Maki Zenin, Perfect Preparation (Jujutsu Kaisen Supplement)

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Maki Zenin[edit]

Medium humanoid (human), neutral good


Armor Class 26 (unarmored defense, classical swordplay)
Hit Points 658 (28d12 + 476)
Speed 525 ft.


STR DEX CON INT WIS CHA
22 (+6) 26 (+8) 24 (+7) 14 (+2) 18 (+4) 10 (+0)

Saving Throws Str +11, Dex +13, Con +12, Death Saving Throws +3
Skills Acrobatics +18, Athletics +11, Intimidation +11, Perception +14, Sleight of Hand +13, Stealth +13
Proficiency Bonus +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses passive Perception 29
Languages Common
Challenge 14 (11,500 XP)


Stamina Points. Maki has 28 stamina points she can use to fuel her abilities. All of her stamina is replenished at the end of a long rest and half her stamina is replenished on a short rest.

Unarmored Movement. Maki can move and run along vertical surfaces and across liquids on her turn without falling during the move.

Classical Swordplay. While wielding a finesse weapon and no other weapons, Maki gains a +1 bonus to her attack rolls and AC so long as she is not wearing Armor or wielding a Shield (already applied).

Enhanced Senses.

  • Smell: Maki can easily tell different sources of smells from each other, such as foliage, people, water and other substances, in a range of 80 ft.
  • Sight: Maki can see twice as far as a normal person with fine detail, making it so that even the smallest things don't go past her.
  • Hearing: If for any reason Maki is not able to see, she can still make Perception checks without fault in a 80 ft. range.

Evasion. When Maki is subject to a Dexterity saving throw she only takes half damage on failure and no damage on success.

Faster Recovery. Maki regains 1 stamina point at the beginning of her turns. Additionally, in combat, if Maki hasn't taken any form of actions or moved on her turn, haven’t taken any reactions this round, and there are no hostile creatures within 500ft of her that she is aware of, she will regain 14 hit points at the end of her turn. She can regain limb hit points with this feature, unless they were removed.

Quick Sweep. When Maki makes an unarmed strike, she can force the creature to make a DC 21 Strength saving throw. On a failure they are knocked prone.

Power Style. Whenever a feature increases the damage die tier of Maki's unarmed strikes, it also does so for melee weapons she's holding.

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

50 Meters in 3 Seconds! Maki has 2 reactions per round.

Strong Body. Maki reduces all non-magical damage she takes but psychic by 7.

Human Wall. Maki has advantage on all Constitution saving throws.

Acrobatic Fighter.

  • Maki may calculate her jump distance and height with her Dexterity score.
  • Maki's jump distance and height is doubled.
  • Whenever Maki makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, she may use it to leverage a powerful attack against her opponent, dealing an additional damage die of her unarmed strike. If there are not any solid surfaces, she may use half her movement speed to drop to the ground on her hands, extending her legs up and making a powerful kick.
  • Once per turn, whenever she falls onto a creature, make a DC 10 Acrobatics check. On a success, Maki may make one unarmed strike against that creature.

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

Cursed Weapon Wielder. Any weapon attacks Maki makes using a Cursed Tool have their critical hit range increased by 1 and if she rolls a natural 20 on the attack roll for a Cursed Tool, she can make one additional weapon attack with advantage as apart of her attack using the same Cursed Tool that she scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if you would score a natural 20 on the attack roll for the attack. Additionally, she may ignore one property that a weapon she is currently wielding possesses. If the weapon has a Special property, she may ignore it and raise the weapon's damage die by one damage tier.

ACTIONS

Multiattack. Maki makes 4 attacks, where 1 of these attacks must be made with a melee weapon or Unarmed Strike.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) bludgeoning damage.

Mai (One-handed). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 26 (4d6 + 12) slashing damage and 16 (2d8 + 7) necrotic damage.

Mai (Two-handed). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 26 (4d6 + 12) slashing damage and 18 (2d10 + 7) necrotic damage.

Shiranui-Gata. Maki can enter the Shiranui-Gata stance, giving her access to the Shiranui-Gata reaction.

BONUS ACTIONS

Martial Arts. When Maki takes the Attack action with an unarmed strike or a weapon on her turn, she can make one unarmed strike.

Barrage of Strikes (2 Stamina Points). Maki can make 2 unarmed strikes.

Barrage of Strikes (3 Stamina Points). Maki can make 3 unarmed strikes.

Adrenaline Rush (3 Stamina Points). Maki gains the following benefits for the 1 minute:

  • She can use a reaction before she makes a Strength, Dexterity or Constitution check or saving throw, to gain advantage in that saving throw.
  • She gains resistance to bludgeoning, slashing and piercing damage.
  • She deals 6 additional damage with melee weapon attacks.

This state lasts for 1 minute. It ends early if Maki is knocked unconscious or if her turn ends and she hasn't attacked a hostile creature since her last turn or taken damage since then. She can also end this maneuver on her turn as a bonus action.

Comet Velocity (3 Stamina Points). Maki can increase her speed to astronomical heights for 1 minute. For the duration, she gains the following benefits:

  • Her walking speed increases by 80.
  • Creatures with a passive perception below 26 cannot make attacks of opportunity against her.

Untraceable Speed. Maki can take the dash action or make a Skill Check she is proficient in.

REACTIONS

Perfect Counter (1 Stamina Point). When a creature Maki can see misses a melee weapon attack against her, she can make a melee weapon attack against the attacker.

Body Force (2 Stamina Points). Whenever Maki is forced to make a Strength, Dexterity or Constitution check or skill check, she roll a d10 and add the total to the roll.

She can do this after rolling the dice, but before knowing if it succeeds or not.

Untraceable Speed. Maki can use one of the following reactions:

  • When passing a saving throw or when an attack roll is being made against her, Maki may move up to half of her speed in a direction of her choice. This movement cannot be used to exit domains. If this movement would cause her to leave the area targeted by an attack roll she's reacting to she may roll an Acrobatics check to attempt to fully dodge. She rolls against the attack roll, causing the attack to miss regardless of her armor class if her Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though she still moves as normal. This roll automatically fails if the attack was a critical hit, unless she's 10 or more levels above the attacker’s level, or CR if they don’t have a level. If she fails this roll by no more than 3 against an attack targeting one of her limbs with the Limb System then though she can’t fully dodge she may change which limb is targeted. In the case of a saving throw she is unaffected by the saving throw if she moves out of the area of effect.
  • Maki can make one melee attack if she moved into range of a creature or a creature enters her range. She can only do this once per creature per round.

Human Wall (7/long rest). Upon hitting 0 hit points, Maki expends and rolls a hit die. She regains the amount rolled in hit points.

Shiranui-Gata. When an enemy within range who attempts to hit her with a melee attack roll, Maki only takes half damage if they hit her and may attempt to grapple them with advantage. The Shiranui-Gata stance ends when she grapples a creature.

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

image-2025-01-06-082429605.png
Maki Zenin, wielding her new Cursed Tool as a newly awakened Heavenly Restriction.

Heavenly Restriction.

Maki has 14 levels in the Heavenly Restriction class.

Body Improvements

Superior Build. The strength of Maki's body is very above others, being able to compete with opponents three times her size. She gains the following benefits:

  • Maki now counts as two sizes larger for the purposes of grappling, shoving, disarming, and for the weight she can carry, push, drag or lift.
  • Whenever Maki attacks with an unarmed strike using her Strength modifier, its damage dice increases by one.

Beyond Athletic. Whenever Maki's about to make a Strength (Athletics) check, she can spend 1 stamina point to grant herself advantage on the roll. If she already had advantage, she adds 3 to the roll.

Sight Velocity. Even the most well trained people can't see Maki. She gains the following benefits:

  • Her movement speed is increased by 120 feet (already applied).
  • She can take the dash action as a bonus action.
  • She can calculate her jump distance and height with Dexterity instead of Strength.

Superhuman Reflexes. Whenever Maki makes a Dexterity check or saving throw, she can spend 3 stamina points to grant herself advantage on the roll.

Sonic Reflexes. Whenever Maki is targeted by an attack roll, she can spend 1 stamina point as a reaction to roll a Dexterity (Acrobatics) check. If she rolls higher than the attack roll, the attack misses her and the creature has disadvantage in attack rolls against you until the end of their turn.

Iron-Hard Exterior. Maki now reduces all damage but psychic by 14.

Tireless Body. Maki can hold her breath for twice as long, suffocate for twice as long without dropping to 0 hit points, she can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur. In addition, the number of exhaustion levels required for each effect of exhaustion are doubled.

Strong Mind. Maki reduces all psychic damage by 2.

Spark of Genius. Whenever Maki makes an Intelligence skill check, she can spend 1 stamina point to become proficient in said skill until the beginning of her next turn. If she's already proficient, she gains expertise instead. If she already has expertise, she adds 2 to the skill.

Improved Senses. Maki has advantage in Perception checks.

Precognition. Whenever a creature within 60 feet of her makes a weapon attack roll against Maki, she can spend 1 stamina point as a reaction to make a DC 20 + their Strength or Dexterity modifier (whichever is higher) Wisdom (Insight) check.

On a success, any weapon attack rolls they make against her are made with disadvantage against her until the beginning of their next turn.

Every time Maki uses this against the same creature, the DC is increased by 1. The DC cannot grow higher than the creature's proficiency bonus.

Uncanny Mindsets

Brute Appearance. Maki may add her Strength modifier to any Charisma (Intimidation) checks (already applied).

Adrenaline Addict. Whenever Maki is below half of her maximum hit points (rounded up), she gain the following benefits:

  • She gains a +2 to melee weapon attack and damage rolls that use Strength.
  • Her walking speed increases by 10 ft.
  • She can make one melee weapon attack as a bonus action.

She loses all benefits after combat ends, or when she takes a short or long rest.

Speedster. The bonus movement Maki gains from the Unarmored Movement feature is doubled (already applied). In addition, she no longer suffers from difficult terrain when dashing.

Unstoppable. Whenever a feature reduces Maki's speed by any amount, the amount is halved (rounded down). This does not work if the feature reduces her movement speed to 0.

Relentless Attacker. Maki can make one additional attack during her attack action, however it must be made with a melee weapon or unarmed strike (already applied).

Survivalist. Maki adds 3 to her Death Saves (already applied). In addition, whenever she takes the dodge action, she also gains advantage on Constitution saving throws.

Regenerator. Whenever Maki regains hit points from any source, except for Faster Recovery, the amount is increased by 7. For Faster Recovery the amount is instead increased by 3.

Hit and Runner. Whenever Maki hits a creature with a weapon attack, she doesn't generate opportunity attacks from them until the end of her turn.

Alert. Maki gains a +5 to her passive perception (already applied), and she cannot be surprised while conscious.

Adaptable Warrior. Once per short or long rest, Maki can switch one of her battle maneuvers for another in the middle of battle as a bonus action.

Maki's Feats.

Athlete History, 50 Meters in 3 Seconds!, Untraceable Speed, Strong Body, Human Wall, Immense Stamina.

Acrobatic Fighter, Shiranui-Gata, Taijutsu Sorcery.

Cursed Weapon Wielder.

Improved Durability.

This creature uses the Improved Durability rule.

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