Kento Nanami (Jujutsu Kaisen Supplement)

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Kento Nanami[edit]

Medium humanoid (human), lawful neutral


Armor Class 21
Hit Points 629 (40d8 + 449)
Speed 70ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 19 (+4) 16 (+3) 14 (+2) 18 (+4)

Saving Throws Dex +9, Cha +10
Skills Athletics +13, Insight +8, Intimidation +16, Investigation +9, Perception +8
Proficiency Bonus +6
Senses passive Perception 17
Languages Common
Challenge 17 (18,000 XP)


Cursed Energy. Nanami has 44 Cursed Energy which he can expend. All cursed points are regained at the end of an long rest.

Cursed Armor. Nanami can spend up to 4 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Nanami can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

Cursed Attacks. Nanami's unarmed strikes are considered magical.

Cursed Energy Recovery. While in combat, Nanami regains 1 Cursed Energy per turn, up to his maximum. The combat must be one where his life is at risk.

Curse-Empowered Strikes. Nanami adds 5 (1d10) necrotic damage every time he hits with a melee weapon attack.

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

Duelist. When Nanami is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.

Critical Attacker. Nanami's critical hit radius with melee weapons is 19-20. Additionally, he rolls 8 additional damage dice on a critical if it was made with a melee weapon.

Cursed Strike. When Nanami makes an unarmed strike, he may spend up to 6 cursed energy, dealing an additional 1d8 necrotic damage per point spent.

Ratio (1+ Cursed Energy). Whenever Nanami makes an attack roll, he can roll 3d10 and double his proficiency bonus for the attack roll. If either come out as a 3 or 7, the attack will be considered a critical on the damage calculation. Nanami may also spend additional Cursed Energy up to 4 to add 2d10 for the ratio roll per Cursed Energy spent. Additionally this attack was made with melee weapon it will roll 6 times the damage dice instead of the normal two times.

Perfected Ratio. Once per turn when Nanami hit a critical while under the effects of the ratio technique, the target is forced to make a Constitution saving throw. On a success they will take one additional dice of damage. on a failure, they will take one additional dice of damage and if a limb was targeted, the limb will be reduced to 0 hit points.

ACTIONS

Multiattack. Nanami can make three attacks with either his Blunt Sword or with unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 7) bludgeoning damage and 5 (1d10) necrotic damage.

Blunt Sword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 16 (1d12 + 13) bludgeoning damage and 15 (1d10 + 2d6 + 4) necrotic damage.

Collapse. For 4 Cursed Energy, Nanami hits a solid surface, destroying a 15 ft. radius circle around it. The area becomes difficult terrain, and the debris is imbued with his Cursed Energy allowing it to remain in the air up to 15 ft. away from the struck surface for 4 rounds. Nanami can use the debris as 3/4 cover and make the area lightly obscured. Afterwards, with no action required, Nanami can cause the debris to fall. Every creature under the debris must make a Dexterity Saving Throw. On a failure they take 190 (27d10 + 42) bludgeoning damage. On a failure they take half as much damage.

Perfect Stance (2 Cursed Energy). Nanami can enter a stance of perfect offense and defense. Until the beginning of his next turn, whenever a creature enters within his weapon’s reach he may make an opportunity attack without spending his reaction. If he hits said attack, the creature has disadvantage on melee weapon attacks against him until the end of their turn. Nanami can only make an attack like this once per creature per usage of this technique.

Exorcise. Nanami automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower.

BONUS ACTIONS

Martial Arts. When Nanami uses the Attack action, he can make an unarmed strike as a bonus action.

Cursed Blast of Blows (3 Cursed Energy). After Nanami uses the Attack action, he can perform two unarmed strikes or weapon attacks as a bonus action.

Cursed Patient Defense (3 Cursed Energy). Nanami can take the Dodge action as a bonus action on his turn.

Cursed Wind Step (3 Cursed Energy). Nanami can 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.

Cursed Weapon Enhancement. Nanami can spend up to 6 cursed energy to a melee weapon he is holding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent. He can only do this again after 1 minute has passed.

REACTIONS

Human Wall(4/long rest). Upon hitting 0 hit points, Nanami can spend a hit die to fall to the amount rolled in hit points. all uses are restored on a long rest

Cursed Counter (1 Cursed Energy). Whenever a creature misses a melee attack against Nanami, he may make one attack with his Blunt Sword against them if they are within reach.

Redirect Energy (1 Cursed Energy). When Nanami is hit by a ranged cursed energy attack roll or is forced to make a cone or line saving throw, he can redirect the damage with his weapon. He reduces the damage dealt by one roll of his weapon’s damage die multiplied by your 5. If he reduces it to at least half of the original damage or less, as part of the same reaction he can make a melee weapon attack roll against a creature within range. On a hit, they take additional damage equal to the amount reduced.

Weapon Clashing (2 Cursed Energy). When Nanami is targeted by a melee weapon attack, he can clash with the weapon of the attacker, making an attack roll with his Blunt Sword. If his roll is higher than that of the attacker, he nullifies their attack.

JujutsuKaisenPhamtomParade_KentoNanami-min-1-1024x572.jpeg
Kento Nanami, a Grade 1 sorcerer, [1]

Kento Nanami, a Grade 1 jujutsu sorcerer and former Tokyo Jujutsu High student, left his career as a sorcerer to work as a salaryman but returned to fulfill his role at Tokyo campus as a mentor, particularly to Yuji Itadori. His Ratio Technique [3] allows him to create critical weak spots by dividing targets with precise lines at a 7:3 ratio. This precision attack works on both animate and inanimate objects, delivering powerful hits. He also uses two Binding Vows, Overtime and Revealing One's Hand, to enhance his combat abilities as needed.

Jujutsu Sorcerer.

Nanami has 20 levels in the Jujutsu Sorcerer class.

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

Nanami 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.

  • Power Enhancement. Nanami can now spend up to 5 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 5 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Nanami can spend up to 5 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.
Specialized Technique

Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc

One of Nanami's cursed techniques will gain all of the following benefits:

Increased Damage Output. Its damage dice number will increase by 6

Increased Reach. Its range will increase by 30 feet.

Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

Nanami may change his specialized technique at the end of a week.

At the end of a short rest or long rest, Nanami may reallocate his enhancements.


Binding Vows

Overtime

During his official working hours (10 AM - 6 PM), Nanami’s cursed energy is restricted. During this time, he suffers the following limitations:

- Maximum cursed energy is reduced by his Charisma modifier. - No Charisma modifier added to cursed energy attack rolls. - Cursed techniques' damage die are reduced by one tier.

Once his shift ends, Nanami enters “Overtime,” removing the above restrictions for 5 hours. While in Overtime:

- His cursed energy maximum increases by his Charisma modifier. - Cursed energy attack rolls gain a bonus equal to his Charisma modifier. - Cursed techniques' damage die are increased by two tiers. - He regains cursed energy equal to his Charisma modifier at the start of each turn.

Revealing One’s Hand

Nanami can reveal his innate technique to an opponent, enhancing his output at a cost. When he explains his technique as an action, his cursed technique gains the following benefits:

- Increases cursed technique dice by 1. - Adds proficiency bonus twice to cursed technique attack rolls. - Reduces cursed technique cost by 1. - Increases cursed energy DC by his Charisma modifier.

However, the target gains advantage on saving throws against his technique and Nanami’s cursed energy attack rolls are made with disadvantage against the revealed target. This effect is only available once per battle, as each creature becomes immune to *Revealing One's Hand* afterward.

Weapon Master

Nanami specializes in the usage of weapons, and has the following features:

Ascending Strike. Once per turn when he is prone, as part of standing up Nanami can make one melee weapon attack with a weapon he is holding against a creature within his reach.

Secret Techniques
  • Cursed Counter (already included).
  • Weapon Clashing (already included).
  • Perfect Stance (already included).
  • Redirect Energy (already included).
  • Power Style (2 Cursed Energy). Whenever a feature increases the damage die tier of Nanami's unarmed strikes, it also does so for melee weapons he is holding.
  • Quick Retreat (1 Cursed Energy). Whenever Nanami hits a creature with a melee weapon attack roll, he can take the Disengage action as a free action.


Favorite Weapon

Nanami's Blunt Sword is the one he is most comfortable with and excels when using it. While he is wielding it, it gains the following benefits:

  • It now adds his ability modifier twice for its damage rolls (already included).
  • Once per turn Nanami can add his proficiency bonus to an attack roll with it again.
  • He has advantage on any checks against being disarmed of this weapon, and creatures have disadvantage on trying to disarm him of it.
  • When a feature that uses said weapon allows him to spend up to a certain amount of cursed energy on it, the amount he can spend increases by half his proficiency bonus (rounded up).

Cursed Techniques

When a feature refers to Nanami's cursed techniques, it refers to Ratio and Collapse.

Nanami's Feats

Strong Body, Human Wall, Athlete History, Colossal Physique

Black Flash, Personal Record

Cursed Energy Tracker

Cursed Energy Manipulator

Improved Durability.

This creature uses the Improved Durability rule.

5.00
(3 votes)

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