Fanmade Extension and Maximum Techniques (Jujutsu Kaisen Supplement)
Extension and Maximum Techniques[edit]
This is where suggesstions for non-official extension and maximum techniques you can gain using the Extension Techniques Variant Rule will be listed, so you may put any kind of extension or maximum technique for any Innate Technique. Most of these are not made by the original creator of the class, so don't expect for them to be constantly monitored or changed by them.
Contents
- 1 Extension and Maximum Techniques
- 1.1 Explanation of Extension Techniques
- 1.2 Explanation of Maximum Techniques
- 1.3 Original Extension Techniques
- 1.3.1 Projection Sorcery Extension Technique: 128 Frames
- 1.3.2 Projection Sorcery Extension Technique: 255 Frames
- 1.3.3 Technique Extinguishment Extension Technique: Extinguishing Blade
- 1.3.4 Rot Technique Extension Technique: Overflow
- 1.3.5 Rot Technique Extension Technique: Convergence Imitation
- 1.3.6 Straw Doll Technique Extension Technique: Thorn Spray
- 1.3.7 Straw Doll Technique Extension Technique: Thorn Drill
- 1.3.8 Cursed Speech Extension Technique: Boomburst
- 1.3.9 Ratio Technique Extension Technique: Golden Ratio
- 1.3.10 Sugar Manipulation Extension Technique: Frosting Illusions
- 1.3.11 Sugar Manipulation Extension Technique: Candy Control
- 1.3.12 Sugar Manipulation Extension Technique: Candied Swarms
- 1.3.13 Idle Transfiguration Extension Technique: Dragonfly Visage
- 1.3.14 Idle Transfiguration Extension Technique: The Idle Editor
- 1.3.15 Contractual Re-Creation Extension Technique: Framed Contracts
- 1.3.16 Contractual Re-Creation Extension Technique: Enhanced Frames
- 1.3.17 Contractual Re-Creation Extension Technique: Delayed Conjuration
- 1.3.18 Heart Catch Extension Technique: Elastic Love
- 1.3.19 Privat Pure Love Train Extension Technique: Late Night Locomotive
- 1.3.20 Privat Pure Love Train Extension Technique: Platforms of Fate
- 1.3.21 Black Bird Manipulation Extension Technique: Dirty Trick
- 1.3.22 Tool Manipulation Extension Technique: Rapid Rotations
- 1.3.23 Shrine Extension Technique: Slash Coating
- 1.3.24 Sky Manipulation Extension Technique: Shattering Rail-Shot
- 1.4 Original Maximum Techniques
Explanation of Extension Techniques[edit]
Based on a Jujutsu Sorcerer’s Cursed Technique and abilities, they are capable of creating Extension Techniques which further the efficiency of this style of Jujutsu. A character can only have a total number of Extension Techniques equal to their Charisma modifier + their proficiency bonus. Extensions should deal more damage and cost more than their lapse counterparts, ranging from 2-10 cursed energy. Players can discuss with their DMs when creating an Extension Techniques to determine their features and how much cursed energy they should cost.
Aditionally, you may ask permission from your DM to add a new property to an already existing technique when you use Maximum Output on it. Examples of this are when using Maximum Output on Blue one is now able to move it around, and when using it on Flowing Red Scale it becomes Flowing Red Scale: Stack, which gives new benefits.
Explanation of Maximum Techniques[edit]
Additionally, you can create an Extension Technique that realizes the greatest potential of a Jujutsu Sorcerers’ derived Innate Technique known as a Maximum Technique. They are the most supreme art of any sorcerer who possesses a Cursed Technique outside domain expansions. You can only have one Maximum Technique at a time which is treated as five Extension Techniques for the purposes of determining your current limit for Extension Techniques . A Maximum technique should at minimum be a 10th level feature and deal 10 dices of damage. In case it deals less than said damage, you must compensate it by making a very strong effect such as paralizing your opponent. Maximum techniques cost at minimum 10 cursed energy, and at maximum 20. Reasonably, Maximum Techniques are extremely powerful and equally costly so discuss with your DM regarding what may be allowed in terms of a Maximum Technique creation based around your Cursed Technique.
Original Extension Techniques[edit]
Projection Sorcery Extension Technique: 128 Frames[edit]Recommended Level: 10th level You have learnt to compress and shorten the frames of your technique, granting more of them per second. However, all actions will now cost more frames. As a full turn action for 6 Cursed Energy, you are able to split your turn into 128 frames. Allowing you to predetermine what you do for your turn. The following are a list of actions you can take and the frame amount you need to use in order to carry out said action:
All other aspects of Projection Sorcery are unchanged while using 128 frames. Projection Sorcery Extension Technique: 255 Frames[edit]Recommended Level: 20th level You have learnt to compress and shorten the frames of your technique, granting more of them per second. However, all actions will now cost more frames. As a full turn action for 10 Cursed Energy, you are able to split your turn into 255 frames. Allowing you to predetermine what you do for your turn. The following are a list of actions you can take and the frame amount you need to use in order to carry out said action:
All other aspects of Projection Sorcery are unchanged while using 255 frames. Technique Extinguishment Extension Technique: Extinguishing Blade[edit]Recommended Level: 6th level You have discovered a way to partially imbue your technique within a weapon, extinguishing jujutsu wherever it may strike. When you activate your Cursed Weapon Enhancement, you may spend an additional 2 cursed energy (which does not contribute to increasing its damage) to coat your weapon with beams of light along its length. Whenever you hit a creature with the imbued weapon, you apply a stack of Extinguishment. Upon reaching 3 stacks, the creature is Extinguished, taking half the damage of your Technique Extinguishment and making a Charisma saving throw. On a failure, the creature suffers the effects of Extinguishment for half the duration. On a success, the creature only takes the additional damage. Rot Technique Extension Technique: Overflow[edit]Recommended Level: 8th level You have figured out how to mimic the performance-enhancing qualities of Flowing Red Scale. You may spend 6 Cursed Energy and 6 Blood Points as a free action to gain the following benefits for 1 minute:
You cannot use Maximum Output on Overflow. Rot Technique Extension Technique: Convergence Imitation[edit]Recommended Level: 10th level you've learned to push your imagination. As a Bonus Action, you can activate an imitation of your fellow counterpart technique, Blood Manipulation's Convergence to compress and condense blood to its absolute limit for 1 minute. During this technique's duration, whenever you use one of your cursed techniques you can spend additional Cursed Energy(and an equal amount of blood points) up to your Charisma modifier to enhance the technique's potency. For each Cursed Energy you use, the technique will receive one additional dice of damage or 1 additional turn of duration. Additionally, you can now gain the Supernova, Blood Edge and Piercing Supernova Cursed Feats. Additionally, during Convergence, you can perform any of the following techniques:
Straw Doll Technique Extension Technique: Thorn Spray[edit]Recommended Level: 14th level As an action for 6 cursed energy, you slam your hammer into a nail and destroy it, scattering its shrapnel and forcing all creatures in a x-ft. cone to make a Dexterity saving throw, with x being your Charisma modifier times ten. On a failure, they take 9d8 piercing damage; on a success, half. Damage increases to 12d8 at 17th, and 15d8 at 20th. Straw Doll Technique Extension Technique: Thorn Drill[edit]Recommended Level: 14th level As a full turn action for 8 cursed energy, you launch a spinning nail at an opponent, dealing 12d8 piercing damage. Damage increases to 16d8 at 17th, and 20d8 at 20th. Cursed Speech Extension Technique: Boomburst[edit]Recommended Level: 12th level You’ve discovered that you can forsake your orders to simply deal damage with your technique. As an action for 6 cursed energy, you create a blast of destructive sound, forcing all creatures within a 60ft. cone to take 4d10 thunder damage and make a Strength saving throw. On a failure, they are knocked back 10 times your Charisma modifier (minimum of 1) feet back, taking 1d10 force damage per 10 feet traveled. On a success, they are not knocked back. The thunder damage increases to 8d10 and the force damage to 1d12 at 17th level, and 12d10 and 2d6 at 20th level. Ratio Technique Extension Technique: Golden Ratio[edit]Recommended Level: 14th 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. Sugar Manipulation Extension Technique: Frosting Illusions[edit]Recommended Level: 6th level You have learned to create convincing imitations from frosting. You can do this in 2 ways: Frosting Walls. Upon entering a room, you may spend 10 cursed energy to create a false wall made of frosting as a free action. You may pass freely through this wall, while other creatures cannot unless they are touching you. You are completely aware of any movement on the other side of the Frosting Wall. If a creature enters a room after you have created a Frosting Wall, they may make an investigation check, with the DC equal to your cursed energy DC. If they fail and you are on the other side of the Frosting Wall, you get an opportunity attack against the creature. Frosting Summons. As a bonus action, you may spend 3 cursed energy to create a Frosting Summon. You can control the appearance of the summons for no additional cursed energy when creating them, making them resemble pre-existing people if you wish. you may have a number of Frosting Summons equal to your Charisma modifier. Frosting Summons cannot deal damage, so you can either spend an additional 1 cursed energy when summoning them to embed gobstoppers in their hands and feet, giving their Cursed Strikes 2d8 necrotic damage + your Charisma modifier, or give them any Cursed Tools in you possession, with the damage being calculated as though you were wielding those tools. At 11th level, the amount of Frosting Summons you can create is equal to your Charisma modifier + your proficiency bonus. Sugar Manipulation Extension Technique: Candy Control[edit]Recommended Level: 3rd level You can increase the sugar levels in your own body and output it into a physical form. This allows you to manipulate sweets and candy in a variety of ways. Gum Binding. You may generate gum, creating a net that envelops an opponent. As an action for 3 Cursed Energy, you must choose a target within 30ft of you. The target must make a Dexterity saving throw against your cursed energy DC or become restrained. The creature can spend its action after being restrained to roll a Strength saving throw, breaking itself from the effect on a success. Gobstopper Bludgeon. You create a solid gobstopper in your hand, increasing your striking power. As a bonus action for 2 cursed energy, you create a gobstopper in your hand, increasing the damage dealt by your cursed strikes by 2d8 necrotic damage + your Charisma modifier.
Sugar Manipulation Extension Technique: Candied Swarms[edit]Recommended Level: 3rd level You have pushed the boundaries of your technique. As a bonus action, you may spend up to your Charisma modifier to create candy insect shikigami equal in number to ten times the cursed energy spent. You can create a number of either Jelly Formicid, Jam Apid or Cider Dipterid. At 11th level, you have figured out that their is strength in numbers. the number of shikigami created increases to a hundredtimes the cursed energy spent, and you can group your summons in either Jelly Formicid Swarms, Jam Apid Swarms or Cider Dipterid Swarms.
Idle Transfiguration Extension Technique: Dragonfly Visage[edit]Recommended Level: 20th level Finally, at 20th level, you finally understand the true essence of your soul, creating the ultimate extension. As a bonus action for 10 Cursed Energy, you can transform your body into a more monster-like appearance. You gain the following benefits for as long as the Dragonfly Visage has hit points: The Dragonfly Visage has an amount of hit points equal to your charisma modifier times 20. You may use Soul Maintenance to recover any lost hit points of this form. You gain a +6 to your Dexterity, Constitution, and Charisma scores, including their maximums. Your Natural weapons and unarmed strikes deal two additional damage die of damage. You deal twice as much damage to objects and structures. You gain grow spikes that sprout out from your body. As a reaction to a melee weapon attack roll being made against you, you can make an unarmed strike against the creature as a reaction. If you roll higher than the attack roll, the attack is negated. You may also attack with these as a normal unarmed strike, dealing an amount of damage equal to your unarmed strike. You gain a set of wings which allows you to fly up to your natural movement speed, you may also use these wings to start to gain momentum for your next attack. For every 10ft traveled gaining momentum, you will deal an additional 1d6 Bludgeoning damage on your next attack. You can use your Charisma modifier instead of Strength or Dexterity for melee weapon attacks and damage rolls. Dragonfly Visage requires concentration to keep active. Soul Reinforcement. Due to the true form of your Soul reinforcing your entire body, concentration works differently. You only make the check for concentration if you're hit anywhere where the hit points of this feature don't apply. (Ex. If your arm’s hit points from this feature were reduced to 0 and the armor for that arm shattered and you were hit on your REAL arm unaffected by Dragonfly Visage hit points, only then do you make the concentration check.) You may disable the Dragonfly Visage at will. (No action required) Idle Transfiguration Extension Technique: The Idle Editor[edit]Recommended Level: 5th level Upon gaining the ability to alterate others, you thought you'd further push that ability into a better state, focusing on the alterations in ways no other person would even think of. As a full round action to a creature within your reach or at the end of a long rest, you may give a creature a number of Soul Points equal to their Jujutsu Sorcerer or Heavenly Restriction level. Soul Points do not grow until you use this extension on them again. These Soul Points are used for the Soul Shop, allowing you to modify their souls to grant them capabilities by expending these Soul Points at a certain cost. You or the creature may purchase the following Soul Alterations: Strength. At the cost of 2 Soul Points, you gain a +1 to your strength score to a maximum of 20. Dexterity. At the cost of 2 Soul Points, you gain a +1 to your dexterity score to a maximum of 20. Constitution. At the cost of 2 Soul Points, you gain a +1 to your constitution score to a maximum of 20. Two left feet. At the cost of 2 Soul Points, you gain +5 to a movement speed of your choice to a maximum of a +30, if you have multiple types of speed, you must purchase this Soul Alteration again. Clear Skies. At the cost of 2 Soul Points, you gain a +1 bonus to perception checks to a maximum of a +5. Athletic Body. At the cost of 2 Soul Points, you gain a +1 bonus to athletic checks to a maximum of a +5. Daredevil. At the cost of 2 Soul Points, you gain a +1 bonus to acrobatic checks to a maximum of a +5. Disastrous Clubbing. At the cost of 2 Soul Points, you gain a +1 bonus to damage with your unarmed strikes to a maximum of a +5. A creature may only spend an amount of Soul Points on a single Alteration equal to ¼ of their level. These alterations count towards the Ally Alteration count. If you have the Cursed Energy Manipulator (Efficiency) Path, every 1 Soul Point Counts as 2 for your purchases, you still cannot spend more than ¼ of your level on a single Alteration. A creature may decide to spend a bonus action to boost their limit of spenditure temporarily in combat, increasing to ½ of their level to spend. When used this way, the alterations they purchase only last an amount of rounds equal to half their constitution modifier. After those rounds are over, they take an amount of necrotic damage equal to your Idle Transfiguration feature with an increased amount of dice equal to their constitution modifier rounded down. Any purchase done this way costs twice as much Soul Points. Contractual Re-Creation Extension Technique: Framed Contracts[edit]Recommended Level: 6th level You have found a way to reinforce your receipts by manifesting picture frames around them, allowing them to be used more versatilely. As a bonus action, while holding receipts, you can make a number of frames equal to your proficiency bonus for 2 CE per frame. Each frame only holds one receipt. These frames count as ranged cursed tools, with the light, finesse, and thrown properties. They have a range of 20/60. When wielded as weapons, they deal 1d4 slashing damage. If the contents of the receipt are materialized, the frame shatters, regardless of what is materialized from the receipt. Contractual Re-Creation Extension Technique: Enhanced Frames[edit]Recommended Level: 8th level Through training your ability to make frames, you have applied your cursed energy manipulation to your technique. You may hold a number of frames up to your proficiency bonus in either hand, and whenever you use Cursed Weapon Enhancement on your frames, it applies to all frames that you are holding. Frames also benefit from Cursed Projectiles, should you have it. Contractual Re-Creation Extension Technique: Delayed Conjuration[edit]Recommended Level: 8th level Your technique’s biggest obstacle to being strong is getting hit with your own creations, so you have created an extension to circumvent this problem. When you materialize the contents of a receipt, you can spend half the cost of the receipt, preventing the materialization for a number of rounds equal to your Charisma modifier. While these rounds are occurring, you can spend a free action to instantly activate the conjuration, summoning the contents of the receipt at no cursed energy cost. You can activate a number of these delayed receipts equal to your proficiency bonus in the same free action. You do not need to touch the receipt to activate its conjuration. If the receipt is not materialized before the rounds pass, the receipt materializes instantly, wherever it may be. If those in the area of the materialization have a passive perception lower than your Cursed Energy Save DC, they make any Dexterity saving throws to dodge it with disadvantage. Heart Catch Extension Technique: Elastic Love[edit]Recommended Level: 10th level As part of the action of summoning your hand for 8 additional cursed energy you may instead detach the hand from your body cutting off the flow of cursed energy, then change the properties of it to enhance its innate durability and elasticity while losing the fine control you previously had, while Elastic love is active you may make attack rolls as seen previously however with a range of 15 feet, when you hit a creature they must make a strength save against your CE dc or become affixed to one end of Elastic love, while affixed in this way the creature may not move more than 15 feet away from where you have affixed them to Elastic love, in addition you may place Elastic love on a piece of ammunition to get the same result as the Melee attack however with the piece of ammunition being the only thing affixed to them, instead of making an attack with Elastic love you may instead place one end of it onto a surface or object before placing the other end on a creature. At any point you may end end Elastic loves properties causing all objects affixed to eachother to fly toward eachother, or too the surface it was affixed to, for every 5 feet away from eachother each end of Elastic love is, they take CHA mod + prof bonus in d8. Privat Pure Love Train Extension Technique: Late Night Locomotive[edit]Recommended Level: 10th level Through a love for taking any chance you can, your love of the game has manifested in the discovery for a new facet of your technique. While previously, you could only summon train doors and reserve balls to use as attacks, you have discovered how to manifest a full goddamn train to run your opponents through with sheer force, fixing your Techniques weak offensive aspects. As an action for 9 Cursed Energy, you launch a bullet train at your opponents, you roll a D20 for color, as if you were using a Reserve Ball or Shutter Door attack, and anybody within a 10 foot wide, 100 foot long, and 10 foot tall line must make a strength saving throw, or take your charisma modifier amount of d10's of bludgeoning damage, and be pushed to the end of the line on a failure, and half as much damage and not be pushed on a success. Additionally, any targets who fail on this strength saving throw take an extra D6 of bludgeoning damage per 10 feet the train travelled before being hit, as the train rapidly accelerates. This feature becomes Love Locomotive, if the user is benefitting from Jackpot, and got that Jackpot from the Last Train at Friday Night Riichi Event. Love Locomotive works the exact same as Late Night Locomotive, however, the user may now replace attacks from the attack action with this feature, and the damage dice tier of the Extension Technique is increased by one. Additionally, you may also use these trains for mobility; Whenever you use this feature, you may choose to "Ride" the train, taking you to the end of the line (this movement counting as if you were on a mount), finally, whenever you move, you may spend spend 1 Cursed Energy to evade opportunity attacks, as you summon a train beneath your feet to give yourself a boost of unpredictable speed. Privat Pure Love Train Extension Technique: Platforms of Fate[edit]Recommended Level: 6th level When casting Shutter Doors for any reason. You may instead choose to spend 2 Cursed Energy (instead of the original cost) to create a 10x10ft Wall or Platform within 100ft of your character (Will not fall if created in the air). This does not deal any damage and cannot be placed on a space already occupied by a creature or object. These last for a number of rounds equal to Half of your Charisma Modifier, Rounded Up (Minimum 1) and have a number of Hit Points equal to your Jujutsu Sorcerer Level times your Charisma Modifier (Minimum your Level). They are Resistant to Bludgeoning Damage and are Vulnerable to Fire You may also choose to spend extra Cursed Energy up to your Charisma Modifier to perform one of the two following improvements: Increase the Number of Rounds they last by One per Cursed Energy spent Increase their Health by 10 times the amount of Cursed Energy spent Additionally, Electricity based attacks that target anything or pass through within 10ft of the Doors will be redirected towards them. If the damage reduces the Doors' HP to Zero, any overflow damage will be dealt towards a random creature (decided by the DM) within 10 ft. Black Bird Manipulation Extension Technique: Dirty Trick[edit]Recommended Level: 10th level Crows may be some of the smartest birds in the animal kingdom, but not even the most brilliant of avians are above biological warfare. At your command, you may spend cursed energy up to your charisma modifier to order an equal amount of crows (minimum of one) to rain their curse-infused discharge upon the enemy. Pick a space within 30 ft. of you. For every additional crow, another adjacent space of your choice will be affected. Any creatures in this space must make a dexterity saving throw. Upon failure, they will take 6d10 damage and will be required to make an additional constitution saving throw. Upon subsequent failure, they will receive the poisoned condition for an amount of turns equal to the amount of energy spent, and will be able to remake the saving throw at the start of their turns. Upon success, they will take half damage and will not be required to make an additional saving throw. This technique's damage increases to 8d10 at 11th level, 10d10 at 17th level, and 12d10 at 20th level. Tool Manipulation Extension Technique: Rapid Rotations[edit]Recommended Level: 3rd level Typically, your technique would allow you to produce large gusts of wind at level 3, but your weapon of choice simply cannot do this (either due to its size or shape), but you are okay with this, as you have found a different way to utilize the momentum. You cannot use the ‘Cursed Gust of Wind’ feature of tool manipulation on objects that use this extension. As a bonus action for 3 Cursed energy, you start to rotate your attuned object at extremely high speeds. Attacks with this weapon deal 2d10, and gain none of the other benefits of ‘Cursed gust of wind’, however, this rotation lasts until the start of your next turn, or until you make a number of attacks equal to your proficiency bonus with it, afterwards you must spend an additional 2 CE or the rotation stops, and you lose all benefits of ‘Rapid rotations’. This requires you to use at least one arm to direct the tool, as it would spin out of control otherwise. Additionally, you cannot mount tools under this effect. This can be cancelled as a free action for 1 CE This damage increases to 2d12 at 5th level, 4d12 at 11th level, 6d12 at 17th, and 8d12 at 20th.
Shrine Extension Technique: Slash Coating[edit]Recommended Level: 6th level Your creation of slashes has evolved in an unorthodox way. You can now maintain a constant slash around your limbs/weapons. As a bonus action, you can spend cursed energy up to your Charisma modifier to create a constant slash around an arm, leg, or natural weapon (should you have one) for 1 minute. While this constant slash is active, every unarmed strike made with that limb deals an additional number of d8s in slashing damage equal to the amount spent. To keep this constant slash active, you must maintain concentration as if you were concentrating on a spell. Additionally, if you have a weapon with Cursed Weapon Enhancement active, you may apply Slash Coating to the weapon. If you roll a Natural 20 with an attack affected by Slash Coating, you can force the target to make a Constitution Saving Throw or start Bleeding. Sky Manipulation Extension Technique: Shattering Rail-Shot[edit]Recommended Level: 8th level You have learned to apply the sky-shattering effect of your Shattering Impact to a bullet or arrow, allowing it to accelerate to great speeds. As an action while Cursed Weapon Enhancement is active on your ranged weapon, you can spend 6 cursed energy to imbue the Sky within the projectile. Make a ranged weapon attack roll using your weapon as normal; however, every 10 feet the projectile travels, it shatters the sky around it, accelerating it and dealing an extra amount of force damage equal to your Charisma modifier. This can happen a maximum number of times equal to your Charisma modifier plus your Proficiency Bonus. Cursed Projectiles affect this shot as normal. This lasts until the projectile hits a target, or Cursed Projectiles stops affecting it. |
Original Maximum Techniques[edit]
Blood Manipulation Maximum Technique: Avici[edit]Recommended Level: 10th level You have discovered the lengths you will go to in order to gain strength. As a free action for 10 Cursed Energy, you super heat your blood for a number of rounds equal to your Charisma modifier. When Maximum: Avici is active, all attacks that use your blood deal an additional 6d6 fire damage. For every turn Maximum: Avici is active, you take 2d6 fire damage. If you use Flowing Red Scale, you instantly gain the Burned Condition and the damage per round increases to 2d8 while still gaining the benefits of Flowing Red Scale. If you use Flowing Red Scale: Stack, the damage increases to 4d8. At 14th level, the fire damage increases to 10d6, and 14d6 at 17th level. At 20th level, the damage you take is reduced to 2d4, 2d6 for Flowing Red Scale and 2d8 for Flowing Red Scale: Stack. Brain Technique Maximum Technique: Backup[edit]Recommended Level: 20th level You have discovered the ultimate heights of your technique. After your body is reduced to 0 hit points or you suffer the effects of Soul Separation, you may spend 20 Cursed Energy to reconstruct the last body you spent 10 years in, returning to the full hit points of that body, gaining all its attributes and gaining 4 levels of exhaustion. If you have the Necessary Precautions Cursed Feat, your "retained" Technique remains the same until you Back Up to its original body, where it will become the base technique once again, with you regaining access to the previous "retained" Technique until you once again change bodies. You cannot use Maximum: Backup in a body you directly killed. Projection Sorcery Maximum Technique: Frame Freeze[edit]Recommended Level: 10th level You have learnt to apply the paralysis effect of your cursed technique over a wide area. As an action for 15 cursed energy, you paralyse everything within x ft. of you, with x being your Charisma modifier times ten for one minute. Any creatures and objects caught in Maximum: Frame Freeze becomes paralyzed, resembling stopped time. Creatures caught in Maximum: Frame Freeze that are capable of using Domain Amplification may activate it as a reaction to avoid the paralysis. If they stop using Domain Amplification while Maximum: Frame Freeze is active, they become paralyzed. You cannot use any other aspect of Projection Sorcery while Maximum: Frame Freeze is active. At 17th level, at the end of the minute, you may spend an additional 5 cursed energy to extend Maximum: Frame Freeze for another minute. Love Rendezous Maximum Technique: Falling Star[edit]Recommended Level: 10th level As an action for Cursed Energy up to three times your Charisma modifier, you sacrifice a star in the Southern Cross for one minute. All creatures with the sacrificed star must make a constitution saving throw, as they explode in a cosmic blast. On failure they take 1d12 force damage per ce spent, and on success they take half as much. Additionally, all targets within 20ft of an exploding star must make a dexterity saving throw or take the damage as well. If multiple dexterity saving throws overlap, they are all combined into one, with the DC and Damage dice going up by 2 and your charisma modifier respectively. Finally, Creatures receive different effects dependent on the star sacrificed. ★Imai : Everyone who fails the save is paralyzed. Creatures with the Ginan and Mimosa stars are immune to the explosion. ★Acrux : The radius of the explosion is increased by 180ft. Creatures with the Ginan and Gacrux stars are immune to the explosion. ★Mimosa : The AOE is removed, and the explosion does triple damage. Creatures with the Gacrux and Imai stars are immune to the explosion. ★Ginan : For every creature in the radius, you create 2 random shikigami, chosen by the DM, spawned wherever within the radius. Creatures with the Imai and Acrux stars are immune to the explosion. ★Gacrux :
Construction Maximum Technique: Irresponsible Physics Application[edit]Recommended Level: 20th level You've discovered a way to exert what is essentially an Infinite amount of pressure upon any surface using a true, perfectly round sphere. Naturally, however, in the interest of warlike innovation... It's not enough. What would happen if two true spheres were to collide against each other? No better way to find out. Whenever you are controlling an active true sphere, you may use a full turn action to summon and use another true sphere within 20 ft. of the first at the cost of 20 cursed energy. Due to the mental strain, you cannot control both at once. Its purpose, however, is to collide against the original. Upon collision, a shockwave will be produced, causing any creature within 80 ft. of the epicenter to roll a strength saving throw. On a failure, they take 45d12 force damage + 45d12 bludgeoning damage and are knocked prone and incapacitated until the beginning of your next turn. On success, they take half as much damage and are not knocked prone and incapacitated. If they fail by 3 or more, they are stunned until the beginning of your next turn instead of incapacitated. If they fail by 5 or more, they are paralyzed until the beginning of your next turn instead of stunned. This explosion deals double damage to structures. Finally, any creature within range of the explosion will be knocked 100 ft away from the explosion, taking 1d12 damage per 10 ft. travelled upon collision with any surface. |
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