Epic Boons (Jujutsu Kaisen Supplement)
Epic Boons[edit]
The following boons are available to characters with levels in the Honored One class.
- Titanic Strength
Prerequisites: Must have a 20 Strength score or more.
Your strength has well exceeded that of even the most physically gifted individuals. You will count as one size larger for the purposes of grappling, shoving, disarming and the weight you can carry, push, drag, or lift. Additionally, your unarmed strike damage die increases by 1 tier (d6->d8->d10->d12->Etc). You become Proficient in Strength saving throws. If you are already proficient in Strength saving throws, you may add half your proficiency bonus to these rolls instead. You gain proficiency in Athletics. If you already have proficiency, you gain expertise instead. If you already possess expertise in Athletics then you can add your proficiency to all Strength checks you make.
In addition, add +2 to your Strength score and gain 1 Body or Taijutsu Feat that has a Strength score requirement that you meet the requirements for. You may also choose to add +2 to your Strength score instead.
- Unmatched Fortitude
Prerequisites: Must have a 20 Constitution score or more.
Your body has become one of the strongest. You gain additional hit points equal to 5 times your level. Additionally, you become proficient in Constitution saving throws. If you are already proficient in Constitution saving throws, you may add half your proficiency bonus to these rolls instead. You have advantage on the saving throws made to maintain your Domain Expansion in an equal Domain Clash and saving throws made to keep concentrating on opening a hole with your domain. Finally, you can reduce damage you take by twice your Proficiency Bonus plus twice your Constitution modifier.
In addition, add +2 to your Constitution score and gain 1 Body or Taijutsu Feat that has a Constitution score requirement that you meet the requirements for. You may also choose to add +2 to your Constitution score instead.
- Blinding Speed
Prerequisites: Must have a 20 Dexterity score or more.
Your speed has become way too fast for even the most skilled or gifted individuals to follow. You become Proficient in Dexterity saving throws. If you are already proficient in Dexterity saving throws, you may add half your proficiency bonus to these rolls instead. Additionally, you gain proficiency in one Dexterity skill of your choice or expertise if you were already proficient in the chosen skill. If you have expertise in the chosen skill already, you may add your proficiency bonus to all checks made using that skill. You gain an additional attack as part of your Attack Action.
In addition, add +2 to your Dexterity score and gain 1 Body or Taijutsu Feat that has a Dexterity score requirement that you meet the requirements for. You may also choose to add +2 to your Dexterity score instead.
- Reverse Cursed Technique Mastery
Prerequisites: You must have Improved Reverse Cursed Technique feat.
You have reached a level of mastery with the Reverse Cursed Technique that few could hope to match. You will gain the following benefits:
- Your reverse cursed technique healing pool has been increased to 15 times your level times your Charisma modifier.
- You now regain 30 hit points per cursed energy spent.
- You now regain 15 hit points of your pool at the beginning of your turns.
- The DC to force reverse cursed technique will be reduced to 15.
- You gain a number of additional reactions equal to half your Charisma modifier (rounded down) that may only be used for the Reverse Cursed Technique.
- Superior Regeneration
Prerequisites: Special Grade Cursed Spirit, Advanced Regeneration
Your ability to regenerate yourself with cursed energy has reached new heights. You will gain the following benefits:
- When you use Regeneration you now heal 20 hit points per cursed energy spent.
- You gain a number of additional reactions equal to half your Charisma modifier (rounded down) that may only be used for Regeneration.
- Lightspeed Chanting
Prerequisites: You must have the Chanting feat.
You have become a true Master of Chanting, able to utter your incantations and perform hand signs seemingly in the blink of an eye. You are able to perform Complex Chanting as a Rooting and Lengthy Action and Chanting as a Bonus Action, and the chanted technique may gain the benefit of the chants the next time it is used. In addition, up to half your Proficiency bonus times per long when you begin chanting you may gain one of the following bonuses:
- You may treat every round you spend as a part of this chant as 2 rounds.
- You may Chant 2 Innate Technique features simultaneously.
This bonus can also be applied by spending 25 Cursed Energy (this cost is unable to be reduced).
While one of your Cursed Techniques is currently active, you may use regular Chanting to apply bonuses to it even after it has already been activated. If done this way, the chanted bonuses are applied to the technique immediately. This may also be done as a Reaction to a creature using a Reaction against your Innate Technique feature.
- Rapid Improvement
Your growth seems to know no bounds. You may choose one of the following bonuses:
- You gain a +4 that you may distribute between your scores however you wish.
- You gain a +2 that you may distribute between your scores however you wish and one Cursed Feat
- You gain 2 Cursed Feats
- Unrealistic Cursed Energy
Prerequisites: You must have the Overflowing Cursed Energy feat.
Your Cursed Energy reserves are beyond all expectations. You gain the following benefits:
- Your Charisma score increases by 1, to a maximum of 30.
- Your Cursed Energy Maximum increases by two times your Charisma score.
- Split Cursed Object Creation
Prerequisites: You must have the Cursed Object Creator feat.
You have mastered the process for Cursed Object Creation. You have now learned the ability to turn people or yourself into more than 1 cursed object. When turning a creature into a cursed object, you can choose an amount of power to imbue into it. For example, you can choose to put 1/10th of their power into the object. This allows you to make 10 objects for the creature. You may only make a number of objects until all of the power equals up. This means you can mix and match the power. For example, you can make one containing 1/2 of the power and two containing 1/4 of the power. This still takes the normal amount of time to make objects they just have less power inside of them.
Due to the lower power of these objects you incarnate differently. The bonus to the vessel’s scores is lowered to represent the power of the object as well as the amount of cursed energy that the vessel gains. For example, a 1/10th power object would grant a bonus to scores equal to 1/10th of the creature’s Charisma modifier and the cursed energy maximum would only increase by 1/10th of the creature’s original cursed energy maximum.
- Fortified Mind
Due to extensive experience with maintaining concentration, you have grown to be better at it.
- You automatically succeed on concentration checks you make due to taking damage if that damage was 25 or less.
- Your DC for concentration checks is 1/4th of the damage taken(rounded down), or 10, whichever is higher, instead of the normal DC.
- Improved Cursed Energy Recovery
Prerequisites: Special Grade Cursed Spirit
As a being made of cursed energy, it’s only natural that your cursed energy would be almost inexhaustible. Your Cursed Energy Recovery feature now recovers an amount of cursed energy equal to half your Charisma modifier (rounded down) and functions at all times instead of only in combat.
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