Ryomen Sukuna (Jujutsu Kaisen Supplement)

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Ryomen Sukuna[edit]

Large humanoid (human), chaotic evil


Armor Class 35 (Unarmored Defense)
Hit Points 1620 (60d10+1290)
Speed 205 ft


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 22 (+6) 22 (+6) 30 (+10)

Saving Throws Str +19, Dex +19, Con +19, Cha +19
Skills Acrobatics +28, Arcana +24, Athletics +28, Deception +28, History +24, Intimidation +28, Medicine +15, Perception +24, Persuasion +19
Proficiency Bonus +9
Damage Resistances poison
Senses passive Perception 34
Languages
Challenge 30 (155,000 XP)


Cursed Energy. Sukuna has 310 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a short or long rest.

Enhanced Cursed Energy Regeneration. Sukuna regains 5 cursed energy at the beginning of his turns. He will also gain 1 Cursed Energy per minute outside of combat and doing light activity.

Blessing of The Twin. Sukuna has advantage on Intimidation and Perception checks. In addition, he may use Chanting as a Free Action and Complex Chanting as an Action.

Additionally, his extra appendages grant him the following bonuses:

  • Sukuna gains an additional Bonus Action on his turn that may only be used to grapple or shove a creature.
  • When Sukuna takes the Attack action on his turn, he can make an additional attack as a part of the action. This additional attack can only be a melee attack or a cursed technique feature.
  • When Sukuna uses his cursed technique, he can choose to reduce its action cost by 1. (Ex. Full Round Action -> Action -> Bonus Action -> Free Action) If this would reduce the action cost of a reaction you gain 1 additional reaction only for using said reaction.

Sukuna's Fingers. Sukuna's Fingers are all the Special Grade Cursed Objects that make up Sukuna's soul. These fingers greatly affect his Cursed Energy Reserves and Output. For the purposes of his Cursed Technique that scale with level, his level is treated as being equal to the number of fingers he has consumed. Additionally, each finger adds 5 to his max Cursed Energy.

Design Note: This sheet is being calculated as if Sukuna has ingested 20 fingers. Feel free to scale for yourself accordingly. In addition, he does not have the benefits of Blessing of the Twin while he is not in his real body as all of the benefits granted by this come from his extra appendages.

Almost a Doctor. Whenever Sukuna makes a Medicine check to stabilize someone and succeed, the creature regains 1 hit point.

Cursed Armor. Sukuna can spend up to 11 cursed energy to give himself temporary hit points equal to the cursed energy spent times 20 for 1 minute. Sukuna can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0 (No action required). Sukuna gains damage resistance to 4 damage types that aren't Necrotic or Radiant when this armor is used. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to yourself using Cursed Armor. You gain 18 temporary hit points at the beginning of your turns while your cursed armor is active.

Cursed Strikes. Sukuna can spend up to 10 cursed energy when making an Unarmed Strike in order to add 2d8 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. Sukuna's cursed strikes also deal an additional 11 damage. This bonus can be doubled by spending 4 Cursed Energy.

Curse-Empowered Strikes. Sukuna's Unarmed strikes and attacks with weapons are considered magical for the purposes of overcoming resistances, and deal 2d12 extra necrotic damage (already included).

Brawn/Evasion/Endurance Whenever Sukuna makes a Strength, Dexterity or Constitution saving throw, they take half as much damage on a failure and no damage on a success.

Otherwordly Efficiency. Every time Sukuna spends cursed energy in a feature it counts as if he has spent twice as much, however the maximum amount he can reach remains the same. Additionally, Sukuna reduces all cursed energy he spends by 9 (to a minimum of 1).

Perfect Body. Sukuna is immune to disease and whenever he would make a Constitution saving throw or check he can spend 1 Cursed Energy to give himself advantage on the roll.

Dismantle Maneuvers. Sukuna can execute the following Dismantle Maneuver:

  • False Slash. Whenever you cast dismantle you can choose to make it miss to gain advantage on the next two melee attacks on your turn.
  • Hand of Slashing. As a free action for 4 cursed energy, Sukuna coats his hands in small slashes until the beginning of his next turn. For the duration, once per round he may try to grab a melee weapon attack that was made against him. The attack roll is reduced by 5, if it is smaller than 27 he simply grabs the attack, negating it completely and ending their attack or multiattack action.

Beyond Their Limit. Whenever Sukuna makes a creature regain hit points with reverse cursed technique, he may spend 5 additional Cursed Energy to make said creature feel a surge of energy in their bodies. They will gain the following benefits for 1 minute:

  • Their movement speed increases by 10ft.
  • They can do an extra bonus action.
  • They will gain resistance to all damage but psychic.
  • Their damage rolls will always count as if they have spent the maximum amount of cursed energy on Improved Output.

After the sudden surge ends, they must make a DC 25 Constitution saving throw. On a failure their body will suffer backlash from the energy gained, making them gain 5 levels of exhaustion. On a success, their body does not suffer as much but will still receive 1 level of exhaustion.

Master of Manipulation. When Sukuna uses any features that use cursed energy, he may choose for their action cost to be reduced by 1(full round action->action->bonus action->free action->he gains one additional free action just for using said feature). If this would reduce the action cost of a reaction, he gains 1 additional reaction only for using said reaction. Additionally, Sukuna can spend up to 10 cursed energy whenever he's using a cursed energy feature that's not a cursed technique to increase its DC by the amount spent.

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

120% Technique. As part of using a technique, Sukuna may spend an extra amount of cursed energy equal to ⅕ (rounded down) of its original cost before reductions. This makes the technique more powerful and it will deal more damage dice equal to ⅕ (rounded down) of the original damage dice of the technique.

50 Meters In 3 Seconds! Sukuna has two reactions per round.

Untraceable Speed(9/round). Whenever Sukuna 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. Sukuna reduces all non-magic damage he takes but psychic by 10. This also affects magical damage if he is using cursed armor.

Taijutsu Sorcery. Once per turn, Sukuna can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1.

Acrobatic Fighter. Whenever Sukuna 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, Sukuna 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 Sukuna falls onto a creature, he can make a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature.

Additionally, Sukuna may spend 1 minute talking to a creature who can understand what he says. He can make a Charisma (Persuasion), or Charisma (Deception) check contested by the creature’s Wisdom (Insight) check, in an attempt to make a creature agree to something unintentionally, such that he can force them into a binding vow. The target automatically succeeds if he or his companions are fighting them. If his check succeeds, work with your DM to establish a binding vow appropriate for the situation in which he forced his target to agree to unintentionally. If his check fails, his target is aware of his tactics, and may become hostile, or seek revenge. Once you use this feat on a target and fail, you can’t use it again on the same target for as long as they remember the event.

Overpowering Cursed Energy. When someone tries to track or feel Sukuna’s Cursed Energy, they must roll a DC 27 Wisdom saving throw. On a success, they feel his Cursed Energy but are not shaken by it. On a failure, they are frightened for 1 minute and receive the following detriments:

  • Their ability checks, saving throws, attack rolls, spell save DCs, maneuver save DCs, and Cursed Energy save DCs are reduced by 5.
  • Their focus on their abilities is lost. They cannot concentrate.
  • Sukuna’s powers make them become paralyzed in fear. They have disadvantage on his saving throws, and he has advantage on saving throws against their features.

A creature remakes this saving throw at the end of each of their turns. Creatures who are level 30 make this saving throw with advantage. Creatures who are level 27 or below make this saving throw with disadvantage. Once a creature passes this saving throw, they become immune to it for 24 hours.

When Sukuna rolls initiative, he can choose any number of creatures within 180 feet of him, or that can see him. They must make the Wisdom saving throw as though they tried to track him or feel his Cursed Energy.

Cursed Energy Tracker. Sukuna may make a Perception check (no action required), adding a +10 to said check to see if there are any remains of cursed energy in a 240 feet radius, and if he succeeds he knows exactly who the energy is from. In case he does not know who the person is, then he can only track down where the cursed energy trail leads him to. The DC is equal to the cursed energy DC of the creature Sukuna is trying to track.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Sukuna can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:

  • The feature’s number of damage dice increases by 5.
  • The feature’s range increases by 5 times 6 in feet.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 6 rounds.

Legendary Cursed Energy Output. If Sukuna uses the Improved Cursed Energy Output and uses either Maximum Output or Chanting on a feature, its total cursed energy cost will now be reduced by 15. This cursed energy reduction does not apply for the purposes of the One In A Billion feat.

Divine Cursed Energy Output. As a part of any feature that uses cursed energy, Sukuna can expend 8 cursed energy to drastically alter its functions as part of the same action he uses the feature with. If the feature was a Cursed Energy Attack roll, the target of his attack or attack rolls has their AC treated as if it had been reduced by 5. If the feature was a Cursed Energy save, Sukuna may change the saving throw to another depending on its original save. The changes are the following below:

  • Original Saving Throw - Changed Saving Throw

One In A Billion. Sukuna reduces the cost of all cursed energy features by 18. If one of Sukuna’s class features is reduced by double its original cost, the feature’s cost instead becomes 0. This feature’s cost can be treated as 0 up to 22 times per long rest.

Reverse Cursed Technique Mastery Sukuna has a healing pool of 4500 that he can use with his reverse cursed energy. If he is suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. If you're not using the Limb System variant rule, Sukuna regrows back limbs for every 20 hit points he regains. Sukuna can use his RCT until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers. At the beginning of his turns while in a combat where his life is at risk, he regains 15 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a short rest. Whenever Sukuna makes a creature regain hit points, they will regain half as many hit points as temporary hit points. They cannot gain temporary hit points from this feature again until the current temporary hit points vanish. For every 10 Cursed Energy spent on the Reverse Cursed Technique, Sukuna can choose to end one of the conditions currently affecting the target, or reduce one level of exhaustion.

Improved Output. Sukuna may use his Reverse Cursed Technique on others, though the amount he heals other creatures is halved. Additionally, whenever he deals damage to a Cursed Spirit with an Unarmed Strike or a Natural weapon, he may spend up to 10 Cursed Energy to deal 5 radiant damage per 1 Cursed Energy spent. The total amount of radiant damage is subtracted from his healing pool.

Legendary Resistance(5/day). If Ryomen Sukuna fails a saving throw, he can choose to succeed instead.

ACTIONS

Multiattack. Sukuna may make 4 attacks. Only 1 of these attacks can be Lightning Blast.

Unarmed Strike. Melee Weapon Attack: +24 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 10) Bludgeoning damage and 18 (2d12+5) Necrotic damage. If Sakuna has 0 Cursed Energy, he instead has a +19 to hit and the Necrotic damage decreases to 13 (2d12).

Supreme Martial Solution. Melee Weapon Attack: +28 to hit, reach 5 ft., one target. Hit: 22 (2d10 + 10) Bludgeoning damage and 39 (1d12+15+2d12+5) Necrotic damage. If Sakuna has 0 Cursed Energy, he instead has a +23 to hit and the Necrotic damage decreases to 34 (1d12+15+2d12).

Lightning Blast (10 Cursed Energy). Ranged Weapon Attack: +28 to hit, range 60/300 ft., one target. Hit: 97 (15d12) Lightning damage. This attack may only be used while Sukuna is wielding the Special Grade Cursed Tool. If Sakuna has 0 Cursed Energy, he instead has a +23 to hit.

Dismantle (1+ Cursed Energy). When taking the Attack Action, Sukuna spends 1 Cursed Energy and then can spend up to 31 Cursed Energy to replace one of his attacks with a cursed energy attack roll against a creature within 320 ft of him. On a hit, the target takes 1d12 slashing damage per cursed energy spent in the attack (not counting the initial 1 Cursed Energy) and must make a Constitution saving throw. On a failure, they are bleeding. On a success, they receive no additional conditions. This attack roll is made with advantage if the target cannot see invisible objects. Multiple attacks may be replaced with dismantle, but cursed energy may be spent for each attack. This cannot replace attacks from features such as Cursed Blast of Blows. A creature needs blindsight to see the slash. Sakuna may choose to make three cursed energy attack rolls or only one. Sakuna makes three in case he aims for two or more targets, with each dismantle dealing a third of the dice of his normal dismantle(rounded down) slashing damage.

Grid Slash (1+ Cursed Energy). As part of using Dismantle, Sukuna can spend up to an additional 31 Cursed Energy to force all creatures in a 10 times the amount spent foot long, 30 foot wide and 30 foot tall line starting from him to make a DC 27 Dexterity saving throw. On a failure, they take his dismantle's damage or half as much on a success.

Cleave (1+ Cursed Energy). As an Action, or replacing an attack as part of the Attack Action if Sukuna targets a creature he is grappling or an object, for 1 Cursed Energy and then up to 41 Cursed Energy he makes a melee weapon attack roll against a creature. On a hit, they take 12 slashing damage per cursed energy spent (not counting the initial 1 Cursed Energy) and must make a Constitution saving throw. On a failure, they are bleeding. On a success, they receive no additional conditions. The cursed energy is not spent if he misses. This feature adapts its output to attempt to cut the target down in one fell swoop. When Sakuna spends cursed energy on this feature, he will learn how much cursed energy he needs to spend for the average damage of his cleave to reduce the target to 0 hit points from their current hit points, taking into account temporary hit points, damage reductions and thresholds, resistances and immunities, and any other feature which would directly affect the outcome. He will be told the maximum amount if he cannot reduce them to 0 hit points from their current amount by this calculation. This feature can bypass cursed armor by expending a higher cursed energy cost during casting that of the target’s cursed armor. E.g. If Sakuna fires a Cleave for 5 Cursed energy and the target has spent 4 cursed energy on cursed armor, his cleave will deal damage to them as if it were cast at 1 cursed energy ignoring their cursed armor and nullifying it. If a creature is reduced to 0 hit points by this feature, they are cleaved into various small pieces. You need blindsight to see the slash.

Spiderweb (1+ Cursed Energy). As part of using Cleave on an object, Sukuna can spend up to 41 Cursed Energy to turn the ground in a 10-times-the-amount-spent-foot-radius circle into difficult terrain. All creatures within range must make a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage per cursed energy spent and are pushed 5-times-the-amount-spent-feet away from him. On a success, they take half as much damage and are not pushed. Ground and structures targeted take maximum slashing damage.

Furnace: Open (1+ Cursed Energy). As an Action, and for up to 51 Cursed Energy, Sukuna can make a ranged cursed energy attack roll against one creature within 20 times the amount spent feet or force every creature within 5 ft of the target to make a Dexterity saving throw. On a hit or a failure, they will take 6d12 fire damage per energy spent and receive Second Degree burns. On a success, they take half as much damage but receive First Degree burns. If they have Evasion, they do not receive effects on a success. If they fail or he hits by 5 or more, they receive Third Degree burns instead. If Open reduces a creature to 0 hit points, it kills it outright by desintegrating it. Open deals twice as much damage to objects and structures. Also, Open ignores resistance to fire damage. Inside your domain expansion, Open now targets all creatures within your domain except yourself, and deals its damage in bludgeoning damage as a second instance of damage to any creature it hit as long as the domain its used within has a barrier that stops at least non-living things from leaving. This bludgeoning damage ignores resistance and kills a creature outright if they’re reduced to 0 hit points by it. Whenever Dismantle hits a creature or an object Sukuna gains 1 Preparation Counter, and whenever Cleave hits a creature or object he gains 2. He must spend 100 Preparation Counters to use furnace: Open.

Exorcise. Sukuna can automatically destroy a cursed spirit within 30 feet of himself with a CR of 4 or lower that he can see.

Resurrection (25 Cursed Energy). As an Action, Sukuna can touch a creature that has been dead for no longer than 24 hours and that died for any reason except old age. This closes all wounds, and cures all diseases affecting the creature when it died. It also replaces damaged or missing organs and limbs, as it brings it back to life.

Basic Barrier (1+ Cursed Energy). Sukuna can spend up to 11 cursed energy to make a dome starting from himself with a 5 foot radius and a 10ft. in height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Sukuna may choose to make it smaller if he wishes. This barrier has 10 times the amount of cursed energy spent hit points, resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Psychic damage. This barrier has an AC of 27 and automatically fails saving throws. This barrier lasts 2 minutes. Sukuna can deactivate this basic barrier at will (no action required).

Curtain(5 Cursed Energy). Sukuna covers the sky and the ground within a 2165-foot radius with a dome of darkness for 10 minutes. The curtain makes the sky become dark despite the time of day, provoking any cursed spirits out of hiding. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black half-sphere. The curtain has 300 hit points. This barrier has an AC of 27 and automatically fails saving throws. It is also immune to Psychic damage. Sukuna can spend any amount of additional cursed energy, adding 1 minute to its duration and +10 to its hit points.

Hollow Wicker Basket (5 Cursed Energy). Sukuna surrounds himself with a 15 ft. barrier for 1 minute. Within that radius, the sure hit feature of the domain is negated; creatures of his choice inside of the barrier are unaffected. Additionally the sure hit effect of the domain targets the barrier instead of creatures of his choice within it, the barrier having an amount of hit points equal to 450. If at any point the barrier disappears or breaks anyone who was protected by it (including Sukuna) is immediately struck by the sure hit effect of the domain they’re inside of if they’re inside one. The barrier has no effect on cursed techniques or other people entering the barrier; it simply negates sure hit features and effects.

When Sukuna activates this feat or as a free action while it is active he may choose to continuously maintain the barrier, requiring concentration but completely negating the sure hit effect of the domain against the barrier. To do so he must also have two free hands and while he is concentrating those hands are occupied. Sukuna must also continuously chant to concentrate on this feat, meaning he cannot activate anything that requires him to speak while concentrating unless he has some alternative way of speaking (such as a second mouth). If at any point he fails to meet either of these requirements the concentration ends, causing the barrier to immediately be affected by the sure hit effect.

Forced Ingestion. Sukuna can choose 1 creature within his reach and make a Strength (Athletics) check contested by their Strength (Athletics) or Dexterity (Acrobatics) check. On a success, he forces them to ingest the Cursed Object. On a failure, they are able to avoid being fed the object.

BONUS ACTIONS

Martial Arts. When Sukuna 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. After taking the Attack action on his turn, Sukuna can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Sukuna can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn.

Cursed Wind Step. Sukuna can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled until the end of their turn.

Cursed Weapon Enhancement. Sukuna can spend up to 10 Cursed Energy to enhance his weapon for 1 minute. While this is active, any damage dealt with weapons will increase by 4 per Cursed Energy spent on this feature. His AC also increases by half the energy spent and the range of his attacks with this weapon increases by 10 ft.

Slash Skating. As a bonus action for 4 cursed energy, Sukuna can coat his feet with slashes and utilize them to skate around for 1 minute. For the duration, his walking speed is doubled and he ignores difficult terrain. He may end this at will (no action required).

Slashing Body. As a bonus action for 10 cursed energy, Sukuna can coat his whole body with slashes, creating a barrier that rips and rends the air around him. For 1 minute, reduce all damage taken except psychic and thunder by 40. Whenever he attacks with an unarmed strike, deal an additional 1d8 slashing damage.

Maximum Output. Sukuna can spend Cursed Energy equal to twice the original cost of one of his cursed techniques to amplify its cursed energy output, making it gain one of the following benefits the next time its cast:

  • The technique's range is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch based techniques.
  • The technique's damage dice is increased by half of its original dice rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by 5.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

Untraceable Speed. Sukuna can take the dash action or make a skill check on a skill he is proficient in.

Cursed Energy Tracker. Sukuna 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 Sukuna. If he wins Sukuna gains advantage on the saving throw, or the attack roll is made with disadvantage.

Reverse Cursed Technique Mastery Sukuna spends any amount of Cursed Energy, regaining 30 hit points for each energy he spends, and removing the same amount of healing from his healing pool. Every 1 Cursed Energy Sukuna spends on this feature counts as 2.

Hollow Wicker Basket Sukuna activates Hollow Wicker Basket.

Domain Expansion: Malevolent Shrine (1 Cursed Energy). Sukuna opens his Domain Expansion.

Cursed Object Transformation (20 Cursed Energy). As a Bonus Action, Sukuna can turn part of his body into a Cursed Object.

REACTIONS

Reverse Cursed Technique Mastery When Sukuna receives damage, he may use his Reverse Cursed Technique. Sukuna has 10 extra Reactions specifically for this feature.

Cursed Energy Reinforcement Whenever Sukuna makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, he may spend up to 11 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw. He also has an extra reaction specifically for this feature.

Human Wall (10/Long Rest) When Sukuna would be reduced to 0 hit points, he may instead fall to (1d10 + 10) hit points instead.

Hollow Wicker Basket In response to Sukuna seeing a Domain Expansion open or being affected by a sure-hit, he may use Hollow Wicker Basket.

Taijutsu Sorcery After taking the Attack Action on his turn, Sukuna 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.

Burnout Recovery. Sukuna can spend 8 Cursed Energy to regain his Cursed Technique and remove the exhaustion gained from burning out. Make a DC 5 Constitution saving throw. On a success, he regains his technique without major consequences. On a failure, his eyes and nose start to bleed profusely and he takes 28 (8d6) psychic damage and cannot take Actions or Bonus Actions until the start of his next turn. The Constitution saving throw DC increases by 5 for every success, being reduced by 5 for every minute that passes, and returns to its original DC at the end of a long rest.

LEGENDARY ACTIONS

The can take 5 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.

Evasive Attack. Sukuna moves up to half his movement and can make one Unarmed Strike.

Reverse Cursed Technique Mastery. Sukuna uses his Reverse Cursed Technique.

Dismantle (2 Actions Required). Sukuna uses Dismantle.

Chanting (3 Actions Required). Sukuna begins Chanting.

Domain Expansion (3 Actions Required). Sukuna uses his Domain Expansion

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The Strongest Sorcerer in History, [[1]]

Ryomen Sukuna is a reincarnated Sorcerer from the Heian Era. He is regarded as the King of Curses and the Strongest Sorcerer in History. After his existence in the Heian Era, he split his soul into 20 Cursed Objects.

In the modern age, one of his fingers was consumed by Yuji Itadori, which allowed Sukuna to incarnate into his body. Sukuna was immediately interested in Megumi Fushiguro after their first battle. He devised a plan to take over the boy's body in order to eventually deal with Gojo Satoru. It took the sorcerer until the Culling Games before he was finally able to carry out his plan, and he was successful in stealing Megumi's body.

He then went on to battle Satoru Gojo in Shinjuku and was victorious, but after being pushed into a corner after his battle with the Strongest Sorcerer of today, he was forced to reincarnate back into his original body.

Domain Expansion: Malevolent Shrine

Sukuna manifests a shrine with skeleton pieces behind him. At the beginning of his turns, all creatures inside the domain's range of his choice receive 2 Cursed Energy Attack rolls depending on their cursed energy. They receive 2 from Dismantle (if they have no cursed energy or spellcasting) and 2 from cleave (if they have cursed energy or spellcasting). The Dismantles and Cleaves both count as if he has spent 30 Cursed Energy.

Refiniment Points

Sukuna's domain refinement points are 1000.

Domain Durability. His domain has 3000 hit points.

Technique Efficiency. While inside his domain, Sukuna may use Dismantle and Cleave for 0 Cursed Energy.

Increased Potency. While inside his domain, his cursed techniques deal 10 additional damage dice.

Domain Amplification. As an Action for 1 Cursed Energy, Sukuna 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, Sukuna cannot use his Innate Technique unless he dismisses Domain Amplification as a bonus Action. Even if Sukuna 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 Sukuna. If they are within 50 refinement of Sukuna, he has resistance to their technique, and if they have 51 or less refinement than Sukuna, he is immune to their techniques even if they use Maximum Output. Sukuna may use Domain Amplification while his Domain Expansion is active

0.2 Domain Expansion. As a part of opening his Domain Sukuna 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. Sukuna's Domain Expansion cost is reduced by 10 (already added) and he only gains 1 level of exhaustion after his domain ends.

Durable Barrier. Sukuna'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 Sukuna's domain to destroy another domain in a clash are halved.

Mastered Domain. The cost of Sukuna's Domain is reduced by 9 (already added). The Action cost of any of Sukuna's techniques used within the Domain are reduced by 1. Sukuna's domain also lasts for 3 minutes.

Barrier Properties

  • Barrier Resistance. As part of expanding his Domain, Sukuna 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, Sukuna 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, Sukuna 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.

Sukuna has 30 levels in the Jujutsu Sorcerer class.

Cursed Techniques.

When a feature refers to Sukuna's cursed techniques, it refers to Dismantle, Grid Slash, Cleave, Spiderweb, Dismantle Maneuvers, Furnace: Open.

Cursed Energy Reinforcement

Sukuna's constantly reinforcing his body with cursed energy, granting himself the following benefits:

  • When Sukuna makes a Strength, Dexterity, Constitution, Intelligence or Wisdom ability check, Sukuna may use his Charisma as his ability score for the check if it was higher.
  • Sukuna may calculate his jump distance and height with his Charisma score, and his jump distance and height are quadrupled.
  • Sukuna may use his Charisma score to determine his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
Tokyo Jujutsu High

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc.

Sukuna 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. Sukuna can now spend up to 9 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 9 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Sukuna can spend up to 9 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, Sukuna may reallocate his enhancements.

Specialized Technique

Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc.

One of Sukuna'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).

Sukuna may change his specialized technique at the end of a week.

Technique Alteration

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc.

Sukuna knows three technique alterations he can put on his cursed techniques. He can put an alteration on only one of his techniques.

Massive Range. As part of using his technique Sukuna can spend 10 extra cursed energy. His technique’s range, width, and radius increase by 280 feet. If it has a range of touch, its range instead becomes 150 feets.

Careful Manipulation. As part of using his technique Sukuna can spend 5 extra cursed energy. He is able to use his technique more carefully, allowing him to avoid certain creatures. He may select any number of creatures to not be affected by it for its duration.

Multi-Targeting. As part of using his technique Sukuna can spend 10 extra cursed energy. He is now able to target up to 10 creatures with it. This only works on techniques that are only able to target one creature originally.

Sukuna may change his alterations at the end of a long rest.

Chanting

Sukuna is capable of making recitations of chanting with his cursed technique.

Sakuna may choose one of his Innate Technique features and recite one of his chants as an Action. The next time he use that Innate Technique Feature that has a recitation after chanting within two turns, it will gain two of the following benefits of his choice:

  • His technique will ignore resistances and treat immunities as resistances.
  • He may double the original Range, Width, or Radius of his Technique.
  • He may triple the original Range, Width, or Radius of his Technique. (He must have doubled the range already through Chanting in order to apply this bonus).
  • If the Innate Technique feature requires a saving throw, the target(s) makes their save at disadvantage. He also raises the DC by his proficiency bonus for that saving throw.
  • If his Innate Technique feature has him make an attack roll, he gains advantage on that attack roll and may add his proficiency bonus to that roll an extra time.
  • The cost of his Innate Technique feature is halved.
  • His Innate Technique will ignore all forms of cover.
  • His Innate Technique’s Action cost will be lowered by 1 (Ex. Full Round Action -> Action -> Bonus Action -> Free Action). If the feature is a Reaction and its Action Cost is reduced he will gain an extra Reaction specifically for that feature. (He must be Complex Chanting in order to apply this bonus)
  • The duration of his Innate Technique feature is doubled.
  • The duration of his Innate Technique feature is tripled. (He must have doubled the duration already through Chanting in order to apply this bonus).
  • If an Innate Technique feature inflicts damage by causing a target to make a save, it will ignore features such as Evasion if they fail the save by 5 or more. (He must be Complex Chanting in order to apply this bonus).
  • The cost of his Innate Technique feature is reduced to ¼. (He must be Complex Chanting in order to apply this bonus)(He must have halved the cost already through Chanting in order to apply this bonus. This reduction does not stack with the ½ reduction, but replaces it).
  • If his Innate Technique feature would force his opponent to make a saving throw, they roll 3 dice instead of one and take the lowest result for the roll. (He must be Complex Chanting in order to apply this bonus).
  • If his Innate Technique feature would have him make an Attack roll, he may roll 3 dice instead of 1 and take the highest result for the roll. (He must be Complex Chanting in order to apply this bonus).

Every subsequent turn he spends his Action chanting the technique it will gain another two bonuses of his choice. The chanted technique may only have a number of bonuses applied to it equal to 1+ his Intelligence or Wisdom mod. If you possess the Cursed Energy Reinforcement feat and either the Reverse Cursed Technique or Regeneration feats, he may use his Charisma mod instead of either his Intelligence or Wisdom mod when calculating the max number of bonuses that can be applied to the Chanted technique. In addition, the chanted Innate Technique feature will have its final damage boosted by 20% per round he spent chanting. (After all the dice have been rolled, multiply the total damage(s) by 1.2). This damage bonus is capped at 100%. (2x Damage).

Rather than using an action, he can perform a more complex variation of Chanting that combines both complex hand signs and delicate recitations as a Full Round Action. When Chanting in this manner he may add four bonuses from the above list to the chanted technique, and every subsequent turn he spends a Full Round Action chanting the technique in this way it will gain four more bonuses of your choice. Additionally, the chanted Innate Technique feature will have its final damage boosted by 50% per round he spent Complex Chanting. This damage bonus is capped at 100%. (2x Damage).

While Chanting or Complex Chanting he must maintain concentration as if maintaining concentration on a spell.

If his Innate Technique feature that benefits from Chanting allows him to make more than one attack roll or forces a target to make more than one save or has multiple ranges, he may only choose one of those components at a time to apply the benefit to. (Ex: he could choose to apply a saving throw disadvantage to the first saving throw of the technique, but in order to apply one to the second saving throw of the technique he would have to add that bonus to that part as well). He cannot perform Maximum Output on an Innate Technique feature benefiting from Chanting. He cannot apply the benefits of Chanting towards a Domain Expansion.

Black Flash

When Sukuna scores a critical hit (It must be a Natural 20 for it to count) with a unarmed strike that benefits from Cursed Strike, he can choose to land a Black Flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage Sukuna'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).

Sukuna'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. Sukuna 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:

  • Sukuna completely regain his reverse cursed technique pool, if he were already in the zone upon landing this black flash.
  • If Sukuna 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.
  • Sukuna's unarmed strike damage dice tier is increased by 1 (d8>d10>d12>2d6...)
  • Sukuna's cursed energy armor, if any, gives 5 more temporary hit points per cursed spent.
  • Sukuna'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).
  • His cursed techniques will add 10 damage dice.

Sukuna's Binding Vows.

Preheated Furnace

Barrierless Domain

Sukuna's Feats.

Blessing of The Twin, Natural Sorcerer, Jujutsu Genius.

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Reinforced Immune System, Strong Body, Human Wall, Resilient.

Taijutsu Sorcery, Acrobatic Fighter, Black Flash.

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

Basic Barrier, Hollow Wicker Basket, Domain Expansion.

Cursed Energy Manipulator x2, Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output, One In A Billion, Cursed Projectiles, Chanting.

Cursed Object Creator.

Reverse Cursed Technique, Improved Reverse Cursed Technique, Improved Output.

Vows Master.

Sukuna's Boons.

Reverse Cursed Technique Mastery

Improved Durability. This creature uses the Improved Durability rule.

5.00
(one vote)

Back to Main Page5e HomebrewCampaign SettingsJujutsu Kaisen (5e Campaign Setting)NPCs (Jujutsu Kaisen Supplement)

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