Fanmade Races (Jujutsu Kaisen Supplement)
Fanmade Races[edit]
This is where fanmade races are (non-official).
Race Creation Guide[edit]
If you have a race you want to play as that isn't mentioned in the official race section, go ahead and publish it right here. Just please don't go too crazy with creation though, and make the race you are making fairly balanced.
Womb of Summoning[edit]
Physical Description[edit]
Wombs of Summoning appear distinctively based on the specific shikigami they are connected to. Some resemble humanoid forms with subtle, mystical traits, while others bear animalistic or otherworldly features related to their shikigami origins.
History[edit]
Wombs of Summoning originate from rare occurrences where the cursed energy of a shikigami embeds itself in the womb of a mother during pregnancy. This fusion brings forth a being embodying both human and shikigami characteristics, unique and varied depending on the shikigami’s attributes.
Attitudes and Beliefs[edit]
Wombs of Summoning develop a connection to their shikigami origins, often adopting instincts and affinities for mystical energy. Many struggle to balance their human and shikigami aspects, leading to diverse personalities and motivations.
Womb of Summoning Names[edit]
Wombs of Summoning are generally named by their family, though nicknames related to their shikigami are common.
Womb of Summoning Traits[edit]
Beings created from the infusion of shikigami energy into a human fetus
Ability Score Increase. Your ability score increases are determined by the specific shikigami infused within you. See the Subrace section below.
Age. Wombs of Summoning mature at 18 and possess an extended lifespan due to shikigami energy, retaining their prime for centuries.
Alignment. Many Wombs of Summoning reflect the temperament of their infused shikigami, often leaning toward neutrality or unpredictability.
Size. Womb of Summonings vary in size heavily due to their variation, your variant will describe your size.
Speed. Womb of Summonings vary in speed heavily due to their variation, your variant will describe your size.
Body Functions. You gain features depending on your variant, check below to see what you have.
Unnatural. If you drop to 0 HP, you are not allowed to perform Death Saving Throws and will die, however once per long rest, you may choose to remain on 1 HP when you hit 0, you also count as a Monstrosity creature type.
Inhuman Durability. Your hit point maximum increases by 2. It increases by 2 once again every time you gain a level in your class.
Languages. You can speak, read, and write Common and one other language of your choice, often related to shikigami lore.
Subrace. Each Womb of Summoning is unique, with its abilities and physical features influenced by the specific shikigami it embodies. There are multiple forms of wombs, however they are all based on the Shikigami infused.
Divine Dog Infusion[edit]
Ability Score Increase. You gain a +2 to your strength and dexterity scores, a +1 to your charisma score, and a -2 to your intelligence and wisdom scores.
Speed. You have a walking speed of 30ft.
Size. Your size is small, becoming medium when you become a Divine Dog Totality.
Canidae Body Functions. You gain claws on your hands that deal 1d6 slashing damage; this comes with a bite attack as a bonus action that deals 1d8 piercing damage.
Wolfish Senses. You have advantage on perception checks that rely on hearing or smelling.
Part of Pack. At 5th level, you gain the Pack Tactics feature with any creature that is your ally, and at 10th level, you can sacrifice yourself for your allies. As a reaction to an ally within your movement speed getting attacked, you can add a +2 to your AC and change the target of the attack to you by standing in front of your ally.
Nue Infusion[edit]
Ability Score Increase. You gain a +2 to your charisma and dexterity scores, a +1 to your strength score, and a -2 to your intelligence and wisdom scores.
Speed. You have a walking speed of 25ft.
Size. Your size is medium.
Avian Wings. You possess wings, which grant you a flight speed of 50ft, which is halved if wearing armor.
Static Release. You naturally build up static charge in your body; whenever you use Cursed Strikes or Cursed Weapon Enhancement, you add your charisma modifier to your damage, the damage type being Lightning.
Bioelectrical Conduit. At 5th level, you can use the Lightning Charge ability for a number of times equal to your proficiency bonus plus your charisma modifier, and at 10th level, you increase the damage dice by your charisma modifier. Additionally, at 10th level, you can now use Lightning Charge double the amount of times you could initially use it.
Gama Infusion[edit]
Ability Score Increase. You gain a +3 to Dexterity and +1 to Charisma, and a -2 to Intelligence and Wisdom.
Speed. You have a walking speed of 30ft.
Size. Your creature size is Medium.
Amphibious. You have 60 ft of Swim Speed, and you can extend your tongue anywhere within 60 ft to grapple a target with advantage and pull them back within 5 feet of you; at 10th level, you may use it as a reaction to an ally being targeted by an attack, potentially causing the attack to miss.
Support Carry. When you have a medium-sized creature or smaller grappled or Tongue Grabbed, you may swallow the creature, granting the creature Full Cover in your mouth. While support carrying, you can only move.
Massive Stomach. You can make an attack with your tongue against a medium or smaller creature you're grappling. If the attack hits, the target is swallowed. When swallowed, the target is restrained and blinded and has total cover; it then takes 5d6 acid damage at the beginning of your turns as long as it is swallowed. If you die, a swallowed creature is no longer restrained by you and can escape from the corpse using 5 feet of movement, exiting prone. You can choose to partly swallow a creature. If the creature is partly swallowed, it isn't blinded and doesn't take any acid damage. You may use this ability a number of times equal to your proficiency bonus plus your charisma modifier, and at 10th level, you may use it an amount of times equal to double the initial amount, and the acid damage dice is now 10d6.
Great Serpent Infusion[edit]
Ability Score Increase. You gain a +2 to Dexterity and Constitution, and a -2 to Intelligence and Wisdom.
Speed. You have a walking speed of 40ft.
Size. You are a Large Creature for size, and Huge for the purposes of holding, grappling, etc.
Snake Burrowing. You gain 70 ft of Burrow Speed, and 45 ft of Darkvision; additionally, you have advantage on all grapple checks.
Venomous Bite. You gain access to a bite attack that deals 1d6 + Strength Modifier. If this attack hits, the opponent must roll a Constitution Saving Throw, with the DC being your Spellcasting DC. Upon failure, they are Poisoned for 1 minute, and on success, they are not Poisoned. At 10th level, your scales have hardened, increasing your AC by half your Proficiency Bonus (rounded up); additionally, all your movement speeds double.
Constrictor Snake. When you hit a creature with any melee attack, you may choose to constrict your body around them. The target must roll either Athletics or Acrobatics against your spellcasting DC. On a failure, the target is grappled. Until this grapple ends, the creature is restrained, and you can't constrict another target. The creature may make a Strength or Dexterity saving throw as a bonus action to attempt to escape the grapple, escaping on a success.
Max Elephant Infusion[edit]
Ability Score Increase. You gain a +2 to Constitution and Charisma, and a +1 to Strength, and a -2 to Intelligence and Wisdom.
Speed. You have a walking Speed of 20ft.
Size. Your creature size is Large.
Hydrokinesis. You can use the Water Spray attack from Max Elephant, using the same damage dice increased by your proficiency bonus, but using your modifiers for attack rolls equal to a number of times equal to your Proficiency Bonus plus your Charisma Modifier. At 10th level, you may add your Charisma again to the amount of times you may use Water Spray, and you gain access to the Piercing Tide feature from Technique Materialization, and you may increase your Maximum Hit Points by your Level x 3.
Realistic Weight. When you fall to the ground, if you fall on any creatures they must succeed on a Constitution saving throw, taking 1d8 bludgeoning damage for every 10 feet you fell, maximum 10d8, and be knocked prone on a failure or half as much on a success. At 10th level, the maximum becomes 20d8.
Rabbit Escape Infusion[edit]
Ability Score Increase. You gain a +3 to Dexterity and a +1 to Charisma, and a -2 to Intelligence and Wisdom.
Speed. You have a walking speed of 40ft.
Size. Your creature size is Small.
Shadow Multiplicity. A number of times equal to your Proficiency Bonus plus your Charisma Modifier, regained on short rests, you can form a shadow duplication of yourself behind your opponent, performing any physical action such as an unarmed strike or grapple with advantage, or can cast one spell or feature from your class, and disappearing. At 10th level, you may add your Charisma again to the amount of times you may use Shadow Multiplicity, and you may form an amount of shadow equal to your proficiency bonus.
Round Deer Infusion[edit]
Ability Score Increase. You gain a +2 to Charisma and Dexterity, and a +1 to Wisdom, and a -2 to Intelligence and Strength.
Speed. You have a walking speed of 30ft.
Size. Your creature size is Medium.
Positive Energy Neutralization. You will gain the Reverse Cursed Technique feat. Additionally, for a number of times equal to your Proficiency Bonus + Charisma Modifier, as a reaction to a spell being cast, you may try to neutralize the spell with Positive Energy; the target must make a Charisma saving throw. On a success, the target is able to keep focus, casting the spell as normal, and upon failure, the spell is disrupted, and is not cast, and the target loses the cursed energy that was used in the attack. At 10th level, you may add your Charisma again to the amount of times you may use Positive Energy Neutralization, and you gain the Improved Reverse Cursed Technique feature; if you already have this feat, you gain Improved Output.
Piercing Ox Infusion[edit]
Ability Score Increase. You gain a +2 to Strength and Constitution, a +1 to Dexterity, and a -2 to Intelligence and Wisdom.
Speed. You have a walking speed of 40ft.
Size. Your creature size is Large.
Matador. You can target one creature as your focus, gaining +15 movement speed when moving toward that creature. You also gain advantage on attack rolls and saving throws against that creature for 1 minute. Additionally, you gain access to the Gore attack using your large horns. At 10th level, Matador’s duration lasts for a number of rounds equal to the target's Intimidation Modifier, and doubles if the target has advantage on Intimidation checks.
Battering Ram. When you hit a target with Gore, you deal an additional 1d12 damage for every 10 feet traveled, up to a maximum of 100 feet in a straight line toward the target. If this attack hits, the target is knocked 10 feet away for each d12 damage dealt, up to 100 feet.
Mourn Tiger Infusion[edit]
Ability Score Increase. You gain a +2 to Dexterity and Charisma, a +1 to Strength, and a -2 to Intelligence and Wisdom.
Speed. You have a walking speed of 40ft.
Size. Your creature size is Large.
Curse of Mourning. A number of times equal to your Proficiency Bonus + Charisma Modifier, you may use the Curse of Mourning as an action, granting advantage on all Stealth Checks. At 10th level, you may add your Charisma again to the number of times you may use the Curse of Mourning and gain the Sneak Attack feature.
Sprint. Once per turn, you can move ten times your normal speed.
Strong Leap. Your jump distance and height are quadrupled.
Eight-Handled Sword Divergent Sila Divine General Mahoraga Infusion[edit]
Ability Score Increase. You gain a +3 to Strength and Constitution, a +2 to Charisma, and a -2 to Intelligence and Wisdom.
Speed. You have a walking speed of 30ft.
Size. Your creature size is Large.
Adaptational Contingency. You heal 1d4 HP at the end of every turn when your life is at risk. At 5th level, this healing increases to 1d10 HP. At 10th level, if you take the same damage type for four turns in a row, you gain resistance to that type, and you cannot be reduced to 0 HP by that type until the end of the combat.
Positive Energy Infused Strikes. Your unarmed strikes are infused with the Sword of Extermination's energy. When targeting a cursed spirit, your unarmed strikes’ damage dice are doubled and become radiant damage. At 10th level, this damage dice is quadrupled instead of doubled.
Ember Insect Infusion[edit]
Ability Score Increase. You gain a +3 to Dexterity and +1 to Charisma, and a -2 to Intelligence and Wisdom
Speed. You have a walking speed of 25ft.
Size. Your size is small.
Insectoid Wings. You possess wings, which grant you a flight speed of 50ft, which is halved if wearing armor.
Exploding Stingers. You possess a small stinger on each of your forearms, adding 1d6 piercing damage to your attacks. Additionally, you may make these stingers emit explosions as a bonus action. Any creature you targer with these explosions must succeed a Dexterity saving throw or receive a number of 1d8's in fire damage equal to your Charisma modifier added twice (minimum of 2). If they fail by 5 or more, they receive First Degree Burns. At 10th level, the damage die is changed to d10s.
Moon Dregs Infusion[edit]
Sun Dregs Infusion[edit]
Nutshell Shikigami Infusion[edit]
Judgeman Infusion[edit]
Death Painting (JJK Minus One)[edit]
Physical Description[edit]
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Four Incarnated Death Paintings together, [1] |
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Ten Death Paintings in their cursed object forms |
While still existing as cursed objects, the Death Painting Wombs appear as small human-like fetuses that cannot act independently. When ingested by any human, a Death Painting Womb can incarnate into a full half-human half-cursed spirit capable of using jujutsu. The vessel can be anyone, even a human with zero innate talent or the potential to become a sorcerer.
History[edit]
At the beginning of the Meiji Era, a woman with a special genetic composition bore a half-human and half-curse child. It was a mysterious pregnancy that caused her to be ostracized by her family. With her child in hand, she fled to a temple where jujutsu sorcerers operated. However, Noritoshi Kamo, the most evil sorcerer in history, forced the woman and her child to become prisoners of his intellectual curiosity. The woman had nine pregnancies and nine abortions, but all records surrounding this and the woman would be destroyed in time.
Death Painting Names[edit]
Death Painting names are decided after they incarnate, ranging from any type of names the body could have.
Death Painting Traits[edit]
Ability Score Increase. Your Charisma score increases by 2.
Age. Due to being half curses, the lifespan of Death Paintings are infinite. Their vessels could die to age, however they would remain alive as cursed objects.
Alignment. Death Paintings are extremely loyal to their siblings, making them Lawful by nature.
Size. The size of Death Paintings varies between how they were formed. Your size is medium, however you can also be small if you picked the near curse subrace.
Speed. Your base walking speed is 30 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Body Owner. This is your body, no one can take that from you. You gain advantage against effects that would change your form. Also, you count as undead.
Inhuman Durability. Your hit point maximum increases by 2. It increases by 2 once again every time you gain a level in your class.
Toxic Blood. The blood of a Death Painting comes with special toxic properties. There are two known properties, Poisonous and Rotting.
- If you choose Poisonous, If your blood comes into contact with a creature, it takes 1d12 poison damage at the start of its turns until 1 minute has passed. Also, the creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be knocked prone and have its movement speed reduced to 0 until the beginning of its next turn. Also, on a failure it also becomes poisoned. Poison damage from this feature overcomes resistances and immunities. A creature with the Reinforced Immune System feat is immune to this feature.
- If you choose Rotting, If your blood comes into contact with a creature, it takes 2d6 necrotic damage at the start of its turns until 1 minute has passed. Necrotic damage from this feature bypasses resistances and immunities.
One can remove your blood from their body by making a Medicine check against your Toxic Blood DC as an action.
Metamorphosis. Your volatile nature as a half-human, half-cursed spirit has made your body malleable. After 8th level, if you have the #Near Human, #Amalgamation or #Near Curse subraces and either fail two death saving throws, experience severe psychological trauma or gain a greater understanding of your mindset, goals and ambitions (with the latter two being determined by the GM), you form a cocoon and enter metamorphosis. This cocoon lasts two rounds and has an AC of 28. After you leave the cocoon, your subrace will have changed to any of the three previously listed, you gain a +2 to any score of your choice including its maximum, and you get to pick three additional benefits below:
- Your movement speed doubles.
- You can now add your proficiency bonus to all damage rolls.
- As a free action you may gain a flying (hover) speed equal to your movement speed until the end of your next turn.
- Your cursed energy maximum increases by double your Charisma modifier
- You gain three more points that can be used on the Body Functions List
The change in subrace is determined by your viewpoint. For example, an Amalgamation Death Painting who despised their cursed spirit parts and wished to hide them would become a #Near Human, while a #Near Human who wished only to become stronger to protect those they cared about, with no regard to themselves may become a Near Curse. If a Death Paintings mindset is leads them to their current subrace, they instead gain 1 level in the Jujutsu Sorcerer class. If a Death Painting either becomes or remains a Near Curse, they gain the Evolution feat. When you change subraces, you gain all bonuses of your new subrace and retain some bonuses from your old subrace. For example, a Amalgamation that became a Near Human would retain Perception of Curses, while losing Partial Spirit Body and Almost Human, while a Near Human who became a Near Curse would retain Peak Physique while losing Fully Human and a Near Curse that became a Near Human would retain Spirit Potential, while losing Intimidating Appearance and Spirit Body. If you reach level 20 without using Metamorphosis, you may not use it. You cannot use Metamorphosis to become a True Born or Inherited Curse Death Painting.
Languages. You can speak, read, and write Common and one other language of your choice.
Near Human[edit]
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A Near Human death painting, source [2] |
Near humans are a type of Death Painting that are identical to humans, perfectly adapting to their new body.
Ability Score Increase. Your Strength or Dexterity score increases by 1.
Athletic. You gain proficiency in Athletics.
Fully Human. You completely understand humans and how they behave. You gain proficiency in two Charisma based skill checks of your choice.
Peak Physique. Your body is at the pinnacle of human potential. You gain one body feat of your choice that you meet the requirement.
Amalgamation[edit]
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An Amalgamation death painting, source [3] |
Amalgamations are a type of Death Painting that are almost fully human, however they still have cursed spirit parts.
Ability Score Increase. Your Strength or Dexterity score increases by 1.
Partial Spirit Body. You have small traces of a cursed spirit on your body. You gain one point which can be spent in the body functions list.
Almost Human. Your form allowed you to become closer to what humans are, but still not fully grasping it. You gain proficiency in one Charisma based skill check of your choice.
Perception of Curses. Due to your connection with both worlds, you became especially aware of curses. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks for investigating or noticing cursed spirits.
Near Curse[edit]
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A Near Curse death painting, source [4] |
When you were incarnated into your current vessel, your form came out distorted, turning your form much closer to a curse.
Ability Score Increase. Your Charisma score increases by 1.
Spirit Body. Like a cursed spirit, your body is grotesque and bizarre. You gain two points which can be spent in the body functions list.
Curse Potential. You can now pick feats only available for cursed spirits, also you count as having no subrace for feat purposes. (You cannot gain Special Grade Curse or Regeneration and Advanced Regeneration through this feature)
Intimidating Appearance. Your curse appearance makes you terrifying. You gain proficiency in Intimidation. Additionally, you have advantage on Charisma (Intimidation) checks against humanoid creatures that are not Jujutsu Sorcerers, Heavenly Restriction users or have spellcasting abilities.
True Born[edit]
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A True Born death painting, source [5] |
Unlike other members of your kind, you were not turned into a Cursed Objects upon birth, and was instead raised as an ordinary human, unaware of your true nature.
Ability Score Increase. Your Strength, Dexterity or Constitution score increases by 1.
Unmatched Vitality. You gain advantage on any Constitution rolls. If you already have Advantage, you roll 3 dice. Additionally, you no longer count as undead and do not gain the Body Owner trait.
Truly Human. You have lived along humans your whole life and completely understand them and how they behave. You gain proficiency in two Charisma based skill checks of your choice.
Peak Physique. Your body is at the pinnacle of human potential. You gain one body feat of your choice that you meet the requirements of.
Inherited Curse[edit]
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A Inherited Curse death painting |
Your Cursed Spirit parent was different than most of your kinds, being either a Imaginary Vengeful Cursed Spirit or a Disease Cursed Spirit, resulting in an unusual nature, even among your kind. This subrace must be added alongside either the Near Human, Amalgamation, Near Curse or True Born subraces.
Ability Score Increase. Your Charisma score increases by 1.
Engraved Technique. Your Cursed Spirit parents Innate Technique has been incubated in your body. The technique is decided by the GM, but must belong to either a Imaginary Vengeful Cursed Spirit or a Disease Cursed Spirit. After reaching 17th level, if you are hit by an attack that is considered Major Soul Harming, gain 30+ Soul Knowledge or experience Vessel Separation, you unlock the Technique and are able to use it to a level according to your GMs discretion. If you hit a Black Flash, you upgrade your proficiency in the Technique. For example, if you can use the Technique up to level 3, after hitting a Black Flash you can use it up to level 6.
Inherited Curse. After unlocking your parents Technique, you gain the Racial Traits of either the Imaginary Vengeful Cursed Spirit or Disease Cursed Spirit depending on your parent.
I Am You. After unlocking your parents Technique, you gain a +3 to attack and damage rolls and deal an extra 1d12 necrotic damage against either Imaginary Vengeful Cursed Spirits or Disease Cursed Spirits depending on your parent.
Cursed Vessel (JJK Minus One)[edit]
Physical Description[edit]
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Multiple types of vessels together, [6] |
Cursed Vessels have the appearance of the original race who has consumed the cursed object, but generally having markings around their face and arms, or having other unnatural features.
History[edit]
Cursed Vessels are born from incarnation, which happens when the remains of a sorcerer have become a cursed object and are ingested by someone. It is best described as the fusion between a cursed object and human flesh. In most cases, the host's body is completely taken over and their consciousness is completely suppressed. The incarnated individual receives memories, knowledge and common sense from their vessel's brains.
Attitudes and Beliefs[edit]
Cursed Vessels almost always have some form of objective, making sure that when they revive they will chase this goal even if it means killing everything in their sight.
Cursed Vessel Names[edit]
Cursed Vessels don't have a specific set of names, just using their original name that they had when alive.
Cursed Vessel Traits[edit]
Sorcerers who became cursed objects, and are now in a new body
Ability Score Increase. Your ability score increases are the same of the race you have possessed.
Age. Your lifespan is the remaining of the body you have possessed.
Alignment. Cursed vessels are almost always chaotic people, not caring about what happens to others around them and wanting to cause destruction.
Size. Your size is the same as the race you have possessed
Speed. Your base walking speed is the same as the race you have possessed.
New Body Functions. You gain all features(or Traits) from the race you have possessed.
Body Properties. Your creature type is defined by the creature you have possessed.
This Body Is Mine. You gain advantage against effects that would alter your form.
Soul Outline Awareness. Due to inhabiting a body with more than one soul, you have become able to perceive the outline of your own soul. You will gain Soul Outline Awareness.
Soul Learning. You are constantly gaining soul knowledge from the sharing of your body. Whenever you make a saving throw or check to gain soul knowledge, you do not have disadvantage. Additionally, you gain twice as much soul knowledge from any source. Finally, you will gain 1 soul knowledge once each week. You cannot gain more than 40 soul knowledge from this feature.
Languages. You can speak, read, and write Common and one other language of your choice. Additionally, you gain the same understanding of any languages known by the body's owner.
Subrace. There are multiple forms of vessels, however they are all based on consuming cursed objects.
Living Vessel[edit]
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A wounded living vessel, source [7] |
The living vessels are a rarity, as resisting cursed objects is an extremely hard task. However, once a creature resists a cursed object, they become vessels for them. It usually leads to a life of suffering due to sharing a body with someone who wants to overtake it.
Unauthorized Takeover. Whenever you roll for initiative or is knocked unconscious, you must make a Wisdom saving throw against the cursed object dc. On a failure, the cursed object gets in control of your body for a number of minutes equal to their level or cr (whichever is higher) + their Charisma modifier. At the beginning of the cursed object’s turn, you may remake the Wisdom saving throw, taking control of your body again on a success. In case the Cursed Object possesses you while you’re at 0 hit points, it regains 1 hit point.
Innate Talk. You wishing or not, the cursed object inside of you can force you to talk with them. At any point in time, the cursed object may bring you inside its Innate Domain, its soul. There you can talk with them until they release you, bring you back to the real world. No matter how long the talk actually lasted, it's only a second in the real world.
Incarnated Body. Despite your resistance to the object you have consumed, your body still takes on traits of it, as a result of the incarnation process. You will gain new features to your body that resemble the object in its first life depending on its strength, such as small slits under your eyes where two new pairs of eyes may open, or faint lightning marks on your face. You will gain one body feat of the DM’s choice that the Cursed Object Possesses. This can also be a non-body feat that directly pertains to the body, such as The Energy to Blood feat.
Reincarnated[edit]
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A Reincarnated sorcerer, source [8] |
Reincarnated are those who were fully reincarnated into their vessel’s body, becoming the new owner of the body.
Life Experience. This isn't your first shot at life, and last time you learned a few things. You will gain proficiency in two skills or one skill and one tool of your choice.
Cling on to Life. You have died once, and will make sure that it won't happen again. Whenever you are reduced to 0 hit points but not killed outright, you may choose to be reduced to 1 hit point instead. You can only do this once per long rest.
Full Suppression. The other soul within the body you inhabit is so crushed and dominated that it’s as if it was never there, you never shared this body. You do not gain Soul Outline Awareness or the Soul Learning trait due to being a Cursed Vessel.
Symbiotic Vessel[edit]
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A Symbiotic vessel and the current vessel of angel, source [9] |
For some reason or another, the cursed object inside symbiotic vessels does not take over said person. They instead form a type of symbiotic relationship with the vessel.
Always Awake. Your cursed object is always watching out for danger around you. Attacks do not gain advantage due to them not being seen by you.
Experience of Two. The cursed object inside of you tells you things about its past life, helping you out on some things. Whenever you make a skill check, you may make it with advantage as long as your cursed object knows about the subject. You can do this a number of times equal to your proficiency bonus, regaining all uses after taking a long rest.
Innate Talk. You wishing or not, the cursed object inside of you can force you to talk with them. At any point in time, the cursed object may bring you inside its Innate Domain, its soul. There you can talk with them until they release you, bring you back to the real world. No matter how long the talk actually lasted, it's only a second in the real world.
Embodied Curse[edit]
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An Embodied Curse experimenting with their new body. |
An Embodied Curse is a unique existence, being a Cursed Spirit that has somehow overtaken the body of a Jujutsu Sorcerer, becoming a uniquely dangerous being as a result.
Inherited Knowledge. You gain all Feats and the Innate Technique of the previous inhabitant of your body. Additionally, you can now gain the Reverse Cursed Technique, Improved Output, Improved Reverse Cursed Technique and Cursed Technique Reversal Feats.
Retained Knowledge. You retain all Racial Traits you held prior to becoming an Embodied Curse except for Cursed Nature and Invisible Force, and all Feats you previously had except Regeneration and Advanced Regeneration.
Suffering Is Power. The original soul of your body is supressed, but is still producing cursed energy, which you can take advantage of. You gain an amount of cursed energy equal to the previous body owners level in the Jujutsu Sorcerer class, plus your Charisma modifier which you can add to your cursed energy total.
Incomplete Vessel[edit]
Owner's Will. When you possessed your body, the host wasn't willing to give the body to you so it would try to stop you by limiting your power. Whenever you use any features from your original body (such as your cursed technique) to cause harm to creatures or things that the body owner had affection for, you'll have a massive decrease in power. Your damage is reduced to 1/10 of its total whenever you deal damage (rounded up), and your range is reduced to 1/10 of its maximum (rounded to the nearest 5) unless its touch range.
Destruction of Will. There is a way to remove the host's will to live completely, by utilizing this method you can submerge the body into darkness. The first thing you must do is submerge yourself in a pool full of blood during an entire short rest. The second thing is to kill a loved one of said creature using only its features, or destroying the thing it was most affectionate towards in life. After doing both things, their soul will sink in the darkness and they shall lose their will to life. You then become a Complete Vessel.
Complete Vessel[edit]
Soul Damage. You have learned how to utilize the soul trapped inside of you to negate damage. You have a pool of hit points equal to the maximum hit points of the creature you're possessing used to have. Whenever you receive damage, you can spend cursed energy up to your Charisma modifier + your proficiency bonus to remove 10 hit points from the pool per cursed energy spent. The damage is reduced by the amount spent. You regain all the hit points in the pool after taking a long rest.
Perfect Reincarnation. You have learned how to do what's considered impossible by all, a method to reincarnate in your body. After passing at least 1 day being a complete vessel, you can as an action or reaction to taking damage, you can transform your body into your original form, gaining all the benefits you used to gain from your body while losing the ability scores, size, speed, New Body Functions, Body Properties and This Body is Mine features gained from being a cursed vessel. However, the soul remains inside of you. Additionally, you regain hit points to a maximum of your original body's hit point maximum. You are only able to do this if you are level 25 or higher and have 40 or more Soul Knowledge
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