Takumi Kojima

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Takumi Kojima, 1st Year[edit]

Medium humanoid (Human), neutral good


Armor Class 18
Hit Points 98 (7d8+42)
Speed 100 ft


STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 16 (+3) 10 (+0) 15 (+2) 19 (+4)

Saving Throws Dex +7, Cha +7
Skills Acrobatics +10, Arcana +3, Intimidation +7, Investigation +3, Perception +5, Stealth +7
Proficiency Bonus +3
Senses passive Perception 15
Languages
Challenge 5 (1,800 XP)


Cursed Energy. Takumi has 21 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. Takumi can spend up to 4 cursed energy to give himself temporary hit points equal to the cursed energy spent times 5 for 1 minute. Takumi can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.(No action required)

Tokyo Jujutsu High Learnings. Takumi's Unarmed Strikes have a bonus added to their attack and damage rolls (already included).

Cursed Strikes. Takumi can spend up to 3 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to his attack per Cursed Energy spent. When spending energy for this feature, any energy spent counts as double, but it cannot exceed to maximum amount of energy that can be spent for this feature. 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.

Divergent Fist. Once per turn Takumi can choose to focus until the end of his turn. When Takumi hits his next target with a Cursed Strike while focusing, he makes a DC 15 Charisma saving throw. On a success, it will cause a second impact, dealing additional damage equal to his cursed strikes damage roll, at which point he stops focusing in this manner.

ACTIONS

Multiattack. Takumi makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) Bludgeoning damage.

Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Slashing damage.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Piercing damage.

BONUS ACTIONS

Martial Arts. When Takumi 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, Takumi can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

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

Cursed Wind Step. Takumi 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 his turn.

Untraceable Speed Dash. Takumi can take the Dash Action.

REACTIONS

Melee Dodge. After taking the Attack Action on his turn, Takumi can take the Dodge action as a reaction. This dodge only causes melee weapon attacks to gain disadvantage. If a creature rolls a natural 1 on a melee attack against you whilst Takumi has performed this variation of the Dodge action, he can make one attack against that creature if it is within range once per round.

Untraceable Speed. Takumi can make one melee attack as a reaction if he moved into range of a creature or a creature enters his range. He can only do this once per creature per round.

Takumi3.png
Takumi Kojima, a first year Jujutsu Sorcerer

Takumi is a close-ranged brawler that relies on using Cursed Strikes to deal a lot of damage while also being very agile and difficult to hit. He is a speed based fighter that takes advantage of his quickness in order to rush down his opponents.

Jujutsu Sorcerer.

Takumi has 5 levels in the Jujutsu Sorcerer class.

Takumi's Feats.

Humanoid Prison, 50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Immense Cursed Energy, Taijutsu Sorcery.

Improved Durability. This creature uses the Improved Durability rule, and his hit die are all maxed.

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