Mahito (JJK-1) (Jujutsu Kaisen Supplement)

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Mahito[edit]

Medium undead (Cursed Vessel, Embodied Curse), chaotic evil


Armor Class 26 (Unarmored Defense)
Hit Points 550 (50d10 + 350)
Speed 70 ft.


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 18 (+4) 20 (+5) 20 (+5) 28 (+9)

Saving Throws Dex +12, Cha +16
Skills Acrobatics +12, Athletics +14, Deception +16, Perception +12, Stealth +12
Proficiency Bonus +7
Damage Resistances Poison
Damage Immunities non magical piercing, slashing or bludgeoning damage
Senses passive Perception 26
Languages common
Challenge 23 (50,000 XP)


Sadism. When Mahito deals damage to a frightened creature, half of the damage dealt is converted into temporary hit points for him.

Undead Nature. Mahito has advantage on saving throws against diseases or being poisoned.

Hard to Kill(1/Long Rest). If Mahito is reduced to 0 hit points, he can choose to be reduced to 1 hit point instead even if the damage would kill him outright. He may use this once for body hitpoints and once for soul hitpoints.

This Body Is Mine. Mahito gains advantage against effects that would unwillingly alter his form.

Cursed Energy. Mahito has 174 cursed energy which he can spend on his features. Whenever he uses cursed energy, it is considered spent. All cursed energy spent by Mahito is regained at the end of a long rest.

Self-Alteration. As a free action, Mahito can spend a specific amount of cursed energy to change a part of his body. The type of alterations he can make are listed here. He can change his body to another self-alteration as a free action.

Soul Maintenance. As a free action for 1 Cursed Energy or Reaction for 2 Cursed Energy, Mahito can regenerate an amount of Body Hit Points equal to his current Soul Hitpoints. Any lost limbs are restored if Soul Maintenance has been used to recover Body Hitpoints.

Cursed Attacks. Mahito's unarmed strikes are considered magical.

Improved Cursed Energy Recovery. While in combat Mahito regains 5 Cursed Energy at the beginning of his turns. The combat must be one where his life is at risk.

Cursed Strike. Before Mahito makes an unarmed strike, he may spend up to 8 cursed energy, dealing additional necrotic damage equal to 4 (1d8) per point spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike.

Curse-Empowered Strikes. Nanami's unarmed strikes and weapon attacks are considered magical for the purposes of overcoming resistances, and deal 13 (2d12) extra necrotic damage (already included).

Endurance. Whenever Mahito makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Cursed Armor (1-5 Cursed Energy). Mahito can give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Nanami can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

Cursed Enhanced Body

  • Whenever Mahito makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may spend Cursed Energy up to his Charisma modifier as a reaction to add the number of energy spent as a bonus to the saving throw.
  • When Mahito is attacking with his unarmed strikes or weapons he is proficient with, he may use his Charisma modifier instead of Strength or Dexterity for his attacks and damage rolls.

Ratio (1-6 Cursed Energy). Whenever Nanami Mahito a melee weapon attack roll, he can roll 3d10. If he rolls a 3 or 7, the attack will be considered critical on the damage calculation. For every cursed energy spent above 1, he adds and additional 2d10 to the ratio roll. If NMahito had advantage on the attack, he can re-roll the d10s. In addition, he rolls six times the damage dice instead of double if the attack was made with a melee weapon.

Critical Attacker. Mahito's critical hit radius with melee weapon attacks is 19-20.

Ratioed Weapon (4 Cursed Energy). Once per turn, whenever Mahito successfully lands an attack against a target and uses ratio, he can also imbue his weapon or his unarmed strike with ratio on impact (he must roll ratio for both the target and his weapon). If Mahito were able to successfully hit the ratio on both the target and his weapon, then the target must make a DC 19 Constitution saving throw. On a failure they suffer 2 levels of exhaustion (The maximum exhaustion he can put on a creature while using this, is to a maximum of 3). On a success, they do not suffer exhaustion. However if he fails the ratio roll on the target, then the attack still hits but the target isn't affected by ratio. If he fails the ratio roll for just his melee weapon attack, then if he was using a weapon it instantly shatters, and if he were using an unarmed strike then then the limb he was using breaks and becomes unusable unless healed by magical healing or healed naturally through time. If he fails both of the ratio rolls, then he suffers the detriments of failing both.

Perfect Strike. Whenever Mahito's using ratio on a melee weapon attack, his proficiency bonus is doubled. In addition, his attacks with melee weapons cannot receive disadvantage.

Perfected Classical Swordplay. While wielding a finesse weapon and no other weapons, Mahito gains a +2 bonus to his attack rolls and AC so long as he's not wearing Armor or wielding a Shield (already applied).

Ascending Strike (1 Cursed Energy). Once per turn when Mahito's prone, as part of standing up he can make one melee weapon attack with a weapon he's holding against a creature within his reach.

Power Style. Whenever a feature increases the damage die tier of Mahito's unarmed strikes, it also does so for melee weapons he's holding (already applied).

Increasing Counter. Whenever a creature misses a melee attack against Mahito, the next melee weapon attack he hits against them until the end of his next turn will deal an additional die of damage.

Finishing Slam (1 Cursed Energy). Once per turn when making a melee weapon attack that deals bludgeoning damage, Mahito may imbue all of his strength into it. On a hit, the creature takes four times the damage dice of his weapon + 15 in necrotic damage and must make a DC 21 Strength saving throw. On a failure, they are knocked prone and their movement speed is halved until the beginning of his next turn. On a success, they are knocked prone but their movement speed is not reduced. If the target fails the Strength saving throw by 5 or more, their movement speed is reduced to 0 instead.

Peak Martial Prowess. When Mahito uses his Cursed Weapon Enhancement, it will count as if he had spent four times as much cursed energy than he actually spent, however he still won’t count as spending more than 6.

Overflowing Energy Enhancement. When Mahito uses his Cursed Weapon Enhancement, he can decide to double its limit until the beginning of his next turn. Additionally, once per round, he can utilize Cursed Weapon Enhancement with no action required.

Colossal Physique. The strength Mahito possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:

  • Mahito will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Any attack roll he makes which uses Strength or Charisma deals twice as much damage to objects and structures.
  • Mahito has learned to put his weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, Mahito can force the creature hit to make a DC 21 Strength saving throw. On a failure, they are knocked back 70 feet in a direction of his choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Mahito makes a Strength check or saving throw, he can give himself advantage on the roll. He can do this 7 times, regaining all uses after taking a long rest.

Strong Body. Mahito will reduce all damage he takes but psychic or thunder by 4. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor.

Human Wall. Mahito has advantage in Constitution saving throws.

Taijutsu Sorcery. Once per turn, Mahito can make an unarmed strike or a martial weapon attack with advantage. If he already had advantage on the unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1.

Cursed Energy Reinforcement. Having been continuously running cursed energy through his body at such an efficient rate, Mahito is capable of dynamically reinforcing it at an unconscious level. He gains the following benefits so long as he has at least 1 cursed energy:

  • When Mahito makes a Strength, Dexterity or Constitution ability check, he may add 5 to it.
  • When calculating his jump distance and height, Nanami may add his Charisma score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.
  • Mahito may add his Charisma score when determining his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
  • Whenever he is calculating his AC through Unarmored Defense, he may add half his Charisma modifier to the final result (already applied). This second instance of adding his Charisma modifier counts as if he were using two separate ability scores for the purposes of other features and rules.
  • The Curse-Empowered Strikes class feature now inflicts an additional die of damage (already applied).

Improved Cursed Energy Output. As a part of any feature which uses cursed energy, Mahito can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:

  • The feature’s number of damage dice increases by 2. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 25 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 6 rounds.

Flawless Fundamentals. Mahito reduces the cost of all Cursed Energy Enhancements, Cursed Enhanced Body, Air Jump, all Taijutsu Feats and Cursed Martial Arts by 12 (to a minimum of 1).

ACTIONS

Multiattack. Mahito makes 3 attacks with his Unarmed Strikes.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 7 (2d12 + 9) bludgeoning damage + 10 (2d12) necrotic damage.

Idle Transfiguration. As an action for any amount of cursed energy up to 9, Mahito can touch a creature within his reach and force said creature to make a Constitution saving throw (DC:24). On a failure, they take 5 (1d10) necrotic damage per cursed energy spent + 110 (22d10) necrotic damage. On a success, they take half as much damage. If damage from this feature reduces a creature to 0 hit points, they become one of Mahito's Transfigured Humans.

Jujutsu Awakening. As an action for 10 cursed energy, Mahito can touch a willing creature and mess with its brain. The creature will gain 3 levels in the jujutsu sorcerer class, and will lose a number of levels on its old class equal to the levels gained. If the creature has no levels, it will gain one level instead. Mahito may only do this once per creature. Once awakened this way, the creature cannot take a sorcerer path, but will gain a random Innate Technique assigned by the GM.

Polymorph. For x cursed energy(with x being the beast's CR, minimum 1), Mahito can transform himself into a beast. The transformation lasts for 1 minute, until he uses it again, or until he drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than his jujutsu sorcerer level. His Strength, Dexterity, and Constitution scores are replaced by the scores of the chosen beast. He can maintain his alignment and personality.

Body Clone For 10 Cursed Energy, Mahito may create a perfect copy of himself with his maximum of hit points and maximum of Cursed Energy. It is identical to him, is controlled by him, acts on his turn, and Mahito can see through his eyes and hear through his ears. His clone cannot use any of your Innate Technique features except self-alteration. Mahito can't make another clone after the first one until it dies or he touches it and it automatically rejoins

Body Repel Cursed Attack Roll: +15 to hit, reach 30 ft., two targets. Hit: 3 (1d6) Piercing damage and an additional 20 (5d8) Necrotic damage. For each additional Transfigured Creature, Mahito can add extra 1d8, +5 ft of range and can target an additional creature. The number of creatures that Mahito can target with this attack is equal to his Charisma modifier. Mahito can add necrotic damage and range a number of times up to his proficiency bonus added twice.

Alternatively, Mahito can create a barrage of soul hands that attack your targets omnidirectionally. All creatures within 30 ft of him are forced to make a Dexterity saving throw (DC:24). On a failure, they take 1d6 Piercing damage and an additional 5d8 Necrotic damage. On a success, they take half damage. For each additional Transfigured Creature, Mahito will add 1d8 to the total Necrotic damage and +5 ft to the Range.

Polymorphic Soul Isomer. Mahito creates a Polymorphic Soul Isomoner.

When he uses this technique, he can spend 5 additional Cursed Energy to add another Transfigured Creature to the fusion(minimum of 2), and each transfigured creature counts as one soul.

Instant Spirit Body of Distorted Killing For 5 Cursed Energy, Mahito can transform his body into a more monster-like appearance, giving him the following benefits:

  • Mahito's skin grows hard and durable, he will gain a +8 to his Strength, Dexterity, Charisma and Constitution scores.
  • Mahito's Natural weapons and unarmed strikes deal two additional damage dice.
  • Mahito will gain dark tendrils that sprout out from his body, he may use a reaction against an attack roll by rolling one unarmed strike attack roll. If he reaches the number of the attack roll or higher he negates said attack.
  • Mahito gains a tail with a range of 10ft, he may make a natural weapon attack with it using his Charisma modifier dealing 3d10 Bludgeoning Damage on a hit.

He can deactivate this form as a bonus action and use this on a bonus action. But he can't use his Self-Alteration. while is in this form

Collapse. Mahito may hit a solid surface within reach and destroy a 15 ft. radius of it. The area becomes difficult terrain, and the destroyed objects and debris is imbued with his cursed energy, which allows it to remain suspended in the air up to 15 ft. away from the surface without falling for 5 rounds. As part of the same action, he can use said debris as 3/4 cover and make the area lightly obscured with dusk. After that, Mahito may, with no action required, release the suspended debris. Every creature that would be caught under the debris must make a DC 19 Dexterity saving throw. On a failure, they take 117 (19d10 + 2d12) bludgeoning damage. On a success, they take half as much damage.

Knocking Slam (1 Cursed Energy). While wielding a weapon that deals bludgeoning damage, Mahito can try to strike his opponent with said weapon enhanced by cursed energy to knock them away. Make a weapon attack roll. On a hit, they take three times the damage dice of Mahito's weapon + 10 necrotic damage and must make a DC 21 Strength saving throw. On a failure, they are pushed 70 feet and are knocked prone. On a success, they are pushed half as much and are not knocked prone.

If the creature encounters any objects or creatures their size or larger while being pushed, both take 1d10 bludgeoning damage.

BONUS ACTIONS

Cursed Blast of Blows. Immediately after taking the Attack action on his turn, Mahito can spend 3 cursed energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Mahito can spend 3 cursed energy to take the Dodge action as a bonus action on his turn.

Cursed Wind Step. Mahito can spend 3 cursed energy to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn.

Polymorph. As a bonus action for x cursed energy(with x being the beast's CR, minimum 1), Mahito can transform himself into a beast. The transformation lasts for 1 minute, until he uses it again, or until he drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than his jujutsu sorcerer level. His Strength, Dexterity, and Constitution scores are replaced by the scores of the chosen beast. He can maintain his alignment and personality.

Martial Arts. When Mahito uses the Attack action, he can make an unarmed strike as a bonus action.

Cursed Weapon Enhancement (1-6 Cursed Energy). Mahito can add cursed energy to a melee weapon he is holding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the cursed energy spent. He can only do this again after 1 minute has passed.

Explosive Blow (8, 10 or 14 Cursed Energy). Mahito concentrates on channeling a very condensed portion of his cursed energy into either his limbs or a weapon for 8 cursed energy. For 1 minute after he performs this bonus action, the next melee attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If Nanami receives damage from any source, he must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when Mahito lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack.

For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that Mahito uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half.

On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either Mahito's attacks' ability modifier or Charisma modifier times 10 in a direction of his choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of Mahito's attack’s damage roll instead.

Golden Ratio (6 Cursed Energy). After a creature is struck by a critical hit by Mahito, he may use a bonus action to imbue his Cursed Technique into their body for 6 cursed energy. This has the following effects: At the start of their turn, the affected creature must roll 3d10. If they roll a 3 or a 7, they take 5d8 necrotic damage. This damage is repeated for every die that rolls a 3 or a 7. If 2 or more die roll a 3 or a 7, the creature must make a DC15 Constitution saving throw. On a failure they suffer 1 level of exhaustion (The maximum exhaustion he can put on a creature while using this, is to a maximum of 4). On a success, On a success, they do not suffer exhaustion and lose all other instances of exhaustion suffered due to Golden Ratio. If a creature fails the Constitution saving throw while having 5 levels of exhaustion, they instead take 3d10 necrotic damage. Golden Ratio lasts 9 rounds. After this time has passed, Mahito must spend 2 cursed energy to maintain Golden Ratio at the start of his turn.

REACTIONS

Energy Defense (2 Cursed Energy). As a reaction to a melee or ranged attack being made against him, Mahito can block it with his weapon and add 5 to his AC against that attack.

Cursed Counter (1 Cursed Energy). When a creature misses a melee attack against him, Mahito can make a melee weapon attack against them.

Weapon Clashing (2 Cursed Energy). As a reaction to a melee weapon attack hitting him, Mahito can clash with the weapon of the attacker. Make an attack roll with his weapon. If his roll is higher than that of the attacker, he nullifies their attack.

Human Wall (5/long rest). Upon hitting 0 hit points, Mahito rolls a hit die. He regains the amount rolled in hit points.

Taijutsu Sorcery. Whenever Mahito takes the Attack action on his turn, he may take the Dodge action as a reaction to an attack roll made against him, however, this Dodge action only causes melee attacks against him to gain disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round.

Cursed Enhanced Body (1-5 Cursed Energy). Whenever Mahito makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw.

HD-wallpaper-mahito-anime-jujutsu-kaisen.jpg
Mahito using Idle Transfiguration to create a polymorphed soul, source [1]

Mahito was born from the hate and fear humans have for each other. After fusing with *Kento Nanami (JJK-1) during the Shibuya Incident, he has grown into an existence unlike any ever seen before. This NPC is based on the character of the same name from the fanfic JJK Minus One by Plug01 on AO3. Link: https://archiveofourown.org/works/53578576/chapters/135623998


Jujutsu Sorcerer.

Mahito has 20 levels in the Jujutsu Sorcerer class., and has the following Cursed Feats:

Special Grade Curse, Jujutsu Genius, Natural Sorcerer,

Soul Manipulation Expert,

Athlete History, Colossal Physique, Strong Body, Human Wall, Resilient.

Immense Cursed Energy, Overflowing Cursed Energy, 

Basic Barrier,

Cursed Enhanced Body,Innate Domain
Black Flash, Taijutsu Sorcery, Cursed Martial Artist, 

Transfigured Humans

With his innate technique, Mahito can make and control transfigured humans, using them as he wishes. All of the details about what he can do with said humans are described here.

The Soul Dictates The Shape Of The Body

Mahito's Innate Technique Idle Transfiguration makes his body almost invincible due to the need to hit his soul.

Hit Points

Mahito has two sets of hit points, known as body hitpoints and soul hitpoints. Both the Body and Soul hit points have the same amount of maximum hit points, all non-magical and magical damage directed at Mahito that does not directly or indirectly strike the soul can only reduce hit points from his Body Hit Points. If an attack manages to strike the soul, Mahito loses an amount of soul hitpoints equal to the amount of damage taken. Should the current amount of body hit points be reduced to 0, Mahito will temporarily be under the incapacitated condition until he has at least 1 Body Hitpoint. If Mahito has taken soul damage, your body hit points cannot be healed past the current amount of Soul Hit Points you have. Mahito cannot actively regenerate Soul Hitpoints, he regenerates 1 Soul Hitpoint for every minute that passes out of Combat. Reduced Maximum Soul Hit Points will always return at the end of a long rest. If both the maximum amount of Soul Hitpoints and Body Hit Points reach 0, Mahito dies outright.

Things That Damage the Soul

Cursed Techniques. The following techniques deal damage to Mahito:

  • Cursed Straw:Resonance Should a user of Cursed Straw Doll use Resonance on an Idle Transfiguration user, the damage dealt will reduce the maximum amount of Soul Hit Points equal to the damage dealt and these lost hit points cannot be regained until the user takes a long rest.
  • Ten Shadows Technique:Mahoraga If a Ten Shadows technique user summons Eight-Handled Sword Divergent Sila Divine General Mahoraga and Eight-Handled Sword Divergent Sila Divine General Mahoraga starts adapting to this “Damage Immunity”, it will go in the following direction. Mahoraga will first only strike the body, then after its first adaption it will deal ¼ of the damage dealt to the Body Hit Points to the Current Amount of Soul Hitpoints, the second adaption will move to ½ the damage to the Current Amount of Soul Hitpoints, the third adaption would be the full amount of damage to the Current Amount of Soul Hitpoints.

Items. The following items deal damage to Mahito:

  • Split Soul Katana Whenever Mahito takes damage from the Split Soul Katana, he reduces his maximum amount of Soul Hitpoints by the damage taken.
  • Inverted Spear Of Heaven If the Inverted Spear Of Heaven is lodged into Mahito, he will not be able to use a free action to Maintain his Soul until it is removed from his body.
  • Soul Observant There are exceptions in the jujutsu world and it is those who are able to perceive the contours of the soul. These individuals are able to do damage to the soul, any damage dealt to the body by them, a ¼ of that will be dealt to the soul. Creatures who are Cursed Vessels whether a failed Cursed Vessel or successful one, will also deal ¼ of their damage to the soul. Additionally, creatures with the humanoid prison cursed feat also deal ¼ of the total damage.
Black Flash

When Mahito scores a critical hit (It must be a Natural 20 for it to count) with an unarmed strike that benefits from Cursed Strike or a weapon attack that benefits from Cursed Weapon Enhancement, he can choose to make a DC 25 Charisma saving throw, landing a Black Flash on a success. Before the damage calculation, roll a d6, adding 3 to the result, to see how much additional Necrotic damage Mahito's Black Flash will add onto the damage roll using the table below:

Number Rolled Damage Dealt
4 32 damage
5 56 damage
6 88 damage
7 130 damage

The Black Flash simply does not occur if the attack wouldn’t otherwise hit (such as if it was negated by an ability). After Mahito lands a Black Flash, it becomes easier to land another. His next attack (if on the same turn) will trigger a Black Flash on a Natural 10 or higher, known as the Black Flash DC. For every Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 11, the DC becomes 12. Fourth lands on a 12, the DC becomes 13.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, then restarting at a DC of 10.

In The Zone. Hitting a Black Flash puts an individual in the zone, temporarily bringing out 120% of their potential. Nanami will gain the following benefits for 6 minutes. The benefits will last from during the turn he landed the Black Flash until those number of minutes after it.

Mahito receives a +2 to all his ability scores, including their maximums. In addition, he will gain 4 of the following benefits of the DM’s choice. Each benefit can not be taken more than once unless stated otherwise:

  • Mahito rolls 1 extra damage dice for his Curse-Empowered Strikes.
  • Mahito's cursed energy armor gives 5 more temporary hit points per cursed energy spent.
  • The die tier of Nanami's Cursed Strikes will increase by 1.
  • The amount Mahito can spend on his Cursed Energy Enhancements will be increased by 1.
  • Mahito's cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage. (Unless they're also in In the zone)
  • Mahito's cursed techniques will add 6 damage dice.
  • Mahito's leeway and skill with utilizing Binding Vows has increased, he will have greater leeway with using Binding Vows in his awakened state, making vows that he may normally not be able to.

If Mahito lands another Black Flash while In The Zone its possible he will not gain new benefits or additional benefits as well as the ones he previously gained, as determined by the DM.

Tokyo Jujutsu High

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

Mahito knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.

  • Power Enhancement. Mahito can now spend up to 6 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 6 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Mahito can spend up to 6 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

When an enhancement is applied to a Lapse technique, it will also apply to any further Technique Improvements related directly to it. At the end of a short rest or long rest, Mahito may reallocate his enhancements.

Specialized Technique

Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc

One of Mahito's cursed techniques will gain all of the following benefits:

Increased Damage Output. Its damage dice number will increase by 5.

Increased Reach. Its range will increase by 30 feet.

Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

Mahito may change his specialized technique at the end of a week.

Domain Expansion: Self-Embodiment of Perfection

Mahito creates a large dimension filled with his body parts, making escaping death almost impossible. At the beginning of his turns, all creatures except Mahito must make a Constitution saving throw. On a failure, On a failure, Mahito may choose to make them one of his transfigured creatures. On a success, they take Mahito's normal domain expansion damage.

Refiniment Points

Mahito's domain refiniment points are 600.

Domain Durability. His domain has 1500 hit points.

Barrer Resistance. As part of expanding his domain, Mahito may decide if he wants to make his barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, he may spend an additional 5 cursed energy when expanding his domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Increased Potency. While inside his domain, his cursed techniques deal 8 additional damage dice.

Domain Amplification. As an action for 13 cursed energy, Mahito can cover his body to "wear" his domain in order to neutralize cursed techniques for 1 minute. Once activated, it automatically negates any defensive technique or spell, and can bypass barriers such as infinity. Mahito will also negate a domain's sure hit effect in case he’s inside one. In addition, Mahito can not use his Innate Technique unless he dismisses Domain Amplification as a bonus action. Even if Mahito dissmisses it, for the minute he can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output if the user has 51 or more higher refinement than Mahito. If they are within 50 refinement of Mahito, he has resistance to their technique, and if they have 51 or less refinement than Mahito, he is immune to their techniques even if they use Maximum Output.

Lasting Domain Mahito's Domain lasts 2 minutes instead of 1

0.2 Domain Expansion As part of opening his domain, Mahito can make it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than his Charisma score. When he opens his domain this way, all creatures inside it will be targeted by its effects, Mahito doesn’t have the option to choose.

Improved Durability.

This creature uses the Improved Durability rule.


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