Kiyotaka Ichiji, Shinjuku Showdown (Jujutsu Kaisen Supplement)
Kiyotaka Ijichi[edit]
Medium humanoid (Human), lawful good Armor Class 16 (Unarmored Defense)
Saving Throws Dex +4, Cha +7 Cursed Energy. Kiyotaka has 16 cursed energy which he can spend on his features. All cursed energy spent by Kiyotaka is regained at the end of a long rest. Cursed Armor (1-4 Cursed Energy). Kiyotaka can give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute (no action required). Kiyotaka can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Disrupting Barrier. Whenever Kiyotaka casts a veil or barrier, for 4 rounds, all creatures within the area become unable to use the Sixth Sense feature and all creatures to have advantage on stealth checks from the Cursed Energy Concealer feat. Trapping Barrier. Whenever Kiyotaka casts a barrier, he may center it on a creature within 15 ft. of him. The creature must make a Dexterity saving throw, on a failure they are trapped in said barrier, on a success they may move a number of feet enough to get out of the barrier's range so long as it is within their movement speed. If a creature does not have enough movement speed to escape the barrier it is trapped automatically. ACTIONSMultiattack. Kiyotaka makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage + 5 (1d10) necrotic damage. Basic Barrier (1-4 Cursed Energy). Kiyotaka can create a dome starting from himself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Kiyotaka may choose to make it smaller if he wishes. This barrier has 20 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 15 and automatically fails saving throws. This barrier lasts for 4 minutes, and Kiyotaka can deactivate their basic barrier as will (no action required). Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure. Kiyotaka covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. The curtain changes the sky becomes dark despite the time of day, provoking any cursed spirits out of hiding. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black sphere. Kiyotaka's curtain lasts for 40 minutes, and the curtain has 24 Hit Points. This barrier has an AC of 15 and automatically fails saving throws. It is also immune to Poison and Psychic damage. Kiyotaka may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius. Shikigami Summon. Kiyotaka summons one of the following shikigami within 15 ft. of him.
BONUS ACTIONSMartial Arts. Whenever Kiyotaka 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, Kiyotaka can make two unarmed strikes. Cursed Patient Defense. Kiyotaka can take the dodge action as a bonus action on his turn. Cursed Wind Step. Kiyotaka can take the dash or disengage action as a bonus action on his turn, and his jump distance is doubled until the end of his turn.
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Kiyotaka is a relatively reserved person who tries their best to be professional. On the job, Kiyotaka confidently fills his role as head manager of Jujutsu High while working alongside students or other managers. However, he does have a tendency to get very nervous when things go awry. He has helped a jujutsu high by giving basic information to students, such as Inumaki and Yuta on a mission to exorcise grade 4 curses, or Megumi, Nobara and Yuji on a mission to regain a sukuna's finger. Jujutsu Sorcerer. Kiyotaka has 6 levels in the Jujutsu Sorcerer class. Feats. Basic Barrier, Barrier Master. Improved Durability. This creature uses the Improved Durability rule. |
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Storage Shikigami[edit]
Tiny monstrosity (shikigami), unaligned Armor Class 9
Senses passive Perception 9
Invisible Force. The Shikigami 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. Object Storage. The Storage Shikigami can hold up to 100 pounds, not exceeding 10 cubic feet, however it only weights 5 pounds regardless of it's contents. The owner of the Storage Shikigami may retrieve an item from the Shikigami as a Free Action. Once the Shikigami is reduced to 0 hit points, all objects inside of it will spill out in the exact spot it died. Magical Weapons. The Shikigami's attacks are considered magical ACTIONSBite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
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A Shikigami used to store objects more easily, having it's utility in carrying one or two cursed tools. |
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Battery Shikigami[edit]
Small monstrosity (shikigami), unaligned Armor Class 12 (natural armor)
Senses passive Perception 11
Invisible Force. The Shikigami 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. Cursed Energy Reserve. The shikigami has 10 cursed energy he can spend to fuel his abilities. All of the shikigami's cursed energy get replenished in a long rest. Cursed Energy Recovery. The shikigami may start resting for 1 minute, at the end of which it will regain 1 cursed energy. This cannot go above the shikigami's maximum, and it is unconscious during this time. ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Energy Transfer. The shikigami transfers up to 2 of it's cursed energy to a creature it touches. If the creature does not have cursed energy of it's own or is at it's maximum, this feature does not work. Magical Weapons. The Shikigami's attacks are considered magical
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The Battery Shikigami is a support like spirit that sorcerers may use to help stay longer in combat. |
Scout Shikigami[edit]
Small (shikigami), unaligned Armor Class 12 (natural armor)
Saving Throws Dex +4, Cha +2 Invisible Force. The Shikigami 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. Alert. The Scout Shikigami cannot be surprised while it's flying. Magical Weapons. The Shikigami's attacks are considered magical ACTIONSFeather Attacks. Melee Weapon Attack: +4 to hit, reach 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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The scout shikigami serves as a method to track sorcerers and cursed spirits alike. Feats. Cursed Energy Tracker. |
Battle Shikigami[edit]
Medium monstrosity (shikigami), unaligned Armor Class 13 (natural armor)
Saving Throws Str +5, Dex +4, Con +3 Invisible Force. The Shikigami 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. Brawler. Whenever the Battle Shikigami is grappling someone, the creature will receive 1d4 bludgeoning damage on their turn. If the shikigami hits a creature grappled by it with a Slam attack, they are knocked prone. Magical Weapons. The Shikigami's attacks are considered magical ACTIONSSlam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+ 3) bludgeoning damage, and the target is grappled (escape DC 13).
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Battle Shikigami are simple and efficient, they're there to hand a helping hand when your situation is though in the middle of combat. |