Yuki Tsukumo (Jujutsu Kaisen Supplement)
Yuki Tsukumo[edit]
Medium humanoid (human), chaotic good Armor Class 27 (unarmored defense)
Saving Throws Str +18, Dex +13, Cha +15 Cursed Energy. Yuki has 102 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. Yuki regains 1 cursed energy at the beginning of her turns. Cursed Armor. Yuki can spend up to 7 cursed energy to give herself temporary hit points equal to the cursed energy spent times 10 for 1 minute. She can only benefit from this feature again after 1 minute or having her temporary hit points reduced to 0 Yuki gains Damage Reduction equal to her Charisma modifier added twice while it is active. Cursed Strike. When making an Unarmed Strike, Yuki may spend up to 8 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until she hits a target or 1 minute has passed whenever Yuki spends energy into them, it will count as if Yuki spent double the amount. This still cannot add more dice than her proficiency bonus. Brawn/Evasion/Endurance. Whenever Yuki makes a Strength, Dexterity or Constitution saving throw, she takes half as much damage on a failure and no damage on a success. Speed Supremacy. If a creature doesn’t have this feature Yuki can make twice as many reactions, having her reaction cost reduced to .5. Additionally whenever a creature without this feature tries to react to Yuki it costs double, having their reaction cost increased to two. Spectacle of Manipulation. Whenever Yuki uses Reverse Curse Technique, it will act as if she spent double. This can’t go higher than the limit she can spend. Titanic Strength/Colossal Physic. Yuki counts at three times larger for the purposes of grappling, shoving, disarming and the weight she can carry, push, drag, or lift. She may add half her proficiency bonus to strength saving throws Brute Slam. Once per turn as part of an unarmed strike, Yuki may make a grapple attempt against a creature. If she succeeds, she may pick up the creature and slam them against a solid surface within 10 ft. of herself, such as the ground or a wall, dealing another roll of her 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 Yuki takes the Attack action against a creature she is currently grappling with, she may forgo an attack to violently slam the creature into the ground. Yuki makes a contested Athletics check against the creature who contests via Athletics or Acrobatics check (Their choice). On a successful check, her opponent is driven into the earth beneath her ending the grapple early, taking bludgeoning damage equal to two rolls of Yuki’s unarmed strike damage dice and being knocked prone. On a failure, the creature escapes from her iron grasp, causing Yuki’s grapple to end early and the creature may move an additional 5 ft. away from her as part of their successful check. If Yuki 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 her unarmed strike damage dice and gains disadvantage on attack rolls, ability checks, skill checks and Strength or Dexterity saving throws until the start of Yuki’s next turn. 50 Meters In 3 Seconds! Yuki takes two reactions on each round of combat Strong Body Yuki has an 8 damage reduction to everything besides psychic or thunder. Curse Energy or magical attacks by this unless Yuki has curse energy armor Star Rage. Yuki can use Star Rage on herself or Garuda as a free action; she gains an increase to her unarmed strike due by one per two curse energy she spends. At one mass increase whenever she rolls a critical hit with an unarmed strike, the target must make a constitution saving throw or be knocked prone. At two mass increases any creature in a 5ft cone behind the target takes the damage. At three mass increases when the target fails the constitution saving throw their speed gets halved at the beginning of their next turn. At four mass
For every four mass increases Yuki receives, her unarmed strike critical hit range is reduced by 1 (20 -> 19 -> 18 etc). This cannot make her critical hit range go below 18. Additionally, whenever she scores a critical with an unarmed strike while her technique is active she rolls one additional damage die. When Yuki is at five mass increases, she has advantage on Strength checks and saving throws. For every five mass increases after, Yuki gains a +1 in these checks and saving throws. Additionally, she now deals twice as much damage to objects and structures while she is benefiting from Star Rage. Cursed Martial Artist. Yuki's unarmed strikes when benefiting from the Cursed Strike enhancement have her critical hit range increased by 1 meaning while using curse empowered strikes Yuki can land a crit with a 19 or 20. Additionally, whenever Yuki scores a critical hit with an unarmed strike, she can roll one additional unarmed strike damage die when determining the extra damage for the critical hit. If Yuki has taken the Attack action on her 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, Yuki can spend up to 14 cursed energy to make her 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 it hits must make a Dexterity Saving throw or also take the damage of the Heavy Finisher and be pushed as well. Yuki 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, Yuki can spend up to 14 cursed energy to force her 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 Yuki’s next turn. If they fail by 5 or more, they are also Confused until the beginning of Yuki’s next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. Black Hole. If Yuki spends more than 20 Curse Energy on star mass she creates a black hole centered on her that lasts a minute. Forcing every creature to make a DC21 strength saving throw on a failed save the creature takes 60d12 force damage and is pulled within 5 ft of the black hole on a success the creature takes half damage and doesn’t move within 5 ft of the black hole. A creature that’s within 6 feet of the black hole at the start of its turn must make a successful Strength saving throw or take 30d10 force damage and have its speed reduced to 0 until the start of its next turn. A creature that’s within 60 feet of the black hole (but not within 5 feet of it) at the end of its turn takes 30d8 cold damage. A creature reduced to 0 hit points while within 5 feet of the black hole dies immediately. Yuki receives double the amount of any damage dealt from this feature, and if that reduces her hit points to 0 then she dies instantly but the blackhole continues. This ignores features that allow Yuki to fall to 1 hit point instead. After using this feature ends, she must make a DC 30 Constitution saving throw or receive 5 levels of exhaustion. Battle Rhythm. Once per turn, when Yuki misses one of her Melee or Ranged Weapon Attacks, she may re-roll the attack, adding her Strength or Dexterity modifier a second time to this re-roll. Improved Reverse Cursed Technique. Yuki has a healing pool of 1680 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, Yuki regrows back limbs for every 20 hit points she regains. Yuki can use her RCT until her healing pool ends before getting burnout, during which she 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 from her healing pool back. her healing pool automatically goes back to full at the end of a long rest. New Shadow Style: Simple Domain/Vowless Simple Domain(5 Cursed Energy). Yuki surrounds herself with a 15 ft. barrier for 1 minute. The circle has 800 hitpoints. Any cursed techniques or spells that target her or targets an area that overlaps with her simple domain, will now target the barrier instead, reducing its hit points by the damage it would cause. Yuki can move around and use Star Rage while maintaining concentration as if she was concentrating on a spell. If she is in a Domain Expansion then she negates it's sure-hit effect on herself and any other people inside the area, as it only affects the barrier. Yuki’s refinement for her Simple Domain is 100. ACTIONSMultiattack. Yuki makes 3 attacks. Unarmed Strike. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 35 (4d10 + 13) bludgeoning damage and 6 (1d12) neurotic damage. Exorcise. Yuki automatically destroys a cursed spirit within 30 ft. of her that she can see that has a CR of 4 or lower. Domain Expansion: Jovian Judgement (30 Cursed Energy). Yuki opens her Domain Expansion. BONUS ACTIONSMartial Arts. After using the Attack action, Yuki can make one unarmed strike. Cursed Blast of Blows(3 Curse Energy). After Yuki uses the Attack action, she can perform two unarmed strikes. Cursed Patient Defense(3 Curse Energy). Yuki can take the Dodge action Cursed Wind Step( 3 Curse Energy). Yuki can take the Disengage or Dash action and her jump distance is doubled until the end of her turn. Garuda(4 Curse Energy). Yuki can summon Garuda within 5ft. of her. It acts on her turn and follows all and every command she gives it. she may also use her mass increase on Garuda, however it's benefits are different depending on Garuda's form:
Improved Reverse Cursed Technique. Yuki spends any amount of Cursed Energy, regaining 20 hit points for each energy she spends, and removing the same amount of healing from her healing pool. REACTIONSHuman Wall(8/long rest). Upon hitting 0 hit points, Yuki rolls a 10 (1d10+8). She regains the amount rolled in hit points. Reverse Cursed Technique. When Yuki receives damage, she may use her Reverse Cursed Technique. 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, Yuki uses her Simple Domain. LEGENDARY ACTIONSThe can take 4 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. Yuki moves up to half her movement and can make an Unarmed Strike Improved Reverse Cursed Technique. Yuki uses her Improved Reverse Cursed Technique. Garuda. Yuki may summon Garuda Domain Expansion (3 Actions). Yuki uses her Domain Expansion. |
Yuki is a sorcerer who has obtained the rank special grade. Yuki was at first a Star Plasma Vessel for Tengen but managed to avoid it. Her curse technique is unknown. Yuki is not aligned with Jujutsu High, so her reputation paints her as the only special grade sorcerer who doesn't take on missions. Jujutsu Sorcerer. Yuki has 25 levels in the Jujutsu Sorcerer Epic Level Honored One Taijutsu MasterYuki specializes in unarmed combat and gains the following: Cursed Adrenaline Rush (1/long rest). At the beginning of her turn, if Yuki is at or below 737 hitpoints, she can decide to have a Cursed Adrenaline Rush. For 1 minute, she gains 737 temporary hitpoints, her movement speed doubles, she no longer needs to spend Cursed Energy in her Cursed Strikes, and either her Strength or Dexterity score increases by 4, as does its maximum. At the end of this period, Yuki needs to make a DC 30 Constitution saving throw, gaining 3 levels of exhaustion on a failure. Striking Rush(Curse Energy 3). As an action, Yuki enters a stance of readiness and full attention until the beginning of her next turn. Every time a creature enters her reach, she may make an attack with an unarmed strike against them (maximum once per creature per round). These attacks only trigger when the creatures move into her or when she moves into them, her choice when using this skill. During this period, she can only attack like this a number of times equal to her Dexterity modifier. Cursed Rain of Blows(Curse Energy 3). Whenever Yuki uses her Cursed Blast of Blows, as a Free Action Yuki can make yet another Cursed Blast of Blows. This second Cursed Blast of Blows's energy cost cannot be reduced by any means other than through the One In a Billion and Six Eyes feats. Taido Martial Arts. Yuki can use the Cursed Blast of Blows, Cursed Patient Defense or Cursed Wind Step Cursed Martial Arts without expending Cursed Energy once per turn. Taijutsu Master. Whenever Yuki makes an unarmed strike, she gains a +3 bonus to its attack and damage rolls (already applied in the sheet). Deflective Shockwave. As a reaction to someone entering the range or a ranged attack roll being made against Yuki, Yuki punches 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 Yuki’s unarmed strike damage and falling prone on a failure, or half as much damage on a success. Additionally, Yuki gains a +5 bonus to her AC against the ranged weapon attack roll that triggered this reaction. Yuki 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 she spends the maximum amount of energy in the cursed strike, she may choose any number of creatures in the area to not be affected. Manji Kick. As a reaction to being targeted by a melee attack, Yuki rotates her body down, imposing disadvantage on the attack. If it misses, as part of the same reaction Yuki can give a massive kick in her opponent's face. Yuki makes an unarmed strike against the creature. On a hit, the opponent will be stunned until the beginning of Yuki's next turn or until they take damage from an outside source and receives her unarmed strike damage. Domain Expansion: Jovian JudgementYuki’s Domain is on the moon of Jupiter, Jupiter encompassing the background. When Yuki gets a mass increase, she may add 1d12 force damage per mass increase to a maximum of 20. When Yuki hits a target while having this extra force damage, the target must make a strength saving throw on a failure they take the full damage and are knocked prone, on a success the target they take half damage and halved their speed. Refiniment Points. Yuki’s domain refinement points are 500 Domain Amplification. As an action for 15 cursed energy, Yuki can cover her body to "wear" her domain in order to neutralize cursed techniques for 1 minute. Once activated, she automatically negates any defensive technique or spell, and can bypass barriers such as infinity. Yuki will also negate a domain's sure hit effect in case she’s inside one. In addition, Yuki cannot use her Innate Technique unless she dismisses Domain Amplification as a bonus action. Even if Yuki dismisses it, for the 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 if the user has 51 or more higher refinement than Yuki. If they are within 50 refinement of Yuki, she has resistance to their technique, and if they have 51 or less refinement than Yuki, she is immune to their techniques even if they use Maximum Output. Domain Durability. Yuki’s domain has 1200 hit points. Technique Efficiency. While inside her domain, Yuki may use Star Rage for 0 Cursed Energy. Yuki has 21 Soul Knowledge and gains the following benefits: Unaware Soul Defense. Any damage dealt to Yuki’s Soul Hit points is reduced by 7. Soul Defense. Over the course of a long rest Yuki may create a book or other learning device which functions as the book of souls does. Feats. Yuki’s feats Athletes History, Colossal Physique, Strong Body, Human Wall, Resilient, 50 Meters In 3 Seconds!, Taijutsu Sorcery, Slam Master, Cursed Martial Artist, Heavy Finishers, Simple Domain, Vowless Simple Domain, Immense Cursed Energy, Overflowing Cursed Energy, Improved Reverse Cursed Technique, Reverse Cursed Technique,
Improved Durability. This creature uses the Improved Durability rule. |
Back to Main Page → 5e Homebrew → Creatures