Lightbearer Acolyte (Jujutsu Kaisen Supplement)

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Lightbearer Acolyte[edit]

Medium shikigami, unaligned


Armor Class 18 (natural armor)
Hit Points 226 (22d12 + 88)
Speed 45 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 12 (+1) 14 (+2) 24 (+7)

Saving Throws Dex +9
Senses passive Perception 11
Languages
Challenge 12 (8,400 XP)


Cursed Energy. The Lightbearer Acolyte has 12 Cursed Energy it can use to fuel his abilities. All of it's cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. The Lightbearer Acolyte recovers 1 Cursed Energy at the beginning of it's turns.

Invisible Force. The Lightbearer Acolyte 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 it.

Ghost Companion (1/long rest.) As a free action the Lightbearer Acolyte can create a non combat form to support it called a Hive Ghost. If the Hive Ghost has used it's Return Feature, the Lightbearer Acolyte may use a free action to release it, making it reappear.

The Hive Ghost form is automatically created/released upon the Lightbearer Acolyte's death.

Super Meter. Every 100 damage the Lightbearer Acolyte deals to hostile creatures gives it 1 bar of Super Meter, up to a maximum of 4 bars. While it has 4 bars of Super Meter, the Lightbearer Acolyte will glow orange with Cursed Energy.

Not Going Down (1/long rest). When The Lightbearer Acolyte is reduced to 0 hit points, it may fall to 1 hit point instead. This does not work if it dies outright.

Magical Weapons. The Lightbearer Acolyte's attacks are considered magical.

ACTIONS

Multiattack. The Lightbearer Acolyte makes two Unarmed Strikes or Enhanced Cursed Worm Splinter attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage.

Enhanced Cursed Worm Splinter. Ranged Weapon Attack: +9 to hit, range 100/150 ft., one target Hit: 31 (4d12 + 5) fire damage.

This counts as a semi cursed tool.

Each time a creature is hit by this they gain a stack of burning. Each stack of burning makes the creature take 10 (3d6) fire damage at the beginning of their next 2 turns from when that stack was applied.

Blade Barrage. The Lightbearer Acolyte uses up it's 4 bars of Super Meter to manifest several exploding blades of cursed energy and throw them at an area within 50 ft. of it. This forces every creature in a 10 ft. circle of that area to make a Dexterity saving throw against it's Cursed DC. On a failure they take 110 (17d12) fire damage and receive Second Degree burns. On a success they take half as much damage and receive First Degree burns.

The damage from this does not contribute to the Lightbearer Acolyte's Super Meter gain.

BONUS ACTIONS

Swarm Grenade (Recharge 5-6.) Cursed Energy Attack: +11 to hit, range 10 ft., one target Hit: 12 (1d10 + 7) fire damage.

The Lightbearer Acolyte throws an orb of burning cursed energy at an area within 50 ft. of it which splits into 5 smaller orbs. Each of these orbs will fly towards the nearest hostile creature in range, making them take one of the attack roll mentioned above per orb.

Burning Cursed Energy Orb (3 Cursed Energy.) The Lightbearer Acolyte throws an orb of burning cursed energy at an area within 50 ft. of it, forcing all creatures in a 5 ft. radius circle to make a Dexterity saving throw against it's Cursed DC. On a success they move out of the circle and take no damage. On a failure they take 27 (6d8) fire damage and receive First Degree burns. They may choose to fail this save and if they do not have enough movement left to exit the circle they automatically fail.

The fire from the orb remains until the beginning of the Lightbearer Acolyte's next turn, any creature that enters the 10 ft. circle before then must also make the saving throw.

REACTIONS

Evade (Recharge 3-6.) As a reaction to an attack roll being made against it, the Lightbearer Acolyte takes the Dodge Action and rolls a Dexterity saving throw against the attack roll, if it rolls higher then the attack misses. If the attack misses the Lightbearer Acolyte may move up to 15 ft. in a direction of it’s choice and use it’s Blade Barrage action as part of this reaction.

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A new version of the Acolyte form, empowered by it's creator. [[1]]
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