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. 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.
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