Lightbearer Wizard (Jujutsu Kaisen Supplement)
Lightbearer Wizard[edit]
Large shikigami, unaligned Armor Class 21 (natural armor)
Saving Throws Wis +9, Cha +12 Cursed Energy. The Lightbearer Wizard has 30 Cursed Energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest. Improved Cursed Energy Recovery. The Lightbearer Wizard recovers 3 Cursed Energy at the beginning of it's turns. Invisible Force. The Lightbearer Wizard 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 Wizard 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 Wizard may use a free action to release it, making it reappear. The Hive Ghost form is automatically created/released upon the Lightbearer Wizard's death. Super Meter. Every 100 damage the Lightbearer Wizard 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 Wizard will glow blue with Cursed Energy. Stormtrance. At the beginning of it’s turns whilst the Lightbearer Wizard has 4 bars of Super Meter, it may choose to use them up in order to empower itself with electrical cursed energy for 4 rounds. During this time it gains two extra attacks, +2 to it's AC and it gains access to it's Electric Cursed Energy Blast Action. Damage dealt while this is active will not contribute to the Lightbearer Wizard’s Super Meter. Regeneration. If the Lightbearer Wizard's creator or a worm form begins their turn inside the Healing Rift, they regenerate 17 (5d6) health. Limited Flight. The Lightbearer Wizard cannot fly higher than 50 ft. above the ground. Growth. Forms summoned by the Lightbearer Wizard have the same buffs from Growth as the forms summoned by it's creator. Armament. The Lightbearer Wizard can use the Armament Extension when summoning forms. Mutation. The Lightbearer Wizard may roll 1d20 when summoning forms to have them mutate into hallowed or unique forms. Unique forms share the same once per long rest limit as the ones summoned by the Lightbearer Wizards creator. Not Going Down (1/long rest). When the Lightbearer Wizard 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 Wizard's attacks are considered magical. ACTIONSMultiattack. The Lightbearer Wizard makes three Unarmed Strikes, Cursed Energy Blast or Electric Cursed Energy Blast attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d12) bludgeoning damage. Cursed Energy Blast (1 Cursed Energy.) Cursed Energy Attack: +12 to hit, range 70/140 ft., one target Hit: 34 (5d10 + 7) necrotic damage. Electric Cursed Energy Blast (1 Cursed Energy.) Cursed Energy Attack: +12 to hit, range 70/140 ft., one target Hit: 34 (5d10 + 7) necrotic damage + 33 (4d12 + 7) lightning damage. If this hits a creature, the Lightbearer Wizard may choose to chain the lightning to nearby enemies, forcing a creature within a 10 ft. radius of the creature who was hit to take an Electric Cursed Energy Blast attack roll aswell, but without the necrotic damage. This second attack roll cannot be chained. This may only be used whilst Storm Trance is active. Poison Cloud (1-5 Cursed Energy.) The Lightbearer Wizard emits a poisonous cloud, covering a 30 ft. circle around it, this cloud remains until it finishes it's next two turns. All creatures in the circle are forced to make a Constitution saving throw against it's Cursed DC. On a failure they take 22 (4d10) poison damage per cursed energy spent, are poisoned. On a success they take half as much damage and are not poisoned. Any creature that enters the cloud or begins their turn in it must make this save again. All worm forms are immune to the poison, thus do not have to make the save. Additionally, the area inside the cloud is Heavily Obscured for all creatures except worm forms. The Lightbearer Wizard may only have one Poison Cloud active at a time. BONUS ACTIONSHealing Rift (Recharge 5-6.) The Lightbearer Wizard creates a 10 ft. radius circle around itself which lasts until it finishes it’s next two turns. Any hostile creatures which enter the rift or begin their turn inside it must make a Charisma saving throw against the Lightbearer Wizard's Cursed DC or take 17 (5d6) necrotic damage. The Lightbearer Wizard may only have one Healing Rift active at a time. Pulse Grenade (Recharge 5-6.) The Lightbearer Wizard throws an orb of electric cursed energy at an area within 50 ft. of it which forces all creatures in a 5 ft. radius circle of that area to make a Dexterity saving throw against it's Cursed DC. On a failure they take 38 (7d10) lightning damage and must roll a Constitution saving throw against the Lightbearer Wizards Cursed DC with disadvantage. On a success they take half as much damage and do not need to make the Constitution save. If they fail the Constitution save they are stunned until the end of the Lightbearer Wizard’s next turn. Worm Creation (1-6 Cursed Energy.) The Lightbearer Wizard may summon forms from the Worm Creation feature.
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