Asura (Jujutsu Kaisen Supplement)

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This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is intended to work with Past Level 20 (5e Variant Rule) and Further Beyond (5e Variant Rule). You can only increase in level with this class through milestone leveling.

Asura[edit]

Prerequisites[edit]

Level 20 Heavenly Restriction

Only those with perfected bodies, a complete lack of cursed energy, and immaculate martial skill have the required attributes to advance as an asura.

Slay an Epic Foe

At the DM’s discretion, you may have to defeat a foe of tremendous power before you may advance in this class. This foe is usually a powerful shikigami, such as mahoraga, or curse, such as Mahito or Jogo. This foe need not be defeated singlehandedly, but should always be of significant challenge.


Epic Trial: Realization

You must push your body and mind to the absolute limit countless times, preventing their few remaining limitations from holding you back at all. This is usually done through extremely intense training, facing powerful curses and sorcerers, and nearly dying countless times, and is a process which usually takes at least a year and a day.


Asura[edit]

Level Proficiency Bonus Martial Arts Features Unarmored Movement
21 +7 2d12 Supplemental Training, Tireless Manuevers, Epic Feats, Ability Score Increase 80ft.
22 +7 3d12 Tireless Manuevers, Heavenly Domain 80ft.
23 +7 3d12 Ability Score Increase 80ft.
24 +7 4d12 Divine Speed 80ft.
25 +8 4d12 Epic Feats, Ability Score Increase 80ft.
26 +8 5d12 Mindset feature 80ft.
27 +8 5d12 Ability Score Increase 80ft.
28 +8 6d12 Body Over Soul 80ft.
29 +9 6d12 Epic Feats, Ability Score Increase 80ft.
30 +9 7d12 Battle God 80ft.

As an Asura you gain the following class features.

Hit Points
Hit Dice: 1d12 per Asura level
Hit Points at 21th Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 5) + Constitution modifier per Asura level after 1st

Supplemental Training[edit]

Starting at 21st level, your body keeps improving despite people thinking you are at your limit. At every Asura level you gain starting at 21st, you can add up to a +2 to any ability score of your choice. When you do so, the ability score you choose cannot go past 30 as a result of this feature.

Tireless Manuevers[edit]

Starting at 21st level, you can use all of your 13th level or lower maneuvers at will(spending superiority dice as normal), and you recover use of all of your Major Maneuvers upon taking a short rest.

Fully Realized[edit]

Starting at 21st level, your attacks simply push through all in your path and your body heals all damage given time. You can add your strength modifier an additional time to weapon attacks you make which use strength. Furthermore, you reduce the DR of the target of weapon attacks you make by your strength modifier, to a minimum of 0. Furthermore, you regain 2 times your constitution modifier in hit point and all limb health at the beginning of each of your turns. Lastly, you can now perceive the souls of creatures if you weren’t already able to.

Epic Feats[edit]

Also at your 21th level, you have gone beyond the limits of what any normal sorcerer can consider strong. You can gain an Epic Feat. If you forgo this epic feat, you can instead increase your ability scores by a total of 4 points(up to a maximum of 44). If you have consumed any sukuna fingers, you cannot exchange epic feats for ability score increases, and if you consume any sukuna fingers after gaining this feature, you must remove the ability score increases you have from exchanging epic feats and take epic feats instead. If a feature(not an item) would cause your scores to go above 44, they are instead 44.

You gain another Epic Feat at 25th and 29th levels.

Ability Score Increase[edit]

Also at 21th level, and again at 23th, 25th, 27th, and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 44 using this feature. You do not gain this feature if you have consumed any sukuna fingers, and any sukuna fingers you consume after gaining this feature cause you to lose all the ability score increases you have gained from it. If a feature(not an item) would cause your scores to go above 44, they are instead 44.

You may also ignore this increase to instead gain a Cursed Feat.

Heavenly Domain[edit]

At 22nd level, you can begin to enter a realm of otherworldly concentration, similar in concept to the domain of a sorcerer. As a bonus action you can enter such a state, concentrating on it as if concentrating on a spell. While within the state, you gain the following benefits:

“Speed” Beyond Speed. While within this state, your attacks are normally imperceptible to other creatures. Your attacks do not count as attacks for the purposes of triggering reactions, and if this ability works on a creature, when you roll a 9 or lower on an attack against it, you instead roll a 10 on the die. (This portion of the feature doesn’t work against creatures using simple domain, domain expansion, or domain amplification, nor those using this feature)

Irresistible Strikes. While within this state, your attacks against creatures not within the state ignore resistances, absorptions, and immunities to damage they deal. You can end this state early to perform a domain attack as described below. Such attacks can only be used if you are wielding a melee weapon with the corresponding damage type, and are the corresponding level or higher. The attack benefits from the domain state and counts as an attack for the purposes of maneuvers. If any of them require a DC, they use your maneuver DC.

You can enter this state once before needing to take a long rest. This becomes twice before a rest at 24th level, 3 times at 26th level, 4 times at 28th level, and 5 times at 30th level. You regain all uses of this state upon finishing a long rest.

You can do the following domain attacks while within the heavenly domain state:

Bludgeoning

Domain: Falling Heavens
22nd Level
Make an attack against a creature within reach. On a hit, your attack deals 40d6 additional bludgeoning damage, and it causes every creature of your choice within 60 feet other than the target to have to make a constitution saving throw or take the same amount of bludgeoning damage.

Domain: Crushing Death
24th Level
Make an attack against a creature within reach. On a hit, they take 40d10 additional bludgeoning damage, and must make a constitution saving throw. If they are a non-epic creature, success or failure, they are crushed into paste and killed instantly. If they are an epic creature, they take an additional 10d10 bludgeoning damage on a failure, and are crushed into paste if this damage would reduce them to 0 hit points.

Domain: Crash
26th Level
Make an attack against a creature within reach. On a hit, every creature of your choice within 60 feet of the target and the target themselves take 60d12 bludgeoning damage. Furthemore, they must succeed on a strength saving throw or be knocked 200 feet away and prone. Non-epic creatures and non-magical objects of your choice, as well as any creature reduced to 0 hit points by this damage if you so choose, are completely destroyed, leaving nothing behind.


Piercing

Domain: Sky’s Arrowhead
22nd Level
Make a melee weapon attack against a creature within 600 feet. This attack automatically hits, and deals 100 piercing damage instead of its normal damage. This increases to 200 piercing damage at 24th level, and 300 at 26th.

Domain: Spinning Heaven
24th Level
In place of making an attack, you can sacrifice movement in increments of 60 feet to make attacks at advantage. Every attack deals 1d4+your strength modifier piercing or bludgeoning damage(your choice) on a hit instead of its normal damage, and has the normal to-hit bonus you would have with the weapon.

(This cost is multiplied by 100 in special grade battles)

Domain: Pierce
26th Level
Make an attack against a creature within reach. On a hit, you puncture the one of the target’s vital organs. The target has epic disadvantage on all attack rolls, ability checks, and saving throws it makes, and it cannot be resistant or immune to any damage. These effects last until it received magical healing from an epic source which required an action. If it dies before then, it cannot be restored to life by any non-deific ability. If the target was a non-epic creature, this attack automatically kills them on a hit.


Slashing

Domain: Storm of Blades
22nd Level
In place of an attack, every creature of your choice within 60 feet of you must make a dexterity saving throw or take the damage an attack with the weapon used to make this domain attack with would have dealt on a hit, +20d8 slashing damage. If they take this damage, they must also succeed on a constitution saving throw or be lacerated, taking 12d8 more slashing damage at the end of each of their turns until they receive magical healing from an epic source.

Domain: Air Fissure
24th Level
Make an attack against every creature within a 30 foot wide, 100 foot long line along the ground originating from you. On a hit they take the damage of the attack + 30d10 slashing damage. Furthermore, along the line, a 50 foot deep hole opens jn the ground, and all non-magical objecrs that were previously in the hole are slashed apart, destroyed. Every creature within the area must make a dexterity saving throw or fall into the newly made hole. On a success, they manage to move to the side of it.

Domain: Severance
26th Level
Make a melee weapon attack against a creature within reach with epic advantage. On a hit, the attack deals 50d12 additional slashing damage. If this damage would reduce a creature to less than 200 hit points, they die, decapitated.

Divine Speed[edit]

At 24th level, as your body has reached new heights, making your speed surpass the perception of lesser creatures. Creatures that do not have this feature cannot react to your movement or actions, and you can react to the movement and actions of creatures who are normally too fast to react to (such as a heavenly restriction user with speed of light). Epic monsters may count as having this feature even if they normally wouldn’t, as determined by your DM.

Body Over Soul[edit]

At 28th level, you’ve learned that the body influences the soul as much as the other way around. Once per turn, whenever you make a wisdom, charisma, or intelligence saving throw, you can make a constitution saving throw instead.

Battle God[edit]

At 30th level, you’ve completely mastered the domain, letting you control the state with ease, and giving you the following benefits.

The benefits of the domain state can only be disabled by the target also being in the state. When the state ends, you can enter it again as a reaction. Once per use of the state, you can perform a domain attack without ending the state.

Mindsets[edit]

Prideful[edit]

Prideful Warrior

At 26th level, you became a true warrior, nothing shall ever stop you or your pride. The Fighter’s Drive feature now recovers upon rolling initiative, and gains an additional use.

Vengeful[edit]

Immortal Rage

At 26th level, no one in the world can destroy you while your hatred remains in your heart. While raging, you are resistant to all damage, and this resistance cannot be bypassed by non-epic effects or features. Furthermore, you can now use your rage an unlimited number of times.

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