Kurata Sayo (Jujutsu Kaisen Supplement)

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Kurata Sayo[edit]

Medium humanoid (Variant Human), neutral good


Armor Class 19 (Unarmored Defense)
Hit Points 440 (24d10 + 16)
Speed 70 ft.


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 19 (+4) 14 (+2) 13 (+1) 20 (+5)

Saving Throws Dex +10, Cha +11
Skills Acrobatics +10, Arcana +8, Deception +11, Intimidation +11, Stealth +10
Senses passive Perception 15
Languages common
Challenge 20 (25,000 XP)


Cursed Energy. Sayo has 48 cursed energy she can use to fuel her abilities. All of her cursed energy is replenished at the end of a long rest.

Improved Reverse Cursed Technique. Sayo has a healing pool of 600 that she can use with her reverse cursed energy. If she is suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. If you're not using the Limb System variant rule, Sayo regrows back limbs for every 20 hit points she regains. Sayo can use her RCT until her healing pool ends before getting burnout, during which she can't use RCT until her healing pool recovers. At the beginning of her turns while in a combat where her life is at risk, she regains 10 hit points of her healing pool. Her healing pool automatically goes back to full at the end of a long rest.

Eerie Cursed Energy. At the start of initiative, Sayo may force every creature within 30 ft to make a Charisma saving throw. On a failure, they gain the frightened condition for one minute. They can remake this saving throws at the beginning of their turns to end this effect early, on a success they become immune to this effect.

Vengeful Spirit (1 Cursed Energy). Once per turn, Sayo can call on Kumika to attack, making a Cursed Energy Attack roll against a target within 15 ft of her. This attack deals 1d8 Slashing damage.

Vengeful Spirit Manifestation (6 Cursed Energy). Sayo can manifest her Vengeful Spirit for 1 minute (no action required). The spirit is now Bloodlusted against any creatures she is fighting against. It will follow her orders as long as it does not go against the Bloodlusted condition. She can summon it this way 5 times before needing to take a long rest.

Stronger Bond. While Sayo is within 60 ft of her Vengeful Spirit, she has advantage in saving throws against being frightened or charmed. Additionally, the Vengeful Spirit has advantage on attack rolls while within 5 feet of her.

Endurance. When Sayo makes a Constitution saving throw, she takes half as much damage on a failure and no damage on success

Cursed Weapon Enhancement. As a bonus action, you can spend cursed energy up to your proficiency bonus to add to a melee weapon you are wielding for 1 minute. Whenever Sayo hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent.

In addition, if you do this 25 times or more to the same weapon, it becomes a Semi-Cursed Tool as long as it's not already a cursed tool.can spend up to cha modifier cursed energy to give herself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Sayo can only benefit from this feature again after 1 minute or having her temporary hit points reduced to 0 (No action required). Sayo gains damage resistance to innate technique cursed armor damage resistances while cursed armor is active.

ACTIONS

Multiattack. Sayo can make two attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage

Grade 3 Katana. Melee Weapon Attack: +9 to hit, range 5ft., one target. Hit:1d8+5 slashing, 1d12 + 1d10 + 5 necrotic damage

Vengeful Cursed Spirit (6 Cursed Energy). Description of what the technique does, its range and the save it forces a player to make. Example: the piercing blood forces all creatures in a 120 ft. by 5ft. line to make a DC X(8+prof+cha) Dexterity saving throw or take insert damage here damage type, on success they take half damage and they aren't insert condition here.

Vengeful Cursed Spirit Summon (6 Cursed Energy). Sayo summons Kumika.

New Shadow Style: Simple Domain (5 Cursed Energy). Sayo surrounds herself with a 30 ft. barrier for 1 minute. The circle has 208 hitpoints. Any cursed techniques or spells that target him or targets an area that overlaps with her simple domain, will now target the barrier instead, reducing its hit points by the damage it would cause. To use this technique, Sayo must remain still without moving and must maintain concentration as if she was concentrating on a spell. If she is in a Domain Expansion then she negates it's sure-hit effect on herself and any other people inside the area, as it only affects the barrier. Sayo's refinement for her Simple Domain is 52. The circle has a damage threshold of 52.

BONUS ACTIONS

Martial Arts. Whenever Sayo makes one unarmed strike on her turn, she can make one unarmed strike as a bonus action.

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

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

Cursed Wind Step (3 Cursed Energy). Sayo can take the dash or disengage action as a bonus action on her turn, and your jump distance is doubled until the end of your turn.

Copy. Within 1 minute of seeing a Cursed Technique, Sayo can attempt to replicate it by making a Charisma saving throw against the caster's Cursed Energy DC. On a success, she can copy the creature’s Cursed Technique. On a failure save, she does not copy the cursed technique and must wait to see the technique again before she can attempt to copy it.

REACTIONS

Sayo has 2 Reactions she can use.

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

Reverse Cursed Technique. In response to taking damage, Sayo can spend Cursed Energy to pull from her RCT Pool. She regains 20 HP per 1 Cursed Energy spent.

Vengeful Spirit Protection (1 Cursed Energy). As a Reaction to a melee attack roll your spirit can manifest and protect you, granting you a +2 to your armor class for this attack.

Kurata-Sayo-screenshot.png
Kurata Sayo, a girl with a vengeful spirit bound to her, and a 3rd year at Tokyo Jujutsu High.

Jujutsu Sorcerer.

Sayo has 12 levels in the Jujutsu Sorcerer class.

Tokyo Jujutsu High

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

Sayo knows three enhancements in which she can apply to her cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.

  • Power Enhancement. Sayo can now spend up to prof bonus 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 prof bonus (to a minimum of 1 cursed energy).
  • Distance Enhancement. Sayo can spend up to prof bonus 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, Sayo may reallocate her enhancements.

Specialized Technique

Design Note: This feature is applied to the statblock

One of Sayo'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).

Cursed Techniques.

Cursed Speech

Throat. Sayo's throat has its own set of hit points. Her throat is damaged every time she spends cursed energy on a cursed word, losing 2 hit points per cursed energy spent in said word. Her throat has 220 hit points, and she regains 1 hit point for her throat at the beginning of her turns. This cannot exceed the throats' maximum. Whenever her throat would be reduced to 0 hit points Sayo can make a DC20 Constitution saving throw. On a success, her throat is reduced to 1 hit point instead. She can only make this saving throw once before needing to take a long rest. Sayo can't regain hit points for her throat if it reaches 0 without the use of RCT.

Cursed Speech. The Cursed Words you can affect creatures with are listed below:

  • Don't Move. As a bonus action or reaction for 4 Cursed Energy, Sayo can force a creature within 60 ft. of him that she can see to make a Charisma saving throw. On a success, nothing happens, on a failure they will be unable to perform any activity requiring physical movement until the beginning of her next turn.
  • Sleep. As a bonus action for 4 Cursed Energy, Sayo can force a creature within 60 ft. of him to make a Charisma saving throw. On a failure, they fall unconscious for 1 minute, until they receive damage, or a creature spends its action to awake them. Creatures with more than half their maximum hit points automatically succeed.
  • Return. As a bonus action for 4 Cursed Energy, Sayo forces a Shikigami, Familiar, or summon within 60 ft. of him to make a Charisma saving throw. On a failure, they are desummoned.
  • Run Away. As a bonus action or a reaction to a creature moving for 2 Cursed Energy, Sayo forces one target within 60 ft. of him to make a Charisma saving throw. On a failure, they are forced to immediately take the dash action (Even if it's not their turn) and run as far away from him as possible. If this is done outside of their turn it spends the movement on their next turn.
  • Blast Away. As a bonus action for 4 Cursed Energy, Sayo forces one target within 60ft. of him to make a Charisma saving throw. On a failure, they will be launched 80 ft. back from the spot they were in, taking 1d12 force damage per 10ft. traveled.
  • Plummet. As a bonus action for 6 Cursed Energy, Sayo forces a target to make a Charisma saving throw. On a failure, they will receive 8d8 force damage and will be knocked prone due to a field of intensified gravity crushing them. If they fail by 5 or more, they are also incapacitated until the beginning of your next turn. On a success, they take half damage and are not knocked prone.
  • Get Crushed. As a bonus action for 10 Cursed Energy, Sayo forces a target to make a Charisma saving throw. On a failure, they are imploded which makes them lose 16d12 maximum hit points and have disadvantage in Strength, Dexterity, and Constitution saving throws until the beginning of your next turn. If they fail by 5 or more, they are also incapacitated until the beginning of your next turn. On a success, they take half damage and don't get disadvantage.
  • Get Twisted. As a bonus action for 10 Cursed Energy, Sayo forces a target within 60ft. of him to make a Charisma saving throw. On a failure one of their limbs will be twisted, reducing the limbs hit points to 0. The limb cannot be the Skull, Jaw or Torso.
  • Explode. As a bonus action for 6 Cursed Energy, Sayo forces a target within 60ft. of him to make a Charisma saving throw. On a failure they will explode from the inside out making them receive 16d8 fire damage. If they fail by 5 or more, they receive First Degree Burns.
  • Die. As a bonus action for 20 Cursed Energy, Sayo chooses a target within 60 ft. of him. If they have 150 hit points or less they must make a Charisma saving throw. On a failure, they die instantly.

Shout. Sayo can increase the action cost of her words by one (free action -> bonus action -> action) making them affect every chosen creature in a 60ft. radius instead.

Cursed Energy Dependent. The effectiveness of the cursed words depends on the target's cursed energy. For every 10 cursed energy she has above a creature, the DC to resist her cursed words is increased by 1. This increase cannot go above her proficiency bonus in amount. Additionally, for every +1 she gains in this way, the damage she receives to her vocal cords is halved. For every 10 cursed energy a creature has above him, they gain a +1 bonus in saves to resist her cursed words. This bonus cannot go above their proficiency bonus. Also, for every +1 the creature has, the damage she receives to your vocal cords is multiplied, with the multiplier being twice the amount of +1s.

If no targets are affected by Sayo's Cursed Words, she doesn't spend any Cursed Energy nor does she receive any damage to her throat.

Quick Word. Sayo may use "Don't Move" as a Free Action instead of a Bonus Action, and as a Bonus Action instead of an Action. Additionally, she may use the Ready action on this word with no Action required.

Cursed Energy Superiority. If Sayo has 10 or more cursed energy than the target, they make the saving throws against her cursed words with disadvantage. If they already had disadvantage from any other source, they must roll three dice and pick the lowest result.


Blazing Courage

Lapse Technique
Starting at 1st level, your technique allows yourself to ignite your weapon in flames, increasing your fire power. You can spend up to your Charisma modifier (minimum of 1) in cursed energy as a bonus action while holding a melee weapon, igniting said weapon in flames for 1 minute. For the duration, the weapon deals 1d6 fire damage on a hit per energy spent, and you emit bright light in 5 feet and dim light in 10 feet.

You can deactivate this at will (no action required).

If you are from Tokyo, you cannot increase this feature’s damage with the 3rd or 7th level feature.

In addition, you gain the Cursed Weapon Enhancement enhancement. If you use your Lapse technique while Cursed Weapon Enhancement is active, its damage type is fire instead of necrotic damage.

At 5th level, you now deal 1d8 fire damage per energy spent, this increases to 1d10 at 11th level, and to 1d12 at 17th level.

Soulfire Stance

Technique Improvement
At 3rd level, your technique comes from your heart, no obstacles shall stand in the way of your blazing flames. If your weapon is suffering any penalties from being broken in some kind, when you activate blazing courage those penalties are removed until the technique ends.

Also, while Blazing Courage is active, you may spend 3 Cursed Energy as an Action to emit an aura of flames within a 10ft radius centered on you that lasts for 1 minute. While the aura persists you have resistance to cold and fire damage, and any creature that enters the ring of flames or starts its turn on the radius must make a Constitution saving throw. On a failure, they take your Blazing courage damage dice added twice in fire damage. On a success, they take half as much damage. If they fail by 5 or more, they receive First Degree burns.

Extensive Flames

Technique Improvement
At 6th level, when you use your full output your flames extend and gain higher power. Whenever you spend the maximum amount of cursed energy you can using Blazing courage, your weapon’s reach increases by 5 feet. Additionally, whenever you miss an attack by 3 or less, the target takes half as much damage that it would have taken from the additional fire damage. If a creature has Endurance they don’t take additional damage.

Intense Heat

Technique Improvement
At 10th level, your flames burn brighter and stronger than ever, with no enemy leaving unscarred from a combat encounter with you. Whenever you hit a creature with a melee weapon enhanced by blazing courage, they must make a Constitution saving throw. On a failure, they receive First Degree burns. On a success, they receive no additional conditions. If they fail by 5 or more, they receive Second Degree burns.

If it was a critical hit, the creature makes the saving throw with disadvantage, and receives Second Degree burns on a failure and Third Degree burns if they fail by 5 or more.


Limitless

Spatial Cursed Energy

Due to your innate technique, you have grown quite attached to space. You gain resistance to force damage when you activate your Cursed Armor Enhancement. When you deal damage with the Curse-Empowered Strikes, cursed strikes, or Cursed Weapon Enhancement feature, its type can be changed to force damage if you so choose.

Infinity

Lapse Technique
Starting at 1st level, you gain the ability to use your manipulation over space to protect yourself more effectively. As an action for 3 Cursed Energy, you can cause the space around you to divide into infinite fractions for 1 minute. Whenever you are targeted by a weapon, spell, melee cursed energy attack roll, ranged cursed energy attack roll or any saving throws from sources outside your body, you may use a Reaction to spend 1 Cursed Energy and roll a d20. On an 11 or higher, any attacks or spells made against you automatically fail to hit or harm you in any physical way. At 6th level, you must roll a 7 or higher, and at 10th level, you must roll a 4 or higher. Additionally, you gain a number of additional Reactions equal to your Charisma modifier + your proficiency bonus that can be used exclusively for this feature. You may also activate this ability as a Reaction to being targeted by an attack or effect that would cause you damage that you can see.

When you take the Dodge action while Infinity is activated, you may use your Infinity Reactions to defend a number of creatures within your reach equal to your number of arms with Infinity alongside yourself.

Regardless of level, this feature only works on things that travel and can be stopped. Abilities that do not physically travel will not be stopped by Infinity. For example, Eye contact, mind control, basilisk stare, making things explode with your mind, etc.

Infinity Pressure. At 5th level, you have learned to imbue more cursed energy into your infinity, making it stronger. As a bonus action while Infinity is active or while you activate it, you may spend Cursed Energy up to half of your level(rounded up) to increase its density and sheer force. Every creature that starts their turn within 5ft. of you must make a Strength saving throw. On a failure, they are pushed back 5 ft. and are knocked prone. On a success, they are not pushed back and they do not become prone. If knocked against a wall of stone or into a solid surface (consult your GM), their saving throw becomes against taking 1d12 force damage for every cursed energy spent, and being restrained, as they are crushed against the wall, and for every damage the creature suffers the object or wall behind it suffers the same damage in either situation on failure. You must spend a number of Cursed Energy equal to the amount spent on activation at the beginning of your turns to keep this form of Infinity active.

While infinity pressure is active, your movement speed is reduced to 10ft, and you cannot make melee attack rolls.

In addition, if a creature is using Domain Amplification in order to negate infinity, infinity will not be nullified if you have spent a greater amount of cursed energy on infinity pressure than they have spent on domain amplification. You may use infinity pressure as a reaction to a creature hitting you with a melee attack roll while they have domain amplification is active.

Semi-Perfect Infinity. At 11th level, Infinity works against poisons.


Boogie Woogie

Lapse Technique
Starting at 1st level, you have created a unique technique to switch places with your opponents, it's extremely simple, but effective. You can switch places with an ally or object within 30 feet of you that have Cursed Energy by clapping for 1 Cursed Energy. You may use this technique as an action, bonus action, or reaction, and you gain additional reactions equal to your Charisma modifier + your proficiency bonus that you can use exclusively for this feature. In addition to that, you are now able to imbue cursed energy into anyone and anything by simply touching the person or an object, making them altered by cursed energy.

For an object to count as a cursed object, it must have been altered by a cursed tool's feature or imbued with cursed energy. A person with cursed energy is anyone who does not have levels in the Heavenly Restriction class or is holding a Cursed Tool.

If this feature would target a New Shadow Style: Simple Domain the whole simple domain is swapped, along with all the creatures and objects inside. If this would put a creature or object in an occupied space or a space too small for it that creature or object is instead swapped to the nearest unoccupied space. A creature under the effects of Domain Amplification will still be swapped.

Design Note: For the purpose of all Boogie Woogie abilities, if someone is targeted by an attack, and someone else is swapped with them as a reaction to that attack, they will be the new target of the attack. Depending on the nature of the attack, someone can even be hit by their own ranged attack this way.

Cursed Displacement

Technique Improvement
At 3rd level, due to constant training and practice, you have improved your technique. You may switch the position of hostile creatures and can use this technique on 2 creatures at once. If used on a hostile creature, they must roll a Charisma Saving Throw against your Cursed Energy DC. On a failure, they will be disoriented (they lose all reactions and regain them at the beginning of their next turn). Each time this technique is used on a hostile creature, the DC to not become affected lowers by 1.

Design Note: As a Variant rule, instead of simply making a saving throw to become disoriented or not, on a pass, the creature may target a different space with their attack(if it was melee), though they only have knowledge of the placements of objects and creatures before the swap, not after. If a swapped creature or object was swapped into the new space of the attack, they are targeted instead. This choice is also made whenever the user of the technique claps(once per round, per creature, no action required) even if they do not use their technique(similarly proccing a charisma saving throw, which the target must pass to re-aim), or when the target of their attack is swapped instead of them. Clapping without using your cursed technique doesn’t force a saving throw on creatures focusing on the Boogie Woogie user with the Cursed Energy Tracker feat. The Boogie Woogie user must log if they swap and what they swap to where with other players(or the GM in case the target wasn’t a monster) before the attacker in question makes their choice, and both choices are revealed at the same time, then the action is resolved accordingly. This rule can’t cause a creature to hit themselves with a melee attack, nor can it cause a melee attack to extend beyond its reach.

Clapping Like Your Life Depends on It

Technique Improvement
At 6th level, you have improved your cursed technique once more. Your Boogie Woogie technique gains the following benefits:

  • The range of the technique extends to 45 feet.
  • You can now use it once per turn as a free action.
Clapping With Your Soul

Technique Improvement
At 10th level, you have honed your skills and made a simple clapping technique into something far greater. Your Boogie Woogie Technique gains the following benefits:

  • The range of this technique extends to 60 feet.
  • When you switch places with an ally who was previously in range of an enemy right before the switch, your next attack roll has advantage, the same applies for the ally if you were in the range and both if you both were. If you are in range of an ally and you switch with an enemy, you may also get advantage if you are now next to an enemy, the same applies for the ally if they were in your position, and your ally gains advantage vs the enemy switched for the next attack.
  • Each time this technique is used on an hostile creature, the DC to not become affected doesn't decrease.

Sayo's Binding Vows.

Final Sacrifice


Feats.

New Shadow Style: Simple Domain

Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Concealer

50 Meters in 3 Seconds!, Strong Body, Human Wall, Resilient

Reverse Cursed Technique, Improved Reverse Cursed Technique

Improved Durability. This creature uses the Improved Durability rule.

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Aiba Kumika[edit]

Large undead (cursed spirit), lawful evil


Armor Class 30 (natural armor)
Hit Points 1278 (27d10 + 36)
Speed 100 ft.


STR DEX CON INT WIS CHA
30 (+10) 24 (+7) 28 (+9) 8 (-1) 10 (+0) 30 (+10)

Saving Throws Str +14, Dex +11, Cha +14
Skills Athletics +14, Intimidation +14, Perception +4
Proficiency Bonus 4
Damage Vulnerabilities radiant
Damage Resistances necrotic, poison, psychic
Condition Immunities frightened, charmed
Senses passive Perception 14
Languages understands the languages of it's master, but can't speak
Challenge 25 (75,000 XP)


Cursed Energy. The vengeful spirit cursed energy 54 it can use to fuel its abilities.

Improved Cursed Energy Recovery. The curse regains half its charisma modifier (rounded up) in cursed energy at the beginning of each of its turns.

Cursed Attack. The curse's attacks are considered magical.

Abnormal Body. Due to being a curse, the vengeful spirit's appearance is sighted as bizarre and grotesque. It has 7 points it can spend on the Body Functions List, to further improve it.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Vengeful spirit. 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 curse.

Undead Nature. The Vengeful Spirit doesn't need to eat, drink, or breathe. It doesn’t need to sleep. It has advantage on saving throws against disease and being poisoned, and it has resistance to poison damage. The spirit's creature type is undead, specifically cursed spirit.

Hard to Kill (2/long rest). If the curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable.

Not Going Down(1/long rest). When the Vengeful Spirit is reduced to 0 hit points, it may fall to 1 hit point instead.

Grudge. Your spirit holds great resentment for someone. Choose a creature type, a size, then an alignment, the Vengeful Spirit has a +1 bonus to attack and damage rolls against them.

Revenge. When someone hits the spirit, it can choose to make its next attack against the attacker with advantage. The spirit may use this feature as many times as its current proficiency bonus per long rest.

Cursed Weapons Storage The Vengeful spirit has an extra-dimensional space where it may store cursed tools. Its master may order the Vengeful Spirit to spend 1 cursed point to open its chest, showing all of the items inside of it. The sorcerer can then use a bonus action to pick up one of the cursed tools inside, making the Vengeful Spirit's chest close immediately after. All of the cursed tools still count against the Vengeful Spirit's carrying capacity.

Cursed Strike Before making an unarmed attack, the Vengeful Spirit may spend up to its proficiency bonus in Cursed Energy, adding 1d8 Necrotic to its damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until the Vengeful Spirit hits a target or 1 minute passes.

Strong Body. The spirit reduces all damage except psychic or thunder by its Constitution Modifier, although cursed or magical attacks can bypass through it.

Improved Body Functions. All radiant damage that the Vengeful Spirit receives is reduced by half its Summoner’s level, rounded down + their proficiency bonus (To a minimum of 1).

Cursed Enhanced Body. When attacking with any natural weapon, the spirit may add half of its Charisma modifier (rounded down) to its attack and damage rolls. This only applies if it currently have 1 cursed energy or more. (Not Included)

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Vengeful Spirit can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:

  • The feature’s number of damage dice increases by half of its Charisma modifier, rounded down. If the feature does not deal damage dice, its damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 5 times its Charisma modifier + 1 in feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases by a number of rounds equal to its Charisma modifier + 1.

ACTIONS

Multiattack. Kumika can make 4 attacks.

Vicious Bite. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 10) slashing damage.

Wicked Claws. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 10) slashing damage.

Cursed Energy Beam(1+ cursed energy). As an action for 1 or more cursed energy, the vengeful spirit launches a beam of pure cursed energy. All creatures in a 20 foot wide, 120 foot long line originating from the vengful spirit are forced to make a Dexterity saving throw (DC: 8 + Proficiency Bonus + Charisma mod). On a failure, they take 4d12 force damage and are knocked prone, on a success they take half as much damage and are not knocked prone. For every cursed energy the vengeful spirit spends on this feature, it adds 1d12 to its damage dice. It can spend up to the summoner’s charisma modifier times 2 cursed energy on this action. If she spends an additional action, she can charge up this beam, releasing it upon taking the second action to deal double the damage dice at cost of double the cursed energy. Objects in the area also take damage, double the damage that a creature would take.

Store Creatures. As an action, the vengeful spirit can store up to 6 large or lower sized willing or unconscious creatures in a cursed energy sac created by the vengeful spirit which is then absorbed by the vengeful spirit and the creatures inside are restrained until they leave the cursed sac, as a bonus action for 1 cursed energy for each person, making any attacks that would target them target itself instead. It may drop all creatures as a free action. If the vengeful spirit is dispelled while creatures are stored inside her, the creatures appear on the ground below where the vengeful spirit previously was. The vengeful spirit cannot store unwilling creatures.

BONUS ACTIONS

Advanced Regeneration. The curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent.

REACTIONS

Advanced Regeneration. As a Reaction to suffering damage, the curse uses it's Advanced Regeneration.

Cursed Enhanced Body. Whenever the Vengeful Cursed Spirit makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend Cursed Energy up to its Charisma modifier as a reaction to add the number of energy spent as a bonus to the saving throw.

Overpowering Cursed Energy. When this creature rolls initiative or as a Free Action on its turn it may choose any number of creatures within 180 feet or that can see it and force them to make a Wisdom saving throw. On a failure, they are frightened for 1 minute.

  • Their ability checks, saving throws, attack rolls and their Spell Save DC, Maneuver Save DC, and Cursed Energy Save DCs are reduced by its Charisma modifier.
  • They cannot concentrate
  • They have disadvantage against the spirit's saving throws while it gains advantage against their saving throws.

A creature can remake this Wisdom saving throw at the end of each of their turns. If the creature's CR or level is equal to or higher than the summoner's Jujutsu Sorcerer level, they make a Wisdom saving throw with advantage, and choose which to make instead of it choosing. If the creature's CR or level is 3 or more below its summoner's level, they make a Wisdom saving throw with disadvantage and their lower save bonus(including features and other bonuses) is chosen automatically. Once a creature passes a Wisdom saving throw, they become immune to it for 24 hours, unless their CR or level is at least 3 or more below the summoner's level. Creature's must also make a Wisdom saving throw when attempting to feel the Cursed Energy of the Vengeful Spirit.

Feats

Athlete History, Colossal Physique, Strong Body, Improved Body Functions, Regeneration, Advanced Regeneration.

Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy.

Cursed Enhanced Body, Improved Cursed Energy Output.

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