Michizane Sugawara (Jujutsu Kaisen Supplement)

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Michizane Sugawara[edit]

Large undead (Cursed Spirit), chaotic evil


Armor Class 30 (Natural Armor)
Hit Points 500 (40d10 + 280)
Speed 90ft., 90ft fly.,


STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 24 (+7) 8 (-1) 14 (+2) 30 (+10)

Saving Throws Dex +12, Con +15, Cha +18
Skills Athletics +16, History +7, Intimidation +26, Perception +10
Damage Vulnerabilities radiant
Damage Resistances poison, cold, force
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 20
Languages Common
Challenge 26 (90,000 XP)


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

Undead Nature. Sugawara has advantage on saving throws against disease and being poisoned.

Improved Cursed Energy Recovery. Sugawara regains 5 cursed energy at the beginning of each of its turns.

Cursed Energy. Sugawara has 147 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest.

Brawn/Evasion/Endurance. Whenever Sugawara makes a Strength, Dexterity, or Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

Cursed Attacks. Sugawara's attacks are considered magical.

Reactive. Sugawara has 18 reactions that he can use for the following features: Infinity.

Presence of the Three Great Whenever someone tries to track Sugawara or feel his cursed energy, they must make a Wisdom or Charisma (his choice) (DC26). On a success, they can feel Sugawara's cursed energy but are not shaken by it. On a failure however, they are frightened for 1 minute and receive the following detriments:

  • They hesitate to act due to his suffocating presence. Their ability checks, saving throws, attack rolls and their Spell Save DC, Maneuver Save DC, and Cursed Energy Save DCs are reduced by 10.
  • Their focus on their abilities is lost. They cannot concentrate.
  • Sugawara powers makes them become paralyzed in fear. They have disadvantage on your saving throws, and Sugawara have advantage on saving throws against their features.

A creature remakes this saving throw at the end of each of their turns.

If the creature's cr or level is equal to or higher than Sugawara Jujutsu Sorcerer level, they make this saving throw with advantage, and choose which yo make instead of Sugawara choosing. If the creature's CR or level is 3 or more below your level, they make this saving throw with disadvantage and their lower save bonus(including features and other bonuses) is chosen automatically. Once a creature passes this saving throw, they become immune to it for 24 hours, unless their CR or level is at least 3 or more below your level.

Creatures do not have to feel your cursed energy or track him to feel the presence of his cursed energy. When Sugawara roll initiative, and as a free action on his turn, he can choose any number of creatures within 180 feet of you, or that can see him. They must make the Wisdom or Charisma saving throw, as though they tried to track him or feel his cursed energy.

Cursed Strike. When Sugawara makes an unarmed strike, it may spend up to 1 cursed energy, dealing an additional 1d8 force damage per point spent, up to a maximum of 8.

Hard to Kill If Sugawara is reduced to 0 hit points, he can choose to be considered stable due to him cursed body, even if the conditions would normally kill him. This feature does not work if the damage that reduced Sugawara to 0 hit points was Radiant. Sugawara may use this feature once per long rest.

Improved Cursed Energy Output Sugawara Cursed Strikes gains a bonus to the damage roll equal to 10. The damage bonus granted by this feat can be doubled by 4 on a Cursed Strike which He have spent cursed energy up to its maximum limit for the enhancement.

Chanting Sugawara can use Chanting as an action or a full-turn action.

'Maximum Output. Sugawara may use Maximum Output on any of the following techniques: Infinity, Blue and Blue Manipulation

Teleport Technique. When Sugawara takes the movement action, he can spend 5 cursed energy to teleport to the location, causing him to not provoke opportunity attacks. The first attack roll he does after taking the teleport action is made with advantage unless the target has a higher passive perception than 20. He can only use one teleport per round. He can also use blue as a way to propel him into the air, giving him flying speed equal to his walking speed for 1 minute. After this minute ends, he can spend another 6 Cursed Energy to keep this active for an additional minute, and so on. He can also grant this benefit to the other creatures he's sharing Infinity with or that he's currently holding.

ACTIONS

Multiattack: Sugawara can make three unarmed strikes.

Unarmed Strike: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 10) bludgeoning damage + 6 (1d12) Force damage.

Infinity: As an action for 2 Cursed Energy, Sugawara can encase yourself in a gravitational field for 1 minute. Whenever he are targeted by a weapon, spell, cursed energy attack roll or any saving throws from sources outside his body, he may use a Reaction to spend 1 Cursed Energy and roll a 2d20 and take the lowest result. On a 4 or higher, any attacks or spells made against him automatically fail to hit or harm him in any physical way.

When Sugawara takes the Dodge action while Infinity is activated he may use his Infinity Reactions to defend all other creature within his reach with Infinity alongside yourself.

Blue (12 Cursed Energy): Sugawara causes gravity to bend within 30ft of him causing a blue sphere with a 10 ft. circle radius to draw everything towards it for 1 minute. All creatures within this area must make a DC 26 Strength saving throw. On a failure, they take 29d8 force damage, are restrained until the end of their next turn, and are pulled to an open space closest to the center of the sphere. On a success, they take half as much damage and are not restrained. A creature can retry this saving throw at the end of each of their turns. If they succeed, they take half the damage and exit the sphere. If they fail, they remain there without being able to move and retake the damage. Any creatures that enter the sphere's range must also make the Strength saving throw. Sugawara can dispel this technique as free action. When Sugawara uses this technique in its Maximum Output form, he may spend an bonus action to move the sphere anywhere within 30 ft. of the original place. All creatures currently stuck in the sphere will be moved as well, and any creatures caught in the range of the sphere moving must do the saving throw. Power Enhancement: Sugawara may spend additional Cursed Energy up to 5 on this technique, increasing the damage dice by 1 for each Energy spent. Specialized technique: this technique's damage dice increase by 10 modifier (already included).

Blue Manipulation (10 Cursed Energy): Sugawara can use precisely manipulate his Blue in order to cast telekinesis. The distance Sugawara can move anything he has grabbed is 90 ft.

Hollow Wicker Basket (5 Cursed Energy): As an action against being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, Sugawara surrounds yourself with a 15 ft. barrier for 1 minute. Within that radius, the sure hit effect of the domain is negated; anyone of your choice inside of the barrier is unaffected.

The barrier has no effect on cursed techniques or other people entering the barrier; it simply negates sure hit effects.

BONUS ACTIONS

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

Cursed Blast of Blows: Immediately after taking the Attack action on their turn, Sugawara can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense: Sugawara can spend 3 Cursed Energy to take the Dodge action as a bonus action on its turn.

Cursed Wind Step: Sugawara can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled until the end of Sugawara's turn.

Infinity Pressure: While infinity is active or while Sugawara activates it, he may spend up to 10 Cursed Energy to increase it's density and sheer force. Every creature that starts their turn within 5ft. of him must make a Strength saving throw (DC 26). On a failure, they take force damage equal to 50, are pushed back 5 ft. and are knocked prone. On a success, they take half as much damage and are not prone. If knocked against a wall of stone or solid surface, their saving throw becomes against being incapacitated and having their movement speed reduced to 0, 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 or failure. Sugawara must spend Cursed Energy equal to the initial amount spent at the beginning of his turns to keep this form of infinity active. This feature does not benefit from Chanting or increases to damage die tiers.

Hollow Wicker Basket (5 Cursed Energy): As an bonus action against being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, Sugawara surrounds yourself with a 15 ft. barrier for 1 minute. Within that radius, the sure hit effect of the domain is negated; anyone of your choice inside of the barrier is unaffected.

REACTIONS

Advanced Regeneration: As a Reaction to suffering damage, Sugawara uses its Advanced Regeneration.

Cursed Armor: As a bonus action or reaction Sugawara can spend up to 1 cursed energy to grant him 50 temporary hit points per energy spent for 1 minute. He cannot do this again until these temporary hit points run out or 1 minute passes.

Cursed Enhanced Body: Whenever Sugawara makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend 1 of Cursed Energy as a reaction to add the number of energy spent as a bonus of +10 on the saving throw

Infinity: Whenever Sugawara is targeted by a weapon, spell, cursed energy attack roll or any saving throws from sources outside his body, he can use a Reaction to spend 1 Cursed Energy and roll a 2d20 taking the lowest reult. On a 4 or higher any attacks or spells made against him automatically fail to hit or harm him in any physical way. Also, he may spend 1 additional energy to automatically roll a 20

Hollow Wicker Basket (5 Cursed Energy): As an reaction against being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, Sugawara surrounds yourself with a 15 ft. barrier for 1 minute. Within that radius, the sure hit effect of the domain is negated; anyone of your choice inside of the barrier is unaffected.

LEGENDARY ACTIONS

The Michizane Sugawara can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Michizane Sugawara regains spent legendary actions at the start of its turn.

Advanced Regeneration: Sugawara Sugawara uses its Advanced Regeneration (cost 1)

Blue: Sugawara uses Blue (cost 2)

Domain Expansion:Sugawara uses it's Domain Expansion (Cost 3 actions) (cost 3)

Michizane Sugawara is one of the Big Three Vengeful Spirits and an ancestor to both Satoru Gojo and Yuta Okkotsu. Satoru Gojo explains Michizane Sugawara is a distant relative to both him and Yuta Okkotsu, which coincidentally makes them distantly related. Panda and Maki Zenin then explain that Michizane Sugawara is one of Japan's big three Vengeful spirits and a big shot in the Jujutsu world.

Non-Canon Sugawara as a cursed spirit has never been shown in Jujutsu Kaisen, only mentioned as one of the Three Great Cursed Spirits. Everything here is mere speculation.

Domain Expansion: Never ending canvas

Sugawara creates a Domain Expansion resembling a large black hole in the middle of outer space. Inside, the Infinity covers the entire space of the Domain, and all creatures of his choice must make a Constitution saving throw or be affected by the Infinity pressure at a molecular level, rendering them paralyzed and causing 25d12 force damage as their cells are crushed. Additionally, they must make a Strength saving throw or remain paralyzed.

Additionally, Sugawara gains the following benefit while inside his Domain Expansion:

  • He can use: Blue (any variations), Infinity (any variations), teleport (any variations), as a free action
  • All his techniques' cost are halved(rounded up). In addition, his lapse technique will cost 0 cursed energy.
Refiniment Points

Sugawara's domain refiniment points are 800.

Domain Durability. His domain has 2600 hit points.

Barrer Resistance. As part of expanding it's domain, Sugawara may decide if it wants to make it's barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, it may spend additional 1 cursed energy when expanding it's 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 10 additional damage dice (Alre.

Domain Amplification. As an action for 10 cursed energy, Sugawara can cover it's body to "wear" it's domain in order to neutralize cursed techniques for 1 minute. Once activated, it automatically negate any defensive technique or spell, and can bypass barriers such as infinity. Jogo will also negate a domain's sure hit effect in case it's inside one. In addition, Sugawara can not use it's Innate Technique unless it dismiss Domain Amplification as a bonus action. Even if Sugawara dissmiss it, for the minute it 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 Sugawara. If they are within 50 refinement of Sugawara, it has resistance to their technique, and if they have 51 or less refinement than Jogo, it is immune to their techniques even if they use Maximum Output.

Lasting Domain. Sugawara's domain now lasts for 2 minutes instead of 1.

0.2 Domain Expansion As part of opening his domain, Sugawara 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 if the creature has a higher Dexterity score than his Charisma score. When opening his domain this way, all creatures inside it will be targeted by it's effects, Sugawara don't have the option to choose.

Efficient Expansions Sugawara only gains 1 level of exhaustion after his domain is over.

Durable Barrier Michizane Sugawara's domain is immune to all non-magical damage and resistant to all types of damage (already included).

Feats: Sugawara's feats are:

Natural Sorcerer

Regeneration

Advanced Regeneration

Blue Infused Strikes

Blue Augmented Speed

Multi-Blue

Immense Cursed Energy

Overflowing Cursed Energy

Overpowering Cursed Energy

Basic Barrier

Hollow Wicker Basket

Cursed Enhanced Body

Cursed Energy Reinforcement

Improved Cursed Energy Output

Versatile Jujutsu Onslaught

Chanting


Improved Durability. This creature uses the Improved Durability rule.

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