Kashimo Hajime (Jujutsu Kaisen Supplement)

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Hajime Kashimo[edit]

Medium humanoid (Cursed Vessel), chaotic neutral


Armor Class 20 (unarmored movement)
Hit Points 170 (20d8 + 80)
Speed 190 ft.


STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 18 (+4) 16 (+3) 16 (+3) 20 (+5)

Saving Throws Dex +11, Cha +11
Skills Acrobatics +11, Arcana +9, Investigation +9, Perception +15, Performance +11, Persuasion +11
Proficiency Bonus +6
Senses passive Perception 29
Languages Common
Challenge 20 (25,000 XP)


Cursed Energy. Kashimo has 61 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Curse Energy Recovery. Kashimo regains 1 cursed energy at the beginning of his turns.

Cursed Energy Armor. Kashimo may use up to 5 Curse Energy on this feature. For every 1 Curse Energy he spends he gain 10 temporary hit points for 1 minute. Kashimo can use this feature again either after 1 minutes passes or it’s temporary hit points are reduced to zero (no action required) When Kashimo uses Curse Energy Armor he gains immunity to lightning damage.

This Body Is Mine. Kashimo gain advantage against effects that would alter his form.

Cling on to Life. Whenever Kashimo is reduced to 0 hit points, Kashimo may choose to be reduced to 1 hit point instead. Kashimo may only do this once per long rest.

Evasion. Whenever Kashimo makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Cursed Empowered Strikes. Kashimo’s unarmed strikes are considered magical

Sparks. twice per turn when Kashimo deal damage with a melee weapon attack, Kashimo can spend 1 cursed point to add 7d10 lightning damage to the total amount.In addition, if another hostile creature is within 30ft. of the targeted one, Kashimo may make them receive the lightning damage as well

Lightning Body. he benefits from unarmed movent twice, he add his Charisma to his intive roll, one additional reaction per round

Lightning Discharge. Whenever Kashimo deal damage with his sparks feature, Kashimo may spend additional cursed points up to his Charisma modifier to apply a positive charge into the target. After a positive charge is applied, Kashimo may spend his bonus action to apply a negative charge to the ground. This creates a reaction, making lightning going straight to the target's head, dealing xd8 lightning damage(With x being his Charisma modifier + the amount of cursed points spent + 1 ) and forcing the target to make a DC 19 Constitution saving throw. On a failure, they are stunned for 1 minute. On a success, they're not stunned. They may remake the Constitution saving throw at the beggining of their turns, ending the condition early on a success. Kashimo may also use lightning discharge around Kashimo, not being as guaranteed but being more powerful. As an action for 10 cursed points, Kashimo create lightning in a 30ft. circle around Kashimo, forcing all creatures within that range make a Constitution saving throw. On a failure, they take 9d12 lightning damage and are stunned until the beggining of his next turn. On a success, they take half as much damage and are not stunned.

ACTIONS

Multiattack. Kashimo makes 4 attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and 6 (2d12) lighting damage.

Nyoi Staff. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 8) bludgeoning damage and 6 (2d12) lighting damage. additionally Whenever Kashimo use the sparks feature, Kashimo can choose to roll the extra lightning damage and save it inside the staff. his staff can save up to six charges of his sparks. Whenever Kashimo hit someone with the Nyoi Staff, Kashimo can spend a charge to add the lightning damage saved on the charge times two to his damage roll. If anyone but Kashimo try to hold the Nyoi staff while he has his charges, they will take 1d12 lightning damage at the beggining of their turns.

Wheel of Lightning.(3 Curse Energy) Kashimo beat a melee weapon his holding on the ground and create a wheel of electricity around Kashimo to damage his enemies. Every creature in a 10ft. circle centered on Kashimo must make a DC 19 Constitution saving throw. On a failure, they take the his 7d10 and they're knocked back in 10ft. On a success, they take half as much damage and are not knocked back.

Lightning Ray.(1-4 Curse Energy) Kashimo can launch a bunch of lighting rays against a target within 30ft. of Kashimo. Make a ranged cursed energy attack roll. On a hit, they take the sparks damage. For every additional cursed energy Kashimo spend, Kashimo make one additional cursed energy attack roll against the same or other targets. Kashimo can spend cursed energy this way up to the amount of attacks Kashimo can make per turn.

Exorcise. Kashimo automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 2 or lower.

BONUS ACTIONS

Martial Arts. After using the Attack action, Kashimo can make one unarmed strike.

Cursed Blast of Blows.(3 Curse Energy) After Kashimo uses the Attack action, he can perform two unarmed strikes.

Cursed Patient Defense.(3 Curse Energy) Kashimo can take the Dodge action on his turn.

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

REACTIONS

Lightning Reaction.(1 Curse Energy) whenever an attack Kashimo can see is made against himself, Kashimo can increase his AC 5 against the triggering attack. This bonus lasts until the start of his next turn.


The barrier has no effect on cursed techniques or other people entering the barrier; it simply negates sure hit effects.

Feats. Kashimo's feats are:

Immense Cursed Energy, Cursed Enhanced Body,  Cursed Energy Tracker, 50 Meters In 3 Seconds!,Unique Cursed Energy Strong Body  “TURN UP THE VOLUME!!!!”,
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