Possesed by Ryomen Sukuna (Jujutsu Kaisen Supplement)

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Design Note: Meant to be used with the Bounded Accuracy Enforcement rule. It still works otherwise but it actively cannot be properly attacked even by foes that are getting the same boosts.

Possessed by Ryomen Sukuna[edit]

Prerequisite

Eating A Sukuna finger as a non-cursed spirit, then giving control of your body, willingly or not, to the fragment consumed. For example, if a creature consumes a sukuna finger then is tricked into making a binding vow with Sukuna, then Sukuna can take control of their body under the terms of that binding vow. This template no longer applies if sukuna does not have control over that body anymore.

Statistics[edit]

Abilities.

The creature's wisdom becomes 16, as does its intelligence. Its charisma becomes a 26+2 per finger consumed by the creature. Its strength, dexterity, and constitution are all increased by 2 per finger consumed the creature. Furthermore, the creature's walking speed becomes 20 feet higher per finger consumed. Lastly, they gain certain abilities depending on how many fingers they have consumed.

-1+ Fingers: Every one of the creature's actions which costs cursed energy can be imbued with additional cursed energy equal to the number of fingers they have consumed.

-15+ Fingers: The creature's actions which cost cursed energy now have double the range and double the dimensions for their areas of effect, when applicable.

Furthermore, the creature now has 29 hit dice unless it already had more, and its maximum hit points change accordingly. As well, the creatures proficiency bonus becomes a +9.

Languages Common, if not a language the creature already has.

Skills Athletics Expertise, Deception Expertise, and Acrobatics Expertise.

Saving Throws The creature becomes proficient in Constitution, Dexterity, and Charisma saving throws, if it is not already.

Alignment The creature's alignment becomes Chaotic Evil.

Traits[edit]

Unarmored Movement Whenever the creature is not wearing armor mor wielding a shield, , the creature's speeds increase by 135 feet.

Super Immense Cursed Energy. The creature has 202 Cursed energy, +8 for every finger the creature consumes (Due to the Charisma Increase). Any cursed energy the creature uses is unavailable until they take a long rest. (Due to the One in a Billion feat, the creature recovers half of this cursed energy whenever it takes a short rest.)

Curse Enhanced Body. When the creature makes a saving throw, they can spend up to their charisma modifier cursed energy as a reaction and add the number spent to the saving throw.

Tokyo School The creature gains all features that they don't already have of the tokyo school.

Kyoto School The creature gains all features that they don't already have of the kyoto school.

The creature has its favorite technique and distance enhancement on Open, its power enhancement on Cleave, and its cursed energy economy on Dismantle. Furthermore, unless sukuna already learned world slash, the creature does not gain the world slash feature until sukuna learns it. When sukuna learns it, the creature’s favorite technique becomes the world slash.


Unarmored Defense The creature has an armor class of 10 plus its dexterity modifier plus its charisma modifier while it is not wearing armor or wielding a shield.

Curse Empowered Strikes. All of the creature's attacks and actions are considered magical for the purposes of overcoming resistances and immunities to non-magical damage. Additionally, the creatue can spend up to 9 cursed energy when he lands a melee weapon attack with a unarmed strike, dealing an additional 1d12 necrotic damage per cursed energy spent. Lastly, the creature's unarmed strikes deal an additional 2d12 necrotic damage at base(accounted for the creature's actions given below).

Reactive The creature can take 2 reactions for every turn in combat, rather than one per round.

Feats The creature gains the following feats if it does not have them already, not gaining any further ability score increases if the feats grant them: One in a Billion, Dense Curse Energy, Cursed Energy Manipulator(3 times if applicable), Improved Cursed Energy Output, Immense Cursed Energy(Does not apply its increase), Curse Enhanced Body(cannot use its save bonus), Reverse Cursed Technique, Improved Reverse Cursed Technique, Cursed Object Creator(must be sukuna fingers), Cursed Reinforcement, Cursed Object Transformation(must be sukuna fingers), Cursed Energy Slash, Cursed Energy Ray, Cursed Projectiles, Mind Games, Chanting, Strong Body, and Cursed Technique Reversal.

They also gain the following epic feats if they do not already have them:

Bloodthirsty, Immortality, and Cursed Energy Lord


Design Note: Cursed Technique Reversal is mostly optional, but there is no real reason he couldn't perform it, he simply never had a reason to

Fallen Angel The creature gains all features of the Fallen Angel subclass of jujutsu sorcerer, other than the Perfect Form feature. Their domain refinement for malevolent shrine is 1000.

Hyperspeed Cursed Energy Regeneration At the start of each of its turns in a combat where the creature's life is at risk, they regain an amount of cursed energy equal to their charisma modifier(minimum of 3). Additionally, outside of combat, they recover 1 cursed energy per minute of light activity.

Divine Speed Creatures that do not have this feature cannot react to the creature's movement or actions, and they can react to the movement and actions of creatures who are normally too fast to react to (such as a heavenly restriction user with speed of light). Epic monsters may count as having this feature even if they normally wouldn’t, as determined by the DM.

This trait only applies if the creature consumed 3 or more Sukuna fingers.

Innovation The creature can modify its cursed techniques in the following ways.

Eternal Technique

When you use a cursed technique with a duration beyond instantaneous, you can spend 10 additional cursed energy for its duration to increase by one tier for that use. One round to 1 minute, 1 minute to 10 minutes, 10 minutes to 1 hour, 1 hour to 8 hours, 8 hours to 24 hours.


200% Technique

When the creature uses a cursed technique, they can spend 20 additional cursed energy to optimize the power of the cursed technique to its absolute limit. If this cursed technique doesn’t deal damage, but forces a saving throw, any creature of their choice rolls thrice on its saving throw against this use of the technique and takes the lowest result, unless they already have advantage or disadvantage. If they have advantage, they have disadvantage instead, and if they already have disadvantage, they roll four times and take the lowest result. If it deals damage, but lacks an attack roll, they can automatically deal the maximum possible damage for that use of the technique instead of rolling. If the technique has an attack roll, they automatically roll a natural 20 on all attack rolls for that use of the technique. This cannot be applied to domain expansions.


Restrained Technique

When the creature uses a technique, they can spend 5 additional cursed energy to restrain their technique. They choose a number of creatures or objects of their choice up to 9. Those creatures and objects are unaffected by this use of the technique. If used on a domain expansion, they can instead choose a number of creatures to be affected by the domain equal 9. Other creatures will instead be pushed into the closest unoccupied space to their location outside of the area of the domain.

Speed of Light Chanting. Once per short rest, they can use a technique as a free action instead of as an action or bonus action. If they wish to use this trait again, they can do so, spending an additional 20 cursed energy to be able to use it again. This additional cursed energy cost cannot be reduced.

Actions[edit]

Unarmed Strike Charisma or Strength Modifier(whichever is higher)+9 to hit, 5 feet of reach, melee weapon attack. 4d12+Charisma or Strength modifier magical bludgeoning damage plus 2d12 Necrotic damage on a hit.


Design Note: For example, a 20 finger vessel for sukuna would have a 66 charisma score, so a modifier of +28. This would give them a +37 to hit, and a 4d12+28+2d12 damage roll

Attack When the creature takes the attack action, the creature can make 3 attacks instead of 1, unless it could already make more than 3. This can be further increased by features, including those the creature gains from being possesed.

CR Calculation[edit]

The creature's CR becomes 30.


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