Enlightened One (Jujutsu Kaisen Supplement)

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

Enlightened One[edit]

Prerequisites[edit]

Level 20 Jujutsu Sorcerer

One cannot break their own limits as a sorcerer 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 sorcerer or curse; a process that takes a year and a day.

Class Features[edit]

gojo-e-sukuna-expandindo-dom-nio.jpg
Two enlightened Sorcerers opening their Domain Expansion, [1]

As a Enlightened One you gain the following class features.

Hit Points
Hit Dice: 1d8 per Enlightened One level
Hit Points at 21th Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Enlightened One level after 1st

Level Proficiency Bonus Features Cursed Energy Unarmored Movement Martial Arts
21 +7 Speed of Light Chanting Epic Feats, Ability Score Increase 40 + cha 40ft. 1d12
22 +7 Innovation 41+ cha 40ft. 2d6
23 +7 Ability Score Increase 42 + cha 40ft. 2d8
24 +7 Divine Speed 43 + cha 50ft. 2d10
25 +8 Epic Feats, Ability Score Increase 44 + cha 50ft. 2d12
26 +8 Divine Technique 45 + cha 50ft. 4d6
27 +8 Ability Score Increase 46 + cha 50ft. 4d8
28 +8 Hyperspeed Cursed Energy Regeneration 47 + cha 60ft. 4d10
29 +9 Epic Feats, Ability Score Increase 48 + cha 60ft. 4d12
30 +9 True God of Sorcery 50+ cha 60ft. 4d12

Speed of Light Chanting[edit]

Starting at 21st 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 on your turn 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.

Epic Feats[edit]

Also at your 21th level, you have gone beyond the limits of what any normal sorcerer can consider strong. You can gain an Epic Feat. If you forgo this epic feat, you can instead increase your ability scores by a total of 4 points(up to a maximum of 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 25th and 29th levels.

Ability Score Increase[edit]

Also at 21th level, and again at 23th, 25th, 27th, and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 40 using this feature. You do not gain this feature if you have consumed any sukuna fingers, and any sukuna fingers you consume after gaining this feature cause you to lose all the ability score increases you have gained from it. If a feature(not an item) would cause your scores to go above 40, they are instead 40.

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

Innovation[edit]

At 22nd 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 25th and 28th level, but you must pick a different innovation option each time.

Divine Speed[edit]

At 24th 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(other than using a Domain Expansion), 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 26th 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 innate 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.

Design Note: Special Case, but if you were using the non-canon PPLT jackpot, it is suggested to use the canon one around here. Just a better gamefeel.

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(minimum of 3) instead of 1. Additionally, outside of combat, you recover 1 cursed energy per minute of light activity.

True God of Sorcery[edit]

Finally at 30th 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.

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