Jujutsu Kaisen, Level 40 Variant (5e Class)
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Jujutsu Sorcerer[edit]
Jujutsu Sorcerers are individuals secretly trained and employed by the government in Japan to defend humanity from cursed spirits. The race of humans capable of using jujutsu are colloquially known as Sorcerers, and the jujutsu prefix is often used to signify their alignment to Jujutsu High. Evil jujutsu sorcerers are known as Curse Users while humans who cannot use jujutsu are called Non-Sorcerers. All jujutsu sorcerers are trained in their youth at one of the two jujutsu educational facilities in either Tokyo or Kyoto. There they are taught about jujutsu and how to use their abilities to exorcise cursed spirits.
Note:
Damage Dice Progression
When a feature says you increase the damage dice of an attack by 1 step or tier, it means it follows some variation of the following progression.
1>1d4>1d6>1d8>1d10>1d12>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6… and so on, whereupon reaching d6s again the dice count doubles.
Creating a Jujutsu Sorcerer[edit]
A bunch of Jujutsu Sorcerers ready to fight eachother, [1] |
- Quick Build
You can make a Jujutsu Sorcerer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Athlete background. Third, choose Cursed Spirit, Cursed Vessel or Human race.
Class Features
As a Jujutsu Sorcerer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Jujutsu Sorcerer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Jujutsu Sorcerer level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Athletics, History, Perception, Religion, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer’s pack or (b) Explorer’s pack
- (a) 1 Handgun or (b) 1 Katana
- (a) 1 Simple Weapon or (b) 1 Martial Weapon or (c) 1 Backpack
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features | Cursed Energy | Unarmored Movement | Martial Arts |
---|---|---|---|---|---|
1st | +2 | Innate Technique, Unarmored Movement, Unarmored Defense | 2 + cha | 10 ft. | - |
2nd | +2 | Martial Arts, Cursed Energy Enhancement, Cursed Martial Arts | 4 + cha | 10 ft. | 1d4 |
3rd | +2 | Jujutsu Schools, Sensei's Present, Innate Technique feature | 6 + cha | 10 ft. | 1d4 |
4th | +2 | Ability Score Improvement | 8 + cha | 15 ft. | 1d6 |
5th | +3 | Extra Attack, Binding Vow | 10 + cha | 15 ft. | 1d6 |
6th | +3 | Curse-Empowered Strikes, Innate Technique feature | 12 + cha | 15 ft. | 1d6 |
7th | +3 | Resistant, Advanced Studies | 14 + cha | 20 ft. | 1d6 |
8th | +3 | Ability Score Improvement | 16 + cha | 20 ft. | 1d6 |
9th | +4 | Cursed Energy Recovery | 18 + cha | 20 ft. | 1d8 |
10th | +4 | Innate Technique feature | 20 + cha | 25 ft. | 1d8 |
11th | +4 | Cursed Tools | 22 + cha | 25 ft. | 1d8 |
12th | +4 | Ability Score Improvement | 24 + cha | 25 ft. | 1d8 |
13th | +5 | Maximum Output | 26 + cha | 30 ft. | 1d10 |
14th | +5 | School Graduation | 28 + cha | 30 ft. | 1d10 |
15th | +5 | Ability Score Improvement | 30 + cha | 30 ft. | 1d10 |
16th | +5 | Ability Score Improvement | 32 + cha | 35 ft. | 1d10 |
17th | +6 | Extra Attack(2) | 34 + cha | 35 ft. | 1d12 |
18th | +6 | Ability Score Improvement | 36 + cha | 35 ft. | 1d12 |
19th | +6 | Ability Score Improvement | 38 + cha | 40 ft. | 1d12 |
20th | +6 | Innate Technique feature | 40 + cha | 40 ft. | 1d12 |
Cursed Technique[edit]
Starting at 1st level, you were born with a Cursed Technique. Cursed Techniques are unique abilities congenitally engraved into the user's body, specifically in the right prefrontal cortex of the brain. Most jujutsu sorcerers are born with an innate technique that manifests around the age of five or six, which continually carves its formula into the user over time. You must choose one Innate Technique, all detailed under Cursed Techniques. Your choice grants you features at 1st, and again at 3rd, 6th, 10th and 20th level.
At your 21st level, you discovered latent lineague in your blood, and learn to draw it out. Choose a second Cursed Technique. This second path grants you features at 21st, and again at 23rd, 26th, 30th and 40th level.
- Cursed Techniques
Every Innate Technique grants you a cursed technique, which have lots of different uses.
- Anything that prevents you from casting spells, such as an Antimagic Field, also prevents you from using Innate Techniques, unless they are in their Reversal or Maximum Output forms.
- Your Innate Technique deal half as much damage against yourself.
- Cursed Energy
Your training has allowed you to control the cursed energy within yourself. Your access to this energy is represented by a number of cursed energy points. You have a number of cursed points equal to twice your jujutsu sorcerer level + your Charisma modifier, as shown in the Cursed Energy column of the Jujutsu Sorcerer table. You can spend these points to fuel various of your jujutsu sorcerer class features, including your Innate Techniques, which are the features you gain from your Innate Technique.
When you spend Cursed Energy, it becomes unavailable until you finish a long rest, at the end of the rest, all Cursed Energy spent return to you. You must spend at least 30 minutes of rest meditating to regain your Cursed Energy.
Some of Cursed Energy traits require its target to make a saving throw to resist the trait's effect. The saving throw DC is calculated as follows:
Cursed Energy save DC = 8 + proficiency bonus + your Charisma modifier.
Cursed Energy Attack Roll = proficiency bonus + your Charisma modifier.
Alternate Feature: Sorcerer Path[edit]
Starting at 1st level, some sorcerers are just not lucky, and will happen to be born without an Innate Technique. However, this hasn't stopped them from pursuing their ambitions as sorcerers, and so they adapted. You must choose a Sorcerer Path, which will be all listed down below at the Sorcerer Paths section. Your choice grants you features at 1st, and again at 3rd, 6th, 10th and 20th level.
Unarmored Movement[edit]
Also at 1st Level, your movement speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain jujutsu sorcerer levels, as shown in the Jujutsu Sorcerer table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling.
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Martial Arts[edit]
At 2nd level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain jujutsu sorcerer levels, as shown in the Martial Arts column of the Jujutsu Sorcerer table.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one handed weapon as a bonus action.
Cursed Energy Enhancement[edit]
At 2nd level, you began to focus your cursed energy to better manipulate it. Choose a second one at level 22, and the remaining one at level 28. Choose out of the following to learn:
- Cursed Strike
When you make an unarmed strike, you may spend Cursed Energy up to your proficiency bonus, dealing an additional 1d8 damage per point spent.
- Cursed Armor
As a bonus action for an amount of Cursed Energy up to your Charisma modifier, you can surround yourself with cursed energy for one minute. You gain a number of temporary hit points equal to the amount of Cursed Energy spent times 5 for the duration. You can only benefit from this feature again after 1 minute or having your temporary hit points reduced to 0. Depending on your Innate Technique, you also gain resistance against a specific damage type while these temporary hit points last.
- Cursed Weapon Enhancement
As an action, you can spend Cursed Energy up to your proficiency bonus to add to your weapon damage rolls for 1 minute. Whenever you hit a target with your weapon, it takes extra necrotic damage equal to twice the amount spent. Depending on your Innate Technique, your damage bonus changes to a specific damage type.
In addition, if you do this 50 times or more to the same weapon, it becomes a Semi-Cursed Tool as a long as it's not already a cursed tool.
At level 28, the maximum amount of points you can spend on these abilities is increased by x2.
Cursed Martial Arts[edit]
At 2nd level, your jujutsu training has made you learn advanced martial techniques. You can now do any of the following Cursed Martial Arts:
- Cursed Blast of Blows
Immediately after taking the Attack action on your turn, you can spend 3 Cursed Energy to perform two unarmed strikes as a bonus action.
- Cursed Patient Defense
You can spend 3 Cursed Energy to take the Dodge action as a bonus action on your turn.
- Cursed Wind Step
You can spend 3 Cursed Energy to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled until the end of your turn.
Jujutsu Schools[edit]
Starting at 3rd level, you have begun to learn from a jujutsu school or jujutsu teacher on how to improve your cursed energy. Choose between Tokyo Jujutsu High or Kyoto Jujutsu High.
- Tokyo Jujutsu High
You have come from a more liberal school, in which you decided not to focus on the basics but instead focus on improving your Innate Technique.
You will receive three enhancements which you can apply to your Cursed Technique. Only one enhancement may be applied to a single Cursed Technique.
- Power Enhancement. You can now spend extra Cursed Energy on the technique equal to your proficiency bonus to add a damage dice to the technique.
- Cursed Energy Economy. The Cursed Energy cost of the technique is now reduced by your proficiency bonus (to the minimum of 1 Cursed Energy).
- Distance Enhancement. You can spend up to your proficiency bonus in additional Cursed Energy on the technique to add 10 ft. to the range for each additional Cursed Energy spent.
You may change which technique receives this effect at the end of an long rest, or change the current benefit of a technique in a short or long rest.
- Kyoto Jujutsu High
You have come from a very conservative school, in which you learned to ignore your individuality as a jujutsu sorcerer to instead focus on mastering the basic jujutsu arts better than any other.
Your Cursed Martial Arts techniques now only cost 1 Cursed Energy, and you may choose an additional Cursed Energy Enhancement feature. In addition, one of your cursed martial arts is more refined than the average sorcerer's:
- Cursed Blast of Blows. When you use this feature, you can now make three unarmed strikes instead of two.
- Cursed Patient Defense. You gain advantage in Constitution and Charisma saving throws when you use the dodge action granted by this feature, as long as you benefit from the dodge.
- Cursed Wind Step. When you take the dash action granted by this feature your movement speed triples for that turn, and when you take the disengage action granted by this feature your movement speed doubles for that turn.
You can change the refined martial art when you finish a long rest.
Sensei's Present[edit]
Starting at 3rd level, you have gained a cursed tool from one of the teachers of your school due to you arriving a little late. You gain the Slaughter Demon, Cursed Glasses or Cursed Revolver cursed tool.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th and 19th 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 20 using this feature.
You may also ignore this increase to instead gain a Cursed Feat.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level, then 4 at level 25, and finally 5 at level 37.
Binding Vow[edit]
Starting at 5th level, you can create a binding vow with a willing creature or yourself, entering into a contract. You can create vows during a short rest, choosing one of the following vows listed at Binding Vows. You can have a number of vows equal to 1 + your Wisdom modifier(minimum 2) at an time.
Curse-Empowered Strikes[edit]
At 6th level, you have began to focus more cursed energy into your strikes. Your Unarmed Strikes now count as magical and silvered for overcoming resistances. You may also add an extra dice to the total damage of your unarmed strike depending on your Charisma modifier.
Jujutsu Density | Damage Dice |
---|---|
If you have a +1 in Charisma | d4 |
If you have a +2 in Charisma | d6 |
If you have a +3 in Charisma | d8 |
If you have a +4 in Charisma | d10 |
If you have a +5 in Charisma | d12 |
Depending on your Cursed Technique, your extra damage die changes to a specific damage type.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Advanced Studies[edit]
Starting at 7th level, due to your constant learning through your school you have learned how to empower your abilities with your words, you gain chanting regardless of which school you choose. You have also learned a new barrier technique. You receive one of the following depending on which school you chose:
- Tokyo Jujutsu High
Curtain. Emerge from the darkness, blacker than darkness. Purify that which is impure. As an action for 5 Cursed Energy, you cover the sky and the ground within a 2165foot radius. with a black dome for 10 minutes. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a half-sphere. The curtain changes the sky to night, provoking cursed spirits out of hiding. For each 1 extra Cursed Energy you spend, you add +1 minute to the curtain's duration. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black half-sphere. Your curtain has a number hit points equal to your Charisma modifier times your jujutsu sorcerer level.
In addition, you will gain the Basic Barrier feat.
- Kyoto Jujutsu High
Simple Domain. The Domain for the weak. As an action for 10 Cursed Energy, you surround yourself with a 15 ft. circle for 1 minute. Any Innate Techniques that are not in their reversal or maximum output forms are instantly negated as long as they are inside the circle, it also has an Antimagic Field effect. To use this technique, you must remain still without moving and must maintain concentration as if you were concentrating on a spell. If you are in a Domain Expansion you negate it's sure-hit effect, and the technique lasts for 1 round.
Cursed Energy Recovery[edit]
At 9th level, due to extended periods of use, your cursed energy constantly recovers itself from the adrenaline of battle. While in combat, you regain your charisma mod in cursed energy per turn, up to your maximum (minimum of 1). The combat must be one where your life is at risk.
Cursed Tools[edit]
Starting at 11th level, due to your extensive use of cursed energy, you can focus with normal objects for 1 hour to turn them into Cursed Tools. You learn how to create one of the following Cursed Tools:
- Weapon
You enhance the weapon greatly, making it deadly enough to cut even through evil spirits.
Attacks with the item deal additional necrotic damage equal to its damage dice + your Charisma modifier. If a creature is killed by a cursed weapon, they cannot be turned into undead or revived by any means other than true resurrection or wish.
- Sight Improvement
You enhance glasses, lens or other forms of visual equipment to have access to the supernatural.
A creature holding the item gains a bonus to Wisdom (Perception) or Intelligence (Investigation) checks equal to your Charisma modifier (minimum 1), and can see through illusions.
- Armors
You enhance the protection to being able to resist even powerful cursed attacks.
While a creature is wearing the armor, they gain temporary hit points equal to 10 + 5 times your jujutsu sorcerer level. After the temporary hit points end, they are regained at the end of your next long rest. This can only be applied to clothes or armor.
After the alteration, they will become a grade 4 cursed tool.
Maximum Output[edit]
At 13th level, you have learned how to use your maximum output, which are techniques with the highest possible cursed energy output channelled into them. As an action you can start concentrating on an Innate Technique of your choice, staying concentrated for 1 round. The amplification needs to be very precise, if you are hit you must make a Wisdom saving throw against the DC 10 + Half the damage you have received. At your next round, you can spend an action to launch the Innate Technique spending twice the normal Cursed Energy, making the technique gain one of the following benefits in this instance:
- The technique's range is doubled.
- The technique's damage dice is doubled. (Ex: 3d6 becomes 6d6, and 10d4 would become 20d4.)
- The technique's bonus to hit is doubled.
- The technique's DC is increased by your proficiency bonus.
You cannot use this technique on Domain Expansions.
School Graduation[edit]
Starting at 14th level, you have finally graduated from your Jujutsu School, now becoming a full-on Jujutsu Sorcerer. You gain one of the following depending on what school you have chosen:
- Tokyo Jujutsu High
You have graduated from the Tokyo Jujutsu High, becoming the best with your technique. You gain a unique technique exclusive to your Cursed Technique. (you additionally gain the level 14th ability at level 34 for your second technique if you choose this.)
- Kyoto Jujutsu High
You have graduated from the Kyoto Jujutsu High, mastering the essence of what a Sorcerer should truly be. You gain one Feat from your experiences.
Beyond 20th Level[edit]
The following table is adapted from Past Level 20 (5e Variant Rule) with its own respective class-based changes.
Perfect Self[edit]
At 21st level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Empty Body[edit]
Beginning at 21st level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Ability Score Increase[edit]
When you reach 22nd level, and again at 26th, 30th, 34th, 38th, and 40th 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. At 30th this limit increases to 40, at 40th Every time this limit increases, this feature allows you to increase any ability score by 1 additional point. For every 2 points not distributed, you may instead take a feat.
Cursed Martial Arts Improvement[edit]
At 22nd level, your jujutsu training has made you learn advanced martial techniques. You can now do any of the following Cursed Martial Arts but improved:
- Cursed Blast of Blows
Immediately after taking the Attack action on your turn, you can spend 4 Cursed Energy to perform three unarmed strikes as a bonus action.
- Cursed Patient Defense
You can spend 4 Cursed Energy to take the Dodge action as a bonus action on your turn but gain x3 movement speed instead.
- Cursed Wind Step
You can spend 4 Cursed Energy to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is tripled until the end of your turn as well as your movement speeds.
Second Jujutsu School[edit]
Starting at 23rd level, you have transferred to the alternate jujutsu school or jujutsu teacher to gain additional guidance and perspective on cursed energy usage. All to lean on how to improve your cursed energy. Choose the previously unchosen school; Tokyo Jujutsu High or Kyoto Jujutsu High.
- Tokyo Jujutsu High
You have come from a more liberal school, in which you decided not to focus on the basics but instead focus on improving your Innate Technique.
You will receive three enhancements which you can apply to your Cursed Technique. Only one enhancement may be applied to a single Cursed Technique.
- Power Enhancement. You can now spend extra Cursed Energy on the technique equal to your proficiency bonus to add a damage dice to the technique.
- Cursed Energy Economy. The Cursed Energy cost of the technique is now reduced by your proficiency bonus (to the minimum of 1 Cursed Energy).
- Distance Enhancement. You can spend up to your proficiency bonus in additional Cursed Energy on the technique to add 10 ft. to the range for each additional Cursed Energy spent.
You may change which technique receives this effect at the end of an long rest, or change the current benefit of a technique in a short or long rest.
- Kyoto Jujutsu High
You have come from a very conservative school, in which you learned to ignore your individuality as a jujutsu sorcerer to instead focus on mastering the basic jujutsu arts better than any other.
Your Cursed Martial Arts techniques now only cost 1 Cursed Energy, and you may choose an additional Cursed Energy Enhancement feature. In addition, one of your cursed martial arts is more refined than the average sorcerer's:
- Cursed Blast of Blows. When you use this feature, you can now make four unarmed strikes instead of two.
- Cursed Patient Defense. You gain advantage in Constitution and Charisma saving throws when you use the dodge action granted by this feature, as long as you benefit from the dodge.
- Cursed Wind Step. When you take the dash action granted by this feature your movement speed quadruples for that turn, and when you take the disengage action granted by this feature your movement speed triples for that turn.
You can change the refined martial art when you finish a long rest.
Binding Vow Proficiency[edit]
Once you reach level 24, You no longer need a short rest to create binding vows.
Dying Breath[edit]
At 25th level, your dedication to your techniques surpasses your physical limits. At the beginning of each of your turns that you are unconcious, you may ignore the condition and immediately take a turn. At the end of your turn, you gain 1 level of exhaustion. If you were unconscious from having 0 hit points, you do not make a death saving throw at the beginning of that turn, and you regain the unconscious condition and gain a failed death saving throw at the end of your turn.
Resistance[edit]
Granted at level 27, Is a damage type Immunity and Resistance depending on your Sub Class's.
Fallen Angel; Slashing Damage (Magical & Non-Magical)
Boogie Woogie; Force Damage (Magical)
Cursed Energy Recovery Advancement[edit]
At 29th level, due to extended periods of use your Cursed Energy, it is constantly recovering itself. You will gain CP points equal your Charisma modifier x3 (minimum 1) at the beginning of your turns, though it cannot exceed your maximum.
Black Flash[edit]
At 29th level, you have become more connected with your cursed energy, being able to use the famous technique Black Flash, where your attack is raised by 3 times it's original damage. When you receive this feature, you must score at least 1 positive critical from a natural 20 to finally activate it. After you score said critical, your critical hit radius on your attack rolls will be 19. and you will receive the black flash technique,
When you score a critical with an attack you can choose to give 1 black flash, before the damage calculation, roll a d6 to see how much additional damage your black flash will add on the table bellow:
Number Rolled | Damage Dealt |
---|---|
1 | 2 damage |
2 | 10 damage |
3 | 30 damage |
4 | 64 damage |
5 | 110 damage |
6 | 174 damage |
If you have more than one attack, you will roll a d20 with a DC of 13 to try to hit another black flash, if you pass, you will add another black flash to the next damage roll. For every other Black Flash after the second one, the DC increases by 2.
Cursed Relic[edit]
Starting at 31st level, you have gained a cursed relic from the collective higher ups of the of jujutsu world due to your showcase of constant loyalty and servitude. Choose from either the Cursed Battle Axe, Chain of a Thousand Miles, or Cursed Hand Sword of the cursed tools to be gifted/given; Cursed Tools List.
Perfect Self Advancement[edit]
At level 32, the effects of perfect self are doubled (the number of Ki points required isn't doubled).
Empty Body Advancement[edit]
At level 32, the effects of perfect self and empty body are doubled (the number of Ki points required isn't doubled).
Lasting Form[edit]
At 33rd level, your cursed energy penetrates every cell in your body, strengthening and nourishing them. You can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.
Second School Graduation[edit]
Starting at 34th level, you have finally graduated from your second Jujutsu School, now becoming a Special Grade Jujutsu Sorcerer. You gain one of the following depending on what school you have chosen:
- Tokyo Jujutsu High
You have graduated from the Tokyo Jujutsu High, becoming the best with your technique. You gain a unique technique exclusive to your Cursed Technique. (You gain this for both techniques at this level)
- Kyoto Jujutsu High
You have graduated from the Kyoto Jujutsu High, mastering the essence of what a Sorcerer should truly be. You gain two Feats from your experiences.
Reverse Curse Technique[edit]
At 35th level, You need to be reduced to 0 hit points, and for every time you would roll a death save you'll roll a DC 25 Charisma saving throw as well. If you succeed on the Charisma saving throw three times while on those death saves, you will gain the Reverse Cursed Technique ability. after many battles and studies about your Cursed Energy, you learn to use your CP in a completely opposite way, canalizing positive energy instead of negative. As an action for 8 CP points you can regain 100 hit points, this amount can be increased at +10 per 2 CP Point spent, the maximum amount you can add is based on your charisma modifier(Minimum of 1).
Reverse Curse Technique Improvement[edit]
At 39th level, (must have unlocked Reverse Cursed Energy) you have mastered this new type of energy. You may use this feature any number of times, you can cause a creature you touch to regain these hit points instead, and by spending 10 CP points as a bonus action to regenerate a lost limb. Additionally, Spending 14 CP points to heal a specific part of your brain called the “Cerebellum” may be done in order to regain any of your abilities limited to once per long rest (not magical items), however this may only be done once per long rest. Also, whenever you deal damage to a Fiend, Aberration or Undead, you can spend 4 CP points to enhance a non-spell attack or feature from this class to deal double damage, not including Black Flash.
Cursed Techniques[edit]
For your second technique, add +20 to the level requirements.
Fallen Angel[edit]
Though the true name of this technique is unknown, it is known to be malevolent in nature. It creates invisible slashes which slice up unsuspecting targets, while it slowly turns you into a cursed spirit or object, enhancing your form.
The strongest sorcerer in history, source |
- Overwhelming Cursed Energy
You were born with a never-before-seen amount of cursed energy. Your Cursed Energy maximum is increased by 2 times your proficiency bonus + your Charisma modifier.
- Dismantle
Lapse Technique
Starting at 1st level, you have learn the basics of your innate technique, which is to cut things so fast that people cannot even realize they're dead. When you take the attack action, you can spend Cursed Energy up to your proficiency bonus, to replace one of those attacks with an attempt to dismantle a creature or object within 150/600 feet of you. Make a ranged Cursed Energy Attack Roll against your target. On a hit, Xd8 slashing damage(with X being the number of cursed energy spent). You have advantage against creatures that can't see invisible objects when you attack this way.
When you gain the extra attack feature, you can replace multiple attacks with dismantle, but you must spend Cursed Energy for each attack. If your target can't see this attack, being within 5 feet of a hostile creature doesn't impose disadvantage on this attack roll.
- Open
Lapse Technique
At 3rd level, you can utter an incantation to create an arrow of fire. As an action, you can spend a number of Cursed Energy up to your proficiency bonus times two, choosing a point within 150/600 feet of you. Each creature within X times 5 feets of that point must make a dexterity saving throw. On a failed save, they take Xd10 fire damage. On a successful save, they take half as much damage.
(Every time x is mentioned it's supposed to be your Cursed Energy spent)
- Cleave
Lapse Technique
At 6th level, you learn how to cleave living targets apart in one fell swoop. As an action for up to 10 Cursed Energy you choose a target within 150 feet of you. Make a ranged Cursed Energy Attack. On a hit, the target takes a number of d12s equal to your proficiency bonus + the amount of Cursed Energy spent in slashing damage.
This attack ignores any kind of resistances, since it adapts to the targets body. You have advantage against creatures that can't see invisible objects when you use this technique, and being within melee range of a creature who can’t see this technique doesn’t impose disadvantage on the attack roll.
- Perfect Form
Improved Technique
At 10th level, your body transforms as you begin to resemble the perfect sorcerer turned curse. Your race changes to Cursed Spirit, however you will still retain your creature type while you have a physical body and won't gain the racial traits of cursed spirit. Your Charisma, Strength, and Constitution scores all increase by 2, including their maximums.
Additionally, you will gain 2 extra arms right below your original ones, as well as a mouth on your stomach. They are fully functional, and can act independently of your original limbs. They give you the following benefits:
- You can take an additional bonus action during your turns. You can grapple or shove a creature within this bonus action.
- You can make an additional attack during your attack action, however it must be an unarmed strike or dismantle.
- You reduce any of your cursed techniques action cost by 1. (Full Round Action->Action->Bonus Action->Free Action)
At 13th level, you can use Maximum Output on one of your cursed Technique without needing to wait a round or spend additional actions. You must still spend twice the number of cursed energy points, and you can only do this once per turn.
In addition, you gain the Cursed Object Transformation feat.
- Tokyo School Feature: The Slash That Cuts The World
At 14th level, through your many experiences fighting powerful opponents, you have learned how to not only cut your target, but the world itself. You can use your action to use cleave or dismantle, spending an additional 5 cursed energy to also target everything within a 100 foot cone behind it, including objects, as you chant to strengthen the slash. Make a ranged Cursed Energy Attack. Roll your normal damage for the technique and apply the damage to all targets which were hit. If a target is reduced to 0 hit points by this attack, they are cleaved in twain, killed outright. Due to the sheer power of this technique, it bypasses barriers such as the infinity technique and armor class bonuses from spells or cursed techniques.
- Domain Expansion, Malevolent Shrine
Domain Expansion
At 20th level, you have reached the pinnacle of your innate technique, making you finally be able to expand your domain expansion. You manifest a shrine behind you, as you manifest a barrier around it. At the beginning of each creature's turn except you, the shrine in the middle of the domain cuts everything with cleave and dismantle, causing whoever is within the area of effect to take damage from a cleave and a dismantle, which both count as if the maximum amount of Cursed Energy was used in it.
Additionally, objects within the domain take this damage at the end of each of your turns.
Boogie Woogie[edit]
This technique makes use of Cursed Energy to swap places with other people, creatures, and objects imbued with Cursed Energy.
A powerful Cursed Displacement user showing off his power, source [2] |
- Cursed Displacement
Starting at 1st level, you have created a unique technique to switch places with your oponents, it's extremely simple, but effective. You can switch places with an ally or object within 30 feet of you imbued with Cursed Energy by clapping for 1 Cursed Energy. You may use this technique as an action, bonus action, or a reaction, however it costs 2 additional Cursed Energy if used as an reaction. In addition you are now able to imbue cursed energy into anyone by touching them, making them altered by cursed energy. For an object to count as a cursed object, it must have been altered by a cursed tools feature or imbued with cursed energy. A person with cursed energy is someone who has the Jujutsu Sorcerer class, is wearing some type of Cursed Tool, or a creature imbued with cursed energy.
- Cursed Displacement Improvement
At 3rd level, due to constant training and practice, you have improved your technique. Cursed Displacementgains the following benefits:
- You may switch the position of hostile creatures, and can use this technique on 2 creatures at once. If used on a hostile creature, it will disorient them (They lose a reaction and regain them on the beginning of the next round).
- After the first time this technique was used, any of the hostile creatures affected may roll a Charisma Saving Throw against your Cursed Energy DC to not be affected by disorientation.
- Each time this technique is used on a hostile creature, the DC to not become affected lowers by 1.
- Clapping Like Your Life Depends on It
At 6th level, you have improved your cursed technique once more. Your cursed displacement gains the following benefits:
- The range of this technique extends to 45 feet.
- The Cursed Energy cost is reduced by 1 Cursed Energy for all boogie woogie techniques (excluding round of applause: Grand clap).
- You can now use cursed displacement once per turn as a free action.
- Clapping With Your Soul
At 10th level, you have honed your skills and made a simple clapping technique into something far greater. Your Cursed Displacement feature gains the following benefits:
- The range of this technique extends to 60 feet.
- When you switch places with an ally who was previously in range of an enemy right before the switch, your next attack roll has advantage, the same applies for the ally if you were in the range and both if you both were. If you are in range of an ally and you switch with an enemy, you may also get advantage if you are now next to an enemy, the same applies for the ally if he was in your position, and your ally gains advantage vs the enemy switched for the next attack.
- Each time this technique is used on an hostile creature, the DC to not become affected doesn't decrease.
- Tokyo Feature School: Total Sync
At 14th level, due to your time training with allies at Tokyo, you have learned how to be in total sync with one of them. At the end of a long rest, choose one ally to become in sync with. Whenever you switch places with this ally, it can use it's reaction to make an attack roll. At level 20, the ally that you sync with can now make an attack when as a reaction after a switch.
- Round of Applause
At 20th level, the user may now give applause from their hearts, and now you can clap your hands with another creature within reach for your technique to activate. The Cursed Energy DC to resist your technique increases by your Constitution modifier. You have also mastered positioning on the battlefield and your wit has become so quick, you can now switch all. You can perform a Grand Clap that affects all creatures within 60 feet, allowing you to switch the places of any enemies that fail the dc, allies, and cursed objects simultaneously. This Grand Clap costs 5 Cursed Energy.
Domain Expansion[edit]
The king of curses opening it's domain, source [3] |
Domain Expansion is the most supreme technique of any jujutsu user. It is achieved by expanding one's innate domain with cursed energy while using a barrier to construct it inside a separate space. The caster then imbues their cursed technique within the barrier to complete the expansion, allowing them to deploy their ability all throughout the domain.
Domain Basics[edit]
All domains are different from eachother, varying in it's hand signs or techniques. However, they all tend to follow the same base rules unless otherwise stated.
- Expanding Your Domain
All domains require a specific handsign for it's expansion to be activated, taking a Full Turn Action to activate. All domains cost 25 Cursed Energy unless specified, and catch every creature in a 175ft. circle around you, creating a barrier for 1 minute. The insides of a domain expansion varies from user to user, since it's basically like showing your soul to your opponents. Outside of your domain, it's appearance looks like a giant black sphere floating in the air.
- Technique Burnout
Even if the barrier or the environment aren't fully formed, casting domain expansion will cause the user's innate technique to become unstable for a short time afterward. Right after ending your domain expansion, you cannot use any of your cursed techniques and you gain 1 level of exhaustion for 1 minute.
Lethal Domains[edit]
Domains that are expanded to be lethal are constructed within a barrier imbued with the user's cursed technique. The caster's abilities are amplified and any cursed techniques deployed within the domain are guaranteed to hit their target. This sure-hit factor is derived from the barrier's embedded technique, which is what makes this type of domain considered lethal.
- Sure Hit Effect
While inside your domain radius, all of your cursed techniques will be affected by a sure hit effect. No matter what your cursed energy attack roll is it will be considered a hit. Creatures will automatically fail saving throws for your cursed technique.
Non-Lethal Domains[edit]
In the past, Domain Expansion was a more common technique because domains weren't constructed to be fatal. They only forced targets inside to obey the rules of the embedded cursed technique.
- Peace Treat
While inside Non-Lethal domains, no kinds of violence are allowed while a condition is not completely followed through. After the condition is completed, the domain will end.
- Anti-Domain Clash
Because of your domain having a peaceful condition, you cannot open it while another domain expansion is active, however domain expansions cannot be opened as a reaction to your domain opening.
Domain Refinement[edit]
As every technique Domain Expansion gets better with refinement and specializing. A refined domain and a normal domain are very different, while on the second case most semi-grade 1 or above sorcerers could escape, a refined domain can bring trouble to even special grade sorcerers.
- Refinement Points
The longer you refine your domain, the more it's refinement points will grow. You will start out with 1 refinement point, which defines diverse things about your domain. Domain expansions obtained at level 3 have a base refinement points of 0, level 6 have 20 points, and level 20 at 100 points. Incomplete domain expansions have refinement points of 0 and cant change. Your refinements points will grant you some benefits: Domain Durability. Your domain will increase in it's durability the more refined it is. Your domain hit points is increased by +1 for every refinement point you have. The Limit. Your refinement limit is 1000 refinement points, only the elite of the elite have ever reached said point.
- Ways of Refinement
There are multiple ways of refining your domain, from training with yourself to clashing with other people's domains. Down bellow is to list on how to gain refinement points:
Method | Description | Refinement Points Gained |
---|---|---|
Training | Problably the slowest method, but every little progress counts. Once per day, you can spend a number of Cursed Energy up to your Charisma modifier to add to your refinement level. These Cursed Energy can only be regained at the next day. | X |
Domain Casualties | One of the quicker methods of refining your domain is to destroy opponents with your cursed techniques while inside it. If you reduce a creature to 0 hit points while it's inside your domain expansion, you will gain refinement points. The refiniment points are only gained if the creature's cr was at least half of your Jujutsu Sorcerer level(rounded up). | 20 per creature |
Domain Supremacy | The best form to refine your domain is to just subjugate another one with your own. If you win in a domain clash, you'll gain refiniment points from your domain superiority. You may only benefit from this once per singular domain. | 100 refinement points |
Breaking a Domain[edit]
A domain viewed from outside, source [4] |
Although Domain Expansion is a extremely powerful and refined technique that only the highest graded sorcerers possess, it can still be broken with enough force.
- Barrier Hit Points
Your domain barrier has immense durability, being able to resist even the most damaging attacks. However, cursed imbued attacks can actually pierce through your barrier, despite not being very effective unless done from outside. Your domain barrier has an amount of hit points equal to 100 + your refinement points.
- Weak Spot
All kinds of barrier techniques have a weak spot, domain expansions could not be different. You can only deal damage to a domain's hit points once you've found it's weak spot, unless you're from outside the domain.
- From Inside
Breaking a barrier from the inside is almost impossible, even if you do find the weak point of the barrier you'll still can be targetted by the domains' constant effects. To break a domain from the inside, you must find it's weak spot first by making a dc30 Perception check. On a failure, the target cannot find a weak spot. On a success you will find the domain's weak spot, now being able to target it for your attacks. The ac to hit the domain is equal to the sorcerer's cursed energy dc, and it automatically fails any saving throws.
- From Outside
While breaking a barrier from inside is nearly impossible, breaking from the outside is a much easier task. You may target the domain for your attacks, it's ac is equal to half the sorcerer's cursed energy dc(rounded down). It automatically fails any saving throws, and it is vulnerable to every kind of damage you deal.
Domain Battle[edit]
A domain clash starts, source [5] |
Two domains expanding at the same time cause a domain clash, a battle solely defined by who has the most refined domain and the most talent as a sorcerer.
- Domain Clash
Once a creature expands their domain, you may use your reaction to expand your own domain as well. The domain battle will be defined by the one with the most refinement points, being the defining factor in deciding the winner. However, even if you do have refinement points to destroy the opposing domain it will take a number of rounds equal to the amount of refinement points that you have above the opponent's domain. See the table bellow to see how much rounds it takes:
Refiment Points Above | Rounds Needed To Overlap |
---|---|
10 | 9 |
20 | 8 |
30 | 7 |
40 | 6 |
50 | 5 |
60 | 4 |
70 | 3 |
80 | 2 |
90 | 1 |
100 | 0 |
While on the domain clash, the sure-hit effect of both domains will be negated. The domain expansions will create an 350 ft. area, where 175 ft. of it will be with one domain's area while the other will be 175ft. is for the other domain. The loser's domain area will shrink by 15ft. per round passed. Right after you break the domain, your sure-hit effect will come back into action.
- Domain Escape
A sorcerer using it's own domain as a form to create an exit from another sorcerer's domain, source [6] |
Sometimes even if your domain is weaker, you can still use it to escape from other domains. As an action for 10 Cursed Energy, you may cause a 10ft. by 10ft. hole to appear besides you. It lasts until the beggining of your next turn, any creatures that use their movement speed to reach the hole can get out of the domain. However, any creatures from outside may also enter through the same hole. You can only do this once you've found the domain's weak spot from the inside, as you need to expand your own domain right on top of it.
- Equal Refinement Domain Clashes
The two strongest sorcerers in history clashing their domains, source [[]] |
Although an extremely unlikely scenario, almost impossible to happen in normal standards, when the top of the world fights this god-like scene might bestow itself to the eyes of outside viewers. When two Domain Expansions of equal refinement clash, they completely nullify eachother, not being able to overpower or be overpowered, so it's up to the two sorcerer's to maintain their domain while bringing the opponent's down. As soon as one of the domain casters reach 1/3 (rounded down) of their maximum hit points they need to succeed in a DC 15 roll with no modifiers to maintain concentration on their domain. On a success, the domain is kept stable and they can keep going. On a failure, their domain breaks, giving in to the opponent's, and they suffer the after effects of Burnout from Domain Expansion.
- Domain Limit
A battle of two domain expansions is already hard to describe, now one of three or more... If more than two different creatures try to open a domain clash, all of the domains are instantly destroyed and they suffer the aftereffects of Burnout.
Barrierless Domain[edit]
You have refined your domain expansion to new levels, making it become a true work of art.
- Different Properties
The king of curses using a barrierless domain expansion, source [7] |
When you expand your domain, you may choose to not get a barrier up and remove the time limit. Your domain expansion range increases to 655 ft., and it has a center at the middle. This center has an AC equal to your own and has hit points equal to your Charisma modifier times your level. Your techniques are still sure hit effect, however due to not having a barrier your domain is much simpler to escape. The domain is destroyed once the center is destroyed. Also on a domain clash, your domain effects and cursed techniques can target the outside barrier of the other domain directly.
Barrierless Domain[edit]
You have refined your domain expansion to new levels, making it become a true work of art.
- Different Properties
The king of curses using a barrierless domain expansion, source [8] |
When you expand your domain, you may choose to not get a barrier up and remove the time limit. Your domain expansion range increases to 655 ft., and it has a center at the middle. This center has an AC equal to your own and has hit points equal to your Charisma modifier times your level. Your techniques are still sure hit effect, however due to not having a barrier your domain is much simpler to escape. The domain is destroyed once the center is destroyed. Also on a domain clash, your domain effects and cursed techniques can target the outside barrier of the other domain directly.
Binding Vows[edit]
A Binding Vow example, [9] |
If you violate the contract's terms in a vow with yourself, you'll only lose the benefits gained.
Anyone who violate the contract's terms, suffers dire consequences, gaining 3 points of exhaustion and warning the other creature of the violation.
Here is the list of binding vows you can make with yourself or other sorcerers:
Solo Vows[edit]
- Favorite Enemy
You focus for 1 hour preparing yourself to fight against a creature you know. You create a vow where you choose 1 creature as your "favorite enemy", after that you will choose one of the following benefits for your cursed techniques:
- It will have advantage attack rolls against that target.
- It will reduce the target's saving throws against the techniques by your Charisma modifier + your proficiency bonus.
However, any other creature besides your "favorite enemy" adds their proficiency bonus on saving throws against your cursed techniques(even if they already did), and your cursed energy attack rolls will be with disadvantage against them.
When used while a barrier technique is active, the unchosen creatures cannot pass through it, while the chosen can just pass the barrier to enter.
- Worst Case Scenario
Requires Simple Domain, Curtain or Domain Expansion to utilize it
You have only one creature you fear, and you must make sure it doesn't mess with your planning. You choose one creature you know or at least heard of, and make that creature your "Worst Case Scenario". Whenever you cast curtain or domain expansion, that creature cannot forcibly enter those barriers unless by destroying it. However, any other creatures will be free to pass by the barrier.
- Cursed Energy Economy
You can accumulate a part of your cursed energy in an object that will become your battery. This battery can handle up to 3 times your maximum amount of Cursed Energy, but it can only be charged once per day, in which you can send an amount of Cursed Energy equal to your Charisma modifier. After the battery has reached it's Cursed Energy limit or at least half of your maximum Cursed Energy, you can use it as you wish, from fuel to any machine or to replenish your jujutsu points. You can draw the Cursed Energy from inside the battery as a bonus action, taking any number of Cursed Energy you wish. This cannot exceed your maximum with this extraction.
You can take this vow multiple times for mofe batteries.
- Revealing One's Hand
You can reveal your innate technique to your opponent in a certain detail, making you increase your cursed energy output. As an action, you target one creature who can see and hear you to reveal your cursed technique. After you explain it, your cursed technique features will gain the following benefits:
- Your cursed technique dice will be increased by 1.
- Your cursed technique attack rolls will add your proficiency bonus an additional time.
- Your cursed technique cost will be reduced by 1.
- Your cursed energy dc is increased by your Charisma modifier.
However, the creature now knows how your technique works, making it gain advantage against any of saving throws caused by your cursed techniques, and any cursed energy attack rolls are made with disadvantage against said creature. After the end of the battle, the affected creature will now be immune to Revealing One's Hand.
- Overtime
You hate working overtime, which led you to make a vow to avoid this. You must choose a set of time in which you must be working(determine what is your "Job" with your GM), this will last 8 hours. During those 8 hours, your powers will be limited, making you suffer from following effects:
- Your Cursed Energy maximum will be reduced by your Charisma modifier.
- Your cursed energy attack rolls will not add your Charisma modifier.
- Your cursed techniques' damage die will be reduced by one tier.
After the time passes, you will now be working overtime. For a number of hours equal to your proficiency bonus, you will lose the effects above and gain the following benefits:
- Your Cursed Energy maximum will be increased by your Charisma modifier.
- Your cursed energy attack rolls will gain a bonus equal to your Charisma modifier.
- Your cursed techniques damage dies will be increased by two tiers.
- You will regain Cursed Energy equal to your Charisma modifier at the start of your turns.
After this effect ends, you must restart your working shift for it to take effect again.
- Simple Domain Conditions
Requires you to have a Simple Domain You have customized your simple domain so that it has special conditions. You may add specific rules to your simple domain.
Example 1- You could make a vow that there is a non-violence condition in the simple domain area until a question is answered. After the question is answered, battle may proceed as normal. The simple domain will last until the question is answered.
Example 2- You could make a vow that your simple domain becomes a small sumo ring, where if a creature accepts your offer to do a sumo match with you both will be teleported to a dimension where only the sumo ring exists. You'll both can fight until one of you falls unconscious, making the simple domain vanish. This simple domain lasts for an undefinitive number of rounds, and times passes slowly inside, so while in the outside it has been a minute, inside it has been an hour. The simple domain will last until the offer to fight sumo is answered with a no, or until one of the sumo fighters win.
- Barrierless Domain
Requires you to have a domain expansion, 20th level, 1000 refinement points
Your domain expansion has been refined to the highest point, you have achieved what many sorcerers cannot even grasp the concept of. You will now be able to use the Barrierless Domains options.
- Blade Elbows
Prerequisites: Idle transfiguration innate technique, Needs to have Instant Spirit of Distorted Killing
While on your ultimate form, you decide as a precaution to arm yourself where it is least expected. You will gain sharp blade elbows, when you have the maximized destruction binding vow is active, you can only use Self-Alterations on the blade elbows. You may use them as part of an unarmed strike, dealing their normal damage + 4d10 slashing damage. You decide to take this vow when activating the form and it lasts until the form ends, you cannot take the vow during the form or discard it during the form.
In addition, all of your natural weapons or unarmed strike dice increase by your Charisma modifier.
- Maximized Destruction
Prerequisites: Idle Transfiguration, Instant Spirit Body Of Distorted Killing feature, 20th level
Upon activating your Tokyo School feature, you may impose a binding vow to unleash maximized destruction. The Instant Spirit Body Of Distorted Killing now grants a +6 stat increase instead of +4. Additionally, the damage die increase is raised by 2 dice, and your speed gains a +10 increase.
However, with this binding vow, you forfeit the use of your Self-alteration feature. You are still able to utilize Transfiguration Touch.
Due to this binding vow, you can activate your Instant Spirit Body Of Distorted Killing as apart of initiative or as a bonus action on your turn.
Multiple Sorcerers Vows[edit]
- Master and Servant
Requires two or more different Jujutsu Sorcerers.
You have a deep adimiration and respect for someone, so much so that you can restrain yourself just to obey them. One of the members of the vow will be the "master" of the vow, while another will be the "servant". The servant will receive one of the following restrictions:
- Their Cursed Energy' maximum will be reduced by a number decided by it's master.
- Their technique's range is reduced by a number of ft. that the master decides.(Cannot go lower than 5ft.)
- Their technique's damage is reduced by how many damage dice the master decides.(Cannot go lower than one dice.)
- They cannot use simple domain or barrier.
The servant will have this restraint until the master allows the servant to unleash it's cursed energy as an action. The servant gains one the following benefits depending on his restraint:
- Their cursed energy maximum doubles(counting the original value without the reduction), and they regain cursed energy equal to the cursed energy they lost.
- Their technique's range doubles(counting the original value without the reduction).
Their technique's damage dice doubles(counting the original value without the reduction).
This lasts for a number of rounds equal to the master's proficiency bonus, after which this vow can only take place after a long rest.