If I had to make this character I would do this:
Race: Variant Human + 1 to Str and Dex, Skills: Arcana, Feat: Mobile.
Stats (27 pts)
Str 15 Dex 15 Con 14 Int 8 Wis 10 Cha 8
Class Breakdown: Fighter 6 (Battle Master)
Toji Fushiguro is a powerful recurring character in Jujutsu Kaisen, seen as a pinnacle of strength in the jujutsu world. Known as the Sorcerer Killer, he is a successful and fearsome assassin, gifted with the heavenly restriction of having no cursed energy to overwhelm his foes through sheer force. He retired and had a family before things fell apart and he returned from retirement to kill off the Star Plasma Vessel Riko Amanai. Through sheer tactical brilliance, he was able to ambush both Gojo and Sugurou before completing his mission. He was defeated at the hands of a fully realized Gojo for their second match but his fearsome legacy continues to echo in the series.
Fighter is where Toji Fushiguruo gains his intense fighting potential, his weapon skills, and his overpowering skills. With Fighter he gains skill proficiencies of Athletics and Survival, Fighting Style: Unarmed Fighting, Second Wind, Action Surge, Extra Attack, and the Ability Score Improvements/Feats of Mage Slayer and Strike of the Giants (Stone Strike).
Martial Archetype: Battle Master further increases Toji’s fighting abilities into overdrive with a host of features. Battle Master gives him Combat Superiority, Student of War: Smith’s Tools, Maneuvers: Ambush, Evasive Footwork, and Brace.
The feat of Mobile increases his speed by + 10 feet, the ability to Dash over difficult terrain, and if he attacks a foe he can leave without provoking an attack of opportunity.
The feat of Strike of the Giants (Stone Strike) allows him to inflict an extra 1d6 force damage and if the foe fails a strength save they get pushed back 10 feet in a straight line.
The feat of Mage Slayer grants him the ability to attack a foe within 5 feet of him if they cast a spell as a reaction, grants disadvantage on a foe’s concentration checks if damaged, and grants himself advantage on spells if cast on him within 5 feet.
Background: Criminal gives him Deception and Stealth, Tool Proficiencies: Thieves’ Tools and Dice Set, and the Background Feature of Criminal Contact.
Equipment: Chain Mail Armor (sell when you can), Whip, Longsword, 2 handaxes, an explorer’s pack, and Criminal Starting Equipment. To represent his magical tools grab Heward’s Handy Haversack, Shortsword of Wounding, Bracer’s of Defense, Bloodshed Longsword, and Dyrrn’s Tentacle Whip.
Spells
None
https://www.dndbeyond.com/characters/112457448/v7tmcy
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