Noritoshi Kamo (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Noritoshi Kamo[edit]

Medium humanoid (human), lawful neutral


Armor Class 17 (Unarmored Defense)
Hit Points 153 (18d10 + 54)
Speed 50 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 16 (+3)

Saving Throws Dex +8, Cha +7
Skills Acrobatics +8, Athletics +5, Perception +4, Sleight of Hand +8
Senses passive Perception 10
Languages common
Challenge 11 (7,200 XP)


Cursed Energy. Noritoshi has 21 cursed energy he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. While in combat, Noritoshi regains 1 Cursed Energy per turn, up to his maximum. The combat must be one where his life is at risk

Blood Points. Noritoshi has 18 Blood Points stored between 3 blood bags, which he uses for special abilities.

Evasion. When Noritoshi makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on success

Sharpened Shot. Noritoshi gains a +2 bonus to damage rolls he makes using ranged weapons. (already included)

Point Blank Shooter When Noritoshi makes a ranged attack with a ranged weapon while within 5 feet of a hostile creature, he does not gain disadvantage on the attack roll. Noritoshi's Ranged attacks with ranged weapons ignore half cover and three-quarters cover against targets within 30 feet of him.

Flowing Red Scale (3 Cursed Energy). As a Free Action, Noritoshi increases his body temperature, pulse rate, and the number of red blood cells to greatly enhance his physical capabilities. For 1 minute:

  • His movement speed doubles
  • He will gain a +2 bonus do his AC
  • He will gain advantage on Dexterity saving throws and will gain an additional action on his turns, that can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

ACTIONS

Multiattack. Noritoshi can make two attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage.

Cursed Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage and 5 (1d6 + 2) necrotic damage.

Crimson Binding (1 Cursed Energy, 4 Blood Points). Noritoshi pulls blood from the surroundings creating a net that envelops an opponent he chooses within 30ft of him. The target must succeed on a DC 14 Dexterity throw and become restrained. The creature can spend it's action after being restrained to roll a DC 14 Strength saving throw, breaking itself free from the effect on a success.

Slicing Exorcism(5 Cursed Energy, 6 Blood Points). Noritoshi creates a Rotating wheel of blood at high speeds to use as a bladed projectile, that is a 5ft circle. For 1 minute, he can use a bonus action to move the Wheel of Blood to a place within 30ft of it's current location that he can see. When this wheel moves through a creature's space the creature must make a DC 14 Dexterity saving throw. On a failed save the target takes 2d8 Slashing Damage, on a successful save the target takes half as much damage. A creature may be forced to make this saving throw once per round.

Piercing Blood (8 Cursed Energy, 15 Blood Points). Noritoshi focuses blood into a highly pressurized piercing beam that deals massive damage to targets and structures. He pull bloods into his hands and fires it at a target within 60ft of him, making a ranged attack roll with a +6 to hit. On a hit the target receives 7d12 piercing damage.

BONUS ACTIONS

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

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

Cursed Patient Defense (1 Cursed Energy). Noritoshi can take the Dodge action. He also gains advantage in Constitution and Charisma saving throws when he uses the Dodge action granted by this feature, as long as he benefits from the Dodge.

Cursed Wind Step (1 Cursed Energy). Noritoshi can take the dash or disengage action as a bonus action on his turn.

Cursed Weapon Enhancement. Noritoshi can spend up to 3 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.

Convergence. Noritoshi compresses and condenses blood to it's absolute limit for 1 minute. During this technique's duration, whenever he uses one of his cursed techniques he can spend up to 2 additional Cursed Energy (and an equal amount of Blood Points) to enhance the technique's potency. For each Cursed Energy he uses, the technique will receive one additional die of damage or 1 additional turn of duration. Additionally, only while Convergeance is active, Noritoshi can use the following techniques: Piercing Blood.

REACTIONS

Energy Defense (2 Cursed Energy) As a reaction to a melee or ranged attack being made against Noritoshi, he can block it with his weapon and add his Charisma modifier (minimum of 1) to his AC against that attack.

0847fd5316e68fcf359ac5c690df7deb.jpg
Noritoshi wielding his Bow, [1]

Noritoshi Kamo was born into the prestigious Kamo clan, one of the Three Great Families in the jujutsu world. As a son of this influential family, he carries the burden of upholding the clan’s reputation and mastering the powerful Blood Manipulation technique passed down through generations. Noritoshi is intensely dedicated to his family and traditions, and he works hard to prove himself as a worthy heir. As a 2nd-year student at Kyoto Jujutsu High, Noritoshi often goes on missions with fellow Kyoto students, including Mai Zenin and Aoi Todo. His loyalty to the Kyoto school and his family’s values sometimes creates a tension between him and students from Tokyo Jujutsu High, especially during the Kyoto Goodwill Event. Despite his reserved and disciplined nature, Noritoshi comes to respect certain sorcerers outside his circle, particularly Megumi Fushiguro.

Jujutsu Sorcerer.

Noritoshi has 9 levels in the Jujutsu Sorcerer class.

Blood Manipulation

Blood Points. Noritoshi's technique uses Blood Points as a currency alongside Cursed Energy to fuel it's techniques. Noritoshi uses his own blood for the technique, and may gain Blood Points by expending his own hit points, gaining 1 Blood Point per hit point spent. Noritoshi may also use blood from his surroundings to fuel his techniques, up to 10 ft away, gaining an appropriate amount of Blood Points as determined by the DM. Due to the versatility of this technique, all of his techniques that involve manipulating his own blood count as a Lapse technique.

Water Dilution. Noritoshi's mastery over Blood Manipulation is profoundly impacted when submerged in large volumes of water. While he is at least half submerged, he cannot use any of his Cursed Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of blood, preventing it from holding it's shape and making external manipulation impossible. While Submerged, he cannot use the Crimson Binding, Slicing Exorcism, and Convergence for the duration of his submersion or while in heavy rain. If he attempts to do so, he spends cursed energy and blood points as normal but nothing happens.

Cursed Techniques.

When a feature refers to Noritoshi's cursed techniques, it refers to Crimson Binding, Slicing Exorcism, Flowing Red Scale, Convergence and Piercing Blood.

Weapon Master

Noritoshi specializes in the usage of weapons, and has the following features:

Secret Techniques
  • Multi Shot. When using the attack action to make a ranged attack with the weapon, and if Noritoshi has one or more remaining attacks on that turn that he would be able to make with that weapon, he can spend 4 cursed energy to make all of those remaining attacks as part of the initial attack, shooting multiple arrows at the same time. On a hit, the attack will deal the damage of the first and all of the remaining arrows, but each will be a different instance of damage. These additional arrows can't benefit from damage increases to this attack except for Cursed Weapon Enhancement.
  • Firm Shot. Noritoshi can sacrifice half of his movement speed to ignore disadvantage by long range for the rest of his turn. Additionally, by sacrificing all of his movement speed, he can give himself advantage to one ranged weapon attack.
  • Disarming Attack For 2 cursed energy when he hits a creature with an attack with a weapon, he can force them to make an Athletics or Acrobatics (target's choice) check against his attack roll. On a failure, he can disarm them of one object they are holding.

Feats.

Strong Body, Resilient

Taijutsu Sorcery

Cursed Projectiles

Improved Durability.

This creature uses the Improved Durability rule.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png