Yuji Itadori (Adult)

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Itadori Yuji[edit]

Medium humanoid (Cursed Vessel), neutral good


Armor Class 35 (unarmored defense)
Hit Points 2610 (60d12 + 2220)
Speed 255 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 10 (+0) 26 (+8) 28 (+9)

Saving Throws Str +19, Dex +19, Con +18, Cha +18
Skills Acrobatics +28, Athletics +28, Perception +17, Performance +18, Sleight of Hand +10, Stealth +10
Damage Resistances poison
Senses passive Perception 18
Languages Common
Challenge 30 (155,000 XP)


Cursed Energy. Yuji has 165 cursed energy which he can expend.

Enhanced Cursed Energy Regeneration. Yuji regains 5 cursed energy at the beginning of his turns, which cannot exceed his maximum.

Cursed Armor. Yuji can spend up to 5 cursed energy to give himself temporary hit points equal to the cursed energy spent times 10 and 10 damage reduction for 1 minute (no action required). Yuji can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Cursed Strike. When making an Unarmed Strike, Yuji may spend up to 9 Cursed Energy, adding 1d12 Necrotic damage per Cursed Energy spent 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. Additionally, Yuji may add 5 Necrotic damage to attacks that use cursed strikes.

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

Brawn. Whenever Yuji makes a Strength saving throw, he takes half as much damage on a failure and no damage on a success.

Speed Supremacy. Once per turn, when Yuji takes an action, bonus action, or reaction, or uses his movement, he can blind his 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, Yuji gains one additional reaction per round.

Taijutsu Initiate. Whenever Yuji spends cursed energy into his cursed strike feature, it counts as if he has spent 8 instead and gains a bonus to the attack roll equal to half of its damage dice. However, it still cannot add more than 7 dice to the damage.

Taijutsu Master. Whenever Yuji makes an unarmed strike, he gains a +3 bonus to its attack and damage rolls (already applied in the sheet).

Divergent Fist. Once per turn Yuji can choose to focus until the end of his turn. When Yuji hits a target with a Cursed Strike on that turn while focusing, he makes a Charisma saving throw with DC 15. On a success, it causes a second impact, dealing additional damage equal to the cursed strikes damage roll, at which point Yuji stops focusing in this manner. If an attack is benefiting from Divergent Fist, it can't Black Flash.

Cursed Adrenaline Rush (1/long rest). At the beginning of his turn, if Yuji is at or below 852 hitpoints, he can decide to have a Cursed Adrenaline Rush. For 1 minute, he gains 852 temporary hitpoints, his movement speed doubles, he no longer needs to spend Cursed Energy in his Cursed Strikes, and either his Strength or Dexterity score increases by 4, as does its maximum. At the end of this period, Yuji needs to make a DC 30 Constitution saving throw, gaining 3 levels of exhaustion on a failure.

Blood Weight (3 Cursed Energy). As a free action, Yuji can cause a creature he can see with his blood on them, such as literally on them or staining their clothes, to be weighed down by his blood. For each Blood Point worth of blood on the creature their speed is reduced by 5 feet, if this reduces their speed to half it’s normal value they have disadvantage on Dexterity saves, and if it reduces their speed to 0 they automatically fail Dexterity saves. Yuji must spend 1 Cursed Energy at the start of the weighed down creature’s turns to maintain this effect. You may determine how many blood points a creature has on them as it being equal to how many blood points a technique that hit them cost before reductions.

Reattachment (3 Cursed Energy, 6 Blood Points). As part of healing as a a reaction to taking damage that removed a limb, such as using Reverse Cursed Technique, if the removed limb is not destroyed Yuji may grab the severed limb and pull it back on, significantly reducing how much healing he actually need to do. The limb is reset to the amount of hit points it had before it took the damage that removed it and Yuji regains that many hit points.

Flowing Red Scale (3 Cursed Energy). As a Free Action, Yuji increases his body temperature, pulse rate, and the number of red blood cells to greatly enhance his physical capabilities. For 1 minute:

  • His movement speed doubles
  • He will gain a +2 bonus do his AC
  • He will gain advantage on Dexterity saving throws and will gain an additional action on his turns, that can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

If Yuji uses Maximum Output on this technique, it becomes Flowing Red Scale: Stack:

  • Adds his base movement speed one more time to his total speed
  • Gives him another +2 bonus to AC
  • Allowing him to reroll a failed Dexterity saving throw once per turn
  • He will gain one additional Bonus Action per turn and Reaction per round.

Flowing Red Scale Focus. Yuji can concentrate his Flowing Red Scale into a certain part of his body or on a specific task to amplify it’s effects on that part, such as in his eyes to increase dynamic visual acuity or into the circulation and heat of his blood to melt ice on him. At any time (no action required) Yuji may choose Perception checks or ability checks using one stat amongst Strength, Dexterity, or Constitution, foregoing an amount of benefits of his choice from Flowing Red Scale and Flowing Red Scale: Stack until the end of his next turn. The first benefit forgone grants advantage on the chosen kind of checks, each benefit after granting a +2, for the same duration. Yuji may do the same for Strength, Dexterity, or Constitution saving throws, however this only grants him +1 to the save for every 2 benefits sacrificed after the first.

Crimson Overflow. Yuji can condense, accelerate and launch his blood at maximum speed, efficiency and lethality. Every feature of his cursed technique costs only half as many Blood Points (rounded down, already included). Additionally, every time he spends additional Cursed Energy in his cursed techniques while Convergence is active, every 1 Cursed Energy he spends will count as 4 added, although this still cannot make the bonuses go above the maximum. This works for damage, duration and temporary hit points in case of his Cursed Armor. Finally, he gains an additional Reaction per round.

Blood Edge (Up to 5 Blood Points). By rotating his blood at high speed, Yuji can increase its strength and lethality by making a weapon out of it. Yuji can create any kind of non-magical melee weapon as a free action, although they count as magical for the purposes of overcoming resistances and have a duration of 1 minute. For every two blood points used the weapon gains one additional damage tier (d10->d12->2d6). This also means he can’t create melee cursed tools this way.

Dismantle Maneuvers. Yuji can execute the following Dismantle Maneuvers:

  • False Slash. As part of using a dismantle attack, Yuji may choose to automatically miss. In return, creatures targeted must make an DC 27 Insight check. On a failure, he gains advantage on his next melee attack on his current turn. Creatures with the Cursed Energy Tracker feat have advantage on this insight check, and creatures who have no knowledge of dismantle are unaffected by this maneuver.
  • Hand of Slashing. As a free action for 4 cursed energy, Yuji coat his hands in small slashes until the beginning of his next turn. For the duration, once per round as a reaction, he may try to grab a melee weapon attack that was made against him. He must make a Dexterity(Sleight of Hand) check against the attack roll. If his roll is higher than the attack roll, the attack is negated. If they attack with a natural weapon or unarmed strikes, they take 15 slashing damage.

Battle Rhythm. Once per turn, when Yuji misses one of his Melee or Ranged Weapon Attacks, he may re-roll the attack, adding his Strength or Dexterity modifier a second time to this re-roll. If the initial attack had advantage or disadvantage, both dice are re-rolled when this feature is used.

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

Reinforced Immune System. Yuji has advantage on saving throws against being poisoned.

Strong Body. Yuji reduces all non-magic damage he takes but psychic by 8.

Taijutsu Sorcery. Once per turn, Yuji 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.

Cursed Rain of Blows. Whenever Yuji uses Cursed Blast of Blows, as a Free Action he can spend 3 more Cursed Energy to make yet another Cursed Blast of Blows

Cursed Blast. Once per turn, Yuji can raise the limit of one Cursed Strike to double his proficiency bonus (18).

Cursed Energy Tracker. Yuji 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 him to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll a Stealth check, using Charisma instead of Dexterity, against a Perception check from Yuji. If he wins Yuji gains advantage on the saving throw, or the attack roll is made with disadvantage.

Negative Flow. Whenever Yuji is under the effects of the conditions frightened, berserked, bloodlusted, is under 852 hit points, missing a limb or in an encounter that's total CR is higher than 24; he will gain 2 temporary cursed energy at the start of his turn which cannot go above 32 cursed energy.

Focused Rage. While under any of the circumstances listed in the Negative Flow feature, Yuji can begin concentrating to increase the temporary cursed energy gained at the start of his turn to 5. When the circumstances listed in Negative Flow end he can no longer concentrate on this feat. (This feat can be concentrated on even while under the bloodlust or berserk conditions).

Colossal Physique. Yuji counts as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift. Yuji can add his proficiency to all Strength checks he makes. Any attack roll Yuji makes which uses Strength deals twice as much damage to objects and structures Once per turn as part of a successful melee attack, Yuji can force the creature hit to make a DC 25 Strength saving throw . On a failure, they are knocked back 70ft in a direction of his 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 Yuji's damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance. Whenever Yuji makes a Strength check or saving throw, Yuji can give himself advantage on the roll. He can do this 7 time per long rest.

Untraceable Speed. Whenever Yuji takes a reaction, he may move up to half of his speed as apart of the reaction. He may do this 7 times per round This movement cannot be used to exit domains. If this movement would cause him to leave the area targeted by an attack he’s reacting to or the area of a saving throw he’s reacting to he may roll an Acrobatics check to attempt to fully dodge. In the case of an attack he rolls against the attack roll, causing the attack to miss regardless of his armor class on a success. On a failure the attack happens as normal, though he still moves as normal. This roll automatically fails if the attack was a critical hit, unless Yuji is 10 or more levels above the attacker’s level, or CR if they don’t have a level. If Yuji fails this roll by no more than 3 against an attack targeting one of his limbs with the Limb System then though he can’t fully dodge he may change which limb is targeted. In the case of a saving throw he roll against the DC, being unaffected by the saving throw on a success. On a failure the saving throw happens as normal, though he still moves as normal.

Brute Slam. Once per turn as part of an unarmed strike, Yuji 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 hiself, 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 Yuji 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. Yuji makes a contested Athletics check against the creature who contests via Athletics or Acrobatics check (Their choice). On a successful check, his opponent is driven into the earth beneath him ending the grapple early, taking bludgeoning damage equal to two rolls of Yuji's unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from his iron grasp, causing Yuji's grapple to end early and the creature may move an additional 5 ft. away from him as part of their successful check. If Yuji scores a 20 on the 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 Yuji's next turn.

Cursed Martial Artist. Yuji's unarmed strikes when benefitting from the Cursed Strike enhancement have their critical hit range increased by 1 meaning while using curse empowered strikes Yuji can land a crit with a 19 or 20. Additionally, whenever Yuji scores a critical hit with an unarmed strike, he can roll one additional unarmed strike damage die when determining the extra damage for the critical hit. If Yuji has taken the Attack action on his turn using only unarmed strikes then make any unarmed strikes as a bonus action which benefits from the Cursed Strike, the enhancements cursed energy cost is reduced by 2 (to a minimum of 1).

Heavy Finisher. Once per round as part of hitting a melee attack, Yuji can spend up to 10 cursed energy to make his target make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are thrown back 10 + the amount of cursed energy spent times 20 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 an object on the way they both take 1d12 bludgeoning damage. If it 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.

Yuji can also use the heavy finisher as a way to get someone stuck in the ground.

Once per round as part of hitting an melee attack against a prone creature, Yuji can spend up to 10 cursed energy to force his target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per cursed energy spent and are restrained in the ground. On a success, they take half as much damage and their speed is halved until the beginning of Yuji's next turn. If they fail by 5 or more, they are also Confused until the beginning of Yuji's next turn.

They may remake the Strength saving throw at the beginning of their turns, ending the condition early.

Air Jump (1 Cursed Energy). With no action required, Yuji may perform a high or long jump multiplied by 4 on his turn while he is in the air. This jump counts as if you had a running start.

Improved Reverse Cursed Technique. Yuji has a healing pool of 2700 that he can use with his reverse cursed energy. If he 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, Yuji regrows back limbs for every 20 hit points he regains. Yuji can use his RCT until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers. At the beginning of his turns while in a combat where his life is at risk, he regains 10 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a long rest.

Unmatched Fortitude. Yuji has advantage on the saving throws made to maintain his Domain Expansion in an equal Domain Clash and saving throws made to keep concentrating on opening a hole with his domain. Finally, Yuji can reduce damage he takes by 38.

Titanic Strength. Yuji may add half his proficiency bonus to Strength saving throws. He counts as three size larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift.

Cursed Enhanced Body. As long as Yuji has 1 cursed energy or more, he may add 2 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied).

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Yuji 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 5.
  • The feature’s range increases by 5 times 11 in feet.
  • The feature’s bonus to hit is increased by +2.
  • The feature’s DC increases by +2.
  • The feature’s duration increases by 6 rounds.

Legendary Cursed Energy Output. If Yuji 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. This cursed energy reduction does not apply for the purposes of the One In A Billion feat.

Divine Cursed Energy Output. As a part of any feature that uses cursed energy, Yuji can expend 8 cursed energy to drastically alter its functions as part of the same action he uses the feature with. If the feature was a Cursed Energy Attack roll, the target of his attack or attack rolls has their AC treated as if it had been reduced by 5. If the feature was a Cursed Energy save, Yuji may change the saving throw to another depending on its original save. The changes are the following below:

  • Original Saving Throw - Changed Saving Throw

Flawless Fundamentals. Yuji reduces the cost of all cursed energy features by 18. If one of Yuji's class features is reduced by double its original cost, the feature’s cost instead becomes 0. This feature’s cost can be treated as 0 up to 22 times per long rest.

Legendary Resistance(5/day). If Yuji Itadori fails a saving throw, it can choose to succeed instead.

Mastered Martial Arts. Yuji gains the following benefits:

  • Yuji's Cursed Blast of Blows allows you to make 1 more attack. Additionally, this can now be used with weapon attacks or unarmed attacks.
  • Yuji's Cursed Patient Defense forces attackers to roll 3 dice and pick the lowest when they make an attack roll against Yuji.
  • Yuji's Cursed Wind Step allows Yuji to add his movement speed again to the Dash action and allows Yuji to gain extra movement equal to his speed when he uses the Disengage action. If Yuji can already add his movement to the Disengage action then it is added again.

Flow State. As a bonus action, Yuji can hone in his focus and enter this enhanced state of being. For the following minute, Yuji gain the following benefits:

  • Yuji's Strength, Dexterity, and Constitution scores increase by 4, as do their maximums.
  • Yuji gains temporary hit points equal to Yuji's maximum hit points.
  • Yuji's movement speed doubles.
  • The limit Yuji can spend on Cursed Energy Enhancements is doubled.

After a minute, this state ends and Yuji loses these benefits. Yuji can do this once per long rest.

ACTIONS

Multiattack. Yuji can make four attacks.

Claws of Calamity. Melee Weapon Attack: +28 to hit, reach 5 ft., one target. Hit: 39 (5d10 + 15) bludgeoning damage and 37 (4d8 + 5) necrotic damage.

Exorcise. Yuji automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 3 or lower.

Strong Throw (3 Cursed Energy). In place of an attack, Yuji can choose a creature or object of a size up to 1 size category larger than him within his unarmed strike reach, and make an athletics check contested by their athletics or acrobatics(their choice) or a set DC for objects, 5 for tiny, 7 for small, 10 for medium, 15 for large, 20 for huge, and 25 for gargantuan. On a success, Yuji can throw the creature or object up to 60 feet, dealing Xd6 bludgeoning damage to them and anyone in the path they’re thrown in who fails a Dexterity saving throw, where X is his Strength modifier times the creature or objects size category number above small (minimum of 1), so 1 for medium, 2 for large, 3 for huge, and 4 for gargantuan. The d6s become D8s if the target is large, d10s if they’re huge, and d12s if they’re gargantuan. The cost also increases, to 4 cursed energy if the target is large, 5 if they’re huge, and 6 if they’re gargantuan.

Crimson Binding (1 Cursed Energy, 4 Blood Points). Yuji pulls blood from the surroundings creating a net that envelops an opponent he chooses within 30ft of him. The target must succeed on a DC 20 Dexterity throw become restrained. The creature can spend it's action after being restrained to roll a DC 20 Strength saving throw, breaking itself free from the effect on a success.

Slicing Exorcism (5 Cursed Energy, 6 Blood Points). Yuji creates a Rotating wheel of blood at high speeds to use as a bladed projectile, that is a 5ft circle. For 1 minute, he can use a bonus action to move the Wheel of Blood to a place within 30ft of it's current location that he can see. When this wheel moves through a creature's space the creature must make a DC 20 Dexterity saving throw. On a failed save the target takes 17d8 Slashing Damage, on a successful save the target takes half as much damage. A creature may be forced to make this saving throw once per round.

Blood Tidal Wave (10 Cursed Energy, up to 120 Blood Points). Yuji creates a tidal wave of blood from his body. All creatures who enter a radius around him or start their turn within it must make a DC 20 Strength saving throw, taking Xd8 bludgeoning damage and falling prone on a failure and half as much without falling prone on a success, where X is 1/5th the amount of Blood Points spent (rounded down). The radius is an amount of feet equal to the amount of Blood Points spent, to a maximum of 30 feet. If Yuji spends blood points such that the radius would exceed 30 feet then at the start of each of his subsequent turns the radius expands in increments of 30 feet until it matches the radius for the amount of Blood Points spent, at which point the tidal wave ends, remaining centered on the point at which Yuji first cast it.

Blood Rain (4 Cursed Energy, 4 Blood Points). Yuji shoots a beam of blood into the sky that later falls down as hundreds of droplets of piercing blood. He launches a pressurized beam of blood directly upwards. He can choose for it to fall down at the end of the same turn or for it to fall after up to 5 rounds, at the beginning of his turn at said round. When the Blood Rain falls, all creatures in a circle with 30ft of radius must make a Dexterity saving throw. On a failure, they take 15d8 piercing damage, or half as much on a success.

Piercing Blood (8 Cursed Energy, 15 Blood Points). Yuji focuses blood into a highly pressurized piercing beam that deals massive damage to targets and structures. He pull bloods into his hands and fires it at a target within 60ft of him, making a ranged attack roll with a +11 to hit. On a hit the target receives 19d12 piercing damage.

Blood Terrain Infusion (8 Cursed Energy, 6 Blood Points). Yuji spreads his blood through the ground to destroy and manipulate it. He puts both hands on the floor and spreads massive amounts of blood in a 30ft radius circle centered anywhere he chooses as long as he's inside it. All creatures in the circle must make a Dexterity saving throw, receiving 5d10 piercing damage and being knocked prone on a failure, or only receiving half as much damage on a success. If Yuji spends the maximum on his Convergence before using this technique, he may create a 100ft tall cylindrical pillar in the area of the circle, elevating every creature in it to the top. Him and any creature that has passed their saving throw may choose to escape the area before being elevated. Additionally, he may use this technique from a further range without needing to be in the area if in the past minute his Piercing Blood or Blood Rain techniques have hit the ground, as they impregnate the soil with his blood, making him able to cast this ability on that area.

Blood Wave (6 Cursed Energy, 5 Blood Points). Yuji rapidly makes a huge wall of blood expand in an area around him and then dissipate. He expands a circular wall of blood around him up to 30ft. All creatures in the area must make a Strength saving throw. On a failure, they take 15d6 bludgeoning damage and are pushed to the end of the wall's range. On a success, they take half as much damage and are not pushed, breaking through the blood. When Yuji spends extra Cursed Energy into this technique with Convergence, it's maximum range increases by 10ft per Energy spent.

Blood Spikes (8 Cursed Energy, 6 Blood Points). Yuji manifests sharp spikes of blood that rapidly fire at enemies. Yuji can summon up to 10 blood spikes that he can hurl at targets within 60ft. Each spike requires a ranged cursed energy attack roll and replaces an attack in the attack action. On a hit, each spike deals 4d10 piercing damage. If you have spent the maximum amount for Convergence before using this technique, the number of spikes increases to 15, and their damage increases to 10d10.

Blood Caltrops (7 Cursed Energy, 5 Blood Points). Yuji summons caltrops made of crystallized blood that hover and strike any enemies that enter his space. Yuji creates 10 blood caltrops that hover in a 30ft radius around him for 1 minute. Whenever an enemy creature enters this area or begins their turn there, they must make a Dexterity saving throw. On a failed save, they take 6d8 piercing damage and their movement speed is reduced by 60ft, on a successful save, they take half as much damage and their movement is not reduced. If Yuji has spent the maximum amount on Convergence, the number of caltrops increases to 15, and their damage increases to 8d8 and their movement speed is reduced by 120ft.


Blood Meteorite (6 Cursed Energy, 4 Blood Points). Ranged Cursed Energy Attack: +11 to hit, range 30 ft., one target. Hit: 97 (15d12) bludgeoning damage and the target must make a Constitution saving throw. On a failure, they will become stunned until the beggining of Yuji's next turn, on a success they're not stunned. This technique can be used without convergence being active and is not affected by Water Dilution.

Supernova (4 Cursed Energy, 2 Blood Points). Yuji creates small orbs of condensed blood that explode in dozens of piercing blood particles. He creates a small orb of blood that could fit in his hand at an unoccupied space that he can see within 30ft, and it stays there for at maximum 1 minute. The orb explodes, forcing every creature within 10ft. of it to make a Dexterity saving throw. On a failure, the creature receives 16d10 piercing damage and is knocked prone. On a success they receive half as much damage and aren't knocked prone. Yuji may create up to 6 orbs at once, spending additional Cursed Energy and Blood Points for each, and may choose for them to explode immediately upon creation or manually later as a Reaction to a creature entering it's range of explosion.

Dismantle (1+ Cursed Energy). When taking the Attack Action, Yuji spends 1 Cursed Energy and then can spend up to 16 Cursed Energy to replace one of his attacks with a cursed energy attack roll against a creature within 320 ft of him. On a hit, the target takes 1d10 slashing damage per cursed energy spent in the attack (not counting the initial 1 Cursed Energy) and must make a DC 20 Constitution saving throw. On a failure, they are bleeding. On a success, they receive no additional conditions. This attack roll is made with advantage if the target cannot see invisible objects. Multiple attacks may be replaced with dismantle, but cursed energy may be spent for each attack. This cannot replace attacks from features such as Cursed Blast of Blows. A creature needs blindsight to see the slash.

Grid Slash (1+ Cursed Energy). As part of using Dismantle, Yuji can spend up to an additional 31 Cursed Energy to force all creatures in a 10 times the amount spent foot long, 30 foot wide and 30 foot tall line starting from him to make a DC 27 Dexterity saving throw. On a failure, they take his dismantle's damage or half as much on a success.

Cleave (1+ Cursed Energy). As an Action, or replacing an attack as part of the Attack Action if Yuji targets a creature he is grappling or an object, for up to 36 Cursed Energy he makes a melee weapon attack roll against a creature. On a hit, they take 12 slashing damage per cursed energy spent and must make a Constitution saving throw. On a failure, they are bleeding. On a success, they receive no additional conditions. The cursed energy is not spent if he misses. This feature adapts its output to attempt to cut the target down in one fell swoop. When Yuji spends cursed energy on this feature, he will learn how much cursed energy he needs to spend for the average damage of his cleave to reduce the target to 0 hit points from their current hit points, taking into account temporary hit points, damage reductions and thresholds, resistances and immunities, and any other feature which would directly affect the outcome. He will be told the maximum amount if he cannot reduce them to 0 hit points from their current amount by this calculation. It can bypass cursed armor by expending a higher cursed energy cost during casting that that of the targets cursed armor (E.g. If you fire a Cleave for 5 Cursed energy and the target has spent 4 cursed energy on cursed armor your cleave will deal damage to them as if it were cast at 1 cursed energy ignoring their cursed armor and nullifying it). If a creature is reduced to 0 hit points by this feature, they are cleaved into various small pieces. You need blindsight to see the slash.

Spiderweb (1+ Cursed Energy). As part of using Cleave on an object, Yuji can spend up to 30 Cursed Energy to turn the ground in a 10-times-the-amount-spent-foot-radius circle into difficult terrain. All creatures within range must make a DC 27 Dexterity saving throw. On a failure, they are knocked prone and are pushed 5-times-the-amount-spent-feet away from him. On a success, they take half as much damage and are not pushed. Ground and structures targeted take maximum slashing damage.

Furnace: Open (1+ Cursed Energy). As an Action, and for up to 45 Cursed Energy, Yuji can make a ranged cursed energy attack roll against one creature within 20 times the amount spent feet or force every creature within 5 ft of the target to make a Dexterity saving throw. On a hit or a failure, they will take 4d12 fire damage per energy spent and receive Second Degree burns. On a success, they take half as much damage but receive First Degree burns. If they have Evasion, they do not receive effects on a success. If they fail or he hits by 5 or more, they receive Third Degree burns instead. If Open reduces a creature to 0 hit points, it kills it outright by disintegrating it. Open deals twice as much damage to objects and structures. Also, Open ignores resistance to fire damage. Inside your domain expansion, Open now targets all creatures within your domain except yourself, and deals its damage in bludgeoning damage as a second instance of damage to any creature it hit as long as the domain its used within has a barrier that stops at least non-living things from leaving. This bludgeoning damage ignores resistance and kills a creature outright if they’re reduced to 0 hit points by it. Whenever Dismantle hits a creature or an object Yuji gains 1 Preparation Counter, and whenever Cleave hits a creature or object he gains 2. He must spend 100 Preparation Counters to use furnace: Open.

Basic Barrier (1-5 Cursed Energy). Yuji creates a dome starting from himself 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 Yuji may choose to make it smaller if he 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 20 AC and automatically fails saving throws. This barrier lasts 5 minutes. Yuji can deactivate his basic barrier at will (no action required).

Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure.

Yuji 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.

The curtain lasts for 50 minutes. Yuji's curtain has 60 hit points. This barrier has 20 AC and automatically fails saving throws. It is also immune to Poison and Psychic damage.

Yuji may choose to make his curtain smaller in radius, however it cannot be smaller than a 100-foot radius.

New Shadow Style: Simple Domain (5 Cursed Energy). Yuji surrounds himself with a 15 ft. barrier for 1 minute. The circle has 350 hitpoints. Any cursed techniques or spells that target him or targets an area that overlaps with his simple domain, will now target the barrier instead, reducing its hit points by the damage it would cause. To use this technique, Yuji must remain still without moving and must maintain concentration as if he was concentrating on a spell. If he is in a Domain Expansion then he negates it's sure-hit effect on himself and any other people inside the area, as it only affects the barrier. Yuji's refinement for his Simple Domain is 50.

Domain Expansion (30 Cursed Energy). Yuji opens his Domain Expansion as a full round action.

BONUS ACTIONS

Martial Arts. Whenever Yuji makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action.

Cursed Blast of Blows. Immediately after taking the attack action, Yuji can spend 3 cursed energy to make three unarmed strikes.

Cursed Patient Defense. Yuji can spend 3 cursed energy to take the dodge action as a bonus action on his turn.

Cursed Wind Step. Yuji can spend 3 cursed energy to take the dash or disengage action as a bonus action on his turn.

Explosive Blow (8, 10 or 14 Cursed Energy). Yuji concentrates on channeling a very condensed portion of his cursed energy into either his limbs or a weapon for 8 cursed energy. For 1 minute after he performs this bonus action, the next melee attack he lands adds half of his attacks’ damage dice (rounded down) as extra damage onto the damage roll for his attack. If Yuji receives damage from any source, he must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrating. Alternatively, as a bonus action when Yuji lands a melee attack, he may expend 10 cursed energy to add half of his damage dice (rounded down) to the damage roll of his attack.

For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that Yuji uses with this feature will instead add his attacks’ damage dice to the damage roll as opposed to only half.

On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either Yuji's attacks' ability modifier or Charisma modifier times 10 in a direction of his choice. If the creature collides with an unsecured object or structure then the creature and the unsecured object or structure receives 1d10 bludgeoning damage per every 5 feet the creature had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of Yuji's attack’s damage roll instead.

Blood Spit (3 Blood Points). Melee Cursed Energy Attack: On a hit the target's face is covered in Yuji's blood for 5 rounds. For 3 Cursed Energy as part of covering a creature’s face in blood or no action required while a creature’s face is covered in blood Yuji may cause the blood to burst, dealing 4d4 piercing damage to them and 2 eye limbs on their face as well as making them blinded until the end of their next turn. If they were preforming any kind of action when Yuji bursts the blood they must make a concentration save or fail to preform the action, all resources used wasted. Once Yuji have used this, the feature ends early. Yuji may also use this feature once per round as part of taking damage.

Convergence. Yuji compresses and condenses blood to it's absolute limit for 1 minute. During this technique's duration, whenever he uses one of his cursed techniques he can spend up to 5 additional Cursed Energy (and an equal amount of Blood Points) to enhance the technique's potency. For each Cursed Energy he uses, the technique will receive one additional die of damage or 1 additional turn of duration. Additionally, only while Convergence is active, Yuji can use the following techniques: Piercing Blood, Blood Rain, Blood Terrain Infusion and Blood Wave.

Untraceable Speed. Yuji may take the dash action or make a Skill Check he is proficient in.

Taijutsu Sorcery. Whenever Yuji uses the multiattack action, he can push, shove or grapple a creature as a bonus action.

New Shadow Style: Simple Domain (5 Cursed Energy). Yuji uses his Simple Domain.

Reverse Cursed Technique. Yuji spends any amount of Cursed Energy, regaining 20 hit points for each energy he spends, and removing the same amount of healing from his healing pool.

Domain Expansion (30 Cursed Energy). Yuji opens his Domain Expansion as a bonus action.

REACTIONS

Manji Kick. As a reaction to being targeted by a melee attack, Yuji rotates his body down, imposing disadvantage on the attack. If it misses, as part of the same reaction Yuji can give a massive kick in his opponent's face. Yuji makes an unarmed strike against the creature. On a hit, the opponent will be stunned until the beginning of Yuji's next turn or until they take damage from an outside source and receives his unarmed strike damage.

Deflective Shockwave. As a reaction to someone entering the range or a ranged attack roll being made against Yuji, Yuji punchs the ground violently, creating a powerful shockwave in both air and ground. Every creature in range must make a Dexterity saving throw, taking a roll of Yuji's unarmed strike damage and falling prone on a failure, or half as much damage on a success. Additionally, Yuji gains a +7 bonus to his AC against the ranged weapon attack roll that triggered this reaction. Yuji may add cursed strikes to this damage as normal, and the range of this ability is 5 x (the number of damage dice of the cursed strike + 1) feet. If he spends the maximum amount of energy in the cursed strike, he may choose any number of creatures in the area to not be affected.

Untraceable Speed. When Yuji moves into range of a creature or a creature enters his range he can make one melee attack. He can only do this once per creature per round.

Human Wall(8/long rest). Upon hitting 0 hit points, Yuji rolls a 10 (1d12 + 4). He regains the amount rolled in hit points.

Taijutsu Sorcery. Whenever Yuji 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 have disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he have performed this variation of the Dodge action, Yuji can make one attack against that creature if it is within range once per round.

Slash Skating. As a bonus action for 4 cursed energy, Yuji can coat his feet with slashes and utilize them to skate around for 1 minute. For the duration, his walking speed is increased 20 ft. and he ignores difficult terrain. He may end this at will (no action required).

Cursed Martial Artist. As a reaction whenever a creature fails a melee attack roll against Yuji, he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add +5 to the damage roll.

New Shadow Style: Simple Domain (5 Cursed Energy). When targeted by a cursed energy attack roll or saving throw, spell or seeing a domain expansion open, Yuji uses his Simple Domain.

Cursed Enhanced Body (1-5 Cursed Energy). Whenever Yuji makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw.

Cursed Energy Reinforcement Whenever Yuji makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, he may spend up to 9 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw. He also has an extra reaction specifically for this feature.

Reverse Cursed Technique When Yuji receives damage, he may use his Reverse Cursed Technique.

LEGENDARY ACTIONS

The 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. The regains spent legendary actions at the start of its turn.

Attack. Yuji moves up to half his movement and can make a Claws of Calamity attack.

Improved Reverse Cursed Technique. Yuji uses his Improved Reverse Cursed Technique.

Cursed Technique (2 Actions). Yuji may use one of his Cursed Techniques.

Domain Expansion (3 Actions). Yuji uses his Domain Expansion.

Image_2025-04-09_162209868.png
At 26 years of Age, Itadori Yuji is now known as one of the Strongest amongst Jujutsu Society alongside Megumi Fushiguro and Yuta Okkotsu.

Jujutsu Sorcerer.

Yuji has 30 levels in the Jujutsu Sorcerer class.

Domain Expansion

Yuji's domain resembles his hometown of Sendai City, with several locations from his childhood spread around within it. At the beginning of his turns, all creatures inside the domain except him receive 2 Cursed Energy Attack rolls from Yuji's Dismantle. The Dismantles count as if he has spent 30 Cursed Energy. If Yuji has the Soul Dismantle binding vow active, these Dismantles count as Soul Dismantles as well.

Refinement Points

Yuji has 1000 domain refinement.

Domain Durability. His domain has 3000 hit points.

Barrer Resistance. As part of expanding its domain, Yuji may decide if it wants to make its barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, it may spend an additional 5 cursed energy when expanding its domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Increased Potency. While inside his domain, his cursed techniques deal 10 additional damage dice.

0.2 Domain Expansion As part of opening his domain, Yuji can make it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than his Charisma score. When he opens his domain this way, all creatures inside it will be targeted by it's effects, Yuji doesn't have the option to choose.

Efficient Expansions. Yuji reduces his domain expansion cost by 10. In addition, he only gains 1 level of exhaustion after his domain is over and the DC to use his Technique while in Burnout is reduced to 25.

Durable Barrier. Yuji domain has immunity to non-magical damage from both sides, however it is still be resistant to all damages from the inside and vulnerable to all damages from the outside.

Domain Superiority. The refinement thresholds which determine how long it takes Yuji to destroy another domain in a clash are halved.

Mastered Domain. Yuji may expand his domain as a bonus action. He may also reduce his domain expansion's cost by 9, and while inside the domain techniques that use an action can now be used as a bonus action, and techniques that take a bonus action can now be used as a free action. His domain also lasts for 3 minutes.

Blood Manipulation

Blood Points. Yuji's technique uses Blood Points as a currency alongside Cursed Energy to fuel it's techniques. Yuji uses his own blood for the technique, and may gain Blood Points by expending his own hit points, gaining 1 Blood Point per hit point spent. Yuji may also use blood from his surroundings to fuel his techniques, up to 10 ft away, gaining an appropriate amount of Blood Points as determined by the DM. Due to the versatility of this technique, all of his techniques that involve manipulating his own blood count as a Lapse technique.

Blood Crystalization. Yuji will gain resistance to piercing, slashing and bludgeoning damage when he activates his Cursed Armor, and is also able to spend Blood Points instead of Cursed Energy to activate it, spending 1 Blood Point per 1 Cursed Energy. When he deals damage with his Cursed Strikes or Curse-Empowered Strikes features, he may change it's damage type to piercing, slashing or bludgeoning. In addition, while his Cursed Energy Armor is activated his unarmed strike damage die tier is increased by 1.

Water Dilution. Yuji's mastery over Blood Manipulation is profoundly impacted when submerged in large volumes of water. While he is at least half submerged, he cannot use any of his Cursed Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of blood, preventing it from holding it's shape and making external manipulation impossible. While Submerged, he cannot use the Crimson Binding, Slicing Exorcism, Blood Spit, Reattachment and Blood Tital Wave for the duration of his submersion or while in heavy rain. If he attempts to do so, he spends cursed energy and blood points as normal but nothing happens.


Tokyo Jujutsu High

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

Yuji knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.

  • Power Enhancement. Yuji can now spend up to 9 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Economy. The cursed energy cost of the technique is now reduced by 9 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Yuji can spend up to 9 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

At the end of a short rest or long rest, Yuji may reallocate his enhancements.

Specialized Technique

Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc

One of Yuji's cursed techniques will gain all of the following benefits:

Increased Damage Output. Its damage dice number will increase by 10.

Increased Reach. Its range will increase by 30 feet.

Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

Yuji may change his specialized technique at the end of a week.

Chanting

Yuji is capable of making recitations of chanting with his cursed technique.

Yuji may choose one of his Innate Technique features and recite one of his chants as a Bonus Action. The next time he use that Innate Technique Feature that has a recitation after chanting within two turns, it will gain two of the following benefits of his choice:

  • His technique will ignore resistances and treat immunities as resistances.
  • He may double the original Range, Width, or Radius of his Technique.
  • He may triple the original Range, Width, or Radius of his Technique. (He must have doubled the range already through Chanting in order to apply this bonus).
  • If the Innate Technique feature requires a saving throw, the target(s) makes their save at disadvantage. He also raises the DC by his proficiency bonus for that saving throw.
  • If his Innate Technique feature has him make an attack roll, he gains advantage on that attack roll and may add his proficiency bonus to that roll an extra time.
  • The cost of his Innate Technique feature is halved.
  • His Innate Technique will ignore all forms of cover.
  • His Innate Technique’s Action cost will be lowered by 1 (Ex. Full Round Action -> Action -> Bonus Action -> Free Action). If the feature is a Reaction and its Action Cost is reduced he will gain an extra Reaction specifically for that feature. (He must be Complex Chanting in order to apply this bonus)
  • The duration of his Innate Technique feature is doubled.
  • The duration of his Innate Technique feature is tripled. (He must have doubled the duration already through Chanting in order to apply this bonus).
  • If an Innate Technique feature inflicts damage by causing a target to make a save, it will ignore features such as Evasion if they fail the save by 5 or more. (He must be Complex Chanting in order to apply this bonus).
  • The cost of his Innate Technique feature is reduced to ¼. (He must be Complex Chanting in order to apply this bonus)(He must have halved the cost already through Chanting in order to apply this bonus. This reduction does not stack with the ½ reduction, but replaces it).
  • If his Innate Technique feature would force his opponent to make a saving throw, they roll 3 dice instead of one and take the lowest result for the roll. (He must be Complex Chanting in order to apply this bonus).
  • If his Innate Technique feature would have him make an Attack roll, he may roll 3 dice instead of 1 and take the highest result for the roll. (He must be Complex Chanting in order to apply this bonus).

Every subsequent turn he spends his Bonus Action chanting the technique it will gain another two bonuses of his choice. The chanted technique may only have a number of bonuses applied to it equal to 1+ his Intelligence or Wisdom mod. If he possesses the Cursed Energy Reinforcement feat and either the Reverse Cursed Technique or Regeneration feats, he may use his Charisma mod instead of either his Intelligence or Wisdom mod when calculating the max number of bonuses that can be applied to the Chanted technique. In addition, the chanted Innate Technique feature will have its final damage boosted by 20% per round he spent chanting. (After all the dice have been rolled, multiply the total damage(s) by 1.2). This damage bonus is capped at 100%. (2x Damage).

Rather than using a bonus action, he can perform a more complex variation of Chanting that combines both complex hand signs and delicate recitations as a Rooting and Lengthy Action. When Chanting in this manner he may add four bonuses from the above list to the chanted technique, and every subsequent turn he spends a Rooting and Lengthy Action chanting the technique in this way it will gain four more bonuses of your choice. Additionally, the chanted Innate Technique feature will have its final damage boosted by 50% per round he spent Complex Chanting. This damage bonus is capped at 100%. (2x Damage).

While Chanting or Complex Chanting he must maintain concentration as if maintaining concentration on a spell.

If his Innate Technique feature that benefits from Chanting allows him to make more than one attack roll or forces a target to make more than one save or has multiple ranges, he may only choose one of those components at a time to apply the benefit to. (Ex: he could choose to apply a saving throw disadvantage to the first saving throw of the technique, but in order to apply one to the second saving throw of the technique he would have to add that bonus to that part as well). He cannot perform Maximum Output on an Innate Technique feature benefiting from Chanting. He cannot apply the benefits of Chanting towards a Domain Expansion.

While one of his Cursed Techniques is currently active, he may use regular Chanting to apply bonuses to it even after it has already been activated. If done this way, the chanted bonuses are applied to the technique immediately. This may also be done as a Reaction to a creature using a Reaction against his Innate Technique feature.

In addition, when he begin chanting he may spend 25 Cursed Energy to gain one of the following bonuses:

  • He may treat every round he spend as a part of this chant as 2 rounds.
  • He may Chant 2 Innate Technique features simultaneously.

He may do this 5 times per long rest.

Cursed Techniques.

When a feature refers to Yuji's cursed techniques, it refers to Shrine and Blood Manipulation techniques.

Cursed Energy Reinforcement

Satoru's constantly reinforcing his body with cursed energy, granting himself the following benefits:

  • When Yuji makes a Strength, Dexterity, Constitution, Intelligence or Wisdom ability check, Yuji may add his Charisma modifier to the check
  • Yuji may calculate his jump distance and height with his Charisma score, and his jump distance and height are quadrupled.
  • Yuji may use his Charisma score to determine his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
Cursed Vessel

This Body is Mine. Yuji has advantage against effects that would alter his form.

Cursed Womb: Death Painting. Yuji has consumed 6 Cursed Womb: Death Paintings (they count as cursed objects).

Soul Knowledge

Yuji has 100 Soul Knowledge and gains the following benefits:

Soul Intuition. Yuji has become knowledgeable about the working of the soul and he is able to deduce if an ability or feature relating to the soul has been used after seeing it. He can deduce whether a feature, once it has been successfully used, was related to the soul, such as the Resonance feature of the Straw Doll Technique or the Mastery of General feat when used on the trapped soul of a vessel.

Teachings of the Soul. Yuji has learned enough about the soul now to be able to teach others the basics. Over the course of a long rest he may create a book or other learning device which functions as the book of souls does. He cannot benefit from your own book.

Soul Outline Perception. Yuji finally learned how to see the outline of his own soul, learning how to heal from Soul Harming attacks. Whenever he is dealt damage that is considered Major Soul Harming, temporary hit points from Cursed Armor will now apply to damage dealt. In addition whenever he heals himself using the Reverse Cursed Technique, he can heal damage that was considered Major Soul Harming.

Additionally, after becoming experienced with his own soul, he has learned how to affect the contours that line the souls of others. All damage caused by him that spent cursed energy such as cursed strikes or using a cursed technique is considered Minor Soul Harming.

Soul Harm. All damage caused by Yuji that spent cursed energy such as cursed strikes or using a cursed technique is considered Soul Harming.

Soul Separation. Yuji reached the pinnacle of soul knowledge, now being able to separate two souls. Whenever he hits a Cursed Vessel with a Soul Harming attack and his attack roll is 5 or higher above its AC, he can force the trapped soul within to make a Charisma saving throw (DC = 8 + the Cursed Vessel’s Proficiency bonus + half of the Cursed Vessel’s Charisma modifier, rounded down). On a successful save, the soul hampers the Cursed Vessel’s capabilities by reducing all of their Strength, Dexterity and Constitution scores by 2. If a soul is being controlled by a Complete Vessel, the soul has disadvantage on the Charisma saving throw. If the Cursed Vessel is at half of its hit point maximum or lower, the soul gains advantage on this saving throw. Alternatively, instead reducing the ability scores of a Complete Vessel, he may instead attempt to reduce their cursed energy output as a result of their connection to the body weakening. On a successful save of the trapped soul, the amount of Cursed Energy the vessel can spend on their Cursed Techniques is reduced by 1. If the trapped soul succeeds on this variation of the saving throw 3 times, the amount the Vessel is able to spend on cursed energy enhancements is reduced by 1. All effects of a trapped soul succeeding Soul Separation are reverted after a number of completed long rests equal to half the trapped soul’s level(rounded down).

If a Complete Vessel or an Incomplete Vessel has been reduced to 0 hit points within 1 minute of a trapped soul making a successful save to hamper the cursed vessel, the cursed object is destroyed within the body. The body reverts to its original state and the trapped soul is treated as if it were knocked unconscious with 1 hit point remaining unless the body was damaged to a point that the body would be treated as dead as opposed to unconscious.

Resonance of the Soul. Whenever Yuji defeats someone in a one on one or as the main contributor of a group fight, then at the end of the fight, he may choose to connect to that person one last time at the border between life and death. Here Yuji is able to talk with them for a minute, and using this time he may try his best to learn any information Yuji may be lacking, refer to them with respect or spite or answer their questions. Once the time is up, Yuji loses that connection but no time passes in the real world.

Black Flash

When Yuji scores a critical hit (It must be a Natural 20 for it to count) with an unarmed strike that benefits from Cursed Strike, he can choose to land a Black Flash. Before the damage calculation, roll a d8 to see how much additional Necrotic damage Yuji's Black Flash will add onto the damage roll using the table below:

Number Rolled Damage Dealt
1 1 damage
2 6 damage
3 15 damage
4 32 damage
5 56 damage
6 88 damage
7 130 damage
8 181 damage

In addition, the amount of dice he rolls from a critical with this attack will increase by one additional damage die, and the Black Flash simply does not occur if the attack wouldn’t otherwise hit(such as if negated by an ability or the attack roll isn’t a crit and doesn’t hit the opponent’s AC).

Yuji's next attack on the same turn will trigger a Black Flash on a Natural 7 or higher, known as a Black Flash DC. For every other Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 8, the DC becomes 9. Fourth lands on a 9, the DC becomes 10.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, beginning at the starting DC.

In The Zone. Yuji gains the following benefits for a number of minutes equal to the black flashes he hit in the turn; the benefits will last from during the turn he landed the Black Flash until those number of minutes after it:

  • Yuji completely regain his reverse cursed technique pool, if he were already in the zone upon landing this black flash.
  • If Yuji have used his domain expansion and become unable to use his cursed technique, he regains the ability to use his cursed technique once again even after In The Zone ends.
  • He receives a +2 to all his ability scores, including their maximums.
  • Yuji's unarmed strike damage dice tier is increased by 1 (d8>d10>d12>2d6...)
  • Yuji's cursed energy armor, if any, gives 5 more temporary hit points per cursed spent.
  • Yuji's cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage (Unless they're also in In the zone).
  • His cursed techniques will add 10 damage dice.

Yuji's Binding Vows.

Soul Dismantle.

Yuji may decrease Dismantles range to touch and make a melee cursed energy attack roll while using it. If he does this, the dismantle now makes every attack he hits force the trapped soul to make the Charisma saving throw for Soul Seperation. He no longer has to roll 5 or more over the vessel’s AC.

Yuji's Feats

Otherworldly Body, Humanoid Prison, Blessed by The Sparks.

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Reinforced Immune System, Strong Body, Human Wall, Resilient (2x), Very Resistant, Air Jump.

Slam Master, Cursed Martial Artist, Taijutsu Sorcery, Heavy Finisher, Black Flash, Personal Record.

Basic Barrier, New Shadow Style: Simple Domain, Vowless Simple Domain, Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Tracker, Negative Flow, Focused Rage.

Cursed Energy Manipulator x2, Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output, Flawless Fundamentals, Cursed Projectiles, Chanting.

Energy to Blood, Blood Edge, Supernova.

Reverse Cursed Technique, Improved Reverse Cursed Technique.

Tough (5e Feat).

Yuji's Epic Boons

Unmatched Fortitude, Titanic Strength, Blinding Speed.

Improved Durability.

This creature uses the Improved Durability rule.

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