User:Racoomfie/character sheets/frieren

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Not Frieren V2[edit]

Medium humanoid (Human), any


Armor Class 19 (unarmored defense)
Hit Points 208 (28d8 + 168)
Speed 125 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 20 (+5) 19 (+4) 3 (-4)

Saving Throws Dex +8, Cha +1
Skills Acrobatics +13, Perception +9
Senses passive Perception 17
Languages Common
Challenge 14 (11,500 XP)


Cursed Energy. Frieren has 93 cursed energy that she can use to fuel her abilities. All of hercursed energy is replenished at the end of a long rest.

Cursed Armor (1-4 Cursed Energy). Frieren can give Herself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Frieren can only benefit from this feature again after 1 minute or having their temporary hit points reduced to 0. Frieren also doesn't use this often since she aint a little bitch

Curse-Empowered Strikes. Frieren's weapon attacks are considered magical for the purposes of overcoming resistances, and deal an additional 1d10 necrotic damage (already included).

Evasion. Whenever Frieren makes a Dexterity saving throw, she takes half as much damage on a failure and no damage on a success.

Cursed Energy Recovery. While in combat, Frieren regains 1 cursed energy at the beginning of each of her turns, up to her maximum. The combat must be one where Frieren's life is at risk.

Object Infusion. Frieren has become more adept at imbuing cursed energy not just into special tools, but mundane objects for crafty use.

  • The amount of cursed energy spent on infusing the objects is based on the size of the object itself. Frieren is able to infuse a nonmagical tiny object that fits into her hand for almost no cursed energy as a free action. After Frieren infuses 10 of these tiny objects per long rest, it will cost 1 cursed energy. For example, infusing 9 pebbles costs nothing, infusing 10 will then cost 1 cursed energy, infusing 15 will cost none after the initial 1 spent at 10, and infusing 20 will cost another 1 for a total of 2 spent. For nonmagical objects above tiny, the action cost and energy cost are as follows:
Size Action Cost Cursed Energy Cost
Small Bonus Action 2 Cursed Energy
Medium Action 4 Cursed Energy
Large Full Round Action 8 Cursed Energy
Huge 2 Full Round Actions 16 Cursed Energy
Gargantuan 4 Full Round Actions 32 Cursed Energy
  • An object stays imbued for 1 minute. For the duration, it counts as an improvised weapon and has double the hit points it had before it was infused. If Frieren wants to throw a tiny object they have imbued, the normal range is 10 feet times their Strength modifier or Dexterity modifier, and the long range is double the normal range. Additionally, Frieren can expend a lot of cursed energy to cause the object to become volatile. When imbuing an object, Frieren can instead spend double the normal amount of cursed energy to make the object reactive. If used on a tiny object, it costs 1 cursed energy per object. An object imbued in this way will explode when disturbed, like if it is moved or attacked (determined by the dm). Tiny, small, and medium objects heavily obscure an area equal to their size when they explode for 1 round. Large, Huge, and Gargantuan objects deal damage when they explode. With the damage being 4d6 necrotic, 8d6 necrotic, and 16d6 necrotic for their respective size, with a radius equal to 5ft centered on the object or greater determined by the DM. The saving throw type and DC are determined by the DM as well. Only nonmagical objects can be infused in this way.
  • When Frieren uses Cursed Weapon Enhancement on an improvised weapon, it will use Her martial arts die rather than a d4.

Negative Flow. Whenever Frieren is under the effects of the conditions frightened, berserk/bloodlusted, are under half her maximum hit points, missing a limb lost in this encounter, or in an encounter that's total CR is higher than their Level; Frieren will gain 2 temporary cursed energy at the start of her turn which cannot go above 10. The DM can determine that an encounter is not suitable for Negative Flow to be able to be used.

50 Meters In 3 Seconds! Frieren has 2 reactions per round.

ACTIONS

Multiattack. Frieren makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning and 5 (1d10) necrotic damage.

Exorcise. Frieren automatically destroys a cursed spirit within 30 ft. of them that they can see that has a CR of 2 or lower.

BONUS ACTIONS

Martial Arts. When Frieren uses the Attack action with an unarmed strike on her turn, she can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on Her turn, Frieren can perform two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). Frieren can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). Frieren can take the Disengage or Dash action on her turn, and her jump distance is doubled until the end of her turn.


choice.

Jujutsu Sorcerer.

Frieren has 14 levels in the Jujutsu Sorcerer class.

Feats

50 Meters In 3 Seconds!, Untraceable Speed, Strong Body.

50M in 3 seconds.

Immense Cursed Energy,Overflowing Cursed Energy.

Cursed Enhanced Body Flawless Fundamentals Improved Cursed Energy Output Legendary Cursed Energy Ouput Divine Cursed Energy Output Cursed Energy Ray.




  1. Basic Defensive Cursed Technique (S-1)

-# Cursed Energy Discharge + Barrier Master / Requires at least Basic Barrier / Maybe the barrier master feat yoke As a reaction to being targeted with a ranged cursed energy attack roll or appropriate saving throw for 3 cursed energy, you create a grid of hexagonal scales of barrier framed by pure cursed energy. This creates a shield with 15 Hit Points that is resistant to Cursed Energy and effects created by it, but is vulnerable to physical or nonmagical damage, or cursed energy attacks using the environment (such as missile fists or whatever). You may spend additional cursed energy up to your Charisma modifier to add 10 additional Hit Points to the barrier per cursed energy spent. The barrier lasts for one minute or until you dismiss it at will.

Alternatively, you may surround yourself with the barriers, maintaining concentration to keep the technique going. You must spend the cost 4 times to surround yourself, with the barrier having the total cumulative Hit Points.

At the 11th level, you may spend up to double your Charisma modifier. Additionally, you gain an extra reaction that you may only use for this technique. As this is a barrier technique, only the Ainu school may reduce its cost. If you do not possess the Barrier Master path, the barriers created are not resistant or vulnerable to any damage source.