Naoya Zenin (Jujutsu Kaisen Supplement)
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Naoya Zenin[edit]
Medium humanoid (Human), neutral evil Armor Class 21 (unarmored defense)
Saving Throws Dex +13, Cha +11 Cursed Energy. Naoya has 64 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. Naoya regains 1 cursed energy at the beginning of each of his turns. Evasion/Discernment/Intuition. When Noaya is subjected to an effect that allows him to make a Dexterity , Intelligence , or Wisdom saving throw to only take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Cursed Armor. For an amount of Cursed Energy up to 5 and no action required, Naoya surrounds himself with cursed energy for one minute. He gains temporary hit points equal to the amount of Cursed Energy spent times 20 for the duration. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. If Naoya is unable to use actions for any reason, he cannot use this feature. Curse-Empowered Strikes. Naoya's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included). Taijutsu Sorcery. Once per turn, Naoya can make an unarmed strike with advantage. If he already had advantage on an unarmed strike, he raises the critical hit range for the attack by 1. 50 Meters In 3 Seconds! Naoya has two reactions per round. Acrobatic Fighter. Whenever Naoya makes an unarmed strike while within 5 ft. of a solid surface or another object like a pole, he may use it to leverage a powerful attack against his opponent, dealing an additional damage die of his unarmed strike on a hit. If there are not any solid surfaces, Naoya may use half of his movement speed to drop to the ground on his hands, extending his legs up and making a powerful kick. Also, once per turn, whenever Naoya falls onto a creature, he can make a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature. Untraceable Speed(6/round). Whenever Naoya takes a reaction, he may move up to 100 feet as a part of the reaction. This movement cannot be used to exit domains. Strong Body. Naoya reduces all non-magic damage he takes but psychic by 3. ACTIONSMultiattack. Naoya makes three attacks. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 6) bludgeoning damage and 6 (1d12) necrotic damage. BONUS ACTIONSMartial Arts. When Naoya uses his action to make an unarmed strike, as a bonus action he can make another one or a one-handed weapon attack. Cursed Blast of Blows (3 Cursed Energy). After taking the Attack action on his turn, Naoya can perform two unarmed strikes as a bonus action. Cursed Patient Defense (3 Cursed Energy). Naoya can take the Dodge action as a bonus action on his turn. Cursed Wind Step (3 Cursed Energy). Naoya can Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of his turn. Projection Sorcery (2 Cursed Energy). Naoya's cursed technique him the possibility to divide 1 second into 24 frames that make him move faster, the benefits will be listed seperately due to it's complexity. Untraceable Speed. Naoya can take the dash action or make a skill check on a skill he is proficient in. REACTIONSTaijutsu Sorcery. After taking the Attack Action on his turn, Naoya may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks, and if a creature rolls a Nat 1 on a melee attack against him he may make 1 Melee attack against a creature within range.
Improved 24 FPS Rule. While his cursed technique is active, Naoya can use the "24 FPS Rule" as a reaction against being targeted by a melee attack. The creature will make the attack roll with disadvantage, if it misses him the creature will fall under the effects of the 24 FPS Rule having to make the Intelligence saving throw and on a failure, they are stuck in a frame as per the 24 FPS rule. Additionally, as a reaction to being targeted by a ranged attack roll or being forced to make a saving throw against something Naoya can touch, he may cause the attack to be rolled at disadvantage or the save to be rolled at advantage. If the attack misses or Naoya can pass the save, the attack is trapped in frames and has no effect on him. |
Projection Sorcery. The following features more detail on Naoya's cursed technique. Projection Sorcery. Naoya's walking speed increases by 190 ft. and he will gain an additional attack on his Attack Action, addtionally Naoya can take one additional bonus action that can only be used to take the dash, disengage, or dodge actions. Also, he will gain advantage when making Dexterity checks or saving throws. He will gain +40 ft to his movement to each round he keeps the cursed technique active. While it is active Naoya can only move in straight lines and only change directions up to 6 times, should he break either Naoya falls under the 24 FPS Rule. Naoya must spend 1 Cursed Energy at the beginning of his turns to keep this cursed technique active. In addition, while under the effects of projection sorcery, Naoya will 6 gain additonal reactions, and once per turn on his turn Naoya may use the Ready action no action required. When he decides to ready an action in this way the readied action may interrupt the trigger when he uses it, potentially causing the trigger to fail or not complete in some way. Momentum Damage. For every 10ft. Naoya moves while this technique is active, his next melee weapon attack or unarmed strike deals 5 additional force damage. The damage cannot be applied a number of times higher 30 to the same attack. While Naoya's cursed technique is active, when he hits an unarmed strike on a creature he may choose to deal no damage by spending 4 Cursed Energy. The creature hit is forced to make an Intelligence saving throw. On a failure they are stuck in one frame of animation, making them become paralyzed until the beginning of Naoya's next turn. On a success, nothing happens. While being affected by the 24 FPS Rule, the creature will count as an object with its size and will be a mere panel of animation. Naoya or another creature may hold said panel of animation, weighing absolutely nothing. A creature has disadvantage on this save if their passive Wisdom (Perception) is less than 19. The creature loses its paralyzed condition early if it takes damage from an outside source, which will treat immunity as resistance and resistance as normal. In addition, Naoya's Momentum Damage is increased by half of its original value (rounded down) against creatures in frames. Consecutive Air Frames. While Naoya's cursed technique is active when he makes an unarmed strike he can spend up to 6 cursed energy to increase the strike reach by 10ft for every cursed energy spent, when used this way, his unarmed strikes damage type changes to force damage and still benefit from the Momentum Damage feature. Additionally, Naoya's unarmed strikes damage affect creatures within a radius of the target equal to 5ft for every cursed energy spent. He cannot use the 24 FPS feature alongside this and cannot use the Black Flash feat. Jujutsu Sorcerer. Naoya has 18 levels in the Jujutsu Sorcerer class.
Naoya 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.
At the end of a short rest or long rest, Yuta may reallocate his enhancements.
One of Naoya's cursed techniques will gain all of the following benefits:
Cursed Techniques. When a feature refers to Naoya's cursed techniques, it refers to Projection Sorcery, Acceleration, 24 FPS Rule, Improved 24 FPS Rule, and Consecutive Air Frames.
Strong Body, 50 Meters in 3 Seconds!, Untraceable Speed Cursed Martial Artist, Taijutsu Sorcery, Acrobatic Fighter Negative Flow, Immense Cursed Energy, Overflowing Cursed Energy
This creature uses the Improved Durability rule. |
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