Cursed Spirit (Jujutsu Kaisen Supplement)

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Cursed Spirit

Cursed Spirits, are a race of spiritual beings invisible to humans, incarnated from the cursed energy that leaks out of humans over time due to their negative emotions. Cursed spirits haunt and bring harm to humanity and are consequently the primary targets of jujutsu sorcerers and their exorcist work.

Physical Description

Chapter_46_%28Cleaned%29.png
A bunch of Special Grade curses together, [1]

Cursed spirits bodies are entirely made up of cursed energy. Their metaphysical existence makes it impossible for non-sorcerers to perceive or touch them. Living humans who have been cursed can only tell they have strange symptoms without realizing a cursed spirit behind it. Non-sorcerers whose lives are put in danger by a curse may gain the ability to see it in that life or death situation.

Curses come in all kinds of grotesque shapes and sizes. Special grade cursed spirits with high intelligence tend to be bipedal creatures with shapes comparable to humans. They are capable of holding a normal conversation and working together as an organized group.

History

The origin of curses and jujutsu is largely unknown. However, it can be surmised that because cursed energy comes from negative emotion, curses have always existed alongside humanity. During the Heian Era, the golden age of jujutsu, the sorcerer Ryomen Sukuna was recognized as the undisputed King of Curses. His influence has lived on to greatly affect the current age.

In the modern-day, the number of unexplained deaths and disappearances in Japan exceeds ten thousand annually. These statistics are a direct result of the influence that curses have on normal society. Their existence has been kept secret from non-sorcerers, as they are invisible to them. jujutsu sorcerers act in secret to repel the threat of curses.

Attitudes and Beliefs

Cursed Spirits tend to linger around their point of origin and instinctively curse humans. Other than that, a curse's habits vary a great deal from spirit to spirit. Curses are most stable while possessing an item, and some curses can possess inanimate objects to become cursed corpses.

Cursed Spirits Names

Cursed Spirits rarely have gender, but they do have names. They all have names.

Names: Mahito, Jogo, Hanami, Dagon, Rika, Sukuna

Cursed Spirit Traits

Evil spirits created from human's negative emotions.
Ability Score Increase. Your Charisma score increases by 3 and your Intelligence score decreases by 3 as well. You cannot increase your scores above 20 this way and cannot go bellow 7 with this score decrease. Your Intelligence maximum is also reduced by 3.
Age. Since the day of your creation, you are cursed to live for as long as you are not exorcised.
Alignment. Cursed Spirits rarely mantain any level of intelligence, but when they do their aligment turns towards being more Chaotic or Evil.
Size. Cursed Spirits sizes vary a lot, some being gigantic while others being minuscule. Your size is your choice, you may choose to small up to large.
Speed. Your base walking speed is 30 feet.
Undead Nature. You don’t need to eat, drink, or breathe. You don’t need to sleep. You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. Your creature type is undead, specifically cursed spirit.
Abnormal Body. As a cursed spirit, your body is bizzare and grotesque to the sight because of your unnatural formations. You have three points, you may spend it however you want on the parts listed at the Body Functions List.
Cursed Nature. You are a Cursed Spirit, which means having a cursed body made out of humanity's impure thoughts. You become vulnerable against radiant damage. Being made out of cursed energy anything you eat becomes cursed energy, you may use an action to devour a corpse within your reach to regain cursed energy up to your maximum equal to the corpse’s Jujutsu Sorcerer level (minimum 1) unless that creature was Heavenly Restriction. Additionally you do not need a medium, such as a talisman, to summon Shikigami.
Invisible Force. You are entirely made out of cursed energy, meaning you cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see you. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see you.
Hard to Kill. If you were reduced to 0 hit points, you can choose to drop to 1 hit point instead and are considered stable. This feature does not work if the damage that had reduced you to 0 hit points was radiant damage. You may use this feature once per long rest. You also have resistance to psychic damage as your body and mind are vastly different from the likes of humans, sorcerers or non-sorcerer included.
Evolving Monster. As a cursed spirit, you constantly evolve and grow stronger and smarter. You can see at the Grade list what is your current grade as a cursed spirit, which grants you different benefits. Every time your grade increases, you keep the benefits of your old grade unless it specifies you don't.
Languages. You can understand Common, but cannot read, write or speak it.
Subrace. You must choose what type of cursed spirit you are.

Vengeful Cursed Spirits

A cursed spirit created when humans become a curse after death. Those whose deaths are cursed have the possibility of having their spirit corrupted and transformed into a vengeful spirit. Sorcerers have an increased chance of turning into a curse after death, but this can be prevented by killing them with jujutsu.

Not Going Down. When you are reduced to 0 hit points, you may fall to 1 hit point instead. You may use this once per long rest.
Grudge. You have a grudge against something or someone. Choose a creature type, a size, then an aligment, whenever you deal damage or attack against creatures with the listed conditions you may add a +1 bonus.
Revenge. You have a great sense of vengeance, and can't stand when someone wrongs you. When someone hits you, you can choose to make your next attack against them with advantage. You may use this feature as much as your proficiency bonus.

Imaginary Vengeful Cursed Spirit

A cursed spirit manifested from the cumulative fear of the masses. When many people share an image of fear, such as famous yokai or ghost stories like the Nine Tailed Fox, an Imaginary Vengeful Spirit can form. They are widely feared by sorcerers and classified as such to distinguish them from other curses.

Famous Name. You are based on a real world fear, so people's fear for you is far greater than to other normal curses. Whenever you roll initiative, you may force every hostile creature that can see you to make a Wisdom saving throw(DC=8 + your Charisma modifier + your proficiency bonus). On a failure, they are frightened for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours. You may use this feature as much as your Charisma modifier(minimum 1).
Your Fears Become Real. Your source of fear has grown around the world, so you have learned a lot about it. Whenever you roll a skill check related to your source, you do so with advantage.
Sadism. You have immense sadism when beating your victims. Whenever you deal damage to someone who is frightened of you, half of the total damage will be converted in temporary hit points to yourself. These temporary hit points cannot go above your level.

Disease Cursed Spirit

Plague and general sickness are concepts constantly cursed by humanity, resulting in powerful disease curses. These type of cursed spirits can use cursed techniques to infect humans with their respective diseases to curse and kill them.

Born From the Plague. You have immunity against disease and the poisoned condition, and you have immunity to poison damage.
Disease Imbued Strikes. Your body is a living disease, and you may spread it just from a mere touch. Your natural weapons and Unarmed Strikes all add 1d4 poison damage, evolving to a d6 at 5th level. In addition, if you try to inflict the poisoned condition in a creature, they roll their saving throw with disadvantage.
Walking Plague. People fear you just from your mere presence, since they know one touch could be lethal. Starting at 5th level, every time you touch a creature with a body part of yourself they must make a Constitution saving throw(DC=8 + your Constitution modifier + your proficiency bonus). On a failure, they will be infected with the disease that most suit your Cursed Spirit. On a success, they will become immune to this effect for 24 hours. This effect happens only once per round. You must talk with your GM to reach a conclusion on what is the most fitting disease.

Cursed Womb

A Cursed Womb is the uterus-like evolutionary stage of an immature curse spirit. They are capable of producing powerful fully fledged curses after the metamorphosis is complete.

Undeveloped. You are like a newborn in the world of cursed spirits, not being as mature as the others. You cannot clearly speak any language, though you can read and write them.
Womb Protection. Due to being a cursed womb, your skin is harder and denser than most cursed spirits. Your natutal AC is 12 + your Constitution modifier.
Trauma. Cursed wombs grow stronger with trauma, be it physical or psychological. Whenever you take damage, you can add +1 to your melee weapon damage rolls. This goes up to a maximum equal to your proficiency bonus. This damage bonus is reset to 0 at the end of a short or long rest.

Body Functions List

Curses all come in different sizes and shapes, but they're always a sight to behold.

Bite

1 body function point
You have sharp fangs on your mouth. On a hit, you deal 1d4 piercing damage and the enemy must make a Strength saving throw(DC=8 + your Strength modifier + your proficiency bonus). On a failure, he is grappled by you and you may not bite another creatures but the grappled creature.

Vicious Bite

Prerequisite: Bite Body Function, 1 Body Function Point
The fangs within your mouth are more lethal than even Cursed Tools. Your bite now inflicts a d6 instead of a d4 and any creatures grappled using your bite have disadvantage on breaking grapples with you.

Claws

1 body function point
You grow sharp claws in your hands. On a hit, you will deal 1d8 slashing damage.

Wicked Claws

Prerequisite: Claws Body Function, 1 Body Function Point
Your claws are jagged, serrated, hooked or perhaps a combination of the three which are suited for lethal attacks. Your claws inflict an extra damage die on critical hits you score with them. Additionally once per turn when you hit a creature with your claws you can reduce the speed of the target by 10 feet until the start of your next turn.

Tail

1 body function point
You have a large tail that you have many ways to use. Objects may be carried and manipulated with it, including fine manipulations. You cannot hold a weapon or shield using your tail. Due to the increased balance your tail grants you, you are proficient in the Acrobatics skill. If your tail is severed, you are no longer considered proficient in Acrobatics.

Prehensile Tail

Prerequisite: Tail Body Function, 1 Body Function Point
The large tail you possess is much more dexterous than what it once was. You are capable of holding weapons without the two-handed or heavy property and shield using your tail. You can use your tail to perform unarmed strikes, doing so will increase their reach by 5ft.

Wings

1 body function point
You have bizzare wings on your back that don't quite handle your body. As an action you can use your wings to fly, gaining flying speed equal to half your walking speed.

Strengthened Wings

Prerequisite: Wings Body Function, 1 Body Function Point
The bizarre wings that appear on your body have adjusted to accommodate your abnormal body. You can use your bonus action as opposed to an action in order to fly as it will now grant you a flying speed equal to your walking speed + 10ft. Whenever you are falling and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.

Elemental Body

1 body function point
Because of your legend, your body is filled with an element of some kind. You will gain resistance to one of the following types, fire, cold, lightning or acid. In addition, you may choose to deal an amount of the damage type chosen equal to your proficiency bonus to a creature you're grappling.

Apart Of Nature

Prerequisite: Elemental Body Body Function, 1 Body Function Point
Your body is more or less apart of nature itself rather than wielding a semblance of it. You gain immunity to the damage type chosen by Elemental Body. Your natural weapons and unarmed strikes can inflict the damage type that you are immune towards as opposed to its normal damage type (You can select whenever you rolling for damage).

Secondary Arms

1 Body Function Point
You have grown a pair of secondary arms that form beneath your primary set of arms. The secondary arms can manipulate an object, including fine manipulations such as opening or closing a door or container, pick up or set down a Tiny object, or even wield a weapon that has the light property. Due to the increased number of arms, you are proficient in the Athletics skill. If both of these lesser arms are severed, you are no longer considered as proficient in Athletics.

Empowered Frame

Prerequisite: Secondary Arms Body Function, 1 Body Function Point
Your mastery over these additional number of arms makes physically more imposing than others of your race. You will count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift whilst you have these secondary arms. If you make an unarmed strike, you can make an additional attack using one of these additional arms as apart of the same action once per turn. This additional attack using your arms has its damage (die) reduced by 2 damage tiers (To a minimum of 1).

Keen Sight

1 Body Function Point
The eyes that your supernatural body possess are not those of humans but an animal. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. You gain proficiency in the Perception skill.

Eyes Of The Supernatural

Prerequisite: Keen Sight Body Function, 1 Body Function Point

Your ability of sight goes beyond the likes of humans and animals but is a supernatural gift that can view through all kinds of phenomenon, natural or super. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. You can see normally through darkness caused by supernatural and non-supernatural effects.

Fearsome Appearance

1 Body Function Point
Your body has an appearance with an absolutely frightening form which causes creatures to naturally feel fear in your presence. You gain advantage on all checks and saves to resist the Frightened condition. You gain proficiency in the Intimidation skill.

Devilish Form

Prerequisites: Fearsome Appearance Body Function, 1 Body Function Point
The form you possess resembles creatures of supernatural myth in ways that you might be the origin of such myth. So much so you do not bend to the influence of others. You gain advantage on all checks and saves to resist the charmed condition. You cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, you can end a condition caused by failing either a Wisdom or Charisma saving throw.

Horn-Headed

1 Body Function Point
A pair of robust horns appear from your head. You can make unarmed strikes with these horns that inflict 1d6 + your Strength modifier as piercing damage.

Bull-Headed

Prerequisite: Horn-Headed Body Function, 1 Body Function point
The entirety of your head and neck has transformed to focus on wielding your horns as weapons. Your horns now inflict a d8 rather than a d6. Additionally after you land an attack using your horns, you may forgo your ability modifier from the damage roll to attempt a grapple or shove against the creature you attack as apart of the same action.

Cloven Feet

1 Body Function Point
Your feet and legs have transformed in a way that ideal for swift movements. Your walking speed increases by 10 feet. You also gain an additional 10 feet of movement whenever you take the Dash action.

Equine Physique

Prerequisite: Cloven Appendages Body Function, 1 Body Function Point
The entirety of your lower half has warped into an beastial masterpiece which provides you with incredible swiftness. Your walking speed is furthered increased by 10ft. When you use your action to Dash, you can use a bonus action to make one unarmed strike or shove against a creature. Your unarmed strike gains a bonus equal to half of your proficiency bonus, rounded down to their attack and damage rolls. Your shove attempt gains a bonus to the skill check equal to your proficiency bonus.

Enhanced Musculature

1 Body Function Point

Supernatural Strength, granted to you by your dense and tight muscle tissue formed by the compact cursed energy that makes your being.You have advantage on Strength checks and Strength saving throws. Additionally, your carrying capacity is doubled.

Superior Musculature

Prerequisite: Enhanced Musculature Body Function, 1 Body Function Point

Your strength grows even further by training, packing more muscle fibres on top of one another granting you beyond superhuman capabilities. You have advantage on all Strength-based ability checks and saving throws, and your carrying capacity is tripled. Additionally your jump distance is doubled, and you have advantage on Strength (Athletics) checks made to jump or climb.

Elongated Limbs

1 Body Function Point.

Your arms have the supernatural ability to elongate when attacking creatures with the intent of melee combat from a distance. Your melee weapon attacks gain an additional 5 feet of reach.

Advanced Elongated Limbs

Prerequisite: Elongated Limbs Body Function, 1 Body Function Point.

Further than before your arms now even seem to have a sort of durable elastic property as a result of stretching so much even making the supernatural look supernatural. Your melee weapon attacks gain an additional 10 feet of reach (for a total of 15 feet with the prerequisite). Additionally you have advantage on checks to grapple and can grapple creatures up to 10 feet away from you and You can use items, open doors, and pick up or set down objects up to 10 feet away without leaving your current position.

Secondary Mouth

1 Body Function.

A secondary maw forms somewhere on your body as the cursed energy shifts your stature to be more adept for killing and feasting efficiently. You gain advantage on Perception checks that rely on taste or smell. And if you have the bite body function, you can make a bite attack as a bonus action. This is a melee weapon attack with a reach of 5 feet. On a hit, it now deals 1d6 + your Strength or Dexterity modifier piercing damage.

Advanced Secondary Mouth

Prerequisite: Secondary Mouth Body Function, 1 Body Function Point

The maw that had once formed on you has now become a vital asset to your cursed life style and gains senses far beyond your previous limitations.You gain blindsight out to a range of 10 feet. Your bite attack now deals 1d8 + your Strength or Dexterity modifier piercing damage. Once per short rest, you can choose to deal an additional 2d6 poison damage with your bite attack. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be poisoned for 1 minute. The target can make the constitution saving throw once again at the end of their turns to end this condition early. Additionally, you can use features that require you to use your mouth to chant or speak with your secondary mouth even if your primary mouth is otherwise occupied.

Grades

Design Note: The GM may change the requirements if they see fit for their campaign.

Grade 4

Most curses are grade 4's, generally walking in bands due to being weak and being easily exorcisable. You gain the following features:

Pact Tactics. You gain advantage on attack rolls whenever there's an ally within 5 ft. of you.

Savage Attacks. You deal one additional damage die whenever you score a critical with a natural weapon or unarmed strike.

Deturped Mind. Your mind is completely deturped, being distorted. You have disadvantage against saving throws that would alter your mind.

Grade 3

Prerequisites: 14 Charisma score, at least 40 maximum hit points, must meet all of the requirement of the previous grade.

Grade 3's are slightly more rare than grade 4's, however they are still fill all of Japan with their presence. You lose all features from grade 4, now gaining the following benefits:

  • Your Intelligence score increases by 1 and so does it's maximum.
  • Your cursed energy maximum increases by 3.
  • You gain one Body cursed feat of your choice that you meet the requirements of.
Semi-Grade 2

Prerequisites: 15 Charisma score, at least 80 maximum hit points, at least 15 maximum cursed energy, must meet all of the requirements of the previous grades.

Semi-Grade 2's are not as common as Grade 3's, but they're still seen a lot around Japan, and even used as training by some clans. You gain the following benefits:

  • Your cursed energy maximum increases by 4.
  • You gain one Cursed Energy cursed feat of your choice that you meet the requirements of. If you already have all feats from this section, you gain a bonus equal to your proficiency bonus to your cursed energy maximum.
  • You can now speak common, however you still can't write or read it.
Grade 2

Prerequisites: 16 Charisma score, at least 120 maximum hit points, at least 20 maximum cursed energy, must meet all of the requirements of the previous grades.

Grade 2's are very uncommon to see, generally being experienced curses that know how to hide themselves well. You gain the following benefits:

  • Your Intelligence score increases by 1 and so does it's maximum.
  • Your cursed energy maximum increases by 6.
  • You can now not only speak, but also read common. However, you still can't write it.
Semi-Grade 1

Prerequisites: You must have a cursed technique, must have at least 30 maximum cursed energy, must meet all of the requirements of the previous grades.

Semi-Grade 1's are rare in the jujutsu world, generally being dangerous curses to deal with since they have innate techniques. You gain the following benefits:

  • Your Intelligence score increases by 1 and so does it's maximum.
  • You gain one Cursed Energy Manipulation cursed feat of your choice that you meet the requirements of.
  • You can now read, write and speak common.
Grade 1

Prerequisites: 18 Charisma score, must have at least 160 maximum hit points, must have at least 40 cursed energy maximum, must meet all of the requirements of the previous grades.

Grade 1 curses are very rare, not to the point of no findings but they are hard to come by. You gain the following benefits:

  • Your cursed energy maximum increases by 10.
  • You gain one Cursed Energy Manipulation cursed feat of your choice that you meet the requirements of.
  • You gain one Cursed Energy cursed feat of your choice that you meet the requirements of. If you already have all feats from this section, you gain a bonus equal to your proficiency bonus to your cursed energy maximum.
Special Grade

Prerequisites: Must have the Special Grade Cursed Spirit.

There are only 16 catalogued special grade curses, however not even the jujutsu society can find them all. You gain the following benefits:

  • Your Charisma score increases by 2 and so does it's maximum.
  • Your cursed energy maximum increases by 20.
  • You gain three cursed feats of your choice that you meet the requirements of and that are not background feats.
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