NPC Template (Jujutsu Kaisen Supplement)

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Jujutsu[edit]

Medium humanoid (human),


Armor Class 10+dex+cha (Unarmored Defense)
Hit Points (2x level d8 +2 X level X con)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 14 (+2) 9 (-1) 20 (+5)

Saving Throws Dex +4, Cha +7
Skills Acrobatics +4, Athletics +2
Senses passive Perception wis +prof+10
Languages common
Challenge how strong you think the sheet is ( XP)


Cursed Energy. Jujutsu has X(twice level +cha) cursed energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Remember to calculate immense and overflowing if you're adding them

Feature Name. A description of what it does, ability scores should be written as follows Strength for strength, Dexterity for dexterity and so on. Condition should be written as poisoned and finally skills like stealth or acrobatics should be written as Stealth.

Evasion/Brawn/Endurance/Discernment/Intuition. When Jujutsu makes a Dexterity, Strength, Constitution, Intelligence or Wisdom saving throw, he takes half as much damage on a failure and no damage on success

Cursed Armor. Jujutsu can spend up to cha modifier cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute if the character is level 11 or above then this is 10. Jujutsu can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0 (No action required). Jujutsu gains damage resistance to innate technique cursed armor damage resistances while cursed armor is active.

Cursed Strikes. Jujutsu can spend up to prof bonus cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes.

ACTIONS

Multiattack. Jujutsu can make two attacks. The number of attacks depends on the level, extra attack at level 5 and extra attack again at level 17

Unarmed Strike. Melee Weapon Attack: +X(prof+dex/str) to hit, reach 5 ft., one target. Hit: X (martial arts die and bonuses + Dex/str) bludgeoning damage + X(curse empowered strikes) necrotic damage.

Melee Cursed Tool name. Melee Weapon Attack: +X(prof+dex/str+weapon hit bonus) to hit, range 5ft., one target. Hit: X (Weapon damage die and bonuses +dex/str) damage type damage and X (curse empowered strikes + weapon necrotic damage +cha) necrotic damage.

Ranged Cursed Tool name. Ranged Weapon Attack: +X(prof+dex/str+weapon hit bonus) to hit, range X/Y ft., one target. Hit: X (Weapon damage die and bonuses +dex/str) damage type damage and X (curse empowered strikes + weapon necrotic damage +cha) necrotic damage.

Cursed technique (X Cursed Energy). Description of what the technique does, its range and the save it forces a player to make. Example: the piercing blood forces all creatures in a 120ft. by 5ft. line to make a DC X(8+prof+cha) Dexterity saving throw or take insert damage here damage type, on success they take half damage and they aren't insert condition here.

Revealing Hand. While Jujutsu is within 40 ft. of a creature that can hear him, he can explain how his cursed technique works. After Jujutsu explains it, his cursed technique features will gain the following benefits when used against creatures who heard it:

  • Their cursed technique dice will be increased by 1.
  • Their cursed technique attack rolls will add their proficiency bonus an additional time.
  • Their cursed technique cost will be reduced by 1.
  • Their cursed energy dc is increased by their Charisma modifier.

Kaisen (CR of the shikigami cursed energy). Jujutsu summons Kaisen

New Shadow Style: Simple Domain (5 Cursed Energy). Jujutsu surrounds himself with a 15 ft. barrier for 1 minute. The circle has X(prof X refinement points) hitpoints. Any cursed techniques or spells that target him or targets an area that overlaps with his simple domain, will now target the barrier instead, reducing its hit points by the damage it would cause. To use this technique, Jujutsu must remain still without moving and must maintain concentration as if he was concentrating on a spell (If the character has vowless simple domain they can move). If he is in a Domain Expansion then he negates it's sure-hit effect on himself and any other people inside the area, as it only affects the barrier. Jujutsu's refinement for his Simple Domain is X. The circle has a damage threshold of X(prof X 1/4 X refinement points).

Domain Expansion: Benevolent Shrine (15 cursed energy if incomplete 30 if complete remember to change the action cost and cursed energy cost based on refinement). Jujutsu opens his domain expansion as a full turn action.

BONUS ACTIONS

Martial Arts. Whenever Jujutsu makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, Jujutsu can make two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). Jujutsu can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). Jujutsu can take the dash or disengage action as a bonus action on his turn, and your jump distance is doubled until the end of your turn.

Remember to reduce these costs to 1 if the character is using Kyoto

Cursed Weapon Enhancement. Jujutsu can spend up to prof cursed energy to add to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent. He can only use this enhancement again after 1 minute has passed.

REACTIONS

New Shadow Style: Simple Domain. In response to a cursed energy attack roll or saving throw, spell or domain expansion opening Jujutsu uses his Simple domain feature.

Domain Expansion: Benevolent Shrine. In response to a domain opening Jujutsu opens his own to clash.

image-2025-01-04-155116059.png
Description and put source here

Domain Expansion: Benevolent Shrine

Flavour text about what it looks like blah blah blah. (Jujutsu may expand his domain in a space that is equal to or smaller than 90ft. in radius. While in his Domain attacks with his cursed technique will have advantage and saving throws made by creatures against these attacks will have disadvantage.) This is for Incomplete domains

Then explain what the domain does in terms of forcing saving throws and dealing damage, go to the domain page for ideas.

Refiniment Points

Jujutsu's domain refinement points are x.

Domain Durability. His domain has X(10 X cha + refinement points) hit points. If they have 800 refinement or more the bonus from refinement is doubled for this

Technique Efficiency. While inside his domain, Jujutsu may use their Lapse techniques for 0 Cursed Energy.

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

Domain Amplification. As an Action for 5 Cursed Energy, Jujutsu 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, offensive technique, or spell that affects him, and him can bypass barriers such as infinity. In addition, Jujutsu cannot use his Innate Technique unless he dismisses Domain Amplification as a bonus Action. Even if Jujutsu dismisses it, for the next 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 or with a cost of 10 or more cursed energy before reductions if the user has 51 or more higher refinement than Jujutsu. If they are within 50 refinement of Jujutsu , he has resistance to their technique, and if they have 51 or less refinement than Jujutsu, he is immune to their techniques even if they use Maximum Output. Jujutsu may use Domain Amplification while his Domain Expansion is active Only if they have OIAB feat

0.2 Domain Expansion. As a part of opening his Domain Jujutsu may choose to have 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 opening his domain this way, all creatures will be targeted by its effects and any effects that would happen at the beginning of any creature's turn now instead happen as soon as the domain is opened in this way.

Efficient Expansions. Jujutsu's Domain Expansion cost is reduced by 10 (Not applied for this example but do apply it in your sheets) and he only gains 1 level of exhaustion after his domain ends.

Durable Barrier. Jujutsu's Domain gains immunity to all non-magical damage from both sides, but remains resistant to all damage from the inside and vulnerable to all damage from the outside.

Domain Superiority. The refinement thresholds which determine how long it takes Jujutsu's domain to destroy another domain in a clash are halved.

Mastered Domain. The cost of Jujutsu's Domain is reduced by prof bonus (already added). The Action cost of any of Jujutsu's techniques used within the Domain are reduced by 1. Jujutsu's domain also lasts for 3 minutes.

Barrier Properties

  • Barrier Resistance. As part of expanding his Domain, Jujutsu can choose to make the barrier vulnerable to all damage from the inside and resistant to all damage from the outside. He also may spend an additional 5 Cursed Energy while expanding his domain to make both sides of the barrier have no vulnerabilities or immunities. This feature cannot be used by a Barrierless Domain.
  • Barrier Movement. At the beginning of his turn while his Domain Expansion is active, he may choose to move the domain up to 120 feet in any direction. The relative positions of the creatures inside the domain do not change due to the movement. This feature cannot be used by a Barrierless domain.
  • Barrier Enlargement. As a Bonus Action while his domain is active, Jujutsu can spend up to 10 Cursed energy, increasing his domain's radius by 20 feet per point spent. He may choose whether creatures that would be caught by the new radius are pushed to the new edge of the domain or enter the domain. While enlarged this way, the maximum and current hit points of the barrier are reduced by three times the amount of feet the range increased. This lasts until the end of the domain or until the range is changed again by another feature. This feature cannot be used by a Barrierless domain.
  • Barrier Compression. As a Bonus Action for 5 Cursed energy, Jujutsu can compress his domain, making the outside become a small circle of 5 ft. The inside of the domain will remain the same size. While compressed in this way his barrier gains a damage reduction equal to 300. If this feature is used on a Barrierless domain damage his domain would deal is increased by 150. This lasts until the end of the domain.

Jujutsu Sorcerer.

Jujutsu has X levels in the Jujutsu Sorcerer class.

Tokyo Jujutsu High

Design Note: These features are applied to the stablock and their costs and damage dice have been changed accordingly

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

At the end of a short rest or long rest, Jujutsu may reallocate his enhancements.

Specialized Technique

Design Note: This feature is applied to the statblock

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

Increased Damage Output. Its damage dice number will increase by 10.

Increased Reach. Its range will increase by 30 feet.

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

Cursed Techniques.

When a feature refers to Jujutsu's cursed techniques, it refers to list all abilities and extensions of your character's CT.

Jujutsu's Binding Vows.

Cursed Energy Battery

put binding vows here and link like the one above

Feats. Feats go here and again link correctly

Basic Barrier, New Shadow Style: Simple Domain, Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy.

Cursed Energy Manipulator.x2

Shikigami Summon.x2

Improved Durability.

This creature uses the Improved Durability rule.

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Kaisen[edit]

Gargantuan monstrosity (shikigami), unaligned


Armor Class 20 (natural armor)
Hit Points 391 (27d20 + 108)
Speed 60 ft.


STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 20 (+5)

Saving Throws Str +14, Dex +10, Con +10, Cha +11
Skills Perception +8, Stealth +10, Survival +8
Proficiency Bonus +6
Damage Immunities cold
Senses passive Perception 18
Languages understands it's master's langueages, but can't speak.


Cursed Energy. The Winter Wolf has 55 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Improved Cursed Energy Recovery. The Winter Wolf regains 3 cursed energy at the beginning of it's turns.

Invisible Force. The Winter Wolf is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see the Shikigami.

Keen Hearing and Smell. The Winter Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Winter Wolf has advantage on an attack roll against a creature if at least one of the Shikigami's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Ice Nature. The Winter Wolf does not suffer from any conditions caused by snow, ice, cold or blizzards, such as illnesses, difficult terrain, exhaustion, or obstruced sight. It also has advantage on Dexterity (Stealth) checks made to hide in snowy terrain, and has a blindsight of 120 ft. as long as it is in this type of environment. The Ice Wolf may grant these benefits to it's master as long as they are within 30 ft. of each other.

Regeneration. The Winter Wolf regains 20 hit points at the beginning of it's turns as long as it still has cursed energy and at least 1 hit point.

Snow Storm. When the Winter Wolf is reduced to 200 hit points, a strong blizzard is formed around it in a 120 ft. radius, blocking any creatures inside it sight's to the point they can no longer see further than 30 ft. away. This blizzard counts as cold environment for the Winter Wolf's Ice Nature feature.

ACTIONS

Multiattack. The Ice Wolf makes one Bite and two Claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 31 (4d12+8) piercing damage and 10 (2d10) cold damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d12+8) slashing damage and 10 (2d10) cold damage.

Frost Ring (5 Cursed Energy). The Winter Wolf creates a thin layer of ice on the ground around it in a 30 ft. radius, which then erupts upwards to trap creatures. Every creature that the Ice Wolf chooses in the area must make a DC 18 Strength saving throw, suffering 28 (7d8) cold damage and being restrained on a failure, or only half as much damage on a success. The creature may repeat the saving throw at the end of it's turns, ending the condition on a success.

Frost Charge (7 Cursed Energy). The Winter Wolf doubles it's movement speed and runs in a straight line. Each creature that the Ice Wolf enters the space of during this dash must make a DC 18 Dexterity saving throw, receving 5 (1d8) bludgeoning damage and 5 (1d8) cold damage for every 10 ft. the Ice Wolf travelled before hitting them.

Cold Breath (15 Cursed Energy). The Winter Wolf exhales a blast of freezing wind in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 80 (20d8) cold damage on a failed save, or half as much damage on a successful one.

Ice Rain (10 Cursed Energy). The Winter Wolf howls in an echo, creating sharp ice fragments from the sky at various points. Each creature in a 60 ft. radius chosen by the Ice Wolf must succeed on a DC 18 Dexterity saving throw, taking 8 (2d8) piercing damage and 15 (5d6) cold damage on a failure or half as much on a success,

BONUS ACTIONS

Cold Wind (3 Cursed Energy). The Winter Wolf takes the Disengage or the Dodge Action. If it is in an environment as described in the Ice Nature feature, it does so without expending cursed energy.

LEGENDARY ACTIONS

The 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.

Swift Movement. The Winter Wolf moves up to it's movement speed.

Claw. The Winter Wolf makes a Claw attack.

Frost Charge. The Winter Wolf uses it's Frost Charge.

image-2025-01-04-155458016.png
The Winter Wolf Shikigami, standing above an artic valley watching the aurora borealis.

The Winter Wolf shikigami is a white, towering wolf, that appears to be made out of ice and snow. It is non-hostile towards humans, and it wanders cold places with the natural instinct to protect such environments.

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