Kessen Sekkekkyū Kamo (Jujutsu Kaisen Supplement)

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Kessen Sekkekkyū Kamo[edit]

Medium humanoid (human), neutral good


Armor Class 17 (Unarmored Defense)
Hit Points 104 (16d8 + 32)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 14 (+2) 9 (-1) 20 (+5)

Saving Throws Dex +7, Cha +10
Skills Acrobatics +7, Athletics +5
Senses passive Perception 12
Languages common
Challenge 14 (11,500 XP)


Cursed Energy. Kess has 36 cursed energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Blood Points. Kess has 102 Blood Points stored between 17 blood bags, which he uses for special abilities.

Blood Crystallisation. Kess will gain resistance to piercing, slashing, and bludgeoning damage when he activate his Cursed Energy Armor, while also being able to spend Blood Points instead of Cursed Energy to activate it, spending 2 Blood Points per 1 Cursed Energy. When he deals damage with the Cursed Strikes, Cursed Weapon Enhancement, or Curse-Empowered Strikes features, he may change its damage type to piercing, slashing or bludgeoning damage (according to his choice). In addition, while his Cursed Energy Armor is activated his unarmed strike damage dice tier is increased by 1.

Additionally, whenever this technique hits a creature of a different race from Kess they must make a DC 16 Constitution saving throw . On a failure, they are poisoned for 1 minute. On a success, they are not poisoned. Additionally, when a creature fails the saving throw for this feature, they may remake the saving throw at the beginning of their turns. Lastly, this poisoned condition overcomes immunities.

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

Cursed Armor. Kess can spend up to 5 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Kess can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0 (No action required). Kess gains damage resistance to Piercing, Slashing and Bludgeoning damage while cursed armor is active.

Cursed Strikes. Kess can spend up to 3 cursed energy when making an Unarmed Strike in order to add 1d8 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.

Flowing Red Scale (3 Cursed Energy). As a Free Action, Kess increases his body temperature, pulse rate, and the number of red blood cells to greatly enhance his physical capabilities. For 1 minute:

  • His movement speed doubles
  • He will gain a +2 bonus do his AC
  • He will gain advantage on Dexterity saving throws and will gain an additional action on his turns, that can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Ring of the Great Swordsman. When Kess is wielding a finesse weapon he gains a +1 to his ac.

ACTIONS

Multiattack. Kess can make two attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Cloud Gathering Sword. Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 6 (1d8 + 2) slashing damage and 17 (1d12 + 1d10 + 5) necrotic damage.

Nanami's Cleaver. Melee Weapon Attack: +9 to hit, range 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage and 22 (2d6 + 1d12 + 9) necrotic damage.

Cursed Revolver. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 11 (2d8 + 2) piercing damage and 16 (1d8+1d12 + 5) necrotic damage.

Crimson Binding (1 Cursed Energy, 4 Blood Points). Kess pulls blood from the surroundings creating a net that envelops an opponent he chooses within 30ft of him. The target must succeed on a DC 16 Dexterity saving throw and become restrained. The creature can spend it's action after being restrained to roll a DC 16 Strength saving throw, breaking itself free from the effect on a success. Additionally, Kess may spend up to 3 cursed energy to increase the range of his crimson binding by 10 ft. per cursed energy spent.

Slicing Exorcism(5 Cursed Energy, 6 Blood Points). Kess creates a Rotating wheel of blood at high speeds to use as a bladed projectile, that is a 5ft circle. For 1 minute, he can use a bonus action to move the Wheel of Blood to a place within 30ft of it's current location that he can see. When this wheel moves through a creature's space the creature must make a DC 14 Dexterity saving throw. On a failed save the target takes 2d8 Slashing Damage, on a successful save the target takes half as much damage. A creature may be forced to make this saving throw once per round. Additionally Kess may spend up to 3 extra cursed energy to increase the damage die of slicing exorcism by 1 per cursed energy spent.

Piercing Blood (1 Cursed Energy, 15 Blood Points). Kess pulls blood into his hands and fires it at a target within 90ft of him, making a ranged attack roll with a +8 to hit. On a hit the target receives 12d12 piercing damage. If Kess has spent the maximum on his Convergence before using this technique, it becomes a 5-foot-wide, 150-foot-long line. All targets in that line must make a DC 16 Dexterity saving throw, with disadvantage on the initial use. On a failure, they take the piercing blood damage; on a success, they take half as much damage. When Kess activates this cursed technique in its line form, he can create a new line during subsequent rounds by spending half the initial Cursed Energy and Blood Points as an action. Kess must maintain concentration as if concentrating on a spell to keep this state active.

Blood Rain (1 Cursed Energy, 8 Blood Points). Kess launches a pressurized beam of blood directly upwards. He can choose for it to fall down at the end of the same turn or for it to fall after up to 5 rounds, at the beginning of his turn at said round. When the Blood Rain falls, all creatures in a circle with 30ft of radius must make a DC 16 Dexterity saving throw. On a failure, they take 11d8 piercing damage, or half as much on a success.

Blood Terrain Infusion (1 Cursed Energy, 12 Blood Points). Kess puts both hands on the floor and spreads massive amounts of blood in a 30ft. radius circle anywhere he chooses as long as he's inside it. All creatures in the circle must make a DC 16 Dexterity saving throw, receiving 10d10 piercing damage and being knocked prone on a failure, or half as much damage and not being knocked prone on a success. If Kess has spent the maximum on his convergence before using this technique, he may create a 100ft tall cylindrical pillar in the area of the circle, elevating every creature in it to the top. Kess and any creature that has passed their saving throw may choose to escape the area before being elevated. Additionally, he may use this technique from a further range without needing to be in the area if in the past minute, his Piercing Blood or Blood Rain techniques have hit the ground, as they impregnate the soil with his blood, making him able to cast this ability on that area.

Blood Wave (1 Cursed Energy, 10 Blood Points). Kess expands a circular wall of blood around him up to 30ft. All creatures in the area must make a DC 16 Strength saving throw. On a failure, they take 11d6 bludgeoning damage and are pushed to the end of the wall's range. On a success, they take half as much damage and are not pushed, breaking through the blood. When Kess spends extra Cursed Energy into this technique with Convergence, its maximum range increases by 10ft per Energy spent.

Emergency Transfusion (1-5 Cursed Energy, 2-10 Blood Points). Kess may transfuse some of his blood into a unconscious creature that has fallen to 0 hitpoints to heal them. For every 1 cursed energy and 2 blood points Kess spends on this feature he can heal the creature 5 hitpoints. However the creature must make a DC 16 Constitution saving throw or be poisoned for 1 minute on failure, on success the creature isn't afflicted. If a creature is healed more than 10 hitpoints this way in a singular use they must make the save with disadvantage. Creatures poisoned by this feature cannot remake the save at the beginning of their turns.

Revealing Poison. Kess can reveal the poisonous nature of his blood causing its effects to grow stronger. The ac of creatures currently poisoned by his blood have their ac decreased by 3 and they can no longer take reactions, however the DC to succeed is reduced by 3 to a DC 13 Constitution saving throw and creatures have advantage when rolling the throw.

Giving Up On Offense. As a free action Kess can choose to invoke this binding vow. He must expel all but 1 cursed energy (must be at least half his maximum cursed energy) and if he is knocked unconscious and begins death saving throws within 3 turns of making the vow he will be able to add his proficiency bonus an additional time to the DC 25 Charisma saving throw for gaining reverse cursed technique.

Ice Wolf Summon (18 Cursed Energy). Kess summons Yuji.

Divine Okami Summon (25 attunement points) (0 Cursed Energy). Kess summons Sumo.

New Shadow Style: Simple Domain (5 Cursed Energy). Kess surrounds himself with a 15 ft. barrier for 1 minute. The circle has 45 hitpoints. Any cursed techniques or spells that target him or targets an area that overlaps with his simple domain, will now target the barrier instead, reducing its hit points by the damage it would cause. To use this technique, Kess must remain still without moving and must maintain concentration as if he was concentrating on a spell. If he is in a Domain Expansion then he negates it's sure-hit effect on himself and any other people inside the area, as it only affects the barrier. Kess's refinement for his Simple Domain is 15. The circle has a damage threshold of 11.

Domain Expansion: Crimson Horizon (15 cursed energy). Kess opens his domain expansion as a full turn action.

Cracked Eclipse Orb. For no action Kess may invoke the power of the Cracked Eclipse Orb. When doing so he rolls a d100 dice the results of which are:

  • 1-10 Kess and any creature within a 60 ft. radius is transported to a blank domain with no sure hit and they must survive 5 rounds against the ghostly apparition of Okkotsu Yuta.
  • 11-90 Kess gains his proficiency bonus in cursed energy at the beginning of his turn until short rest.
  • 91-100 Kess will roll a d4 depending on the roll he will gain 1 of the following techniques 1-Limitless 2-Ten Shadows 3-Comedian 4-Idle Transfiguration, he may only use features he matches the level requirements of, for ten shadows he gains access to all shikigami. This effect lasts for 1 minute, at the end of that minute Kess takes half his maximum hitpoints in necrotic damage that can't be mitigated or blocked in anyway, this damage is unable to be healed by any means and will only be restored upon long rest.

Blood Spit (3 blood points/3 cursed energy). For no action in response to taking damage once per round Kess uses Blood spit for 3 blood points. Kess makes a melee cursed energy attack roll +8 against a target within 5ft. of himself. On a hit the creature has its face covered in blood for up to 5 rounds. For 3 cursed energy and for no action Kess can cause the blood to explode dealing 4d4 piercing damage to them and 2 eye limbs on their face as well as making them blinded until the end of their next turn. If they were preforming any kind of action when Kess bursts the blood they must make a concentration save or fail to preform the action, all resources used wasted. Once Kess has used this, the feature ends early.

BONUS ACTIONS

Martial Arts. Whenever Kess makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, Noritoshi can make two unarmed strikes or two weapon attacks.

Cursed Patient Defense (3 Cursed Energy). Kess can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). Kess can take the dash or disengage action as a bonus action on his turn.

Cursed Weapon Enhancement. Kess can spend up to 3 cursed energy to 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. He can only use this enhancement again after 1 minute has passed.

Convergence. Kess compresses and condenses blood to it's absolute limit for 1 minute. During this technique's duration, whenever he uses one of his cursed techniques he can spend up to 5 additional Cursed Energy (and an equal amount of Blood Points) to enhance the technique's potency. For each Cursed Energy he uses, the technique will receive one additional die of damage or 1 additional turn of duration. Additionally, only while Convergeance is active, Noritoshi can use the following techniques: Piercing Blood, Blood Rain, Blood Terrain Infusion and Blood Wave.

Blood Limb (2/4 Cursed Energy, 4(+1) Blood points). As a bonus action Kess may regrow a limb, constructing it out of blood. Kess may regrow a small limb such as a hand for 2 cursed energy and 4 blood points and a large limb like an arm or leg for 4 cursed energy and 4 blood points. For both of these limbs Kess must spend 1 blood point at the beginning of his turn to maintain each limb he has regenerated using this feature. In the event Kess runs out of blood the limb dissolves, the same occurs if light amounts of water like a bucket full or rain touches the limb. These regrown limbs have half the health of typical limbs but have resistance to piercing, bludgeoning and slashing damage regardless of cursed armor.

Cursed Energy Battery. Kess has a Cursed Energy battery which can hold up to 72 cursed energy, as a bonus action he can draw any amount of cursed energy that doesn't exceed his maximum.

Blood Mist (4 blood points). By using 4 blood points Kess activates his blood mist cursed item causing it to spew a dense mist in a 15ft. radius causing all creatures excepet for him to be blinded, this fog lasts for two turns, creatures that leave the mist will lose the condition.

Blood Spit (3 blood points). Kess makes a melee cursed energy attack roll +8 against a target within 5ft. of himself. On a hit the creature has its face covered in blood for up to 5 rounds. For 3 cursed energy and for no action Kess can cause the blood to explode dealing 4d4 piercing damage to them and 2 eye limbs on their face as well as making them blinded until the end of their next turn. If they were preforming any kind of action when Kess bursts the blood they must make a concentration save or fail to preform the action, all resources used wasted. Once Kess has used this, the feature ends early.

REACTIONS

New Shadow Style: Simple Domain. In response to a cursed energy attack roll or saving throw, spell or domain expansion opening Kess uses his Simple domain feature.

Domain Expansion: Crimson Horizon. In response to a domain opening Kess opens his own to clash.

image-2024-12-30-200411851.png
First year Tokyo student Kess of the Kamo clan

Domain Expansion: Crimson Horizon

Kess due to extensive training has managed to grasp the pinnacle of Jujutsu, however it's incomplete. Kess may expand his domain in a space that is equal to or smaller than 90ft. in radius. While in his Domain attacks with his cursed technique will have advantage and saving throws made by creatures against these attacks will have disadvantage. The effects of the domain are as followed:

  • At the beginning of his turn Kess will gain 2 blood points.
  • The floor of the domain counts as difficult terrain.
  • All creatures touching the floor of the domain at the beginning of his turn must make a DC 16 Constitution saving throw or be poisoned for 1 minute.

Since the domain is incomplete there is no barrier. For no action Kess may dispel his domain. The domain lasts for one minute, when this time is up or if Kess dispels his domain for whatever reason Kess enters Technique burnout gaining 2 levels of exhaustion for 1 minute and is unable to use his cursed techniques for 1 minute.

Refiniment Points

Kess's domain refinement points are 50.

Jujutsu Sorcerer.

Kess has 8 levels in the Jujutsu Sorcerer class.

Blood Manipulation

Blood Points. Kamo's technique uses Blood Points as a currency alongside Cursed Energy to fuel it's techniques. Kamo uses his own blood for the technique, and may gain Blood Points by expending his own hit points, gaining 1 Blood Point per hit point spent. Kamo may also use blood from his surroundings to fuel his techniques, up to 10 ft away, gaining an appropriate amount of Blood Points as determined by the DM. Due to the versatility of this technique, all of his techniques that involve manipulating his own blood count as a Lapse technique.

Water Dilution. Kamo's mastery over Blood Manipulation is profoundly impacted when submerged in large volumes of water. While he is at least half submerged, he cannot use any of his Cursed Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of blood, preventing it from holding it's shape and making external manipulation impossible. While Submerged, he cannot use the Crimson Binding, Slicing Exorcism, and Convergence for the duration of his submersion or while in heavy rain. If he attempts to do so, he spends cursed energy and blood points as normal but nothing happens.

Tokyo Jujutsu High

Design Note: These features are applied to the stablock and their costs and damage dice have been changed accordingly

Kess 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. Kess can now spend up to 3 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 3 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Kess can spend up to 3 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

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

Specialized Technique

Design Note: This feature is applied to the statblock

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

Increased Damage Output. Its damage dice number will increase by 5.

Increased Reach. Its range will increase by 30 feet.

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

Cursed Techniques.

When a feature refers to Kess's cursed techniques, it refers to Crimson Binding, Slicing Exorcism, Flowing Red Scale, Convergence, Piercing Blood, Blood Wave, Blood Terrain Infusion, Blood rain, Emergency Transfusion, Flowing Red Scale Focus, Blood Limb and Blood Spit.

Kess's Binding Vows.

Cursed Energy Battery

Revealing One's Hand

Giving Up On Offence

Feats.

Basic Barrier, New Shadow Style: Simple Domain, Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Energy Manipulator.x2

Shikigami Summon.x2

Improved Durability.

This creature uses the Improved Durability rule.

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Yuji (Winter Wolf)[edit]

Gargantuan monstrosity (shikigami), unaligned


Armor Class 20 (natural armor)
Hit Points 391 (27d20 + 108)
Speed 60 ft.


STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Str +14, Dex +10, Con +10, Cha +11
Skills Perception +8, Stealth +10, Survival +8
Proficiency Bonus +6
Damage Immunities cold
Senses passive Perception 18
Languages understands it's master's langueages, but can't speak.


Cursed Energy. The Winter Wolf has 55 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. The Winter Wolf regains 3 cursed energy at the beginning of it's turns.

Invisible Force. The Winter Wolf 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 the Shikigami.

Keen Hearing and Smell. The Winter Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Winter Wolf has advantage on an attack roll against a creature if at least one of the Shikigami's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Ice Nature. The Winter Wolf does not suffer from any conditions caused by snow, ice, cold or blizzards, such as illnesses, difficult terrain, exhaustion, or obstruced sight. It also has advantage on Dexterity (Stealth) checks made to hide in snowy terrain, and has a blindsight of 120 ft. as long as it is in this type of environment. The Ice Wolf may grant these benefits to it's master as long as they are within 30 ft. of each other.

Regeneration. The Winter Wolf regains 20 hit points at the beginning of it's turns as long as it still has cursed energy and at least 1 hit point.

Snow Storm. When the Winter Wolf is reduced to 200 hit points, a strong blizzard is formed around it in a 120 ft. radius, blocking any creatures inside it sight's to the point they can no longer see further than 30 ft. away. This blizzard counts as cold environment for the Winter Wolf's Ice Nature feature.

ACTIONS

Multiattack. The Ice Wolf makes one Bite and two Claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 31 (4d12+8) piercing damage and 10 (2d10) cold damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d12+8) slashing damage and 10 (2d10) cold damage.

Frost Ring (5 Cursed Energy). The Winter Wolf creates a thin layer of ice on the ground around it in a 30 ft. radius, which then erupts upwards to trap creatures. Every creature that the Ice Wolf chooses in the area must make a DC 18 Strength saving throw, suffering 28 (7d8) cold damage and being restrained on a failure, or only half as much damage on a success. The creature may repeat the saving throw at the end of it's turns, ending the condition on a success.

Frost Charge (7 Cursed Energy). The Winter Wolf doubles it's movement speed and runs in a straight line. Each creature that the Ice Wolf enters the space of during this dash must make a DC 18 Dexterity saving throw, receving 5 (1d8) bludgeoning damage and 5 (1d8) cold damage for every 10 ft. the Ice Wolf travelled before hitting them.

Cold Breath (15 Cursed Energy). The Winter Wolf exhales a blast of freezing wind in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 80 (20d8) cold damage on a failed save, or half as much damage on a successful one.

Ice Rain (10 Cursed Energy). The Winter Wolf howls in an echo, creating sharp ice fragments from the sky at various points. Each creature in a 60 ft. radius chosen by the Ice Wolf must succeed on a DC 18 Dexterity saving throw, taking 8 (2d8) piercing damage and 15 (5d6) cold damage on a failure or half as much on a success,

BONUS ACTIONS

Cold Wind (3 Cursed Energy). The Winter Wolf takes the Disengage or the Dodge Action. If it is in an environment as described in the Ice Nature feature, it does so without expending cursed energy.

LEGENDARY ACTIONS

The 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.

Swift Movement. The Winter Wolf moves up to it's movement speed.

Claw. The Winter Wolf makes a Claw attack.

Frost Charge. The Winter Wolf uses it's Frost Charge.

OIG.png
The Winter Wolf Shikigami, standing above an artic valley watching the aurora borealis.

The Winter Wolf shikigami is a white, towering wolf, that appears to be made out of ice and snow. It is non-hostile towards humans, and it wanders cold places with the natural instinct to protect such environments.

Not Cannon. The Winter Wolf shikigami is not an official shikigami demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign.

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Sumo (Divine Okami)[edit]

Large monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 69 (6d10 +36)
Speed 60 ft.


STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 22 (+6) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Str +9, Dex +6
Skills Acrobatics +6, Athletics +9
Proficiency Bonus +3
Condition Immunities charmed, frightened
Senses passive Perception 11
Languages Understands the languages of it's master but can't speak.


Cursed Weapons. The Okami Wolf's weapon attacks are magical.

Keen Senses. The Okami Wolf has advantage on Perception checks that rely on sight, hearing or smell.

Divinity Persistent. Once per long rest the shikigami can be summoned for 0 cursed energy cost. For subsequent summoning after the shikigami is defeated you may summon them for 10 times the number of times the shikigami has been summoned .

ACTIONS

Multiattack. The Divine Dog makes two attacks: two with its bite .

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.

Loyal Servant of Hachiman. The Okami wolf may be ordered to commit to a suicidal charge targeting a creature of its choosing within 120ft. of itself. The target must make a DC20 Charisma saving throw or else take XDY radiant damage where X is half the cursed energy invested by the user for attunement and Y is double the amount of times the shikigami has been summoned since long rest.

BONUS ACTIONS

Protective Possession. The shikigami can transform into an ethereal form and be absorbed by a willing target. In this form Okami takes all damage the target received after resistances and temporary hitpoints. If the shikigami's health is reduced to 0 in this form then it is desummoned. The user may return the shikigami to its physical form as a bonus action. If the user is incapacitated at any point the shikigami is desummoned regardless of form.


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