Fanmade Cursed Tools (Jujutsu Kaisen Supplement)
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Fanmade Cursed Tools[edit]
Cursed Tools are weapons and support items used by jujutsu sorcerers or Heavenly Restricted users that are purposefully imbued with a curse. They can be found spread around the world, but most are owned by Jujutsu High or are being heavily guarded at the Zenin's or Kamo's clan warehouse of cursed tools. Cursed tools are counted as magic items.
If you're a Heavenly Restriction you may use your Constitution modifier instead of Charisma for all cursed tools.
Semi-Cursed Tools[edit]
A semi cursed tool is created from a sorcerer constantly imbuing cursed energy into their weapon, making it filled with cursed energy. The weapon will now add a bonus necrotic damage to it's damage rolls equal to your Charisma modifier.
Grade 4 Cursed Tools[edit]
Grade 3 Cursed Tools[edit]
Grade 2 Cursed Tools[edit]
Cackling Pistol[edit]
weapon (Handgun), Very Rare
A firearm that laughs maniacally every time it's fired. The laughter is contagious and can spread to those hit by the bullets, causing temporary fits of hysteria. The more the pistol is used, the louder and more unsettling the laughter becomes. This weapon has a +3 to attack and damage rolls. As a bonus action for 5 cursed energy you can activate its effects until the end of the current turn: The creatures hit by its bullets become Stunned and Spasmic until the end of their next turn unless they suceed on a charisma saving throw of which the DC is 10, going up by 1 every time a creature suceeds on the saving throw until a creature fails the save.
Suicide Blade[edit]
Weapon (Knife), Rare
A blade infused with the power to cause devastating damage, at the expense of causing harm to yourself or giving your opponents buffs. This weapon has a +2 to attack and damage rolls and does 2d4 necrotic damage. When an attack is made with this weapon, the wielder can choose to spend cursed energy (up to their proficiency bonus) to add +2 to their attack and damage rolls and the dice tier increases by 1. If the attack hits, the wielder must roll a d6 and consult the table on the effects:
Result | Effect |
---|---|
1,2 | A limb at the DM's discretion becomes wounded, increasing in damage taken each time that same limb is affected |
3,4 | The receiver of the attack gains cursed energy equal to the cursed energy spent + your charisma modifier (minimum of 1) |
5,6 | Both of the effects occur AND you add xd6 necrotic damage to the attack equal to the curse energy spent |
Grade 1 Cursed Tools[edit]
Blood Devourer[edit]
Weapon (Greatsword), Legendary
A sword that absorbs cursed spirit blood. The blade itself is shaped to look as if it were made of bone, but it is steel. The more cursed spirits killed by the weapon, the stronger it becomes. This weapon has a +3 to attack and damage rolls. For every curse you kill with this weapon, you gain a number of charges based on its size (refer to the table). When you hit a creature with this weapon, you can use a number of charges up to your charisma modifier. For each charge spent, you deal and extra 2d6 necrotic damage. Blood Devourer can have up to 10 charges stored at a time. All charges are spent after a rest.
Size | Charges |
---|---|
Tiny | 1/4 |
Small | 1/2 |
Medium | 1 |
Large | 2 |
Huge | 4 |
Gargantuan | 8 |
A blood manipulation user also can take charges from this weapon to turn into blood points. 1 charge becomes 6 blood points. This blood points are temporary and disappear after a rest. A blood manipulation user cannot convert blood points to charges as the weapon uses cursed spirit blood only.
As the GM, you can also choose to give a player the special grade variant. This version of Blood Devourer does 2d8 necrotic damage per charge and has 15 maximum charges.
Special Grade Cursed Tools[edit]
Cursed Technique Copy[edit]
Special grade tool
Constuction Cost: 100 gp, 1000 CE, the cost can be halved with the help of someone with the copy technique
The object present himself as a little circle with a piece of glass curved
Whenever the user see a cursed technique in use he can try to copy said technique, as an action the user may do a charisma saving throw with a dc of 20, on a success he can copy the technique, the dc goes down by 1 after every fail on the same CT, to a minimum of 15
When the user successfully copy a technique, he can now use it in his lapse form while holding or wearing the object, but it will counted as level 1 for damage purposes, the user may do the following action to earn the extension technique or scaling up the damage level
Scaling up damage: in order to do that the user must do a 1 hour ritual spending 50 CE, after that the damage scaling level will go to the next tier, the user may also do that to earn an extension technique
Consume a technique: the user may also try to assimilate the technique stored inside, after doing that you must make a constitution saving throw with a 25 dc, on a success assimilating the technique without any major consequences, on a fail taking 30d12 psychic damage and not assimilating it, after successfully gaining it, the technique will not be stored anymore in the object
Cannot coexist: there cant be two of these object in the world, if another one is created the oldest one will cease to function
Sword Of The Sun[edit]
Special grade tool
The sword is a katana imbued with the Disaster Flames technique (but can be any melee weapon), when attacking you gain a +4 to attack and damage rolls and will deal and additional 2d8(depends on the weapon)+your Charisma modifier necrotic damage plus 2d10 fire damage, additionally you will gain fire damage resistance while holding it, always while holding it you can force a creature that you can see to make a dexterity saving throw(with the dc being your own, or 18) as a column of fire erupts from the sky, taking 6d10 fire damage on a fail, or half as much on a success, you must wait three turn before being able to use it again
the weapon fire damage ignores resistance
if the wielder is a Disaster Flames user it ignores immunities too
Poisoned Moon Dagger[edit]
Special grade tool
The tool is a dagger(but can be other melee weapon too) imbued with the Moon Dregs technique, its blade has a green color
When attacking with it you gain +3 to attack and damage rolls, the weapon deal an additional 2d4(depends on the weapon) necrotic damage plus 2d8 poison damage( a Moon Dregs user can use its shikigami sting poison damage instead), when an attack hit the target must make a constitution saving throw against the user dc, receiving the poisoned status on a failure
A Moon Dregs user can transform it in a Sun Dregs based form with a bonus action, the weapon will assume a yellow color and will lose its poison damage and condition effect, but will instead grants the user a damage reduction of 2d8, additionally the weapon will have a reverse cursed technique pool of 125, which the user can access, regaining 10 hit points per cursed energy spent
Star Blade[edit]
special grade tool
Its a weapon imbued with the star rage technique, the wielder can use the effect of star rage on it up to 4 times per long rest (with the maximum cursed energy that can be spent equal to 10) if the wielder is a star rage user he can use it Indefinitely and can use it maximum instead
Fanmade Cursed Tools Based on Existing Fiction[edit]
Grade 4 Cursed Tools[edit]
Grade 3 Cursed Tools[edit]
Grade 2 Cursed Tools[edit]
Grade 1 Grade Cursed Tools[edit]
Gunner’s Spare Change[edit]
item (coins), Legendary
A gold coin engraved with a styalized version of the word "Sharpshooter" on one side, and the head of an Eagle on the opposite side. When you attack with a gun that shoots a single projectile, you can chose to flip this coin into the air. When this coin is flicked into the air, you make a slight of hand check DC = to the opponent's AC - your Charisma bonus. On a success the bullet hits the coin, bounces off of it, and hits the target, treating it as if you dealt max damage, and on a fail your attack misses and the coin simply lands on the ground before returning back to you. If you roll within your criticl hit range while using this, the shot is treated as a critical hit and deals critical damage and acts as if you rolled the max amount of damage possible. If you have multiple coins you can throw up to 4 coins in the air, each coil lessening the slight of hand DC by your Charisma bonus and increasing your critical hit range per coin. This coin always returns to you immediately after it stops falling, but does not do this if you simply hand the coins to somebody or if the coins are taken from you. Only 4 of these coins have ever been made supposedly. You have to wait a turn before you can use a coin again.