Kintō Butōka (Jujutsu Kaisen Supplement)
Kintō Butōka[edit]
Medium humanoid (Human), lawful good Armor Class 15 (Unarmored Defense)
Saving Throws Str +7, Con +7, Cha +4 Cursed Energy. Kintō has 16 cursed energy which he can expend. Cursed Armor. Kintō can spend up to 2 cursed energy to give itself temporary hit points equal to the cursed energy spent times 5 for 1 minute (no action required). Kintō can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Additionally his armor gives a damage resistance of 4. Cursed Strike. When making an Unarmed Strike, Kintō may spend up to 3 Cursed Energy, adding 1d8 Necrotic damage to its damage. 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. Additionally, creatures of his choice within 5 feet of the impact take a number of d12 of the same damage type equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect. Brawn. When Kintō makes a Strength saving throw, he takes half as much damage on a failure and no damage on success. Taijutsu Initiate. Whenever Kintō spends cursed energy into his cursed strike feature, it counts as if he has spent 2 instead. However, it still cannot add more than 3 dice to the damage. Taijutsu Master. Whenever Kintō makes an unarmed strike, he gains a +1 bonus to its attack and damage rolls (already applied in the sheet). 50 Meters In 3 Seconds! Kintō has two reactions per round. Strong Body. Kintō reduces all non-magic damage he takes but psychic by 4. Taijutsu Sorcery. Once per turn, Kintō 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. Liver Shot (2 Cursed Energy). Once per round when Kintō hits a creature with an unarmed strike, he may spend 2 cursed energy to force them to make a Constitution saving throw. On a failure, they have disadvantage on their next melee attack or Dexterity-based ability check. ACTIONSMultiattack. Kintō can make two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 5) bludgeoning damage and 5(1d10) necrotic damage. BONUS ACTIONSMartial Arts. Whenever Kintō 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, Kintō can spend 1 cursed energy to make three unarmed strikes. Cursed Patient Defense. Kintō can spend 1 cursed energy to take the dodge action as a bonus action on his turn, additionally he gains advantage in Constitution and Strength saving throws while benefitting from the dodge. Cursed Wind Step. Kintō can spend 3 cursed energy to take the dash or disengage action as a bonus action on his turn. Taijutsu Sorcery. Whenever Kintō uses the multiattack action, he can push, shove or grapple a creature as a bonus action. REACTIONSTaijutsu Sorcery. Whenever Kintō 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, Kintō can make one attack against that creature if it is within range once per round. Manji Kick. Once per round, as a reaction to a melee attack being made against him, Kintō rotates his body down, avoiding the attack and delivering a massive kick to his opponent's face in a single motion. Their attack is made at disadvantage and, if the attacker is within his reach and their attack misses, Kintō may make an unarmed strike against the attacker. If the unarmed strike hits he can use the shock of the unexpected kick as an opening, making another unarmed strike against them. |
Jujutsu Sorcerer. Kintō has 7 levels in the Jujutsu Sorcerer class.
50 Meters In 3 Seconds!, Athlete History, Strong Body, Resillient x2 Improved Durability. This creature uses the Improved Durability rule. |
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