Toge Inumaki, 2nd year (Jujutsu Kaisen Supplement)

From D&D Wiki
Jump to navigation Jump to search

Toge Inumaki[edit]

Medium humanoid (human), lawful good


Armor Class 20 (Unarmored Defense)
Hit Points 238 (28d8 + 112)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 18 (+4) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Dex +10, Cha +10
Skills Acrobatics +10, Perception +7
Senses passive Perception 17
Languages common
Challenge 14 (11,500 XP)


Cursed Energy. Toge has 43 cursed energy which he can expend in his features. Every cursed energy used will be spent, with Toge only regaining it after he takes a long rest.

Cursed Armor. Toge can spend up to 5 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Toge can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0.

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

Evasion. When Toge makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on success.

Cursed Energy Recovery. While in combat, Toge regains 1 Cursed Energy per turn, up to his maximum. The combat must be one where his life is at risk.

Vocal Cords. Toge's vocal cords have 238 hit points. He regains 1 vocal chord hit point at the beginning of his turns, unless they're at 0 hit points. Any kind of hit point regain he receives affects his vocal cords' hit points as well.

Toge's vocal cords regain all of their hit points at the end of a short or long rest. Whenever he uses a Cursed Word against a hostile creature (or a creature that isn't his ally), his vocal cords lose 2 hit points per cursed energy spent in said word (before applying reductions). If his vocal cords reach 0 hit points, he won't be able to regain the hit points unless he receives the benefits from Reverse Cursed Technique or take a long rest. If he has 0 hit points he cannot use his cursed words, and he’s always under one level of exhaustion.

Cursed Energy Dependent. The more cursed energy a target has, the harder it is to affect them. However, the same still applies to them having low amounts.

  • Cursed Energy Superiority. For every 10 cursed energy a creature has below 43, the DC to resist Toge's cursed words is increased by 1. This increase cannot go above 5 in amount. Additionally, for every +1 he gains in this way, the damage he receives to his vocal cords is halved. If Toge has 10 or more cursed energy than the target, they make the saving throws against your cursed words with disadvantage. If they already had disadvantage from any other source, they must roll three dice and pick the lowest result.
  • Cursed Energy Inferiority. For every 10 cursed energy a creature has above 43, they gain a +1 bonus in saves to resist Toge's cursed words. This bonus cannot go above their proficiency bonus. Also, for every +1 the creature has, the damage he receives to his vocal cords is multiplied, with the multiplier being twice the amount of +1s.

Iron Cords (5/short rest). Whenever Toge reaches 0 hit points on his vocal cords, he can make a DC20 Constitution saving throw. On a success, they are reduced to 1 hit point instead.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses on a short or long rest.

Cursed Whisper.Once per round, Toge can whisper one of his cursed words. It reduces their range by half however, if the target's passive perception is lower than 18, they make the saving throw with disadvantage. Also, creatures affected by this have to use twice as many reactions to react to your cursed word.

Toge can't use Cursed Shout and Cursed Whisper in the same word.

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

Acrobatic Fighter.

  • Toge may calculate his jump distance and height with his Dexterity score.
  • Toge's jump distance and height is doubled.
  • Whenever Toge 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. If there are not any solid surfaces, he may use half his movement speed to drop to the ground on his hands, extending his legs up and making a powerful kick.
  • Once per turn, whenever he fall onto a creature, make a DC 10 Acrobatics check. On a success, Toge may make one unarmed strike against that creature.

ACTIONS

Multiattack. Toge makes two attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage + 6 (1d12) necrotic damage.

Exorcise. Toge automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 2 or lower.

BONUS ACTIONS

Martial Arts. When Toge uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or a melee weapon attack as a bonus action.

Cursed Blast of Blows (3 Cursed Energy). After Toge uses the Attack action, he can perform two unarmed strikes as a bonus action.

Cursed Patient Defense (3 Cursed Energy). Toge can take the Dodge action as a bonus action on his turn.

Cursed Wind Step (3 Cursed Energy). Toge can 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.

Maximum Output. Toge can spend Cursed Energy equal to twice the original cost of one of his cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:

  • The technique's range 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 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 5.
  • 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 Speech. Toge can use one of his Cursed Words described at cursed words.

Cursed Energy Tracker. Toge 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 him to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll a Stealth check, using Charisma instead of Dexterity, against a Perception check from Toge. If he wins, Toge gains advantage on the saving throw, or the attack roll is made with disadvantage.

REACTIONS

Cursed Speech. Toge can use one of the following Cursed Words described at cursed words:

  • Don't Move
  • Return
  • Run Away
billede-2025-01-03-231737774.png
Toge Inumaki, holding a megaphone to enhance his Cursed Speech, [[1]]

Jujutsu Sorcerer.

Inumaki has 14 levels in the Jujutsu Sorcerer class.

Cursed Words

For the purposes of Vocal Cords damage and Maximum Output, the Cursed Energy costs of these words are doubled.

Don't Move (1 Cursed Energy). As a bonus action a creature within 90 feet of Toge of his choice must succeed a Charisma saving throw or become unable to preform any activity requiring physical movement, as determined by the DM, until the beginning of hid next turn.

Return (1 Cursed Energy). As a bonus action or as a reaction to a Shikigami moving towards Toge, he can force said shikigami to come back to its master. The Shikigami must succeed a Charisma saving throw or be teleported to the closest place to its summoner. A Shikigami may choose to fail this saving throw if the summoner is willing.

Run Away (2 Cursed Energy). As a bonus action or as a reaction to a creature moving within 90 feet of him, Toge can make them run away as far as possible. He forces one target within range to succeed a Charisma saving throw or be forced to take the dash action and immediately run as far as possible from him (even if it was outside their turn). This spends the movement of their next turn in case it wasn't their turn.

Sleep (2 Cursed Energy). As a bonus action Toge can cause a creature within 90 feet of him to fall into a deep slumber. They must make a Charisma saving throw. On a failure, they are knocked unconscious for 1 minute, this can be ended early by them receiving damage or a creature spending their action to awake them. Creatures with more than half their maximum hit points automatically succeed.

Blast Away (2 Cursed Energy). As a bonus action Toge can make a creature within 90 feet of himself be launched back. They must succeed a Charisma saving throw or be thrown back 50 feet back, taking 55 (10d10) force damage.

Explode (3 Cursed Energy). As a bonus action Toge makes a creature within 90 feet of him explode from the inside out. They must succeed a Charisma saving throw or receive 57 (15d8) fire damage. If they fail by 5 or more, they receive First Degree Burns.

Plummet (3 Cursed Energy). As a bonus action Toge makes one creature within 90 feet of him become incapacitated by a great field of gravity affecting them. They must succeed a Charisma saving throw or receive 45 (10d8) force damage and are knocked prone. If they fail by 5 or more, they are also incapacitated until the beginning of Toge's next turn.

Get Crushed (5 Cursed Energy). As a bonus action Toge can implode a creature within 90 feet of you. They must succeed on a Charisma saving throw or lose 97 (15d12) hit points and have disadvantage in Strength, Dexterity and Constitution saving throws until the beginning of his next turn. If they fail this by 5 or more, they are also incapacitated for the duration.

Get Twisted (5 Cursed Energy). As a bonus action Toge can twist a body part of a creature within 90 feet of him. They are forced to succeed on a Charisma saving throw or get one their Limbs hit points reduced to 0. The limb cannot be the Skull, Jaw or Torso.

Die. (10 Cursed Energy). As a bonus action Toge potentially instantly kills a creature within 90-feet of him. If the creature's hit points are below 150, they are forced to succeed on a Charisma saving throw or die instantly.

Shout. Toge can shout his cursed words, making them reach more people. He can increase the action cost of a cursed word by one (free action -> bonus action -> action) to make it target all creatures in a 60 foot circle centered on himself of his choice.

If no targets are affected by Toge's Cursed Words, he doesn't spend any Cursed Energy nor does he receive any damage to his vocal cords.

Quick Word.

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 Toge's cursed word's action cost is reduced by one (action -> bonus action -> free action), and if it can be used as a reaction he may gain one additional reaction just for using it (however he cannot use any other cursed words as a reaction in said round).

Additionally, he may use the Ready action on the chosen word with no action required as long as it's his turn.

Toge can change the chosen cursed word at the end of a long rest.

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

Toge 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.

Power Enhancement. Toge can now spend up to 3 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 3 (to a minimum of 1 cursed energy).

Distance Enhancement. Toge can spend up to 3 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

At the end of a short rest or long rest, Satoru may reallocate his enhancements.

Feats

50 Meters In 3 Seconds!.

Acrobatic Fighter.

Vocal Toughness.

Immense Cursed Energy, Cursed Energy Tracker.

Improved Durability.

This creature uses the Improved Durability rule.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Jujutsu Kaisen franchise, and/or include content directly affiliated with and/or owned by Shueisha. D&D Wiki neither claims nor implies any rights to Jujutsu Kaisen copyrights, trademarks, or logos, nor any owned by Shueisha. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png