Ryu Ishigori (Jujutsu Kaisen Supplement)
Ryu Ishigori[edit]
Medium humanoid (Cursed Vessel, Reincarnated), chaotic neutral Armor Class 29 (Unarmored Defense)
Saving Throws Str +14, Cha +15 This Body Is Mine. Ryu has advantage against effects that would alter his form. Cling on to Life (1/long rest). Whenever Ryu is reduced to 0 hit points but not killed outright, he may choose to be reduced to 1 hit point instead. Cursed Energy. Ryu has 85 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 Armor (1-11 Cursed Energy). Ryu can give himself 20 temporary hit points per cursed energy spent for 1 minute. Ryu can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. While his cursed armor is active, Ryu regains 12 temporary hit points at the beginning of his turns. These temporary hit points cannot go above the maximum amount of armor he can have. Ryu 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 him using Cursed Armor. While his Cursed Armor is active, Ryu can spend 3 cursed energy to gain 13 damage reduction while this instance of Cursed Armor is active. When Ryu uses Cursed Armor, he can spend 4 additional cursed energy on it, however, when he spends over the normal amount on Cursed Armor, it becomes less efficient. Every 2 cursed energy spent will count as 1 when spending this additional amount. Cursed Strike (1-10 Cursed Energy). Ryu can, when making an Unarmed Strike, add 1d8 + 2d8 necrotic damage per cursed energy spent to his attack. 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. Ryu's cursed strikes also deals an additional 6 damage. This bonus can be doubled by spending 3 cursed energy. When Ryu uses Cursed Strike on an unarmed strike, he can spend an additional 2 cursed energy to gain a bonus to the attack roll that is benefiting from the Cursed Strike equal to half the cursed energy expended on the Cursed Strike. Curse-Empowered Strikes. Ryu deals an additional 13 (2d12) necrotic damage whenever he attacks with his Unarmed Strikes (already included). Additionally, his attacks are considered magical. Brawn. Whenever Ryu makes a Strength saving throw, he takes half as much damage on a failure and no damage on a success. Cursed Energy Recovery. While in combat, Ryu regains 1 Cursed Energy per turn, up to his maximum. The combat must be one where his life is at risk. Speed Supremacy/50 Meters In 3 Seconds! Once per turn, when Ryu takes an action, bonus action, or reaction, or uses his movement, he can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, Ryu has 3 reactions per round. Battle Rhythm. Once per turn, when Ryu misses one of his Melee or Ranged Weapon Attacks, he may re-roll the attack, adding his Strength or Dexterity modifier a second time to this re-roll. If the initial attack had advantage or disadvantage, both dice are re-rolled when this feature is used. Highest Output. If Ryu is in technique burnout, he can still use his innate technique without making the saving throw, and he does not suffer the reductions caused by burnout. This does not apply to his Domain Expansion. Cursed Energy Discharge. Whenever Ryu is using Cursed Energy Ray, he may split it into up to 8 beams. This makes their range double, and he must make a ranged cursed energy attack roll for each. When he splits his Cursed Energy Ray he may choose to distribute the total damage however he wishes across however many rays he is creating. Applying his Tokyo School bonuses to this Lapse makes it affect Cursed Energy Ray and not each individual beam. If Ryu makes all of his ranged cursed energy attack rolls using his Innate Technique against a single target, the rolls are made with advantage. If the target has a passive perception higher than 22, the rolls are not made with advantage. Additionally, if Ryu makes two or more Ranged Cursed Energy attack rolls using his Innate Technique against a single target, the Crit range for all of those attacks is lowered by 1 (This bonus does not stack for every 2 beams). Lastly, he do not roll with disadvantage on his Ranged Cursed Energy Attack rolls using his Innate Technique even if he is within 5 ft of a hostile creature. Redirective Blasts (2 Cursed Energy). Whenever Ryu misses a ranged cursed energy attack roll using his Innate Technique, he can reroll the attack roll. Ryu can do this 8 times per turn. When attacking this way, the attack rolls ignore cover. Perfect Output. Whenever Ryu spends 1 cursed energy on a feature related to his cursed technique, he counts as if he has spent 2 instead. He cannot use this to go beyond what it normally could. Additionally, he does not have a specific body part to release his beams anymore, being able to use them even if he is incapacitated. Stored Energy. During a short or long rest, Ryu can spend one of his hit dice to gain temporary cursed energy equal to the result rolled + 11. These temporary cursed energy last until the end of his next short or long rest. They are not restored by the Cursed Energy Recovery feature. Colossal Physique. The strength Ryu possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:
Strong Body. Ryu will reduce all damage he takes but psychic or thunder by 7. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor. Human Wall. Ryu has advantage in Constitution saving throws. Taijutsu Sorcery. Once per turn, Ryu can make an unarmed strike or a martial weapon attack with advantage. If he already had advantage on the unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1. Cursed Enhanced Body. As long as Ryu has 1 cursed energy or more, he may add 4 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied). Cursed Energy Reinforcement. Having been continuously running cursed energy through his body at such an efficient rate, Ryu is capable of dynamically reinforcing it at an unconscious level. He gains the following benefits so long as he has at least 1 cursed energy:
Improved Cursed Energy Output. As a part of any feature which uses cursed energy, Ryu can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:
If a feature benefits from Maximum Output that is already benefiting from this feature, it’s total cursed energy cost is reduced by 10, to a minimum of 1. Legendary Cursed Energy Output. If Ryu uses the Improved Cursed Energy Output and uses Maximum Output on a feature, its total cursed energy cost will now be reduced by 15. Divine Cursed Energy Output (8 Cursed Energy). Gaining complete and absolute mastery over his cursed energy output enables Ryu to alter the very capabilities of his jujutsu techniques and abilities. As apart of any feature that uses cursed energy, he can drastically alter its functions as part of the same action he used the feature with. If the feature was a Cursed Energy Attack, the target of his attack or attack rolls has their AC treated as if it had been reduced by 4. If the feature was a Cursed Energy save, he may change the saving throw to another depending on its original save. The changes are the following below:
Whenever Ryu uses a cursed energy fueled feature and amplifies its output using Improved Cursed Energy Output then he can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1). Flawless Fundamentals. Ryu reduces the cost of all cursed energy features except Domain Expansion by 12. If one of Ryu's features is reduced by double its original cost, the feature’s cost instead becomes 0. A feature’s cost can be treated as 0 up to 9 times per long rest. ACTIONSMultiattack. Ryu makes 3 attacks. Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 24 (2d12 + 11) bludgeoning and 13 (2d12) necrotic damage. Exorcise. Ryu can automatically destroy a cursed spirit within 30 feet of himself with a CR of 3 or lower that he can see. Granite Blast (10-35 Cursed Energy). Ryu makes a 20/80 ranged cursed energy attack roll against a target within range. On a hit, they take 24d6 necrotic damage. This targets any objects and structures within 5 feet of the target. When using this technique, Ryu adds 2d6 to the total necrotic damage and a +10 to the total range per energy spent above 10. If he spends at least 5 additional cursed energy when using this technique, he may choose to make this attack a cone, forcing all creatures within range to make a DC 23 Dexterity saving throw. On a failure, they take the full damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. When the technique is in this form, it deals twice as much damage to objects and structures. Godly Output. Ryu can enter his Godly Output state for 1 minute. For the duration, the amount of energy he can spend into features is increased by 8, he has advantage in any cursed energy attack rolls and creatures make his saving throws with disadvantage. Cursed Energy Pressure (1-9 Cursed Energy). Ryu forces all creatures within 5 ft. times the amount of cursed energy spent to make a DC 23 Strength saving throw. On a failure, they take (4d12 + 1d12 per cursed energy spent) necrotic damage and are knocked prone. On a success, they take half as much and are not knocked prone. Basic Barrier (1-9 Cursed Energy). Ryu can create a dome starting from himself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Ryu may choose to make it smaller if he wishes. This barrier has 10 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 22 and automatically fails saving throws. This barrier lasts for 10 minutes, and Ryu can deactivate his basic barrier as will (no action required). Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure. Ryu covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. The curtain changes the sky becomes 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 sphere. Ryu's curtain lasts for 80 minutes, and the curtain has 80 Hit Points. This barrier has an AC of 22 and automatically fails saving throws. It is also immune to Poison and Psychic damage. Ryu may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius. Domain Expansion: Deadly Artillery (30 Cursed Energy). Ryu opens his Domain Expansion, trapping all creatures within 25 feet inside it. Cursed Energy Ray (1-36 Cursed Energy). Ryu can launch a cursed energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a DC 23 Strength, Dexterity or Constitution saving throw (Ryu's choice). On a failure, they take (2d6 + 2d6 per cursed energy spent) necrotic damage, and half as much on a success. Objects and structures take twice as much damage from this feature. When Ryu uses the maximum amount of cursed energy on this feature, it becomes a cursed energy nuke. It's range becomes a 60ft line and explodes in a 30 ft cylinder, dealing an additional 32 damage and deals twelve times as much damage to objects and structures (instead of twice as much). Cursed Energy Explosion (1-18 Cursed Energy). Ryu can release a burst of raw Cursed Energy. Every creature within a 30ft + 10ft per cursed energy spent circle of Ryu must make a DC 23 Dexterity Save. On a failure they take (2d6 + 2d6 per cursed energy spent) necrotic damage and are knocked back to the edges of the circle. On a success they take half as much damage on a success and are not knocked back. Objects and structures take twice as much damage from this feature. BONUS ACTIONSMartial Arts. When Ryu uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Ryu can perform two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). Ryu can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Ryu can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn. Explosive Blow (8, 10 or 14 Cursed Energy). Ryu concentrates on channeling a very condensed portion of his cursed energy into either his limbs or a weapon for 8 cursed energy. For 1 minute after he performs this bonus action, the next melee attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If Ryu receives damage from any source, he must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when Ryu lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack. For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that Ryu uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half. On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either Ryu's attacks' ability modifier or Charisma modifier times 10 in a direction of his choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of Yuji's attack’s damage roll instead. Charge. Once per turn, Ryu may choose to start concentrating on Cursed Energy Ray. He can concentrate this way up to 8 turns. During the concentration, he cannot use any cursed energy related feature. When he successfully concentrates for at least one round or his maximum number of rounds pass, he can stop concentrating (no action required) and fire a ranged cursed energy attack roll or saving throw. For every round he has concentrated this way, the maximum amount of cursed energy he can spend in Cursed Energy Ray is increased by 2. REACTIONSDefensive Discharge. Whenever a creature would hit a melee attack against Ryu, he can use a cursed energy attack roll or saving throw as a reaction, targeting the attacker. If it deals more damage than the creatures’ attack roll added twice, the attack is negated. Ryu may use Cursed Energy Discharge alongside this feature. Human Wall (8/long rest). Upon hitting 0 hit points, Ryu rolls a hit die. He regains the amount rolled in hit points. Taijutsu Sorcery. Whenever Ryu takes the Attack action on his turn, he may take the Dodge action as a reaction to an attack roll made against him, however, this Dodge action only causes melee attacks against him to gain disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round. Cursed Enhanced Body (1-12 Cursed Energy). Whenever Ryu makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw. Ryu has 2 additional reactions he can use exclusively for this. LEGENDARY ACTIONSRyu 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. Ryu regains spent legendary actions at the start of his turn. Engaging Strike. Ryu moves up to half his movement and can make an Unarmed Strike. Cursed Technique (2 Actions). Ryu may use one of his Cursed Techniques. Domain Expansion: Deadly Artillery (3 Actions). Ryu opens his Domain Expansion. |
Jujutsu Sorcerer. Ryu has 22 levels in the Jujutsu Sorcerer class. Domain Expansion: Deadly ArtilleryRyu’s Domain Expansion is a giant warzone full of canons filled with giant missiles. At the beginning of the round, every creature of his choice inside the domain must make a DC 23 Dexterity saving throw as the canons start to shoot out their missiles. On a failure, they take 20d12 force damage + 30d4 fire damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. Refinement Points Ryu's domain refinement points are 400. Domain Durability. His domain has 1200 hit points. Technique Efficiency. Ryu may choose to reduce the cost of Cursed Energy Discharge to 0 while she casts it inside his domain. Increased Potency. While inside his domain, Ryu's cursed techniques and domain damage if any have 9 additional dice, gain a +5 bonus to their DCs and a +5 bonus to hit. Enhanced Technique Efficiency. While within his domain, Ryu now reduces the cursed energy cost of Granite Blast by 3, to a minimum of 1.
When a feature refers to Ryu's cursed techniques, it refers to Cursed Energy Discharge and Granite Blast.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Ryu 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, Ryu may reallocate his enhancements.
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 Ryu's cursed techniques will gain all of the following benefits: Increased Damage Output. Its damage dice number will increase by 8. Increased Reach. Its range will increase by 30 feet. Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1). Ryu may change his specialized technique at the end of a week.
Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body, Human Wall, Resilient. Basic Barrier, Domain Expansion. Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy. Cursed Energy Manipulator, Cursed Enhanced Body, Cursed Energy Reinforcement, Cursed Energy Ray, Cursed Energy Explosion, Improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output, Flawless Fundamentals. Improved Durability. This creature uses the Improved Durability rule. |