Enlightened One, Variant
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Enlightened One[edit]
Prerequisites[edit]
Level 20 Jujutsu Shaman Variant
One cannot break their own limits as a shaman without reaching them first.
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: Awakening
Through trials and tribulations, you must force yourself to accept the cursed nature of the world and embrace it. You must travel the world, defeating powerful curse and sorcerer alike, eventually reaching your own awakening and becoming something more than even a special grade shaman or curse; a process that takes a year and a day.
Class Features[edit]
Two Enlightened Shamans opening their Domain Expansion, [1] |
As a Enlightened One you gain the following class features.
Hit Points
Hit Dice: 1d10 per Enlightened One level
Hit Points at 21th Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Enlightened One level after 1st
Cursed Technique[edit]
At your 21st level, you discovered latent lineague in your blood, and learn to draw it out. Choose a second Cursed Technique. This second path grants you features at 21st, and again at 23rd, 26th, 30th and 40th level.
You may instead take a Sorcerer Path.
Special Grade Cursed Tools[edit]
Starting at 21st level, your mastery of controlling and using Cursed Energy has allowed you to surpass previous limits, allowing you to curse objects to the special grade. You can curse an object, cursed or normal, directly to the special grade by focusing on it for 1 hour. After cursing the object, it gains the following properties:
- Weapon
If you curse a weapon, you gain the followings benefits:
- When attacking with this weapon you will gain +4 to attack and damage rolls, and will now deal five times additional damage equal to the weapon's damage die + your Charisma necrotic damage modifier (Ex: Dagger that deals 1d4 will now deal 1d4 + 5d4 + your Charisma modifier of cursed damage).
- You can also imbue one of your Cursed Techniques in Lapse form on the weapon, allowing you to use the Cursed Technique imbued on the weapon a number of times equal to your Charisma modifier per day, without spending Cursed Energy.
- The weapon is now a special grade cursed tool.
- Sight Improvement
If you curse an object like glasses, you gain the followings benefits:
- While equipped, you gain Truesight within 60 ft.
- You pass automatically in Wisdom (Perception) and Intelligence (Investigation) checks a number of times equal to half your Proficiency Bonus per day.
- Armor
If you curse a armor or clothes, you gain the followings benefits:
- Your armor now provides 30 + 10 times your level in this class Temporary hit points and +4 to your AC.
- The damage reduction is now equal to three times your charisma modifier (minimum 1).
- You can choice one damage type to become resistant while you're wearing the armor.
When the temporary hit points end, you can regain the benefits at the end of your short rest.
At 30th level, you can curse a normal object or a cursed tool in just 1 minute to raise its grade to a maximum of 2nd grade. You can curse a normal or cursed object in half an hour to raise your grade to 1st grade or special grade.
Ability Score Increase[edit]
When you reach 22nd level, and again at 25th, 29th, 33rd, 36th and 39th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another one by 1, or you can increase three ability scores by 1. As normal, you can't increase an ability score above 30 using this feature. At 30th level, this limit increases to 40. 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 40, they are instead 40. For every 2 points not distributed, you may instead take a feat.
You may also ignore this increase to instead gain a Cursed Feat.
Cursed Martial Arts Improvement[edit]
At 22nd level, your jujutsu training has made you learn advanced martial techniques. You can now do any of the following Cursed Martial Arts but improved:
- Cursed Blast of Blows
Immediately after taking the Attack action on your turn, you can spend 3 Cursed Energy to perform three unarmed strikes as a bonus action.
- Cursed Patient Defense
You can spend 3 Cursed Energy to take the Dodge action as a bonus action on your turn but gain x3 movement speed instead.
- Cursed Wind Step
You can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is tripled until the end of your turn as well as your movement speeds.
Cursed Energy Enhancement[edit]
At 22nd level, you can choice a second Cursed Energy Enhancement, and the remaining one at 28th level.
At 28th level, the maximum amount of points you can spend on these abilities is increased by x2.
Second Jujutsu School[edit]
Starting at 23rd level, you have transfered to the alternate jujutsu school or jujutsu teacher to gain additional guidance and perspective on cursed energy usage. All to learn on how to improve your cursed energy. Choose the previously unchosen school; Tokyo Jujutsu High or Kyoto Jujutsu High.
- Tokyo Jujutsu High
You have come from a more liberal school, in which you decided not to focus on the basics but instead focus on improving your Innate Technique.
You will receive three enhancements which you can apply to your Cursed Technique. Only one enhancement may be applied to a single Cursed Technique.
- Power Enhancement. You can now spend extra Cursed Energy on the technique equal to your proficiency bonus to add a damage dice to the technique.
- Cursed Energy Economy. The Cursed Energy cost of the technique is now reduced by your proficiency bonus (to the minimum of 1 Cursed Energy).
- Distance Enhancement. You can spend up to your proficiency bonus in additional Cursed Energy on the technique to add 10 ft. to the range for each additional Cursed Energy spent.
You may change which technique receives this effect at the end of an long rest, or change the current benefit of a technique in a short or long rest.
- Kyoto Jujutsu High
You have come from a very conservative school, in which you learned to ignore your individuality as a jujutsu shaman to instead focus on mastering the basic jujutsu arts better than any other.
Your Cursed Martial Arts techniques now only cost 1 Cursed Energy, and you may choose an additional Cursed Energy Enhancement feature. In addition, one of your cursed martial arts is more refined than the average shaman's:
- Cursed Blast of Blows. When you use this feature, you can now make four unarmed strikes instead of two.
- Cursed Patient Defense. You gain advantage in Constitution and Charisma saving throws when you use the dodge action granted by this feature, as long as you benefit from the dodge.
- Cursed Wind Step. When you take the dash action granted by this feature your movement speed quadruples for that turn, and when you take the disengage action granted by this feature your movement speed triples for that turn.
You gain one additional refined martial art at 26th, and another at 30th level.
Binding Vow Proficiency[edit]
Once you reach 24th level, you no longer need a short rest to create Binding Vows.
Advanced Extra Attack[edit]
Starting at 25th level, the number of attacks increases to five and finally to six at 37th level.
Dying Breath[edit]
At 26th level, your dedication to your techniques surpasses your physical limits. At the beginning of each of your turns that you are unconcious, you may ignore the condition and immediately take a turn. At the end of your turn, you gain 1 level of exhaustion. If you were unconscious from having 0 hit points, you do not make a death saving throw at the beginning of that turn, and you regain the unconscious condition and gain a failed death saving throw at the end of your turn.
Resistance[edit]
At 27th level, when you use your Cursed Armor of your Cursed Energy Enhancement feature you gain immunity instead of resistance, and you have resistance when you aren't use your Cursed Armor. The damage type depends on your Cursed Technique, and it can be Magical or Non-Magical.
- E.g:
Fallen Angel; Slashing Damage (Magical & Non-Magical) Limitless; Force Damage (Magical & Non-Magical)
If you have the Improved Cursed Energy Output feat, you can benefit from this feature to become immune to chosen damage while Cursed Armor is active, and resistant to that same damage when Cursed Armor is deactivated.
Hyperspeed Cursed Energy Regeneration[edit]
At 28th level, whenever you recover cursed energy from cursed energy recovery, you regain an amount of cursed energy equal to your charisma modifier x2 (minimum of 3) instead of 1. Additionally, outside of combat, you recover 1 cursed energy at the beginning of your turns. You cannot exceed your maximum Cursed Energy using this feature.
Black Flash[edit]
At 29th level, you have become more connected with your cursed energy, being able to use the famous technique Black Flash, where your attack is raised by 2.5 times it's original damage. When you receive this feature, you must score at least 1 positive critical from a natural 20 to finally activate it. After you score said critical, your critical hit radius on your attack rolls will be 19. and you will receive the black flash technique,
When you score a critical with an attack you can choose to give 1 black flash, before the damage calculation, roll a d6 to see how much additional damage your black flash will add on the table bellow:
Number Rolled | Damage Dealt |
---|---|
1 | 2 damage |
2 | 10 damage |
3 | 30 damage |
4 | 64 damage |
5 | 110 damage |
6 | 174 damage |
If you have more than one attack, you will roll a d20 with a DC of 13 to try to hit another black flash, if you pass, you will add another black flash to the next damage roll. For every other Black Flash after the second one, the DC increases by 2.
Epic Feats[edit]
Also at your 30th level, you have gone beyond the limits of what any normal shaman 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 40). 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 40, they are instead 40.
You gain another Epic Feat at 35th and 39th levels.
Speed of Light Chanting[edit]
Starting at 31st level, you can make devasting cursed energy attacks in less than one second. Once per short rest, you can use a technique as a free action instead of as an action or bonus action. If you wish to use this feature again, you can do so, spending an additional 10 cursed energy to be able to use it again. This additional cursed energy cost cannot be reduced.
Innovation[edit]
At 32nd level, you begin to be able to adjust your cursed techniques in ways unthinkable to the average person. Your cursed energy maximum increases by 40, unless you have the Six Eyes background feat. Additionally, you can choose one innovation option below. Any cursed energy costs put towards an innovation option cannot be reduced, and you can only use one innovation option per use of a cursed technique.
- Eternal Technique
When you use a cursed technique with a duration beyond instantaneous, you can spend 5 additional cursed energy for its duration to increase by one tier for that use. One round to 1 minute, 1 minute to 10 minutes, 10 minutes to 1 hour, 1 hour to 8 hours, 8 hours to 24 hours.
- 200% Technique
When you use a cursed technique, you can spend 20 additional cursed energy to optimize the power of the cursed technique to its absolute limit. If this cursed technique doesn’t deal damage, but forces a saving throw, any creature of your choice rolls thrice on its saving throw against this use of the technique and takes the lowest result, unless they already have advantage or disadvantage. If they have advantage, they have disadvantage instead, and if they already have disadvantage, they roll four times and take the lowest result. If it deals damage, but lacks an attack roll, you can automatically deal the maximum possible damage for that use of the technique instead of rolling, and the saving throw no longer affects the damage of that use of the technique. If the technique has an attack roll, you automatically roll a natural 20 on all attack rolls for that technique. This cannot be applied to domain expansions.
- Minimal Technique
You can spend 5 additional cursed energy when you use a technique to cloak and condense your technique. If your technique DC is higher than a target’s passive perception, they have disadvantage on any saves and you have advantage on any attacks against them made as part of the technique. This cannot be applied to domain expansions.
- Restrained Technique
When you use a technique, you can spend 5 additional cursed energy to restrain your technique. Choose a number of creatures or objects of your choice up to your proficiency bonus. Those creatures and objects are unaffected by this use of the technique. If used on a domain expansion, you can instead choose a number of creatures to be affected by the domain equal to your proficiency bonus. Other creatures will instead be pushed into the closest unoccupied space to their location outside of the area of the domain.
You gain another one of these benefits again at 35th and 37th level, but you must pick a different innovation option each time.
Divine Reverse Cursed Technique[edit]
At 33rd level, after many battles and studies about your cursed energy, you learn to use your cursed energy in a completely opposite way, canalizing positive energy instead of negative. You have mastered this new type of energy, becoming a high level shaman. You will gain the Reverse Cursed Technique and Improved Reverse Cursed Technique features. However, you gain the followings benefits:
- You may cause a creature within your reach to gain the benefits of reverse cursed technique instead of you. When used in this way, reverse cursed technique is half as efficient (meaning you heal half as much per cursed energy).
- Your reverse cursed technique healing pool increases to 15 times your level times your Charisma modifier.
- You now regain 50 hit points per cursed energy spent.
- You now regain 25 hit points of your pool at the beginning of your turns.
- Whenever you deal damage to a Cursed Spirit with an unarmed strike or natural weapon, you can spend cursed energy to remove hit points from your healing pool to add as radiant damage. You add 10 radiant damage per 1 cursed energy spent to a maximum of your charisma modifier cursed energy.
Additionally, you can spend 40 hit points of your pool and 4 cursed energy to heal a specific part of your brain called the “Cerebellum”, it may be done in order to regain any of your features that is limited. However this may only be done once per long rest. The hit points and cursed energy cost are halved at 39th level.
At 39th level, your Reverse Cursed Technique is improved. You gain the followings benefits:
- Your reverse cursed technique healing pool increases to 20 times your level times your Charisma modifier.
- You now regain 100 hit points per cursed energy spent.
- You now regain 50 hit points of your pool at the beginning of your turns.
- The DC to force the cursed technique will be reduced to 15.
- You now add 20 radiant damage per 1 cursed energy spent to a maximum of your charisma modifier cursed energy.
- You can use this feature in a free action a number of times equal to half your charisma modifier (minimum 2). After that, you have to spend a bonus action as normal.
Second School Graduation[edit]
Starting at 34th level, you have finally graduated from your second Jujutsu School, now becoming a Special Grade Jujutsu Shaman. You gain one of the followings depending on what school you have chosen at 23rd level:
- Tokyo Jujutsu High
You have graduated from the Tokyo Jujutsu High, becoming the best with your technique. You gain a unique technique exclusive to your Cursed Technique. (You gain this for both techniques at this level)
- Kyoto Jujutsu High
You have graduated from the Kyoto Jujutsu High, mastering the essence of what a Shaman should truly be. You gain two Feats from your experiences.
Divine Speed[edit]
At 36th level, as you reach a new height of sorcery, your speed also increases, surpassing 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.
Divine Techniques[edit]
At 38th level, your techniques have fully surpassed the level of mortality, being more powerful than a lesser creature can even conceive of by the nature of simply being used by one such as you. If you have a feat, sorcerer path feature, or cursed technique feature that isn’t a passive ability, its range(if it isn’t centered on you), area of effect(if it isn’t a domain expansion), as well as flat damage and die tier increases(if they don’t scale off your ability modifier or aren’t already multiplied), double. Additional dice from features outside of the feature itself are added after this doubling, and for features which have damage dice, the number of damage dice is increased by your charisma modifier.
It must cost cursed energy, and the cost of the technique doesn’t increase when this feature is used on it.
True God of Shamanism[edit]
Finally at 40th level, your mastery of Jujutsu has become absolute, and there is nothing left to learn from others. As such, you have made the pinnacle of your own technique beyond all others of a more meager caliber.
You gain the barrierless domain binding vow if you don’t have it already. Furthermore, if you don’t have a domain expansion, you gain one, based on either your simple domain conditions or your technique, whichever is more applicable. Your domain counts as if it were 1100 refinement, and it, when made barrierless, covers the entire plane of existence you are on(or any lesser range if you so choose). You can exclude any number of creatures from its sure hit effect, and if you wish, even if you make your doman’s range less than the entire plane of existence you are on, its visual affects can apply to the entire plane(or any lesser range that is greater than its current range) regardless.