Watanabe Aikou[edit]
A freshly graduated student of Tokyo Jujutsu High, Aikou Watanabe has made a name for himself through encouraging the Japanese youth to be active and develop healthy habits. After graduating from the Tokyo Class of 2001, he signed a deal with the Japanese entertainment company Nintendo. Unfortunately, Watanabe suddenly disappeared following the party celebrating his recent accomplishments. He has not been seen since.
Medium humanoid (Cursed Corpse), chaotic good
Armor Class 20 (Unarmored Defense)
Hit Points 754 (34d8 + 578)
Speed 90 ft.
Saving Throws Str +11, Cha +8 Skills Athletics +23, Intimidation +11, Performance +11 Proficiency Bonus +6
Senses passive Perception 10
Languages Common
Cursed Energy Save DC: 19
Cursed Energy. Aikou has 69 cursed energy which he can expend. When in combat where his life is at risk, Aikou regains 1 cursed energy at the start of his turn.
Cursed Strike. When making an Unarmed Strike, Aikou may spend up to 6 Cursed Energy, adding 1d12 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until he hits a target or 1 minute has passed. Creatures and objects of Aikou’s choice within 5 feet of the strike’s impact receive a number of d12s in damage equal to half the cursed energy spent (rounded down.) Objects take double damage from the d12s.
Cursed Armor. At any point during his or another creature’s turn, Aikou may spend up to 5 cursed energy to gain temporary hit points equal to the cursed energy spent times 20. When cursed armor is active, damage is reduced by another 5 points. Aikou may only use this again once either a minute has passed or he has ran out of temporary hit points.
Resistant: Brawn. When Aikou is subjected to an effect allowing him to make a Strength saving throw to take half damage, he instead will take half damage on a failure and no damage on a success.
50 Meters in 3 Seconds!. Aikou has two reactions instead of one in each round of combat.
Strong Body. Aikou reduces all non-magic damage he takes but psychic or thunder by 4, and magic damage as well if undergoing cursed armor.
Human Wall As a reaction upon hitting 0 hit points, Aikou can spend a hit die to fall to the amount rolled in hit points. This can be used as much as his Constitution modifier (7) per long rest.
Colossal Physique. Any attack roll he makes which uses Strength deals twice as much damage to objects and structures. Proficiency bonus is added to all strength checks (already added to Athletics.) Whenever Aikou makes a Strength check or saving throw, he can give himself advantage on the roll 5 times per long rest.
Knockback. Once per turn as part of a successful melee attack, Aikou can force an opponent to make a Strength saving throw (DC 18). On a failure, they are knocked back 50 feet in a direction of his choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 1d6 bludgeoning damage per 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 Aikou's melee attack’s damage roll instead (rounded down). If his melee attack was a critical hit and he uses this feature, the creature is considered as if they automatically failed their saving throw and are knocked back twice the distance they would be if this feature was used on a regular attack.
Brute Slam. Once per turn as part of an unarmed strike, Aikou 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 him, 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 Aikou 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. On a successful check, his opponent is driven into the earth beneath him, ending his grapple early, taking bludgeoning damage equal to two rolls of his 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 him 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 Aikou's next turn.
Taijutsu Sorcery. Once per turn, Aikou can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1. Whenever he 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 him 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.
Heavy Finishing Throw. Once per round as part of hitting a melee attack, Aikou can spend up to 5 cursed energy to force his to target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are thrown back 100 + the amount of energy spent in feet 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 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.
Heavy Finishing Ground Slam. Once per round as part of hitting an melee attack against a prone creature, Aikou can spend up to 5 cursed energy to force his target to make a 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 Aikou'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.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Can be used three times in one action. Hit: 16 (2d10 + 5) bludgeoning damage and 5 (1d8) necrotic damage
Clone. Lapse Technique: As an action for 2 cursed energy, Aikou can create a perfect clone of himself within 5ft of himself. It has hit points equal to his maximum, class and racial features (other than Clone). Other creatures may identify who is the real Aikou if they pass a Perception check against his cursed energy DC. For each clone he has out, it costs Aikou double to summon one up to a maximum of four clones.
BONUS ACTIONS
Cursed Blast of Blows. Immediately after taking the attack action, Aikou can spend 1 cursed energy to make three unarmed strikes.
Cursed Patient Defense. Aikou can spend 1 cursed energy to take the dodge action as a bonus action on his turn.
Cursed Wind Step. Aikou can spend 1 cursed energy to take the dash or disengage action as a bonus action on his turn.
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- Jujutsu Sorcerer
Watanabe Aikou has 17 levels in the Jujutsu Sorcerer class.
- Race Traits
Cling to Life. Aikou has died once, and his soul does not want that to happen again. Whenever he is reduced to 0 hit points, he may choose to be reduced to 1 hit point instead. He may only do this once per long rest.
Constructed Being. Aikou doesn't need to eat, drink, or breathe. He doesn't need to sleep. He is immune to being poisoned and poison damage. His creature type is construct, specifically cursed corpse.
- Feats
Athlete History!, Colossal Physique, Strong Body, Human Wall, 50 Meters In 3 Seconds!, Slam Master, Heavy Finisher, Taijutsu Sorcery, Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Domain Expansion
- Modifications (3/7)
Grade 1: Extra Attack, Multifeat (x2), Dexterity Upgrade
Free: Legs, Simple Hands, Level One Sensor System
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Kimiko Zen'in[edit]
Kimiko Zen'in was one of the greatest scholars of Edo Japan, known for her contributions to the knowledge of mathematics, biology, physiology, and geology as well as for pioneering paleontology in Japan. In 1864, Kimiko travelled to the United States for the Star Plasma Run in order to elevate the Zen'in clan's status in global sorcerer society, amongst numerous other goals.
Medium humanoid (Human, variant), chaotic neutral
Armor Class 19 (Unarmored Defense)
Hit Points 314
Speed 75ft.
Saving Throws Dex +7, Con +11, Int +10 Skills Arcana +10, Athletics +14, Investigation +10, Perception +5 Proficiency Bonus +5
Senses passive Perception 15
Languages Common
Cursed Energy Save DC: 18
Cursed Energy. Kimiko has 55 cursed energy from which she can expend. When in combat where her life is at risk, Kimiko regains 1 cursed energy at the start of her turn.
Cursed Strike. When making an Unarmed Strike, Kimiko may spend up to 5 Cursed Energy, adding 1d12 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until she hits a target or 1 minute has passed.
Cursed Armor. At any point during her or another creature’s turn, Kimiko may spend up to 5 cursed energy to gain temporary hit points equal to the cursed energy spent times 20. Kimiko may only use this again once either a minute has passed or she has ran out of temporary hit points.
Cursed Weapon Enhancement. As a bonus action, she can spend up to 5 cursed energy to add to a melee weapon she is wielding for 1 minute. Whenever she hits a target with the weapon, it takes extra necrotic damage equal to four times the amount spent. She can only use this enhancement again after 1 minute has passed.
Hiroshima Studies. Kimiko is proficient in talismans.
Resistant: Evasion. When Kimiko is subjected to an effect allowing her to make a Dexterity saving throw to take half damage, she instead will take half damage on a failure and no damage on a success.
Knockback. Once per turn as part of a successful melee attack, Kimiko can force the creature hit to make a Strength saving throw (DC 17). On a failure, they are knocked back 40 feet in a direction of her 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 her damage roll (rounded down). If your attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
Colossal Strength. Whenever Kimiko makes a Strength check or saving throw, she can give herself advantage on the roll. She can do this a number of times equal to your Strength modifier, regaining all uses after taking a long rest. Additionally, any attack roll she makes which uses Strength deals twice as much damage to objects and structures and she counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight she can carry, push, drag, or lift.
Cursed Energy Tracker (focus). Kimiko has learned to read the flow of other’s cursed energy. She knows when any creature she can see spends cursed energy and how much they spend when doing so. Additionally, as a bonus action she 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 her to make a save using their cursed technique or makes a cursed energy attack roll against her using their cursed technique, they must roll Stealth, using Charisma instead of Dexterity, against her Perception roll. If she wins, she gets advantage on the saving throw, or the attack roll is made with disadvantage.
Cursed Energy Tracker (investigate).' Kimiko may make a Perception check, adding a +5, to see if there are any remains of cursed energy in the place she's at. If she succeeds, she knows exactly who the energy is from. In case she does not know who the person is, then she can only track down where the cursed energy trail leads you to. The DC is equal to the cursed energy DC of the creature she's trying to track.
Golden Throw. As part of an attack, Kimiko can spend 3 cursed energy to put into her attack a spin with the motion of the golden ratio. This will deal an additional 11 (2d10) bludgeoning damage, and 9 (1d10 + 1d5) force damage.
Ballbreaker. For 5 Cursed energy, Kimiko is able to make her enemies spin in sync with the golden ratio of an attack imbued with Golden Throw. This adds an additional 4 (1d6) force damage and the enemy has to roll a Constitution saving throw against your cursed DC. On a success, nothing happens. On a failure, their body begins to twist and mingle, taking an extra 15 (3d10) damage and giving them the restrained condition until Kimiko's next turn.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and 7 (1d12) necrotic damage
Hiasobi Temari Ranged Weapon Attack: +11 to hit, reach 100 ft., one target. Hit: 5 (1d8) bludgeoning damage and 14 (1d12 + 7) necrotic damage
BONUS ACTIONS
Cursed Blast of Blows. Immediately after taking the attack action, Kimiko can spend 3 cursed energy to make two unarmed strikes.
Cursed Patient Defense. Kimiko can spend 3 cursed energy to take the dodge action as a bonus action on her turn.
Cursed Wind Step. Kimiko can spend 3 cursed energy to take the dash or disengage action as a bonus action on her turn.
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- Jujutsu Sorcerer
Kimiko Zen'in has 14 levels in the Jujutsu Sorcerer class. Her sorcerer training aligns with that of the Hiroshima school. She has 25 refinement for the Golden Ratio technique.
- Shikigami
- Feats
Otherworldly Body, Athlete History, Colossal Physique, 50 Meters in 3 Seconds!, Shikigami Summon, Cursed Blacksmith, Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Cursed Energy Tracker
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Marconi Abe[edit]
Born to a wealthy Italian merchant and a Byzantine noblewoman, Marconi was an anomaly as a western sorcerer. His technique was rejoiced as a gift from God, as well as his strong intellect. Despite being sent to a prestigious school, Marconi was a somewhat rebellious child who sought out independence, often going off to travel alone and preferring to study on his own.
Medium humanoid (Human), chaotic good
Armor Class 22 (Perfected Improved Unarmored Defense)
Hit Points 258 (28d8 +266)
Speed 125 ft.
Saving Throws Dex +10, Cha +6 Skills Acrobatics +10, Deception +6, Perception +4, Persuasion +6 Proficiency Bonus +5
Senses passive Perception 14
Languages Common
Cursed Energy Save DC: 18
Cursed Energy. Marconi has 93 cursed energy which he can expend. When in combat where his life is at risk, Marconi regains 1 cursed energy at the start of his turn.
Cursed Weapon Enhancement. As a bonus action, Marconi can spend cursed energy up to 5 to add to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to four times the amount spent, up to a maximum of 10. He can only use this enhancement again after 1 minute has passed.
Cursed Armor. At any point during his or another creature’s turn, Marconi may spend up to 5 cursed energy to gain temporary hit points equal to the cursed energy spent times 10. When cursed armor is active, damage is reduced by another 5 points. Marconi may only use this again once either a minute has passed or he has ran out of temporary hit points.
Resistant: Evasion. When Marconi is subjected to an effect allowing him to make a Evasion saving throw to take half damage, he instead will take half damage on a failure and no damage on a success.
50 Meters in 3 Seconds!. Marconi has two reactions instead of one in each round of combat.
Strong Body. Marconi reduces all non-magic damage he takes but psychic or thunder by 5, and magic damage as well if undergoing cursed armor.
Taijutsu Sorcery. Once per turn, Marconi can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1. Whenever he 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 him 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.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Can be used three times in one action. Hit: 11 (1d10 + 5) bludgeoning damage and 7 (1d12) necrotic damage
Diachronis Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, 31 (6d6 + 10) necrotic damage
BONUS ACTIONS
Cursed Blast of Blows. Immediately after taking the attack action, Marconi can spend 1 cursed energy to make three unarmed strikes.
Cursed Patient Defense. Marconi can spend 1 cursed energy to take the dodge action as a bonus action on his turn.
Cursed Wind Step. Marconi can spend 1 cursed energy to take the dash or disengage action as a bonus action on his turn.
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- Jujutsu Sorcerer
Watanabe Marconi has 15 levels in the Jujutsu Sorcerer class.
- Feats
Natural Sorcerer, 50 Meters In 3 Seconds!, Untraceable Speed, Taijutsu Sorcery, Cursed Weapon Wielder, Immense Cursed Energy, Overflowing Cursed Energy, Cursed Enhanced Body
- Modifications (3/7)
Grade 1: Extra Attack, Multifeat (x2), Dexterity Upgrade
Free: Legs, Simple Hands, Level One Sensor System
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Katsuo Akagawa[edit]
A descendent of Ryomen Sukuna and inheritor of the familial Shrine technique, Katsuo Akagawa was outcasted by his family and sent to live with his uncle, Masamuya, at his isolated mountain home. He spent his days training in taijutsu with Masamuya, taking care of his home and the nearby village, and studying the history of jujutsu. These studies, as well as his experiences in helping the village, developed Katsuo's firm beliefs on an ideal jujutsu society, where sorcerers adhere to their role in protecting non-sorcerers and stay free from the influences of greed, power, and fame that have shaped the modern jujutsu world. Recognizing the naivety that could come from the perspective of an isolated mountain boy life, Katsuo chose to enroll himself in Sapporo Technical College and see first-hand the truths of jujutsu society. Nothing from his humble life on Mt. Kogane could have prepared Katuso Akagawa for what was to come.
Medium humanoid (Cursed Corpse), chaotic good
Armor Class 18 (Unarmored Defense)
Hit Points 412 (28d8 +266)
Speed 90 ft.
Saving Throws Str +10, Cha +8 Skills Athletics +15, Intimidation +8, Stealth +8 Proficiency Bonus +5
Senses passive Perception 10
Languages Common
Cursed Energy Save DC: 16
Cursed Energy. Aikou has 55 cursed energy which he can expend. When in combat where his life is at risk, Aikou regains 1 cursed energy at the start of his turn.
Cursed Strike. When making an Unarmed Strike, Aikou may spend up to 6 Cursed Energy, adding 1d12 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until he hits a target or 1 minute has passed. Creatures and objects of Aikou’s choice within 5 feet of the strike’s impact receive a number of d12s in damage equal to half the cursed energy spent (rounded down.) Objects take double damage from the d12s.
Cursed Armor. At any point during his or another creature’s turn, Aikou may spend up to 5 cursed energy to gain temporary hit points equal to the cursed energy spent times 20. When cursed armor is active, damage is reduced by another 5 points. Aikou may only use this again once either a minute has passed or he has ran out of temporary hit points.
Resistant: Brawn. When Aikou is subjected to an effect allowing him to make a Strength saving throw to take half damage, he instead will take half damage on a failure and no damage on a success.
50 Meters in 3 Seconds!. Aikou has two reactions instead of one in each round of combat.
Strong Body. Aikou reduces all non-magic damage he takes but psychic or thunder by 4, and magic damage as well if undergoing cursed armor.
Human Wall As a reaction upon hitting 0 hit points, Aikou can spend a hit die to fall to the amount rolled in hit points. This can be used as much as his Constitution modifier (4) per long rest.
Colossal Physique. Any attack roll he makes which uses Strength deals twice as much damage to objects and structures. Proficiency bonus is added to all strength checks (already added to Athletics.) Whenever Aikou makes a Strength check or saving throw, he can give himself advantage on the roll 5 times per long rest.
Knockback. Once per turn as part of a successful melee attack, Aikou can force an opponent to make a Strength saving throw (DC 18). On a failure, they are knocked back 50 feet in a direction of his choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 1d6 bludgeoning damage per 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 Aikou's melee attack’s damage roll instead (rounded down). If his melee attack was a critical hit and he uses this feature, the creature is considered as if they automatically failed their saving throw and are knocked back twice the distance they would be if this feature was used on a regular attack.
Brute Slam. Once per turn as part of an unarmed strike, Aikou 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 him, 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 Aikou 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. On a successful check, his opponent is driven into the earth beneath him, ending his grapple early, taking bludgeoning damage equal to two rolls of his 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 him 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 Aikou's next turn.
Taijutsu Sorcery. Once per turn, Aikou can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1. Whenever he 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 him 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.
Heavy Finishing Throw. Once per round as part of hitting a melee attack, Aikou can spend up to 5 cursed energy to force his to target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are thrown back 100 + the amount of energy spent in feet 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 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.
Heavy Finishing Ground Slam. Once per round as part of hitting an melee attack against a prone creature, Aikou can spend up to 5 cursed energy to force his target to make a 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 Aikou'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.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Can be used three times in one action. Hit: 13 (2d8 + 5) bludgeoning damage and 5 (1d8) necrotic damage
Clone. Lapse Technique: As an action for 2 cursed energy, Aikou can create a perfect clone of himself within 5ft of himself. It has hit points equal to his maximum, class and racial features (other than Clone). Other creatures may identify who is the real Aikou if they pass a Perception check against his cursed energy DC. For each clone he has out, it costs Aikou double to summon one up to a maximum of four clones.
BONUS ACTIONS
Cursed Blast of Blows. Immediately after taking the attack action, Aikou can spend 1 cursed energy to make three unarmed strikes.
Cursed Patient Defense. Aikou can spend 1 cursed energy to take the dodge action as a bonus action on his turn.
Cursed Wind Step. Aikou can spend 1 cursed energy to take the dash or disengage action as a bonus action on his turn.
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- Jujutsu Sorcerer
Watanabe Aikou has 10 levels in the Jujutsu Sorcerer class.
- Race Traits
Cling to Life. Aikou has died once, and his soul does not want that to happen again. Whenever he is reduced to 0 hit points, he may choose to be reduced to 1 hit point instead. He may only do this once per long rest.
- Feats
Athlete History!, Colossal Physique, Strong Body, Human Wall, 50 Meters In 3 Seconds!, Slam Master, Heavy Finisher, Taijutsu Sorcery, Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy
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