Yorozu (Jujutsu Kaisen Supplement)

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Yorozu[edit]

Medium humanoid (Cursed Vessel), chaotic evil


Armor Class 25 (Unarmored Defense)
Hit Points 520 (40d10+300)
Speed 85 ft


STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 22 (+6) 24 (+7) 20 (+5) 28 (+9)

Saving Throws Dex +12, Cha +15
Skills Acrobatics +12, Arcana +13, History +13, Perception +11
Proficiency Bonus +6
Senses passive Perception 20
Languages Common
Challenge 23 (50,000 XP)


Cursed Energy. Yorozu has 80 cursed energy that she can use to fuel her abilities. All of her cursed energy is replenished at the end of a long rest.

Curse Energy Recovery. Yorozu regains 1 cursed energy at the beginning of her turns.

This Body Is Mine. Yorozu has advantage against effects that would alter her form.

Soul Learning. Whenever Yorozu makes a Charisma saving throw to gain soul knowledge, she does not have disadvantage on the save. Additionally, she gains twice as much soul knowledge from any source.

Semi-Soul Harming. Whenever Yorozu deals damage with cursed energy such as cursed strikes or using a cursed technique, half of the total damage rolled (rounded down) will count as soul harming.

Cling on to Life (1/Long Rest). Whenever Yorozu is reduced to 0 hit points, but not killed outright, she may choose to be reduced to 1 hit point instead.

Cursed Armor. Yorozu can spend up to 9 cursed energy to give herself temporary hit points equal to the cursed energy spent times 10 for 1 minute. Yorozu can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. (No action required)

Cursed Strikes. Yorozu can spend up to 6 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to her attack per Cursed Energy spent. She 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 she hits a target or until 1 minute passes.

Curse-Empowered Strikes. Yorozu's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included).

Evasion/Endurance Whenever Yorozu makes a Dexterity or Constitution saving throw, she takes half as much damage on a failure and no damage on a success.

Maximum Output. Yorozu may use Maximum Output on any of the following techniques: Liquid Metal, Insect armor and Perfect SPhere.

Cursed Energy Economy Yorozu may reduce the cursed energy cost of a lapse or extension technique up to her proficiency bonus. (already applied)

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

Taijutsu Sorcery. Once per turn, Yorozu 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.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Yorozu 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 45 feet.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 10 rounds.

Maximum Output. Yorozu 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.

Legendary Cursed Energy Output. If Yorozu uses the Improved Cursed Energy Output and uses either Maximum Output or Chanting on a feature, its total cursed energy cost will now be reduced by 15.

Reverse Cursed Technique. Yorozu has a healing pool of 900 that she can use with her reverse cursed energy. If she is suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. If you're not using the Limb System variant rule, Yorozu regrows back limbs for every 20 hit points she regains. Yorozu can use her RCT until her healing pool ends before getting burnout, during which he can't use RCT until her healing pool recovers. At the beginning of her turns while in a combat where her life is at risk, she regains 5 hit points of his healing pool back. Her healing pool automatically goes back to full at the end of a long rest.

ACTIONS

Multiattack. Yorozu makes 3 attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage and 6 (1d12) necrotic damage.

Exorcise. Yorozu can automatically destroy a Cursed Spirit within 30 ft. of her that she can see that has a CR of 3 or less.

Liquid Metal (2 cursed energy). As an action Yorozu can create Liquid Metal anywhere within 10ft of herself, with it floating ahead, around, above or below her for 1 minute. Yorozu can use (no action required) the Construction feature through liquid metal, with its total cursed energy cost halved (rounded down, to a minimum of 1). Weapons and objects created in this manner have a maximum range of 60ft.

In addition, whenever Yorozu attacks with them in this increased range form their damage die tier will increase equal to their Charisma modifier (minimum 1). (1d8>1d10->1d12->2d6)

While liquid metal is active Yorozu has access to the following techniques:

Liquid Tendril (2 cursed energy per tendril). As an action Yorozu can change the form of her liquid metal into small tendrils. She makes a ranged cursed energy attack roll against 9 targets within 30 feet of her. On a hit, the target takes 10d6 piercing damage.

Liquid Spike (2 cursed energy). As an action Yorozu can throw her Liquid Metal towards her opponents and make it explode into a spike ball. She can Choose a spot within 60 feet of herself. All creatures within a 30 foot radius of the spike must make a DC 23 Dexterity saving throw as she expands the spike ball near them. On a failure, they take 14d6 piercing damage and must make a DC 23 Constitution saving throw. On a success they take half as much damage.

On a failure, they are bleeding. On a success, they receive no additional conditions.

Liquid Maiden (3 cursed energy). As an action Yorozu snakes her liquid around her opponent and trap them within it, restraining and injuring them. Yorozu forces a creature within 30 feet of herself to make a DC 23 Dexterity saving throw. On a failure, the creature takes 14d6 piercing damage and then must make a DC 23 Strength saving throw. On a failure, they are now restrained. On a success of the Dexterity save, they take half as much damage and aren't restrained. On a success of the Strength save but after the failure of the Dexterity save, they no longer are restrained.

They can attempt the Strength save at the beginning of their turns to end the effect early.

True Sphere (16 cursed energy). As a rooting distracting action while Liquid Metal is active, Yorozu can create a large black sphere within 30ft. of herself that floats slightly above the ground. Yorozu may spend her bonus action so that she can move the sphere anywhere within 60ft. of it.

If it passes by any creature's space while it moves or ends its turn on a creature's space, it will force the creature to make a DC 23 Dexterity saving throw with advantage. On a failure, they take 30d12 force damage + 30d12 bludgeoning damage and are knocked prone and incapacitated until the beginning of her next turn. On success, they take half as much damage and are not knocked prone and incapacitated. If they fail by 3 or more, they are stunned until the beginning of her next turn instead of incapacitated. If they fail by 5 or more, they are paralyzed until the beginning of your next turn instead of stunned.

This sphere lasts for 1 minute before disappearing.

Domain Amplification. As an Action for 15 Cursed Energy, Yorozu can cover her body to "wear" her domain in order to neutralize cursed techniques for 1 minute. Once activated, it automatically negates any defensive technique, offensive technique, or spell that affects her, and she can bypass barriers such as infinity. In addition, Yorozu cannot use her Innate Technique unless she dismisses Domain Amplification as a bonus Action. Even if Yorozu dismisses it, for the next minute she can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output or with a cost of 10 or more cursed energy before reductions if the user has 51 or more higher refinement than Yorozu. If they are within 50 refinement of Yorozu, she has resistance to their technique, and if they have 51 or less refinement than Yorozu, she is immune to their techniques even if they use Maximum Output. Yorozu may use Domain Amplification while her Domain Expansion is active

BONUS ACTIONS

Martial Arts. When Yorozu uses her action to make an unarmed strike, as a bonus action she can make another one or a one-handed weapon attack.

Cursed Blast of Blows. After taking the Attack action on her turn, Yorozu can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense. Yorozu can spend 3 Cursed Energy to take the Dodge action as a bonus action on her turn.

Cursed Wind Step. Yorozu can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled until the end of her turn.

Insect Armor (3 cursed energy). As a bonus action while Liquid Metal is active, Yorozu can surround herself in this armor and gain the following benefits for 9 minutes. Her Strength, Dexterity and Constitution scores increase by +4, this is the result of the efficiency of the bugs. This increase her ac to 27. Yorozu will gain immunity to non-magical bludgeoning, piercing and slashing damage. Wings will sprout from her back, making her flying speed 85ft. In addition, she can now use her free action to dash. Her unarmed strikes deal two additional damage die increasing the unarmed strike damage to 3d12. In addition, her unarmed strikes roll one additional damage dice on a critical. She deals twice as much damage to objects and structures.

Reverse Cursed Technique. Yorozu spends as much cursed energy as she wants, regaining 10 hit points for each energy she spends, and removing the same amount of healing from her healing pool.

REACTIONS

Reverse Cursed Technique. When Yorozu receives damage, she may use her Reverse Cursed Technique.

Cursed Enhanced Body. Whenever Yorozu makes a Strength, Dexterity or Constitution saving throw, she may spend up to 9 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw.

juctug8lteoa1.jpg
Yorozu reincarnated

Yorozu is a character in the Jujutsu Kaisen series. She was a jujutsu sorcerer from Aizu during the Heian Era who was acknowledged by the Fujiwara clan and obsessed with Sukuna. She was incarnated into the body of Tsumiki Fushiguro for the Culling Game.

Yorozu was a powerful sorcerer of the Heian era, the golden age of jujutsu. She made a name for herself in a time period when the strongest fighters boasted incredible cursed techniques. She was on par with these sorcerers despite her technique being far less efficient in its consumption of cursed energy than average. However, as a battle-hardened veteran of the Heian era, Yorozu used her combat experiences to figure out a way to work around her deficiencies. She invented clever solutions to her problem that resulted in a fighting style that bested the Five Empty Generals of the Toh, garnering Yorozu official recognition from the Fujiwara clan.

Domain Expansion: Threefold Affliction

While inside Yorozu's domain, she can now create any of her items by spending no cursed energy. All of these items will deal one additional damage dice and will count as magical, and will count as the sure-hit effect. However, these weapons will only last until the end of the domain.

Refiniment Points

Yorozu's domain refinement points are 500.

Domain Durability. Her domain has 1400 hit points.

Technique Efficiency. While inside her domain, Yorozu may use construction for 0 Cursed Energy.

Quicker Expansion. Yorozu's domain now costs an action instead of a full round action.

Increased Potency. While inside her domain, her cursed techniques deal 9 additional damage dice and all attacks made by Yorozu have a +5 bonus to DC and a +5 bonus to hit.

Domain Amplification. Yorozu has learned to coat her domain over herself allowing her to nullify techniques.

Lasting Domain. Through great practice Yorozu has learned how to make her domain last longer. Yorozu's domain now lasts for 2 minutes instead of 1.


Jujutsu Sorcerer.

Yorozu has 20 levels in the Jujutsu Sorcerer class.

Cursed Techniques.

When a feature refers to Yorozu's cursed techniques, it refers to Construction, Liquid Metal, Insect Armor and Perfect Sphere.

Yorozu's Binding Vows.

Revealing One's Hand

Yorozu's Feats.

50 Meters In 3 Seconds!, Resilient, Basic Barrier, Immense Cursed Energy, Overflowing Cursed Energy, Taijutsu Sorcery, Cursed Energy Manipulator, Cursed Enhanced Body, Improved Cursed Energy Output, Legendary Cursed Energy Output.

Improved Durability. This creature uses the Improved Durability rule.

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