Jujutsu Sorcerer, DnD Supportive (Jujutsu Kaisen Supplement)
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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>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12… and so on, whereupon reaching d6s again the dice count doubles.
Creating a Jujutsu Sorcerer[edit]
Three Jujutsu Sorcerers on their 120% due to hitting a Black Flash, Mappa Studio, [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 either the Sorcerer Family or the High School Student backgrounds. 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, Intimidation 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 and 20 rounds 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 | Cursed Technique, Unarmored Movement, Unarmored Defense | 1 + cha | 10 ft. | - |
2nd | +2 | Martial Arts, Cursed Energy Enhancement, Cursed Martial Arts | 2 + cha | 10 ft. | 1d4 |
3rd | +2 | Jujutsu Schools, Sorcerer Training, Cursed Technique feature | 3 + cha | 10 ft. | 1d4 |
4th | +2 | Ability Score Improvement | 4 + cha | 15 ft. | 1d4 |
5th | +3 | Extra Attack, Binding Vow | 5 + cha | 15 ft. | 1d6 |
6th | +3 | Curse-Empowered Strikes, Cursed Technique feature | 6 + cha | 15 ft. | 1d6 |
7th | +3 | Resistant, Advanced Studies | 7 + cha | 20 ft. | 1d6 |
8th | +3 | Ability Score Improvement | 8 + cha | 20 ft. | 1d6 |
9th | +4 | Cursed Energy Recovery | 8 + cha | 20 ft. | 1d6 |
10th | +4 | Cursed Technique feature | 10 + cha | 25 ft. | 1d6 |
11th | +4 | Cursed Tools, Exorcise | 11 + cha | 25 ft. | 1d8 |
12th | +4 | Ability Score Improvement | 12 + cha | 25 ft. | 1d8 |
13th | +5 | Maximum Output | 13 + cha | 30 ft. | 1d8 |
14th | +5 | School Graduation | 14 + cha | 30 ft. | 1d8 |
15th | +5 | Ability Score Improvement | 15 + cha | 30 ft. | 1d8 |
16th | +5 | Ability Score Improvement | 16 + cha | 35 ft. | 1d8 |
17th | +6 | - | 17 + cha | 35 ft. | 1d10 |
18th | +6 | Ability Score Improvement | 18 + cha | 35 ft. | 1d10 |
19th | +6 | Ability Score Improvement | 19 + cha | 40 ft. | 1d10 |
20th | +6 | Cursed Technique feature | 20 + cha | 40 ft. | 1d10 |
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.
- 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.
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. Instead of an innate technique, you gain a cursed feat with a level requirement lower than 9 for free. Or, if you do not take a feat from this feature, you can choose the "Low Reserves" Sorcerer path, which gains features at the same levels as an innate technique.
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.
- You gain access to Sorcerer Weapons. You may use your martial arts damage die instead of the sorcerer weapon damage die if you choose so.
Cursed Energy Enhancement[edit]
At 2nd level, you began to focus your cursed energy to better manipulate it. Choose one 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 1d6 necrotic damage per two points spent.
- Cursed Armor
As a bonus action, and for an amount of Cursed Energy up to your Charisma modifier, you can surround yourself with cursed energy for one minute. You gain temporary hit points equal to the amount of Cursed Energy spent times 2 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 vulnerability against a specific damage type while these temporary hit points last.
- Cursed Weapon Enhancement
As a bonus action, you can spend Cursed Energy up to your proficiency bonus to add to your melee weapon damage rolls for 1 minute. Whenever you hit a target with your weapon, it takes extra necrotic damage equal to the amount spent.
In addition, if you do this 50 times or more to the same weapon, it becomes a Semi-Cursed Tool as long as it's not already a cursed tool.
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]
Gutted, no longer exists.
Sorcerer Training[edit]
At 3rd level, you have been focusing on improving yourself as a sorcerer, trying to focus on your strenght. You will gain one of the following feats that you meet the requirements of:
- Body Feats
Choose one between Athlete History, 50 Meters In 3 Seconds!, Reinforced Immune System
- Barrier Technique Feats
- Cursed Energy Feats
- Cursed Energy Manipulation Feats
- Cursed Creations Feats
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.
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 or your weapon. Your attacks with weapons or Unarmed Strikes, your choice when you gain this feature, now count as magical for overcoming resistances.
Resistant[edit]
At 7th level, your strength as a sorcerer 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:
- Evasion - Dexterity
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.
Advanced Studies[edit]
Gutted, No longer exists.
Cursed Energy Recovery[edit]
Gutted, no longer exists.
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.
You can use your Charisma modifier instead of your strength or dexterity modifier.
- 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) instead of the relevant modifier, and if you can't normally see cursed spirits, you are able to while wearing these glasses.
- 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 2 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.
Exorcise[edit]
At 11th level, you've learned to get rid of weaker cursed spirits without having to spend effort or energy. As an Action, you can automatically destroy a cursed spirit within 30 ft. of you that you can see that has a CR equal to or lower than a quarter of your proficiency bonus (rounded down).
Maximum Output[edit]
No longer exists
School Graduation[edit]
No longer exists.
Cursed Techniques[edit]
Ten Shadows Technique[edit]
The Ten Shadows Technique can summon up to ten powerful shikigami using shadows as an intermediary.
A Ten Shadows user summoning its most powerfull Shikigami, the Eight-Handled Sword Divergent Sila Divine General Mahoraga, source [2] |
- Divine Dogs
Lapse Technique
Starting at 1st level, you have the prized technique of the Zenin clan, the ten shadows earned to summon Shikigami from the shadows. As an action for 2 Cursed Energy you may summon up to 2 Divine Dogs anywhere within 5ft. of you. Any Shikigami summoned as part of this technique last until they are reduced to 0 hit points or you dismiss them at will. They are lost forever
Your shikigami cannot use actions on their own. You can spend a action to command the shikigami to take an action, you may also spend an action to order them do something more specific, such as protect that creature, grab that, defend that area, etc. The number of Shikigami you can control at once is equal to half your wisdom modifier
- Trial
Technique Improvement
Starting at 3rd level, you have gained access to your other spirits, and you must face them in combat alone to gain access to them. As an action, you may summon any cursed spirits that are on the table below within 5ft. of you. If you haven't battled against this shikigami and won, the cursed spirit will be under the berserk condition. If you have battled against the cursed spirit alone (does not include using your tamed shikigami) and reduce it to 0 hit points, you will now be able to summon the cursed spirit without it being berserk. You can summon a number of shikigami at a time wisdom modifier
Cursed Energy | Shikigami |
---|---|
10 Cursed Energy per summoned creature(up to 4) | Gama |
14 Cursed Energy | Rabbit Escape |
18 Cursed Energy | Nue |
22 Cursed Energy | Great Serpent |
28 Cursed Energy | Round Deer |
34 Cursed Energy | Mourn Tiger |
40 Cursed Energy | Max Elephant |
50 Cursed Energy | Piercing Ox |
70 Cursed Energy | Eight-Handled Sword Divergent Sila Divine General Mahoraga |
All shikigami dissapear after you take a short or long rest, or summon another shikigami. Any shikigami summoned that are reduced to 0 hit points are lost forever
- Summoning Techniques
When you defeat a spirit in battle, you gain a new special form to summon it, this version gains a penality on all their dice and savinh throw equal your cha modifier.
Cursed Rabbits.
You may summon Cursed Rabbits for 10 Cursed Energy as a reaction to an attack made against you, you may add half of your Charisma modifier (rounded to down) to your AC. If this causes the attack to miss, you reappear in any place within your movement speed range. This movement does not generate opportunity attacks.
To use the other special summoning techniques, you must choose a Ten Shadows Feat.
- Shadow Storage
Extension Technique
Starting at 6th level, you may store objects in an extra-dimensional space within your shadow. Putting objects on your shadow takes no cursed energy, however you must spend 1 Cursed Energy to interact with an object in this space, potentially removing it. All items on your shadow still count against your carrying capacity.
At 14th level, you got better at manipulating shadows, becoming able to connect to the shadows of others and even summoning your creatures from behind them. As a free action or during a short or long rest, you can connect to the shadow of a creature within sight range. As a bonus action for 4 cursed energy, you may teleport behind this creature's shadow from any distance, even on another dimension. If you have any of your shikigami summoned, you may spend another 4 cursed energy to make one of them also be teleported with you. In case you do this on a hostile creature, the creature makes a {Wisdom (Perception) check against your cursed energy DC, on a success they know you are behind them, on a failure they will be surprised. If you were completely hidden before teleporting to said creature's shadow, it makes the Perception check with disadvantage.
You can connect to the shadows of a number of creatures up to your proficiency bonus. Whenever you try to connect to a new shadow after reaching the maximum, you will lose the connection to your oldest shadow.
- The Well's Unknown Abyss
Extension Technique
At 10th level, you can now combine your spirits and give them stronger forms. As an action, you may combine two of your summons you have summoned into a single creature, granting one of them the Cursed Spirit Alteration feature. They lose the Cursed Spirit Alteration if they are reduced to 0 hit points or you undo it as a bonus action.
Additionally, if one of your summons is reduced to 0 hit points, during a short or long rest you may perform a 1 hour ritual to grant one of your summons its Totality form. The sacrificed creature cannot be summoned for 1 week, after which the other creature loses its Totality form.
The Wells Unknown AbyssSpirit | Cursed Spirit Alteration | Totality |
---|---|---|
Divine Dogs | Gives Pack Tactics feature | Becomes a Divine Dog Totality |
Gama | Gives Standing Leap feature | Becomes a Gama Totality |
Great Serpent | Increase hit points by 10 and gives 30 ft. swim Speed | Becomes a Great Serpent Totality |
Nue | Gives 80ft fly speed | Becomes a Nue Totality |
Round Deer | Grants the Regeneration feature | Becomes a Round Deer Totality |
Piercing Ox | It will grant the Trampling Charge feature | Becomes a Piercing Ox Totality |
Mourn Tiger | It will grant the Sprint feature(It will apply to one of the creatures' attack actions) | Becomes a Mourn Tiger Totality |
Max Elephant | Increase hit points by 30 | Becomes a Max Elephant Totality |
This feature cannot apply to the Eight-Handled Sword Divergent Sila Divine General Mahoraga.
- Tokyo School Feature: Incomplete Shadows
Extension Technique
At 14th level, your technique has always been prestiged by the jujutsu world due to it's rarity and fame, you noticed a major problem however, the death of your Shikigami. To overcome this problem, you have developed a summoning technique to create shadow versions of your Shikigami that have lesser attack power in exchange of granting it an unstable form. Whenever you summon a tamed Shikigami, you may spend additional cursed energy up to your Charisma modifier to create an unstable form of it. In this unstable form, it will gain immunity to all non-magical damage except radiant. However, it's maximum hit points and all of it's damage will be halfed(rounded down). This form lasts a number of rounds equal to the cursed energy spent. You may end it early at will, making the Shikigami dissapear and reappear in his normal form within 5ft. of you.
- Domain Expansion: Chimera Shadow Garden
Domain Expansion
Finally at 20th level, you have learned how to expand your own domain from the shadows. Your domain is a huge shadow barrier, filling your surroundings with overwhelming darkness. Any hostile creatures that end their turn within your domain range must make a Dexterity saving throw or become restrained. They can make Strength saving throws at the beginning of their turns, ending this effect on a success. The area counts as difficult terrain to all creatures of your choice, and you are under the effects of freedom of movement as long as you are within the domain.
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 half your proficiency bonus.
- 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, Xd4 slashing damage(with X being half 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 your character level of you. Each creature within X times 5 feets of that point must make a dexterity saving throw. On a failed save, they take Xd6 fire damage. On a successful save, they take half as much damage.
(Every time x is mentioned it's supposed to be half 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 4 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 d8s equal to half your proficiency bonus + the half amount of Cursed Energy spent in slashing damage.
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
It no longer exists.
- 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 and bonus action to use dismantle, spending an additional 5 cursed energy to also up to half your proficiency bonus-1 targets 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, as well as the Simple Domain technique, as well as ignores all resistances and reduces immunities to resistances. You cannot use this feature unless you also use the Chanting feat on this dismantle.
- 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, they need to make a Constitution saving throw, on a faliure, 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. On a sucess, they take half of damage on the cleave and dismantle
Additionally, objects within the domain take this damage at the end of each of your turns.
Limitless[edit]
The Limitless technique is the most powerful Innate Technique in the jujutsu world. This technique uses jujutsu to bring the convergence and divergence of an infinite series into reality, allowing the user to freely manipulate and distort space. Only those who possess the Six Eyes can fully master the Limitless due to the complex cursed energy manipulation required to wield it.
The strongest sorcerer of today using Hollow Purple, source [3] |
- Infinity
Lapse Technique
Starting at 1st level, you gain the ability to use your manipulation over gravity to protect yourself more effectively. As reaction to getting targeted with an attack, for 5 Cursed Energy, you can encase yourself in a gravitational field, imposing disadvantage on that attack. For 1 round after this is used, all of your melee weapon attacks automatically miss their target.
This feature does not work on attacks that you cannot see until you reach 6th level, or against poisons or tiny objects.
- Blue
Lapse Technique
At 3rd level, as an amplification of limitless, you may directly manipulate gravity. As an action for 5 Cursed Energy, you may cause gravity to bend within 30ft of you causing a blue sphere with a 10 ft. circle radius to draw towards everything towards it for 1 minute. All creatures within this area must make a Strength or Dexterity(their choice) saving throw. On a failure, they take 1d8 force damage, and if they fail by 5 or more, are restrained until the start of their next turn, and are pulled to an open space closest to the center of the sphere. On a success, they take half as much damage and are not restrained.
- Stretching Technique
Extension Technique
At 6th level, you have learned how to manipulate the space-time around you and how to bend it. You can make your face look exceedingly long for 5 cursed energy.
- Cursed Technique Reversal:Red
Reversal Technique
At 10th level, you may invert Limitless using Reverse Cursed Technique, creating a blast of raw gravity. As an action for 15 Cursed Energy, choose point within 40 feet. All creatures within 10 feet of the point must make a Strength saving throw. On a failure, they are knocked back up to 20 feet, take 3d8 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked prone.
In addition, you will gain the Reverse Cursed Technique feat. You cannot use this feature unless you also gain the Cursed Technique Reversal feat.
Purple. Through accidental experimenting, you learned that using blue and red in the same location can become a deadly situation. If your red activates on the same spot your blue is currently active, it will create a reaction in gravity and explode into a huge purple ball. Every creature within 100ft. of the point must make a Dexterity saving throw. On a failure, they take 3d12 force damage. On a success, they take half as much damage.
Hollow Purple. At 15th level, you have learned how to mix blue and red, creating a purple bolt of cursed energy that destroys everything in its path. As an action for 20 Cursed Energy, every creature in a 100-foot line must make a Dexterity saving throw. On a failure, they take 4d12 force damage and are moved to the end of the line. On a successful save, they are not moved and take no damage.
- Tokyo School Feature: Delayed Explosions
At 14th level, you have learned how to delay your Innate Technique to create surprise explosions. Whenever you use your action to use your blue or red techniques, you may reduce their size and make them not explode. All hostile creatures must make a Perception check against your cursed energy DC. On a success, they notice the blue or red is stopped in the air. On a failure, they don't notice it and think it just vanished. You may spend a bonus action to make them explode, doubling their effect's range and forcing the creature to make their saving throws with disadvantage and taking twice as much damage as they normally would.
Explosive Purple. If you make a red and a blue explode at the same time while being within range of eachother, a massive purple that erases everything will form. Every creature within a 200ft. circle centered on the circle must make a Dexterity saving throw. On a failure, they take 7d6 force damage. On a success, they take half as much damage.
- Domain Expansion: Unlimited Void
Finally at 20th level, you have learned how to expand your own domain, showing the Unlimited Void to opponents. You can create a void in space that causes victims to receive all kinds of stimuli and information endlessly, restricting their thought processes and actions. Every creature caught in the Domain Expansion that is not touching you must attempt a Intelligence saving throw at the beginning of their turns. On a failure, they take 4d6 psychic damage and have their Intelligence, Wisdom, and Charisma scores become 1 and are unable to cast spells, attack, use magic items, understand language, or communicate in any intelligible way, and fall unconscious for 1 round. At the end of every round, the creature can repeat this saving throw, ending these effects on a success. This feature can also be ended by greater restoration or wish. In exchange for being exceedingly powerful, this domain costs twice the normal amount of cursed energy to open.
Cursed Straw[edit]
The Cursed Straw technique focuses on you unleashing damage on the opponent from a long distance using nails or hitting a straw doll.
A Straw Doll technique user, Source [4] |
- Nail Projectiles
Lapse Technique
Starting at 1st level, due to your country origin you will start with 1 Hammer, 24 nails and 1 straw doll. As an action for 5 Cursed Energy, you can hold 2 nails in the air with your cursed energy and then hit them with your hammer. Make two ranged cursed energy attack rolls with a range of 20/60 feet. This cannot benefit from feats which allow you to attack at long range without disadvantage.
- Resonance
Extension Technique
At 3rd level, you learn how to use your straw doll to inflict damage on your enemies. As a Reaction, when a creature takes slashing or piercing damage within your reach, you may make a Dexterity (Sleight of Hand) check against the enemy's AC. If you bypass it, you can grab a part of the enemy and mix it with your straw doll. After you have mixed the part, you can spend 3 Cursed Energy to activate resonance, enabling you to target the straw doll giving you access to a special attack. As an action, using one nail and your hammer you can drive the nail through the body part. This attack will always hit. When you deal damage to the doll the target will receive damage based on what part of them is mixed int, as shown in the table below.
Resonance’s strength and effect is determined by the body part that is being used:
Resonance Strength | Part used | Effect | Damage Dice |
---|---|---|---|
Weak | Hair, skin, blood | No special effect | (Half your proficiency bonus)d4 |
Fine | Small parts or digits such as fingers, small amounts of flesh. | The target has disadvantage on the first ability check it makes until the start of your next turn. | (Half your your proficiency bonus)d6 |
Strong | Limbs like arms, legs, or vital organs | The creature has to make a Constitution saving throw; on failure, black spikes erupt from the creature’s body restraining them for 1 minute. They can roll the save again at the end of each turn, ending the effect on success. | (half your proficiency bonus)d8 |
- Hairpin
Extension Technique
At 6th level, you learned a new way to damage your enemies. As a bonus action for 10 Cursed Energy, you can stick a nail on an object. As a bonus action or reaction to a creature coming within 5 ft. of the nail, you can spend the same amount of points you used while sticking the nails inside the objects to create huge Cursed Explosions. Every creature within a 10 ft. radius of the nails must attempt a Dexterity saving throw. On a failure, they take 2d8 force damage, taking half as much damage on a success. You may spend additional Cursed Energy when you drive the nail, adding another nail and increasing the damage by 1d8 for every 2 additional Cursed Energy spent.
- Black Flash, Cursed Doll
At 10th level, your Black Flash evolved to a new level. You will gain the Black Flash cursed feat. You can use your Black Flash feature on your cursed straw. When used in this way, it does no additional damage.
- Improved Hairpin
Extension Technique
At 14th level, due to your learning at the Tokyo School you have learned a new way for you to use your hairpin technique. When you hit a creature with a nail, you can use a bonus action to spend 19 Cursed Energy and activate hairpin, which makes the Nail rotate in great speeds to harm the creature, dealing 4d4 piercing damage + 1d8 necrotic damage.
- Destructive Ressonance
At 20th level, your ressonance has become so powerful the souls of your targets just cannot handle such power. Once per turn when you deal damage with your ressonance, the target must make a Constitution saving throw or take a quarter of your class level in piercing damage.
Disaster Flames[edit]
This Innate Technique is based around creating immense heat and using said heat to destroy your enemies from a long or short distance, using flames or volcanoes to do so.
A Disaster Flames user preparing to make a fireball attack, Source [5] |
- Burning Cursed Energy
Your Cursed Energy is powered up by your flames, you will gain vulnerability to Cold damage when you activate your Cursed Energy Armor. When you deal damage with the Cursed Energy Slash or Cursed Energy Ray feat, it's type will be changed fire damage.
- Disaster Flames
Lapse Technique
Starting at 1st level, you have learned the basic of fire manipulation, being able to launch a wave of fire through your hands. As an action for 5 Cursed Energy, you may force every creature in a 15 ft. cone to attempt a Dexterity saving throw. On a failure, they take 1d8 fire damage, taking half as much damage on a success. This can also be used as an bonus action after you make an unarmed strike.
- Erupting Volcanos
Extension Technique
At 3rd level, with better understanding of the flames you possess, you can now create magma volcanos. As an action for 6 Cursed Energy per volcano you can create a number of volcanos up to your Charisma modifier within 120 ft. of you, with each volcano occupying a 5 ft. radius circle and existing until the beginning of your next turn. As a bonus action, you may force every creature in a 30 ft. long, 10 ft. wide line originating from each volcano to make a Dexterity saving throw as the volcanos erupt. On a failure, they take 1d12 fire damage, and become restrained by the magma for 1 minute. On success they take half as much damage and are not restrained. The creature may make a Strength saving throw at the beginning of their turns, ending the condition early on success. Any area targeted by this feature becomes difficult terrain.
- Ember Insects
Extension Technique
Gutted, was too powerful.
- Maximum Meteor
Extension Technique
At 10th level, you have learned how to extract the maximum out of your Disaster Flames, creating your maximum technique. As an action for 13 Cursed Energy, you may fly up high in the air summoning a giant meteor, which is a 60 foot sphere centered on you. You can move this sphere up to 60 feet in any direction as a bonus action which you can only take at least one round after the sphere is formed, and creatures other than you that overlap with the sphere for the first time that movement must make a dexterity, consitution, or strength(creature's choice) saving throw or take 1d12 fire and 1d12 bludgeoning damage. Objects which overlap with the sphere take this same damage. The sphere lasts for 1 minute, until it touches the ground or a creature(exploding at end of its movement path), or until you lose concentration as if concentrating on a spell. You must use either maximum output or chanting to use this feature, and neither feature affects the meteor’s damage.
- Domain Expansion: Coffin Of The Iron Mountain
Finally at 20th level, you have learned how to expand your domain to create a massive magma dimension. Your domain is a huge magma like dimension, which irradiates extreme heat. While inside it, every creature, including you, must attempt a Constitution saving throw at the end of each of their turns. On a failure, they take 5d12 fire damage and they also, if they failed by 5 or more, or you fail at all, receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion. Any creature with resistance or immunity to cold damage is immune to this domain. You cannot get domain refinement with this domain expansion.
Disaster Plants[edit]
This innate technique allows the user to form and control a variety of cursed flora.
A Disaster Plants user with it's roots, Source [6] |
- Disaster Plants
Gutted, was too powerful.
- Roots
At 3rd level, through an extension of your techniques you learn how to create roots out of the ground. As an action for 10 Cursed Energy, roots sprout from the ground in a 5-foot cone in front of you for 1 minute. A creature in the area must succeed on a Strength saving throw or be restrained by the entangling plants until the duration ends. A creature restrained by the plants can use its action to make a Strength saving throw or Dexterity saving throw with advantage against your cursed energy DC. On a success, it frees itself. While a creature is restrained, you can squeeze them in the roots which forces them to make a Constitution saving throw. On a failure, they take 1d6 bludgeoning damage, and half as much on a success. For the duration, these roots turn the ground in the area into difficult terrain. When the technique duration ends, the conjured plants wilt away.
You can also use the roots as a way of movement, as an action for 4 Cursed Energy you may use the roots to create a path or bridge. It's 5ft. wide and 100ft long.
- Wooden Ball
At 6th level, you have learned how to create small wooden balls to launch and pierce your opponents. As an action you can create a number of wooden balls up to your Charisma modifier, spending Cursed Energy equal 5 times to the amount of balls created. The wooden balls will have a number of hit points equal to half your Charisma modifier(rounded down), an ac of 5 + your Charisma modifier, and will keep floating around you as long as you spent an action that turn to command them to float until the start of your next turn. As an action, you can send one of your balls towards a target within 30fts. of you. Make a cursed energy attack roll, on a hit the balls create large branches that pierce through its target, dealing 1d8 piercing damage. Right after they hit or miss the balls will disappear.
You may also spend your bonus action to get above one of the balls, gaining flying speed equal to your walking speed while above them.
- Flower Field
Nuked, was too powerful.
- Tokyo School Feature: Cursed Bud
At 14th level, you have studied the true nature of your innate technique, creating a new type of plant that feeds on cursed energy. As an action for 19 Cursed Energy, you can create and launch a number of cursed buds equal to your Charisma modifier towards one or more targets within 30ft. of you. Make a cursed energy attack roll for each, on a hit they will attach to the creature. At the beginning of the creature's next turn, it will lose an amount of Cursed Energy equal to half your Charisma modifier. In case they don't have Cursed Energy remaining, nothing happens. The creature can make a Strength check to remove the curse bud, removing it on a success.
You may instead spend 20 Cursed Energy to create a large sized tree that will launch one cursed bud for every hostile creature within 30 fts. of it. The tree lasts for 1 minute, launching more cursed buds at the beggining of your turns.
- Domain Expansion: Ceremonial Sea of Light
Finally at 20th level, you have refined your innate technique to the maximum, learning your Domain Expansion. Your left arm will become enveloped with vines with a dark skin, and it will become part of the ritual to use your domain. As an action you can touch the ground with your arm, making you absorb all of the green life within 60fts. of you to grant you Cursed Energy. You receive a number of Cursed Energy equal to the amount of nature absorbed. The nature absorption number is calculated as it follows: You will receive 1 Cursed Energy per 100 square ft. of green life absorbed. You cannot use these Cursed Energy, unless for the ritual. Once you reach 30 Cursed Energy this way, you can use your action to make the red flower in your left shoulder sprout an eye. A barrier will open itself, taking you and every creatures inside a domain full of green life and nature. You cannot gain refinement with this domain expansion.
Ratio Technique[edit]
The Ratio Technique focus in perceiving the best possible spots to destroy your opponents in the most efficient way.
A powerfull jujutsu sorcerer using the ratio technique, Source [7] |
- Ratio
Lapse Technique
Starting at 1st level, you have developed the ratio technique, which you can use to find weak spots in enemies. Whenever you make an melee weapon attack roll, you can spend 5 cursed energy to roll a d10. If you roll a 3 or 7(your choice when you gain this feature, it cannot be changed later), the attack will be considered a critical on the damage calculation.
- Critical Attacker
Technique Improvement
At 3rd level, you always had a precise look on how to destroy your opponent's defenses. Your critical hit radius with melee weapon attacks is 19-20, and the critical hit radius of attacks against you is also increased by 1.
- Collapse
Extension Technique
Starting at 6th level, you have created an extension of your technique, now finding the weak point in objects. When you attack an object, wall or construct, you can create a weak point for 3 Cursed Energy, doubling the damage.
As an action for 10 Cursed Energy, you may destroy the ground around you in a 30 ft. circle. The area becomes difficult terrain, and every creature in the area must make a Dexterity saving throw. On a failure, they take your unarmed strike's damage in bludgeoning damage. On a success, they take half as much damage.
- Improved Ratio
Technique Improvement
At 10th level, you have become more lethal and precise with your Ratio. Whenever you use Ratio, you may spend additional energy up to your Charisma modifier to add extra d10 per point spent.
In addition, your ratio now rolls 2d10 instead of just a d10.
- Perfected Ratio
Technique Improvement
Nuked, it was too strong.
- Perfect Strike
Technique Improvement
Finally at 20th level, you know exactly the right spot to destroy your enemies. You will always roll 3d10 without spending extra cursed energy. Also, whenever you add a d10 to your ratio you may spend 10 cursed energy to reroll it.
Idle Transfiguration[edit]
Idle Transfiguration allows the user to reshape the soul of themselves or anyone they physically touch. The shape of the body is dependent on the shape of the soul, so if the soul is distorted, so too is the body. Therefore, someone using Idle Transfiguration can disfigure their target's body into something grotesque by warping their soul's shape with just a touch. This process creates what are known as "Transfigured Creatures".
A Special Grade curse using idle transfiguration to create a polymorphed soul, source [8] |
- Transfiguration Touch
Starting at 1st level, your touch can alter a creature's very own being, their soul. Whenever you hit a creature with an natural weapon, unarmed strike or touch them, you will deal an additional 1 Necrotic damage.
As an action for 5 Cursed Energy you may touch one creature within your reach and touch them, forcing them to make a Constitution saving throw. On a failure they will take 1d10 Necrotic Damage, and half as much on a success.
This feature does not work against Constructs or creatures without a soul.
If Necrotic damage from any of your cursed technique features reduces a creature total hit points to 0, and the creature's CR is equal to or below a quarter of your Jujutsu Sorcerer level(rounded down to an existing CR), the creature will become one of your Transfigured Creatures, gaining an horrific appearance and losing all of its free will.
Transfigured Creatures. You can have a number of transfigured creatures equal to your Jujutsu Sorcerer level divided by 2(rounded down). All of your transfigured creatures are loyal to you and will follow all of your orders, their type changed to undead. Once you have gained a transfigured creature, while on a short or long rest you may modify the following things about the creature by spending 10 cursed energy.
- Size. You may reduce or increase their size to Tiny to Huge.
- Scores. All of the creature's ability scores will remain the same but their Intelligence, Wisdom and Charisma score will be decreased to 4.
- Primitiveness. Transformed creatures lose all their supernatural abilities (such as using spells or cursed techniques), they cannot gain proficiency in any skills and saving throws and lose any they had before, their armor class is 10 + Dexterity modifier. They can only use natural weapons or unarmed attacks. They can roll a d6 in place of the normal damage of their unarmed strike.
To give your transfigured creatures simple orders such as to attack a creature takes a bonus action, while more complex orders like defend an area takes an action.
You can safely store your transfigured creatures in your own body, extracting any number of them as a bonus action.
Anyone who can see the transfigured creatures must make a Wisdom saving throw against your cursed energy DC, on a success they are immune to this effect for 24 hours, on a failure they are frightened for 1 minute. They may remake the Wisdom saving throw at the beginning of their turns as an action, ending the condition early on a success.
Tools Creation. As a bonus action for 10 cursed energy, you may create a weapon or object with one of your transfigured creatures. If it is a weapon, you use your Charisma modifier for it's attack and damage rolls. It cannot be a cursed object or weapon. Neither can it be magical.
- Self-Alteration
At 3rd level, you have learned how to shape your own form in many different ways. You have 6 body slots. As a bonus action for X Cursed Energy, you gain the ability to shape your body parts into different shape and forms. You may choose to gain one of the following:
Body Slots |
---|
Head |
Torso |
Left Arm |
Right Arm |
Left Leg |
Right Leg |
Transformation Type | Transformation Type Description | Cursed Energy Cost Per Slot |
---|---|---|
Weapon | All weapons you form with your body parts deal your charisma modifier in additional necrotic damage. All weapons you create must be non-magical melee weapons, although at 6th level they will count as magical. | 16 |
Shape | You can distort your body's shape without fully transforming. You can increase your range by 5ft. for every 4 additional Cursed Energy spent and additionally, you're able to shape your body into mundane objects, such as a wooden or metal key. | 8+ |
Partial Beast | You can partially transform your body parts to mimic an animal without fully transforming into them, each form provides a different benefit. This grants a feature or an attack from a beast type creature with a CR up to a maximum of your proficiency bonus. | 16 |
You cannot activate the feature more than once per turn. Each form's benefits are removed at the end of battle or if you deactivate them as a bonus action.
You can only use 2 Transformation Types on one body slot.
- Body Clone
At 6th level, you have learned how to create an almost perfect clone of yourself. As an action for 10 Cursed Energy, you create a perfect copy of yourself with half of your maximum hit points and half of your max Cursed Energy. It is identical to you, is controlled by you, acts on your turn, and you can see through its eyes or hear through its ears. Your clone cannot use any of your Innate Technique features except self-alteration. You can't make another clone after the first one until it dies or you touch it and it automatically rejoins you granting you back the rest of your max hp and max cursed energy points.
Additionally, you gain resistance to non-magical piercing, bludgeoning, and slashing damage as you begin to learn more about your soul.
- Soul Multiplicity
At 10th level, as an action for 5 Cursed Energy you may spend 2 or more of your Transfigured Creatures, fusing them together and creating one of the following effects:
Body Repel. You create a barrage of soul hands directed at one creature within 30 feet. Make an unarmed strike attack roll. On a hit, they take your unarmed strikes' damage and an additional 5d8 Necrotic damage. For each additional Transfigured Creatures, you will add 1d8 to the total Necrotic damage.
Polymorphic Soul Isomer. You create a Polymorphic Soul Isomoner.
When using this technique, you can spend 5 additional Cursed Energy to add another Transfigured Creature to the fusion(minimum of 2), and each transfigured creature counts as one soul.
- Tokyo School Feature: Instant Spirit Body of Distorted Killing
At 14th level, you finally understood the true essence of your soul. As an action for 20 Cursed Energy, you can transform your body into a more monster like appearance, giving you the following benefits:
- Your skin grows hard and durable, you will gain a +1 to your Strength, Dexterity, Charisma and Constitution scores.
- Your charisma modifier determines how many minutes you can stay in this form.
- Your Natural weapons and unarmed strikes deal one additional damage dice.
- You will gain dark tendrils that sprout out from your body, you may use a reaction against an attack roll by rolling one unarmed strike attack roll. If you reach the number of the attack roll or higher you negate said attack.
- You gain a tail with a range of 10ft, you may make a natural weapon attack with it using your Charisma modifier dealing 3d10 Bludgeoning Damage on a hit.
- You can use your charisma modifier instead of strength or dexterity for attacks.
You can use this form a number of times equal to your proficiency bonus.
You can deactivate this form as a bonus action.
- Domain Expansion: Self-Embodiment of Perfection
Finally at 20th level, you have studied your powers and have finally learned your most powerful technique. You create a large dimension filled with your body parts, making escaping death almost impossible. All creatures except you must make a Constitution saving throw. On a failure, they will receive 6d10 necrotic damage. On a success, they take half as much damage. You cannot gain refinement with this domain expansion.
Puppet Manipulation[edit]
Nuked, as if writing this it was to powerful to make playable.
Cursed Speech[edit]
The Cursed Speech path infuses spoken words with cursed energy to increase the spirit of the words, forcibly compelling anyone who hears to follow his commands. The bigger the command, the larger the backlash on the user's vocal chords. The target's cursed energy compared to the user can increase this drawback as well.
A Cursed Speech user preparing a powerfull word attack, source [9] |
- Simple Words
Starting at 1st level, you have been born with the Inumaki clan seal over your mouth, and can now curse other people just by merely speaking. However, this takes extreme strain on your vocal cords. Your vocal cords have a number of hit points equal to 1/3rd of your hit point maximum(rounded up). You cant chant in this subclass due to being unable to spesk unless in terms of whatever concept you choose such as sushi ingredients or ect. For every Cursed Energy you spend in a cursed word, your vocal cords lose one hit point. Your vocal cords hit points all come back in a short or long rest. If your vocal chords reach 0 hit points, you won't be able to regain the hit points unless if you receive hit points from Reverse Cursed Technique or take a long rest. If you have 0 hit points you cannot use your cursed words, and will always be under one level of exhaustion. Unless your vocal chords are at 0 hit points, they will regain 1 hit point at the beggining of your turns. Any kind of hit point regain you receive, affect your vocal chords' hit points. You can do each one of the Cursed Words listed bellow:
Don't Move. As a bonus action or reaction for 10 Cursed Energy, you can force a creature within 60 ft. of you to make a Charisma saving throw. On a success, nothing happens, on a failure they will be stunned until the beggining of your next turn. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You spend another +1 at 6th, 10th and 20th level.
Sleep. As a bonus action for 10 Cursed Energy, you can force a creature within 60 ft. of you to make a Charisma saving throw. On a failure, they fall unconscious for 1 minute or until they receive damage or a creature spends it's action to awake them. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You spend another +1 at 6th, 10th and 20th level.
Return. As a bonus action for 10 Cursed Energy, you force a Shikigami, Familiar, or summon within 60 ft. of you to make a Charisma saving throw. On a failure, they are desummoned. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You spend another +1 at 6th, 10th and 20th level.
Run Away. As a bonus action for 10 Cursed Energy, you force one target to make a Charisma saving throw. On a failure, they are forced to take the dash action on their next turn and run as far away from you as possible. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You can spend another +1 at 6th, 10th and 20th level.
Blast Away. As a bonus action for 20 Cursed Energy, you force one target to make a Charisma saving throw. On a failure, they will be launched 60 ft. back from the spot they were in, taking 1d8 force damage per 10ft. travelled. At 3rd level, you can spend 1 additional Cursed Energy to add +10 to the distance the target is blasted away. You can spend another +1 at 6th, 10th and 20th level.
Plummet. As a bonus action for 20 Cursed Energy, you force a target to make a Charisma saving throw. On a failure, they will receive xd10 force damage and will be knocked prone for 1 minute due to a field of intensified gravity crushing them. They can remove the prone condition early if they succeed on a Strength saving throw. At 3rd level, you can spend 1 additional Cursed Energy to add a d10 to the force damage. You can spend another +1 at 6th, 10th and 20th level.
Get Crushed. As a bonus action for 20 Cursed Energy, you force a target to make a Charisma saving throw. On a failure, they are imploded which makes them lose xd12 maximum hit points and become paralized. They will keep being imploded for 1 minute, this can be ended early if they succeed on a Strength saving throw, on a failure they will keep losing xd12 of their maximum hit points at the beggining of their turns. The hit points lost will be regained at the end of a long rest. At 3rd level, you can spend 1 additional Cursed Energy to add a d12 to the amount of hit points lost. You can spend another +1 at 6th, 10th and 20th level.
Get Twisted. As a bonus action for 20 Cursed Energy, you force a target to make a Charisma saving throw. On a failure one of their legs or arms of your choice will be twisted, breaking the limb. In addition, the target will lose hit points equal to their Constitution score times half your proficiency bonus(rounded down). At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You can spend another +1 at 6th, 10th and 20th level.
Broken Limb | Consequence |
---|---|
Broken leg | Halve the base walking speed of a character, -2 dexterity |
Broken arm | Unable to use any item in that arm, -2 strength |
Explode. As a bonus action for 20 Cursed Energy, you force a target and every creature within 5ft. of it to make a Charisma saving throw. On a failure they will explode from the inside out making them receive 3d8 force damage + xd4 fire damage. At 3rd level, you can spend 1 additional Cursed Energy to add a d8 to the force damage. You can spend another +1 at 6th, 10th and 20th level.
Die. As a bonus action for 30 Cursed Energy, you force a target with 30 times your Charisma modifier hit points or less to make a Charisma saving throw. On a failure, they die instantly. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC and 10 hit points to the requirement. You can spend another +1 at 6th, 10th and 20th level.
Example. These are non-canonical words below so ask your DM if you are allowed to use them as options:
Calm Down. As a bonus action for 10 Cursed Energy, you speak a calming word to a willing creature to gain these effects, if unwilling force a creature to make a Charisma saving throw. On a failure, they gain advantage on Wisdom saving throws and cannot take reactions until the beginning of your next turn. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You can spend another +1 at 6th, 10th, and 20th level.
Relax. As a bonus action for 10 Cursed Energy, you speak a word of serenity, forcing a creature within 60 feet to make a Charisma saving throw. On a failure, the target becomes overwhelmed by a soothing presence, granting them disadvantage on attack rolls and ability checks until the beginning of your next turn. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You can spend another +1 at 6th, 10th, and 20th level.
Heal. As a bonus action for 15 Cursed Energy, you utter a revitalizing word, targeting any creature. They regain hit points equal to your Jujutsu Sorcerer level times 2, and any ongoing conditions affecting them that can be cured by the Greater Restoration spell are removed. At 3rd level, you can spend 1 additional Cursed Energy to increase the healing by 2d6. You can spend another +1 at 6th, 10th, and 20th level.
(Every damage dice with x is your Charisma modifier)
Each cursed word requires a single word to use, using this word at any point uses the corresponding Cursed Speech word. Targeted creatures don’t need to understand your language or have the ability to hear your words to be affected.
Cursed words can be used as an action instead of a bonus action, making it affect every chosen creature in a 60ft. radius instead.
The effectiveness of your cursed words depends on your target's cursed energy. For every Jujutsu Sorcerer level the target has have above your own, you'll receive 1 extra damage to your throat.
If no targets are affected by your Cursed Words, you don't spend any Cursed Energy nor do you receive any damage to your throat.
- Quick Word
At 3rd level, you can speak up to twice as fast as normal. This does not effect the action cost of any feature.
- Cursed Energy Superiority
At 6th level, due to your constant increase in cursed energy, it became easier to make foes with less cursed energy than you comply with your words. Creatures who have a lower Jujutsu Sorcerer level than you have a -1 penalty on the saving throws caused by your cursed words.
- Iron Chords
At 10th level, due to the constant usage of your vocal cords, they have gotten stronger. Your vocal cords' hit points increase to a 1/2th of your maximum hit points(rounded up). In addtion, when you reach 0 hit points on your vocal chords, you can make a DC20 Constitution saving throw. On a success, you are reduced to 1 hit point instead. You can use this once before needing to take a long rest.
- Tokyo School Feature: Megaphone
At 14th level, due to studying at Tokyo for so long you have gained some benefits from your clan. At the end of a long rest, you can request a Cursed Megaphone to be sent to you. In addition, you will also receive one normal megaphone in your request. When using this megaphone, you cannot use your cursed words as free actions or bonus actions. Your cursed words' range is increased to 120ft. Also, whenever they are affected by your cursed words they will receive thunder damage equal to your level due to how loud you're speaking.
- Words Master
Finally at 20th level, you have become a words' master, being one of the best Cursed Speech users of all time. The damage dice or dc is increased by 1 in all cursed words. In addition, any kind of damage your vocal cords receive is halved.
Tool Manipulation[edit]
Tool Manipulation allows the user to freely manipulate a sorcerer's broomstick by levitating it telepathically. Among other magic broom related skills, this technique grants the user the ability to levitate on the tool or create gusts of powerful wind imbued with cursed energy.
A Jujutsu Sorcereress flying on her broom, source [10] |
- Cursed Broom
Starting at 1st level, you gain a broom imbued with cursed energy in which you may manipulate in multiple manners. As a Bonus Action for 5 Cursed Energy, you can start to telephatically control your broom making it start to fly. While the broom is being controled, you may switch between the following modes as a bonus action:
Flying Broom. Your broom will come towards you, making you mount on it. You gain flying speed equal to your walking speed, and may roll Dexterity saving throws with advantage while mounting on the broom. You may only only actually mount this form at 15th level or higher, as before then it will simply knock you prone instead.
Attack Broom. Your broom will move by itself, now being a weapon you can use. The broom has flying speed equal to your walking speed times two. You can take the attack action to make a cursed energy attack roll against a target within 5ft. of the broom. On a hit, it deals 1d4 bludgeoning damage. You may make a number of these cursed energy attack rolls equal to your a quarter of your Charisma modifier rounded down per turn.
This lasts for 1 minute, and when the duration ends you may immediatly spend another 1 Cursed Energy to extend the duration for another minute.
In the unfortunate case you lose your broom, you may buy another and spend a short rest focusing with it for it to become a cursed broom.
At 17th level, you have gained more expertise over your broom turning your flight into a easier task. You may now start controlling your broom as a Free Action instead of a Bonus Action, and the flying speed you gain is now equal to your walking speed times two, while the broom's flying speed is now your walking speed times three.
- Cursed Lamp
At 3rd level, you have learned a new way to use your Innate Technique to warm allies of possible threats. While on flying broom mode you may spend 2 Cursed Energy as a bonus action to activate your lamp. While it is active you will gain advantage in perception checks involving locating enemies. You may spend a free action to choose one hostile creature you can see, said creature will be revealed to all of your allies, making their first attack roll against it have advantage.
This lamp lasts until it's used to locate a creature.
In addition, while on flying broom mode you will gain a +5 to your passive perception.
- Cursed Gust of Wind
At 6th level, through constant usage of your broom you have learned how to create powerful gusts of winds. As an action for 10 Cursed Energy while on the flying broom mode, you create a line of strong wind that's 60 feet long and 10 feet wide in a direction you choose. Each creature in the line must make a Strength saving throw, on a failure they take 2d10 force damage and are pushed 15 feet away from you in a direction following the line. On a success, they take half as much damage and are not pushed.
- Wind Scythe
At 10th level, with constant training and study you have created an extension of your Innate Technique. As an action for 15 Cursed Energy while on the flying broom mode you may choose a target in 40ft of you. Make a cursed energy attack roll against it, on a hit they will take 1d12 force damage + 3d4 slashing damage and must make a Strength saving throw or be knocked prone. Any targets within 10ft. of the target will also be targeted for the attack.
- Tokyo School Feature: Stronger Broom Attacks
At 14th level, while your Innate Technique may seem only like a support only type of technique for the people of Kyoto, at Tokyo you have learned it's far from that. Whenever you attack with your Attack Broom mode, it will deal 1d4 + your Charisma modifier bludgeoning damage. You may also spend cursed energy up to your Charisma modifier to increase it's speed, adding 1d10 force damage for every 5 cursed energy spent.
In addition, you can now apply the effects of Cursed Energy Strikes to your broom attacks.
- Flying Menace
Finally at 20th level, due to your experience with your Innate Technique you have become a master at manipulating your broom. You can now start manipulating your broom as a free action, and may change modes as a reaction or bonus action. You will also gain the following benefits with each respective mode:
Flying Broom
- You roll initiative with advantage.
- Your AC increases by your proficiency bonus.
- You make Dexterity saving throws with advantage.
- You may now use your Cursed Gust of Wind or Wind Scythe as a reaction.
- Your flying speed is now equal to your walking speed times three.
Attack Broom
- It can make a number of cursed energy attack rolls equal to twice your Charisma modifier(minimum 2).
- You will gain a bonus to hit equal to your Charisma modifier.
- You may use your Cursed Gust of Wind or Wind Scythe as an bonus action directly from the broom.
- The broom's flying speed is now equal to your walking speed times four.
Construction[edit]
Construction, as the name implies, allows the user to conjure an object from nothing. Unlike objects created within a domain, anything constructed will remain even after the technique is completed.
A construction user with bug like wings on her back, source [11] |
- Construction
Starting at 1st level, you can create any kind of object you understand with your technique, although without much efficiency. As an bonus action for 4 cursed energy, you can create one non-magical object you have basic understanding and information of it's properties. You can only create non-magical weapons, armors or items.
You may also spend twice the cursed energy in this technique to create one object with two properties. (Ex: You create a greatsword mixed in with a spear, it would have both the Heavy, two handed and the Versatile and thrown (20/60) properties. When mixing a light and heavy weapon, choose which one of the properties it will mantain.)
- Cursed Creations
At 3rd level, your construction technique has improved by a lot, you may now even create cursed or magical objects. You can create a Cursed Tool for 8 cursed energy + 2 for every grade it has(cannot go higher than a grade 1 weapon). You can also create magic items for 8 cursed energy +2 for every rarity above common. These created cursed tools or magic objects will only last for a number of hours equal to your Charisma modifier, vanishing right after the time passes.
If you so desire, you can make a Special Grade Cursed Tool. However, due to the backlash of your technique you will die afterwards. You cannot be revived by any way shape or form after using this feature.
- Liquid Metal
At 6th level, you have learned how to create liquid metal, a substance with fluid form and changeable volume but stable physical properties due to semi-autonomous cursed energy. As part of creating a weapon with your construction you may spend additional 8 cursed energy to make them become a fluid with volume. You can extend the range of your weapons or items by 10 to 40fts.
In addition, whenever you attack with them in this increased range form their damage die tier will increase equal to half your Charisma modifier(rounded down). (1d8>1d10->1d12->2d6)
- Insect Armor
At 10th level, you realized you need a way to efficiently use your cursed energy despite being a ineficient technique. You have learned how to create a armor that simulates the efficiency of an insect's bug body. As a bonus action for 20 cursed energy, you can surround yourself in this armor and gain the following benefits:
- Your Strength, Dexterity and Constitution scores increase by +2(to a maximum of 20), this is the result of the efficiency of the bugs.
- You will gain resistance to non-magical bludgeoning, piercing and slashing damage.
- Wings will sprout from your back, making you gain flying speed equal to your walking speed. In addition, you can now use your free action to dash.
- Your unarmed strikes will deal 1 additional damage. In addition, your unarmed strikes roll one additional damage dice on a critical.
- Tokyo School Feature:True Sphere
At 14th level, while on Kyoto people would tend to focus on logical things, in Tokyo people wanted you to be creative with your technique. You have created the impossible, a perfectly round sphere that has no contact area, so it generates infinite pressure. As an action for 40 cursed energy you can create a 30ft. black circle that floats 5ft. above the ground. You may spend your bonus action so that you can move the sphere anywhere within 60ft. of it. If it passes by any creature's space while it moves or ends it's turn on a creature's space, it will force the creature to make a Dexterity saving throw. On a failure, they take 4d10 force damage + 4d10 bludgeoning damage and are knocked prone. On success, they take half as much damage and are not knocked prone. This sphere lasts for 1 minute before dissapearing.
- Domain Expansion: Threefold Affliction
Finally at 20th level, you have refined your technique to the maximum point, now gaining your Domain Expansion. While inside your domain, you can now create any of your items by spending half the cursed energy. All of these items count for the sure-hit effect. However, these weapons will only last until the end of the domain. You cannot gain refinement with this domain expansion.
Blood Manipulation[edit]
Blood Manipulation allows the user to control blood inside and outside their body down to a cellular level. This technique is treasured for its overall balance and has few known weaknesses.
A Jujutsu Sorcerer controlling his blood, source [12] |
- Blood crystallization
You can freely change the shape and density of your blood, using it for both offense and defense. When you activate your Cursed Energy Armor, you are able to spend Blood Points instead of Cursed Energy to activate it, spending 4 Blood Points per 1 Cursed Energy. When you deal damage with the Cursed Strikes, Cursed Weapon Enhancement or Curse-Empowered Strikes features, you may change it's damage type will be changed piercing, slashing or bludgeoning damage (according to your choice).
- Blood Points
Blood Points are a currency used to power this Innate Technique's abilities, alongside Cursed Energy. You can expend your own hit points in order to get Blood Points, gaining 1 Blood Point per 5 hit points lost, but usually users of this technique prefer to store blood in advance for their battles. You can use any blood in order to gain Blood Points, and may store it in any proper vial, flask, blood bag or other recipient. You start with 2 bags containing a pint of blood each, which translate to 6 Blood Points each. You can also use any blood within 10 feet of you to power your abilities, with the DM deciding a proper amount of Blood Points you can get. If you have the Cursed Projectiles feat, you can use Blood Points instead of cursed energy to use it, spending 4 Blood Points per 1 Cursed Energy.
- Crimsom Binding
Extension Technique
Starting at 1st level, you have been blessed with the Innate Technique of the Kamo clan, the blood manipulation technique. You may pull blood from the surrounding creating a net that envelops an a opponent. As an action for 5 Cursed Energy and 20 Blood Points, you must choose a target within 30ft of you. The target must make a Dexterity saving throw against your cursed energy dc or become restrained. The creature can spend it's action after being restrained to roll a Strength saving throw, breaking itself from the effect on a success.
- Flowing Red Scale
Extension Technique
At 3rd level, this technique increases the user's body temperature, pulse rate, and the number of red blood cells to give themselves greatly increased energy and physical capabilities. You may spend 9 Cursed Energy and 27 Blood Points as a free action to gain the following benefits for 1 minute:
- You will gain a +1 bonus to your AC.
- You will gain an additional action on each of your turns. That action can be used only to take the Dash, Disengage, Hide, or Use an Object action.
- Convergeance
Extension Technique
At 6th level, you have learned perhaps the most powerful blood manipulation technique, the convergeance technique. As a Bonus Action you can activate Convergeance to compress and condense blood to its absolute limit for 1 minute. During this technique's duration, whenever you use a cursed technique you can spend additional Cursed Energy(and an equal amount of blood points) up to your Charisma modifier to enhance the technique's potency. For each Cursed Energy you use, the technique will receive one additional dice of damage or 1 additional turn of duration.
Additionally, during Convergeance you can perform any of the following techniques:
Slicing Exorcism. You can create a Rotating wheel of blood at high speeds to use as a bladed projectile. As an action for 10 Cursed Energy and 40 blood points, you can pull blood together to create a small blood wheel for 1 minute, that is a 5ft circle. You can use a bonus action to move the Wheel of Blood to a place within 30ft of it's current location that you can see. When this wheel moves through a creature's space the creature must make a Dexterity saving throw. On a failed save the target takes 2d6 Slashing Damage, on a successful save the target takes half as much damage. You may force a creature to make this saving throw once per round.
Piercing Blood. You can focus blood into a highly pressurized piercing beam that deals massive damage to targets and structures. As an action for 15 Cursed Energy and 60 blood points, you can pull blood into your hands and fire it at a target within 60ft of you, make a cursed energy attack roll, on a hit you deal 5d4 piercing damage. If you have spent the maximum on your convergence before using the technique, it becomes a 5 foot wide, 120 foot long line that forces all targets in that line to make a Dexterity saving throw. On a failure, they will take the piercing blood damage, on a success they will take half as much damage. When you activate this cursed technique in it's line form, you can create a new line during subsequent rounds by spending half the initial Cursed Energy and Blood Points as an action. You need to maintain this state as if concentrating in a spell.
Blood Rain. You've how learned how to shoot a beam of blood into the sky that later falls down as hundreds of droplets of piercing blood. As an Action for 20 Cursed Energy and 80 Blood Points, you launch a pressurized beam o blood directly upwards. You can choose for it to fall down at the end of the same turn or for it to fall after a number of rounds up to your Charisma modifier, at the begginning of your turn at said round. When the Blood Rain falls, all creatures in a circle with 30ft of radius must make a Dexterity saving throw. On a failure, they take 6d4 piercing damage, or half as much on a success.
Blood Terrain Infusion. You can spread your blood through the ground to destroy and manipulate it. As Action for 16 Cursed Energy and 64 Blood Points, you puth both hands on the floor and spread massive amounts of blood in a 30ft radius circle anywhere you choose as long as you're inside it. All creatures in the circle must make a Dexterity saving throw, receiving 2d4 piercing damage and being knocked prone on a failure, or half as much damage and not being knocked prone on a success. If you have spent the maximum on your convergence before using this technique, you may create a 100ft tall cylindrical pillar in the area of the circle, elevating every creature in it to the top. You and any creature that has passed their saving throw may choose to escape the area before being elevated. Additionally, you may use this technique from a further range without needing to in the area if in the past minute your Piercing Blood or Blood Rain techniques have hit the ground, as they impregnate the soil with your blood, making you able to cast this ability on that area.
Blood Wave. You rapidly make a huge wall of blood expand in an area around you and then dissipate. As an Action for 12 Cursed Energy and 48 Blood Points, you expand a circular wall of blood around you up to 30ft. All creatures in the area must make a Strength saving throw. In a failure, they take 3d4 bludgeoning damage and are pushed to the end of the wall's range. On a success, they take half as much damage and are not pushed, breaking through the blood. When you spend extra Cursed Energy into this technique with Convergence, it's maximum range increses by 10ft per Energy spent.
- Supernova
Extension Technique
At 10th level, you can create small orbs of condensed blood that explode in dozens of piercing blood particles. As an Action for 6 Cursed Energy and 24 Blood Points, you create a small orb of blood that can fit in your hand at an unocuppied space that you can see within 30ft, which stays there for at maximum 1 minute. The orb explodes, forcing every creature within 10ft. of it to make a Dexterity saving throw. On a failure, the creature receives 2d4 piercing damage and is knocked prone. On a success they receive half as much damage and aren't knocked prone. You may create as many orbs at once as your proficiency bonus, spending additional Cursed Energy and Blood Points for each, and may choose for them to explode immediatly upon creation or manually later as a Reaction to a creature entering it's range of explosion.
- Tokyo School Feature: Blood Meteorite
Extension Technique
At 14th level, you have learned how to harden some of your blood and throw against your opponents. As an action for 12 Cursed Energy and 48 blood points, you target one or more targets within 30 ft. of you. Make a cursed energy attack roll, on a hit they will take your 6d4 bludgeoning damage and must make a Constitution saving throw. On a failure, they will become stunned until the beginning of your next turn, on a success they're not stunned.
- Crimson Overflow
Technique Improvement
Finally at 20th level, you have learned to condense, accelerate and launch your blood at maximum speed, efficiency and lethality. Every feature of this cursed technique now costs half as many Blood Points(rounded down). Additionally, every time you spend additional Cursed Energy in your features while Convergeance is active, you spend half the Cursed Energy for double the amount of damage for damaging abilities or tempory hit points for your Cursed Energy Armor. Finally, you gain an additional Reaction per round.
Black Bird Manipulation[edit]
Black Bird Manipulation allows the user to control ravens imbued with cursed energy.
Mei Mei a Grade 1 sorcerer using her ravens, source [13] |
- Cursed Ravens
Lapse Technique
Starting at 1st level, you have learned how to imbue crows with cursed energy to use them as part of your technique. As an action for 5 Cursed Energy, you can imbue a raven with cursed energy if it's restrained, grappled or incapacitated. It then becomes one of your cursed ravens, it will become charmed by you and will follow your orders no matter what. As an action, you can close your eyes giving you the blinded condition unless if you have blindsight, in exchange from being able to see through one of your crows. While seeing through your crows, you can use your passive perception instead of the crow's. You can only see one crow at a time, and may switch between them as an action or stop seeing through them as a bonus action.
You can start out with 3 cursed ravens.
- Enhanced Senses
Improved Technique
At 3rd level, due to your constant usage of your technique you have grown enhanced senses and can now see more clearly. You may add +5 to your passive perception, and can not be surprised while one of your crows is conscious within at least 30ft. of you.
- Raven's Eyes
Improved Technique
At 6th level, your crows have been enhancing your own sight. You will gain +1 to your passive perception for every crow you currently have, with a maximum up to your jujutsu sorcerer level.
In addition, you can switch between crows as a bonus action and may stop seeing through them at will.
- Bird Strike
Extension Technique
At 10th level, your mastery at the Black Bird Manipulation has made you develop it's most powerful technique. As an action for 15 Cursed Energy, you can order one of your crows to launch themselves at a creature from their flying speed range. The target must make a Dexterity saving throw, on a success they will take half damage and won't damage a limb. On a failure however, they will receive 3d8 force damage and deal the same damage to that limb.
- Tokyo School Feature: Multi Bird Strike
Improved Technique
At 14th level, your studies at Tokyo School has made you increase your most powerful technique. You may choose to launch two black birds at once in one or two targets within range, although their damage dice will be halved.
- Perfect Bird Strike
Improved Technique
Finally at 20th level, the Bird Strike technique has been improved beyond your greatest expectations. Your Bird Strike technique will now deal 3d10 force damage, and knocks the target prone.
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 [14] |
- 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 5 Cursed Energy. You may use this technique as an action, bonus action, or a reaction, however it costs 10 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.
- 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 Charisma 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 20 Cursed Energy.
Cursed Spirit Manipulation[edit]
Cursed Spirit Manipulation allows it's user to control vagabond cursed spirits.
A Cursed Spirit Manipulation user with a curse above himself, source [15] |
- Cursed Spirit Absorption
Starting at 1st level, you know the taste that no one will ever know, the one of curses. As an action or reaction for 5 Cursed Energy, you may exorcise a undead creature with 0 hit points being within 120 feet of you and transform it's soul into a small black orb for you to eat. You may also ignore the condition that the creature must be at 0 hit points if it's CR is lower than your proficiency bonus. After it you can summon it as an ally to fight for you. You can summon your cursed spirits as an action by spending Cursed Energy equal to their cr. You may summon as many cursed spirits at once as your Charisma modifier.
You may only consume orbs without physical detriments if the creature consumed has a CR lower or equal to your Jujutsu Sorcerer level. If you try to eat an orb out of a creature with a CR higher than your level, you gain 2 levels of exhaustion and receive xd20 Necrotic Damage, with "X" being the creature's CR, and you cannot absorb the spirit.
You're also able to absorb other sorcerer's curses as long as you kill the master first. You can have as many cursed spirits as you want, but for every 10 cursed spirits you consume you must make a DC15 Wisdom saving throw. On a success you will gain no aftereffects. On a failure, you will gain short term madness if you failed by 4 or less, you will gain Long-Term Madness if you failed the save by 5 or more, you will gain Indefinite Madness if you failed the save by 10 or more.
Each absorbed creature gains the following atributes:
- They will regain all of their hit points at the end of a long rest.
- They lose their free will and follow each and every command you give them.
- If they are reduced to 0 hit points they die instantly, and cannot be revived by any means.
- The creature will gain the Cursed Spirits Invisible Force Racial trait.
- Even if they are far away from you, you'll know if your cursed spirits were exorcised.
They cannot use actions on their own. You can spend a bonus action and 5 cursed energy to command the summoned creatures to attack, use magic, their innate technique and an action to do something more specific, such as 'protect that creature, grab that, defend that area, etc. You can only control 1 spirit each round, and spirits that you don't control directly will just keep doing something they were doing, such as holding something, concentrating on a spell or technique, or defend themselves to the best of their ability, such as taking the Dodge action.
The number of cursed spirits you can have summoned and control varies according to their Grades. You can only summon a cursed spirit of your grade or lower, and it is instantly reduced to 0 hit points whenever you summon a second spirit.
Cursed Spirit Grade | Number you may summon and control at once | Swarm of Curses |
---|---|---|
Grade 4 | 1 | Not Summonable |
Grade 3 | 1 | Not Summonable |
Semi-Grade 2 | 1 | Not Summonable |
Grade 2 | 1 | Not Summonable |
Semi-Grade 1 | 1 | Not Summonable |
Grade 1 | 1 | |
Special Grade | 1 |
- Cursed Infused Spirits
At 3rd level, your cursed energy is being constantly imbued into your spirits. As a reaction for x Cursed Energy you may summon a Cursed Spirit in exchange for the damage being reduced by the current amount of the Cursed Spirits' Hitpoints, with x being double the CR of the creature summoned, once the damage has been taken, the creature is instantly desummoned or if reduced to 0, the Cursed Spirits instantly dies.
- Perfect Spirit Control
At 6th level, you have grown experienced with your cursed technique, giving you perfect control over your spirits. You will gain the following benefits:
- The amount of cursed spirits it takes for you to make a Wisdom saving throw will be increased to 20.
- Your cursed spirits cost is reduced by your Charisma modifier (minimum 1 Cursed Energy).
- Your DC for eating cursed spirits with a CR higher than your level is decreased by your Charisma modifier
- You can now summon cursed spirits as a bonus action.
- Maximum Uzumaki
At 10th level, your mastery with the cursed spirit manipulation technique had made you develop it's most powerful technique. As an action you can put any number of your cursed spirits that in a spiral like pattern (minimum 18), turning them into a dark spiral that you can use in a attack. Every creature in a 5ft. wide 30ft. cone must make a Dexterity saving throw, on a success they take half damage, on a failure they take 1d4 necrotic damage (this damage treats immunity like resistance and ignores resistances). For every two cursed spirits above 4 the width and range will be increase by 5ft, and the necrotic damage dice will be increased by 1d4. You can have as many spirits in your Uzumaki as your Charisma modifier times your proficiency bonus, and each cursed spirit costs 1 cursed energy to put into the Uzamaki.
- Tokyo School Feature:Minimum Uzumaki
At 14th level, due to your extended studies, you have made a smaller version of Uzumaki that's more deadly but much harder to dodge. As an bonus action, you can spend two cursed spirits to create a miniature uzumaki that fits in your hand. It can't be seen by the creature until it spends a bonus action to make a dc25 Perception check. As an action or reaction for 5 Cursed Energy, you can release all the condensed energy from this uzumaki into a creature. Make a cursed energy attack roll, on a hit the target takes Xd4 of necrotic damage(The 'X' is the combined challenge rating of the two curses divided by 8, and like the Maximum Uzumaki, this ignores resistance and treats immunity like resistance ). On a critical hit, the creature must make a Constitution saving throw against your Cursed Energy DC, losing a limb on a failure(the choice of the DM). You have advantage on your attack roll if the target has not detected your Minimum Uzumaki.
- Domain Expasion: Womb Profusion
Finally at 20th level, you have learned how to expand your domain. A tree of souls surrounded by four seated Buddhas at the cardinal points emerges behind you, as your barrier starts opening. The area targeted by this feature counts as difficult terrain for all creatures. You cannot gain refinement with this domain expansion.
Cloning Technique[edit]
Nuked, it was too strong no matter what.
Brain Technique[edit]
Nuked, it was too strong no matter what.
Projection Sorcery[edit]
The Projection Sorcey Innate Technique focus around reducing your opponent's movement while at the same time increasing your own.
A Powerfull Jujutsu Sorcerer activating the Projection Sorcery Domain Expansion, source [16] |
- Projection Sorcery
Lapse Technique
Starting at 1st level, you learn the projection technique, which gives you the possibility to divide 1 second into 24 frames that makes you move faster. As a bonus action for 5 Cursed Energy, your walking speed increases by 10 feet. You gain +5ft to your movement to each round you keep the cursed technique active. The weakness of this cursed technique is that while it is active you can only move in straight lines and should you fail to do so, you fall under the 24 FPS Rule. You must spend 1 Cursed Energy at the beginning of your turns to keep this cursed technique active.
- Acceleration
Technique Improvement
At 3rd level, your mastery with your cursed technique increases, and so does your speed. When you activate your projection sorcery you gain +20fts. times your proficiency bonus of walking speed.
Additionally, you have become invisible to the naked eye, making dodging your attacks almost impossible to the avarage person. Whenever you take the attack action against a creature, they must make a Perception check against your cursed energy DC. On a failure, all of your attacks will be made with a +1 bonus against that creature on that turn. On a success, they can now perfectly see you, making them immune to this feature for 24 hours. The creature makes this check with advantage if it's passive perception is higher than your cursed energy DC.
- 24 FPS Rule
Extension Technique
At 6th level, you have learned how to affect creatures with the 24 FPS rule, making them become stuck in one frame of animation. While your cursed technique is active, when you hit an unarmed strike on a creature you may choose to deal no damage by spending 4 Cursed Energy, forcing the creature that received the hit to make a Intelligence saving throw. On a failure they will be stuck in one frame of animation, making them become restrained until the beginning of your next turn. On a success nothing happens. The creature loses it's restrained condition early if it is hit by an attack roll.
If a creature has passed the Perception check against your cursed energy DC, they do this technique's saving throw with advantage.
- Improved 24 FPS Rule
Techinque Improvement
At 10th level, you have studied the 24 fps rule, becoming a master of executing it. While your cursed technique is active, you can use the "24 FPS Rule" as a reaction against being targeted by a melee attack roll for 10 cursed energy. The creature will make the attack roll with disadvantage unless it has passed on the perception check of your technique.
In addition, you have learned how to use your acceleration and momentum in your attack against any framed creature. The creature in the frozen frame and stunned condition will now take additional xd6 force damage when being broken out of the frame. With X being 1 for every 60 feet you have moved without any sort of action or bonus action in between before hitting said creature.
- Tokyo Feature:The Fastest Sorcerer
At 14th level, due to your advanced studies you can now reach a higher speed level than any sorcerer ever could. While your cursed technique is active, you will gain the following benefits:
- You will gain +30ft. to your walking speed.
- You will gain +10ft. to your walking speed at the beginning of your turns.
- You will gain advantage on Dexterity saving throws.
- Domain Expansion:Lunar Palace Womb of Time
Domain Expansion
Finally at 20th level, you have learned how to create a giant womb in which only your rules apply. Expanding this domain casts a black empty area save for a few floating particles and the main stage of the environment. The primary stage of the Time Cell Moon Palace is comprised of a straight path of flesh that leads to a large eye behind the caster. All creatures in your domain must make a Wisdom saving throw at the beginning of their turns, if they fail they fall under the "24 FPS Rule". You cannot gain refinement with this domain expansion.
Disaster Tides[edit]
The Disaster Tides Innate Technique focus around on summoning deadly spirits from inside yourself, and utilizing hydrokinetic abilities to trap your foes in water.
A Disaster Tides user using Death Swarm, source [17] |
- Flowing Cursed Energy
Your Cursed Energy is powered by your tides, you will gain vulnerability to fire damage when you activate your Cursed Armor. When you deal damage with the Cursed Energy Slash or Cursed Energy Ray feat, you may choose to change it's type to cold damage.
- Whirlpool
Extension Technique
Starting at 1st level you have the basic ability of hydrokinesis, in which you may throw water and suck it all back. When you throw water you spend 5 Cursed Energy to roll an cursed energy attack roll against one target dealing 1d8 cold damage on a hit.
You can also spend 10 Cursed Energy to force all creatures in a 30 foot cone originating from you to make a Strength saving throw. On a success they take half damage and are not pushed to the end of the cone, on a failure they will take 1d8 cold damage and will be pushed to the end of the cone, now being forced to make a Constitution saving throw. On a success, they take half damage and are not pulled towards you, on a failure they are pulled within reach distance of you and take 1d10 cold damage.
- Domain Expansion: Horizon of the Captivating Skandha
Domain Expansion
At 3rd level, due to being a prodigy with cursed energy you have already learned how to expand your domain. The insides of the domain have an island and a sea that you can interact with, and a artificial sun that works as heat and light source. Your Domain Expansion costs half the cursed energy, but it can be used this way twice per day before you need to spend 30 Cursed Energy to use it again. If you do not caught hostile creatures in your domain, it will last indefintely.
Death Swarm. While on your Domain Expansion, you can use your Death Swarm technique. It allows you to create seemingly infinite Shikigami out of your imagination, making their attacks also count for the sure-hit effect. As an action for x Cursed Energy, you can summon a Sea Shikigami within sight range. Due this being a recently created domain, you will need more pratice and refinement before creating stronger creatures. Whenever you summon a Second Shikigami, the first instantly dies.
Shikigami | Cost | Refiniment Required |
---|---|---|
Tiny Sea Shikigami | 2 Cursed Energy per Shikigami | 1 |
Small Sea Shikigami | 4 Cursed Energy per Shikigami | 1 |
Medium Sea Shikigami | 8 Cursed Energy per Shikigami | 100 |
Large Sea Shikigami | 12 Cursed Energy per Shikigami | 200 |
Huge Sea Shikigami | 16 Cursed Energy per Shikigami | 300 |
Gargantuan Sea Shikigami | 20 Cursed Energy per Shikigami | 400 |
You may summon these sea creatures at any point in your domain, they automatically take their attack actions when they're summoned. When they're summoned, their attacks are affected by the sure-hit effect. You do not gain any of the normal benefits of gaining refinement for this domain, and other than for summoning sea shikigami, your refinement is treated as if it were 0.
- Water Manipulation
Extension Technique
At 6th level, you have explored different ways of using your technque, creating various different attacks. You gain three of the following water manipulations:
Piercing Water. You make a small water beam made to hit the internal organs of your opponents. As an action for 10 cursed energy, you make a cursed energy attack roll against a creature within 30ft. of you. On a hit, they take 1d10 cold damage + 1d8 piercing damage and are forced to make a Constitution saving throw. On a failure, they will be knocked prone and will receive the damage rolled one additional time as one of their vital organs has been hit. On a success, they won't take the additional damage and are not knocked prone.
Flooding. You create massives amounts of water bellow you to fill up an area. As an action for 10 cursed energy, you fill an 100ft. area with water at least 10ft. tall and force all creatures to make a Strength saving throw. On a failure, they take 1d10 cold damage + 1d8 bludgeoning damage and are knocked prone. On a succes, they take half as much damage and are not knocked prone. The water created will last for a number of minutes equal to your Charisma modifier, and it will count as difficult terrain for creatures without swimming speed. In addition, any creatures that hit an object or structure take 1d4 of bludgeoning damage. This attack deals twice as much damage to objects and structures.
Geysers. A bunch of water starts erupting from the ground in points you choose. As an action for 6 cursed energy, you can create a number of geysers up to your Charisma modifier within sight range. Creatures within 5ft. of those points must make a Dexterity saving throw. On a failure, they take 1d10 cold damage and are thrown up to 30ft. in the air. On a success, they take half as much damage and are not thrown up in the air.
- Water Defensive Ring
Extension Technique
At 10th level, you can make a ring of water that protects you from any incoming attack. As an action for 4 Cursed Energy, you can create a ring of water around you, granting you temporary hit points equal to your Charisma modifier. This may also be used as an reaction to any incoming damage but psychic for 6 Cursed Energy. While the ring is active, you gain immunity to cold damage and resistance to fire, bludgeoning, slashing and piercing damage. While under the effects of the water defensive ring, you can remove 10 hit points from the shield to substitute 1 cursed energy needed from your cursed techniques by using the water from the ring. This does not work with death swarm.
You can only use this cursed technique again after the current ring is over. You cannot use this feature and Cursed Armor at the same time.
In addition, due to your experience manipulating your tides you have learned how to levitate. As an free action you gain flying speed equal to your movement speed.
- Tokyo School Feature:Massive Swarms
Technique Improvement
The Sea Shikigami count as swarms, and count as if they were 1 size larger(to a maximum of gargantuan.
- Final Tsunami
Extension Technique
Finally at 20th level, you have reached the pinnacle of manipulating your tides, creating a massive wave that destroys everything in it's path. As an action for 10 Cursed Energy,
you create a tall wall of water from the ground, making it fall fowards into your targets. The water wall is 300 feets long, 300 feets high, and 50 feet thick. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 2d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any creatures(except you) that inside the wall or whose space the wall enters when it moves by make a Strength saving throw. On a failure, they take 3d10 cold damage and will become prone, on a success they take half as much damage and are not knocked prone. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the cursed technique on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the technique ends.
Miracles[edit]
Miracles stores small everyday "miracles" and releases them when the user's life is in danger in order to save them.
A Miracles user, source [18] |
- Little Miracles
Lapse Technique
Starting at 1st level, you never seem to remember the small things in life that bring joy. Whenever you or an ally roll a natural 20 for any ability check outside of combat you automatically fail the ability check however the ally would still have it's 20, but in exchange you gain a Miracle Point (MP). These Miracle points may also be obtained in combat, however you can choose to deny them or not, gaining a miracle point if denied. You may have 2 stored at maximum, and whenever you gain Miracle points you'll regain xd4 hit points and one purple marking under your eye will appear(With x being a quarter of your jujutsu sorcerer level).
You tend to have incredible luck at times, even if you don't realize it. As an reaction for 1 miracle point and 3 cursed energy to you or a creature you can see making an attack roll, an ability check, or a saving throw, you can roll a d6 and apply the number rolled as a bonus to the roll. You can do so after the creature rolls but before any effects of the roll occur.
At 10th level you gain 2 points for every miracle point you gain this way.
- Unlucky You!
Extension Technique
At 3rd level, you have the ability to twist the fate of others using your stockpiled miracles. As a reaction for 1 miracle point and 6 cursed energy when another creature you can see makes an attack roll, an ability check, or a saving throw, you can roll a d6 and apply the number rolled as a penalty to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
- Miraculous Maneuvers
Extension Technique. At 6th level, you have learned how to use your miracles to give you an edge in battle. As a bonus action you can convert 2 miracle points and 8 cursed energy into a miracle dice, which you can spend on certain luck based attacks.
Miracle Dice: Your Miracle Dice are d6s with a max of 2 stored.
Parry. When a creature that you can see targets you with a melee attack, you can use your reaction to expend one Miracle Die roll it, and add it to your Armor Class against the attack. You must be holding a melee weapon use this Miracle. If you use this before you know if the creature hits and the attack misses, you can make a single melee weapon attack against the creature that attacked you as part of the same reaction.
Blinding Debris. As a bonus action, you can expend a Miracle Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Miracle Die and become blinded until the beginning of your next turn.
Lucky Hit. When you hit a creature with a weapon attack, you can expend a Miracle Die to temporarily weaken it. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Miracle Die.
Begginer's Luck. When you make an ability check that doesn't include your proficiency bonus, you can expend a Miracle Die and add it to your roll. You can use this Miracle after you roll, but before you know if you succeed or fail.
Lucky Miss. When a creature you can see misses you with a melee attack, you can use your reaction to expend a Miracle Die and force it to attack another creature of your choice within range of its attack. If the redirected attack hits its new target, it deals additional damage equal to one roll of your Miracle Die.
Lucky Cover. When you are targeted by a ranged attack or forced to make a Dexterity saving throw you can use your reaction to expend an Miracle Die to instantly fall prone and gain temporary hit points equal to one roll of your Miracle Die.
- Death Saving
Technique Improvement
At 10th level, your luck has never been higher, not even death has a grasp on you! Whenever you're going to get hit by an attack or fail a saving throw that was going to reduce you to 0 hit points, you can spend 1 MP and 15 cursed energy as a reaction to avoid the attack or saving throw and get out completely unharmed.
- More Miracles!!!
Nuked, was deemed too powerful.
- Double or Nothing
Technique Improvement
Finally at 20th level, you have studied your powers and have finally learned to make the most of your little miracles. Whenever you gain a Miracle you will gain 3 miracles instead of 2, and your miracle maximum increases to 3. Furthermore, the amount of hit points you regain is increased to xd6.
Ice Formation[edit]
This Innate technique gives the ability to create and manipulate ice. It can range from small to large quantities, depending on the desired utilization.
Uraume, a sorceress from the Heian Era manipulating and creating ice[[19]] |
- Cold Cursed Energy
Your cursed energy is as cold as the winter. When you use Cursed Energy Slash or Cursed Energy Ray you can change it's damage type to cold instead of necrotic. Also, whenever you use Cursed Armor you will gain vulnerability to fire damage.
In addition, you are immune to the effects of extreme cold, magical or not. Also, whenever someone grapples you while using cursed armor, they will receive the effects of extreme cold.
- Ice Formation
Starting at 1st level, your innate technique has allowed you to mess with the temperature around you, creating extreme levels of cold. As an action for 1 cursed energy, you can force every creature in a 10ft. cone to make a Dexterity saving throw. On a failure, they take 1d10 cold damage and are restrained as ice covers part of their bodies. On a success, they take half as much damage and are not restrained.
The creature is no longer restrained at the start of their next turn, as the ice melts.
- Extreme Cold
At 3rd level, being stuck on your ice feels like staying in a cold mountain while you wait for death. Whenever someone is restrained by your ice or at least within 5ft. of one of the ice created by your innate technique, they will receive the effects of extreme cold with the DC now being 5, and with the effects happening at the end of each round.
- Frost Calm
At 6th level, you have learned how to unleash thick layers of ice through mist. As an action for 10 cursed energy, you can send a cloud of freezing mist to a spot within 60ft. of you. Every creature in a 30ft by 30ft. square in that spot must make a Dexterity saving throw. On a failure, they take 2d8 cold damage and are restrained by the ice layer formed in the square. On a success, they take half as much damage and are not restrained.
At the beginning of a creature's next turn, they are no longer restrained as the ice melts.
- Ice Fall
At 10th level, you learned a great execution method that makes sure your enemies won't escape. As an action for 15 cursed energy, you will become prone until the beggining of your next turn to create ice on the ground. You telepathically manipulate the ice created, launching one for every creature within 30ft. of you of your choice. Make a cursed energy attack roll, on a hit they take 1d4 cold damage and become restrained until the start of their next turn.
Hitting or missing, giant spikes of ice will fall from the sky on top of the targetted creatures, forcing them to make a Dexterity saving throw. On a failure they take 1d8 cold damage and 1d8 piercing damage. On a success, they take half as much damage.
- Tokyo School Feature:Telepatic Connection
At 14th level, in Kyoto all that was recongnizable about your technique is that it's an extremely strong way of freezing your opponents at short to long ranges, though in Tokyo you learned it was much more. Whenever you have part of your ice somewhere within 100ft. of you, you may use any of your features from that range as if you were there.
- Iceberg Crash
Finally at 20th level, you have learned how to create a giant iceberg that falls down into your opponents to crush them. As an action for 20 cursed energy, you choose a point within sight range. All creatures in a 60ft. circle of that point must make a Dexterity saving throw. On a failure, they take 3d8 cold damage + 2d8 bludgeoning damage and are knocked prone and restrained as a giant iceberg falls upon them. On a success, they take half as much damage and are not prone and restrained.
The creature may make a Strength saving throw at the beggining of it's turns to break the ice and end the restrained condition.
Vengeful Cursed Spirit[edit]
Nuked, was too powerful no matter what. Also for numerous other reasons.
Blazing Courage[edit]
The blazing courage innate technique allows it's user to ignite his weapon in flames or even replace their broken parts with flames.
? |
---|
Ogi Zenin in a battle stance, source [20] |
- Blazing Courage
Lapse Technique
Starting at 1st level, you have learned the basic of your ability, the power to ignite your weapon into burning flames. As an bonus action for 5 cursed energy, you can ignite a melee weapon you're holding for up to 1 minute, with an additional 5 cursed energy being spent at the start of your turns, unless you run out of cursed energy at which point the weapon is put out. If you use this while cursed weapon enhancement is active, it will change it's damage type to fire instead of necrotic damage.
- Soulfire Stance
Improved Technique
At 3rd level, your weapon is always infused with your cursed technique, and is an extension of your soul. If your weapon is suffering any penalties from being broken in some kind, when you activate blazing courage those penalties will be removed until the technique ends. Additionally, you may apply any feature that would normally apply only to unarmed strikes to your weapon attacks, as long as your cursed technique is active. (This does not apply to cursed strikes.)
- Perfect Stance
Improved Technique
At 6th level, you don't have much on how to expand your technique, so you decided to improve your battle stance. When you use the offensive version of falling blossom emotion, the total cost is reduced by your Charisma modifier. Additionally, the necrotic damage is changed to fire damage.
- Roaring Flames
Improved Technique
At 10th level, you have gotten better with your technique, learning how to create greater flames with your weapon. When you use blazing courage, you can spend additional cursed energy up to your Charisma modifier, making you extend your weapon's reach by 5ft. and grant you the following benefits per 2 energy spent:
- It's damage tier will be increased by one.
In addition, fire damage you deal with blazing courage now overcomes resistances but not immunities.
- Tokyo School Feature:Inferno Sorcerer
At 14th level, you have trained in tokyo to make your flames burn brighter, hotter, and stronger. While you have blazing courage active, it will last for 2 minutes and your fire damage can reroll 1s, taking the second result.
- Sun Flames
Extension Technique
Finally at 20th level, your technique's lack of range has always been a problem, you know that very well. However, you have developed a extension technique to solve that issue, showing the true power of the technique. As an action for 10 cursed energy while under the effects of blazing courage, you put your weapon above your head to expand it up to the sky. As a massive pillar of fire is coming out of the weapon, you make a massive strike with it destroying everything in your path. Every creature in a 10ft. wide 30ft. line must make a Dexterity saving throw. On a failure, they take the normal weapon's damage + 1d10 fire damage and are knocked prone, being blinded for 1 minute. On a success, they take half as much damage and are not knocked prone or blinded. They can repeat the Constitution saving throw at the beggining of their turns, ending the condition early on a success.
The Law[edit]
The law technique is based around using a non lethal domain to give your opponents a fair trial.
Higuruma, the sorcerer genius, source [] |
- Gavel
Starting at 1st level, with your great sense of justice came a cursed technique that defines you well. You will gain a cursed tool called Gavel. You use your Charisma modifier for any it's attack and damage rolls. As a bonus action for x cursed energy, you summon one of the following gavel types:
Type of Action | Cursed Energy Cost | Properties | |||||
---|---|---|---|---|---|---|---|
Gavel | 4 | Light, thrown(20/60) | Your Charisma modifier bludgeoning damage + 1d4 necrotic damage | ||||
Staff Gavel | 8 | Versatile | Your Charisma modifier bludgeoning damage + 1d6(1d8) necrotic damage. | Whip Gavel | 12 | Reach | 1d6 + your Charisma modifier bludgeoning damage + 1d6 necrotic damage. |
Giant Gavel | 20 | Heavy, two-handed, special | 2d6 + your Charisma modifier bludgeoning damage + 2d6 necrotic damage. |
Giant Gavel. Instead of making an attack roll, you may use your action to force every creature in a 5ft. circle in front of you to make a Dexterity saving throw. On a failure they take the full damage and are knocked prone. On a success, they take half as much damage and are not prone. You keep pressing the Gavel down on top of the person if they fail, so they must succeed an Strength saving throw or take the full damage again and keep being prone. The giant gavel only dissapears after a success.
Right after you hit or miss a creature with a Gavel or is disarmed of them, it dissapears.
- Domain Expansion: Deadly Sentencing
At 3rd level, your Domain Expansion came along with your technique, it is a place where only true justice will thrive. As an action, you can target up to 2 creatures within 30 ft. of you to take to your domain. Your domain reflects a small courtroom where the user and their target stand across from one another playing the roles of prosecutor and defendant. There are numerous guillotines in the background with chopped-up debris beneath them. This domain is considered non-lethal.
The trial-based cursed technique imbued into the domain allows you to prosecute your target with a shikigami called Judgeman serving as your namesake. First Judgeman will announce the charges against the defendant, which are actual crimes they may or may not have committed. Judgeman automatically knows everything about everyone inside the domain but this information isn't shared with the caster. The verdict of the trial depends only on the arguments presented by both sides.
After the accusation is reviewed, the defendant is given one chance to defend their case. They have three options: silence, confession, or denial. If the defendant chooses to deny the charges, they can lie in their statements. The defendant's goal is to dispel all doubt and win a pronouncement of innocence from Judgeman.
The prosecutor also only has one chance to make a statement, but theirs is a rebuttal based on evidence submitted by Judgeman for deliberation. The evidence submitted appears as a sealed envelope in the prosecutor's hand. The evidence submitted is not necessarily conclusive and it will not be opened and shared with the defendant until after their statement, but the prosecutor will be informed of the contained information by Judgeman upon receiving the envelope.
Defendant. The defendant has the following options:
- Silence The defendant says nothing, skipping their turn.
- Confession The defendant admits doing the crime that it's being accused off, showing it feels regret for doing it. They make a Charisma (Performance) check against your cursed energy DC. On a success, you do your evidence submission with disadvantage. On a failure, the evidence submission will be rolled as normal. The defedant can also choose to fail the check.
- Denial The defendant denies the claims against it, making a defense. They may make a false or a true claim, lying against the claims or justifying why they did it. If they lie they must roll a Charisma (Deception) check against your cursed energy DC. On a success, their lie will help on the case and will make you roll the evidence with disadvantage. On a failure, their lie will ruin their case, making your evidence roll instantly succeed. If they try to justify why they did what they did, they must roll a Charisma (Persuasion) check against your cursed energy DC. On a success, their claims are accepted and even though they are still found guilty the punishment die will be reduced by half(rounded down). On a failure, their pleas will not be heard and you will roll your evidence roll with advantage.
Prossecutor. You have the evidence that condeems the crime of said creature. You must roll a d20 against a DC2O. Your evidence DC will be decreased by your proficiency bonus. On a success, your proof will show that the target is guilty of said crime. On a failure, the proof is not enough and the defendant is not guilty.
You gain a bonus to the roll depending on how much the proof will help you. You roll a d4 to see how much the proof will help you:
Number Rolled | Description | Bonus |
---|---|---|
1 | You have almost no proof of what happened, it can be easily covered up or just be called as a "false proof" | +1 |
2 | You have small proof of what happened, it can certainly help with the case but not much. | +2 |
3 | You have great proof of what happened, you have a great advantage in the case. | +3 |
4 | You have almost undeniable proof of what happened, it's almost impossible for you to lose. | +4 |
Once the prosecution and defense have both made their statements, Judgeman will deliver a lawful verdict.
If the defendant fails any of their checks, the prosecutor automatically succeeds his submission.
If the defendant is found innocent, the domain will end and you will gain 1 level of exhaustion for 1 minute, and cannot use your innate technique features.
If the defendant is found guilty, they are punished with one of the following punishments dependant of the severity:
Confiscation. The guilty target won't be able to use it's Innate Technique features or spellcasting for 1 minute. In case the guilty target doesn't have an innate technique or spellcasting, it won't be able to use any cursed energy fueled features or none of it's attacks will count as magical for 1 minute.
Death Penalty. The worst penalty someone can receive, they will receive the same consequences as the confiscation feature for 2 minutes. However, your glaive will transform into a executioner's sword, acting as a longsword. This sword is a tool of justice, so you can only attack the guilty creature with it. You use your Charisma modifier for it's attack and damage rolls, and deals 1d12 radiant damage on a hit. This radiant damage overcomes resistances and immunities. After the 2 minutes end, your sword will also dissapear.
While under the confiscation punishment but not death penalty, the creature may make an Insight check against your cursed energy DC as an action. On a success, they figure out your technique and can now ask for a retrial as a bonus action.
Your domain costs nothing the first time you use it in the day, costing 30 cursed energy after it. However, every time you cause a creature to be guilty, you gain an additional free domain use that day, and will gain refiniment points as if you have reduced them to 0 hit points. You regain all free domain uses at the end of an long rest. You cannot gain refinement with this domain expansion.
- Facts and Logic
At 6th level, you know you need to be cold and analitical to win your cases. You will gain advantage against being frightened and charmed.
You'll also gain proficiency in the Persuasion and Insight skills, or expertise if already proficient.
Ruthless Cross-Examination. Once per short rest, when you make a Charisma (Persuasion) or Charisma (Deception) check during a trial, you can roll an additional d20 and choose the higher result, reflecting your unmatched skill in presenting arguments and cross-examining witnesses.
- Sorcerer Genius
At 10th level, you were always considered more than above average in intelligence, maybe even the genius of the century. You will gain the domain amplification refinement feature, but no actual additional refinement.
- Tokyo School Feature:Corruption
At 14th level, Kyoto has taught you to use your technique only to give fair trials to your opponents. However, after the things you have seen in tokyo you have decided this world is filthy, and doesn't deserve a fair trial. Whenever you roll your evidence check, you may spend 20 cursed energy to add a fake evidence to it. If you pass the roll, the judgeman will automatically sentence the defendant to death.
- Perfect Lawyer
Finally at 20th level, you have perfected your lawyer abilities to the absolute maximum. Whenever you roll your evidence check, you will add your Charisma modifier to the roll.
Explosive Flesh[edit]
The Explosive Flesh innate technique allows you to remove parts of your body while making them become deadly bombs.
A explosion caused by this innate technique, source [21] |
- Organ Removal
Lapse Technique
Starting at 1st level, your innate technique allows you to make any part of your body a deadly bomb. You may spend cursed energy to quickly remove and throw one of your body parts at an specified point. You can remove the body part as some form of action described bellow, while throwing it takes a action:
Body Part | Cost | Action cost | Effect |
---|---|---|---|
Tiny Part(Tooth, Fingers). | 1 Cursed energy + you lose an amount of hit points equal to your Constitution modifier (minimum 1 hit point). | A free action | You can throw the tiny body part you removed at any point within 120ft. of you, forcing every creature in a 5ft. circle from the area make a Dexterity saving throw. On a failure, they receive xd6 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. |
Small Part(Eyes, Ears, Nose). | 2 cursed energy + you lose an amount of hit points equal to your Constitution modifier times half of your jujutsu sorcerer level(Minimum 2 hit points) | A bonus action | You can throw the small body part you removed at a point of your choice within 100ft., forcing every creature in a 10ft. circle of said point to make a Dexterity saving throw. On a failure, they take x/2(rounded down)d4 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. |
Medium Part(Hands, Feet). | 8 cursed energy + you lose an amount of hit points equal to your Constitution modifier times your jujutsu sorcerer level(Minimum 2 hit points) | A action | You can throw the medium body part you removed at a point of your choice within 80ft., forcing every creature in a 15ft. circle of said point to make a Dexterity saving throw. On a failure, they take x/2(rounded down)d6 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. |
Large Part(Arms, Legs). | 12 cursed energy + you lose an amount of hit points equal to your Constitution modifier times your jujutsu sorcerer level(Minimum 2 hit points) | Full Turn Action | You can throw the medium body part you removed at a point of your choice within 60ft., forcing every creature in a 20ft. circle of said point to make a Dexterity saving throw. On a failure, they take x/2(rounded down)d8 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. |
After using the limb in a explosion, it will be considered removed. The x is your Charisma modifier. The attacks from this technique deal twice as much damage to objects and structures.
- Faster Throws
Technique Improvement
At 3rd level, you have gained more expertise over your technique, and can now throw your limbs faster. You can now throw your limbs as an action or bonus action.
- Stronger Explosions
Technique Improvement
At 6th level, with the extensive use of your technique, your explosions became deadlier. When a creature fails the saving throw of your explosions, they will get the deafened condition for 1 minute. They can make a Constitution saving throw at the beggining of their turns, ending the condition early on a success. Also, your explosions deal three times as much damage to objects and structures and their explosion range is increased by 5ft.
- Reactive Explosions
Technique Improvement
At 10th level, your practice with your explosions allowed you to make them in a instant. You may now instantly explode one of your limbs for the same price it would require normally, however only requiring a reaction to receiving or hitting a melee attack roll as the limb explodes on your body. All creatures make the Dexterity saving throw with disadvantage unless they have a passive perception higher than your cursed energy dc dived by 5.
- Tokyo School Feature:Elemental Explosions
Extension Technique
At 14th level, you have learned how to create different types of explosions, making them create different effects. You can spend additional cursed energy equal to the energy spent in using the bomb to make them an elemental bomb. The elemental bomb will deal fire, cold or lightning damage, instead of force.
- Terrorist
Technique Improvement
Finally at 20th level, your fame has spread around the sorcerer world, your explosions are a danger to nations. Your explosions now ignore features such as evasion and their explosion range is increased by 5ft.
Scorpion Hair[edit]
The scorpion hair technique focuses on having long hair with a sharp tip at the bottom that can be used to sting enemies.
A scorpion hair user, source [] |
- Scorpion Hair
Starting at 1st level, you have developed a rather weird and pretty weak innate technique. Your hair will grow longer, and you must use a large ponytail or else your technique won't work. At the tip of your hair there will be a sharp tip, formatted around the form of an scorpion tail. As part of your attack action, you can spend 1 cursed energy to make an additional attack with your scorpion hair. Make a melee cursed energy attack roll. On a hit, it deals 1d8 piercing damage. This counts as an unarmed strike for the class features.
The number of additional attacks you make with this technique increases to 2 at 3rd level, 3 at 20th level
- Swift Maneuvers
At 3rd level, you're becoming experient in fighting with your hair. You can now do the following manuevers:
Hair Grab. When you hit an scorpion tail attack, you may do no damage in exchange of grappling the hit creature.
Vital Strike. As part of making an Scorpion Hair attack, you can spend 20 cursed energy to aim at an vital point of the target. On a hit, the attack will be considered a critical.
Scorpion Defense. As a reaction for 5 cursed energy to an attack targetting you, you can make a melee cursed energy roll against said attacker.
- Scorpion Poison
At 6th level, your hair is carrying more and more of the characteristics of an scorpion, having poison imbued in it's tip. Whenever you hit a creature with your scorpion hair, you can spend 10 additional cursed energy. If you do, the target must make a Constitution saving throw. On a failure, they take 2d10 poison damage and are poisoned. On a success, they take half as much damage and are not poisoned. They may remake the Constitution saving throw at the beginning of their turns, ending the condition on a success.
- Stronger Poisons
At 10th level, your poison has gotten stronger and deadlier. Whenever someone fails the Constitution saving throw, they will also gain the envenomed condition for 1 minute. They may remake the saving throw at the beginning of their turns to end the envenomed condition early.
- Tokyo School Feature:Poison of the Scorpion King
At 14th level, in Kyoto people thought that your technique was useless, that having to get that close to an opponent to still deal insignificant damage was honestly dissapointing. At Tokyo however, they saw the true potential of your technique, it's poison. Your poison has evolved to become much more deadly, making the body of the target you stung decay. Whenever you deal poison damage, it will be changed to Necrotic damage instead. You steal their essence while the poison takes effect, making you regain hit points equal to the damage dealt.
In addition, when you apply the envenomed condition, you 1 necrotic damage to the creature at the beginning of the creature's turns.
- Deadly Sting
Finally at 20th level, you have finally reached the peak of your poison, making it so deadly that one sting could end your opponent's life. As part of making an attack with your scorpion hair, you can spend 15 cursed energy to add 3d10 poison damage to the damage total. Also, if your target fails the Constitution saving throw by 10 or more they will gain one level of exhaustion.
Comedian[edit]
Why would you need an explanation? How about a joke instead?
The funniest thing that has ever existed, source [22] |
- Funny Cursed Energy
Your cursed energy is completely crazy man! Your Cursed Energy Armor is changed according to the damage type of the attack, granting you resistance to it for comedic porpuses. Your Curse-Empowered Strikes and Cursed Energy Ray change their type according to your opponent's vulnerability or to your choice in case it doesn't have a vulnerability, wouldn't it be funny if you just beat the bad guy with only one punch? In addition, whenever you hit a attack filled with cursed energy it makes a goofy sound effect of your choice.
- Master of Humour
Starting at 1st level, your humour is absolute peak comedy, no one can deny that. Whenever you or an ally within sight range fails a saving throw, ability check, or misses an attack, you may use your reaction for 1 Cursed Energy to make them reroll it with a bonus equal to your Charisma modifier. After all, the public adores the good guy beating the big baddie! In addition, you will gain proficiency in all Charisma based skill, in case you're already proficient with a skill you'll gain expertise instead.
- Ouch! That Hurt Man!
At 3rd level, man, that attack definetely hurt! But anyway, i then got back up like nothing happened. As a reaction to you or an ally within sight range receiving damage from another creature, you can spend 3 Cursed Energy to make the damage rolled be reduced to 0.
- Comedic Timing
At 6th level, dude, you're becoming too funny! Not even reality itself is handling how funny you are right now! As a free action or when initiative is rolled, you can spend 1 Cursed Energy to activate comedic timing. Whenever an hostile creature does any kind of hostile action aginst you, a comic moment will instantly happen. Roll a d20 to find out what lies ahead of the show:
Number rolled | Description |
---|---|
1.(Bad Joke) | You will tell a bad joke to the all the creatures in battle, it will feel so awkward and out of place that stones that form the phrase "bad joke" fall on your back, dealing xd8 bludgeoning damage and making you fall prone. |
2.(Zombie Apocalipse) | You and the creature will be teleported to another dimension, where an terrible apocalipse happened and now you two only have eachother. The creature is suspected of being infected due to it's recent coughing and dizzyness, and you two have made a choice. You will cut off it's arm so that the infection stops, dealing xd12 slashing damage and removing said arm. Right after you cut the arm though, you two realize the creature has never been bitten in the first place, it was just a common cold! |
3.(A Kitten On The Road!) | You see a kitten in distress on the road, and immediatly goes to it's aid! When you reach the road, you realize the cat is actually te creature you're facing off right now! It then scratches you, dealing xd6 slashing damage. |
4.(Always Watch Both Sides!) | The creature will see itself in front of a road, it really needs to get to the other side. However, it does not look to the other side since they think they're way too cool for that. Suddenly, a truck with you as a driver appears on the road and passes right through them, dealing xd10 bludgeoning damage and are knocked prone so that they learn to be more careful next time. |
5.(Dance Battle!) | Both you and a creature are transported to a disco ballad, where you two will dance to see who's the best! Both roll a Performance check, the creature with the highest roll will be considered the winner, and the loser will be under a severe depressive mood, receiving 5 levels of exhaustion until the beggining of your next turn. |
6.(Game Show!) | Both you and the creature are teleported to a questions game show, there will be three questions asked, both creatures must make a Dexterity check to see which one can press the buttom faster to answer. When one creature gets the majority of the questions right, it will be rewarded with huges amount of fortune in gold bars! Oh no, your fortune was so big that the gold bars fell right on top of the loser! They took xd10 bludgeoning damage and were knocked prone because of your fortune! |
7.(Hospital Emergency!) | Both you and the creature are teleported to a hospital, you are a doctor and the creature is a nurse. You are both rushing a patient towards the medical aile, while trying to do your best to keep him alive. Once you reach the aile, both must roll a Medicine check, in case you have the higher roll the patient is saved and your nurse will be fired for it's incompetence at work, becoming stunned until the beggining of your next turn from the shock of suddenly being fired. In case the creature has the higher roll, it picks up a defibrillator and shocks you! It deals xd10 lightning damage and makes you paralized until the beggining of your next turn. |
8.(Marriage) | Both you and the creature are teleported to a marriage, it is the happiest day of your lifes. One of you will become the bride and the other the husband(your choice), you two will marry in a beautiful flower setting. The creature is deeply in love with you, and you are in love with it as well. Both of you are charmed to eachother until the beggining of your next turn, not caring about the battle at hand. |
9.(Final Exam) | Both you and the creature are teleported to a classroom, both of you are alone with a teacher doing your final test. None of you have studied for the test, however you still need to pass school. You two must roll a Sleight of hand check against your cursed energy dc, on a sucess the creature will pass the test, being able to avoid summer school! On a failure, they will be caught by the teacher and will be sent straight to detention, being banished until the beggining of your next turn. |
10.(Fun Beach Day!) | Both you and the creature are teleported to a beach, both of you are in the water. You two are enjoying a nice day at the beach, splashing water into eachother's faces. The combat? Who cares, just enjoy this moment without doing a thing until the beggining of your next turn. |
11.(Drunk Test) | Both you and the creature will be transported into a highway, where your car has been stopped by a cop since you were over the speed limit. The creature is the cop, and will try to check if you're drunk. You must roll a Deception check against it's Insight check. If your roll is higher, you can lie your way through the test and is free to go, but not before drinking a beer in front of the cop and rushing off with your car, making the creature so pissed with you fooling it that it becomes taunted by you until the beggining of your next turn. If the creature's roll is higher, you are put in handcuffs since you were drinking under the influence, making you become restrained until the beggining of your next turn. |
12.(Highschool Crush) | Both you and the creature will be teleported into a school dinning hall, where you both are getting lunch. The creature has a crush on one of the people in the school, and you as their best bud gotta help them out. The crush will be sitting alone in one of the tables, and you see this as the perfect opportunity to get them. You roll a Charisma check to give your buddy love advice, for each 5 you have scored on the test, the creature will gain a +1 in their test. Filled with confidence, the creature then goes up to it's crush and makes a dc 25 Persuasion check. On a sucess, their crush accepts to hang out with them, making the creature extremely happy. It will gain advantage on all attack rolls, ability checks and saving throws until the beggining of your next turn. On a failure, they will be knocked prone from the rejection, and will be stunned from the news until the beggining of your next turn. Additionally, they take xd12 psychic damage from their broken heart. |
13.(Whacking Moles) | Both you and the creature will be teleported into a place full of holes, where you have a hammer and the creature is a mole. Both you and the creature must roll a d6, if you can match the creature's roll, you can whack a hammer in it's head dealing xd8 bludgeoning damage and knocking them prone until your next turn from the beat. If you roll a different number, you miss the mole and the creature bites you, dealing xd10 piercing damage and making you scream like a little girl. |
14.(The Fraud vs the Strongest) | Both you and the creature will be teleported to a battlefield, where you will be the strongest and the creature will be the fraud. You will open a domain, the creature will shrunk back in fear. You will then say "Stand proud (creature's name), you are strong", which will force the creature make a Wisdom saving throw. On a sucess, they understand your message and cry tears of joy, becoming charmed by your greatness until the beggining of your next turn. On a failure, they will be frightened by your greatness until the beggining of your next turn. |
15.(Jokenpo) | You and the creature will now be teleported to 5ft. from eachother, since both decided to solve this in a jokenpo dispute. You both roll a d3, 1 is for rock, 2 is for paper, 3 is for scissors. Rock beats scissors, scissors beat paper, paper beats rock. The winner of the dispute will then give a rock, paper or scissor attack in the opponent. It deals xd12 bludgeoning damage on a rock, xd12 slashing damage on paper and xd12 piercing damage on a scissors. |
16.(Sitting on a Full Train) | You and the creature will be teleported to a train, where you will be sitting down and the creature will be sitting up. The creature is an old person, tired from a hard day. You roll a d2. On a 1, you do not give up your seat for the creature, making you feel bad and receive a -5 on all rolls from the shame until the beggining of your next turn. On a 2, you give up your seat so that the older person can sit, making you feel extremely good for making a good deed. You will receive a +5 on all rolls from your good actions. |
17.(Mistery Box!) | You and the creature receive a mistery box, you both open it to see what's inside. Both roll a d17, with both receiving a Cursed Tool that's in the order of the number rolled. It lasts until the beggining of your next turn. |
18.(Special Dinner) | You and the creature will be teleported to an apartment, you two are in a relationship and you made dinner yourself! It's no secret that you're bad at cooking, so you put in extra effort this time for your beloved! The creature sees the food and thinks of how ugly it looks, but if it's for your happyness it can take it. The creature tastes the food and makes a Constitution saving throw, on a failure they puke the food from how bad it is and are poisoned until the beggining of your next turn. On a sucess they can gulp it all down making you pleased, you cannot attack said creature until the beggining of your next turn because of your satisfaction with it. |
19.(Funny Joke) | You will tell an amazing and well thought joke, being at the right time and moment. When you tell the joke, the creature must make a Wisdom saving throw to not burst out laughing from your peak comedy. On a failure, they start laughing uncontrollably and say "Man, i'm dead!" and fall unconscious right after it, lasting until the beggining of your next turn. |
20.(A Partner) | You and the creature will be teleported to an stand up, you both are comedians that partened up recently. You both are in front of a large crowd, you have been training for this, this is the moment both of you will become legends. Both roll a dc 25 Performance check. If one of you fail, the crowd won't be pleased and the show will end up failing. That will make you extrmely sad and dissapointed, but also angry that the creature ruined your show, you will gain the bloodlusted condition for that creature only for 1 minute. If both succeed, the crowd loves the show and you two become top stand up actors. Your heart is satisfied, you feel fulfilled. You have done what you love the most... made people laugh, with a partner. You lay down on the ground and slowly starts to sleep, falling Unconscious for 1 minute. You cannot be targeted by attacks or hit by saving throws while on this state. |
(X is your Charisma modifier + your proficiency bonus.)
Any of these comedic moments cannot reduce a creature to 0 hit points, since killing people is not funny! They may happen only once per creature in the round, because comedy needs it's timing man!
You must spend 1 Cursed Energy at the beggining of your turns to keep this active, comedy ain't cheap chief!
- Dramatic Pose!
At 10th level, you're not only good at comedy, you're also extremely good looking! As an action for 10 Cursed Energy, you make every hostile creature make a Wisdom saving throw as you make a dramatic pose. On a failure, they are stunned for a number of rounds equal to your Charisma modifier. On a sucess, they lack basic sense of humour and do not get in awe by your performance, making them not be stunned. This condition can be ended early if the creature receives any damage from an outside source, making a "bonk!" sound effect. Go to horny jail you perv!
- Tokyo School Feature: Damm Bro! You Got The Whole Squad Laughing!
At 14th level, the people at Kyoto are far too boring, that's why you made some new buddies at Tokyo! Living with them made you realize... you can be even funnier than now. Whenever one of your Comedic Moment happens, every ally who can see you gains a funny dice. They can hold that die until they take a long rest. That die is equal to your Curse-Empowered Strikes. They may add the die at anytimes to their next attack roll, ability check or saving throw.
- You Tryn'a Kill Me?!
Finally at 20th level, imagine how funny it would be if you got one shotted... but then simply came back up at full strenght? Whenever you are reduced to 0 hit points by another creature, you can spend 10 Cursed Energy to get back up with your maximum hit points.
In addition, any conditions that were affecting you are gone.
Technique Extinguishment[edit]
A technique extinguishment user floating with it's wings, Source [23] |
This Innate Technique bestows its user with the gift of angelic power, capable of smiting those they considered as ‘villians’ and hamper the user of particular target’s cursed techniques.
- Holy Cursed Energy
When you use the Curse Empowered Strikes or Cursed Weapon Enhancement features, you can change the damage type to radiant. Additionally, when you use Cursed Energy Armor, you gain a resistance to necrotic damage.
- Technique Extinguishment
Lapse Technique
Starting at 1st level, you have one of the most powerful techniques that have ever existed, having the power to completely nullify jujutsu. As an action for 5 cursed energy, you summon a trumpet made of light and blow into it. A beam of light comes down to strike a creature of your choice within 120 feet of you, forcing said creature to make a Charisma saving throw. On a failure they take 1d12 radiant damage and cannot use any cursed energy fueled features and Spellcasting abilities, and any effects coming from those sources they currently have are disabled until the end of their next turn. On a success, they take half as much damage, and don't have their cursed energy features or Spellcasting abilities negated.
- Angel's Blessing
Extension Technique
At 3rd level, your technique makes you feel like a divine being made to help others, you are a true angel. As a free action for 9 cursed energy, you can gain flying speed equal to your walking speed for 1 minute, as wings of light emerge from your back and a halo stands on top of your head. While you have the wings active, you can freely move between barriers such as curtains without breaking them. You may also do that with magic walls and barriers that were cast with a spell slot equal or lower than your proficiency bonus. When said minute ends, you can spend another 9 cursed energy to remain flying for another minute.
In addition, due to your holy nature you gain resistance to radiant damage.
- Improved Technique Extinguishment
Technique Improvement
At 6th level, your technique has grown stronger, now being able to burn your enemies' very soul. If creatures fail the saving throw for your innate technique, their cursed tools and magic items stop working until the start of their next turn.
In addition, you now deal twice as much damage with your technique extinguishment against Cursed Vessels.
At 14th level, undead and creatures of evil alignment make your technique extinguishment saving throw with disadvantage.
- Jacob's Ladder
Extension Technique
At 10th level, you have created a extension to your technique, one so powerful that you can burn your opponents as a radiant light falls upon them. As an action for 10 cursed energy, you summon a trumpet of light in your hands, blowing into it as you choose a point within 200 feet of you. A beam of light strikes down in a 10 foot circle centered on the point you choose, every creature in said area other then you has to make a Charisma saving throw. On a failure, they take 2d12 radiant damage and suffer the same effects as Technique Extinguishment for 2 rounds. On a success, they take half as much damage and do not receive the side effects.
- Tokyo School Feature:Personal Hatred
Technique Improvement
At 14th level, you have achieved a deep hatred over a specific type of creature, making them your "villains". Choose one creature type, if you choose a humanoid creature you must choose two races. Whenever you deal radiant damage to the chosen creature type, it treats immunity as a resistance and resistance as if it was normal.
You can only choose this once, since your hatred will be centered around those types of creatures.
- The Angel
Finally at 20th level, you have become a divinity among sorcerers. While you can bring safety and peace to the innocent, you can also cause destruction to the impure ones. Your Technique Extinguishment and Jacob's Ladder are double their range.
Sky Manipulation[edit]
The Sky Manipulation Innate Technique is made with the porpuse of allowing the user to have great control of the area around them, and manipulate the very own space close to them, which can be used defensively or offensively.
A Sky Manipulator using the sky itself as clothes, source [24] |
- Spacial Cursed Energy
Due to your constant space manipulation, your cursed energy has been quite altered. Your Curse-Empowered Strikes and Cursed Energy Ray will now deal force damage, and you will gain resistance to force damage while your Cursed Energy Armor is active.
- Sky Manipulator
Lapse Technique
Starting at 1st level, your innate technique manifests, making you able to manipulate the sky around you. As a reaction to a non-magical attack roll, you may spend 3 Cursed Energy to add +1 to your AC by distorting the sky.
If you have taken the dodge action, you may use this reaction on allies within your reach.
- Sky Armor
Improved Technique
At 3rd level, you have become better at manipulating the space around you. As a bonus action for 5 Cursed Energy, you may cover part of your body with a part of the sky, making it seem like the parts covered are invisible for 1 minute. While you have this armor equipped, your AC is 11 + Your Charisma modifier + your proficiency bonus.
At 5th level, you will gain flying speed equal to your movement speed while under the effects of Sky Armor.
- Improved Sky Manipulation
Improved Technique
At 6th level, your manipulation has become so refined even techniques cannot pass through you. You may now use your reaction to magic attack rolls, and you may use this reaction for 10 Cursed Energy to redirect a cone or line saving throw back to it's sender if you pass the saving throw, making it not affect you or the creatures in the area.
- Thin Ice Breaker
Extension Technique
At 10th level, you have created an extension technique to your sky manipulation, literally breaking the sky as if it was ice. As an action for 8 Cursed Energy, you can force every creature in a 30ft. line to make a Dexterity saving throw. On a failure, they will take a number of your unarmed strike damage dice equal to your a quarter of your Charisma modifier*rounded don) in force damage and will be knocked prone, on a success they will take half damage and will not be prone.
If you are flying, the creatures have disadvantage in the saving throw.
- Tokyo Feature: Melee Thin Ice Breaker
Improved Technique
At 14th level, your Thin Ice Breaker has been evolved to a close ranged version with more power. As an action for 10 Cursed Energy, you make a melee Cursed Energy attack roll against a creature within range. On a hit, the creature takes damage as though they failed a Dexterity saving throw against your Thin Ice Breaker technique. This counts as a critical hit for the purposes of other game features, and as such, a critical hit (or a nat 20) doesn’t double these damage dice again.
- Domain Expansion: Heaven's Gate
Domain Expansion
Finally at 20th level, you have learned the most powerful technique of your arsenal. Your domain is beautiful blue sky full of clouds, with a shining sun illuminating everything. All hostile creatures inside must make a Wisdom saving throw at the beggining of their turns or be considered falling even if they have flying speed. The creatures may repeat it's saving throw at the begining of your turns, ending the effect on a success. If a creature is falling on your domain, it takes twice as much damage from your cursed techniques. Once the domain ends, if a creature was considered "falling" it will take a 10th of the damage(rounded down) rolled for their fall. You cannot gain refinement with this domain expansion.
Cursed Energy Discharge[edit]
The cursed energy discharge innate technique allows you to fire directed blasts of cursed energy like a cannon.
A Cursed Energy Discharge user firing a blast of cursed energy, source [25] |
- Highest Output
Your cursed energy output is the same with or without using your innate technique. If you are in domain burnout, you can still use your innate technique.
- Cursed Energy Beams
Lapse Technique
Starting at 1st level, you have one of if not the highest cursed energy outputs the world has ever seen. You will gain benefits with the Cursed Energy Ray cursed feat. Whenever you use this feat, you may choose to divide the Charisma damage dices into a number of cursed energy beams equal to the amount of damage dices there would be normally divided by 2(rounded down), making their range become a 90ft. and making them turn into cursed energy attack rolls. On a hit you deal 1d12 force damage.
- Redirect Blast
Improved Technique
At 3rd level, you know you can miss at times, but no matter! All you need is to redirect them to their intended target. Once per turn, you can spend 3 cursed energy to reroll a missed ranged cursed energy attack roll.
- Powerful Beams
Improved Technique
At 6th level, your beams have gotten more powerful and destructive. You can spend cursed energy up to your Charisma modifier added twice, but if you do, the cost per dice doubles. Also, you have learned how to overpower your opponents by sending a barrage of blasts to them. Whenever you use all of your cursed energy beams against one target, you will instead make only one ranged cursed energy attack roll.
- Granite Blast
Extension Technique
At 10th level, you have refined your technique, creating a extension that takes complete advantage of your cursed energy output. As an action for 10 cursed energy, you release a shining beam in a 100ft. line that's 10ft. width, forcing every creature in said area to make a Dexterity saving throw. On a failure, they take 2d10 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
- Tokyo School Feature:Perfect Output
Improved Technique
At 14th level, you have learned how to maximize your cursed energy output's efficiency. Whenever you spend 5 cursed energy to increase your damage dice on one of this technique's features, you count as if you have spend 6.
- Domain Expansion: Deadly Artillery
Finally at 20th level, you have refined your technique to it's maximum, achieving your Domain Expansion. Inside your domain is a giant warzone full of canons filled with giant missiles. At the beggining of the round, every creature of your choice inside the domain must make a Dexterity saving throw as the canons start to shoot out their missiles. On a failure, they take 2d12 force damage + 6d4 fire damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. You cannot gain refinement with this domain expansion.
Private Pure Love Train[edit]
Nuked, there was no clean way to nerf it.
Star Rage[edit]
The Star Rage cursed technique allows it's user to increase it's virtual mass by using it's cursed energy, making short work of opponents by crushing them with their weight.
A Star Rage user increasing it's mass before an attack, Source [26] |
- Virtual Mass Increase
Lapse Technique
Starting at 1st level, you have learned the most fundamental technique for a star rage user, the virtual mass increase. As a bonus action for an amount of Cursed Energy up to your Charisma modifier, you may increase your virtual mass around your body for a number of rounds equal to your Charisma modifier. You will gain the following benefits depending on how much mass you have added:
- Stronger Martial Arts. Your Unarmed Strike die increases by one tier per 10 points spent.(1->d4->d6->d8->d10->d12->2d8)
- Increased Damage. At one mass increase, you add +1 to your unarmed strikes damage rolls. This increases by +1 per 5 cursed energy spent.
- Grappler. At one mass increase you will count as one size larger for grapples. You count as more sizes larger per 8 cursed energy spent, capping at Gargantuan.
You can only activate this technique again after the full duration has passed.
- Garuda
Extension Technique
At 3rd level, your technique gives you a loyal and useful shikigami called Garuda.
As a bonus action for 9 cursed energy you can summmon Garuda) within 5ft. of you. It acts on your turn and follows all and every command you give it.
You may also use your mass increase on Garuda, however it's benefits are different depending on Garuda's form:
- Whip. For every two mass increases Garuda receives, the whip's damage dice is increased by one and it counts as two sizes larger to grapple its target.
- Ball. For every mass increase Garuda receives, the ball's damage is increased by one additional dice and its range is increased by 10ft.
- Longer Mass Duration
Technique Improvement
At 6th level, you have honed your skills with your cursed technique, learning how to make it last longer. Virtual mass increase now lasts for a number of rounds equal to your Charisma modifier added twice.
- Virtual Mass Mastery
Technique Improvement
At 10th level, you have gained insane experience in refining and optimizing your technique. You can now add up to your Charisma modifier added twice to your virtual mass.
- Tokyo School Feature: Cursed Tools Mass
At 14th level, you have studied your technique for a long time, searching for ways to improve it beyond your limits. You then realized something, if you can increase Garuda's mass as a cursed tool why can't you do the same with other cursed tools? When you're under the effects of virtual mass, any cursed tools you're wielding receive the same benefits as unarmed strikes would.
- Perfected Virtual Mass
Finally at 20th level, you have reached the peak of virtual mass. You can now add up to your Charisma modifier added four times to your virtual mass.
Limit. Despite your technique being an all powerful tool, you know there is a limit to your powers. If you spend more than 20 Cursed Energy on your virtual mass, you create a black hole centered on yourself, forcing every creature in a 60 circle from you make a Strength saving throw. On a failed save, the creature takes 4d12 force damage and is pulled to within 5 feet of the black hole. On a successful save, the creature takes half as much damage and is knocked prone but isn’t pulled toward the black hole.
This feature will last for 1 minute.
A creature that’s within 6 feet of the black hole at the start of its turn must make a successful Strength saving throw or take 8d10 force damage and have its speed reduced to 0 until the start of its next turn. A creature that’s within 60 feet of the black hole (but not within 5 feet of it) at the end of its turn takes 3d8 cold damage. A creature reduced to 0 hit points while within 5 feet of the black hole dies immediately. You receive 8 times the amount of any damage dealt from this feature, and if that reduces your hit points to 0 then you die instantly but the blackhole continues. This ignores features that allow you to fall to 1 hit point instead. After using this feature ends, you must make a DC 30 Constitution saving throw or receive 6 levels of exhaustion.
Mythical Beast Amber[edit]
With this innate technique, you can transform your body to make any phenomena that can be manifested from lightning. However, it has a great price to pay for it's power.
The God of Thunder in his peak, Source [27] |
- Sparks
Starting at 1st level, you may not know your cursed technique yet, but you have gained insane mastery over your aura. Once per turn when you deal damage with a melee weapon attack, you can spend 5 cursed point to add 1d10 lightning damage to the total amount.
- Battle Sparks
At 3rd level, your cursed energy is always electrifying your whole body, making you excited for battles. Your eyes will always have small sparks of lightning emitting from them, as a sign of your energy always reffiling you. This has no actual mechanical benefit.
- Lightning Body
At 6th level, your cursed energy reinforces every fiber of your being, making you become as fast and dangerous like lightning. You can add your Charisma modifier to your initiative rolls, and you may now do the sparks feature twice per turn.
- Lightning Discharge
At 10th level, you have become a master at manipulating your cursed energy, making use of it like eletric charges. Whenever you deal damage with your sparks feature, you may spend additional cursed points up to your Charisma modifier to apply a positive charge into the target. After a positive charge is applied, you may spend your bonus action to apply a negative charge to the ground. This creates a reaction, making lightning going straight to the target's head, dealing xd8 lightning damage(With x a quarter of the cursed points spent(rounded down)) and forcing the target to make a Constitution saving throw. On a failure by 5 or more, they are stunned for 1 minute. On a success, they're not stunned. They may remake the Constitution saving throw at the beginning of their turns, ending the condition early on a success.
You may also use lightning discharge around you, not being as guaranteed but being more powerful. As an action for 10 cursed points, you create lightning in a 30ft. circle around you, forcing all creatures within that range make a Constitution saving throw. On a failure, they take 2d10 lightning damage and, if they failed by 5 or more, are stunned until the beggining of your next turn. On a success, they take half as much damage and are not stunned.
- Tokyo School Feature: Nyoi Staff
At 14th level, in your time at Tokyo, you have been granted a staff that can function as a lightning rod for your charges. This staff acts as a quarterstaff with the reach and versatile property, it will count as a cursed tool. Whenever you use the sparks feature, you can choose to roll the extra lightning damage and save it inside the staff. Your staff can save up to two charges of your sparks. Whenever you hit someone with the Nyoi Staff, you can spend a charge to add the lightning damage saved on the charge to your damage roll.
If anyone but you try to hold the Nyoi staff while he has your charges, they will take 1d4 lightning damage at the beggining of their turns.
- Mythical Beast Amber
Finally at 20th level, you have finally learned your innate technique, and it's terrible cost. Once activated, this technique reconstructs the user's flesh in order to manifest phenomena that can be created by electricity, which is converted from the user's cursed energy. However, since the technique causes the user's body to surpass the limits of a human, it can only be used once before their body collapses following the technique's conclusion. As an action for 30 cursed energy, your body will start getting filled with electric cursed energy, making you constantly grow in power by a short period of time. When it reaches 2 minutes and 5 rounds, it instantly ends, making you die instantly:
Time in The Form | Benefits | Form Deactivation |
---|---|---|
0 | +1 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 20ft. | You must make a DC10 Constitution saving throw, on a failure you will gain one level of exhaustion. On a success, you will deactivate the form sucessfully. |
5 rounds | +1 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 40ft. You will gain a extra attack. | You must make a DC15 Constitution saving throw, on a failure you will gain two levels of exhaustion. On a success, you deactivate the form sucessfully and will receive only one level of exhaustion. |
1 minute | +2 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 60ft. You will gain a extra attack. You will gain an additional bonus action. | You must make a DC20 Constitution saving throw, on a failure you will gain three levels of exhaustion. On a success, you deactivate the form sucessfully and will receive only two levels of exhaustion. |
1 minute and 5 rounds | +2 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 80ft. You will gain a extra attack. You will gain an additional action and bonus action. | You must make a DC25 Constitution saving throw, on a failure you will gain four levels of exhaustion. On a success, you deactivate the form sucessfully and will receive only three levels of exhaustion. |
2 minutes | +3 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 100ft. You will gain a extra attack. You will gain an additional action and bonus action. You will gain 100 temporary hit points. | You must make a DC30 Constitution saving throw, on a failure your body cannot handle such power and breaks into pieces, making you instantly die. On a success, you deactivate the form sucessfully and gain five levels of exhaustion, falling to 0 hit points. |
Your body will slowly alter itself while in this form, slowly killing you. You cannot deactivate this form early.
Sorcerer Paths[edit]
Low Reserves Sorcerer[edit]
You sadly have been born with ridiculously low levels of cursed energy, maybe due to a birth defect, heavenly restriction or having a twin.
Mai Zenin a low reserves sorcerer, source [28] |
- Lower Cursed Energy
Starting at 1st level, you know very well that cursed energy amount isn't your forte and it shows. Your cursed energy amount will now be a fourth of your jujutsu sorcerer level(rounded down) + a fourth of your Charisma modifier(rounded down). Also, any feats that would increase your cursed energy only increase it by a factorof 0.25(rounded down).
- Perks
At 3rd level, due to your deficiency in cursed energy you had to find other ways to do your job as a sorcerer well enough. You gain one of the following perks:
Sharpshooter. You will gain a +1 when attacking with ranged weapons.
Nimble Dodge. As a reaction to an attack hitting you, you can reduce the damage by your Dexterity modifier.
First to Act. You will gain a +1 to initiative rolls.
Always Alert. Your passive perception increases by +5.
Attentive to Detail. You gain proficiency in Perception, or expertise in case you're already proficient. You cannot receive disadvantage in Wisdom (Perception) checks.
- Improved Perks
At 6th level, your perks are your main strenght as a sorcerer, so you capitalize as much as you can out of it. You will gain one of the following improved perks depending on your choice at 3rd level:
Sharpshooter. You will gain a +2 when attacking with ranged weapons, and don't receive disadvantage when attacking within less than their minimum range.
Nimble Dodge. As a reaction to an attack hitting you, you can reduce the damage by a fourth of your jujutsu sorcerer level(rounded down) + your Dexterity modifier.
First to Act. You will gain a +2 to initiative rolls.
Always Alert. Your passive perception increases by +5, and you cannot be surprised while conscious.
Attentive to Detail. You gain proficiency in Perception, or expertise in case you're already proficient. You cannot receive disadvantage in Wisdom (Perception) checks, and gain advantage on Wisdom (Insight) checks to determine someone is lying.
In addition, you gain one additional perk of your choice. However, this perk does not become a improved perk.
- Quirks
At 10th level, while your colleagues are discovering new ways to utilize their cursed energy, you're finding out new incredible things about yourself! You gain one of the following quirks:
Skilled. You become proficient in 4 skills of your choice or gain expertise in 2 skills you're already proficient in.
Attacker. You will gain one additonal extra attack, allowing you to attack three times instead of twice. At 17th level, you can attack four times instead of three.
Reactive. You gain one additional reaction.
- Tokyo School Feature:Resourceful
At 14th level, while you have been shamed at Kyoto for your lack of cursed energy, at Tokyo they have embraced you and made sure to use the most of your strenghts. You will gain one additional quirk and perk of your choice.
- Above Avarage
Finally at 20th level, you know you'll won't reach greatness with your amount of cursed energy, and that's ok. At the end of the day, all that matters is that you can do what you're sent there to do. You will gain one additional action once per long rest.
Binding Vows[edit]
A Binding Vow example, [29] |
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.
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 a 5th your maximum amount of Cursed Energy(rounded down), but it can only be charged once per day at the beginning of the day, when you can send an amount of Cursed Energy up to your Charisma modifier + your proficiency bonus. Any Cursed Energy that you send into the battery cannot be replenished until the next day, and is divided by 5(rounded down). After the battery has reached it's Cursed Energy limit or at least half of it, you can use it as you wish, from fuel to any machine or to replenish your Cursed Energy. 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.
- 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 cost will be reduced by 1.
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. They are also immune to the binding vow if they already knew how your technique works before the binding vow is activated.
- 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 techniques damage dies will be increased by one tier.
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, 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.
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 technique's range 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.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Jujutsu Sorcerer class, you must meet these prerequisites: 14 Charisma Proficiencies. When you multiclass into the Jujutsu Sorcerer class, you gain the following proficiencies:
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