Sayori Gojo (Jujutsu Kaisen Supplement)
Sayori Gojo[edit]
Medium humanoid (human), chaotic good Armor Class 20 (Unarmored Defense)
Saving Throws Dex +10, Cha +10 Cursed Energy. Sayori has 78 cursed energy she can use to fuel her abilities. All of her cursed energy is replenished at the end of a long rest. Feature Name. A description of what it does, ability scores should be written as follows Strength for strength, Dexterity for dexterity and so on. Condition should be written as poisoned and finally skills like stealth or acrobatics should be written as Stealth. Evasion When Sayori makes a Dexterity saving throw, she takes half as much damage on a failure and no damage on success Cursed Armor. Sayori can spend up to her cha modifier cursed energy to give herself temporary hit points equal to the cursed energy spent times 5 for 1 minute if the character is level 11 or above then this is 10. Jujutsu can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0 (No action required). Jujutsu gains damage resistance to innate technique cursed armor damage resistances while cursed armor is active. Cursed Strikes. Sayori can spend up to prof bonus cursed energy when making an Unarmed Strike in order to add 1d12 necrotic damage to her attack per Cursed Energy spent. She 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 she hits a target or until 1 minute passes. Cursed enhanced body As long as Sayori has 1 cursed energy or more, she may add 2 to her attack and damage rolls with unarmed strikes or weapons she is proficient with (already applied). ACTIONSMultiattack. Jujutsu can make two attacks. The number of attacks depends on the level, extra attack at level 5 and extra attack again at level 17 Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 2 + 5) bludgeoning damage + 6(1d12) necrotic damage. Revealing Hand. While Jujutsu is within 40 ft. of a creature that can hear him, he can explain how his cursed technique works. After Jujutsu explains it, his cursed technique features will gain the following benefits when used against creatures who heard it:
BONUS ACTIONSMartial Arts. Whenever Sayori makes one unarmed strike on her turn, she can make one unarmed strike as a bonus action. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the attack action, Sayori can make two unarmed strikes or two weapon attacks. Cursed Patient Defense (3 Cursed Energy). Sayori can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Sayori can take the dash or disengage action as a bonus action on her turn. Time reversal (5 Cursed Energy). As a bonus action Sayori can reverse time to reroll an attack roll. REACTIONSTime reversal (5 Cursed Energy). Sayori can reverse time as a reaction, this can be done when an attack is made on any creature. This does not give any creatures actions back. |
Jujutsu Sorcerer. Sayori has 15 levels in the Jujutsu Sorcerer class.
Design Note: These features are applied to the statblock and their costs and damage dice have been changed accordingly Sayori knows three enhancements in which she can apply to her 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, Sayori may reallocate her enhancements.
Design Note: This feature is applied to the statblock Sayori's cursed technique 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). Cursed Techniques. When a feature refers to Jujutsu's cursed techniques, it refers to Sayori's technique, Flow, and it's time reversal. Jujutsu's Binding Vows. Feats. Immense Cursed Energy, Overflowing Cursed Energy. Improved Durability. This creature uses the Improved Durability rule. |
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