Sekiro (Jujutsu Kaisen Supplement)

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Sekiro[edit]

Medium humanoid (Human), neutral good


Armor Class 24 (Unarmored Defense)
Hit Points 300 (40d8 + 120)
Speed 120 ft.


STR DEX CON INT WIS CHA
16 (+3) 28 (+9) 16 (+3) 20 (+5) 22 (+6) 12 (+1)

Saving Throws Dex +15, Int +11
Skills Acrobatics +21, Insight +18, Investigation +11, Perception +18, Sleight of Hand +21, Stealth +21
Proficiency Bonus +6
Senses passive Perception 22
Languages common
Challenge 22 (41,000 XP)


Posture. Sekiro alongside his health has posture. He has 100 posture hitpoints, if this number reaches 0 then Sekiro is knocked prone. In this state he can't use his guard or Perilous Dodge feature, Sekiro must expend a bonus action to recover from this state or if he is hit then the state is ended early. Once recovered his posture is reset to 100 hitpoints. If an attack is blocked using his guard feature then one third of the damage is transformed into posture damage, if an attack is perfect blocked through this feature only a fifth of the damage is dealt to his posture. If Sekiro perfect blocked an attack that would have reduced his posture to 0 it drops to 1 instead. Finally, at the end of each round Sekiro regains a number of posture hitpoints equal to 20 times his current health divided by its maximum e.g. at half health Sekiro would regain 10 posture at the end of the round.

Guard. Whenever Sekiro is targeted by an attack he will attempt to guard it without fail. To guard an attack he must make a dc 20 Dexterity saving throw, on failure he takes the full damage of the attack, on success he blocks the attack. If he succeeds the save by 5 or more he perfect blocks. Typically when an attack is blocked Sekiro takes 0 damage to his health, however if the attack were to deal 150 damage or more then it is treated as a heavy attack. Heavy attacks deal 20% of their original damage to Sekiro if blocked but deal 0 if perfect blocked as usual.

Shinobi Eyes. Sekiro has permanent darkvision and due to his keen vision and reflexes is able to grow accustomed to enemy attacks, every time he sees the same attack the dc for his guard feature is lowered by 1 to a minimum of 15. This reduction also works for the perilous attack feature but to a minimum of 20.

Perilous Dodge. If an attack is a sweep, grab, deals excessively large amounts of damage or if you the DM deem it unblockable then it is treated as a perilous attack. A perilous attack requires Sekiro to make a dc 25 Dexterity saving throw (or the saving throw of the attack itself whichever is lower) or take the full damage of the attack, on success he dodges the attack completely.

Cursed Energy. Sekiro has 40 cursed energy which he can expend. He regains all cursed energy spent at the end of a long rest.

Perfected Improved Unarmored Defense. Sekiro gains a +2 bonus to his AC (already included) while not wearing any kind of armor or shield.

Perfected Classical Swordplay. While wielding a finesse weapon and no other weapons, Sekiro gains a +2 bonus to his attack rolls (already included in his weapon) and AC (already included) so long as he is not wearing Armor or wielding a Shield.

Alert. Sekiro cannot be surprised while he is conscious, he has a +5 to his initiative and creatures do not gain advantage due to not being seen by him.

Curse-Empowered Strikes. Sekiro deals additional 6 (1d12) necrotic damage whenever he attacks with his Kusabimaru (already included). Additionally, his attacks are considered magical.

Evasion. Whenever Sekiro is forced to make a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success. This does not apply when Sekiro uses his guard feature.

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

Cursed Weapon Wielder. Any weapon attacks Sekiro makes using a Cursed Tool have their critical hit range increased by 1. Also, if he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of his attack using the same Cursed Tool that he scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if Sekiro would score a natural 20 on the attack roll for the attack.

Divine Revival. Sworn into an immortal oath Sekiro when reduced to 0 hitpoints may choose to revive himself to half health. He can revive up to 3 times per long rest but must perform a deathblow to revive again after first use.

ACTIONS

Multiattack. Sekiro makes three attacks.

Kusabimaru. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 22 (1d12 + 16) slashing and 24 (3d12 + 5) necrotic damage.

Unarmed Strikes. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) bludgeoning.

Empowered Mortal Draw (3 cursed energy). +18 to hit, reach 20 ft. cone, multi target. Hit: 43 (10d6 +8) slashing and 86 (12d6 + 6d12 + 5) necrotic damage. As an action Sekiro Unsheathes his mortal blade dealing massive damage. For a full turn action Sekiro may make a second swing with the mortal blade with the same to hit, reach and cursed energy cost dealing 32(8d6 + 8) slashing and 72(10d6 + 5d12 +5) necrotic damage. If Sekiro doesn't have enough cursed energy to use this feature, he uses the the feature below instead.

Mortal Draw. +18 to hit, reach 20 ft. cone, multi target. Hit: 22 (4d6 +8) slashing and 35 (5d6 + 2d12 + 5) necrotic damage. As an action Sekiro Unsheathes his mortal blade dealing massive damage. For a full turn action Sekiro may make a second swing with the mortal blade with the same to hit and reach dealing 27(3d6 + 8) slashing and 35(5d6 + 2d12 +5) necrotic damage.

Finishing Deathblow. When Sekiro reduces a creature to 0 hitpoints he can perform a finishing deathblow on the creature to kill them outright. When this is done Sekiro regains 50 health and 10 posture and allows him to resurrect himself again if he is unable to.

Stealth Deathblow. When Sekiro approaches behind a creature that isn't aware of him he can perform a stealth deathblow dealing half their health up to 300 damage. When this is done Sekiro regains 50 health and 10 posture and allows him to resurrect himself again if he is unable to.

Exorcise. Sekiro can automatically destroy a cursed spirit within 30 feet of himself with a CR of 3 or lower that he can see.

Prosthetic Tool Use. Sekiro may use one of his 8 prosthetic attachments as a free action, he has 2 additional free actions dedicated to this feature meaning he can use up to 3 prosthetics per turn.

Prosthetic Axe (1 cursed energy). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing and 25 (4d6 + 1d12 + 5) necrotic damage. The axe ignores ac granted by wearing armour when attacking creatures, additionally when used against shields it breaks them. When used to target a limb the attack counts as critical.

Prosthetic Firecracker (2 cursed energy). Sekiro unleashes a large barrage of bright firecrackers, all creatures in a 20ft. cone must make a dc 25 Dexterity saving throw or be stunned until the beginning of Sekiro's next turn and be blinded until the end of Sekiro's following turn. On success they are not afflicted with any conditions.

Prosthetic Shuriken (1 cursed energy). Ranged Weapon Attack: +18 to hit, reach 60/120 ft., one target. Hit: 13 (1d10 + 8) slashing and 22 (2d10 +1d12 + 5) necrotic damage .Sekiro releases a shuriken from his prosthetic, if this shuriken targets an airborne enemy or enemy currently in the air for whatever reason then the attack counts as critical and forces the enemy to make a dc 20 Constitution saving throw on hit or be knocked prone on failure.

Divine Flame Prosthetic (3 cursed energy). Creates a 20ft. cone of lilac flames, all creatures caught in this cone must make a dc 25 Constitution saving throw or take 40 (5d12+8) fire damage and 11(1d12 + 5) necrotic damage. Alternatively the flame can be imbued onto Sekiro's Kusabimaru causing it to deal an additional 2d12 fire damage and a 20% damage bonus against cursed spirits. This effect lasts 5 rounds.

Loaded Spear Prosthetic (2 cursed energy). Sekiro may make a 10ft thrust or cone attack of his choice forcing all creatures to make a dc 25 Dexterity saving throw dealing 15 (2d6 + 8) slashing/piercing and 25 (4d6 + 1d12 + 5) necrotic damage on failure on success they take half damage. Additionally can be used to break armour.

Sabimaru Prosthetic (1 cursed energy). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) Poison and 22 (2d10 +1d12 + 5) necrotic damage. Sekiro uses the Sabimaru alongside his Kusabimaru to perform a flurry of attacks, whenever Sekiro performs an attack with his Kusabimaru the prosthetic can be used alongside it for 1 cursed energy per use. Upon hitting the creature must make a dc 20 Constitution saving throw or be poisoned for 1 minute. If the prosthetic is used multiple times in the same turn and the creature fails the saving throw more than once then the dc to remove the poison condition increases by 2 per additional failure. Finally, while poisoned by this feature the creature takes 14(2d8+5) poison damage at the beginning of their turn.

BONUS ACTIONS

Item Use. Sekiro uses one of his items from his arsenal.

Design Note: While using an item Sekiro is unable to use his guard or perilous dodge feature and can't use his prosthetics, so if an attack is prepared in reaction to this he can't block it. Additionally if Sekiro is hit while using an item he is interrupted and the item isn't consumed.

REACTIONS

Loaded Umbrella Prosthetic (1 cursed energy). Sekiro expands and hides beneath the umbrella as a reaction to an attack shielding him from all damage, the umbrella only guards one attack per use and cannot block sweep attacks, however will perfect block all other attacks without exception, Sekiro will not take posture damage when blocking with the umbrella but if he uses it then at the end of the round he will not recover posture either. Finally, when this feature is used the effects of divine confetti and divine flame on Sekiro's Kusabimaru are forcibly ended early. Sekiro has 1 additional reaction dedicated to this feature.

Feather Mist Raven Prosthetic (2 cursed energy). Sekiro disappears in a cloud of raven feathers and black smoke, as a reaction to an attack landing on Sekiro he can use this prosthetic to teleport 10ft. in a direction of his choosing to avoid all damage. Sekiro has 1 additional reaction dedicated to this feature. This feature can be used to move through barriers including domains.

Pupeteer Ninjutsu (3 cursed energy). As a reaction to performing a deathblow on an enemy that causes their death Sekiro can use this feature to restore the creature to half health and have it under his control to fight other creatures. The puppeted creature cannot use curse energy features beyond the main class features and will die after 5 rounds regardless of health.

Mikiri Counter. As a reaction to a thrust attack Sekiro can make a dc 20 Dexterity saving throw to stomp on the creatures weapon avoiding the attack entirely on success allowing for Sekiro to deliver a counter hit with his Kusabimaru with advantage, on failure Sekiro takes the full damage of the attack.

Projected Force. As a reaction to using the loaded umbrella prosthetic Sekiro can make an attack using his Kusabimaru and umbrella at the same time to a creature within 10ft. of himself dealing 37 (2d12 + 24) slashing and 42 (5d12 + 10) necrotic damage. Additionally Divine flame and divine confetti if used prior to this feature are applied to the damage before they are ended early.

Chasing Slice. As a reaction to using the firecracker, shuriken or spear prosthetic Sekiro can move up to 20ft. and make an attack with his Kusabimaru.

image-2025-03-31-173637692.png
Sekiro, the one armed wolf using his prosthetic.

Jujutsu Sorcerer.

Sekiro has 20 levels in the Jujutsu Sorcerer class.

Sekiro's Items

Sekiro has a large arsenal of items at his disposal, they are as followed:

Healing Items
  • Healing Gourd(10/short rest). When used Sekiro recovers 200 health.
  • Medicinal Pellet(3/short rest). When used Sekiro regains 40 health at the start of his turn for 5 rounds. This cannot be stacked, if a second pellet is used before the first expires then the duration will still be 5 rounds only and the remaining healing of the first pellet is wasted.
  • Persimmon(3). Sekiro may consume a persimmon to regain 5 additional posture at the end of the round for 6 rounds.
  • Taro Persimmon (1). Sekiro may consume a taro persimmon to regain 10 additional posture at the end of the round for 6 rounds.
  • Divine Grass(1). When used restores Sekiro's health fully and removes all status conditions.
Buddhist Sugar
  • Ako's Sugar(5). When eaten grants a 25% increase to Sekiro's damage from any source.
  • Ungo's Sugar(5). When eaten grants a 25% reduction to damage Sekiro receives.
  • Goukan's Sugar(5). When eaten grants a 50% reduction to received posture damage.
  • Gachiin's Sugar(5). When eaten grants a +5 bonus to Stealth checks.
  • Yashariku's Sugar(3). When eaten grants a 50% increase to Sekiro's damage from any source, however Sekiro's maximum health is reduced to 40%, when the effect ends Sekiro's health doesn't return to full.

Design Note: Buddhist sugars last 5 rounds and their effect cannot be stacked, if a second sugar is consumed while an effect is active then the most recently used sugar will be the applied effect

Powder
  • Dousing Powder(5). When used removes the 1st degree burns condition from Sekiro and reduces fire damage by 10%.
  • Ministry Dousing Powder(3). When used removes the 1st degree burns and 2nd degree burns condition from Sekiro and reduces fire damage by 25%.
  • Antidote Powder(5). When used removes the poisoned condition from Sekiro, additionally it reduces by 3 the dc of saving throws Sekiro needs to succeed to avoid being poisoned. Lastly it reduces poison damage by 10%.
  • Pacifying Powder(5). When used removes the frightened condition from Sekiro, additionally it reduces by 3 the dc of saving throws Sekiro needs to succeed to avoid being frightened. Lastly it reduces psychic damage by 10%.
  • Eel Liver Powder(3). When used reduces lightning damage by 25%, additionally the dc of saving throws to avoid being paralyzed or stunned from lightning attacks is reduced by 3.

Design Note: Powder dc reductions and damage reductions last 5 rounds and their effects can be stacked.

Miscellaneous Items
  • Divine Confetti(3). When used Sekiro's Katana glows pink, additionally attacks made with Sekiro's Kusabimaru only have their damage increased by 25% against all creatures except for curses, curses instead take an additional 50% damage. The effect lasts 10 rounds.
  • Ceremonial Tanto(3/short rest). As part of a binding vow in exchange for not being able to regain cursed energy Sekiro instead may plunge the tanto into his shoulder dealing half his health in damage, in return he gains 10 temporary cursed energy. On use another tanto may not be used until Sekiro's temporary cursed energy is 0.
  • Fistful of Ash(10). Sekiro may throw a clump of ash on a creature within 15ft. of himself, the creature must make a dc 20 Dexterity saving throw or be blinded until the beginning of Sekiro's next turn.
  • Oil(10). Sekiro may throw a pot of oil on a creature within 15ft. of himself, the creature must make a dc 20 Dexterity saving throw or be covered in oil for 3 rounds or until they have been cleaned or set on fire. While covered in oil creatures subject to saving throws to avoid fire damage do so with disadvantage, additionally fire damage attacks deal 50% more damage.
  • Snap Seed(5). Sekiro may use a snap seed to end the confused status effect or to dispel illusions within a radius of 60ft. of himself.
Favorite Weapon

Sekiro's Kusabimaru is the one he is most comfortable with and excels when using it. While he is wielding it, it gains the following benefits:

  • It now adds his ability modifier twice for its damage rolls (already included).
  • Once per turn Sekiro can add his proficiency bonus to an attack roll with it again.
  • He has advantage on any checks against being disarmed of this weapon, and creatures have disadvantage on trying to disarm him of it.

Sekiro's Binding Vows.

  • Cursed Prosthesis. In exchange for vowing almost half his cursed energy reserves away Sekiro has gained the ability to channel cursed energy into his many prosthetic tools allowing him to switch between them at blazing speed.
  • Kuro's Charm. By imbuing his katana with his master's charm Sekiro entered a binding vow where he has lost the ability to use cursed armour or cursed weapon enhancement, in return he is able to guard against most attacks using his katana.
  • Sacrificial Tanto. Sekiro vowed away his ability to regenerate cursed energy, in return he gains 3 tantos which upon rest may be used again to restore cursed energy mid battle.
  • Reverse Cursed Technique Removal. Sekiro vowed away the ability to use reverse cursed technique instead opting to be able to heal only through the consumption of gourds, these gourds regenerate upon short rest.
  • Mortal Blade. Sekiro avoids the detriments of using the mortal blade via a death binding vow, when first drawing the mortal blade he was killed fulfilling the vow, additionally he may only use the blade to quick draw as part of this vow.

Sekiro's Tools

The Mortal Blade. A legendary Ōdachi with an ominous red glow. A special grade tool used to sever the immortality of beings. The blade draws the lifeforce of the user, when drawn for the first time the user must make a dc25 Constitution saving throw or be killed instantly by the blade. On consecutive uses the user incurs a much less step penalty, on use the user loses 2 hit die of health permanently per round the blade is drawn and every 2 rounds the user gains a level of exhaustion that can removed upon long rest. The blade deals (2d6+4+dex) slashing and (4d6+cha) necrotic damage. It ignores immortality as well as the hard to kill and human wall features. Beings killed by this blade are unable to be revived.

Kusabimaru. An heirloom of the Hirata family, a cadet branch descended from Ashina. Once thought lost, it has found its way back into the hands of Sekiro. The name Kusabimaru beseeches, "A shinobi's role is to kill, but even a shinobi must not forget mercy." A mantra the blade itself may manifest. The blade is infused with a charm forcing a binding vow onto the user forbidding them from using cursed armour and weapon enhancement while wielding the weapon as well as their cursed technique, in exchange the user can deflect attacks not thought possible gaining a posture meter. The special grade katana deals (1d8+4+dex) slashing and (2d8+cha) necrotic damage. The legendary blade is nigh unbreakable reflecting the immortal bond between the shinobi and his master.

Design Note: Upon defeating Sekiro his items and tools can be looted, however items like the healing gourd and prosthetics can only be used if you enter the binding vow Sekiro has.

Feats

50 Meters In 3 Seconds!, Athlete History

Cursed Weapon Wielder.

Immense Cursed Energy.

Improved Durability.

This creature uses the Improved Durability rule.

Intellect Over Will.

This creature uses the Intellect Over Will rule.

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