Kinji Hakari (Jujutsu Kaisen Supplement)

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Kinji Hakari[edit]

Medium humanoid (Human),


Armor Class 20 (Unarmored Defense)
Hit Points 554 (34d10 + 384)
Speed 80 ft.


STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 22 (+6) 08 (-1) 10 (+0) 18 (+4)

Saving Throws Str +12, Cha +10
Skills Acrobatics +11, Athletics +18, Deception +16, Intimidation +10, Performance +10, Persuasion +10
Proficiency Bonus +6
Damage Resistances Slashing
Senses passive Perception 10
Languages common
Challenge 20 (25,000 XP)


Cursed Energy. Hakari has 38 cursed energy which he can expend.

Cursed Armor. Hakari can spend up to 4 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Hakari can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Cursed Strike. When making an Unarmed Strike, Hakari may spend up to 6 Cursed Energy, adding 5 (1d10) Necrotic damage to its damage, increasing its critical range by 1, and adding a +1 to the attack roll per 2 dice the cursed strike has. This may also be used when the creature hits a Nat 20. This energy persists until he hits a target or 1 minute has passed.

Curse-Empowered Strikes. Hakari's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included).

Domain Expansion. Hakari can open his Domain Expansion as a free action. For every time he uses his domain, the cost increases by 3 cursed energy to a maximum of 30. The cost increase is reset after he takes a long rest.

Taijutsu Initiate. Whenever Hakari spends cursed energy into his cursed strike feature, it counts as if he has spent 4 cursed energy instead. However, it still cannot add more than the normal dice limit to the damage via this method.

Taido Martial Arts. Hakari can use the Cursed Blast of Blows, Cursed Patient Defense or Cursed Wind Step Cursed Martial Arts without expending Cursed Energy once per turn.

Cursed Rain of Blows. Whenever Hakari uses Cursed Blast of Blows, as a Free Action he can spend 3 more Cursed Energy to make yet another Cursed Blast of Blows.

Cursed Blast. Once per turn, Hakari can raise the limit of one Cursed Strike to 12.

Brawn. Whenever Hakari is forced to make a Strength saving throw, he takes half as much damage on a failure and no damage on a success.

Perfect Timing. Hakari has 2 additional reactions he may only use for the consecutive effect reaction. Additionally, Hakari may spend 4 cursed energy as opposed to 1 when making a Consecutive Effect to grant the attacker disadvantage on their rerolled attack.

You Need Skill to Win at Luck! If Hakari has not landed a Jackpot the last time he used his Domain Expansion or at the start of a combat encounter, he may spend 10 cursed energy to remove a number from the 3d6 rolled for Events or Jackpots.

50 Meters In 3 Seconds! Hakari has two reactions per round.

Strong Body. Hakari reduces all non-magic damage he takes but psychic by 4. This also affects magical damage if he is using cursed armor.

Taijutsu Sorcery. Once per turn, Hakari can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1.

Cursed Martial Artist. If Hakari has taken the Multiattack action on his turn using only unarmed strikes and then makes any unarmed strikes as a bonus action which benefits from Cursed Strike, the cursed energy cost is reduced by 2 (to a minimum of 1). Additionally, whenever Hakari score 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.

Colossal Physique. Once per turn as part of a successful unarmed strike, Hakari can force them to make a DC 20 Strength saving throw. On a failure, they are knocked 60 feet back in a direction of his choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 1d6 bludgeoning damage per 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 Hakari's unarmed strike damage roll instead (rounded down). If his unarmed strike was a critical hit and he uses this feature, the creature is considered as if they automatically failed their saving throw and are knocked back twice the distance they would be if this feature was used on a regular attack.

Heavy Finisher. Once per round as part of hitting an unarmed strike, Hakari can spend up to 6 cursed energy to force his target to make a DC 20 Strength saving throw. On a failure, they take 1d10 necrotic 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.

Hakari can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting an unarmed strike against a prone creature, Hakari can spend up to 6 cursed energy to force his target to make a DC 20 Strength saving throw. On a failure, they take 1d10 necrotic 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 Hakari's next turn. If they fail by 5 or more, they are also Confused until the beginning of Hakari's next turn.

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

ACTIONS

Multiattack. Hakari can make three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) bludgeoning damage + 6 (1d12) necrotic damage.

Shutter Doors(1 Cursed Energy). Hakari forces a creature within 30 feet of him to make a DC 18 Dexterity saving throw. On a failure, they take 24 (7d6) bludgeoning damage. On a success, they take half as much damage.

Reserve Balls(1 Cursed Energy). Hakari makes a cursed energy attack roll against a creature within 30 feet of him. On a hit, they take 17 (7d4) bludgeoning damage.

Striking Rush(5 Cursed Energy). Hakari enters a stance of readiness and full attention. Every time a creature enters his reach he may make an opportunity attack with an unarmed strike against them (maximum once per creature). These opportunity attacks only trigger when the creatures move into him or when he moves into them, at his choice when using this skill. This lasts until beginning of his next turn, during this period he can only attack like this 10 times and his opportunity attacks don't consume reactions.

Exorcise. Hakari can automatically destroy a cursed spirit within 30 feet of himself with a CR of 3 or lower that he can see.

BONUS ACTIONS

Shutter Doors (1 Cursed Energy). Hakari forces a creature within 30 feet of him to make a DC 18 Dexterity saving throw. On a failure, they take 24 (7d6) bludgeoning damage. On a success, they take half as much damage.

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

Cursed Blast of Blows. Immediately after taking the attack action, Hakari can spend 3 cursed energy to make two unarmed strikes.

Cursed Patient Defense. Hakari can spend 3 cursed energy to take the dodge action as a bonus action on his turn.

Cursed Wind Step. Hakari can spend 3 cursed energy to take the dash or disengage action as a bonus action on his turn.

REACTIONS

Consecutive Effects (1 Cursed Energy). As a reaction to an attack hitting him while inside his domain, Hakari can make a pseudo-spin. The attack against him is rerolled. If it misses, then it is counted as if the attack was a miss for the features and effects, and Hakari receives one pseudo-spin multiplier. Upon reaching a pseudo-spin multiplier of 4, he gain a Jackpot. Upon exiting his Domain or an attack affected by this reaction hits Hakari, the pseudo-spin multiplier is reset to zero.

Glancing Blows. Once per turn as a reaction when Hakari takes bludgeoning, piercing, or slashing damage from an attack or effect he can see, he can spend any amount of cursed energy to reduce it by 10 times the amount spent, to a minimum of 1. If he reduces the damage to 1 in this way, Hakari can make an unarmed strike at advantage against the attacker if they’re within his reach as part of the same reaction.

Taijutsu Sorcery. Whenever Hakari 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 have disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he have performed this variation of the Dodge action, Hakari can make one attack against that creature if it is within range once per round.

Cursed Martial Artist. Whenever a creature fails a melee attack roll against Hakari, he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add a +4 to the damage roll.

Cursed Enhanced Body. Whenever Hakari makes a Strength, Dexterity or Constitution saving throw, he may spend up to 4 cursed energy to add the number of energy spent as a bonus to the saving throw. He may use this reaction once per round without spending a reaction.

jjk-hikari.gif
Hakari in his jackpot mode, source [1]

Jujutsu Sorcerer.

Hikari has 17 levels in the Jujutsu Sorcerer class.

Cursed Technique

When a feature refers to Hakari's cursed technique, it is refering to Shutter Doors, Reserve Balls and Consecutive Effects.

Cursed Energy Reinforcement

Hakari's constantly reinforcing his body with cursed energy, granting himself the following benefits:

  • When Hakari makes a Strength, Dexterity or Constitution ability check, Hakari may use his Charisma as his ability score for the check if it was higher.
  • Hakari may calculate his jump distance and height with his Charisma score, and his jump distance and height are quadrupled.
  • Hakari may use his Charisma score to determine his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
Colossal Physique

Hakari counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift. Also, any attack roll that Hakari makes that use Strength deal twice as much damage to objects and structures. Additionally, whenever Hakari makes a Strength check or saving throw, he can give himself advantage on the roll (this can be used 6 times before he needs to take a long rest).

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.

Hakari 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. Hakari can now spend up to 9 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 9 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Hakari can spend up to 9 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, Hakari may reallocate his enhancements.

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

Increased Damage Output. Its damage dice number will increase by 10.

Increased Reach. Its range will increase by 30 feet.

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

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

Domain Expansion: Idle Death Gamble

Hakari's domain is a huge slot machine game based area with various effects.

When Hakari makes a Shutter Door or Reserve Ball attack, he must roll a d20 to determine their color as described down below:


  • Number Rolled - Color - Amount of Rerolls
  • 1-10 - Green - 2
  • 11-15 - Red - 4
  • 16-19 - Gold - 6
  • 20 - Rainbow - -


Once Hakari makes a Shutter Door or Reserve Ball attack, he must roll 3d6. He may roll these numbers a number of times equal to the rerolls the color the attack has allows. If he rolls three equal numbers, Hakari gets a Jackpot. Otherwise, he is sent back into Normal Mode. Once per turn, if Hakari rolls two equal numbers, he enters Riichi Mode, which enables an Event to begin.

Hakari must roll a d20, which defines what type of event he gets. The d20 gains a bonus to its roll equal to the amount of rerolls you have from your Domain attack’s color:


  • Number Rolled - Event - Event Description - Percentage Bonus
  • (1-9) - Transport Gate - "Will the main character be able to cross the gate before it closes?" If a jackpot happens, he passes the gate in time. - 2
  • (10-14) - Passenger Seat Competition - "Will the main character be able to take the seat and go seated??. If a jackpot happens he can sit down. - 4
  • (15-18) - Bear the Squeeze for the Bathroom - "The main character took the wrong train and he won't stop, will he hold the whole trip to go to the bathroom?" If a jackpot happens, the protagonist can take it and go to the bathroom. - 6
  • (19-20) - Last Train at Friday Night - "The main character and his lover leave after work, but on the way home he ended up missing the train, did she manage to catch it?" If a jackpot happens, the heroine can't catch it either and they meet at the station. - 8

When an Event happens, Hakari must roll another 3d6. If he has rolled three equal numbers, he gets a Jackpot. Otherwise he is sent back to Normal Mode. However, whilst he rolls the 3d6 when an Event happens, he gains a percentage bonus which is shown as a part of the Event Hakari currently has. He can distribute the bonus from the percentage bonus to make the 3d6 all equal numbers. For example, if he rolls a 1, a 3, and a 6, and have a percentage bonus of 8, Hakari may remove 5 from the percentage bonus to increase the 1 into becoming a 6 and remove 3 from the percentage bonus to increase the 3 into becoming a 6, therefore making all the numbers equal by having a set of 3 number 6s’.

Jackpot Bonus

Upon winning a Jackpot Bonus, Hakari's Domain Expansion is undone. However, he does not receive Technique Burnout. Instead, he gains the following benefits for 4 minutes:

  • Hakari receives the effects of Improved Reverse Cursed Technique as if he had used enough to regain enough to fill up to his hit point maximum. This works against damage considered soul harming.
  • Hakari regains all of his cursed energy the beginning of his turns.
  • Hakari's hit points cannot be reduced below 1 hit point for the duration of the bonus, unless he would be killed outright (such as by massive damage, or by getting your head destroyed).
  • Hakari gains a +2 to his Strength, Dexterity, Constitution and Charisma scores including their maximums for the duration of the bonus.
Probability Change and Time-Reduction

When Hakari opens his Domain Expansion after hitting a Jackpot, he is either sent into Probability Change or Time Saving Mode. He is sent into Probability Change Mode if the number rolled for his previous Jackpot was an odd number, and is sent into Time Saving Mode if the previous Jackpot was an even number.

He gains the following benefits depending on the Mode he enters when using his Domain Expansion:

Probability Change Mode. The first Shutter Door or Reserve Ball attack you use is automatically rainbow colored without the need of rolling for your attack’s color.

Time-Saving Mode. Hakari can now trigger Events twice rather than once per turn. Additionally, whenever he is rolling the 3d6 for a Jackpot, he gains a +6 bonus which can be distributed among these rolls. For example, if he rolled a 1, a 2, and a 3 for the 3d6 to determine if you score a Jackpot or not, he can use his +6 to adjust these rolls. This allows you to remove 2 from the 6 in order to add towards the 1 from the 3d6 rolls which turns it into a 3 alongside removing 1 as well from the 6 in order to add towards the 2 from the 3d6s rolls that also turns it into a 3. With a set of 3, he lands an odd Jackpot and gain the benefits from doing so. If he did not land a Jackpot whilst in this mode, Hakari is sent back into Normal Mode the next time he performs his Domain Expansion.

Refinement Points

Hakari has 500 domain refinement.

Domain Durability. His domain has 900 hit points.

Barrer Resistance. As part of expanding its domain, Hakari may decide if he wants to make his barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, he may spend an additional 5 cursed energy when expanding his domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Increased Potency. While inside his domain, his cursed techniques deal 4 additional damage dice.

Feats

Unique Cursed Energy.(Slashing)

50 Meters In 3 Seconds!, Athlete History, Colossal Physique , Strong Body, Resilient.

Taijutsu Sorcery, Cursed Martial Artist, Heavy Finisher.

Domain Expansion.

Cursed Enhanced Body, Cursed Energy Reinforcement.

Improved Durability.

This creature uses the Improved Durability rule.

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