Kenjaku (Jujutsu Kaisen Supplement)

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Kenjaku[edit]

Medium humanoid (human), chaotic evil


Armor Class 31 (unarmored defense)
Hit Points 1078 (52d10 + 792)
Speed 90 ft.


STR DEX CON INT WIS CHA
24 (+7) 22 (+6) 22 (+6) 30 (+10) 22 (+6) 22 (+6)

Saving Throws Str +15, Dex +14, Int +18
Skills Acrobatics +14, Arcana +18, Athletics +15, Deception +14, History +26, Insight +14, Investigation +18, Perception +14, Performance +14, Persuasion +22, Religion +26, Stealth +14
Proficiency Bonus +8
Senses passive Perception 13
Languages Common
Challenge 29 (135,000 XP)


Cursed Energy. Kenjaku has 166 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. Kenjaku regains 5 cursed energy at the beginning of his turns. Outside of combat and doing light activity Kenjaku will regain 1 cursed energy per minute.

Evasion/Brawn/Discernment. Whenever Kenjaku makes a Dexterity or Strength or Intelligence saving throw, he takes half as much damage on a failure and no damage on a success.

50 Meters In 3 Seconds! Kenjaku has 2 reactions per round.

Acrobatic Fighter. Whenever Kenjaku makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, he may use it to leverage a powerful attack against his opponent, dealing an additional damage die of his unarmed strike on a hit. If there are not any solid surfaces, Kenjaku may use half of his movement speed to drop to the ground on his hands, extending his legs up and making a powerful kick. Also, once per turn, whenever Kenjaku falls onto a creature, he can make a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature.

Strong Body. Kenjaku reduces all non-magic damage he takes but psychic by 10. This also affects magical damage if he is using cursed armor.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Kenjaku can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:

  • The feature’s number of damage dice increases by 5.
  • The feature’s range increases by 5 times 11 in feet.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 11 rounds.

Legendary Cursed Energy Output. If Kenjaku uses the Improved Cursed Energy Output and uses either Maximum Output or Chanting on a feature, its total cursed energy cost will now be reduced by 14.

Divine Cursed Energy Output.

As apart of any feature that uses cursed energy, Kenjaku can expend 8 cursed energy to drastically alter its functions as part of the same action he uses the feature with. If the feature was a Cursed Energy Attack, the target of his attack or attack rolls has their AC treated as if it had been reduced by 5. If the feature was a Cursed Energy save, Kenjaku may change the saving throw to another depending on its original save. The changes are the following below:

Finally, if Kenjaku has a Cursed Technique Reversal or Maximum Technique and amplify its output using Improved Cursed Energy Output then he can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1).

  • As apart of short rest, Kenjaku can begin to meditate for 30 minutes to replenish his expended energy. This allows him to regain cursed energy equal to half of his maximum (rounded up) after he finishes the short rest.

Cursed Enhanced Body. Whenever Kenjaku makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may spend Cursed Energy up to 10 as a reaction to add the number of energy spent as a bonus to the saving throw. When attacking with his unarmed strikes or weapons he is proficient with, he may add +5 to his attack and damage rolls. This only applies if he currently has 1 cursed energy or more. Kenjaku has an additional reaction dedicated to this feature.

Cursed Energy Reinforcement.

  • When Kenjaku makes a Strength, Dexterity or Constitution ability check, he may add his Charisma modifier to it.
  • When calculating his jump distance and height, he may add his Charisma score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.

Speed Supremacy. Creatures below Kenjaku's amount of power have a harder time reacting to him and he can react to them easier. When Kenjaku reacts to the features of a creature without this feature, it doubles the amount of reactions he can take. Essentially making every reaction cost .5 reactions instead of 1. Additionally, when a creature wants to react to Kenjaku they must spend double as many reactions, making 1 reaction against Kenjaku costs 2 reactions.

When fighting another creature with this feature, reactions act as usual.

Colossal Physique.

  • Kenjaku counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Kenjaku can add your proficiency to all Strength checks he makes.
  • Once per turn as part of a successful melee attack, Kenjaku can force the creature hit to make a DC 24 Strength saving throw. On a failure, they are knocked back 70ft. 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 his 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 Kenjaku makes a Strength check or saving throw, Kenjaku can give himself advantage on the roll. He can do this 7 times per long rest.

Human Wall (6/Long Rest) When Kenjaku would be reduced to 0 hit points, he may instead fall to (1d10 + 6) hit points instead. Kenjaku also has advantage on Constitution saving throws.

Slam Master.

Brute Slam. Once per turn as part of an unarmed strike, Kenjaku 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 himself, 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 Kenjaku 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. He makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, his opponent is driven into the earth beneath himself ending your grapple early, taking bludgeoning damage equal to two rolls of Kenjaku's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from his iron grasp, causing his grapple to end early and the creature may move an additional 5 ft. away from Kenjaku as part of their successful check. If he scores a 20 on the Strength (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 his next turn.

Heavy Finisher. Once per round as part of hitting a melee attack, Kenjaku can spend up to 10 cursed energy to make his target make a DC 26 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are thrown back 20 times his Strength modifier + the amount of 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.

Kenjaku 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, Kenjaku can spend up to 10 cursed energy to force his target to make a DC 26 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per 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 Kenjaku's next turn. If they fail by 5 or more, they are also Confused until the beginning of his next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

Negative Flow. Whenever Kenjaku is under the effects of the conditions frightened, berserked, bloodlusted, is under half his maximum hit points, missing a limb or in an encounter thats total CR is higher than his level; he will gain 5 temporary cursed energy at the start of his turn which cannot go above 58 cursed energy.

Focused Rage. While under any of the circumstances listed in the Negative Flow feat Kenjaku can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 10 cursed energy. 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)

Taijutsu Sorcery. Whenever Kenjaku 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 gain disadvantage. If a creature rolls a natural 1 on a melee attack against Kenjaku whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round. Once per turn, Kenjaku can make an unarmed strike or martial weapon attack with advantage. If Kenjaku already had advantage on a unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1 using this feature.

Cursed Martial Artist. Kenjaku's unarmed strikes when benefitting from the Cursed Strike enhancement have their critical hit range increased by 1. Additionally, whenever Kenjaku 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 Kenjaku has taken the Attack action on his turn using only unarmed strikes then makes 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).

Cursed Weapon Wielder.

  • Any weapon attacks using a Cursed Tool have their critical hit range increased by 1 (Ex. A Semi-Grade Cursed Katana would now score a critical hit on a roll of 20, Kenjaku may now score a critical hit on a roll of 19 or 20).
  • If Kenjaku rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of your 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 if he would score a natural 20 on the attack roll for the attack.

Swarms Master. When Kenjaku makes a swarm out of a single type of cursed spirits (such as the Paralysis Curse), the swarm will be able to use the curse's unique traits, such as special actions or reactions or a special type of movement speed such as flight. When the swarm uses any feature that deals damage this way, it's damage or damage dice number will be doubled, and that for every 10 extra spirits in the swarm that amount will be added again. The damage can only be increased this way 8 times. If the feature requires a saving throw to be made, the targeted creatures will roll it with disadvantage. For any features that require Cursed Energy, the swarm will have an amount of it equal to what a single curse composing it would have, and it spends the regular amount.

Cursed Armor. For no action Kenjaku can spend up to 10 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Additionally while Kenjaku has cursed armour active he has resistance to necrotic damage and force damage. Kenjaku may also give himself resistance to an additional 4 types of damage and may change they 4 types as a bonus action. Finally, Kenjaku regains 8 temporary hitpoints to his cursed armor at the beginning of his turns.

Cursed Strikes. Kenjaku can spend up to 8 cursed energy when making an Unarmed Strike in order to add 1d10 +6 necrotic damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes. Additionally, Kenjaku may spend 4 cursed energy to increase the damage added from cursed strikes per cursed energy by +6.

Taijutsu Initiate. When Kenjaku spends cursed energy on cursed strikes it will count as he had spent quadruple on them. This still cannot exceed 8.

Perfected Cursed Strikes. Whenever Kenjaku uses a Cursed Strike, he have a bonus to the attack roll equal to half of the damage dice in the cursed strike.

Divergent Fist. Once per turn Kenjaku can choose to focus until the end of his turn. When he next hits a target with a cursed strike while he is focusing he can make a DC 10 Charisma saving throw, on success it will cause a second impact, dealing additional damage equal to Kenjaku's cursed strikes damage roll, at which point he will stop focusing in this manner.

Cursed Blast. Once per turn Kenjaku can raise the limit of his cursed strikes to double his proficiency bonus (16).

Cursed Adrenaline Rush. At the beginning of his turn, if he's at or below half his hitpoints, he can decide to have a Cursed Adrenaline Rush. For 1 minute, he gains temporary hitpoints equal to half his maximum hitpoints, his movement speed doubles, he no longer needs to spend Cursed Energy in his Cursed Strikes, and either his Strength or Dexterity score increases by 4, as does its maximum. Kenjaku can only do this once per long rest. At the end of this period, he needs to make a DC 30 Constitution saving throw, gaining 3 levels of exhaustion on a failure.

Pure Barrier. When Kenjaku would cast a Basic Barrier he may choose to extend its casting time to 30 days, on each of which he must expend the maximum amount of cursed energy you could on your basic barrier while standing in specific spot chosen at the beginning of the casting time to be the center of the Pure Barrier. If Kenjaku at any point during the casting time fails to do this the casting is failed and all cursed energy spent on it is wasted. When he successfully completes the casting time the Basic Barrier is cast as though he spent as much cursed energy as he spent over the course of the casting time, except its duration becomes Until Dispelled, and it is called a Pure Barrier. When he casts the Pure Barrier he may set an amount of Rules as part of the Pure Barrier up to 2. A Rule is an effect the barrier applies either inside of it, in an area outside of it up to its radius away from it, or both. A Rule can be any effect which the DM agrees to, such as doubling the hit points of any barrier cast by any person in a group of Kenjaku's choice or collecting the ambient cursed energy that would form cursed spirits to change where they appear. Kenjaku may only have a number of Pure Barriers simultaneously existing up to 14.

Barrier Network. Over the course of a long rest Kenjaku may establish or alter a Barrier Network. A Barrier Network consists of a collection of straight line connections between the centers of any amount of Pure Barriers and Bon Barriers, with each barrier connected to no more than two other barriers, which forms a closed polygon. Pure Barriers and Bon Barriers which are part of a Barrier Network may have Rules which effect or pertain to other barriers in the network, and any Rule shared by all barriers in the network may be chosen to use the inside/outside of the polygon formed by the Barrier Network instead of the inside/outside of any one barrier. For the purposes of reaching outside the polygon the radius is treated as the furthest distance between the center of the polygon and the center of one of straight line connections forming its sides, and the range which it can reach out is multiplied by 10 for each barrier in the network. When Kenjaku creates a Barrier Network he must choose at least 4 of the barriers in the network, or all of the barriers in the network if it includes less than 4 barriers, to be considered “vital” barriers. If any of these vital barriers are dispelled or destroyed all barriers in the network will collapse. All of Kenjaku's barriers will always count as if he had spent double the amount of cursed energy he actually spent for their creation.

People's Pleaser. Kenjaku has advantage on all Persuasion checks.

Devil's Deal. Kenjaku has advantage on Deception checks to convince other creatures to form binding vows with him. Additionally, the DC to convince creatures to make a binding vow with him is reduced by 10.

Wolf in Sheep's Clothing. Creatures make Insight checks against Kenjaku with disadvantage and their rolls are reduced by 10.

Barrier Invader.

  • Once per turn, while outside a barrier, Kenjaku can make a Intelligence (Arcana) check that adds his Charisma modifier against the cursed save dc of the sorcerer who created the barrier to invade it. On a failure, Kenjaku won't be allowed to enter. On a success, he will enter the barrier although the creator will know a creature has entered. If he had cursed energy concealer active, the creator does not know a creature has entered their barrier.
  • Once per turn, while inside a barrier, Kenjaku may make a Intelligence (Arcana) check that adds his Charisma modifier against the cursed save dc of the sorcerer to alter its properties. On a failure, Kenjaku cannot mess with the barrier. On a success, he may change the barrier's size, length, creatures allowed to enter or leave or any other properties he can modify.

None of the features above affect domain expansions.

Cursed Object Creation. Kenjaku can make Cursed Objects.

Split Cursed Object Creation. Kenjaku has now learned the ability to turn people or himself into more than 1 cursed object. When turning a creature into a cursed object, he can choose an amount of power to imbue into it. For example, he can choose to put 1/10th of their power into the object. This allows him to make 10 objects for the creature. He may only make a number of objects until all of the power equals up. This means he can mix and match the power. For example, he can make one containing 1/2 of the power and two containing 1/4 of the power. This still takes the normal amount of time to make objects they just have less power inside of them.

Due to the lower power of these objects you incarnate differently. The bonus to the vessel’s scores is lowered to represent the power of the object as well as the amount of cursed energy that the vessel gains. For example, a 1/10th power object would grant a bonus to scores equal to 1/10th of the creature’s Charisma modifier and the cursed energy maximum would only increase by 1/10th of the creature’s original cursed energy maximum.

Cursed Infused Spirits. As part of Kenjaku's bonus action, while summoning one of his cursed spirits, Kenjaku may spend up to 10 Cursed Energy to increase the potency of his cursed spirits. The cursed spirit will gain two of the following benefits of his choice for 1 minute:

  • A bonus to their attack rolls equal to the energy spent.
  • A bonus to damage rolls equal to the energy spent.
  • Extra 5 feet movement speed per energy spent.
  • Any DCs they have are increased by an amount equal to half the energy spent (rounded down).

Perfect Spirit Control.

  • Kenjaku's cursed spirits cost is reduced by 10 (minimum 1 Cursed Energy).
  • When Kenjaku summons a cursed spirit, he may give it a command as part of the same action, and the command will be a complex or simple one depending on the action Kenjaku used (ie. if he summons it with an *Action you he give it a complex command, and a simple one with a Bonus Action).
  • When Kenjaku summons a Grade 4 or Grade 3 cursed spirit, he may also summon up to 20 curses for only the Cursed Energy cost of the first one, if all of them would have an equal cost or less.

Cursed Spirit Battle General. Kenjaku gains 10 additional Reactions that he can only use to summon his cursed spirits, use one for reducing damage or command them to take their Reaction

Improved Reverse Cursed Technique.

  • Kenjaku has a healing pool of 2800
  • Kenjaku can spend 10 reverse cursed energy points to remove a physical condition and end the poisoned condition
  • Kenjaku can heal 20 hitpoints per cursed energy spent
  • Kenjaku regains 10 points to their reverse curse pool at the beginning of their turn in a combat where their life is at risk
  • Kenjaku regains all their reverse cursed technique pool on a short rest

Once per round, Kenjaku may try to force his reverse cursed technique to come out despite being in burnout, forcing him to make a DC20 Constitution saving throw. On a failure, Kenjaku will gain 1 level of exhaustion, which can be reduced upon taking a short or long rest instead of just upon taking a long rest. On a success, Kenjaku regains half as many hit points as he normally would.

Mind Games. When Kenjaku makes an attack roll against an enemy for the first time on his turn, he may make a Deception check contested with their Insight check. If he wins the roll, he has advantage on attack rolls against that creature for 1 minute. At the end of the creature’s turns it may repeat the contested rolls with each time Kenjaku's Deception check being lowered by 2.

ACTIONS

Multiattack. Kenjaku makes 4 attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage + 13 (2d12) necrotic damage.

Exorcise. Kenjaku automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 4 or lower.

Barrier Master (1-18 cursed energy). Kenjaku can spend up to 18 cursed energy, creating 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 Kenjaku may choose to make it smaller if they wish. This barrier has 20 hit points times the amount of cursed energy spent, it has immunity to all damage from the inside and is immune to Poison and Psychic damage. This barrier has an AC equal to 26 and automatically fails saving throws. This barrier lasts 8 minutes. Kenjaku can deactivate his basic barrier at will (no action required).

Veil (5 cursed energy). Kenjaku 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.


The curtain lasts for 100 minutes. Kenjaku's curtain has a number hit points equal to 140 . This barrier has an AC equal to 26 and automatically fails saving throws. It is also immune to Poison and Psychic damage.

Kenjaku may choose to make your curtain smaller in radius, however it cannot be smaller than a 100-foot radius.

Hollow Wicker Basket (5 Cursed Energy). Kenjaku surrounds himself with a 15 ft. barrier for 1 minute. Within that radius, the sure hit feature of the domain is negated; creatures of his choice inside of the barrier are unaffected. Additionally the sure hit effect of the domain targets the barrier instead of creatures of his choice within it, the barrier having an amount of hit points equal to 400. If at any point the barrier disappears or breaks anyone who was protected by it (including Kenjaku) is immediately struck by the sure hit effect of the domain they’re inside of if they’re inside one. The barrier has no effect on cursed techniques or other people entering the barrier; it simply negates sure hit features and effects.

Bon Barrier (14 cursed energy). Kenjaku may turn an amount of Pure Barriers into Bon Barriers, spending 30 cursed energy per barrier transformed. A Bon Barrier is the same as a Pure Barrier except there is no limit to the amount of Rules it may have. Bon Barriers still count towards the number of Pure Barriers Kenjaku can have in existence.


Empty Barrier (6 cursed energy). Kenjaku can make a giant empty space that covers a 4000ft. area radius. Inside this barrier, it will be filled with hexagon-shaped panels that Kenjaku may alter. Kenjaku will gain the following lair actions:

Switch Places. Kenjaku may drop the hexagons below a creature, making it fall into the hole and reappear somewhere else in the barrier. This movement does not generate opportunity attacks, and due to the switch being unexpected, the first attack of the creature who got moved will be counted as a surprise attack.

Barrier Negation. Kenjaku may drop his hexagons, making any kind of barrier that was being lifted within his own be negated, making the barriers not activate. This includes domain expansions, even the ones that do not possess barriers.

Kenjaku may deactivate the Empty Barrier at will.

Cursed Spirit Absorption (1 Cursed Energy). Kenjaku may exorcise a cursed spirit with 80 hitpoints or less within 120 ft. of himself, and transform its soul into a small black orb for Kenjaku to eat. Kenjaku may ignore these conditions if the curse is semi-grade 1 or below . After it he can eat the orb, absorbing the creature, which allows Kenjaku to summon it as an ally to fight for him later. A cursed spirit that is dropped to 0 hit points by radiant damage is exorcised and can no longer be absorbed this way..

Kenjaku is also able to absorb other sorcerer's curses as long as he kills the master first, additionally Kenjaku may have as many cursed spirits as he wants.

Each absorbed creature gains the following attributes:

Their Cursed Energy is increased by 20. Kenjaku may increase it further by the same amount for each Grade they are above Grade 4 so for grade 1 curses their cursed energy maximum would be increased by 120. They will regain all of their hit points at the end of a long rest. They become immune to being frightened or charmed. They lose their free will and follow each and every command Kenjaku gives them. If they are reduced to 0 hit points they die instantly, and cannot be revived by any means. The creature will gain the Cursed Spirits Invisible Force, Undead Nature, and Cursed Nature Racial trait. Even if they are far away from Kenjaku, he will know if his cursed spirits were exorcised.

Additionally, he can choose 10 cursed spirits to gain a +10 bonus to their Strength, and Dexterity, Constitution scores. (Not applied)

Stronger Summons. Kenjaku's summons have grown stronger. They gain the following benefits:

Summon Empowerment. Kenjaku can spend up to 16 cursed energy to grant them one of the following bonuses:

  • For every 2 cursed energy spent one of their ability scores increases by 1.
  • For every 2 cursed energy they gain 1 additional hit die.
  • For every 2 cursed energy spent they gain a +1 to their attack and damage rolls.
  • For every 2 cursed energy their speed increases by 10 feet.
  • For every 8 cursed energy spent their size category increases by 1.

Maximum Uzumaki (2-20 cursed energy). For 2 cursed energy per cursed spirit in Uzumaki to a maximum of 20 cursed energy, Kenjaku can put any number of his cursed spirits(minimum 1) into a dark spiral-like pattern that he can use in an attack. Every creature in a 30 times every cursed spirit used foot cone must make a DC 22 Dexterity saving throw. On a failure, they take 1d12 necrotic damage per cursed spirit used in Uzumaki. On a success, they take half as much damage.

A cursed spirit above CR 1 may be treated as an amount of spirits equal to its CR.

This feature treats immunity as resistance and resistances as if you were hitting a creature normally. Kenjaku can add as many cursed spirits as he wants.

All of the cursed spirits that were used in the Uzumaki cannot be used anymore since they are spent. However, Kenjaku can choose to obtain any cursed techniques or spellcasting abilities they had. Spells cost are their level times two in cursed energy, while cursed techniques cost as much as it would for the curse. Kenjaku can have up to three cursed techniques or spellcasting abilities before needing to forget one to gain another. Right after the first use of the spellcasting ability or the cursed technique, Kenjaku loses said feature and gains a free technique slot. Both Uzumaki variations share these three slots.

This technique deals twice as much damage to objects and structures.

Minimum Uzumaki (5 cursed energy). Kenjaku can release all the condensed energy from this Uzumaki into a creature. Kenjaku makes a melee cursed energy attack roll against one of their limbs without penalty (though he cannot choose their torso, jaw or skull). On a hit the target takes Xd12 of necrotic damage (The 'X' is the combined challenge rating of curses used), this ignores resistance and treats immunity like resistance. On a critical hit, the creature must make a DC 26 Constitution saving throw. On a failure, they lose the targeted limb.

Kenjaku has advantage on his attack roll if the target has not detected his Minimum Uzumaki.

The cursed spirits that were used in the Uzumaki cannot be used anymore since they are spent. However, Kenjaku can choose to obtain any cursed techniques or spellcasting abilities they had. Spells cost are their level times two in cursed energy, while cursed techniques cost as much as it would for the curse. He can have up to three cursed techniques or spellcasting abilities before needing to forget one to gain another. Right after the first use of the spellcasting ability or the cursed technique, he loses said feature and gain a free technique slot.

Cursed Spirit Visions. When Kenjaku creates a barrier or with no action required afterwards while touching a barrier of his, he can merge cursed spirits in his barrier, spending 2 cursed energy per cursed spirit, receiving the benefits below:

  • The spirits track everyone within that barrier, revealing their locations to Kenjaku.
  • When Kenjaku merges his spirits with the barrier, he gains +5fts blindsight within it for each cursed spirit merged and cannot be surprised while within the barrier.
  • Kenjaku's spirits cannot track Heavenly Restriction users as they have no trace of cursed energy in their bodies, so this feat does not work against them.

Additionally, Kenjaku can choose to project the vision of one of his spirits on an object capable of generating or reflecting an image, such as a small mirror or a cellphone that is in his possession.

Antigravity System (3 cursed energy). Kenjaku can reverse gravity in a 10 foot-radius 200 foot-high cylinder centred on you for all creatures but yourself for 1 minute, Kenjaku can end his technique at will. Whenever his technique would end, he can spend 1 cursed energy to keep it for 1 additional minute. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when Kenjaku uses this technique. A creature can make a DC 26 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down. Additionally, fall damage from this technique ignores fall damage negation, reduction or immunity. Fall damage from this feature is calculated as 1d12 per 5ft. fell.

  • Nauseating Gravity. Whenever a creature is affected by Kenjaku's technique, they must make a DC 26 Constitution saving throw. On a failure, they are Confused until the beginning of his next turn. On a success, they are not Confused.
  • Incapacitating Gravity. If a creature fails the DC 26 Constitution saving throw by 5 or more, in addition to the other effects, if they take an Action or a bonus action on their turn they must roll a d4. On a result of 1-2 they can't take a bonus action or an action on that turn.
  • Fast Gravity. Creatures with a Dexterity score below 26 do the saving throw with disadvantage.

Levitational Apex (12 cursed energy). Kenjaku can create an Antigravity system that has a radius of 50 feet and a height of 200 feet. This system lasts for 1 minute and Kenjaku must maintain concentration for the duration. Creatures caught in this Antigravity System act as if they were caught inside of his lapse. However, this system starts below his feet which pulls the ground up from beneath him. The ground in the radius of this feature floats with him for the duration. When this system ends, creatures below make a Dexterity saving throw. On a failure, they take bludgeoning damage equal to 1d12 per 5 feet the ground fell before hitting the ground. On a success, creatures take half damage.

Gravity System (6 cursed energy). Kenjaku forces every creature within a 10-foot-radius of himself to make a DC 26 Strength saving throw. On a failure, they take 25d10 force damage and are knocked prone and restrained until the beginning of his next turn or until they leave the area, and their melee attack rolls will automatically fail. On a success, they take half as much damage and are not prone or restrained, but their melee attack rolls will be made with disadvantage.

This technique deals twice as much damage to objects and structures.

Ranged attacks made inside Gravity System or whose projectiles enter it will fail if the roll is lower than 52.

If a Dexterity or Constitution saving throw targets a creature inside Gravity System, its total damage will be reduced by his Gravity System damage die. This does not work in the case of the attack dealing thunder or psychic damage.

If Kenjaku's opponent's Strength score is equal or smaller than Kenjaku's cursed energy DC, they have disadvantage on the saving throw. Also, if they fail his saving throw by 5 or more they gain one level of An ability score was not entered for this template!.

Additionally, while a creature is restrained they now automatically fail Dexterity saving throws.

Cursed Rain of Blows (1 cursed energy). Whenever Kenjaku uses Cursed Blast of Blows he can as a free action make another cursed Blast of Blows.

Striking Rush (1 cursed energy). Kenjaku enters a stance of readiness and full attention until the beginning of his next turn. Every time a creature enters his reach, he may make an attack with an unarmed strike against them (maximum once per creature per round). These attacks only trigger when the creatures move into him or when he moves into them, Kenjaku's choice when using this skill. During this period, he can only attack like this 6 times.

BONUS ACTIONS

Maximum Output. Kenjaku can spend Cursed Energy equal to the original cost of one of his lapse, reversal, or extension techniques twice. The first time he pays this cost any reductions that apply to the technique are applied, the second time none are applied. Doing this will amplify its cursed energy output, making it gain two of the following benefits the next time it's cast:

  • The technique's range and area of effect is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch-based techniques.
  • The technique's damage dice is increased by half of its original dice or damage bonus if the technique is a flat damage rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by +3.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

Cursed Weapon Enhancement. Kenjaku may spend up to 8 cursed energy to add to a melee weapon Kenjaku is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent. When Kenjaku uses this feature he may add half the amount spent +1 to his AC as long as he wields the enhanced weapon. When using a weapon that is enhanced his reach increases by 5ft.

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

Cursed Blast of Blows. After Kenjaku uses the Attack action, he can spend 1 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Kenjaku can spend 1 Cursed Energy to take the Dodge action as a bonus action on his turn.

Cursed Wind Step. Kenjaku can spend 1 Cursed Energy to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn.

Taido Martial Arts. Kenjaku can use Cursed Wind Step, Cursed Patient Defense or Cursed Blast of Blows for no cursed energy once per turn.

Cursed Energy Tracker. Kenjaku can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces Kenjaku to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll Stealth, using Charisma instead of Dexterity, against Kenjaku's Perception. If Kenjaku wins he gets advantage on the saving throw, or the attack roll is made with disadvantage.

Cursed Spirit Control. Kenjaku can summon his cursed spirits by spending Cursed Energy equal to their CR, summoning as many as he wants within 30 feet of himself, additionally as part of the same bonus action Kenjaku may give a simple command to all summoned spirits . They cannot use actions on their own. Kenjaku can spend a bonus action to command the summoned creatures to attack, use magic, their innate technique and an action to do something more specific, such as 'protect that creature, grab that, defend that area, etc. Kenjaku may control as many spirits as he wants, and spirits that Kenjaku doesn't control directly will just keep doing something they were doing, such as holding something, concentrating on a spell or technique, or defending themselves to the best of their ability, such as taking the Dodge action.

Additionally, Kenjaku can choose to create a swarm directly instead of summoning the number of curses he wants (above 10) and then creating one. The cost of each Swarm is their CR

Lastly, if Kenjaku dies then all cursed spirits under his control are set free.

Cursed Spirit Battle General. Additionally, when Kenjaku uses his Martial Arts to make an extra unarmed strike or one-handed weapon attack as a Bonus Action, he can command all of his cursed spirits within 10 ft. of himself to also make one melee weapon attack as part of the same action, and when using his Cursed Blast of Blows he can instead command them to take their full Attack Action.

Reverse Cursed Technique Mastery. Kenjaku 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.

Hollow Wicker Basket. Kenjaku activates Hollow Wicker Basket.

Minimum Uzumaki. Kenjaku can spend as many cursed spirits as he wants to create a miniature spiral that fits in his hand. It can't be seen by the creature until it spends an action to make a DC25 Perception check.

Levitational Apex. While this system is active Kenjaku can move in a direction of his choice up to his unarmored movement speed.

Boosted Systems (1/1 cursed energy). While an Antigravity System is active, Kenjaku can spend 1 more cursed energy to boost it. When boosting it, creatures who passed the save the first time are forced to make the DC 26 Dexterity saving throw again, suffering the effects of Kenjaku's Antigravity System on a failure. Creatures who fail the first save fall upward an additional amount of feet equal to the height of his lapse.

While a Gravity System is active, Kenjaku may spend 1 more cursed energy to boost it. This forces creatures to make a DC 26 Strength saving throw. On a failure, they take damage equal to half the damage dice, rounded up, of his Gravity System. On a success, they take a quarter of the damage dice, rounded up, of his gravity system.

Antigravity Focus (1 cursed energy). After using antigravity system, Kenjaku can spend 1 cursed energy to choose 18 creatures to not be affected by his antigravity system.

Anti Gravity Flight (1 cursed energy). Kenjaku touches a willing creature, granting them a flying speed equal to their movement speed for 10 minutes. Kenjaku may end this at will. Kenjaku may also use this on himself for as long as he wants spending 1 cursed energy every 10 minutes.

Trapping Barriers. Whenever Kenjaku uses a basic barrier, he may instead use a bonus action to open it on the center of a creature within 15ft. of himself. The creature must make a DC 25 Dexterity saving throw, on a failure they are trapped in said barrier, on a success they may move a number of feet enough to get out of the barrier's range.

Domain Expansion: Womb Profusion (12 cursed energy). Kenjaku opens his domain.

REACTIONS

Glancing Blows(1-10 cursed energy). Once per turn as a reaction for up to 10 cursed energy when Kenjaku takes bludgeoning, piercing, or slashing damage from an attack or effect he can see, he can reduce it by his Dexterity modifier times the amount spent, to a minimum of 1. 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.

Manji Kick. As a reaction to being targeted by a melee attack, Kenjaku rotates his body down, imposing disadvantage on the attack. If it misses, as part of the same reaction he can give a massive kick in his opponent's face if they are within reach. Kenjaku makes an unarmed strike against the creature. On a hit, the opponent will be stunned until the beginning of his next turn or until they take damage from an outside source and receives Kenjaku's unarmed strike damage.

Minimum Uzumaki (1 cursed energy). In response to being targeted by a melee attack Kenjaku uses his Minimum Uzumaki feature.

Reverse Cursed Technique Mastery. When Kenjaku receives damage, he may use his Reverse Cursed Technique.

Cursed Energy Reinforcement. Whenever Kenjaku makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, he may spend up to 11 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw. He also has an extra reaction specifically for this feature.

Human Wall (6/Long Rest). When Kenjaku would be reduced to 0 hit points, he may instead fall to (1d10 + 10) hit points instead.

Hollow Wicker Basket. In response to Kenjaku seeing a Domain Expansion open or being affected by a sure-hit, he may use Hollow Wicker Basket.

Taijutsu Sorcery. After taking the Attack Action on his turn, Kenjaku may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks, and if a creature rolls a Nat 1 on a melee attack against him he may make 1 Melee attack against a creature within range.

Cursed Spirit Absorption. Kenjaku uses his Cursed Spirit Absorption feature.

Cursed Martial Artist. Whenever a creature fails a melee attack roll against Kenjaku, he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add +10 to the damage roll.

Cursed Spirit Block. For x Cursed Energy when Kenjaku takes damage from a weapon attack, spell, melee cursed energy attack roll, ranged cursed energy attack roll, or any saving throws from sources outside his body, he may summon a Cursed Spirit to take the damage for him, reducing it by the current amount of the Cursed Spirits' Hitpoints, with x being the CR of the creature summoned, If the original effect kills the spirit, half of the remaining damage goes to Kenjaku. This feature only works on attacks that travel and can be stopped so attacks like mind control, basilisk stare or making things explode with your mind will bypass this feature.

Cursed Spirit Battle General. when summoning a cursed spirit as a Reaction, Kenjaku can immediately command them to perform a Reaction if they have one without expending another Reaction, and they can take their Reaction as if they were being targeted by whatever effect Kenjaku was originally. Alternatively, Kenjaku can have them make one Action or Bonus Action, in which they can only make a single attack, spell, ability, or technique, and can't open Domain Expansions if they have one.

Gravity System (1 cursed energy). Kenjaku can use this technique as a reaction to an attack being made against him or if he's forced to make a line or cone saving throw.

LEGENDARY ACTIONS

The Kenjaku can take 5 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 Kenjaku regains spent legendary actions at the start of its turn.

Evasive Attack. Kenjaku moves up to half his movement and can make one Unarmed Strike.

Gravity System. Kenjaku uses his Gravity system technique.

Reverse Cursed Technique. Kenjaku uses his Reverse Cursed Technique.

Minimum Uzumaki (2 Actions Required). Kenjaku uses Minimum Uzumaki.

Domain Expansion (3 Actions Required). Kenjaku uses his Domain Expansion

Hollow Wicker Basket. Kenjaku activates Hollow Wicker Basket.

image-2024-12-26-174909136.png
"Just another body"

Source:https://www.reddit.com/r/AnimeSketch/comments/13xtlex/anyone_rate_my_drawing/

Jujutsu Sorcerer.

Kenjaku has 26 levels in the Jujutsu Sorcerer class.

Domain Expansion: Womb Profusion

Kenjaku manifests a totem-esque tower of grotesque, cursed spirit-like faces that are all merged together. All creatures within the domain of his choice are targetted with a maximum Uzumaki as if he had spent the maximum amount (60d12) necrotic damage.

Refiniment Points

Kenjaku's domain refinement points are 1000.

Domain Durability. His domain has 3000 hit points.

Technique Efficiency. While inside his domain, Kenjaku may use his techniques for 0 Cursed Energy.

Increased Potency. While inside his domain, his cursed techniques deal 10 additional damage dice.

Domain Amplification. As an Action for 1 Cursed Energy, Kenjaku can cover his body to "wear" his domain in order to neutralize cursed techniques for 1 minute. Once activated, it automatically negates any defensive technique, offensive technique, or spell that affects him, and him can bypass barriers such as infinity. In addition, Kenjaku cannot use his Innate Technique unless he dismisses Domain Amplification as a bonus Action. Even if Kenjaku dismisses it, for the next minute he can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output or with a cost of 10 or more cursed energy before reductions if the user has 51 or more higher refinement than Kenjaku. If they are within 50 refinement of Kenjaku, he has resistance to their technique, and if they have 51 or less refinement than Kenjaku, he is immune to their techniques even if they use Maximum Output. Kenjaku may use Domain Amplification while his Domain Expansion is active

0.2 Domain Expansion. As a part of opening his Domain Kenjaku 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. Kenjaku's Domain Expansion cost is reduced by 10 (already added) and he only gains 1 level of exhaustion after his domain ends.

Durable Barrier. Kenjaku's Domain gains immunity to all non-magical damage from both sides, but remains resistant to all damage from the inside and vulnerable to all damage from the outside.

Domain Superiority. The refinement thresholds which determine how long it takes Kenjaku's domain to destroy another domain in a clash are halved.

Mastered Domain. The cost of Kenjaku's Domain is reduced by 8 (already added). The Action cost of any of Kenjaku's techniques used within the Domain are reduced by 1. Kenjaku's domain also lasts for 3 minutes.

Barrier Properties

  • Barrier Resistance. As part of expanding his Domain, Kenjaku can choose to make the barrier vulnerable to all damage from the inside and resistant to all damage from the outside. He also may spend an additional 5 Cursed Energy while expanding his domain to make both sides of the barrier have no vulnerabilities or immunities. This feature cannot be used by a Barrierless Domain.
  • Barrier Movement. At the beginning of his turn while his Domain Expansion is active, he may choose to move the domain up to 120 feet in any direction. The relative positions of the creatures inside the domain do not change due to the movement. This feature cannot be used by a Barrierless domain.
  • Barrier Enlargement. As a Bonus Action while his domain is active, Kenjaku can spend up to 10 Cursed energy, increasing his domain's radius by 20 feet per point spent. He may choose whether creatures that would be caught by the new radius are pushed to the new edge of the domain or enter the domain. While enlarged this way, the maximum and current hit points of the barrier are reduced by three times the amount of feet the range increased. This lasts until the end of the domain or until the range is changed again by another feature. This feature cannot be used by a Barrierless domain.
  • Barrier Compression. As a Bonus Action for 5 Cursed energy, Kenjaku can compress his domain, making the outside become a small circle of 5 ft. The inside of the domain will remain the same size. While compressed in this way his barrier gains a damage reduction equal to 300. If this feature is used on a Barrierless domain damage his domain would deal is increased by 150. This lasts until the end of the domain.
Tokyo Jujutsu High

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

Kenjaku knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques. (Apply these)

  • Power Enhancement. Kenjaku can now spend up to 8 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Economy. The cursed energy cost of the technique is now reduced by 8 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Kenjaku can spend up to 8 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.
  • Specialized Technique. Kenjaku can choose a technique of his choosing to become his favourite technique granting him the following benefits: The damage die of the technique is increased by 10 damage die, the range of the technique is increased by 30ft. and finally the technique's cursed energy cost is halved rounded up.

Cursed Techniques.

When a feature refers to Kenjaku's cursed techniques, it refers to Curse Infused Spirits, Cursed Spirit Absorption, Cursed Spirit Control, Cursed Spirit Block, Minimum Uzumaki and Maximum Uzumaki.

Kenjaku's Binding Vows. Kenjaku can make an infinite number of binding vows and for every 5 creatures he makes a binding vow with he gains a +1 to his Deception and Persuasion skills to a maximum of +20. Additionally, Kenjaku can choose one of these vows to be his favoured vow, on a long rest he may double the limits and maximums of up to 10 features in his favoured binding vow.

Barrierless Domain

Feats. Kenjaku's feats are:

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body, Human Wall, Resilient, Very Resistant.

Taijutsu Sorcery, Acrobatic Fighter, Slam Master, Cursed Martial Artist, Heavy Finisher, Mind Games.

Cursed Weapon Wielder.

Swarms Master, Cursed Spirits Visions.

Basic Barrier, Barrier Master, Barrier Invader, Hollow Wicker Basket, Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer, Negative Flow, Focused Rage.

Cursed Energy Manipulator x2, Cursed Enhanced Body,Improved Cursed Energy Output, Cursed Energy Reinforcement, Legendary Cursed Energy Output, Divine Cursed Energy Output.

Cursed Experimenter, Cursed Child, Cursed Object Creator.

Reverse Cursed Technique, Improved Reverse Cursed Technique.

Favored Vows, Vows Master.

Kenjaku's Boons.

Split Cursed Object Creation.

Improved Durability.

This creature uses the Improved Durability rule.


Kenjaku's Cursed Spirits[edit]

A breakdown of Kenjaku's 10000000 cursed spirits
Grade Cursed Spirit Name Quantity Cursed Energy Cost
Grade 4 Cursed Centipedes 2500 1
Grade 4 Durable Squid Curse 2500 1
Grade 4 Flying Ray Curse 1 1
Grade 4 Grade 4 Curse 9000000 1
Grade 4 Taijutsu Cursed Spirit 50000 1
Grade 4 Missile Squids 5000 1
Grade 3 Regenerating Curse 25000 1
Grade 3 Grade 3 Curse 850000 1
Grade 3 Huge Curse 25000 1
Semi Grade 2 Semi Grade 2 Curse 150000 1
Semi Grade 2 Nurikabe 1 1
Grade 2 Grade 2 Curse 60000 1
Grade 2 Ko-Guy 1 1
Semi Grade 1 Semi Grade 1 Curse 7500 4
Grade 1 Grade 1 Curse 1000 8
Special Grade Akuro-o Otake 1 12
Special Grade Smallpox Deity 1 3
Special Grade Kurourushi 1 10
Special Grade Ganesha 1 10
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