Fanmade Cursed Feats (Jujutsu Kaisen Supplement)

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Barrier Techniques Feats[edit]

Cursed Energy Feats[edit]

Background Feats[edit]

Cursed Partner Variant

Prerequisites: Must be a Human

Due to a traumatic event in your past, a loved one has since come to haunt you. You were unable to cope with their death and now they have returned as a curse.

You have a Vengeful Spirit bound to you at all times, however the majority of the time it will be in a dormant, non physical state.

Summoning Energy. Summoning and maintaining a creature requires you draw on their reserves. You gain a number of summoning points equal to twice your proficiency bonus times your Charisma modifier. After summoning your Cursed Partner, you lose 1 summoning point per round at the end of your turn. When your Cursed Partner manifests as Berserk, all drain from this pool is doubled. You regain half your maximum at the end of a short rest, and all points at the end of a long rest.

Innate Technique. If your Vengeful Spirit possessed an Innate Technique in its life, even if it had been a non-sorcerer, it will still possess one as a spirit. Work with your DM to determine it’s innate technique, with your DM determining a level for your vengeful spirit to be for the purposes of it using its innate technique.

When your spirit is not dormant, it has two forms:

Partially Manifested. While in this form, the spirit has a physical form that is partly a shadowy visage, and it is not at full power. It takes double the damage from all sources, and any damage it deals is halved (rounded down), and it cannot use its Innate Technique if it possesses one. Your vengeful spirit can be partially manifested in the following ways:

Danger Manifestation. Your life is very stressful, being a sorcerer is filled with danger and trouble. When these times of danger come, your Vengeful Spirit may manifest into the physical world.

Whenever you take damage from one instance of damage above your level + twice your Charisma modifier (minimum of 2), or are otherwise shown hostility, you must make a DC 20 Wisdom saving throw. This damage must reduce your hit points, not taking into account any temporary hit points that are reduced.

On a success, you can handle yourself and don't let your spirit get out. On a failure however, your Vengeful Spirit will partially manifest itself into the world to protect you.

At 11th level, you no longer are forced to make the Wisdom saving throw, and you may call upon your spirit to appear in its partially manifested form as a bonus action for 4 summoning points, appearing within 10 feet of you. You may summon the spirit to be partially manifested a number of times equal to half of your proficiency bonus(rounded down), regaining all uses after a long rest.

If your spirit is reduced to 0 hit points in its partially manifested form, it is desummoned, returning to its dormant state. You may call upon it again, with it regaining 1 hit point when being summoned.

Fully Manifested. In its full form, the spirit is now at its full power, and can act with its full might.

In order to fully manifest your spirit, you must directly call on it, attempting to channel the curse’s power. As an action for 10 summoning points, you may make a DC 25 Charisma saving throw. On a failure, nothing happens. On a success, your spirit is summoned in its Fully Manifested form, appearing within 10 feet of you. If you have the Cursed Partner Variant feat, then your spirit may only be Fully Manifested for at most five minutes a day, after which it cannot be Fully Manifested again until you finish a long rest.

So long as the curse that binds you and your spirit together persists, your spirit cannot be exorcised. If it is reduced to 0 hit points or killed, it will regain 1 hit point and become stable, going back into its dormant state, and being unable to manifest again in any way until you complete a long rest, including additional maneuvers such as Vengeful Spirit Protection.

If you die or the curse is broken in some other way, your spirit can be exorcised.

Regardless of which form the curse is in, it will act in the following ways:

The spirit will prioritize your safety, possessing the Berserk condition. The spirit will remain berserk even if unable to see a target. It acts on the same turn as you do, it is charmed by you (ignoring the immunity to the condition), and it follows your orders as long as they do not contradict the Berserk condition. The spirit will not attack any creatures that are friendly to you.

As a free action, you may make a DC 20 Charisma(Persuasion check against it, on a success it will stop attacking and go back to its dormant state, on a failure it will keep attacking until there are no more creatures but you in sight.

Spirit Persuasion. At 5th level, your control over your curse has improved. The Charisma (Persuasion) check is lowered to a 15.

Spirit Extensions. At 6th level, if you use the Extension technique variant rule, you can now make extensions that use your vengeful curse. If your spirit possesses an innate technique, you cannot make extensions that directly intertwine your innate technique with its innate technique.

Spirit Control. At 11th level, you have gained more control over your cursed spirit. The spirit is now Bloodlusted against any creatures showing you hostility rather than Berserk. It will follow your orders as long as it does not go against the Bloodlusted condition.

Tamed Spirit. At 17th level, your spirit now fully obeys you. You can now desummon your spirit as a reaction to it being attacked, and they obey your orders even if it goes against the Bloodlusted condition.

Conduit. A curse is in its most stable form when possessing an item. Determine an item or medium that is significant between you and your spirit in its life. This item serves as a channel for you to control the curse.

When you have the conduit in your possession, you can manifest your vengeful spirit easier, calling upon it to fully manifest for 4 summoning points instead of 10, and you will automatically pass the Charisma saving throw.

Additionally, if you possess Cursed Weapon Enhancement, then when using it while you have the conduit in your possession you may spend your Vengeful spirit’s cursed energy instead, and if your spirit would otherwise possess the ability to spend more cursed energy on the enhancement than you, you can instead spend that amount.

As you grow in power, you may find new ways to utilize your spirit's energy with your Conduit. Work with your DM to come up with ways you can use your vengeful spirit’s cursed energy with your ‘’’Conduit’’’.

Vengeful Spirit Strike. Once per round on your turn, (no action required), you may call upon this spirit to aid you in combat by spending 1 summoning point. Make a melee attack roll against a creature within 10 feet of you. This additional attack inflicts slashing damage equal to your currently-wielded weapon's damage die. If you are not wielding any weapons, they take damage equal to your unarmed strike or martial arts (Whichever is higher). This cannot be used while your spirit is Fully Manifested or Partially Manifested.

Vengeful Spirit Protection. As a reaction to a melee attack roll for 1 summoning point, your spirit can manifest and protect you, granting you a +2 to your armor class for this attack. This cannot be used while your spirit is fully manifested. If the spirit is partially manifested it must spend its movement speed in order to get in front of you for the purposes of this reaction.

Additionally, at 14th level, your spirit will gain the Cursed Biology feat.

Freed Spirit Variant

Prerequisites: Vengeful Cursed Spirit Innate Technique or Cursed Partner Variant, and 14th level

You and your spirit have finally made amends, making it finally pass on to the afterlife. However, the spirit left you its cursed body to continue fighting alongside you. You gain the following:

  • Your Vengeful Spirit is now fully under your control, not being counted as berserk when you summon it.
  • When using you would use summoning points, you may instead use an equal amount of Cursed Energy from your Spirit's pool.
  • You can use your Spirits Cursed Energy pool to substitute Cursed Energy and Stamina Points.
  • Your spirit’s type is now monstrosity (shikigami) and it loses the vulnerability to radiant damage.

Additionally, if you have both the Vengeful Cursed Spirit Innate Technique and Cursed Partner Variant background feat, then your spirit now gains an aspect of your sorcerer path if you have one. The spirit counts as your path for meeting feat prerequisites and ignores level prerequisites.

Cursed Technique Feats[edit]

Piercing Meteorite

Prerequisites: You must be a Blood Manipulation user, 14th level, and have the Supernova Feat.

You have become a master at hardening your blood. As a bonus action before firing Piercing Blood, for 4 Cursed Energy and 4 Blood Points, you create a small orb of hardened blood that can fit in your hand, placing it in front of Piercing Blood. After hitting a creature with Piercing Blood, the orb explodes, causing the creature to take an additional 4d12 piercing damage and stunning them. At 17th level, the damage increases to 7d12 If you miss with Piercing Blood, the orb explodes, forcing each creature within 10 feet to make a Dexterity saving throw. On a failure, a creature takes 11d10 piercing damage and is knocked prone. On a success, they take half as much damage and are not knocked prone. At 17th level, the damage increases to 16d10. You can choose for the orbs to explode immediately upon missing or manually trigger their detonation as a reaction when a creature enters the explosion range.

This counts as an extension technique for the purposes of other features.

Cauterising Flame

Prerequisites: You must have the Disaster Flames or Blazing Courage Innate Technique.

You have realized that your flames do not have to be a source of destruction. If you are within 10 feet of a creature with the Bleeding condition, you may use an Action to spend 1 Cursed Energy to create a small flame that you attempt to use to cauterise the creatures bleeding wound. The creature must make a dc12 Constitution Saving Throw. On a failure, the creature takes 2d4 fire damage, loses the Bleeding condition and gains the Burned Condition. On a success, the creature takes half the damage, loses the Bleeding condition, and does not gain the Burned condition.

Hallucinegenic Imbuement

Prerequisites: You must have the Cursed Illusions Innate Technique, be 10th level.

You have learnt to imbue your technique into certain objects. During a long rest, you may imbue your Cursed Technique into a powder or liquid for 4 Cursed Energy. Any creature who inhales or drinks these substances will experience hallucinations decided on by the GM.

Anesthetic Strike

Prerequisites: You must have the Pain Killer Innate Technique, be 8th level.

You have learned to apply your technique in combat. When attacking a creature with Cursed Strike or Cursed Weapon Enhancement, you may apply only the part of your Technique that stops pain to it. When a creature is hit with Anesthetic Strike, they make a DC10+Charisma modifier+proficiency bonus Perception check. On a failure, they do not notice that they have taken damage and believe the attack missed. On a success, they realise that they have taken damage. If a creature fails a Perception check three times when being hit by a weapon that does Piercing or slashing damage, they gain the Bleeding condition.

Numbed Resilience

Prerequisites: You must have the Pain Killer Innate Technique, be 10th level.

You have learned to to apply your technique to yourself. When being hit by an attack, you can take a reaction to use Pain Killer on yourself, halving the damage. Additionally, if you drop to 0 Hit Points, you can stabilise yourself to 1 Hit Points, and if you are killed, you can bring yourself to 0 Hit Points.

Soul Manipulation Expert

Prerequisite: Idle Transfiguration Innate Technique, 8th level

You have learned new ways to manipulate people's souls, and you have become quite experienced with it too!

  • Cursed Awakening. As an action for 10 cursed energy, you touch a willing human and mess with its brain. The creature will gain a number of levels in the Jujutsu Sorcerer class up to your proficiency bonus, and will lose a number of levels on its old class equal to the levels gained. If the creature has no levels, it will gain one level instead. You may only do this once per creature. You may not do this to a creature if their type is Undead, or Monstrosity.
  • Vessel Separation. As an action for 20 cursed energy, you touch a Living Vessel or Symbiotic Vessel and separate the two souls, creating bodies for each of them. The original inhabitant of the body's race will change to its original, such as Human, while retaining the This Body Is Mine and Soul Outline Awareness traits, with Living Vessels also retaining the Incarnated Body trait, while losing all other traits. The being who was once a Cursed Object before incarnating's race is changed to Reincarnated Sorcerer, and they gain all traits of that subrace while losing those of their previous subrace apart from Soul Outline Awareness. Additionally, their appearance changes to the one they had while alive.
  • Perfect Restoration. As an action for 5 cursed energy, you touch a willing human who is missing a limb or suffering from the effects of a cursed technique that physically alters its targets and attempt to restore their souls. The creature will regain all lost limbs and will no longer suffer the effects of any cursed techniques.
  • Restriction Dodger As an action for 10 cursed energy, you touch a human with the Cursed Energy Heavenly Restriction and restore its body. The creature will lose all detriments of their restriction, while keeping the benefits.


Technique Materialization

Prerequisites: Ten Shadows Technique Innate Technique, one of the following Shadows tamed: Divine Dog, Nue, Great Serpent, Max Elephant Round Deer.

You have learned to manifest the powers of some of your shadows through utilizing cursed energy. While the respective shadow is not summoned, you may use its technique materialization.

Divine Claws. As a bonus action for 3 cursed energy, you form the Divine Dogs claws on your fingers, adding an additional number of d6 equal to your Charisma modifier in slashing damage to your Cursed Strikes. You can have your Divine Claws active for a number of rounds equal to your Charisma modifier, increasing to double your Charisma modifier at 11th level.

Lightning Powers. As an action for 5 cursed energy, you can use the Lightning Charge action.

Venom Coating. As a bonus action for 5 cursed energy, you coat yourself in Great Serpents venom. Whenever you strike a creature with Cursed Strike or a creature strikes you in melee range, they must make a Constitution saving throw. On a failure, they take a number of d6 poison damage equal to your Charisma modifier and are poisoned. On a success, they take half as much damage and are not poisoned.

Water Ejection. As an action for 6 cursed energy, you can use the Water Spray or Water cannon actions.

Deer's Blessing. You gain the Reverse Cursed Technique and Improved Output feats. At 11th level, you gain the Improved Reverse Cursed Technique feat.

These techniques are both affected by Stronger Shadows and Totality. You must have the respective shadow tamed in order to use its technique materialization, and they must not be summoned in any form, including Totality.

At 11th level, you have learned how to enhance the powers of your shadows with Jujutsu.

Divine Slash As an action for 6 cursed energy while you have Divine Claws active, you force all creatures in a 15 foot wide, 30 foot long square to make 3 Dexterity saving throws. On a failure, they take a number of d8 slashing damage equal to your Charisma modifier. On a success, they take half as much damage.

Lightning Ray. As an action for 10 cursed energy, you make a cursed energy attack roll against a creature within 60 feet of you. On a hit, the creature takes lightning damage equal to the Lightning discharge damage die increased by a number of dice equal to your Charisma modifier.

Venom Spray As an action for 10 cursed energy, you force all creatures in a 10 foot wide, 60 foot long line to make a Constitution saving throw. On a failure, they take a number of d8 poison damage equal to your Charisma modifier and are poisoned. On a success, they take half as much damage and are not poisoned.

Pressurized Beam. As an action for 12 cursed energy, you force all creatures in a 5 foot wide, 120 foot long line to make a Dexterity saving throw. On a failure, they take the Water cannon damage die increased by a number of dice equal to your Charisma modifier in piercing damage. On a success, they take half as much damage.

Deer's Will. As an action you may select one spell, active cursed energy effect or Cursed Technique within touch range that costs less than 20 cursed energy before reductions, and use the Neutralize Energy action on it.

When using a materialization, you can use Shikigami Output on the respective shikigami as if you were summoning it, increasing the dice of its respective technique and adding Stronger Shadows counters as well.

Golden Ratio

Prerequisites: Ratio Technique Innate Technique, 10th level. After a creature is struck by a critical hit by you, you may use a bonus action to imbue your Cursed Technique into their body for 6 cursed energy. This has the following effects: At the start of their turn, the affected creature must roll 3d10. If they roll a 3 or a 7, they take xd8 necrotic damage, with x being your Charisma modifier. This damage is repeated for every die that rolls a 3 or a 7. If 2 or more die roll a 3 or a 7, the creature must make a DC15 Constitution saving throw. On a failure they suffer 1 level of exhaustion (The maximum exhaustion you can put on a creature while using this, is to a maximum of 4). On a success, On a success, they do not suffer exhaustion and lose all other instances of exhaustion suffered due to Golden Ratio. If a creature fails the Constitution saving throw while having 5 levels of exhaustion, they instead take 3d10 necrotic damage. Golden Ratio lasts a number of rounds equal to your Charisma modifier. After this time has passed, you must spend 2 cursed energy to maintain Golden Ratio at the start of your turn.

Taijutsu Feats[edit]

Shotgun Strike

You have mastered how the impact of your cursed energy reinforces your blows, and have learned to improve upon it. When using Cursed Strike on an opponent, you spend an additional 2 Cursed Energy to create a shotgun-like blast of energy against them, causing an additional 2d6 force damage.

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