Jujutsu Shaman (5e Class)

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Jujutsu Shaman

The world of Jujutsu Kaisen is full of curses: humans emit positive and negative energies. Negative energies are generated from anger, envy, fear, sadness and other such feelings. And sometimes they can manifest through curses. Curses cause chaos and can destroy peace anywhere. Most curses are invisible to human eyes, being felt only by someone who has a little cursed energy. This special group of people can see and exorcise these curses. They are called Jujutsu Shamans.

Jujutsu Shaman

Jujutsu Shamans are people who master the type of energy called cursed energy, they protect society from supernatural creatures and more.

Creating a Jujutsu Shaman

Quick Build.

You can make a Jujutsu Shaman quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Strength. Second, choose the Shaman background.

Class Features

As a Jujutsu Shaman you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: One of your choice
Saving Throws: Charisma and Dexterity.
Skills: Choose 3 from Perception, Arcana, Stealth, Athletics, Investigation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A dungeoneer's pack or (b) A explorer's pack
  • (a) Simples Weapon or (b) Martial Weapon
  • If you are using starting wealth, you have 3d4x 10gp in funds.

Table: The Jujutsu Shaman

Level Proficiency
Bonus
Features Martial Arts Cursed Points Unarmoured Movement
1st +2 Unarmored Defense, Martial Arts, Cursed Energy Blows d4 2+CHA -
2nd +2 Unarmored Movement, Cursed Archetype, Cursed Martial Arts d4 5+CHA 5ft
3rd +2 Cursed Archetype, Cursed Tools d4 7+CHA 5ft
4th +2 Ability Score Improvement d4 9+CHA 5ft
5th +3 Extra Attack d6 11+CHA 10ft
6th +3 Cursed Archetype, Energy Infused Attacks d6 13+CHA 10ft
7th +3 Resistant, Cursed Techniques d6 15+CHA 10ft
8th +3 Ability Score Improvement d6 17+CHA 10ft
9th +4 d6 19+CHA 15ft
10th +4 Cursed Archetype d8 21+CHA 15ft
11th +4 Improvement Cursed Energy Blows, Extra Attack(2) d8 23+CHA 15ft
12th +4 Ability Score Improvement d8 25+CHA 15ft
13th +5 Black Flash d8 27+CHA 20ft
14th +5 Cursed Archetype d8 29+CHA 20ft
15th +5 Reverse Cursed Technique d10 31+CHA 20ft
16th +5 Ability Score Improvement d10 33+CHA 20ft
17th +6 d10 35+CHA 25ft
18th +6 Improvement Reverse Cursed Technique d10 37+CHA 25ft
19th +6 Ability Score Improvement d12 39+CHA 25ft
20th +6 Cursed Archetype d12 41+CHA 30ft

Unarmored Defense

Starting at 1st level, you learn to channel energy in your body for strength. While you are unarmored and not wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Constitution modifier.

Martial Arts

At 1st level, You gain the following benefits while unarmed and not wearing armor or wielding a shield: You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed attacks. You can roll a d4 in place of the normal damage from your Unarmed Strike. This die changes as you gain Jujutsu Shaman levels, as shown in the Martial Arts column of the Jujutsu Shaman table. When you use the Attack action with an Unarmed Strike on your Turn, you can make an Unarmed Strike as a Bonus Action.

Cursed Energy Blows

At level 1, when you deal damage with unarmed strikes, you can spend 1 Cursed Points to deal additional necrotic d6, the limit of dice you can spend is equal to your Charisma mod. At 11th level, you further improve your hit, the cap is now equal to twice your Charisma mod, and the die increases by one scale (d6 > d8).

Cursed Martial Arts

At 2nd level, your jujutsu training has made you gain incredible martial techniques. You can now execute all the skills bellow:

Cursed Blast of Blows

Immediately after taking the Attack action on the your turn, you can spend 1 cursed point to perform two unarmed strikes as a bonus action.

Cursed Patient Defense

You can spend 1 Cursed Point to take the Dodge action as a bonus action on your turn.

Cursed Wind Step

You can spend 1 Cursed Point to take the Disengage or Run Action as a bonus action on your turn, and your jump distance is doubled that turn.

Unarmored Movement

Starting at 2st Level, your speed increases by 5 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain Jujutsu Shaman levels, as shown in the Jujutsu Shaman table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Cursed Archetype

You choose your curse archetype, your archetype is your specialization within the jujutsu world, it could be a technique you were born with or something you wanted to specialize in. You gain your archetype's abilities at level 2 and again at 3, 6, 10, 14, and 20.

Also, you earn your Cursed Points to use your skills, the amount of Points is defined in the Jujutsu Shaman table, you only recover all your points with a long rest, if you take a short rest, you recover an amount equal to your proficiency + Charisma modifier.

All techniques that use Cursed Energy are considered magical.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Cursed Tools

At 3rd level, due to your extensive use of cursed energy you can focus with normal tools for 1 hour to turn them into Cursed Tools. When you turn something into a Cursed Tool, you may give it one of the following atributes:

Weapon

You will add 1 damage dice + your Charisma modifier of necrotic damage to the weapon (Ex: Dagger dealing 1d4, will now deal 1d4 + 1d4 + your Charisma modifier cursed damage).

Sight Improvement

While they have the object equipped, the user will gain a bonus of 2 + your Charisma modifier in Perception rolls and can now see through illusions.

Armors

While you have the armor equipped, you gain 10 + 5 for every level you have in this class temporary Hit Points, and a +2 to your AC. After your temporary Hit Points end you must wait a day before regaining them.

Obs: Any creature killed with a cursed weapon, will not be revived as a cursed spirit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th 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.

Extra Attack

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 11th level.

Energy Infused Attacks

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 your Charisma modifier to the damage roll of your strikes.

Resistant

At 7th level, your strength as a Shaman allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores: Strength, Dexterity, Constitution, Intelligence or Wisdom.

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Cursed Techniques

At 7th level, you begin to learn advanced jujutsu techniques, each different for certain situations. You can only choose one of the bellow:

Curtain

You can cover the sky with a black dome in 100 ft. While inside the dome no one from outside it can see what is happening inside, and all the enemies inside will be revealed for you and your allies. This technique costs 10 cursed points and will last for 10 minutes.

Simple Domain

You can activate a circle with 20 ft. around yourself that protects anyone inside, any attacks that would come from an outside source is immediately negated, unless it's an melee attack. This technique costs 10 cursed points, and lasts for 1 round.

Anti Domain Barrier

As a reaction you can spend 10 cursed points to create an cursed circle around yourself. Any spells or cursed techniques coming towards you will receive -2 in their attack rolls and will roll with disadvantage. This technique lasts for 1 round, you may spend +5 cursed points to keep the technique active.

Black Flash

By 13th level, you learn to cast a powerful technique that requires extreme concentration. When you land an unarmed strike you use 6 cursed points to do a black flash, when attacking this way roll an additional D20 on a 1-10 you deal the normal cursed strike damage of 6 cursed points (4d8) on a 11-19 you deal damage (8d8) and on a 20 you deal (8d10) damage and get your cursed points back. You can use this feature a number of times equal to your Charisma modifier per long rest. This technique can only be combined with "Cursed Energy Blows"

Reverse Cursed Technique

At 15th level, you learn a new type of energy that is the opposite extreme of cursed energy. As an action and 4 cursed points, you can heal yourself for 4d10, you can spend more points to heal more, for each extra cursed point you heal yourself +1d10, but only can spend a number equal to your Charisma modifier, and you cannot heal other people.

At 18th level, you master this energy even more. Now you no longer have a dice limit, you can regenerate other people, spending 10 cursed points you regenerate a lost limb of yours or a creature and whenever you deal damage to Demon, Corruptor and Undead, you can spend 10 cursed points to strengthen a physical attack or a technique to double the damage (you can even strengthen your Cursed Archetype technique).

Cursed Archetype

Gojo Clan Archetype

The Clan Gojo is known for being part of the Big Three. They rose to prominence and achieved great achievements during the Heian Period. It is known that the technique transmitted among family members is the Unlimited technique and the "Six Eyes" technique.

Clan Gojo - The Six Eyes

When you take this Cursed Archetype, you can feel the flow of energy in all living things. You gain expertise in Perception and Investigation, and can use the spell detect magic by spending 2 cursed points. At level 6, you can use the spell true seeing on yourself or you can extended the effects of detect magic to 120 ft. for the next 10 minutes, recharging after a long rest.

You can, as a bonus action right after using an archetype skill or an class feature, optimize the use of the cursed energy and recover some points. Make an Arcana check, the DC being 10 + the number of points spent. If you pass, you regain an amount of points equal to your Charisma modifier + your proficiency bonus.

Gojo Clan - Infinity

You learn to manipulate spacetime at the atomic level by creating an infinite distance between you and the object.

At level 2, you can protect yourself with a magical barrier by spending 4 points for the next minute. Whenever you receive an attack while Infinity is active, you can make an Intelligence check to make the attack or any source of damage fail, the DC being 15 or the attack roll, whichever is greater. Any creature or object in your attack zone can also be warded by Infinity if you wish.

When you take the Dodge action while Infinity is activated, you can roll the die with advantage. At level 6, you can spend your reaction and 6 points to make a damage fail automatically until the start of your turn.

Clan Gojo - Cursed Technique Lapse: Blue

At level 3, you learn to control your second ability, Blue. Blue is an ability that erases a point of reality and forces the world to fill that part with other things around it, as if it were a gravitational pull.

Using your action and spending 3 cursed point, you point up to 30 feet of you, at that location, you create a 10-foot sphere that is concentration and can last up to 1 minute. It forces nearby creatures to make a Strength saving throw or take 4d6 force damage, be pulled to the nearest point of the sphere's center, and be stunned. While within the sphere, they take 1d6 force damage at the start of their turns. They can repeat the check at the start of their turns, if they succeed, they can spend half their speed to escape the sphere's area.

Clan Gojo - Teleport Technique

At 6th level, you learn to teleport using Blue. As a bonus action, you can teleport up to 30 feets, moving this way does not cause attacks of opportunity or any types of readied actions. You can spend your reaction and 5 points of cursed energy to teleport when being targeted by an attack and make it miss, you don't leave where you're teleporting that way.

You can spend 1 minute writing symbols in a 15-foot area and teleport up to 8 creatures to a location, use the teleport spell table and spend 14 cursed energy points to do it.

Clan Gojo - Cursed Technique Reversal: Red

At 10th level, you learn to reverse your cursed technique and create a space where everything is violently repelled, this technique is named Red.

As an action, you point in a direction and spend 6 cursed energy points to create a small sphere at your fingertip and fire a crimson beam in a straight line up to 15 feet. Every creature in the area must make a Dexterity saving throw, if it fails it is pushed 30 feet away and is prone, taking 8d6 bludgeoning damage. If it succeeds, it only takes half damage.

Gojo Clan - Hollow Purple

You learn that by combining the Blue and Red techniques you create a void in destructive space-time. At level 14, by spending your action and 12 cursed points, you cast a purple orb that destroys everything for 60 foot-line area, the affected creatures must make a Dexterity saving throw, on failure they take 12d6 force damage, becoming paralyzed and restrained until the end of their next turn, on a success they take only half damage. You can increase damage by spending extra cursed points, for every 1 point you add 1 more die, with the limit being twice your Charisma modifier.

Gojo Clan - Domain Expansion: Unlimited Void

Now at 20th level, two a day you can spend your action to create a space under the material plane, all creatures within 45 ft. are taken along with you into that space. Creatures can spend the action to make a Strength saving throw with disadvantage to force their way out. Those you make physical contact with when you cast are immune to its effect. Everything in the sphere centered around you takes 16d8 psychic damage and must make an Intelligence saving throw against your DC. On a failed save, the creature's Intelligence, Wisdom, and Charisma scores become 1 and the creature is rendered unconscious. The creature cannot cast spells, attack, activate magic items, understand language, or communicate intelligibly. At the end of each of the creature's turns, it can repeat its saving throw against this spell. If it succeed, the spell ends.

10 Shadows Archetype

Is a technique originating from the Zenin Family, which uses shadows to create Shikigami and is capable of processing ten at once. Use this technique to create various advanced Shikigami and store objects, as well as for himself within the shadows. They last for a time period of 10 minutes while in initiative, and 8 hours outside of initiative.

10 Shadows - Divine Dogs

At level 2, you gain access to your first shikigami. By spending your action and 2 Cursed points, you summon your Divine Dogs to help you. They act in the same turn as you, as well for other shikigamis. In case some of them die, you won't be able to use it until after a short rest.

10 Shadows - Rabbit Escape

At level 3, you gain access to your new shikigami. By spending your action and 1 cursed point you can summon 5 rabbits to help you. On the first turn you call them, you can use the Disengage action as a free action, recharging this resource after a short rest. While the rabbits are nearby, you can use the Dodge or Disengage action as a bonus action.

Additionally, you can store and pick up objects in your shadow as a free action, but it still counts as if you were carrying.

10 Shadows - Nue and Gama

At level 6, you unlock more types of shikigami. By spending your action you can create up to 4 Gama that cost 2 cursed points each or create up to 2 Nue that cost 3 cursed points each. If one dies, you can't use it until after a short rest.

Gama: [1] Nue:[2]

10 Shadows - Orochi and Bansho

At level 10, you unleash almost all of your shikigami. By spending your action you can summon up to 2 Orochi by spending 3 Cursed Points each or 1 Bansho by spending 5 Cursed Points. If one dies, you can only use it after a short rest.

Orochi: [3] Bansho: [4]

10 Shadows - The Unknown Abyss of Wells

At level 14, you learn a way to match your shikigami with their peers called "Totality". Whenever a shikigami of yours dies, you can use this feature to add Totality effects to them, creating a new shikigami.

Your Totality Shikigami when killed only come back after a long rest.

  • If a Divine Dog dies its partner (the other Divine Dog) will now become "Divine Dog: Totality" [5]
  • If Gama/Nue dies your pair (Gama/Nue) will now become "Gama/Nue:Totality" [6] [7]
  • If Orochi/Bansho dies your pair (Orochi/Bansho) will now become "Orochi/Bansho):Totality" [8] [9]

You can now summon your shikigami (except Mahoraga) as a bonus action and guard them as a free action. In addition, you learn to use your last shikigami, as an action, you can initiate a ritual that summons the dreaded "Divergent Eight-Handled Sword Sila Divine General Mahoraga", you control it and it lasts until the end of the fight. You can only do this once per long rest.

Mahoraga: [10]

10 Shadows - Domain Expansion: Chimera Shadow Garden

At 20th level, you've gained the ability to create a mastery expansion, while charging your body and devouring most of your cursed points, your power to control the battlefield at will is almost unparalleled. As an action, you can spend 15 cursed points and your action to create a 150 feet radius sphere centered on you of pure shadow, any hostile creatures within this space must make a Dexterity saving throw at the beginning of their turn or restrained, they can make another Strength saving throw at the start of their next turn to break free, succeeding the save does not make them immune to this effect. The 150-foot area is difficult terrain for all enemies within it, and you also gain the ability to use Shoot, Hide, or Disengage as a reaction or bonus action. You can also summon your shikagami without spending cursed points and you can have several at once. You must spend 5 Cursed Points to keep this ability active at the end of your turn.

Inumaki Clan Archetype

A clan specializing in assassinations, the Inumaki are frowned upon within jujutsu society. Some are born with the clan's "Cursed Speech" technique where the user has the "serpent and fangs" seal on their tongue and cheek.

Inumaki Clan - Cursed Speech

At 2nd level, you can cast spells using only the verbal component and a keyword. You gain access to healing word, sleep, dissonant whispers, all of which cost 2 cursed points to cast.

Whenever you choose a target whose CR is higher than your level, you must make a Constitution saving throw, on failure you gain 1 burnout point. When you reach 5 burnout points you gain 1 level of exhaustion. You lose all burnout points when you take a long rest.

Inumaki Clan - More words

At level 3, you now gain the following spells to cast, counterspell, mass healing word and bestow curse. The cost of these spells is 4 cursed points.

Inumaki Clan - Dangerous Words

At level 6, you now gain access to even stronger spells,"Modify Memory", "Destructive Wave", "Mission". The cost of these spells is 6 Cursed Points.

Inumaki Clan - Empowered Words

Now at level 10, your words now contain more cursed energy, you can make your enemies have disadvantages on their spell checks, you can use a number of times per short rest equal to your charisma mod, and in addition you can double the cost of your spells. spells to affect an extra target.

Inumaki Clan - Expanded Vocabulary

Now at 14th level, whenever you take a long rest, you can change your spells for whatever spells d&d5 level 7th or lower spell your master allows, but you must still create a keyword that makes sense for spells. Also you add 3 more spells to your slots.

Spells cost 7-6:6 Cursed Points

Spells cost 5-4:4 Cursed Points

Spells cost 3-:2 Cursed Points

Inumaki Clan - Supreme Word

Now at level 20, you can choose a level 9 spell and a keyword that represents it, you can cast it once a day and then you must make a charisma saving throw, if you fail gain 2 levels of exhaustion from attrition. it does to you and your vocal cords.

Celestial Restraint Archetype

The Celestial Restraint is a binding on the body that a sorcerer is born with, in exchange for power in other areas. Although there is more than one type, this subclass will cover that of Maki and Toji zen'in.

Celestial Restraint - One exchange for another

When you take this cursed archetype, you don't gain class resources like Black Flash and Reverse Cursed Technique. Replace with the following resources:

- In place of Cursed Energy Blows you get:

  • Improved Damage - You can add 1 extra die to damage rolls for one round, recovering this resource by 3-6 on a d6 die each start of your turn.

- In place of Black Flash, you get:

  • Improved Extra Attack - The number of attacks you make increases to four at level 13 and then to 5 at level 17.

- In place of Reverse Cursed Technique, you get:

  • Lethal Assassin - Your critical range increases by 1, you do critical damage with 19-20.
Celestial Restraint - Enhanced Vitality

At level 2, the fact that you were born without cursed energy made your body fortified. You don't earn Cursed Points, the number on the table + your Constitution is now the maximum amount of additional health you will gain at each level. Also, you cannot be tracked by magical means and a resource that senses the presence of Ki, Energy, Magic or anything like that doesn't work for you.

Celestial Restraint - Enhanced Physique

At level 3, your body becomes much stronger, your strength increases by +2 and your constitution by +1. In addition, you have advantage on death rolls, gain proficiency in Constitution saving throws and to calculate your AC you use Strength and Constitution and for your DC you use Constitution.

Celestial Restraint - Living Weapon

At level 6, you have a supernatural naturalness and mastery in handling weapons and melee combat. You gain proficiency in all weapons and whenever you are attacked, you can try to parry the opponent, using your reaction, you add your proficiency bonus to your AC, if the attack misses, you can make an attack against the creature or attempt to disarm it.

Celestial Restraint - Accelerated Regeneration

Starting at level 10, your body has an extremely high regenerative capacity. As a bonus action, you can choose to concentrate on trying to treat your own wounds, in doing so, you regain an amount of health equal to your Constitution modifier.

At level 15 this feature improves, you can now also spend your action to regenerate an amount of Hit Points equal to 12 + double of your Constitution modifier + your proficiency bonus, this feature recharges by a 4-6 on a d6 die at each start of your turn.

Celestial Restraint - Immunity

At level 14, your body is almost reaching its apex. You gain immunity to poison and disease, gain resistance to magic and magical effects, and blindsight for 30 feet.

Also, thanks to you not having any kind of cursed energy, domain expansions or any similar magic don't recognize you, having no effect and it's barrier and anyone caught inside not appearing to you. You can intentionally choose to enter a domain expansion, doing so makes the territory recognize you and apply the effects to you.

Celestial Restraint - Matured Body

Now at level 20, his body is at its peak and fully matured. All of your traits increase by +2 and respectively their maximum values, you gain proficiency in all saving throws and you gain resistance to non-magical slashing, piercing, and bludgeoning damage.

Kamo Clan Archetype

The kamo clan is one of the 3 largest clans in the jujutsu world. The technique the clan uses is called the "Blood Manipulation Technique". Also, your blood techniques do not affect water and in an environment with a lot of water presence (storm, ocean etc) you can only use resources that affect your blood internally.

Kamo Clan - Blood Manipulation

At level 2, you learn to manipulate your blood to attack or reinforce your weapons. As your bonus action, you can attack creatures with your blood, dealing d6 punctures for every 1 Cursed Points spent, but you take an equal amount of d4 dice, or you can beef up your weapons to deal this extra damage. At level 10, you learn to manipulate the trajectory of shots empowered by your blood. You have an advantage on ranged attacks empowered by your blood, and now empowering your attacks only cost a free action.

Kamo Clan - Blood Bag

At level 3, you learn to reserve your blood in bags for future use, you have a number of blood bags equal to your Constitution mod. Whenever you are going to use a resource that spends your blood, you can choose not to take damage when using a blood bag. You regain your blood bags at the end of a long rest.

Kamo Clan - Fluent Red Scale

At level 6, you learn to increase your body temperature, pulse rate, and the number of red blood cells to provide yourself with a huge boost in energy and physical capabilities. With an action and 6 Cursed Points, you gain +2 to Dexterity or Strength and +2 to Constitution and you gain advantage on Constitution saving throws. In addition, you can use Disengage as a bonus action. You must spend 1 Cursed Points to maintain this form.

Kamo Clan - Piercing Blood

At level 10 you learn to concentrate your blood in a single point and condense it to the maximum, by doing this the firing speed is immense reaching the speed of sound. As an action and 6+ Cursed Points, you make a ranged attack in a 30-foot straight line dealing 6d10 (you can add 1 more die for each extra Cursed Points spent), but you suffer an equal amount of dice on d8.

Kamo Clan - Convergence

You compress and condense your blood to the limit. At 14th level, you can spend 10 Cursed Points and your action to enhance your blood, your attacks that use blood crit with 19-20, your damage die increases by one scale (d6>d8) and you can use "piercing blood " as a reaction. However, this form can do great damage, every start of your turn in this form you must make a Constitution saving throw DC13, for each success you increase the DC by +1, on a failure your blood clots and you suffer 2d10 necrotic and that form lasts until the end of combat.

Kamo Clan - Mastery in Manipulation

Now at level 20, you've mastered your technique exactly. Your techniques now only deal half damage to you, your blood techniques have their crit range increased by 1 and your blood becomes poisonous to supernatural creatures, you deal double damage to undead, demon and fiend. This resource does not stack with "Reverse Cursed Technique".

Zen'in Clan Archetype

The Zen'in Clan was known for being one of the Great Three Clans and for having conquered a solid position in the history of jujutsu with its great achievements. They have shamans with excellent skills and amazing cursed techniques. They have a habit of valuing cursed techniques above all else and reject or discriminate against anyone who cannot control the cursed energy or does not have a technique of their own, as they expect their members to be 'perfect', even if they are blood relatives. This subclass will cover the technique of Naoya and Naobito Zen'in.

Zen'in Clan - Projection Sorcery

At level 2, you learn the projection technique, which gives you the possibility to divide 1 second into 24 frames that makes you move faster. You gain an additional 10 feet to your speed and an additional attack on an Attack Action. You must spend 1 Cursed Point to keep this technique active.

Zen'in Clan - Acceleration

Now at level 3, your speed increases even more, you gain another 10 feet in your speed. Also, while your technique is active you can use the Disengage or Dash Action as a bonus action.

Zen'in Clan - 24 FPS Rule

Now at level 6, you can affect your enemy with your projection and the 24 FPS rule. While your technique is active, the moment you land an unarmed strike on a creature, you can choose not to deal damage, by touching it and spending 4 Cursed Points, your enemy must make a Wisdom saving throw to understand your technique, if it fails. he will be stunned in one frame of animation until the next damage he takes, if he succeeds nothing happens. If an enemy succeeds on 3 rolls in a fight, he understands your technique and becomes immune for 24 hours.

Zen'in Clan - Improved Acceleration

At level 10, you can reach a higher speed level than normal users. While your technique is active, you gain an additional 10 feet to your speed, you gain an additional reaction, your Dexterity increases by +2 and your maximum value respectively and a use of "Action Surge"(recharges with a short rest).

Zen'in Clan - Improved 24 FPS Rule

Now at level 14, while your technique is active, you can use "24 FPS Rule" as your reaction to being targeted by a melee attack and now your opponents roll with disadvantage.

Zen'in Clan - Lunar Palace: Womb of Time

Now at 20th level, you can spend your action and 20 Cursed Points to create a space under the material plane, all creatures within 30 feet are taken along with you into that space. Creatures can spend the action to make a strength saving throw with disadvantage to force their way out. All creatures in your domain must make a Wisdom saving throw with disadvantage at the start of their turn, if they fail they fall under the "24 FPS Rule" at the cell level, their body cells get misaligned and they can't move, automatically passing the turn and suffering 5d10 necrotic to its maximum hit points. You must spend 5 Cursed Points each end of your turn to keep this ability active.

Cursed Spirit Manipulation Archetype

This archetype allows its practitioner to control wandering cursed spirits. Dominated spirits are transformed into small black orbs that must be ingested to harness their power. Additionally, by vanquishing a sorcerer, you can absorb their curses. The number of curses you can maintain is equal to your proficiency bonus + your Wisdom modifier.

Cursed Spirit Absorption

After defeating a creature, you can expend 4 Cursed Points to turn its essence into a small black orb. Consuming this orb lets you summon the creature to fight by your side. The summoned entity receives a bonus to all stats equal to your Wisdom modifier. Its type also changes to 'undead', which makes it vulnerable to radiant damage, taking double damage from such sources.

You can target creatures with a Challenge Rating (CR) up to your character level. If you try to absorb a creature with a higher CR, make a Constitution Saving Throw with a DC of 10 + the creature's CR. Success lets you absorb but only summon it after resting. Failure causes you to suffer 2 exhaustion levels and take xd12 Necrotic Damage, where "x" is the creature's CR. After a failure, you cannot use cursed techniques until completing a long rest.

Summoning costs in Cursed Points are equal to the creature's CR.

Cursed Spirit Powers

You can harness the actions of absorbed creatures by expending Cursed Points. Additionally, you can select one absorbed creature and take half its hit points as temporary HP. Your AC increases by +1 for every three absorbed entities.

  • Regular actions: 2 Cursed Points.
  • Reactions: 3 Cursed Points.
  • Legendary Actions: 10 Cursed Points.
Stronger Spirits

At 6th level, you can choose one of your cursed spirits to upgrade their level, gaining the following attributes:

  • 30 Hit Points.
  • Immunity to fright and charm effects.
  • Doubled Movement Speed.

You can enhance spirits up to a number equal to your proficiency bonus.

Cursed Fusion

By spending 10 Cursed Points, you can merge two spirits, forming a potent entity. This new creature inherits half the total HP from both spirits and averages their stats. It retains actions, reactions, and legendary moves from both original spirits. The combined CR determines summoning costs.

Perfect Spirit Control

Summon spirits at half the Cursed Point cost. All your cursed spirits also benefit from:

  • Necrotic damage immunity, stun immunity, poisoned and paralized.
  • A Strength and Constitution increase of +5.
  • Their gain +Ac equal too your charisma modifier
  • An additional attack per turn.
Maximum Uzumaki

Combine 10 or more spirits to create a colossal spiral curse. It inherits the total HP, resistances, actions, reactions, and legendary moves from all combined spirits. This fusion has unique abilities:

  • Absorbing Touch: Targets touched by the Maximum Uzumaki must pass a Constitution Save or be assimilated, with the Uzumaki gaining their abilities. On a successful save, they take 4d12 Necrotic Damage.
  • Magical Absorption: Spells targeting the Uzumaki are absorbed and reflected back at the caster, dealing double damage.
  • Terrifying Presence: Those within 30ft of the Maximum Uzumaki must succeed on a Wisdom Save or be frightened for 1d4 rounds.

Punter Archetype

An archetype based on Kinji Hakari, using luck and betting to use his technique.

Punter - Trained Body

At level 2 you specialize in melee combat, your attacks deal an additional d4, at level 6 your die becomes d6, at level 12 it becomes d8. Also, at level 10 you gain advantage on Strength saving throws.

Punter - Dense Energy

At level 3, the property of your cursed energy is different than normal, it is denser and firmer. You can spend your action and 3 Cursed Points to deliver a punch charged with energy, on a hit you deal 3d8 force damage and the target must make a Constitution saving throw, on a failure it is stunned until the start of next turn. At 10th level, the damage increases to 5d10.

Punter - Tireless Punter

At level 6, you gain access to your Domain expansion which is based on a romantic comedy manga. Once per day, by spending your action and 5 Cursed Points you and all creatures within 30 feet of you are taken to a demiplane that resembles a subway station. (You can change the appearance and events if you wish) All information about how "Tireless Punter" works and about the anime theme is automatically placed on all creatures within the domain expansion.

You get 3 types of new attacks that can be used in an Attack Action, you can use different attacks or repeat the same one in an Action, each attack increases the "expectation" by a percentage.

  • Green Balls Ranged Attack. You throw up to 30 feet a green ball at the opponent that deals d4, this attack increases expectation by 10%. (Costs 1 Cursed Points)
  • Red Rod Attack. You hit the opponent with a reddish rod that tails d8, this attack increases expectation by 25%. (Costs 3 Cursed Points)
  • Golden Door Attack. You throw up to 30 feet or land a blow with a golden door that deals d12, this attack increases expectation by 40%. (Costs 4 Cursed Points)

You can choose to consume the expectation at any time by using your bonus action to place your bet and an event takes place. There are 4 possible types of event, to know which event will happen you must roll d20 + your expectation bonus, you get +1 for every 10% in expectation.

  • EVENT 1 - Transport Gate. Will the main character be able to cross the gate before it closes??. If a jackpot happens, he passes the gate in time. The jackpot die is d10. (1-8)
  • EVENT 2 - Passenger Seat Competition. Will the main character be able to take the seat and go seated??. If a jackpot happens he can sit down. The jackpot die is d8. (9-13)
  • EVENT 3 - Bear the Squeeze for the Bathroom on the Express Train. The main character took the wrong train and he won't stop, will he hold the whole trip to go to the bathroom?!!!. If a jackpot happens, the protagonist can take it and go to the bathroom. The jackpot die is d6. (14-17)
  • EVENT 4 - Last Train of Friday Night. The main character and his lover leave after work, but on the way home he ended up missing the train, did she manage to catch it?. If a jackpot happens, the heroine can't catch it either and they meet at the station. The jackpot die is d4. (18-20)

Whenever an event starts, no creature can make an attack or anything that affects another creature, the event lasts a number of turns equal to d10, that is, if it falls 4 on d10, it will last 24 seconds.

At the end of the event, before rolling the jackpot dice, you must roll d20 to find out if you win the multiplier bonus or the rare "Rainbow" bonus, you can reroll one of the dice jackpot amount of times equal to your multiplier or "Rainbow" lands you have an automatic jackpot in that event.

  • 1-9: no multiplier
  • 10-13: 1x multiplier
  • 14-16: 2x multiplier
  • 17-19: 3x multiplier
  • 20: Rainbow

At the end of the event you will play 3dX, the value of the dice will be defined by the event, if 3 equal numbers land, you will win a jackpot. When you hit a jackpot the semi-plane is undone, your cursed energy becomes infinite and you become immortal. You earn the following bonuses for 4 minutes and 11 seconds:

• Every start of turn your Cursed Points are recharged to the maximum.

• Your health cannot be reduced below 1 in any way.

• You can use "Reverse Cursed Technique" as if you were level 15.

• You emit a song that is the opening theme of your expansion anime, revealing your position to everyone around.

• You can use "Tireless Punter" one more time in the day.

You must spend 1 Cursed Point to keep your demiplane running, at creatures can't leave the demiplane until you choose not to maintain, drop to 0 hit points, or hit a jackpot, creatures outside can force their way in by making a DC 14 Strength saving throw.

Punter - Pseudo-scrolls & Golden Event

At level 10, you improve your domain expansion even more, you can now perform "Pseudo-scrolls". After you roll the Jackpot dice, you can spend 2 Cursed Points and your action bonus or reaction to choose to lock the result of two dice and reroll only one, but for each roll the die scale increases by 1 up to a maximum of d12. Also, the fourth event of the DAY is considered an automatic jackpot and you can bet on your events with a action bonus or reaction. In addition, you get one more bonus during the jackpot:

• You gain advantage on Dexterity, Strength, and Constitution saving throws.

Punter - Probability Change & Time Savings

Now at level 14, you roll 3d20 and choose which one will set your multiplier and you get two bonuses for your expansion, when you activate "Tireless Punter" after getting a jackpot without bonus, you get the following bonus:

• Change of Probability: The chance of your jackpot increases by a lot, you win twice what you normally would expectation and you roll 5 dice now to get 3 equal numbers

After you hit a jackpot with the above bonus, the next time you use "Tireless Punter" it will win the following bonus:

• Time Saving: As soon as you activate Tireless Punter you make a Jackpot roll using d3 and the events are finished in the same turn you place your bet.

After you hit a jackpot with this bonus, the next time you use Tireless Punter you won't get any bonuses. The sequence followed will always be this "Normal - Probability Change - Time Saving". In addition, you get one more bonus during the jackpot:

• You have advantage on saving throws against spells and other magical effects.

Punter - You Need Skill to Win at luck

At level 20, you are at the peak of your technique, you don't spend Cursed Points to activate Tireless Punter, you roll 5d20 and choose which one will set your multiplier, you can choose which creatures will be taken with you and you can use "Reverse Cursed Technique" as a free action while you have the jackpot bonus.In addition, you get one more bonus during the jackpot:

•You are immune to nonmagical slashing, piercing, and bludgeoning damage and immune to frightened, stunned, blinded, poisoned, paralyzed, petrified.

Vengeful Spirit Archetype

Based on Okkotsu Yuta, this subclass is all about having his vengeful spirit in addition to his innate technique.

Vengeful Spirit - Powerhouse

Your unknown lineage has been shown to carry far more cursed energy in its own body. Whenever you level up after obtaining this subclass, you gain double the cursed points instead of the normal ones.

Vengeful Spirit - Vengeful Spirit

At level 2, at some point in your lineage or family, someone unknown died. Unable to accept this person's death, they unconsciously cursed him, and it became a vengeful spirit of great power named "Rika". Once per turn, you can call this spirit to your aid in combat by spending 2 Cursed Points, when you do, you gain an additional action that you can use only to attack, with the damage being 1d10 slashing.

You can use this a number of times equal to twice your proficiency bonus, recovering at the end of a short rest. At level 6 and 10, the number of attacks increases to 2 and 3, respectively.

Vengeful spirit - Binding object
1d6 Elemental Resistence
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic

At level 3, you begin to understand Rika, and learn that to manifest her into the real world, something imbued with her cursed energy is required. You must choose a nonmagical object or weapon to begin imbuing your cursed energy. You must spend 1 hour meditating with your chosen object, or 1 hour practicing with your chosen weapon, passing your cursed energy into it.

If you chose a weapon, as an action, it can become a +1 weapon with magical properties for 1 minute a number of times equal to your proficiency modifier, recharging at the end of a short rest. This weapon now deals necrotic damage, and can make the crit rating 19, but ends the rest of the effects immediately. At level 6, you can lower the crit twice before ending the effects.

If you chose an object, it must be able to fit in your pocket. It becomes a magical object and gives you random resistance to one element, roll 1d6 to determine and check the table. At level 6, you gain resistance to one more random element.

Vengeful Spirit - Rika

Finally, after focusing a good deal of your cursed energy on your binding object, you learn to manifest Rika into the physical world. At level 6, as a bonus action and by spending 5 cursed points, you can manifest Rika to directly aid you in combat via the cursed item. The benefits she gave you before are still available to use as long as she is at least 5 feet closer to you. She acts on the same turn as you and will stay in the physical world for the next minute before returning to the ethereal.

Innate Technique

In addition, you learn something about your lineage: The Copy technique. You can as a bonus action, 4 times before needing to finish a long rest, attempt to copy an opponent's spell or feat, and keep it for the next minute by making a Charisma check, the DC being 10 + the spell circle. For a Feat, use 10 or the CR of the creature, whichever is greater.

You can copy and cast spells from circles less than or equal to your Charisma modifier, and you can use them freely with the expenditure being X cursed points, X being the circle of magic.

To copy a feat, you need to spend cursed points equals the CR of the creature and must have the requirements to maintain the feat, otherwise the copy fails.

Vengeful Spirit - Strengthened Bond

Now at level 10, the bond between the binding object and Rika are even tighter. You can improve Rika's attributes, being able to increase another 1 in two skills or 2 in a single skill. You can also choose to take a feat for Rika instead. It gains temporary hit points equal to half your current hit points.

Additionally, as a bonus action, Rika can store up to 24 hours 2 copied skills you've obtained, and 1 permanently. You can change the permanently copied skill at any time.

Electric Cursed Energy Archetype

Your Cursed Energy is different from others; strangely, your energy is always in motion within your body. You've learned how to harness that, and turn it into a new type of energy: Electrical Cursed Energy.

Whenever you spend Cursed Points to increase your damage, you can choose to make it be Lightning damage instead of Necrotic.

Eletric Cursed Energy - Eletric Charging

At level 2, for every damage you deal using your Cursed Points, you gain 1 Electric Point, for the limit of 7. When you reach 7 points, you can choose to gain 15 feets of extra movement and 1d6 Lightning magical damage to your melee attacks. You will remain in this state until you lose all Electricity points, losing 3 each round after entering this form. This feature can be used 4 times before causing Exhaustion points. You regain this feature at the end of a Long Rest.

Eletric Cursed Energy - Eletric Aura

Your understanding of your energy improves, you understand how to better manifest it within the battlefield. At level 3, as a reaction and by spending 3 Cursed Points, you surround yourself within an electrical aura that makes it difficult for blows to land on you, increasing your AC by +2 and causing anyone who enters your area or ends their turn there to make a Dexterity check; on a failure, the creature receives 2d6 of thunder damage and gains the paralyzed condition until the start of its turn again. To maintain this technique, you must spend 1 Cursed Energy Point at each start of your turn.

Multiclassing

You cannot Multiclass into this character, you must start as a Jujutsu Shaman and multiclass out.

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