Gunslinger Curse (Jujutsu Kaisen Supplement)
Gunslinger Curse[edit]
Large undead (cursed spirit), chaotic evil Armor Class 18 (natural armor)
Saving Throws Dex +11, Con +10, Cha +11 Cursed Energy. The curse has 81 cursed energy that it can use to fuel its abilities. All of its cursed energy is replenished at the end of a long rest. Cursed Energy Recovery. The curse regains 1 cursed energy at the beginning of each of its turns. Cursed Attack. The curses attacks are considered magical. Hard to Kill (2/long rest). If the Curse is reduced to 0 hit points, it can choose to drop to 1 hit point instead and is considered stable. This feature does not work if the damage that had reduced it to 0 hit points was radiant damage. Invisible Force. The curse is entirely made out of cursed energy, meaning it is invisible. Creatures with levels in the Jujutsu Sorcerer class or who can see into the Ethereal Plane can see the curse. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the curse. The Perfect Form For Gunslinging. The curse has a unique physiology having 6 arms. The curse gains an additional bonus action on its turns and can make an additional attack as apart of the attack action(already included). Additionally it can long reload as a bonus action and one long reload; reloads 3 guns it carries. It carries 225 bullets. Quick Draw. The curse has advantage when rolling initiative. Also as a free action it can holster/drop 3 of its guns and draw 3 more from its belt. The curse has 14 Grade 1 revolvers total that come with 6 bullets each. Cursed Weapon Wielder Any attacks the Gunslinger Curse makes with his Revolvers has its critical hit range increased by 1. In the event the Gunslinger Curse rolls a nat 20 on a Revolver attack roll he makes another attack with the same weapon with advantage, this attack counts as a part of the same action of the original strike. Eyes Of The Supernatural The curse can see in dim light within 120 feet of it as if it were bright light, and in darkness as if it were dim light. It discerns colors in that darkness only as shades of gray. It can see normally through darkness caused by supernatural and non-supernatural effects. Fearsome Appearance It gains advantage on all checks and saves to resist the Frightened condition. Advanced Elongated Limbs The curse's melee weapon attacks have 15 feet of reach. Additionally it has advantage on checks to grapple and can grapple creatures up to 10 feet away from it and it can use items, open doors, and pick up or set down objects up to 10 feet away without leaving its current position. Cloven Feet It gains an additional 10 feet of movement whenever it takes the Dash action. Empowered Frame The Curse counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift while it still has an extra set of arms. If it makes an unarmed strike, it can make an additional attack using one of these additional arms as apart of the same action once per turn. This additional attack using its arms has its damage (die) reduced by 2 damage tiers. 50 Meters In 3 Seconds! The curse has 2 reactions per round. Curse-Empowered Strikes The curse's unarmed strikes and weapon attacks deal an additional 1d12 necrotic damage. Improved Body Functions. All radiant damage that the Gunslinger Curse receives is reduced by 13. Strong Body. The curse will reduce all damage it takes but psychic or thunder by 5. Attacks using Cursed Energy or magic can bypass this. Cursed Armor. Gunslinger Curse can spend up to 6 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Gunslinger Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Cursed Strikes. The Gunslinger Curse can spend up to 5 cursed energy when making an Unarmed Strike in order to add 1d8 necrotic damage to his attack per Cursed Energy spent. He can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until he hits a target or until 1 minute passes. Durable Cursed Armor. The curse's armor now also grants it a damage reduction of 12. Precise Cursed Weapon. Half of the amount of cursed energy spent (rounded down) will add to the weapon's attack rolls. In addition, when hitting another creature, the curse may choose to treat any immunity that creature has to it's Cursed Weapon Enhancement damage type(necrotic) as resistance. The curse may only treat immunities as resistances 6 times before needing to take a long rest. Stronger Cursed Strikes. Creatures of the curses choice within 5 feet of the impact take a number of d12 of the same damage type equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect. Evasion. Whenever the Gunslinger Curse makes a Dexterity saving throw it takes half as much damage on a failure and no damage on a success. ACTIONSMultiattack. The curse makes four attacks with its Grade 1 Cursed Revolvers or 4 Unarmed Strikes. Grade 1 Cursed Revolver. Ranged Weapon Attack: +14 to hit, reach 30/300 ft., one target. Hit: 23 (2d8 + 14) piercing damage plus 20 (4d6+6) necrotic damage plus 7(1d12) necrotic damage. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (1d12) necrotic damage. Unrelenting Assault (5 Cursed Energy). The curse fires all of it's revolvers at once in a 30 foot cone, any creatures caught within must make a DC 19 Dexterity saving throw. On failure they take 54 (12d8) piercing damage plus 84 (24d6) necrotic damage. On success they take half as much. Deadeye (1-6 Cursed Energy). The curse spends its action focusing on up to a number of creatures equal to the amount of cursed energy spent. On its next turn it gains a +10 to hit against the creatures it focused and its critical threshold is increased by 1 against those creatures, additionally saving throw DC's those creatures make against this curse are increased by half of the CE it spent rounded down(minimum of 1). This lasts until the end of that turn. Explosive Rounds (6 Cursed Energy). The curse changes all of the bullets current loaded in its revolver to become more volatile or explosive on hit they now do an additional 9 (2d8) fire damage, 9(2d8) bludgeoning damage and if any creatures were within 5 feet of the target they take half the amount of damage the target takes. Were this be used with Unrelenting Assault it would do an extra 27 (6d8) fire damage, 27 (6d8) bludgeoning damage. This only lasts for those currently loaded bullets once they are depleted the curse must use this feature again in order to get them back. Bullseye(10 Cursed Energy). The curse may infuse one bullet in the chamber with great volatile power(Doesn't have to be the next one it fires) when fired all creatures caught within a 300 feet line from the bullet must make a DC 19 Dexterity saving throw. On failure they take 90 (20d8) piercing damage plus 90 (20d8) fire damage. If the curse spends 8 additional Cursed Energy it may use this feature on Coin Flip. BONUS ACTIONSMaximum Output. the Curse can spend Cursed Energy equal to the original cost of one of it's techniques twice. The first time it pays this cost any reductions that apply to the technique are applied, the second time none are applied. Doing this will amplify its cursed energy output, making it gain two of the following benefits the next time it's cast:
Advanced Regeneration. The curse can spend up to 11 Cursed Energy, regaining hit points equal to 15 times the amount spent. Cursed Blast of Blows (1 Cursed Energy). Immediately after taking the Attack action on his turn, the Gunslinger Curse can perform three unarmed strikes or weapon attacks. Cursed Patient Defense (1 Cursed Energy). the Gunslinger Curse can take the Dodge action. The curse gains advantage on Constitution and Strength saving throws when it uses the Dodge action granted by this feature, as long as it benefits from the Dodge. Cursed Wind Step (1 Cursed Energy). When the curse takes the Dash action granted by this feature, it instead gains extra movement equal to twice its speed. Additionally, when it takes the Disengage action granted by this feature, it gains extra movement equal to its speed for the current turn. Cursed Weapon Enhancement (1-6 Cursed Energy). the Gunslinger curse can add additional necrotic damage equal to twice the amount spent to his melee weapon damage rolls for 1 minute. He can only use this enhancement again after 1 minute has passed. Long Reload. the Gunslinger curse reloads 3 guns its wielding. Cursed Energy Tracker. The Curse can focus on one creature for 1 minute, seeing the “sparks” of cursed energy that always happen before cursed technique usage. For that minute when that creature forces the Curse to make a save using their cursed technique or makes a cursed energy attack roll against him using their cursed technique they must roll Stealth, using Charisma instead of Dexterity, against the Curse's Perception. If the Curse wins he gets advantage on the saving throw, or the attack roll is made with disadvantage. Coin Flip. The curse flips a coin in the air it then can make a DC 18 Sleight of Hand if it used Deadeye on the turn prior it gains advantage on this roll. On success it may make a ranged weapon attack against the coin and any creatures within 30 feet one of them will be randomly attacked by the bullet, if the curse spends 3 cursed energy though it can choose which creature. The attack roll will have advantage(or if its using Bullseye and its a saving throw the creatures rolling against it will have disadvantage) and on hit it will have its damage dice doubled. REACTIONSAdvanced Regeneration. As a reaction to suffering damage, the curse uses its Advanced Regeneration. |
the Gunslinger Curse has 16 levels in the Jujutsu Sorcerer class.
When a feature refers to the Curse's biology, it refers to The Perfect Form For Gunslinging, Long Reload, and Quick Draw Cursed Technique When a feature refers to Gunslinger Curse's cursed technique, it refers to Coin Flip, Explosive Rounds, Deadeye, Bullseye, Unrelenting Assault. Feats. The curse has the following Cursed Feats: 50 Meters In 3 Seconds!, Strong Body, Untraceable Speed, Regeneration, Advanced Regeneration, Athlete History, Cursed Biology, Improved Body Functions Immense Cursed Energy, Overflowing Cursed Energy, Cursed Energy Tracker Alert (5e Feat), Gunner (5e Feat), Sharpshooter (5e Feat). Improved Durability. This creature uses the Improved Durability rule. Not Canon. The Fright Over Death is not an official curse demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign |
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