Darkness Curse (Jujutsu Kaisen Supplement)
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Darkness Curse[edit]
Large undead (Cursed Spirit), chaotic evil Armor Class 22 (Unarmored Defense)
Saving Throws Dex +10, Wis +11, Cha +14 Cursed Energy. The Darkness Curse has 127 Cursed Energy to spend on its features. Improved Cursed Energy Recovery. The Darkness Curse gains 4 Cursed Energy at the beginning of each of its turns. Cursed Attack. The Darkness Curse's attacks are considered magical. Cursed Armor. Darkness Curse can spend up to 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Darkness Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Evasion/Intuition. Whenever the Darkness Curse makes a Dexterity or Wisdom saving throw, it takes half as much damage on a failure and no damage on a success. Curse Resistance. The Darkness Curse has advantage on saving throws against cursed techniques. Legendary Resistance(3/day). If the Darkness Curse fails a saving throw, it can choose to succeed instead. 50 Meters In 3 Seconds. The Darkness Curse can use 2 reactions per round. Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Darkness Curse can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Dark Love. Whenever the Darkness Curse is within a place with dim light or total darkness, it gains the following benefits: Dark Aura. creatures have disadvantage on saving throws against being frightened by the Darkness Curse. Dark Heal. The Darkness Curse regains 80 hit points at the beginning of their turns. Dark Movement. The Darkness Curse's movement speed is doubled, and it doesn't generate opportunity attacks. Dark Protection. The Darkness Curse gains resistance to all damage types but radiant. Natural Obscurity. Any melee attack rolls made against the Darkness Curse are reduced by 2, unless the target has magical Darkvision. Light Vulnerability. Whenever the Darkness Curse takes radiant damage, it takes thrice as much damage rather than twice from its normal vulnerability. Sunlight Hypersensitivity. The Darkness Curse takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ACTIONSMultiattack. The Darkness Curse can make three melee weapon attacks. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 8) piercing damage + 7 (1d12) necrotic damage, the target must make a DC 16 Strength saving throw with disadvantage or become grappled by the Darkness Curse. The Darkness Curse cannot bite another creature until the creature is freed from the grapple. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 8) slashing damage + 7 (1d12) necrotic damage. Darkness Incarnate(10 Cursed Energy). The Darkness Curse chooses a point within 150 feet, a 60 foot-radius sphere fills said space for 10 minutes. The darkness spreads around corners. A creature with darkvision can’t see through this darkness (not counting the Darkness Curse). Nonmagical light, as well as light created by spells of 8th level or lower, or cursed techniques that aren't in Maximum Output can't illuminate the area. Whenever a creature starts its turn in the sphere, it must make a DC 24 Wisdom saving throw. The creature takes 90 (20d8) psychic damage on a failure and is frightened of the Darkness Curse until it leaves Darkness Incarnate, and takes half as much damage and avoids being frightened on success. The sphere ends after the duration, the Darkness Curse deactivates it at will (no action required), or if the Darkness Curse is reduced to 0 hit points. Mind Darkening(8 Cursed Energy). The Darkness Curse forces up to 8 creatures within the Darkness Incarnate sphere to make a DC 24 Wisdom saving throw. On a failure, they take 55 (10d10) psychic damage and are Hallucinating until they leave Darkness Incarnate. On a success, they take half as much damage and are not Hallucinating. If a creature fails this saving throw by 5 or more, they are Confused as well. Domain Expansion(30 Cursed Energy). The Darkness Curse opens its Domain Expansion. Domain Amplification(15 Cursed Energy). Once activated, the Darkness Curse automatically negates any defensive technique, offensive technique, or spell that affects it, and they can bypass barriers such as infinity for 1 minute. In addition, the Darkness Curse cannot use its Innate Technique unless it dismiss Domain Amplification as a bonus action. Even if they dismiss it, for the minute it can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output or with a cost of 10 or more cursed energy before reductions if the user has 51 or higher refinement than the Darkness Curse. If they are within 50 refinement of the Darkness Curse, you have resistance to their technique, and if they have 51 or less refinement than you, you are immune to their techniques even if they use Maximum Output or a technique of sufficient cost. The Darkness Curse cannot use Domain Amplification while your Domain Expansion is active BONUS ACTIONSAdvanced Regeneration. The Darkness Curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent. Cursed Blast of Blows(3 Cursed Energy). Immediately after taking the Attack action on their turn, the Darkness Curse can perform two claw attacks as a bonus action. Cursed Patient Defense(3 Cursed Energy). The Darkness Curse can take the Dodge action on it's turn. Cursed Wind Step(3 Cursed Energy). The Darkness Curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn. REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the Darkness Curse uses it's Advanced Regeneration. Cursed Enhanced Body. Whenever the Darkness Curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 8 cursed energy modifier to add the number of energy spent as a bonus to the saving throw. LEGENDARY ACTIONSThe Darkness Curse can take 3 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 Darkness Curse regains spent legendary actions at the start of its turn. Advanced Regenaration. The Darkness Curse uses it's Advanced Regeneration. Darkness Incarnate(Costs 2 actions). The Darkness Curse uses Darkness Incarnate. Domain Expansion: Terror of the Unseen(Costs 3 actions). The Darkness Curse opens its Domain Expansion. |
The Darkness Curse has been born from the negative emotions felt towards the dark. The Darkness Curse has 20 levels in the Jujutsu Sorcerer class.
Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Darkness Curse. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the Darkness Curse. Hard to Kill(1/long rest). If the Darkness Curse were reduced to 0 hit points, they can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright. This feature does not work if the damage that had reduced them to 0 hit points was radiant damage. Famous Name. Whenever the Darkness Curse rolls initiative, they may force every hostile creature that can see them to make a DC 24 Wisdom saving throw. On a failure, they are frightened of it 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. Sadism. Whenever the Darkness Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 20.
When a feature refers to the Darkness Curse's cursed technique, it refers to Darkness Incarnate and Mind Darknening.
50 Meters In 3 Seconds!, Regeneration, Advanced Regeneration. Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy. Cursed Enhanced Body, Improved Cursed Energy Output. Domain Expansion: Terror of the UnseenThe Darkness Curse's Domain Expansion is a empty space filled with pure darkness. Not a single light survives inside the domain, as the domain instantly removes all light. Every creature but the Darkness Curse is blinded inside the domain, unless they have true sight. At the beginning of every creatures' turns, they must make a DC 24 Wisdom saving throws. On a failure, they take 247 (38d12) psychic damage and are Hallucinating. On a success, they take half as much damage and are not Hallucinating.
The Darkness Curse's domain has the following properties. Refiniment Points. The Darkness Curse's domain has 500 refinement points. Domain Durability. The Darkness Curse's domain has 1300 hit points. Increased Potency. The Darkness Curse's cursed techniques damage dice are increased by 8 while they are within their Domain Expansion.
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