed Weapons. The Piercing Ox's weapon attacks are magical. ACTIONSGore. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 81 (11d12 + 10) piercing damage. Hooves. Melee Weapon Attack: +1411 to hit, reach 5 ft., one prone creature. Hit: 75 (10d12 + 10) bludgeoning damage.
|
The piercing ox is robust with short curved horns, white fur around its mouth, and a long thin tail. On its forehead is a symbol that resembles the Cloth of the Bees. The user can summon this shikigami with the Ten Shadows Technique by using their hands and fingers to form the shadow puppet of an ox's head. |
Nue Totality: Chimera Beast Agito[edit]
Huge monstrosity (shikigami), unaligned Armor Class 20 (natural armor)
Saving Throws Str +16, Dex +15, Con +15, Wis +8, Cha +15 Ultimate Totality. As a totality between Round Deer, Nue, Great Serpent, and Mourning Tiger it gains all features the previous shikigami had. Invisible Force. The Chimera Beast Agito is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it. Cursed Energy. The Chimera Beast Agito has 109 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. The Chimera Beast Agito recovers 1 cursed energy at the beginning of its turns. Flyby. The Chimera Beast Agito doesn't provoke an opportunity attack when it flies out of an enemy's reach. Cursed Weapons. Agito's weapon attacks are magical. Reverse Cursed Technique Pool. Agito has a healing pool of 2160 that it can use utilizing his Reverse Cursed Technique. It can heal this way until the pool ends which is when it enters burnout. Its reverse cursed technique pool replenishes at the end of a long rest. Additionally, Agito may try to force its reverse cursed technique to come out despite being in burnout, forcing itself to make a DC 20 Constitution saving throw. On a success, it regains or heals half as much as it normally would. Shadow Burrow. Agito can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig. Keen Hearing, Sight and Smell. Agito has advantage on Wisdom (Perception) checks that rely on hearing, sight or smell. Sprint. Once per turn, Agito can move ten times its normal speed (1600 feet). Strong Leap. Agito's jump distance and height is quadrupled. Natural Camouflage. Agito has advantage on Dexterity (Stealth) checks made to hide. Sneak Attack. Once per turn when Agito has advantage on an attack roll, the attack deals two additional damage dice. Agito doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Agito doesn’t have disadvantage on the attack roll. Pounce. If Chimera Beast Agito moves at least 20 ft. straight toward a creature and then hits it with a Beak or Electric Fists attack on the same turn, that target must succeed on a DC 24 Strength saving throw or be knocked prone. If the target is prone, the Chimera Beast Agito can make one beak attack against it as a bonus action. ACTIONSMultiattack. Chimera Beast Agito makes three attacks: one with its beak and two with its electrical fists. Beak. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 55 (10d8 + 10) piercing damage. Fists. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 65 (10d10 + 10) bludgeoning. Agito can spend 3 Cursed Energy to add 60 (11d10) lightning damage to the roll, and also force the target to make a DC 23 Constitution saving throw or be stunned until the end of their next turn on a failure. Reverse Cursed Technique. The Chimera Beast Agito touches another creature, spending cursed energy to heal them with its reverse cursed technique. The target regains 10 hit points per 1 cursed energy spent by Agito. Each hit point healed reduces Agito's Reverse Cursed Technique pool accordingly. Lightning Charge (5 Cursed Energy). The Chimera Beast Agito punches towards a target within 30 feet of it with its fists, launching lightning in their direction. The target must make a DC 24 Dexterity Saving Throw, taking 88 (16d10) lightning damage on a failed save and becoming stunned for 1 minute, or half as much damage and not becoming stunned on a successful one. The affected may make a Constitution saving throw at the beginning of its turns, on a success it will end the condition early. BONUS ACTIONSEnhanced Dexterity. Agito can take the Disengage, Dodge or Hide action as a bonus action. Curse of Mourning. The Chimera Beast Agito can curse a creature within 60 ft with the Curse of Mourning. The target must make DC 23 a Charisma saving throw. On a failure, saving throws and attack rolls are reduced by 1d12. This lasts for 1 minute and a creature can remake the save at the end of their turns. On a success, the target is not affected. REACTIONSOffensive Protection. When Agito's master is within 30 ft. of it and is targeted by a melee weapon attack, it rushes towards them, adding a +2 bonus to its master's AC and making a Beak attack against the attacker. Supportive Protection. When Agito's master is within 30 ft. of it and is targeted by a melee weapon attack, it rushes towards them, adding a +2 bonus to its master's AC and using its Reverse Cursed Energy on them if it still has any left. Neutralize Energy. As a Reaction to the casting of a spell or the use of an Innate Technique within range, the Chimera Beast Agito selects one spell or Cursed Technique within 60ft that costs less than 20 cursed energy before reductions, and then attempts to cancel the effect with positive energy. Agito must pay cursed energy equal to double the level of the spell, or if it is a Cursed Technique, spend an amount of cursed energy equal to the full cost of the technique used before cost reductions, after which the effect is dispelled/neutralized. Agito can choose to save on cursed energy by spending half of the normal cost. In that case, the caster or user of the spell or innate technique must make a spellcasting ability check (either Charisma or Intelligence for a Jujutsu Sorcerer) against the Chimera Beast Agito's Cursed Energy DC (23 without modifications). On a failed check, the spell or technique is negated. Reverse Cursed Technique In response to taking damage, Agito uses the Reverse Cursed Technique, spending cursed energy to heal itself. Agito regains 20 hit points per 1 cursed energy spent. Each hit point healed reduces the Agito's Reverse Cursed Technique pool accordingly. |
Chimera Beast Agito is an improved humanoid version of the Nue shikigami which inherited the powers of Great Serpent, Tiger Funeral, and Round Deer.[69] It is a powerful, towering shikigami capable of producing electricity and regenerating with reverse cursed technique. Chimera Beast Agito has the following feats |