Tamomo no Geto (Jujutsu Kaisen Supplement)

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Tamomo no Geto[edit]

Medium humanoid (human), chaotic evil


Armor Class 27 (unarmored defense)
Hit Points 1533 (86d10 + 1060)
Speed 90 ft.


STR DEX CON INT WIS CHA
28 (+9) 26 (+8) 26 (+8) 16 (+3) 16 (+3) 26 (+8)

Saving Throws Str +16, Dex +15, Con +15, Cha +15
Skills Acrobatics +15, Arcana +10, Athletics +16, Deception +15, Insight +10, Intimidation +15, Investigation +10, Perception +10, Performance +15, Persuasion +22, Religion +17, Stealth +15
Proficiency Bonus +7
Damage Vulnerabilities radiant
Damage Resistances psychic poison
Condition Immunities poison
Senses passive Perception 13
Languages Common
Challenge 26 (90,000 XP)


Tamomo no Geto

Design Note: This sheet is meant to function as an easy way to DM what a fusion between the Geto and Tamomo no Mae Incarnate sheet would be like.

Fused Cursed Energy. Tamomo no Geto has 318 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Fused Cursed Energy Recovery. Tamomo no Geto regains 5 cursed energy at the beginning of his turns.

Corrupted Mind. Despite being able to retain control in part due to Tamomo being his cursed spirit the murderous intent of the special grade curse has infected his mind causing him to be bloodlusted as long as he is possessed by Tamomo no Mae Incarnate.

Evasion/Brawn/Endurance. Whenever Tamomo no Geto makes a Dexterity or Strength or Constitution saving throw, he takes half as much damage on a failure and no damage on a success.

50 Meters In 3 Seconds! Tamomo no Geto has 2 reactions per round.

Cursed Attack. Tamomo no Geto's attacks are considered magical.

Curse Resistance. Tamomo no Geto has advantage on saving throws against cursed techniques and other cursed energy effects.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Tamomo no Geto. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see Tamomo no Geto.

Hard to Kill (1/long rest). If Tamomo no Geto were reduced to 0 hit points, they can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright.

Famous Name. Whenever Tamomo no Geto rolls initiative, they may force every hostile creature that can see them to make a DC 20 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours.

Sadism. Whenever Tamomo no Geto deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 23.

Massive Range (10 cursed energy). As a part ofTamomo no Geto using either its own or vessel's technique it may spend extra cursed energy to gain this benefit. The curse's technique range, width, and radius increase by 220ft.. If it has a range of touch, its range instead becomes 115ft.

Speed Supremacy. Creatures below the curses amount of power have a harder time reacting to Tamomo no Geto and Tamomo no Geto can react to them easier. When Tamomo no Geto reacts to the features of a creature without this feature, it doubles the amount of reactions Tamomo no Geto can take. Essentially making every reaction cost .5 reactions instead of 1. Additionally, when a creature wants to react to the curse they must spend double as many reactions, making 1 reaction against Tamomo no Geto costs 2 reactions.

Improved Body Functions. All radiant damage that Tamomo no Geto receives is reduced by 15.

Acrobatic Fighter. Whenever Tamomo no Geto 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, Tamomo no Geto 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 Tamomo no Geto falls onto a creature, he can make a DC 10 Acrobatics check. On a success, he may make one unarmed strike against that creature.

Strong Body. Tamomo no Geto reduces all non-magic damage he takes but psychic by 10. This also affects magical damage if he is using cursed armor.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Tamomo no Geto 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 4.
  • The feature’s range increases by 5 times 9 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 9 rounds.

Cursed Enhanced Body Whenever Tamomo no Geto makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may spend Cursed Energy up to 8 as a reaction to add the number of energy spent as a bonus to the saving throw. When attacking with his unarmed strikes or weapons he is proficient with, he may add +4 to his attack and damage rolls. This only applies if he currently has 1 cursed energy or more.

Colossal Physique.

  • Tamomo no Geto counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Tamomo no Geto can add your proficiency to all Strength checks you make.
  • Once per turn as part of a successful melee attack, Tamomo no Geto can force the creature hit to make a DC 22 Strength saving throw. On a failure, they are knocked back 70ft. 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 receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Tamomo no Geto makes a Strength check or saving throw, Tamomo no Geto can give himself advantage on the roll. He can do this 7 times per long rest.

Human Wall (8/Long Rest) When Tamomo no Geto would be reduced to 0 hit points, he may instead fall to (1d10 + 6) hit points instead. Tamomo no Geto also has advantage on Constitution saving throws.

Slam Master.

Brute Slam. Once per turn as part of an unarmed strike, Tamomo no Geto may make a grapple attempt against a creature. If he succeeds, he may pick up the creature and slam them against a solid surface within 10 ft. of himself, such as the ground or a wall, dealing another roll of his unarmed strike in damage. The surface takes twice as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.

Heavy Slam. Whenever Tamomo no Geto takes the Attack action against a creature he is currently grappling with, he may forgo an attack to violently slam the creature into the ground. He makes a contested Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check (Their choice). On a successful check, his opponent is driven into the earth beneath himself ending your grapple early, taking bludgeoning damage equal to two rolls of Tamomo no Geto's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from his iron grasp, causing his grapple to end early and the creature may move an additional 5 ft. away from Tamomo no Geto as part of their successful check. If he scores a 20 on the Strength (Athletics) check whilst using this feature and it was a success, the creature takes bludgeoning damage equal to four rolls of his unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of his next turn.

Heavy Finisher. Once per round as part of hitting a melee attack, Tamomo no Geto can spend up to 8 cursed energy to make his target make a DC 23 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are thrown back 20 times his Strength modifier + the amount of energy spent and are knocked prone. On a success, they take half as much damage, are half as pushed and are not knocked prone.

If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well.

Tamomo no Geto can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting an melee attack against a prone creature, Tamomo no Geto can spend up to 8 cursed energy to force his target to make a DC 22 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of Tamomo no Geto's next turn. If they fail by 5 or more, they are also Confused until the beginning of his next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

Negative Flow. Whenever Tamomo no Geto is under the effects of the conditions frightened, berserked, bloodlusted, is under half his maximum hit points, missing a limb or in an encounter thats total CR is higher than his level; he will gain 4 temporary cursed energy at the start of his turn which cannot go above 19 cursed energy.

Focused Rage. While under any of the circumstances listed in the Negative Flow feat Tamomo no Geto can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 8 cursed energy. When the circumstances listed in Negative Flow end he can no longer concentrate on this feat. (This feat can be concentrated on even while under the bloodlust or berserk conditions)

Taijutsu Sorcery. Whenever Tamomo no Geto takes the Attack action on his turn, he may take the Dodge action as a reaction 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 Tamomo no Geto 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. Once per turn, Geto can make an unarmed strike or martial weapon attack with advantage. If Tamomo no Geto already had advantage on a unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1 using this feature.

Cursed Martial Artist. Tamomo no Geto's unarmed strikes when benefitting from the Cursed Strike enhancement have their critical hit range increased by 1. Additionally, whenever Geto scores a critical hit with an unarmed strike, he can roll one additional unarmed strike damage die when determining the extra damage for the critical hit. If Tamomo no Geto has taken the Attack action on his turn using only unarmed strikes then makes any unarmed strikes as a bonus action which benefits from the Cursed Strike, the enhancements cursed energy cost is reduced by 2 (to a minimum of 1).

Cursed Weapon Wielder.

  • Any weapon attacks using a Cursed Tool have their critical hit range increased by 1 (Ex. A Semi-Grade Cursed Katana would now score a critical hit on a roll of 20, Tamomo no Geto may now score a critical hit on a roll of 19 or 20).
  • If Tamomo no Geto rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of your 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 he would score a natural 20 on the attack roll for the attack.

Swarms Master. When Tamomo no Geto makes a swarm out of a single type of cursed spirits (such as the Paralysis Curse), the swarm will be able to use the curse's unique traits, such as special actions or reactions or a special type of movement speed such as flight. When the swarm uses any feature that deals damage this way, it's damage or damage dice number will be doubled, and that for every 10 extra spirits in the swarm that amount will be added again. The damage can only be increased this way 6 times. If the feature requires a saving throw to be made, the targeted creatures will roll it with disadvantage. For any features that require Cursed Energy, the swarm will have an amount of it equal to what a single curse composing it would have, and it spends the regular amount.

Cursed Armor. For no action Tamomo no Geto can spend up to 8 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. He can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Additionally while Tamomo no Geto has cursed armour active he has resistance to necrotic damage.

Cursed Strikes. Tamomo no Geto can spend up to 7 cursed energy when making an Unarmed Strike in order to add 1d8 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.

Cursed Infused Spirits. As part of Tamomo no Geto's bonus action, while summoning one of his cursed spirits, Tamomo no Geto may spend up to 8 Cursed Energy to increase the potency of his cursed spirits. The cursed spirit will gain two of the following benefits of his choice for 1 minute:

  • A bonus to their attack rolls equal to the energy spent.
  • A bonus to damage rolls equal to the energy spent.
  • Extra 5 feet movement speed per energy spent.
  • Any DCs they have are increased by an amount equal to half the energy spent (rounded down).

Perfect Spirit Control.

  • Tamomo no Geto's cursed spirits cost is reduced by 8 (minimum 1 Cursed Energy).
  • When Tamomo no Geto summons a cursed spirit, he may give it a command as part of the same action, and the command will be a complex or simple one depending on the action Tamomo no Geto used (ie. if he summons it with an *Action you he give it a complex command, and a simple one with a Bonus Action).
  • When Tamomo no Geto summons a Grade 4 or Grade 3 cursed spirit, he may also summon up to 16 curses for only the Cursed Energy cost of the first one, if all of them would have an equal cost or less.

Cursed Spirit Battle General. Tamomo no Geto gains 8 additional Reactions that he can only use to summon his cursed spirits, use one for reducing damage or command them to take their Reaction

ACTIONS

Multiattack. Tamomo no Geto makes 3 attacks, two with it's Claws and one with it's Flaming Orbs. It may substitute any number of these attacks with, playful cloud, claws and flaming orbs.

Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) slashing

Flaming Orbs (2-10 cursed energy). The curse can summon up to 5 flaming orbs for 2 cursed energy each and then may fire them at the same or individual targets of its choosing. They have a range of 90ft. and have a +15 to hit and deal 34 (4d12 + 8) fire damage per flaming orb.

Poisonous Gas (10 cursed energy). The curse emits a toxic green gas from its mouth spreading into a 60ft. radius. All creatures in this radius must make a DC 23 Constitution saving throw or take 78 (12d12) poison damage and inflict poison and 1 level of exhaustion on failure and on success they take half damage and and don't receive status effects.

Exorcise. Tamomo no Geto automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower.

Playful Cloud. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 45 (2d8 + 36) bludgeoning damage and 6 (1d12) necrotic damage.

Barrier Master (1-8 cursed energy). Tamomo no Geto can spend up to 8 cursed energy, creating 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 Tamomo no Geto may choose to make it smaller if they wish. This barrier has 20 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 equal to 22 and automatically fails saving throws. This barrier lasts 8 minutes. Tamomo no Geto can deactivate his basic barrier at will (no action required).

Veil (5 cursed energy). Tamomo no Geto 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.

The curtain lasts for 80 minutes. Tamomo no Geto's curtain has a number hit points equal to 80 . This barrier has an AC equal to 22 and automatically fails saving throws. It is also immune to Poison and Psychic damage.

Tamomo no Geto may choose to make your curtain smaller in radius, however it cannot be smaller than a 100-foot radius.

Cursed Spirit Absorption (1 Cursed Energy). Tamomo no Geto may exorcise a cursed spirit with 48 hitpoints or less within 120 ft. of himself, and transform its soul into a small black orb for Tamomo no Geto to eat. Tamomo no Geto may ignore these conditions if the curse is semi-grade 1 or below . After it he can eat the orb, absorbing the creature, which allows Tamomo no Geto to summon it as an ally to fight for him later. A cursed spirit that is dropped to 0 hit points by radiant damage is exorcised and can no longer be absorbed this way..

Tamomo no Geto is also able to absorb other sorcerer's curses as long as he kills the master first, additionally Tamomo no Geto may have as many cursed spirits as he wants.

Each absorbed creature gains the following attributes:

Their Cursed Energy is increased by 16. Tamomo no Geto may increase it further by the same amount for each Grade they are above Grade 4 so for grade 1 curses their cursed energy maximum would be increased by 96. They will regain all of their hit points at the end of a long rest. They become immune to being frightened or charmed. They lose their free will and follow each and every command Tamomo no Geto gives them. If they are reduced to 0 hit points they die instantly, and cannot be revived by any means. The creature will gain the Cursed Spirits Invisible Force, Undead Nature, and Cursed Nature Racial trait. Even if they are far away from Tamomo no Geto, he will know if his cursed spirits were exorcised.

Additionally, he can choose 8 cursed spirits to gain a +8 bonus to their Strength, and Dexterity, Constitution scores. (Not applied)

Maximum Uzumaki (2-20 cursed energy). For 2 cursed energy per cursed spirit in Uzumaki to a maximum of 20 cursed energy, Tamomo no Geto can put any number of his cursed spirits(minimum 1) into a dark spiral-like pattern that he can use in an attack. Every creature in a 30 times every cursed spirit used foot cone must make a Dexterity saving throw. On a failure, they take 1d12 necrotic damage per cursed spirit used in Uzumaki. On a success, they take half as much damage.

A cursed spirit above CR 1 may be treated as an amount of spirits equal to its CR.

This feature treats immunity as resistance and resistances as if you were hitting a creature normally. Tamomo no Geto can add as many cursed spirits as he wants. The damage dice of Uzumaki can now exceed 60 since he is possessed by Tamae no Mae.

All of the cursed spirits that were used in the Uzumaki cannot be used anymore since they are spent. However, Tamomo no Geto can choose to obtain any cursed techniques or spellcasting abilities they had. Spells cost are their level times two in cursed energy, while cursed techniques cost as much as it would for the curse. Tamomo no Geto can have up to three cursed techniques or spellcasting abilities before needing to forget one to gain another. Right after the first use of the spellcasting ability or the cursed technique, Tamomo no Geto loses said feature and gains a free technique slot. Both Uzumaki variations share these three slots.

This technique deals twice as much damage to objects and structures.

Domain Expansion Field of Lethal Calamity (30 cursed energy). Tamomo expands her Domain.

BONUS ACTIONS

Advanced Regeneration. Tamomo no Geto can spend as much Cursed Energy as it wants, regaining hit points equal to 15 times the amount spent.

Maximum Output. Tamomo no Geto can spend Cursed Energy equal to the original cost of one of his lapse, reversal, or extension techniques twice. The first time he pays this cost any reductions that apply to the technique are applied, the second time none are applied. Doing this will amplify its cursed energy output, making it gain two of the following benefits the next time it's cast:

  • The technique's range and area of effect 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 or damage bonus if the technique is a flat damage 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 +3.
  • 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.

Cursed Weapon Enhancement. Tamomo no Geto may spend up to 7 cursed energy to add to a melee weapon Tamomo no Geto is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to twice the amount spent.

Martial Arts. After using the Attack action, Tamomo no Geto can make one unarmed strike.

Cursed Blast of Blows. After Tamomo no Geto uses the Attack action, he can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Tamomo no Geto can spend 3 Cursed Energy to take the Dodge action as a bonus action on his turn.

Cursed Wind Step. Tamomo no Geto 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.

Cursed Energy Tracker. Tamomo no Geto 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 Tamomo no Geto to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll Stealth, using Charisma instead of Dexterity, against Tamomo no Geto's Perception. If Tamomo no Geto wins he gets advantage on the saving throw, or the attack roll is made with disadvantage.

Cursed Spirit Control. Tamomo no Geto can summon his cursed spirits by spending Cursed Energy equal to their CR, summoning as many as he wants within 30 feet of himself, additionally as part of the same bonus action Tamomo no Geto may give a simple command to all summoned spirits . They cannot use actions on their own. Tamomo no Geto can spend a bonus action to command the summoned creatures to attack, use magic, their innate technique and an action to do something more specific, such as 'protect that creature, grab that, defend that area, etc. Tamomo no Geto may control as many spirits as he wants, and spirits that Tamomo no Geto doesn't control directly will just keep doing something they were doing, such as holding something, concentrating on a spell or technique, or defending themselves to the best of their ability, such as taking the Dodge action.

Additionally, Tamomo no Geto can choose to create a swarm directly instead of summoning the number of curses he wants (above 10) and then creating one. The cost of each Swarm is their CR

Lastly, if Tamomo no Geto dies then all cursed spirits under his control are set free.

Cursed Spirit Battle General. Additionally, when Tamomo no Geto uses his Martial Arts to make an extra unarmed strike or one-handed weapon attack as a Bonus Action, he can command all of his cursed spirits within 10 ft. of himself to also make one melee weapon attack as part of the same action, and when using his Cursed Blast of Blows he can instead command them to take their full Attack Action.

REACTIONS

Regeneration. When taking damage, Tamomo no Geto uses it's Advanced Regeneration

Cursed Spirit Absorption. Tamomo no Geto uses his Cursed Spirit Absorption feature.

Cursed Martial Artist. Whenever a creature fails a melee attack roll against Tamomo no Geto, he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add +8 to the damage roll.

Cursed Spirit Block. For x Cursed Energy when Tamomo no Geto takes damage from a weapon attack, spell, melee cursed energy attack roll, ranged cursed energy attack roll, or any saving throws from sources outside his body, he may summon a Cursed Spirit to take the damage for him, reducing it by the current amount of the Cursed Spirits' Hitpoints, with x being the CR of the creature summoned, If the original effect kills the spirit, half of the remaining damage goes to Tamomo no Geto. This feature only works on attacks that travel and can be stopped so attacks like mind control, basilisk stare or making things explode with your mind will bypass this feature.

Cursed Spirit Battle General. when summoning a cursed spirit as a Reaction, Tamomo no Geto can immediately command them to perform a Reaction if they have one without expending another Reaction, and they can take their Reaction as if they were being targeted by whatever effect Tamomo no Geto was originally. Alternatively, Tamomo no Geto can have them make one Action or Bonus Action, in which they can only make a single attack, spell, ability, or technique, and can't open Domain Expansions if they have one.

LEGENDARY ACTIONS

The Tamomo no Geto 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. The Tamomo no Geto regains spent legendary actions at the start of its turn.

Regeneration. Tamomo no Geto uses its Advanced Regeneration

Domain Expansion Field of Lethal Calamity (30 cursed energy)(costs two actions). Tamomo expands her Domain.

image-2024-12-19-211414805.png
A fusion of two special grades, who knows what power lies within that body.https://x.com/onaka_333/status/1349025291738488832

Jujutsu Sorcerer.

Tamomo no Geto has 23 levels in the Jujutsu Sorcerer class.

Domain Expansion: Field of Lethal Calamity

Tamomo no Geto's Domain expansion is very similar to its innate domain except now Poisonous gas surrounds the centre of the domain only leaving a 90ft radius of space left clear. If a creature attempts to enter or is pushed into the poisonous gas they will make a DC 23 Constitution saving throw, on failure they take 16d12 poison damage and are poisoned for 1 minute and gain 1 level of exhaustion on success they take half damage and are not effected by status effects. At the start of the turn all creatures in the domain are subjected to a DC 23 Constitution saving throw, on failure they take 20d12 poison damage and are poisoned for 1 minute and gain 1 level of exhaustion on success they take half damage and are not effected by status effects. The curse is immune to the poisonous gas in its domain along with any creature it touches.

Domain Properties

Tamomo no Geto's domain has the following properties.

Refinement Points. Tamomo no Geto's domain has 300 refinement points.

Domain Durability. Tamomo no Geto's domain has 1100 hit points and has an ac of 23.

Technique Efficiency. While inside its domain, Tamomo no Geto may use flaming orbs and poisonous gas for 0 Cursed Energy.

Increased Potency. While inside her domain, her cursed techniques deal 8 additional damage dice and have a +5 to hit and a +5 to DC

Cursed Techniques.

When a feature refers to Tamomo's cursed techniques, it refers to Flaming Orbs and Poisonous Gas.

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

Tamomo no Geto 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. (Apply these)

  • Power Enhancement. Tamomo no Geto can now spend up to 7 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 7 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Tamomo no Geto can spend up to 7 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.
  • Specialized Technique. Tamomo no Geto can choose a technique of his choosing to become his favourite technique granting him the following benefits: The damage die of the technique is increased by 8 damage die, the range of the technique is increased by 30ft. and finally the technique's cursed energy cost is halved rounded up.

Cursed Techniques.

When a feature refers to Tamomo no Geto's cursed techniques, it refers to Curse Infused Spirits, Cursed Spirit Absorption, Cursed Spirit Control, Cursed Spirit Block, Maximum Uzumaki, Flaming Orbs and Poisonous Gas.

Feats. Tamomo no Geto's feats are:

Special Grade Curse .

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Strong Body, Human Wall, Resilient, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology.

Taijutsu Sorcery, Acrobatic Fighter, Slam Master, Cursed Martial Artist, Heavy Finisher.

Cursed Weapon Wielder.

Swarms Master.

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

Basic Barrier, Barrier Master, Domain Expansion.

Cursed Energy Manipulator x2, Cursed Enhanced Body,Improved Cursed Energy Output, Innate Domain .

Improved Cursed Energy Recovery

Improved Durability.

This creature uses the Improved Durability rule.


Geto's Cursed Spirits[edit]

A breakdown of Geto's 6461 cursed spirits
Grade Cursed Spirit Name Quantity Cursed Energy Cost
Grade 4 Inventory Curse 1 1
Grade 4 Branches curse 60 1
Grade 4 Paralysis Curse 60 1
Grade 4 Eyeball Curse 30 1
Grade 4 Small Ray Curse 50 1
Grade 4 Cursed Centipedes 50 1
Grade 4 Durable Squid Curse 30 1
Grade 4 Flying Ray Curse 1 1
Grade 4 Grade 4 Curse 2400 1
Grade 4 Horned Curse 1 1
Grade 4 Taijutsu Cursed Spirit 60 1
Grade 4 Spore Curse 60 1
Grade 4 Missile Squids 1000 1
Grade 3 Cocoon Curse 1 1
Grade 3 Cod-Piece Curse 70 1
Grade 3 Regenerating Curse 100 1
Grade 3 Grade 3 Curse 1200 1
Grade 3 Huge Curse 100 1
Grade 3 Kissing Curse 1 1
Semi Grade 2 Semi Grade 2 Curse 650 1
Semi Grade 2 Floating Catfish Curse 2 1
Grade 2 Grade 2 Curse 380 1
Grade 2 Flying Bird Curse 1 5
Semi Grade 1 Semi Grade 1 Curse 110 6
Semi Grade 1 Zomba Curse 1 7
Semi Grade 1 Furry Lumpy Curse 1 8
Grade 1 Forest Fire Curse 1 11
Grade 1 Grade 1 Curse 36 10
Grade 1 Necklace Curse 1 9
Grade 1 Mirror Dimension Curse 1 12
Grade 1 Blindness Curse 1 10
Special Grade Samurai Curse 1 14
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