Death Curse (Jujutsu Kaisen Supplement)

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The Grim Reaper (Death Curse)[edit]

Medium undead (Cursed Spirit), lawful evil


Armor Class 35 (Unarmored Defense)
Hit Points 1770 (60d12 + 1380)
Speed 205 ft., 200 ft. flying


STR DEX CON INT WIS CHA
26 (+8) 30 (+10) 30 (+10) 20 (+5) 22 (+6) 30 (+10)

Saving Throws Dex +19, Con +19, Cha +19
Skills Acrobatics +28, Arcana +14, History +14, Insight +24, Intimidation +28, Medicine +24, Perception +15, Persuasion +19, Stealth +19
Damage Vulnerabilities radiant
Damage Resistances psychic, necrotic
Damage Immunities cold, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities bleeding, burned, envenomed, exhaustion, frightened, poisoned
Senses darkvision 160 ft., passive Perception 25
Languages All
Challenge 30 (155,000 XP)


Cursed Energy. Grim has 254 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 Armor (1-10 Cursed Energy). Grim can give himself temporary hit points equal to the cursed energy spent times 20 for 1 minute. Grim can only benefit from this feature again after 1 minute or having his temporary hit points reduced to 0. Grim gains damage resistance to 4 damage types that aren't Necrotic or Radiant when this armor is used. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to him using Cursed Armor. Grim gains 9 temporary hit points at the beginning of his turns while your cursed armor is active.

Cursed Strike (1-9 Cursed Energy). Grim can, when making an Unarmed Strike, add 2d6 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. Grim's cursed strikes also deal an additional 6 damage. This bonus can be doubled by spending 4 Cursed Energy.

Curse-Empowered Strikes. Grim deals an additional 13 (2d12) necrotic damage whenever he attacks with his Unarmed Strikes and his Scythe, Soul Harvester (already included). Additionally, his attacks are considered magical.

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

Improved Cursed Energy Recovery. Grim gains 10 Cursed Energy at the beginning of each of his turns.

Speed Supremacy/50 Meters In 3 Seconds! Once per turn, when Grim takes an action, bonus action, or reaction, or uses his movement, he can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, Grim has 3 reactions per round.

Curse Resistance. Grim has advantage on saving throws against cursed techniques and other cursed energy effects.

Undead Nature. Grim doesn’t need to eat, drink, breathe, or sleep.

Cursed Nature. Grim does not need a medium to summon shikigami.

Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Grim. Although, if these creatures were in a life and death situation (less than half their maximum hit points), they gain the ability to see him.

Hard to Kill (2/long rest). If Grim is reduced to 0 hit points, he can choose to drop to 1 hit point instead and is considered stable. Grim regains 1 spent use on a short rest, and all spent uses on a long rest.

Famous Name. Whenever Grim rolls initiative, he may force every hostile creature that can see them to make a DC 27 Wisdom saving throw. On a failure, they are frightened of him 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.

Your Fears Become Real. Whenever Grim rolls a skill check related to death, he does so with advantage.

Sadism. Whenever Grim deals damage to someone who is frightened of him, half of the total damage will be converted in temporary hit points to himself. These temporary hit points cannot go above 30.

A Part Of Nature. Whenever Grim is grappling a creature, he can choose to deal 19 cold damage to them at the start of his turn. Additionally, if a creature is grappling him, it takes the same damage he'd deal to them at the start of their turns.

Eyes Of The Supernatural. Grim can see normally through darkness caused by supernatural and non-supernatural effects. Additionally, when making Perception checks relying on sight, he counts as having expertise.

Devilish Form. Grim gains advantage on all checks and saves to resist the charmed condition. He cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, he can end a condition caused by failing either a Wisdom or Charisma saving throw.

Elongated Limbs. Grim's grapple and shove attempts have an additional 5 feet reach.

Improved Body Functions. All radiant damage that Grim receives is reduced by 33.

Perfected Great Weapon Fighting. Grim adds his proficiency bonus twice to damage rolls with Heavy melee Weapons (already applied).

Ascending Strike (1 Cursed Energy). Once per turn for when he is prone, as part of standing up Grim can make one melee weapon attack with a weapon he is holding against a creature within your reach.

Disarming Attack (1 Cursed Energy). When Grim hits a creature with an attack with a weapon, he can force them to make an Athletics or Acrobatics (target's choice) check against his attack roll. On a failure, he can disarm them of one object they are holding.

Increasing Counter. Whenever a creature misses a melee attack against him, the next melee weapon attack Grim hits against them until the end of his next turn will deal an additional die of damage.

Overflowing Energy Enhancement. When Grim uses his Cursed Weapon Enhancement, he can decide to double it's limit until the beginning of his next turn. Additionally, once per round, he can utilize Cursed Weapon Enhancement with no action required.

120% Technique. As part of using a technique, Grim may spend an extra amount of cursed energy equal to ⅕ (rounded down) of its original cost before reductions. This makes the technique more powerful and it will deal more damage dice equal to ⅕ (rounded down) of the original damage dice of the technique.

Colossal Physique. The strength Grim possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. He gains the following benefits:

  • Grim will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight he can carry, push, drag, or lift.
  • Any attack roll he makes which uses Strength or Charisma deals twice as much damage to objects and structures.
  • Grim has learned to put his weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, Grim can force the creature hit to make a DC 25 Strength saving throw. On a failure, they are knocked back 80 feet in a direction of his choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If his attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever Grim makes a Strength check or saving throw, he can give himself advantage on the roll. He can do this 10 times, regaining all uses after taking a long rest.

Untraceable Speed. If an action or feature increases any of Grim's speeds, it is further increased by 50 feet.

Strong Body. Grim will reduce all damage he takes but psychic or thunder by 10. Attacks using Cursed Energy or magic can bypass this unless he uses Cursed Armor.

Human Wall. Grim has advantage in Constitution saving throws.

Wings of Death. Grim can, as a free action, sacrifice 10 feet of his flying speed to create a Minor Crow Shikigami. He can dismiss this shikigami to regain his flying speed with no action required.

Taijutsu Sorcery. Once per turn, Grim can make an unarmed strike or a martial weapon attack with advantage. If he already had advantage on the unarmed strike or martial weapon attack, he raises the critical hit range for the attack by 1.

Shikigami Battle Master.

  • While Grim is within 10 ft. of one of his shikigami, he may give himself or one of his shikigami advantage on an attack. If him or any of his shikigami attack that same target during this turn he will also gain advantage on those attacks as well.
  • In addition, Grim's Action cost to control his shikigami is reduced by 1 (Action>Bonus Action>Free Action).

Cursed Weapon Wielder. Any weapon attacks Grim makes using a Cursed Tool have their critical hit range increased by 1. Also, if he rolls a natural 20 on the attack roll for a Cursed Tool, he can make one additional weapon attack with advantage as apart of his attack using the same Cursed Tool that he scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional weapon attack if Grim would score a natural 20 on the attack roll for the attack.

Barrier Invader.

  • Once per turn, while outside a barrier, Grim can make a Intelligence (Arcana) check that adds his Charisma modifier against the cursed save dc of the sorcerer who created the barrier to invade it. On a failure, he won't be allowed to enter. On a success, he will enter the barrier although the creator will know a creature has entered. If he had Cursed Energy Concealer active, the creator does not know a creature has entered their barrier.
  • Once per turn, while inside a barrier, Grim may make a Intelligence (Arcana) check that adds his Charisma modifier against the cursed save dc of the sorcerer to alter its properties. On a failure, he cannot mess with the barrier. On a success, he may change the barrier's size, length, creatures allowed to enter or leave or any other properties he can modify.

None of the features above affect domain expansions.

Overpowering Cursed Energy. When someone tries to track or feel Grim’s Cursed Energy, they must roll a DC 27 Wisdom saving throw. On a success, they feel his Cursed Energy but are not shaken by it. On a failure, they are frightened for 1 minute and receive the following detriments:

  • Their ability checks, saving throws, attack rolls, spell save DCs, maneuver save DCs, and Cursed Energy save DCs are reduced by 5.
  • Their focus on their abilities is lost. They cannot concentrate.
  • Grim’s powers make them become paralyzed in fear. They have disadvantage on his saving throws, and he has advantage on saving throws against their features.

A creature remakes this saving throw at the end of each of their turns. Creatures who are level 30 make this saving throw with advantage. Creatures who are level 27 or below make this saving throw with disadvantage. Once a creature passes this saving throw, they become immune to it for 24 hours.

When Grim rolls initiative, he can choose any number of creatures within a range equal to his current Cursed Energy divided by 2 multiplied by 10, or that can see him. They must make the Wisdom saving throw as though they tried to track him or feel his Cursed Energy.

The effects of Overpowering end on any creature that has 15 or more Maximum Cursed Energy than Grim, and such creatures automatically succeed on all saving throws against this feature.

Cursed Enhanced Body. As long as Grim has 1 cursed energy or more, he may add 5 to his attack and damage rolls with unarmed strikes or weapons he is proficient with (already applied).

Cursed Energy Reinforcement. Having been continuously running cursed energy through his body at such an efficient rate, Grim is capable of dynamically reinforcing it at an unconscious level. He gains the following benefits so long as he has at least 1 cursed energy:

  • When Grim makes a Strength, Dexterity or Constitution ability check, he may add 10 to it.
  • When calculating his jump distance and height, Grim may add his Charisma score when calculating distance and modifier when calculating height. Additionally his jump distance and height are doubled.
  • Grim may add his Charisma score when determining his carrying capacity. His carrying capacity (including maximum load and maximum lift) is also doubled.
  • Whenever he is calculating his AC through Unarmored Defense, he may add half his Charisma modifier to the final result (already applied). This second instance of adding his Charisma modifier counts as if he were using two separate ability scores for the purposes of other features and rules.
  • The Curse-Empowered Strikes class feature now inflicts an additional die of damage (already applied).

Improved Cursed Energy Output. As a part of any feature which uses cursed energy, Grim can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. Amplifying a feature this way grants one of the following benefits:

  • The feature’s number of damage dice increases by 5. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 55 feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases by 11 rounds.

If a feature benefits from Maximum Output that is already benefiting from this feature, it’s total cursed energy cost is reduced by 10, to a minimum of 1.

Legendary Cursed Energy Output. If Grim uses the Improved Cursed Energy Output and uses Maximum Output on a feature, its total cursed energy cost will now be reduced by 15.

Divine Cursed Energy Output (8 Cursed Energy). Gaining complete and absolute mastery over his cursed energy output enables Grim to alter the very capabilities of his jujutsu techniques and abilities. As apart of any feature that uses cursed energy, he can drastically alter its functions as part of the same action he used the feature with. If the feature was a Cursed Energy Attack, the target of his attack or attack rolls has their AC treated as if it had been reduced by 5. If the feature was a Cursed Energy save, he may change the saving throw to another depending on its original save. The changes are the following below:

Original Saving Throw Changed Saving Throw
Strength Dexterity
Dexterity Constitution
Constitution Strength
Wisdom Charisma
Charisma Wisdom

Whenever Grim uses a cursed energy fueled feature and amplifies its output using Improved Cursed Energy Output then he can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1).

Legendary Resistance (5/day). If Grim fails a saving throw, he can choose to succeed instead.

ACTIONS

Multiattack. Grim makes 4 attacks.

Unarmed Strike. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 37 (4d10 + 15) bludgeoning damage and 13 (2d12) necrotic damage.

Soul Harvester. Melee Weapon Attack: +28 to hit, reach 15 ft., one target. Hit: 69 (4d10 + 47) slashing damage and 26 (4d12) necrotic damage. This damage is considered Major Soul Harming, and if an attack from it would reduce a creature to 0 hit points they are killed outright.

Exorcise. Grim automatically destroys a cursed spirit within 30 ft. of him that he can see that has a CR of 4 or lower.

Touch of Death (3 Cursed Energy). Melee Cursed Energy Attack: +19 to hit, reach 10 ft., one target. Hit: 16 (3d10) cold and 16 (3d10) necrotic damage. Target can't heal until the start of Grim's next turn.

Toll the Dead (5 Cursed Energy). The sound of a dolorous bell fills the air around Grim for a moment. Every creature within 60 feet of Grim must make a DC 27 Wisdom saving throw. They take 36 (8d8) on a failure, and half as much on a success. If a creature is missing any of their hit points, they instead take 52 (8d12) necrotic damage on a failure, and half as much on a success.

Absorb Life (10 Cursed Energy). Melee Cursed Energy Attack: +19 to hit, reach 10 ft., one target. Hit: 40 (16d4) necrotic damage, Grim regains hit points equal to the damage dealt and starts concentrating. As long as he remains concentrating and within 10 feet of the afflicted creature, he can use this action again without spending cursed energy.

Drain Life (15 Cursed Energy). Grim forces a target within 120 feet of him that he can see to make a DC 27 Constitution saving throw. They take 55 (10d10) necrotic damage and have their maximum hit points decreased by the damage taken for 24 hours on a failure, taking half as much damage and not having their maximum hit points reduced on a success. This damage is considered Major Soul Harming.

Inflict Death (30 Cursed Energy). Grim's ultimate extension allows him to instantly kill any creature already knocking on his door. Grim targets a creature within 60 feet of him that has 100 or fewer hit points. They die instantly and have their very soul destroyed, making resurrection impossible.

Basic Barrier (1-10 Cursed Energy). Grim can create a dome starting from himself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Grim may choose to make it smaller if he wishes. This barrier has 20 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Poison and Psychic damage. This barrier has an AC of 27 and automatically fails saving throws. This barrier lasts for 10 minutes, and Grim can deactivate his basic barrier as will (no action required).

Curtain (5 Cursed Energy). Emerge from the darkness, blacker than darkness. Purify that which is impure.

Grim covers the sky and the ground within a 2165-foot radius with a sphere of darkness. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a sphere that extends underground, appearing as a dome from the surface. The curtain changes the sky becomes dark despite the time of day, provoking any cursed spirits out of hiding. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black sphere.

Grim's curtain lasts for 100 minutes, and the curtain has 300 Hit Points. This barrier has an AC of 27 and automatically fails saving throws. It is also immune to Poison and Psychic damage.

Grim may choose to make their curtain smaller in radius, however it cannot be smaller than a 100-foot radius.

Domain Expansion: Permanence of the Grave (11 Cursed Energy). Grim opens his Domain Expansion, trapping all creatures within 50 feet inside it.

Cursed Energy Slash (1-20 Cursed Energy). While Cursed Energy Weapon Enhancement is active on a weapon that deals slashing damage, Grim can produce a huge cursed energy slash. He makes all creatures in a either a 60ft. line, 30 ft cone or a 20ft radius around him make a DC 27 Dexterity saving throw. On a failure, they take the damage of his weapon + a number of die equal to the amount of cursed energy spent in necrotic damage, and on a success they take half as much damage. Objects and structures take twice as much damage from this feature.

BONUS ACTIONS

Martial Arts. When Grim uses the Attack action with an unarmed strike on his turn, he can make one unarmed strike or attack with a one-handed weapon.

Cursed Weapon Enhancement (1-9 Cursed Energy). Grim can add to a melee weapon he is wielding for 1 minute. Whenever he hits a target with the weapon, it takes extra necrotic damage equal to four times the amount spent. Grim can only use this enhancement again after 1 minute has passed. Grim's Cursed Weapon Enhancement will provide him with a bonus to his AC equal to half the energy spent, rounded down, +1, so long as he is wielding the weapon which has the enhancement applied to it. It also increases its reach by 5 ft. When Grim uses Cursed Weapon Enhancement, it will count as if he had spent twice as much cursed energy than he actually spent, however he still won’t count as spending more than 9. If used on Soul Harvester he can instead spend up to 14 Cursed Energy.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on his turn, Grim can perform two unarmed strikes or melee weapon attacks.

Cursed Patient Defense (3 Cursed Energy). Grim can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). Grim can take the Disengage or Dash action on his turn, and his jump distance is doubled until the end of his turn.

Maximum Output. Grim can spend Cursed Energy equal to twice the original cost of one of his cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:

  • The technique's range is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch based techniques.
  • The technique's damage dice is increased by half of its original dice rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by 5.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

Cursed Smite (1-9 Cursed Energy). Grim can imbue cursed energy in his weapon. This enhancement lasts for 1 minute or until he hits a creature with the weapon. If he hits the attack, it deals additional d8’s of necrotic damage equal to the amount spent.

Untraceable Speed. Grim may perform the Dash action or make a Skill Check he is proficient in.

Superior Regeneration. Grim can spend up any amount of Cursed Energy, regaining hit points equal to 20 times the amount spent.

Wings of Death. Grim can sacrifice 20 feet of his flying speed to create a Major Crow Shikigami. He can dismiss this shikigami to regain his flying speed with no action required.

Afterimage Assault (1-20 Cursed Energy). Grim can create a number of 1 hit point clones that are identical to himself up to half the amount spent. These clones can be used to grant flanking and can only be up to half his movement speed away from himself. Once per round, Grim may swap with one of these clones as a reaction or bonus action. A creature can distinguish these clones from the original by making an DC 27 Insight check. They have advantage on this check if they have the Cursed Energy Tracker feat and are focusing on him with it, and they have disadvantage if he has the Cursed Energy Concealer feat active.

Domain Expansion: Permanence of the Grave (11 Cursed Energy). Grim opens his Domain Expansion, trapping all creatures within 50 feet inside it.

Cursed Energy Tracker. Grim can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces him to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll a Stealth check, using Charisma instead of Dexterity, against a Perception check from Grim. If he wins, Grim gains advantage on the saving throw, or the attack roll is made with disadvantage.

Cursed Energy Concealer. Grim may Hide, making a Stealth check. For the next 10 minutes, wherever he passes through he will not leave his cursed energy tracks behind carelessly, so any person that tries to track or sense his remains will need to be successful on a contested check against what he rolled +10, if they have any ability or feature that would allow them to track his cursed energy, and if not they can't track him at all.

REACTIONS

Energy Defense (1 Cursed Energy). When a melee or ranged attack is being made against him, Grim can block it with his weapon and 10 to his AC against that attack.

Cursed Counter. When a creature misses a melee attack against him, Grim can make a melee weapon attack against them.

Redirect Energy (1 Cursed Energy). When a ranged cursed energy attack roll hits Grim or he's being forced to make a cone or line saving throw, he can redirect the damage with his weapon. Grim reduces the damage dealt by one roll of his weapon’s damage die multiplied by 10. If he reduces it to at least half of the original damage or less, as part of the same reaction he can make a melee weapon attack roll against a creature within range. On a hit, they take additional damage equal to the amount reduced.

Untraceable Speed. Grim can use one of the following reactions:

  • When passing a saving throw or when an attack roll is being made against him, Grim may move up to half of his speed in a direction of his choice. This movement cannot be used to exit domains. If this movement would cause him to leave the area targeted by an attack roll he's reacting to he may roll a Acrobatics check to attempt to fully dodge. He rolls against the attack roll, causing the attack to miss regardless of his armor class if his Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though he still moves as normal. This roll automatically fails if the attack was a critical hit, unless he's 10 or more levels above the attacker’s level, or CR if they don’t have a level. If he fails this roll by no more than 3 against an attack targeting one of his limbs with the Limb System then though he can’t fully dodge he may change which limb is targeted. In the case of a saving throw he is unaffected by the saving throw if he moves out of the area of effect.
  • Grim can make one melee attack if he moved into range of a creature or a creature enters his range. He can only do this once per creature per round.

Human Wall (10/long rest). Upon hitting 0 hit points, Grim rolls a hit die. He regains the amount rolled in hit points.

Superior Regeneration. As a Reaction to suffering damage, Grim uses his Superior Regeneration. Grim has 5 additional reactions that may only be used for Regeneration.

Cursed Enhanced Body (1-10 Cursed Energy). Whenever Grim makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, he may add the number of energy spent as a bonus to the saving throw. Grim has an additional reaction that may only be used for this feature.

LEGENDARY ACTIONS

Grim can take 5 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. Grim regains spent legendary actions at the start of his turn.

Evasive Strike. Grim makes one attack with his Soul Harvester and moves up to half of his movement speed. This movement doesn't provoke opportunity attacks.

Superior Regeneration. Grim uses his Superior Regeneration

Cursed Technique (2 Actions). Grim may use one of his Cursed Techniques.

Domain Expansion: Permanence of the Grave (3 Actions). Grim uses his Domain Expansion.

billede-2025-02-05-165147806.png
An artistic representation of the Death Curse, from days of old [[1]]


Domain Expansion: Permanence of the Grave

Grim's domain resembles a graveyard, with it's size and the amount of tombstones depending on how many humanoid creatures he's killed (DMs choice, but usually too many to count, making it seem infinite). Every creature of Grim's choice that starts their turn inside the domain must make a DC 27 Dexterity saving throw or be trapped in a coffin, becoming incapacitated and taking 99 (18d10) cold and 99 (18d10) necrotic damage. If a creature dies while trapped in a coffin, they get turned to dust making resurrection attempts futile, and buried at the edge of a graveyard, with a tombstone marking their grave and any possession they may have had remaining in their coffin. The Dexterity saving throw and its effects are the sure hit of this domain.

Refinement Points

Grim's domain refinement points are 1100.

Domain Durability. Grim's domain has 3200 hit points.

Technique Efficiency. While inside his domain, Grim may use Touch of Death and Toll the Dead for 0 Cursed Energy.

Increased Potency. While inside his domain, Grim's cursed techniques deal 10 additional damage dice, gain a +5 bonus to their DCs and a +5 bonus to hit..

Enhanced Technique Efficiency. While inside his domain, Grim may decrease the cost of Absorb Life, Drain Life and Inflict Death by 5 cursed energy, to a minimum of 1.

0.2 Domain Expansion. As a part of opening his domain, Grim may choose to have it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than his Charisma score. When opening his domain this way, all creatures will be targeted by its effects and any effects that would happen at the beginning of any creature's turn now instead happen as soon as the domain is opened in this way.

Efficient Expansions. Grim's Domain Expansion cost is reduced by 10 (already added) and he only gains 1 level of exhaustion after his domain ends. Additionally, he only needs to pass a DC 15 Constitution to use his technique while in burnout.

Durable Barrier. Grim's domain will gain immunity to non-magical damage from both sides, however it will still be resistant to all damages from the inside and vulnerable to all damages from the outside.

Domain Superiority. The refinement thresholds which determine how long it takes Grim to destroy another domain in a clash are halved.

Mastered Domain. While inside his domain, techniques that use an action can now be used as a bonus action, and techniques that take a bonus action can now be used as a free action. In addition, Grim's domain now lasts for 3 minutes.

Barrier Properties None of these features can be used by a barrierless domain.

  • Barrier Resistance. As part of expanding his domain, Grim may decide if he wants to make his barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, he may spend additional 5 cursed energy when expanding his domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities. This feature cannot be used by a barrierless domain.
  • Barrier Movement. At the beginning of Grim's turn while his domain expansion is active he may choose to move the domain up to 120 feet in any direction. The relative positions of creatures inside the domain do not change due to the movement. This feature cannot be used by a barrierless domain.
  • Barrier Entry. As a free action while his domain is active Grim may alter the barrier, deciding one thing that may pass through his barrier unimpeded. For example, he could allow living things to enter and leave his domain as they please while keeping non-living things trapped. This feature cannot be used to stop creatures from leaving a barrierless domain.
  • Barrier Enlargement (1-10 Cursed Energy). As a bonus action while his domain is active Grim can increase his domain’s radius by 20 feet per point spent. He chooses whether creatures that would be caught by the new radius are pushed to the new edge of the domain, as per normal domain expansion rules, or enter the domain. While enlarged in this way the maximum and current health of the barrier is reduced by three times the amount of feet the range increased. This lasts until the end of the domain or until the range is changed again by another feature. This feature cannot be used by a barrierless domain. This feature cannot be used by a barrierless domain.
  • Barrier Compression (5 Cursed Energy). As a bonus action while his domain is active, Grim can make the outside become a small circle of 5ft. Inside however, it will have the same size. While compressed in this way his barrier gains 300 damage reduction. If this feature is used on a barrierless domain, damage his domain would deal, if any, is increased by half that much instead. This lasts until the end of the domain.

Jujutsu Sorcerer.

Grim has 30 levels in the Jujutsu Sorcerer class.

Favorite Weapon

Grim's Scythe, Soul Harvester, is the one he is most comfortable with and excels when using it. While he is wielding it, it gains the following benefits:

  • It now adds his ability modifier twice for its damage rolls (already included).
  • Once per turn Grim can add his proficiency bonus to an attack roll with it again.
  • He has advantage on any checks against being disarmed of this weapon, and creatures have disadvantage on trying to disarm him of it.
  • When a feature that uses said weapon allows him to spend up to a certain amount of cursed energy on it, the amount he can spend increases by half his proficiency bonus (rounded up).
Cursed Techniques

When a feature refers to Grim's cursed techniques, it refers to Touch of Death, Toll the Dead, Absorb Life, Drain Life and Inflict Death.

Technique Alteration

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc

Grim knows three technique alterations he can put on his cursed techniques. He can put an alteration on only one of his techniques.

Massive Range. As part of using his technique Grim can spend 10 extra cursed energy. His technique’s range, width, and radius increase by 280 feet. If it has a range of touch, its range instead becomes 150 feet.

Long Lasting. As part of using his technique Grim can spend 10 extra cursed energy. His technique’s duration increases drastically. If the technique lasts 1 round, then it is increased by 20 rounds. If the technique lasts a number of minutes, then it is increased by 20 minutes. If the technique lasts an amount of hours, then it is increased by 20 hours.

Careful Manipulation. As part of using his technique Grim can spend 5 extra cursed energy. He is able to use his technique more carefully, allowing him to avoid certain creatures. He may select any number of creatures to not be affected by it for its duration.

Grim may change his alterations at the end of a long rest.

Curse Biology Traits When a feature refers to Grim's curse biology, it refers to Wings of Death.

Soul Knowledge

Grim has 100 Soul Knowledge and gains the following benefits:

Soul Intuition. Grim can deduce whether a feature, once it has been successfully used, was related to the soul, such as the Resonance feature of the Straw Doll Technique or the Mastery of General feat when used on the trapped soul of a vessel.

Teachings of the Soul. Over the course of a long rest Grim may create a book or other learning device which functions as the book of souls does. He cannot benefit from his own book.

Soul Outline Perception. All damage caused by Grim that spent cursed energy such as cursed strikes or using a cursed technique is considered Minor Soul Harming.

Soul Separation. Whenever Grim hits a Cursed Vessel with a Soul Harming attack and his attack roll is 5 or higher above its AC, he can force the trapped soul within to make a Charisma saving throw (DC = 8 + the Cursed Vessel’s Proficiency bonus + half of the Cursed Vessel’s Charisma modifier, rounded down). On a successful save, the soul hampers the Cursed Vessel’s capabilities by reducing all of their Strength, Dexterity and Constitution scores by 2. If a soul is being controlled by a Complete Vessel, the soul has disadvantage on the Charisma saving throw. If the Cursed Vessel is at half of its hit point maximum or lower, the soul gains advantage on this saving throw. Alternatively, instead reducing the ability scores of a Complete Vessel, he may instead attempt to reduce their cursed energy output as a result of their connection to the body weakening. On a successful save of the trapped soul, the amount of Cursed Energy the vessel can spend on their Cursed Techniques is reduced by 1. If the trapped soul succeeds on this variation of the saving throw 3 times, the amount the Vessel is able to spend on cursed energy enhancements is reduced by 1. All effects of a trapped soul succeeding Soul Separation are reverted after a number of completed long rests equal to half the trapped soul’s level(rounded down).

If an Complete Vessel or Incomplete Vessel has been reduced to 0 hit points within 1 minute of a trapped soul making a successful save to hamper the cursed vessel, the cursed object is destroyed within the body. The body reverts to its original state and the trapped soul is treated as if it were knocked unconscious with 1 hit point remaining unless the body was damaged to a point that the body would be treated as dead as opposed to unconscious.

Resonance of the Soul. Whenever Grim defeats someone in a one on one or the main contributor of a group fight, then at the end of the fight, he connects to that person one last time at the border between life and death. Here he is able to talk with them for a minute (or less if he wants to end it sooner) and using this time he can try his best to learn any information he may be lacking, refer to them with respect or spite or answer their questions. Once the time is up, he loses that connection but no time passes in the real world.

Black Flash

When Grim scores a critical hit (It must be a Natural 20 for it to count) with an unarmed strike that benefits from Cursed Strike, he can choose to land a Black Flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage Grim's Black Flash will add onto the damage roll using the table below:

Number Rolled Damage Dealt
1 1 damage
2 6 damage
3 15 damage
4 32 damage
5 56 damage
6 88 damage

In addition, the amount of dice he rolls from a critical with this attack will increase by one additional damage die, and the Black Flash simply does not occur if the attack wouldn’t otherwise hit(such as if negated by an ability or the attack roll isn’t a crit and doesn’t hit the opponent’s AC).

Grim's next attack on the same turn will trigger a Black Flash on a Natural 15 or higher, known as a Black Flash DC. For every other Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, beginning at the starting DC.

In The Zone. Grim gains the following benefits for a number of minutes equal to the black flashes he hit in the turn; the benefits will last from during the turn he landed the Black Flash until those number of minutes after it:

  • Grim completely regain his reverse cursed technique pool, if he were already in the zone upon landing this black flash.
  • If Grim have used his domain expansion and become unable to use his cursed technique, he regains the ability to use his cursed technique once again even after In The Zone ends.
  • He receives a +2 to all his ability scores, including their maximums.
  • Grim's unarmed strike damage dice tier is increased by 1 (d8>d10>d12>2d6...)
  • Grim's cursed energy armor gives 5 more temporary hit points per cursed spent.
  • Grim's cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage (Unless they're also in In the zone).
  • His cursed techniques will add 10 damage dice.
Feats

Special Grade Curse, Natural Sorcerer.

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Human Wall, Resilient x 2, Regeneration, Advanced Regeneration, Improved Body Functions, Cursed Biology.

Taijutsu Sorcery, Shikigami Battle Master, Afterimage Assault, Black Flash.

Cursed Weapon Wielder.

Basic Barrier, Barrier Master, Barrier Invader, Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Overpowering Cursed Energy, Cursed Energy Tracker, Cursed Energy Concealer.

Cursed Energy Manipulator x 2, Cursed Enhanced Body, Cursed Energy Reinforcement, Cursed Energy Slash, Improved Cursed Energy Output, Legendary Cursed Energy Output, Divine Cursed Energy Output.

Epic Boons

Superior Regeneration, Improved Cursed Energy Recovery.

Improved Durability.

This creature uses the Improved Durability rule.

Major Crow Shikigami[edit]

Small monstrosity (shikigami), unaligned


Armor Class 16 (natural armor)
Hit Points 82 (15d6 + 30)
Speed 20 ft., 80 ft. fly


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 8 (-1) 16 (+3) 10 (+0)

Skills Acrobatics +8, Perception +6, Stealth +8
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks
Senses passive Perception 16
Languages understands it's master's languages, but can't speak.
Challenge 6 (2,300 XP)


Invisible Force. The Major Crow Shikigami is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it.

Cursed Weapons. The Major Crow Shikigami's weapon attacks are magical.

Cursed Energy. The Major Crow Shikigami has 15 cursed energy it can use to fuel it's abilities. All of it's cursed energy is replenished at the end of a long rest.

Mimicry. The Major Crow Shikigami can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Shared Senses. The Major Crow Shikigami's master can use a bonus action to use the shikigami's senses, allowing it to see, feel, hear and smell what the shikigami does. During this time, the shikigami's master cannot access their own senses unless they end this state with no action required.

Technique Conduit. The Major Crow Shikigami's master can use their techniques as if they where in the shikigami's position by spending double the techniques cost.

ACTIONS

Multiattack. The Major Crow Shikigami makes 2 attacks, one with its beak and one with its talons.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing and 3 (1d6) cold damage.

Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing and 3 (1d6) cold damage.

Feather Shot (1 Cursed Energy). Ranged Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing and 4 (1d8) cold damage.

Frost Breath (3 Cursed Energy). The Major Crow Shikigami exhales chilling air in a 15 foot cone, making people feel the touch of the grave. Every creature in the cone must make a DC 16 Constitution saving throw. On a failure they take 16 (3d10) cold damage and become Chilled for one minute. On a success they take half as much damage and are not Chilled. A creature can remake this saving throw at the end of their turns, removing the Chilled condition on a success.


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Minor Crow Shikigami[edit]

Tiny monstrosity (shikigami), unaligned


Armor Class 14 (natural armor)
Hit Points 35 (10d4 + 10)
Speed 10 ft., 40 ft. fly


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 8 (-1)

Skills Acrobatics +5, Perception +4, Stealth +5
Damage Resistances cold
Senses passive Perception 14
Languages understands it's master's languages, but can't speak.
Challenge 3 (700 XP)


Invisible Force. The Minor Crow Shikigami is entirely made out of cursed energy, meaning it cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see it. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it.

Cursed Weapons. The Minor Crow Shikigami's weapon attacks are magical.

Mimicry. The Minor Crow Shikigami can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Technique Conduit. The Minor Crow Shikigami's master can use their techniques as if they where in the shikigami's position by spending double the techniques cost. When used this way, the techniques damage, range and duration, if any, are halved (rounded down).

ACTIONS

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing and 2 (1d4) cold damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing and 2 (1d4) cold damage.


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