Yuta Okkotsu, 1st Year (Jujutsu Kaisen Supplement)

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Yuta Okkotsu, 1st Year[edit]

Medium humanoid (Human), lawful good


Armor Class 18
Hit Points 100 (20d8+20)
Speed 55 ft


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 20 (+5)

Saving Throws Dex +7, Cha +9
Skills Acrobatics +7, Perception +5, Persuasion +9
Proficiency Bonus +4
Senses passive Perception 14
Languages
Challenge 10 (5,900 XP)


Cursed Energy. Yuta has 71 cursed energy that he can use to fuel his abilities. All of his cursed energy is replenished at the end of a long rest.

Cursed Energy Recovery. Yuta regains 1 cursed energy at the beginning of his turns.

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

Cursed Strikes. Yuta can spend up to 4 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to his attack per Cursed Energy spent. He 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.

Tokyo Jujutsu High Learnings. Yuta has enhancements to some of his techniques already stated at their descriptions.

Cursed-Empowered Strikes. Yuta attacks with a weapon are considered magical for the purposes of overcoming resistances, and deal 1d12 extra necrotic damage (already included).

Evasion. Whenever Yuta makes a Dexterity saving throw, he takes half as much damage on a failure and no damage on a success.

Eerie Cursed Energy. At the start of initiative, Yuta may force every creature within 30 ft to make a Charisma saving throw. On a failure, they gain the frightened condition for one minute. They can remake this saving throws at the beginning of their turns to end this effect early, on a success they become immune to this effect. In addition, Yuta will gain resistance to Necrotic damage while using Cursed Armor.

Vengeful Spirit (1 Cursed Energy). Once per turn, Yuta can call on Rika to attack, making a Cursed Energy Attack roll against a target within 15 ft of him. This attack deals 1d8 Slashing damage.

Vengeful Spirit Manifestation. Yuta can spend 1 Cursed Energy to manifest his Vengeful Spirit for 1 round (no action required) though it will still have the berserk condition. He can summon the spirit 50 times before he needs to take a long rest, replenishing any expended summons. While the spirit is summoned, Yuta can spend an additional cursed energy and an additional summon use at the beginning of his subsequent turns to keep it summoned, otherwise it disappears and cannot be resummoned for 1 minute.

Cursed Speech. This copied technique allows Yuta to curse people who he says words to. He has a list of words he can do described at cursed words.

Throat. Yuta's throat has it's own set of hit points. His throat is damaged every time he spend cursed energy into a cursed word, losing hit points equal to the cursed energy spent in said word. His throat has 50 hit points, and he regains 1 hit point for his throat at the beginning of his turns. This cannot exceed the throats' maximum. Whenever his throat would be reduced to 0 hit points Yuta can make a DC20 Constitution saving throw. On a success, his throat is reduced to 1 hit point instead. He can only make this saving throw once before needing to take a long rest. Yuta can't regain hit points for his throat if it reaches 0 without the use of RCT.

Quick Word. Yuta may use "Don't Move" as a Free Action instead of a Bonus Action, and as a Bonus Action instead of an Action. Additionally, he may use the Ready action on this word with no Action required.

Cursed Energy Superiority. Creatures who have less than 10 levels in the Jujutsu Sorcerer class have disadvantage against Yuta's cursed word saves.

Reverse Cursed Technique. Yuta has a healing pool of 250 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, Yuta regrows back limbs for every 20 hit points he regains. Yuta 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 5 hit points of his healing pool back. His healing pool automatically goes back to full at the end of a long rest. Yuta can heal others in his range with his RCT, but it is half as effective on them, meaning they will gain half the amount of hit points per Cursed Energy spent.

ACTIONS

Multiattack. Yuta makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) Bludgeoning damage.

Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Slashing and 6 (1d12) Necrotic damage.

BONUS ACTIONS

Cursed Weapon Enhancement. Yuta can spend up to 4 Cursed Energy to enhance his sword. His Katana attacks will deal extra Necrotic damage equal to 2 times the amount of Cursed Energy spent.

Copy. Yuta may command his Vengeful Cursed Spirit to make a Claw attack on a creature. On a hit, it may attempt to Copy the target's technique. Make a Charisma saving throw against the Cursed Energy DC of the target. On a success, he copies all features of their technique as if he had it as his level (excluding Reversals, Maximums, Domain Expansions, and Extension Techniques unless you've seen the target use them). When you copy a Cursed Technique you must spend as much energy as the technique's Lapse requires. Yuta can have up to six of these techniques permanently stored within his vengeful spirit. All copied techniques may only be used while his vengeful spirit is out. Whenever he learns more than his limit, he must choose which technique to remove. In addition, he automatically passes the Charisma saving throw if he has already copied the cursed technique before. Power Enhancement: Yuta may spend up to 4 additional Cursed Energy on this technique, adding +1 damage die per cursed energy spent.

Reverse Cursed Technique Yuta spends any amount of Cursed Energy, regaining 10 hit points for each energy he spends, and removing the same amount of healing from his healing pool.

REACTIONS

Cursed Enhanced Body Whenever Yuta makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, he may spend up to 5 Cursed Energy as a reaction to add the number of energy spent as a bonus to the saving throw.

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

30ecaf176a0d31bbe2e6bdbda505bf70.jpg
Yuta Okkotsu, summoning Rika Orimoto, [[1]]

Yuta is primarily a melee fighter who uses Cursed Weapon Enhancement to fight with his katana. He is supported by Rika, his Cursed Spirit, and her large reserves of Cursed Energy. Rika also acts as a storage for Cursed Tools as well as a catalyst for Yuta's Copy Technique. He utilizes a combination of Rika's strength as well as his own in order to overwhelm his opponents with his versatility.

Jujutsu Sorcerer.

Yuta has 10 levels in the Jujutsu Sorcerer class.

Cursed Techniques.

When a feature refers to Yuta's cursed techniques, it refers to Copy, or any Cursed Technique features he has copied.

Yuta's Feats.

Jujutsu Genius, Natural Sorcerer, Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy, Taijutsu Sorcery, Cursed Energy Manipulator, Cursed Enhanced Body, Reverse Cursed Technique, Improved Output

Improved Durability. This creature uses the Improved Durability rule.

Cursed Words

Don't Move. As a bonus action or reaction for 1 Cursed Energy, Yuta can force a creature within 60 ft. of him to make a Charisma saving throw. On a success, nothing happens, on a failure they will be stunned until the beginning of his next turn. Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Sleep. As a bonus action for 1 Cursed Energy, Yuta can force a creature within 60 ft. of him to make a Charisma saving throw. On a failure, they fall unconscious until they receive damage or a creature spends it's action to awake them. Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Return. As a bonus action for 1 Cursed Energy, Yuta forces a Shikigami, Familiar, or summon within 60 ft. of him to make a Charisma saving throw. On a failure, they are desummoned. Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Run Away. As a bonus action for 1 Cursed Energy, Yuta forces one target within 60 ft. of him to make a Charisma saving throw. On a failure, they are forced to take the dash action on their next turn and run as far away from him as possible. Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Blast Away. As a bonus action for 10 Cursed Energy, Yuta forces one target within 60ft. of him to make a Charisma saving throw. On a failure, they will be launched 60 ft. back from the spot they were in, taking 1d8 force damage per 10ft. traveled. Yuta can spend up to 3 additional cursed energy, adding +10 ft to the distance the target is blasted away.

Plummet. As a bonus action for 10 Cursed Energy, Yuta forces a target to make a Charisma saving throw. On a failure, they will receive 5d10 force damage and will be knocked prone for 1 minute due to a field of intensified gravity crushing them. They can remove the prone condition early if they succeed on a Strength saving throw. Yuta can spend up to 3 additional cursed energy, adding a d10 per cursed energy spent.

Get Crushed. As a bonus action for 10 Cursed Energy, Yuta forces a target to make a Charisma saving throw. On a failure, they are imploded which makes them lose 5d12 maximum hit points and become paralyzed. They will keep being imploded for 1 minute, this can be ended early if they succeed on a Strength saving throw, on a failure they will keep losing 5d12 of their maximum hit points at the beginning of their turns. The hit points lost will be regained at the end of a long rest. Yuta can spend up to 3 additional cursed energy, adding a d12 to the hit points lost per cursed energy spent.

Get Twisted. As a bonus action for 10 Cursed Energy, Yuta forces a target within 60ft. of him to make a Charisma saving throw. On a failure one of their legs or arms of Toge's choice will be twisted, breaking the limb. In addition, the target will lose hit points equal to their Constitution score times half your proficiency bonus(rounded down). Yuta can spend up to 3 additional cursed energy, adding a +1 to the DC per cursed energy spent.

Explode. As a bonus action for 10 Cursed Energy, Toge forces a target within 60ft. of him and every creature within 5ft. of it to make a Charisma saving throw. On a failure they will explode from the inside out making them receive 3d8 force damage + 5d4 fire damage. Yuta can spend up to 3 additional cursed energy, adding a d8 per cursed energy spent.

Die. As a bonus action for 20 Cursed Energy, Yuta forces a target within 60 ft. of him with 30 times your Charisma modifier hit points or less to make a Charisma saving throw. On a failure, they die instantly. Yuta can spend up to 3 additional cursed energy, adding a +10 to the hit point requirement per cursed energy spent.

Yuta's Cursed Words can be used as an Action instead of a bonus action, making them affect every chosen creature in a 60ft. radius instead.

The effectiveness of the cursed words depends on the target's cursed energy. For every Jujutsu Sorcerer level the target has have above your own, Yuta receives 1 extra damage to his throat.

If no targets are affected by Yuta's Cursed Words, he doesn't spend any Cursed Energy nor does he receive any damage to his throat.

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