Honored One (Jujutsu Kaisen Supplement)

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This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is intended to work with Past Level 20 (5e Variant Rule) and Further Beyond (5e Variant Rule). You can only increase in level with this class through milestone leveling.

Honored One[edit]

Prerequisites[edit]

Level 20 Jujutsu Sorcerer

In order to grow more powerful than other sorcerers, you must first master the basics.

Awakening

You must accomplish what very few other sorcerers have been able to do and you must reach the pinnacle of jujutsu. The event that allows you to reach this level of sorcery must be determined adequate by your GM.

Class Features[edit]

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Two powerful sorcerers opening their Domain Expansion, [1]

As an Honored One you gain the following class features.

Hit Points
Hit Dice: 1d8 per Honored One level
Hit Points at 21st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Honored One level after 1st

Level Proficiency Bonus Features Cursed Energy Unarmored Movement Martial Arts
21 +7 Pinnacle of Jujutsu, Ability Score Increase 42 + cha 40ft. 1d12
22 +7 Speed Supremacy 44+ cha 40ft. 2d6
23 +7 Ability Score Increase 46 + cha 40ft. 2d6
24 +7 Specialization Feature 48 + cha 50ft. 2d8
25 +8 Ability Score Increase 50 + cha 50ft. 2d8
26 +8 Extra Attack 52 + cha 50ft. 2d10
27 +8 Specialization Feature, Ability Score Increase 54 + cha 50ft. 2d10
28 +8 Enhanced Cursed Energy Regeneration 56 + cha 60ft. 2d12
29 +9 Ability Score Increase 58 + cha 60ft. 2d12
30 +9 Specialization Feature 60+ cha 60ft. 2d12

Pinnacle of Jujutsu[edit]

At 21st level, you have become more powerful than other sorcerers. You are now able to choose something to specialize in. This allows you to become a technique specialist, a summoner specialist, or a combat specialist. You gain features from your specialization at 21st level, 24th level, 27th level, and 30th level.

Ability Score Increase[edit]

Also at 21st level, and again at 23rd, 25th, 27th, and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 30 using this feature.

You may also ignore this increase to instead gain a Cursed Feat. At 23rd level and 27th level you may choose to instead gain one of the following Epic Boons.

Speed Supremacy[edit]

At 22nd level, your speed has become unrivaled as you have become more powerful. Creatures below your amount of power have a harder time reacting to you and you can react to them easier. When you react to the features of a creature without this feature, you double the amount of reactions you can take. Essentially making every reaction cost .5 reactions instead of 1. Additionally, when a creature wants to react to you they must spend double as many reactions, making 1 reaction against you costs 2 reactions.

When fighting another creature with this feature, reactions act as usual.

Extra Attack[edit]

At 26th level, you can attack four times, instead of three, when you use the Attack action during your turn.

Enhanced Cursed Energy Regeneration[edit]

At 28th level, your cursed energy regeneration has reached new levels, surpassing that of all other sorcerers. Now when you use your Cursed Energy Recovery feature, you regain half of your Charisma modifier in cursed energy at the beginning of your turn. In addition, you will gain 1 cursed energy a minute while outside of combat and doing light activity. If you have the Improved Cursed Energy Recovery then you will gain double the amount of cursed energy from this feature.

Specialization[edit]

Technique Specialization[edit]

Technique specialists can use their technique better than all other sorcerers.

sukuna-art.jpg
A technique specialist, source [2]
Technique Alteration

At 21st level, you have learned new ways to use your technique through constant usage of them. You are now able to slightly enhance and change your techniques in different ways. You gain one of the following alterations:

Massive Range. As part of using your technique you can spend 10 extra cursed energy. Your technique’s range, width, and radius increase by 20ft times your Charisma modifier + half of your proficiency bonus, rounded down. If it has a range of touch, its range instead becomes 5ft times your Jujutsu Sorcerer level.

Long Lasting. As part of using your technique you can spend 10 extra cursed energy. Your technique’s duration increases drastically. If the technique lasts 1 round, then it is increased by a number of rounds equal to 2 times your Charisma modifier. If the technique lasts a number of minutes, then it is increased by 2 times your Charisma modifier minutes. If the technique lasts an amount of hours, then it is increased by 2 times your Charisma hours.

Careful Manipulation. As part of using your technique you can spend 5 extra cursed energy. You are able to use your technique more carefully, allowing you to avoid certain creatures. You may select any number of creatures to not be affected by it for its duration.

Multi-Targeting. As part of using your technique you can spend 10 extra cursed energy. You are now able to target an additional number of creatures equal to your Charisma modifier. This only works on techniques that are only able to target one creature originally.

An alteration can only be put on one technique feature. As a part of a long rest you may change the technique that has an alteration on it. You gain another alteration at 24th and 27th level.

120% Technique

At 24th level, you have learned a way to get more out of your techniques. You can now increase your output while using a technique. As part of using a technique, you may spend an extra amount of cursed energy equal to ⅕ (rounded down) of its original cost before reductions. This makes the technique more powerful and it will deal more damage dice equal to ⅕ (rounded down) of the original damage dice of the technique.

Ultimate Extension

At 27th level, you have become extremely skilled at using your innate technique. You have now developed an extremely powerful extension that is the pinnacle of your technique. Work with your GM in order to make this new extension. It should be more powerful or more useful than other techniques you have. It can be a maximum or some other form of extension technique. Regardless of what it is, this new technique should represent you perfecting your technique. This extension does not have to be made immediately after gaining this feature. You can make it at any point after gaining this. An example of an ultimate extension would be Sukuna using World Slash.

Divine Art

At 30th level, you have finally learned how to master the pinnacle of jujutsu. You gain the Domain Expansion if you do not already have it. In addition, the refinement of your domain is raised by 250 to a maximum of 1000. This refinement gain is also granted to sorcerers who gain a Domain Expansion from this feature. If you have a 1000 refinement domain, then your domain will count as 1100 refinement for the purposes of clashing.

Summon Specialization[edit]

Summon Specialists are extremely good at the use of their summons. Such as shikigami or curses.

Kenjaku.full.3090836.jpg
A summon specialist, source [3]
Stronger Summons

At 21st level, through constant usage of your summoning abilities, your summons have grown stronger. They gain the following benefits:

Summon Empowerment

At 24th level, you have learned how to imbue your summons with your energy during their summoning. This allows you to spend cursed energy and grant them benefits. You can spend up to double your proficiency bonus in cursed energy to grant them one of the following bonuses:

  • For every 2 cursed energy spent one of their ability scores increases by 1.
  • For every 2 cursed energy they gain 1 additional hit die.
  • For every 2 cursed energy spent they gain a +1 to their attack and damage rolls.
  • For every 2 cursed energy their speed increases by 10 feet.
  • For every 8 cursed energy spent their size category increases by 1.
Symbiotic Fusion

At 27th level, you have gained the ability to spend more cursed energy to merge with your summon. As a bonus action, you may spend double the cursed energy, before reductions, needed to summon a creature to merge with it. When you do this you gain the following for 1 minute:

  • Your Strength, Dexterity, and Constitution scores are replaced by those of your summon if they are higher than your own.
  • You gain all speeds, senses, condition immunities, damage resistances, and damage immunities of the summon.
  • You gain an amount of temporary hit points equal to the maximum hit points of the summon.
  • You gain all features that the summon possesses while the merge is active.
  • You gain any actions, bonus actions and reactions that the summon possesses. If the summon has the Multiattack feature, all attacks that are used with said feature are treated as unarmed strikes or simple melee or ranged weapons for the purposes of Jujutsu Sorcerer class features and effects.

When using the Ten Shadows Technique, you cannot fuse with Rabbit Escape, Eight-Handled Sword Divergent Sila Divine General Mahoraga or any untamed Shikigami for the sake of this feature.

Sovereign Command

At 30th level, your control over your summons is unrivaled. You’ve fully mastered it and thus can do it easier and more efficiently. When using a feature that summons a creature, you may choose for its action cost to be reduced by 1(full round action->action->bonus action->free action->you gain one additional free action just for using said feature). If this would reduce the action cost of a reaction you gain 1 additional reaction only for using said reaction. In addition, the amount of time you can have a summon out for is now doubled.

Combat Specialization[edit]

Combat Specialists have learned how to master fighting.

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A combat specialist, source [4]
Battle Rhythm

At 21st Level, you have grown accustomed to the patterns of your opponents throughout multiple combat encounters. Once per turn, when you miss one of your Melee or Ranged Weapon Attacks, you may re-roll the attack, adding your Strength or Dexterity modifier a second time to this re-roll.

If the initial attack had advantage or disadvantage, both dice are re-rolled when this feature is used.

Spectacle of Manipulation

At 24th Level, you have honed your cursed energy manipulation and reinforcement to their utmost limits. You gain the following benefits:

  • Your Cursed Strikes damage dice increase by 1 tier, and you may add your Charisma modifier to your Cursed Strikes damage.
  • Your Cursed Armor now grants you Damage Reduction equal to your Charisma modifier added twice while it is active.
  • Your Cursed Weapon Enhancement damage is increased by your Charisma modifier.

Additionally, you may choose one option from the list below:

Whenever you spend Cursed Energy on the chosen feature, it will count as if you have spent double the amount. This does not allow you to spend more than your respective limit for each feature. If you possess a feature that already doubles what you spend on one of these options (Namely features such as Taijutsu Initiate, Weapon Specialist, and Almost a Doctor) and you pick that option via this feature, you may instead count any energy spent on that feature as if you have spent quadruple the amount.

Mastered Martial Arts

At 27th level, you have learned how to fully master your Cursed Martial Arts. Doing so has granted them the following benefits:

  • Your Cursed Blast of Blows allows you to make 1 more attack. Additionally, this can now be used with weapon attacks or unarmed attacks.
  • Your Cursed Patient Defense forces attackers to roll 3 dice and pick the lowest when they make an attack roll against you.
  • Your Cursed Wind Step allows you to add your movement speed again to the Dash action and allows you to gain extra movement equal to your speed when you use the Disengage action. If you can already add your movement to the Disengage action then it is added again.
Flow State

At 30th level, you have learned how to solely focus on combat. As a bonus action, you can hone in your focus and enter this enhanced state of being. For the following minute, you gain the following benefits:

  • Your Strength, Dexterity, and Constitution scores increase by 4, as does their maximums.
  • You gain temporary hit points equal to your maximum hit points.
  • Your movement speed doubles.
  • The limit you can spend on Cursed Energy Enhancements is doubled.

After a minute, this state ends and you lose the benefits. You can do this once per long rest.

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