Yorozu (Jujutsu Kaisen Supplement)
Yorozu[edit]
Medium humanoid (Cursed Vessel, Reincarnated), chaotic evil Armor Class 25 (Unarmored Defense)
Saving Throws Dex +13, Int +16 This Body Is Mine. Yorozu has advantage against effects that would alter her form. 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 Energy. Yorozu has 92 cursed energy that she can use to fuel her abilities. All of her cursed energy is replenished at the end of a long rest. Cursed Armor (1-9 Cursed Energy). Yorozu can 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 her temporary hit points reduced to 0. Cursed Strike (1-7 Cursed Energy). Yorozu can, when making an Unarmed Strike, 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 he hits a target or until 1 minute passes. Curse-Empowered Strikes. Yorozu deals an additional 6 (1d12) necrotic damage whenever she attacks with her Unarmed Strikes (already included). Additionally, her attacks are considered magical. Evasion. Whenever Yorozu 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, Yorozu regains 1 Cursed Energy per turn, up to her maximum. The combat must be one where her life is at risk. Speed Supremacy/50 Meters In 3 Seconds! Once per turn, when Yorozu takes an action, bonus action, or reaction, or uses her movement, she can blind her enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, Yorozu has 3 reactions per round. Cursed Energy Deficiency. Yorozu must spend twice as much Cursed Energy when she uses her Construction features, however it still counts as if she has spent one. This also applies to when she creates Liquid Metal, but not when she uses any features through it. Battle Construction. While attacking with a ranged weapon Yorozu may create ammunition for said weapon as part of attacking with said weapon. Additionally, she is now considered proficient with any weapons or armor she makes with her Innate Technique. Untraceable Speed. If an action or feature increases any of Yorozu's speeds, it is further increased by 30 feet. Strong Body. Yorozu will reduce all damage she takes but psychic or thunder by 6. Attacks using Cursed Energy or magic can bypass this unless she uses Cursed Armor. Taijutsu Sorcery. Once per turn, Yorozu can make an unarmed strike or a martial weapon attack with advantage. If she already had advantage on the unarmed strike or martial weapon attack, she raises the critical hit range for the attack by 1. Cursed Enhanced Body. As long as Yorozu has 1 cursed energy or more, she may add 4 to her attack and damage rolls with unarmed strikes or weapons she is proficient with (already applied). Improved Cursed Energy Output. As a part of any feature which uses cursed energy, Yorozu can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:
If a feature benefits from Maximum Output that is already benefiting from this feature, it’s total cursed energy cost is reduced by 9, to a minimum of 1. ACTIONSMultiattack. Yorozu makes 3 attacks. Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) bludgeoning and 6 (1d12) necrotic damage. Analysis. Yorozu can spend 30 seconds analyzing Material Substances of her choice within reach. After that, she must make an Intelligence (Investigation) check against a DC10 + 5 per rarity above common that the material has. On a success, she learns about that material and registers it. On a failure, she doesn't learn about the material and can try again in 30 minutes. When Yorozu analyzes a substance, she learns every single property it has: its functions, composition, size, weight, value, and properties. For example, if she analyzes copper, she now knows its conductive and antimicrobial properties and may use it in her creations. Yorozu can know up to 109 materials. Oncer per round for 10 Cursed Energy, Yorozu may automatically pass the Investigation check to analyze a material substance. Yorozu may analyze any creature (not counting Humanoids and Undead) that’s been dead for no longer than a week, taking note of their features and properties. The time to do that depends on the creature’s size.
After fully analyzing a creature, Yorozu learns all of its traits and features. While she cannot create said creatures out of cursed energy, she may imbue one of their traits into one of her creations. Yorozu may take any passive traits such as pact tactics and imbue it into armor while creating it. As for features such as attacks, she may imbue it into a weapon to add the attack’s damage to the total (only once per weapon). Construction (2+ Cursed Energy). Yorozu can create a non-magical tool, weapon or object out of a material she knows. However, for every 5 pounds a creation weighs, she must spend 1 additional cursed energy in its creation. Yorozu can spend 27 Cursed Energy this way. When she creates an object or weapon, it automatically possesses all properties it would normally have, and when she creates an object or weapon, she may choose to exclude any properties it may possess (While creating a Heavy Crossbow, she can choose to create it without the Heavy property). For example, creating a greatsword will result in a weapon that naturally has the Heavy property. The property limit only applies to modifying an object—removing or adding properties beyond what it naturally has. Yorozu does not need to analyze an object's properties to create it, only the material used in its construction. An object or weapon may have 7 additional properties (This means she can't grant objects or tools with a number of additional properties greater than 7). When removing a property from an object or weapon, it also counts towards this limit. As part of creating an object with Object Construction, Yorozu can spend cursed energy as if she were creating up to any number of other objects, however she instead will apply properties of her choice from said objects to the one she is currently creating. Every property added costs 2 Cursed Energy. She can add up to 9 properties. She cannot add the light property to a weapon with the heavy property and vice versa. Yorozu can also make Cursed Tools from Grade 4 to Grade 1, replacing the base cost of Construction with 4. Every special effect/ability a Tool has counts towards Yorozu's property counter. Yorozu's creations last indefinitely, only disappearing if they are destroyed. Liquid Tendril (3 Cursed Energy). Ranged Cursed Energy Attack: +16 to hit, range 30 ft., up to nine targets. Hit: 35 (10d6) piercing damage. Liquid Spike (8 Cursed Energy). Yorozu can throw her Liquid Metal towards her opponents and make it explode into a spike ball. She chooses a spot within 60 feet of her. All creatures within a 30 foot radius of the spike must make a DC 24 Dexterity saving throw as she expands the spike ball near them. On a failure, they take 49 (14d6) piercing damage and must make a DC 24 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 (10 Cursed Energy). Yorozu snakes her liquid metal around her opponent and traps them within it, restraining and injuring them. She forces a creature within 30 feet of her to make a DC 24 Dexterity saving throw. On a failure, the creature takes 49 (14d6) piercing damage and then must make a 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. Liquid Forest (10 Cursed Energy). Yorozu can attempt to entrap opponents in a dense weave of liquid metal pillars. She chooses a spot within 30 feet of her. Creatures within a 5 foot radius of that point must make a DC 24 Dexterity saving throw. On a failure they’re restrained while on a success they may move up to their speed to exit the radius and not be restrained, as she creates a structure of pillars filling the area. Creatures restrained within the structure have 3/4ths cover (except against her) and may only target the structure, not anyone outside it. The structure’s AC is 24 and it has 63 hit points. If the structure is reduced to 0 hit points it is destroyed and all creatures within it are released. Finally, any creature restrained by the structure can make a Strength saving throw at the beginning of their turn, escaping the structure by leaving it’s radius and reducing it’s hit points by their Strength score on a success. True Sphere (30 Cursed Energy). As a rooting distracting action, while Liquid Metal is active, Yorozu can create a large black sphere within 30ft. of her that floats slightly above the ground. She 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 24 Dexterity saving throw with advantage. On a failure, they take 195 (30d12) force damage and 195 (30d12) bludgeoning damage and are knocked prone and incapacitated until the beginning of your 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 her next turn instead of stunned. She can only have one True Sphere at a time, and it lasts for 1 minute before disappearing. Basic Barrier (1-9 Cursed Energy). Yorozu can create a dome starting from herself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Yorozu may choose to make it smaller if she wishes. This barrier has 10 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 24 and automatically fails saving throws. This barrier lasts for 9 minutes, and Yorozu can deactivate her basic barrier as will (no action required). Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure. Yorozu covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. The curtain changes the sky becomes dark despite the time of day, provoking any cursed spirits out of hiding. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black sphere. Yorozu's curtain lasts for 90 minutes, and the curtain has 99 Hit Points. This barrier has an AC of 24 and automatically fails saving throws. It is also immune to Poison and Psychic damage. Yorozu may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius. Domain Expansion: Threefold Affliction (30 Cursed Energy). Yorozu opens her Domain Expansion, trapping all creature of her choice within 30 feet inside it. BONUS ACTIONSMartial Arts. When Yorozu 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, Yorozu can perform two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). Yorozu can take the Dodge action. Cursed Wind Step (3 Cursed Energy). Yorozu can take the Disengage or Dash action on her turn, and her jump distance is doubled until the end of her turn. Maximum Output. Yorozu can spend Cursed Energy equal to twice the original cost of one of her cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:
Analysis (1 Cursed Energy). Yorozu can analyse a material within her reach. If she succeeds, she can create objects out of that substance. If she fails, she cannot analyze a substance for a round. Construction (2+ Cursed Energy). Yorozu uses her Construction action. Liquid Metal (10 Cursed Energy). Yorozu can create Liquid Metal anywhere within 10ft of her, with it floating ahead, around, above or below her. She can use the Construction feature through liquid metal, with its total cursed energy cost halved (rounded down, to a minimum of 1). Once per round, she may choose to use the Construction feature with no action required. Melee Weapons and objects created in this manner have a maximum reach of 60ft. Ranged Weapons and objects created in this manner have their effective range increased by 60 ft. In addition, whenever she attacks with them in this increased reach/range form their damage die tier will increase by 9. (1d8>1d10->1d12->2d6) These additional traits are only active while Liquid Metal itself is active. Lastly, only while Liquid Metal is active, can Yorozu use the following techniques:
Insect Armor (10 Cursed Energy). While Liquid Metal is active, Yorozu can envelop herself in armor that mimics the efficiency of an insect’s exoskeleton, granting herself 180 temporary hit points and gaining the following benefits as long as it has hit points:
She can use a free action or a reaction when taking damage, to spend up to 9 cursed energy to restore 20 hit points to the armor per cursed energy spent. Partial Manifestation (2+ Cursed Energy). Yorozu can manifest specific parts of her Insect Armor individually. She may spend 2 cursed energy per property to summon one of its properties. However, she can only benefit from the hit points property if the full armor is active. Partial Manifestation lasts for 1 minute. At the end of this duration, she may spend 1 cursed energy to extend it by an additional minute. Untraceable Speed. Yorozu may perform the Dash action or make a Skill Check she is proficient in. REACTIONSUntraceable Speed. Yorozu can use one of the following reactions:
Taijutsu Sorcery. Whenever Yorozu takes the Attack action on her turn, she may take the Dodge action as a reaction to an attack roll made against her, however, this Dodge action only causes melee attacks against her to gain disadvantage. If a creature rolls a natural 1 on a melee attack against her whilst she has performed this variation of the Dodge action, she can make one attack against that creature if it is within range once per round. Cursed Enhanced Body (1-9 Cursed Energy). Whenever Yorozu makes a Strength, Dexterity, Constitution, Wisdom or Charisma saving throw, she may add the number of energy spent as a bonus to the saving throw. LEGENDARY ACTIONSYorozu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yorozu regains spent legendary actions at the start of her turn. Evasive Strike. Yorozu makes one unarmed strike and moves up to half of her movement speed. This movement doesn't provoke opportunity attacks. Cursed Technique (2 Actions). Yorozu may use one of her Cursed Techniques. Domain Expansion: Threefold Affliction (3 Actions). Yorozu uses her Domain Expansion. |
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. Jujutsu Sorcerer. Yorozu has 23 levels in the Jujutsu Sorcerer class. She also uses the Intellect Over Will rule. Domain Expansion: Threefold AfflictionWhile inside her domain, Yorozu 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. Refinement Points Yorozu's domain refinement points are 500. Domain Durability. Her domain has 1400 hit points. Technique Efficiency. Yorozu may choose to reduce the cost of Analysis and Construction to 0 while she casts it inside her domain. Increased Potency. While inside her domain, Yorozu's cursed techniques and domain damage if any have 9 additional dice, gain a +5 bonus to their DCs and a +5 bonus to hit. Enhanced Technique Efficiency. While within her domain, Yorozu now reduces the cursed energy cost of Liqud Metal, True Sphere and Insect Armor by 4, to a minimum of 1. Lasting Domain. Yorozu's domain now lasts for 2 minutes instead of 1.
When a feature refers to Yorozu's cursed techniques, it refers to Analysis, Construction, Liquid Metal, True Sphere, Insect Armor and Partial Manifestation.
Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc Long Lasting. As part of using her technique, Yorozu can spend 10 extra cursed energy. Her technique’s duration increases drastically. If the technique lasts 1 round, then it is increased by 18 rounds. If the technique lasts a number of minutes, then it is increased by 18 minutes. If the technique lasts an amount of hours, then it is increased by 18 hours. Yorozu may change her alteration at the end of a long rest.
Final Gimmick. Yorozu may now use Constructions to make special grade tools, however for every cursed energy spent this way BEFORE cost reductions, she takes 26 (4d12) necrotic damage that bypasses resistances, immunities, reductions, thresholds and temporary hit points. When she takes this damage, she also reduce her maximum hit points by an equal amount. Any cost increased by the cursed energy deficiency feature counts towards the damage for this vow. She regains her lost maximum hit points over long rests. For every long rest she takes, she regains 6 maximum hit points. She's unable to create another special grade cursed tool as long as she's still recovering any maximum hit points she's lost.
Athlete History, 50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Resilient. Basic Barrier, Domain Expansion. Immense Cursed Energy, Overflowing Cursed Energy. Cursed Energy Manipulator, Cursed Enhanced Body, Improved Cursed Energy Output. Improved Durability. This creature uses the Improved Durability rule. |
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