Musashi Miyamoto Vengeful Spirit (Jujutsu Kaisen Supplement)
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Musashi Miyamoto Vengeful curse spirit[edit]
Gargantuan undead (curse spirit), chaotic evil Armor Class 30 (natural armor)
Saving Throws Str +17, Dex +17, Con +15 Invisible force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Musashi. 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. Cursed Energy. The curse has 250 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. 'Advanced Regeneration. The curse can spend up to 10 cursed energy, however, in its awakened state it can use as much cursed energy as it wants, regaining hit points equal to 10 times the amount spent. Improved Cursed Energy Recovery. The curse regains 4 cursed energy at the beginning of each of its turns. In his awakened state this is doubled. Brawn/Evasion(Awakened)/Endurance. Whenever Miyamoto 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. Miyamoto's attacks are considered magical Reactive. Miyamoto has 10 reactions which it can use for the following features: Regeneration, parry, cursed energy armour, domain weakness perception, simple domain and counter. Famous Name. The cursed spirit is based on a real world fear, so people's fear for him is far greater than to other normal curses. Whenever Miyamoto rolls initiative, he may force every hostile creature that can see him to make a DC 25 Wisdom saving throw. On a failure, they are frightened for one minute. They can reroll this saving throw in the beginning of Their turns to end the condition early. On a success, they are immune to this feature for 24 hours. Miyamoto may use this feature as much as their Charisma modifier(minimum 1). Sadism. Miyamoto has immense sadism when beating their opponents. Whenever he deals damage to someone who is frightened of him, half of the total damage will be converted in temporary hit points to the cursed spirit. These temporary hit points cannot go above 100. Cursed Nature. Musashi is a Cursed Spirit, which means having a cursed body made out of humanity's impure thoughts. He is vulnerable against radiant damage. Human Wall. The curse has advantage on all Constitution saving throws. Colossal Physique. The curse can add it's proficiency bonus to all Strength checks even if it was already adding it before, Musashi may also give himself advantage on a Strength check or saving throw up to 8 times per long rest. New Shadow Style Master. Miyamoto is master of simple domain and as such has increased the maximum refinement of his domain to 130. Cursed Strikes. When Miyamoto makes an unarmed strike, he may spend up to 8 cursed energy, dealing an additional 1d12 necrotic damage per point spent. Cursed Weapon Wielder Any attacks Miyamoto makes with his Katana has its critical hit range increased by 1. In the event Miyamoto rolls a nat 20 on a katana attack roll he makes another attack with the same weapon with advantage, this attack counts as a part of the same action of the original strike. Multiaction Miyamoto can make 5 actions of their choice per round. ACTIONSUnarmed Strike. Melee Weapon Attack +17 to hit, reach 5ft, one target. hit: 27(4d8 + 9) bludgeoning damage. In the case Miyamoto's blade is broken while in his base form he will resort to unarmed strikes. Cursed Katana Strike. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 65 (10d10 + 10) Slashing damage. On hit the targeted creature must make a DC 25 Strength save or be knocked prone Grab. As an action Miyamoto can attempt to grab up to two medium creatures (if they are within 5 feet of each other) or 1 large creature up to a range of 20ft . The targeted creature(s) must make a DC 25 Dexterity saving throw or be grabbed on failure, on success they avoid the grab entirely. At the end of Miyamoto's turn any creature grabbed will make a DC 25 Strength saving throw else take 64 (10d10 + 9) bludgeoning damage and gain +1 exhaustion on failure and take half damage and no exhaustion on success. At the beginning of their turns creatures currently grabbed can either make a Strength check against Miyamoto escaping on success (Miyamoto's hand counts as large for the sake of Strength competitions). The other option is to use only melee attacks against the hand of Miyamoto, Miyamoto's hand has 250 health and an armour class of 20. When Miyamoto's hand is reduced by 1/4 of it's maximum health they will drop any creatures in their hand. Quick Draw As an action Miyamoto may dash towards any creature within 100ft of himself and draw his katana creating an upwards slash. A creature targeted by this attack must make a DC 25 Dexterity saving throw or take 10d10 + 1d12 per 10ft moved before the katana strike and be launched 100ft into the air. On Success the creature dodges the attack and takes no damage. Due to the speed of this attack the first time it is used in a battle it gives the targeted creature disadvantage on the saving throw and ignores the evasive ability. Cursed Energy Slash Miyamoto imbues cursed energy into his Katana and makes a horizontal energy slash. He can use up to 10 cursed energy to add 1d10 of damage per cursed energy spent to the damage of his katana strike. When the maximum amount of cursed energy is used for this feature it creates a 50ft wide energy slash that travels 200ft that deals double damage to structures. A creature that comes into contact with this slash must make a DC 25 Dexterity saving throw or take 119 (20d10+9) damage and half on success. Lightning Infused Katana Slash (Awakened)(40 Cursed Energy). Miyamoto leaps into the air and lengthens the blade of his sword and horizontally strikes across the battlefield. All creatures within a 40ft cone must make a DC 25 Dexterity save or take 292 (45d12) damage and be stunned until the end of their next turn on failure, on success you take half damage and are not stunned. Hostile creatures with a bladed weapon may also opt to make a DC 40 Athletics check to channel the lightning of the attack and send it back at Miyamoto. On success the creature takes 1/4 of the damage and inflicts 195 (30d12) damage on Miyamoto and stuns him until the end of his next turn, this stun overcomes immunity, if any creature is within this 40ft cone and is behind a creature that succeeded the DC 40 check they don't take any damage. On failure the creature takes 292 (45d12) and is paralyzed for 2 turns. Lightning Storm (Awakened)(30 Cursed Energy) Miyamoto channels lightning through his sword and casts it into the clouds, this results in 3 30ft radius lightning strikes striking any hostile creatures within 150ft of his choice. If a creature is attacked it must make a DC 25 Constitution saving throw or take 20d12 lightning damage and be stunned until the end of their next turn. On success they take half damage and are not stunned. BONUS ACTIONSTechnique Observation(5 Cursed Energy). The curse spirit can observe one long-range cursed attack in the current or following round, he must make a Perception check against the hostile creature's Cursed Energy DC. On success this reduces the DC to parry that attack by 5, stacking if used on the same technique and reduced to a minimum of 10. The cursed spirit will prioritise the most damaging attack of the round. If Miyamoto is inside a domain then observing it will always take priority, every time this observation is used on a domain the dc to find the weak spot is lowered by 5 permanently. After 5 rounds Miyamoto will be able to deal double damage to domain barriers permanently in their non-awakened form Roundhouse Kick If a hostile creature that cannot float or fly is in the air within 50 ft of Miyamoto he can make an unarmed strike in the form of a roundhouse kick sending the hostile creature up to 200ft away unless they hit an object. This attack has advantage as the creature is unable to dodge mid air. The attack deals 4d8 and Miyamoto may add up to 8 cursed energy to the strike, adding 1d12 damage per ce used, after rolling no matter the result on hit. If the creature hits an object, it takes 1d12 damage for each 10 ft of movement left before impact. Cursed Weapon Enhancement Miyamoto can spend up to 8 Cursed Energy to enhance his weapon for 1 minute. While this is active, any damage dealt with weapons will increase by 4 per Cursed Energy spent on this feature. The range of his attacks with this weapon increases by 10 ft. After Image Assault (Awakened). As a bonus action Miyamoto may spend up to 18 cursed energy to make a number of 1 hit clones equal to half the cursed energy spent. These clones can not be more than 50 ft away from him. Once per round Miyamoto may use a bonus action to swap with one of the clones or may use swap as a reaction being the target to an attack or saving throw. A creature can distinguish Musashi by rolling a DC 25 perception check, if the creature has cursed energy tracker and are focusing Musashi with it then they roll with advantage. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses its Regeneration. Counter. If a creature misses a melee attack on the curse by 5 or more then Miyamoto may make a sword strike as a reaction. Cursed Energy Armor. Miyamoto can spend up to 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 20 for 1 minute (no action required). Miyamoto can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Parry In response to being the target of a ranged attack Miyamoto can choose to attempt to parry with his Katana. Miyamoto must make a Dexterity saving throw against the hostile creature's cursed energy save dc + (the maximum possible damage of the attack)/50. If Miyamoto makes the dc he takes half the damage from the attack and the same damage is applied to his blade. If he succeeds the dc by 5 or more he perfect parries meaning both he and his katana take 0 damage. If the katana reaches 0 hit points as a result of an attack then the remaining damage is transferred to Miyamoto. If he fails the dc then only he takes the full damage of the attack. New Shadow Style: Simple Domain(5 Cursed Energy). Miyamoto surrounds himself with a 60 ft. simple domain barrier for 1 minute. The circle has 1040 hitpoints. Any cursed techniques or spells that target him or targets an area that overlaps with their simple domain, will now target the barrier instead, reducing it's hit points by the damage it would cause. To use this technique, Miyamoto must maintain concentration as if he was concentrating on a spell. If he is in a Domain Expansion then he negates it's sure-hit effect on himself and any other creatures inside the area, as it only affects the barrier. His simple domain has a damage threshold of 208. If the simple domain takes more damage than this threshold, the damage over said threshold hurts Miyamoto. However, it is dampened so he only takes 1/8 of the damage over the threshold (rounded down). The damage that leaks over the threshold still affects the simple domain's health. Sure-hit damage is not subject to the threshold and will only be able to affect the barrier of the simple domain. Miyamoto's refinement for his simple domain is 130. Batto Sword Drawing. As a reaction to a hostile creature entering Musashsi's simple domain's range while he is wielding his katana, he covers his weapon with cursed energy and make one attack roll with advantage against the hostile creature that entered his simple domain. On a hit, the attack is considered a critical hit and deals his weapon's damage and an additional necrotic damage equal to the weapon's damage dice, and their movement speed is reduced to 0 until the end of their next turn. Domain Weakness Perception When a domain is expanded on Miyamoto or if Miyamoto is currently trapped in a domain he can use this ability to locate the weak spot of a domain by succeeding a dc 30 perception check. On success he finds the weakspot on failure he doesn't. Every Time he uses technique observation on the domain the dc is reduced by 5. This reaction may be used twice per round. Human Wall (8/Long Rest) When Miyamoto would be reduced to 0 hit points, he may instead fall to (1d10 + 10) hit points instead LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. Regeneration. The curse uses its Regeneration feature. Evasive Strike. Miyamoto moves up to 100ft and makes a katana strike on a creature of it's choosing Lightning Channelling (Awakened). For 2 actions the curse spirit may raise it's sword to the sky to channel lightning. This lightning is converted into 50 cursed energy which cannot exceed the curses maximum and can only be used offensively (not ce armour, regeneration etc.). Domain Cutting Slash (Awakened)(15 Cursed Energy). This move costs 3 actions. This legendary action may only be used if the curse has observed the domain it is currently in 3 times or another domain 5 times. After perceiving domains for long enough Miyamoto understands that a simple domain can not only resist a domain but also overpower it if used offensively. Miyamoto sheaths his Katana and imbues a simple domain around the blade and then draws it near instantaneously creating a simple domain slash which destroys all except barrierless domains in a single strike. |
Miyamoto's Katana His katana is a 30ft long monstrosity of metal and has 500 hit points, upon reaching 0 hitpoints the blade is destroyed and Miyamoto loses access to all attacks using the katana and can no longer parry. When he awakens and reforms the blade with simple domain he regains access to the these moves and now the blade deals double damage to all barriers including domains. Awakened Miyamoto Disciple of Raichi. When Miyamoto is reduced to 500 hitpoints he awakens and with this he removes the armour he is currently wearing reducing his ac to 20, his cursed energy regeneration doubles to 8 and he gains 50 cursed energy as well. When this mode activates his katana will begin to channel lightning along the blade allowing him to make lightning strikes with his sword. If the blade of his katana was destroyed he spends 5 ce to make a blade out of simple domain instead. In this mode he increases the number of actions per turn by 2 and now has access to awakened moves along with this any moves he makes with his katana may be empowered with lightning on top of curse energy, with any katana attack Miyamoto may spend up to 5 cursed energy to add 1d12 lightning damage to his strikes and creatures hit by these attacks must succeed a DC 25 Constitution saving throw or be stunned until the beginning of their next turn. Feats Miyamoto's cursed feats are: Heavy finisher, Afterimage Assault (Awakened) Basic Barrier, NS Simple domain, Vowless Simple Domain (130 ref) Immense cursed energy, Overflowing Cursed Energy, Dense Cursed Energy improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output
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