Vadalia Kareeta
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Vadalia Kareeta, 1st Year[edit]
Medium humanoid (human), neutral good Armor Class 17 (Unarmored Defense)
Saving Throws Dex +5, Con +5 Cursed Glasses. Maki wears cursed glasses that allow her to see creatures with the invisible force feature. Additionally, Maki gains a +3 on Wisdom (Perception). Stamina Points. Maki has 7 stamina points she can use to fuel her abilities. All of her stamina is replenished at the end of a long rest. Strong Body. Maki reduces all non-magical damage (except for thunder or psychic damage) by 3. Improved Unarmored Defense. Maki gains a +1 bonus to her AC while not wearing any kind of armor or shield (already included). Taijutsu Sorcery. Once per turn, Maki can make an unarmed strike with advantage. If she already had advantage on a unarmed strike, she raises the critical hit range for the attack by 1. ACTIONSUnarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Cursed Spear Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage + 8 (1d10 + 3) necrotic damage. BONUS ACTIONSMartial Arts. When Maki takes the Attack action with an unarmed strike or a martial weapon on her turn, she can make one unarmed strike. Barrage of Strikes (1 Stamina Point). Maki makes three unarmed strikes against a creature within range. Quick Sweep (1 Stamina Point). Before making an unarmed strike, Make forces the targeted creature to make a Strength saving throw. On a failure, the creature is knocked prone. REACTIONSTaijutsu Sorcery. Whenever Maki takes the Attack action on her turn, she may take the Dodge action as a reaction however this Dodge action only causes melee attacks against her to have disadvantage. If a creature rolls a natural 1 on a melee attack against her whilst she has performed this variation of the Dodge action, Maki can make one attack against that creature if it is within range once per round. |
Maki was born into the Zenin clan as the elder twin sister of Mai and daughter of Ogi Zenin. She has always been mistreated by being born with little to no amount of cursed energy, making her resent her own clan and eventually remove herself from it entirely. As a 1st year student, Maki would go in missions along with Panda and Inumaki. Eventually she was forced to work with Yuta, who she disliked for having no ambitions or goals in going to jujutsu high. She eventually came to like him as he changed his ways, making them become great friends. The next year, Maki was still up and running but even stronger than before. Heavenly Restriction. Maki has 4 levels in the Heavenly Restriction class. Feats. Taijutsu Sorcery, Heavy Finisher Improved Durability. This creature uses the Improved Durability rule. |
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Inventory Curse[edit]
Tiny undead (cursed spirit), chaotic evil Armor Class 10 (natural armor)
Damage Vulnerabilities Radiant Cursed Energy. The curse has 2 cursed energy that it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of each of it's turns. Magic Weapons. The Inventory Curse's weapon attacks are magical. Invisible Force. The Inventory Curse is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the Inventory Curse. Item Storage This Curse can hold various items for its user. The curse can hold up to 1000 pounds, not exceeding a volume of 128 cubic feet. The curse weights 30 pounds, regardless of its contents. Retriveing an item from the curse requires a free action interact with the item. The curse may also store creatures of medium size or smaller, although they would need to hold their breath as it doesn't have air inside it. Shrinking This curse is capable of shrinking its own size. This allows for the curse to be hidden by its user. When shrunk down it emits no cursed energy. ACTIONSBite Melee Weapon Attack: +3 to hit. reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage BONUS ACTIONSRegeneration. The curse can spend up to 2 Cursed Energy, regaining hit points equal to 5 times the amount spent. REACTIONSRegeneration. As a Reaction to suffering damage, the curse uses it's Regeneration. |
This creature uses the Improved Durability rule. |
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Swarm of Fly Heads[edit]
Gargantuan swarm of Tiny to Medium undead (cursed spirits), unaligned Armor Class 8
Damage Vulnerabilities radiant Quantity over Quality. For every 10 hit points the swarm loses, a random cursed spirit dies (can be the DM's choice). Invisible Force. You are entirely made out of cursed energy, meaning you cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see you. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see you. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium Cursed Spirit. The swarm cannot regain hit points or gain temporary hit points. Magic Weapons. The Swarm's weapon attacks are magical. Crowd Control Vulnerability. The swarm has disadvantage in saving throws against effects that cover an area of effect, such as a cone, circle or line. Additionally, any damage caused to the swarm by such effects is tripled if the entire area is covered by the swarm. ACTIONSMultiattack. The swarm makes two Overwhelming Pressure attacks. Spacing Issues. As the swarm is too big, not all curses composing it can reach a single target, so the swarm causes less damage the smaller a creature is. A creature takes 1 dice less damage for every size they're smaller than Medium, minimum 1. A creature takes 1 dice extra of damage for every size they are larger than Medium. Overwhelming Pressure. Melee Weapon Attack: +5 to hit, targets must be within 5 ft. of the swarm or in it's space, hits as many targets as possible. Hit: 16 (3d10 + 3) bludgeoning damage.
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