Muttsu Gojo (Jujutsu Kaisen Supplement)

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Muttsu Gojo[edit]

Medium humanoid (Human), neutral good


Armor Class 32 (Improved Unarmored Defense)
Hit Points 814 (44d10+572)
Speed 155 ft.


STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 24 (+7) 18 (+4) 14 (+2)

Saving Throws Str +14, Dex +23, Con +15, Int +14, Wis +14, Cha +12
Skills Acrobatics +20, Arcana +14, Athletics +11, History +14, Investigation +14, Perception +25, Sleight of Hand +9, Stealth +13
Damage Resistances Psychic
Senses Truesight 60 ft., passive Perception 35
Languages Common
Challenge 22 (41,000 XP)


Cursed Energy. Muttsu has 103 Cursed Energy he can expend. He regains all cursed energy spent at the end of a long rest.

Stronger Cursed Strikes (1-8 Cursed Energy). When making an unarmed strike, Muttsu may add (2d8 per cursed energy spent + 12) in psychic damage. This may also be used when he hits a Nat 20. This energy persists until he hits a target or 1 minute has passed. Additionally, creatures of his choice within 5 feet of the impact take 1d12 per half the amount spent (rounded down) in psychic damage. Objects take twice the damage from this effect. He can spend 3 extra cursed energy to increase the flat damage to +24 (this does not add additional 2d8's to the damage). Muttsu reduces the cost of this feature by 14, to a minimum of 1.

Durable Cursed Armor (1-8 Cursed Energy). Muttsu can give himself temporary hit points equal to 20 times the amount spent for 1 minute (no action required). Muttsu can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. His armor also reduces damage taken by 14. While Muttsu's cursed armor is active, he regains 19 temporary hit points at the beginning of his turns. These temporary hit points cannot go above the maximum amount of armor he can have. When Muttsu is under the effects of Cursed Armor, he has immunity to psychic damage and any creature that hits him with a melee attack takes 22 psychic damage. Additionally, Muttsu's Cursed Armor will provide him with resistances to four damage types of his choice that aren’t radiant or necrotic whilst he has temporary hit points from the Cursed Armor. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to himself using the Cursed Armor. Muttsu reduces the cost of this feature by 14, to a minimum of 1.

Kyoto Jujutsu Learnings. Thanks to Kyoto Jujutsu, Muttsu has enhancements to some of his abilities such as Cursed Blast of Blows, Cursed Patient Defense, Cursed Wind Step, Stronger Cursed Strikes, Durable Cursed Armor and Precise Cursed Weapon Enhancement, all already included in their descriptions.

Curse-Empowered Strikes. Muttsu deals an additional 13 (2d12) psychic damage whenever he attacks with his Unarmed Strikes, Dragon-Bone and his Throwing Knives (already included). Additionally, his attacks are considered magical.

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

Cursed Energy Recovery. Muttsu regains 1 cursed energy at the beginning of each of his turns if he is in a combat where his life is at risk.

Speed Supremacy. When Muttsu reacts to the features of a creature without this feature, he doubles the amount of reactions you can take. Essentially making every reaction cost .5 reactions instead of 1. Additionally, when a creature wants to react to him, they must spend double as many reactions, making 1 reaction against him costs 2 reactions. When fighting another creature with this feature, reactions act as usual.

Multiple Energy Slashes. When using his cursed energy slash, Muttsu may spend the cost of it again up 7 times to create extra lines equal to the amount of times he spent the initial cost again in different directions instead of just one. A creature is only affected once if they're in the area of multiple slashes.

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

Disarming Attack (1 Cursed Energy). When Muttsu hits a creature with an attack with a weapon, he can force them to make an Athletics or Acrobatics (target's choice) check against your attack roll. On a failure, you can disarm them of one object they are holding.

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

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

Battle Rhythm. Once per turn, when Muttsu misses one of his Melee or Ranged Weapon Attacks, he may re-roll the attack, adding his Strength or Dexterity modifier a second time to this re-roll. If the initial attack had advantage or disadvantage, both dice are re-rolled when this feature is used.

Technique Reader. Normally trying to figure out your opponent's technique takes great deduction skills, however with six eyes Muttsu just gets this info with one good look. As a free action, he can look into a creature and receive the following information: Their Jujutsu Sorcerer or spellcasting class level, their cursed technique features, spells they currently have, their cursed energy, whether they have Unique Cursed Energy and it's properties, remaining spell slots and domain refinement if any. While wearing eye protection, he can't use this feature.

Unique Cursed Energy. Muttsu's cursed energy naturally possesses a unique trait, making it both rare and powerful.

  • Cursed Energy Trait. When Muttsu deals damage with Curse-Empowered Strikes or a feature costing Cursed Energy, its damage type can be Psychic or remain the same. Additionally, anytime he uses a feature with its damage type changed to his Cursed Energy Trait, he can bypass the resistance that a creature or target may have against that damage type but not any immunities it could possess. (Damage already rewritten to Psychic on sheet, excluding Cursed Tool damage)
  • Dynamic Striker. Whenever Muttsu scores a critical hit with an attack roll that uses a feature affected by his Cursed Energy Trait or a creature rolls 1 on the d20 against a feature affected by his Cursed Energy Trait, the creature is afflicted with the Confused condition that lasts for 1 minute. They can end the condition early by succeeding on a DC 22 Wisdom saving throw at the beginning of their turn.

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

  • Muttsu will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.
  • Any attack roll you make which uses Strength or Intelligence deals twice as much damage to objects and structures.
  • Muttsu 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, Muttsu can force the creature hit to make a DC 19 Strength saving throw. On a failure, they are knocked back 40 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 Muttsu 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.

50 Meters In 3 Seconds! Muttsu has 2 reactions per round.

Untraceable Speed. If an action or feature increases any of Muttsu's speeds, it is further increased by 35 feet.

Strong Body. Muttsu will reduce all damage it takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor.

Human Wall. Muttsu has advantage in Constitution saving throws.

Taijutsu Sorcery. Once per turn, Muttsu 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 Weapon Wielder. Any weapon attacks Muttsu makes using a Cursed Tool have their critical hit range increased by 1. Also, if he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of his attack using the same Cursed Tool that he scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional weapon attack if Muttsu would score a natural 20 on the attack roll for the attack.

Cursed Enhanced Body. As long as Muttsu has 1 cursed energy or more, he may add 10 to his Strength, Dexterity, Constitution, Wisdom and Charisma saving throws and his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied).

Cursed Energy Reinforcement. Having been continuously running cursed energy through your body at such an efficient rate, Muttsu 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 Muttsu makes a Strength, Dexterity or Constitution ability check, he may add 7 to it.
  • When calculating his jump distance and height, Muttsu may add his Intelligence score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.
  • Muttsu may add his Intelligence 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 his Intelligence modifier to the final result (already applied). This second instance of adding his Intelligence 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, Muttsu 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 3. 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 40 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 8 rounds.

Legendary Cursed Energy Output. Muttsu's cursed energy output has become so efficient that the power he generates is legendary and his more generalized applications are something that only masters possess. He has enhancements to some of his abilities such as Stronger Cursed Strikes, Durable Cursed Armor, Precise Cursed Weapon Enhancement, Cursed Energy Slash, Cursed Energy Nuke and Cursed Energy Explosion, all already included in their descriptions.

Divine Cursed Energy Output (1 Cursed Energy). Gaining complete and absolute mastery over his cursed energy output enables Muttsu to alter the very capabilities of his jujutsu techniques and abilities. As apart of any feature that uses cursed energy, he can drastically alter its functions as part of the same action he used the feature with. If the feature was a Cursed Energy Attack, the target of his attack or attack rolls has their AC treated as if it had been reduced by 4. If the feature was a Cursed Energy save, he may change the saving throw to another depending on its original save. The changes are the following below:

Original Saving Throw Changed Saving Throw
Strength Dexterity
Dexterity Constitution
Constitution Strength
Wisdom Charisma
Charisma Wisdom

Flawless Fundementals. Muttsu reduces the cost of every feature that costs cursed energy by 14 (already applied). Additionally, as apart of short rest, he can begin to meditate for 30 minutes to replenish his expended energy. This allows him to regain 51 cursed energy after he finishes the short rest.

ACTIONS

Multiattack. Muttsu makes 3 attacks.

Unarmed Strike. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning and 23 (2d12 + 10) psychic damage.

Dragon-Bone. Melee Weapon Attack: +26 to hit, reach 5 ft., one target. Hit: 25 (2d12 + 12) slashing, 14 (2d6 + 7) necrotic and 23 (2d12 + 10) psychic damage. When using Dragon-Bone with two hands instead of one, the necrotic damage becomes 16 (2d8 + 7). Additionally this weapon has the ability of storing the force behind an attack. Each time Muttsu makes an attack with this weapon against a creature, record 1/3rd (rounded up) of the damage and half of any cursed energy spent, which is stored into the blade. Muttsu can only store damage/cursed energy up to 3 times before having to release it as part of making an attack with the weapon. When released his next attack gains an +4 to hit, while dealing additional damage equal to the accumulated damage stored up +xd8 (x being the amount of Cursed Energy stored in the blade.) This additional damage cannot be stored. An attack which releases his stored damage cannot have its damage stored.

Grade 4 Throwing Knife. Ranged Weapon Attack: +23 to hit, range 20/60 ft., one target. Hit: 12 (1d12 + 6) piercing, 9 (1d4 + 7) necrotic and 23 (2d12 + 10) psychic damage.

Exorcise. Muttsu automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower.

Cursed Energy Pressure (1-8 Cursed Energy). Muttsu forces all creatures within 5 ft. times the amount of cursed energy spent to make a Strength saving throw. On a failure, they take (8d6 + 2d6 per cursed energy spent) psychic damage and are knocked prone. On a success, they take half as much and are not knocked prone. Muttsu reduces the cost of this feature by 14, to a minimum of 1.

Clean Cut (1 Cursed Energy). While Muttsu's wielding a melee weapon, he can go in a straight line of 10ft. and cut through all targets within that line. Make a single weapon attack roll against all creatures within the line, with 7 adding to the attack roll. He ends in an unoccupied space within 5 feet from the end of the line. This movement generates no opportunity attacks.

Cursed Energy Slash (1-16 Cursed Energy). While Cursed Energy Weapon Enhancement is active on a weapon that deals slashing damage, Muttsu can produce a huge cursed energy slash. He makes all creatures in a either a 60ft. line, 30 ft cone or a 20ft radius around him make a DC 22 Dexterity saving throw. On a failure, they take the damage of his weapon and the weapons damage dice (37 (8d6 + 2d8) for Dragon-Bone) in psychic damage per cursed energy spent, on a success they take half as much damage. Objects and structures take twice as much damage from this feature. Muttsu reduces the cost of this feature by 14, to a minimum of 1.

Cursed Energy Ray (1-16 Cursed Energy). Muttsu can launch a cursed energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a DC 22 Strength, Dexterity or Constitution saving throw (Muttsu's choice). On a failure, they take (2d6 + 2d6 per cursed energy spent) psychic damage, and half as much on a success. Objects and structures take twice as much damage from this feature. When Muttsu uses the maximum amount of cursed energy on this feature, it becomes a cursed energy nuke. It's rbecomes a 60ft line and explodes in a 30 ft cylinder, dealing an additional 28 damage and deals twelve times as much damage to objects and structures (instead of twice as much) Muttsu reduces the cost of this feature by 14, to a minimum of 1.

Cursed Energy Explosion (1-16 Cursed Energy). Muttsu can release a burst of raw Cursed Energy. Every creature within a 30ft + 10ft per cursed energy spent circle of Muttsu must make a DC 22 Dexterity Save. On a failure they take (2d6 + 2d6 per cursed energy spent) psychic damage and are knocked back to the edges of the circle. On a success they take half as much damage on a success and are not knocked back. Objects and structures take twice as much damage from this feature. Muttsu reduces the cost of this feature by 14, to a minimum of 1.

Defensive Falling Blossom Emotion (1 Cursed Energy). Muttsu will shroud himself in cursed energy for 1 minute. The sure-hit feature of the Domain Expansion is negated. This prevents any Cursed Energy attack rolls from automatically hitting him and prevents him from automatically failing any Cursed Energy saves caused by the Domain Expansion. Muttsu gains a special damage reduction of 126 that applies to the sure hit effect for the duration of this technique. If the damage from the Domain Expansion does not exceed the damage reduction, its damage will be negated and any effects it would apply are negated as well. This feature cannot prevent the effects or damage of anything non-physical, such as a mental attack which does psychic damage.

Offensive Falling Blossom Emotion (1 Cursed Energy). Muttsu can surround himself with cursed energy and prepare to make counterattacks for the next minute.

BONUS ACTIONS

Martial Arts. Whenever Muttsu makes one unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed melee weapon.

Precise Cursed Weapon Enhancement (1-8 Cursed Energy). Muttsu can add to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes 4 extra psychic damage per cursed energy spent. He will also add half the energy spent to the weapon's attack rolls. In addition, when hitting another creature, he may choose to treat any immunity that creature has to his Cursed Weapon Enhancement damage type as resistance. Additionally, Muttsu's Cursed Weapon Enhancement will provide him with a bonus to his AC equal to half the energy spent +1, so long as he is wielding the weapon which has the enhancement applied to it. Whenever Muttsu's attacking with a weapon that's been affected by cursed weapon enhancement, his reach increases by 10ft. He can only use this enhancement again after 1 minute has passed. If used on Dragon-Bone he can instead spend up to 12 Cursed Energy. Muttsu reduces the cost of this feature by 14, to a minimum of 1.

Cursed Blast of Blows (1 Cursed Energy). Immediately after taking the attack action, Muttsu can make three unarmed strikes or melee weapon attacks.

Cursed Patient Defense (1 Cursed Energy). Muttsu can take the dodge action on his turn.

Cursed Wind Step (1 Cursed Energy). Muttsu can take the dash or disengage action on his turn.

Explosive Blow (1 Cursed Energy). Muttsu concentrates on channeling a very condensed portion of his cursed energy into either his limbs or a weapon for 1 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 Muttsu 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 Muttsu lands a melee attack, he may expend 1 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack.

For 1 cursed energy, the melee attack that Muttsu 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 Muttsu's attacks' ability modifier or Intelligence 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 Muttsu's attack’s damage roll instead.

Illuminated Vision (1 Cursed Energy). Muttsu can expand his range of Truesight to 120 feet for 1 minute in initiative, or 1 hour out of initiative.

Untraceable Speed. Muttsu may perform the Dash action or make a Skill Check you are proficient in.

Taijutsu Sorcery. Whenever Muttsu takes the Attack action, he can push, shove or grapple a creature as a bonus action.

Cursed Energy Tracker. Muttsu can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces him to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll a Stealth check, using Charisma instead of Dexterity, against a Perception check from Muttsu. If Muttsu wins, he gains advantage on the saving throw, or the attack roll is made with disadvantage.

Cursed Energy Concealer. Muttsu may Hide, making a Stealth check. For the next 10 minutes, wherever he passes through he will not leave his cursed energy tracks behind carelessly, so any person that tries to track or sense his remains will need to be successful on a contested check against what he rolled +7, if they have any ability or feature that would allow them to track his cursed energy, and if not they can't track him at all.

Cursed Projectiles. When using Cursed Weapon Enhancement, Muttsu can imbue a ranged or thrown weapon, which turns any pieces of ammunition shot from it for the duration into Cursed Projectiles, which also add 7 to the damage instead of any other modifier he would use. When using these Cursed Projectiles, he makes ranged Cursed Energy Attacks instead of what he would normally use to attack with them, and he controls their trajectory while in the air, making attacks with them ignore cover. Additionally, they will stay in the air floating for a 7 rounds, allowing him to keep making attacks with them using a Bonus Action even after being shot until they hit a solid object or target, when they lose this property. Muttsu can only attack with 7 pieces of ammunition this way per turn. A creature in range may attack his Cursed Projectiles to destroy them; they have 1 hit point and 10 AC.

REACTIONS

Energy Defense (1 Cursed Energy). When a melee or ranged attack is being made against him, Muttsu can block it with his weapon and 7 to his AC against that attack.

Cursed Counter. When a creature misses a melee attack against him, Muttsu can make a melee weapon attack against them.

Redirect Energy (1 Cursed Energy). When a ranged cursed energy attack roll hits Muttsu or he's being forced to make a cone or line saving throw, he can redirect the damage with his weapon. Muttsu reduces the damage dealt by one roll of his weapon’s damage die multiplied by 7. If he reduces it to at least half of the original damage or less, as part of the same reaction he can make a melee weapon attack roll against a creature within range. On a hit, they take additional damage equal to the amount reduced.

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

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

Human Wall (7/long rest). Upon hitting 0 hit points, Muttsu rolls a hit die. He regains the amount rolled in hit points.

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

Defensive Falling Blossom Emotion (1 Cursed Energy). When being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, Muttsu uses his Defensive Falling Blossom Emotion.

Offensive Falling Blossom Emotion (Needs to have Offensive Falling Blossom Emotion active). When he receives an attack roll, Muttsu can make one melee weapon attack with an advantage. On a hit, the attack is considered as a critical hit and will deal its damage as psychic damage. Once he has used this technique, he must use an action to prepare it before using this special attack again.

Muttsu has 22 levels in the Jujutsu Sorcerer class.

Six Eyes

Muttsu has the gift granted only to the strongest of the Gojo Clan, the Six Eyes. He will gain the following benefits:

  • Illuminated Vision. Muttsu may not have any penalties for seeing through any thin, light and non rigid object, such as a blindfold, towel, or scarf, allowing him to use it as a way of protecting his eyes from the sheer amount of information they capture.
  • Information Overload. Due to the amount of information his eyes capture, if Muttsu's not wearing any light object to protect his eyes, he will receive 1 level of exhaustion every minute, to a maximum of 3 levels. Additionally, for every exhaustion level he gains like this, the damage die tier of his techniques decreases by 1, and the DC his technique suffers a penalty of -1. If he wears eye protection again, this timer resets after a minute of covering his eyes rather than immediately. Outside of combat, he will only gain one level of exhaustion every hour his eyes are uncovered, with the timer and exhaustion resetting if he wears eye protection for 10 minutes.
  • Cursed Energy Economy. Due to the six eyes, the amount of cursed energy Muttsu spends on his techniques is ridiculously low when compared to an average sorcerer. Every feature that uses Cursed Energy will instead cost 0.1 times its original cost in Cursed Energy (Ex:If a feature costs 5 Cursed Energy, you'd spend 0.50 Cursed Energy.). This reduction does not mean that he can spend more cursed energy on a feature than normal. While wearing eye protection, this reduction is decreased to 0.5 energy spent (rounded down).
  • Amazing Student, Terrible Teacher. Muttsu has disadvantage in any rolls related to teach something to a creature, while on the other hand he has advantage in any rolls related to learning something.
  • Perceptive Eyes. Nothing escapes Muttsu's watch, he will have advantage on all Perception checks. Additionally, he may use the Cursed Energy Tracker feat to, instead of it's normal effects, detect any remains of Cursed Energy in a 240 ft. radius, detecting it even if he can't see it directly. While wearing eye protection, he will no longer have advantage on all perception checks.
  • Legendary Name. The Six Eyes are universally known throughout the jujutsu world as a symbol of ultimate power, and it naturally imposes such reputation over others. When a creature that has heard of the Six Eyes and it's reputation sees Muttsu for the first time, and knows he has the blessing, they must make a DC 22 Wisdom saving throw. On a failure, they are frightened by him, any creature affected that is forced to make a saving throw by them may do it with advantage, and the frightened creature can't concentrate on anything. On a success they don't need to make the saving throw ever again. An affected creature may repeat their saving throw at the end of their turns. Although if the creature's CR is lower than Muttsu's Jujutsu Sorcerer level by a difference of 10 or more, on a failure they can't repeat the saving throw if the are within 120 ft. of him and aware of it, and on a success they are only immune for 24 hours. Muttsu may choose to not affect a creature with this feature.
Favorite Weapon

Muttsu's Dragon-Bone is the one he is most comfortable with and excels when using it. While he is wielding it, it gains the following benefits:

  • It now adds his ability modifier twice for its damage rolls (already included).
  • Once per turn Muttsu can add his proficiency bonus to an attack roll with it again.
  • He has advantage on any checks against being disarmed of this weapon, and creatures have disadvantage on trying to disarm him of it.
  • When a feature that uses said weapon allows him to spend up to a certain amount of cursed energy on it, the amount he can spend increases by half his proficiency bonus (rounded up).
Binding Vows

Cursed Energy Battery: Muttsu has a total of 8 batteries, his sunglasses, their case, Dragon-Bone's sheath, and his 5 throwing knives, with all of them having 206 Cursed Energy stored in them.

Black Flash

When Muttsu 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 either Cursed Weapon Enhancement or Cursed Projectiles, he can choose to land a Black Flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage Muttsu's Black Flash will add onto the damage roll using the table below:

Number Rolled Damage Dealt
1 1 damage
2 6 damage
3 15 damage
4 32 damage
5 56 damage
6 88 damage

In addition, the amount of dice he rolls from a critical with this attack will increase by one additional damage die, and the Black Flash simply does not occur if the attack wouldn’t otherwise hit(such as if negated by an ability or the attack roll isn’t a crit and doesn’t hit the opponent’s AC).

Muttsu's next attack on the same turn will trigger a Black Flash on a Natural 15 or higher, known as a Black Flash DC. For every other Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, beginning at the starting DC.

In The Zone. Muttsu gains the following benefits for a number of minutes equal to the black flashes he hit in the turn; the benefits will last from during the turn he landed the Black Flash until those number of minutes after it:

  • Muttsu completely regain his reverse cursed technique pool, if he were already in the zone upon landing this black flash.
  • If Muttsu have used his domain expansion and become unable to use his cursed technique, he regains the ability to use his cursed technique once again even after In The Zone ends.
  • He receives a +2 to all his ability scores, including their maximums.
  • Muttsu's unarmed strike damage dice tier is increased by 1 (d8>d10>d12>2d6...)
  • Muttsu's cursed energy armor, if any, gives 5 more temporary hit points per cursed spent.
  • Muttsu'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).
Feats

Unique Cursed Energy (Psychic), Six Eyes (Canon).

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untracable Speed, Strong Body, Human Wall, Resilient.

Taijutsu Sorcery, Black Flash.

Cursed Weapon Wielder.

Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer, Dense Cursed Energy.

Cursed Enhanced Body, Cursed Energy Reinforcement, Cursed Energy Slash, Cursed Energy Ray, Cursed Energy Explosion, Improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output, Flawless Fundementals, Cursed Projectiles, Falling Blossom Emotion.

Improved Durability.

This creature uses the Improved Durability rule.

Intellect Over Will

This creature uses the Intellect Over Will rule.


|npc= |misc= |arctic= |coastal= |desert= |forest= |grassland= |hill= |mountain= |swamp= |underdark= |underwater= |urban= }}

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