Kento Nanami (Jujutsu Kaisen Supplement)

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Kento Nanami[edit]

Medium humanoid (human), lawful neutral


Armor Class 17
Hit Points 500 (40d8 + 329)
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 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 (1d12) 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.

Weapon Specialist. Nanami receives a +4 to his attack and damage rolls when wielding a melee weapon.

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. Whenever Nanami makes an attack roll, he can spend 1 Cursed Energy to 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 his Charisma to add 2d10 for the ratio roll per Cursed Energy spent. Additionally, when Nanami hits a creature with critical attack caused by his Ratio, the creature must succeed a Constitution saving throw (DC 18). On a success, they'll receive one additional dice of damage. On a failure, one of their limbs will be reduced to 0 hit points, as in the Limbs System Variant Rule. Cursed Energy Economy: the Cursed Energy cost of this technique will be reduced by 6, to a minimum of 1.

Collapse. When Nanami attacks an object, wall or construct, he can create a weak point for 3 Cursed Energy, doubling the damage.

Tokyo Jujutsu High Learnings. Nanami has enhancements to some of his techniques such as Energy Economy, Power Enhancement and Specialized Technique, already stated at their descriptions.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage.

Cursed Blunt Sword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 16 (1d6 + 13) bludgeoning damage and 7 (1d6 +4) necrotic damage.

Collapse. For 4 Cursed Energy, Nanami destroys the ground around him in a 30 ft. circle. The area becomes difficult terrain, and every creature in the area must make a Dexterity saving throw. On a failure, they take his unarmed strike's damage + 7d10 bludgeoning damage. On a success, they take half as much damage. Power Enhancement: Nanami may spend additional Cursed Energy up to 6 on this technique, increasing the damage dice by 1 for each Energy spent. Specialized technique: this technique's damage dice increases by Nanami's Charisma modifier (already included).

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. After Nanami uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

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

Cursed Wind Step. Nanami can spend 3 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.

Cursed Weapon. Nanami can spend up to 6 cursed energy to add a +2 for the damage rolls of a weapon he's holding per energy spent for 1 minute.

Cursed Armor. Nanami can spend up to 4 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Nanami can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

REACTIONS

Perfect Parry. As a reaction for 5 cursed energy to an weapon attack roll while wielding a melee weapon, Nanami can add a +6 to his armor class. In case the attack still hits, Nanami reduces the damage by his weapon's damage dice.

Cursed Armor. As a reaction against being targetted by an attack or damaging saving throw, Nanami uses his cursed armor.

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

Kento Nanami was a former student of Tokyo Jujutsu High where he was an underclassman of Satoru Gojo and Suguru Geto. Nanami initially left Jujutsu High after graduating to become a salaryman, but returned four years later to continue working as a jujutsu sorcerer. While working as a Jujutsu High sorcerer, Nanami was ranked grade 1 and operated primarily out of the Tokyo campus. With Satoru's introduction, he also became a close mentor to Yuji Itadori. [2]

Nanami's Innate Technique, the Ratio Technique, grants him the ability to divide his target with lines and forcibly create a weak spot at the ratio point of seven to three. The user of this technique can mark their target's body with lines divided into tenths. If the user is able to strike one of these lines on exactly the seven-to-three ratio point, they deliver a critical hit to the subject. This allows them to deal significant damage on tougher adversaries and cleave weak opponent's in two in a single hit. The lines don't have to measure up to the target's full length or wingspan. Their head, torso, biceps, and forearms are all among applicable limbs for division. This technique can be used on inanimate objects in addition to living beings. [3]

On top of his Innate Techique, Nanami employs two Binding Vows to help him in combat when needed: Overtime and Revealing One's Hand.

Overtime.

During the period between 10 AM and 18 PM, Nanami will be on his "Working Shift", and his powers will be limited, making him suffer from following effects:

His Cursed Energy maximum will be reduced by his Charisma modifier. - His cursed energy attack rolls will not add his Charisma modifier. - His cursed techniques' damage die will be reduced by one tier.

After this time passes, he will now be working overtime. For 5 hours, Nanami will lose the effects above and gain the following benefits:

His Cursed Energy maximum will be increased by his Charisma modifier. - His cursed energy attack rolls will gain a bonus equal to his Charisma modifier. - His cursed techniques damage dies will be increased by two tiers. - He will regain Cursed Energy equal to his Charisma modifier at the start of his turns.

After this effect ends, Nanami must restart his Working Shift for it to take effect again.

Revealing One's Hand

Nanami can reveal his Innate technique to his opponent in a certain detail, making him increase his cursed energy output. As an action, Nanami targets one creature who can see and hear him to reveal his cursed technique. After he explains it, his cursed technique features will gain the following benefits:

His cursed technique dice will be increased by 1. - His cursed technique attack rolls will add his proficiency bonus an additional time. - His cursed technique cost will be reduced by 1. - His cursed energy DC is increased by his Charisma modifier.

However, the creature now knows how his technique works, making it gain advantage against any saving throws caused by his cursed techniques, and any cursed energy attack rolls are made with disadvantage against said creature. After the end of the battle, the affected creature will now be immune to Revealing One's Hand.

Cursed Techniques

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

Nanami's Feats

Strong Body, Black Flash, Personal Record, Cursed Energy Manipulator, Curse-Empowered Strikes Versatility and Cursed Energy Tracker.

Improved Durability. This creature uses the Improved Durability rule.

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