Jujutsu Sorcerer (Jujutsu Kaisen Supplement)

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Jujutsu Sorcerer

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

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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.

Table: The Jujutsu Sorcerer

Level Proficiency
Bonus
Features Cursed Energy Unarmored Movement Martial Arts
1st +2 Cursed Technique, Unarmored Movement, Unarmored Defense 2 + cha 10 ft. -
2nd +2 Martial Arts, Cursed Energy Enhancement, Cursed Martial Arts 4 + cha 10 ft. 1d4
3rd +2 Jujutsu Schools, Sorcerer Training, Cursed Technique feature 6 + cha 10 ft. 1d4
4th +2 Ability Score Improvement 8 + cha 15 ft. 1d6
5th +3 Extra Attack, Binding Vow 10 + cha 15 ft. 1d6
6th +3 Curse-Empowered Strikes, Cursed Technique feature 12 + cha 15 ft. 1d6
7th +3 Resistant, Advanced Studies 14 + cha 20 ft. 1d6
8th +3 Ability Score Improvement 16 + cha 20 ft. 1d6
9th +4 Cursed Energy Recovery 18 + cha 20 ft. 1d8
10th +4 Cursed Technique feature 20 + cha 25 ft. 1d8
11th +4 Cursed Tools, Exorcise 22 + cha 25 ft. 1d8
12th +4 Ability Score Improvement 24 + cha 25 ft. 1d8
13th +5 Maximum Output 26 + cha 30 ft. 1d10
14th +5 School Graduation 28 + cha 30 ft. 1d10
15th +5 Ability Score Improvement 30 + cha 30 ft. 1d10
16th +5 Ability Score Improvement 32 + cha 35 ft. 1d10
17th +6 Extra Attack(2) 34 + cha 35 ft. 1d12
18th +6 Ability Score Improvement 36 + cha 35 ft. 1d12
19th +6 Ability Score Improvement 38 + cha 40 ft. 1d12
20th +6 Cursed Technique feature 40 + cha 40 ft. 1d12

Cursed Technique

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 energy 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

Starting at 1st level, some sorcerers are just not lucky, and will happen to be born without an Innate Technique. However, this hasn't stopped them from pursuing their ambitions as sorcerers, and so they adapted. You must choose a Sorcerer Path, which will be all listed down below at the Sorcerer Paths section. Your choice grants you features at 1st, and again at 3rd, 6th, 10th and 20th level.

Unarmored Movement⁠

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

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

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

At 2nd level, you began to focus your cursed energy to better manipulate it. Choose one of the following to learn:

Cursed Strike

Before you make an unarmed strike, you may spend Cursed Energy up to your proficiency bonus, dealing additional necrotic damage equal to 1d8 per point spent. You can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike.

Cursed Armor

As a bonus action or a Reaction to being targeted by an attack or damaging saving throw, 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 5 for the duration. You can only benefit from this feature again after 1 minute or having your temporary hit points reduced to 0. Depending on your Innate Technique, you also gain resistance against a specific damage type while these temporary hit points last.

Cursed Weapon Enhancement

As 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 twice the amount spent. Depending on your Innate Technique, your damage bonus changes to a specific damage type. You can only use this enhancement again after 1 minute has passed.

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

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

Starting at 3rd level, you have begun to learn from a jujutsu school or jujutsu teacher on how to improve your cursed energy. Choose between Tokyo Jujutsu High or Kyoto Jujutsu High.

Tokyo Jujutsu High

You have come from a more liberal school, in which you decided not to focus on the basics but instead focus on improving your Innate Technique.

You will receive three enhancements which you can apply to one of your lapse, extension or reversal technqiues. Only one enhancement may be applied to a single Cursed Technique.

  • Power Enhancement. You can now spend additional cursed points on the technique up to your proficiency bonus to add an additional damage dice to the technique per point spent.
  • Cursed Energy Economy. The Cursed Energy cost of the technique is now reduced by your proficiency bonus (to the minimum of 1 Cursed Energy).
  • Distance Enhancement. You can spend up to your proficiency bonus in additional Cursed Energy on the technique to add 10 ft. to the range for each additional Cursed Energy spent.

You may change which technique receives this effect at the end of a long rest, or change the current benefit of a technique in a short or long rest.

Kyoto Jujutsu High

You have come from a very conservative school, in which you learned to ignore your individuality as a jujutsu sorcerer to instead focus on mastering the basic jujutsu arts better than any other.

Your Cursed Martial Arts techniques now only cost 1 Cursed Energy, and you may choose an additional Cursed Energy Enhancement feature. In addition, one of your cursed martial arts is more refined than the average sorcerer's:

  • Cursed Blast of Blows. When you use this feature, you can now make three unarmed strikes instead of two.
  • Cursed Patient Defense. You gain advantage in Constitution and Charisma saving throws when you use the dodge action granted by this feature, as long as you benefit from the dodge.
  • Cursed Wind Step. When you take the dash action granted by this feature your movement speed triples for that turn, and when you take the disengage action granted by this feature your movement speed doubles for that turn.

You gain one additional refined martial art at 6th, and another at 10th level.

Alternate Feature: Straightforward Improvement

At 3rd level, if you have a Sorcerer Path rather than a Cursed Technique alongside selecting Tokyo Jujutsu High as your Jujutsu School, your focus has been on improving the traits you already possess.

You gain the following benefits dependant on your Sorcerer Path:

  • Taijutsu Master. Your unarmed strikes gain a bonus to their attack and damage rolls. This bonus is half of your proficiency bonus, rounded down.
  • Positive Energy Master. You gain expertise in the Medicine skill. If you already have expertise in the Medicine skill, you make all Medicine checks with advantage. Additionally, you may make Medicine checks using your Charisma modifier for those checks. You can take the stablize action as a free or bonus action once per turn. Lastly all creatures you stablize regain hit points equal to 1 + Charisma modifier.
  • Low Reserves Sorcerer. You cannot be tracked by magical means and a resource that senses the presence of Ki, Cursed Energy, Magic or anything of the sort does not work for you.
  • Barrier Master. The amount of cursed energy you can spend into a barrier further increases by your half of your Charisma modifier, rounded down.

Sorcerer Training

At 3rd level, you have been focusing on improving yourself as a sorcerer, trying to focus on your strength. You will gain one of the following feats that you meet the requirements of:

Body Feats

Athlete History, 50 Meters In 3 Seconds!, Reinforced Immune System or Resilient

Taijutsu Feats

Taijutsu Sorcery, Brute Slam or Acrobatic Fighter

Barrier Technique Feats

Basic Barrier

Cursed Energy Feats

Cursed Energy Tracker

Cursed Energy Manipulation Feats

Cursed Energy Manipulator or Cursed Projectiles

Cursed Creations Feats

Shikigami Summon

Ability Score Improvement

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

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level.

Binding Vow

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

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. You may also add an extra necrotic damage dice to the total damage of your choice depending on your Charisma modifier.

Jujutsu Density Damage Dice
If you have a +1 in Charisma d4
If you have a +2 in Charisma d6
If you have a +3 in Charisma d8
If you have a +4 in Charisma d10
If you have a +5 in Charisma d12

Depending on your Cursed Technique, your extra damage die changes to a specific damage type.

Resistant

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:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Intelligence
  • Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Advanced Studies

Starting at 7th level, your talents have been refined by the teachings of your Jujutsu High. You receive one of the following depending on which school you chose:

Tokyo Jujutsu High

You have a favorite technique, which you have enhanced to its maximum potential. This technique has become your specialized technique. One of your Lapse, Extension, or Reversal techniques will gain one of the following benefits:

Increased Damage Output. Its damage dice number will increase by your Charisma modifier.

Increased Reach. Its range will increase by 30ft unless if it's touch range.

Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

You may change your specialized technique at the end of a week.

Kyoto Jujutsu High

You have been improving your cursed energy usage, striving to master the basics. You will gain the following stronger enhancements that you already have the regular version of:

Stronger Cursed Strikes. Creatures of your choice within 5 feet of the impact take a number of d12 of the same damage type equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect.

Durable Cursed Armor. Your armor now also grants you damage reduction equal to your Charisma modifier (meaning damage you take is reduced by your Charisma modifier).

Precise Cursed Weapon. Half of the amount of cursed energy spent (rounded down) will add to the weapon's attack rolls.

In case you gain another enhancement at any point in the future, it will also gain it's stronger form.

Alternate Feature: Advanced Sorcerer Training

At 7th level, if you have a Sorcerer Path rather than a Cursed Technique alongside selecting Tokyo Jujutsu High as your Jujutsu School, you have furthered your focus on improving the strengths you have been developing already.

You gain one of the following feats that you meet the requirements of, excluding level requirements:

Body Feats

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Reinforced Immune System, Strong Body, Human Wall, Resilient, or Very Resistant

Taijutsu Feats

Taijutsu Sorcery, Brute Slam, Acrobatic Fighter, Cursed Martial Artist, or Cursed Weapon Wielder

Barrier Technique Feats

Basic Barrier, Barrier Master, Curtain, New Shadow Style: Simple Domain, or Hollow Wicker Basket

Cursed Energy Feats

Cursed Energy Tracker, Immense Cursed Energy, or Overflowing Cursed Energy

Cursed Energy Manipulation Feats

Cursed Energy Manipulator , Cursed Projectiles, Cursed Energy Slash, Cursed Energy Ray, Curse-Empowered Strikes Versatility, or Improved Cursed Energy Output

Cursed Creations Feats

Shikigami Summon or Cursed Blacksmith

Binding Vow Feats

Vows Master or Favored Vows

Cursed Energy Recovery

At 9th level, due to extended periods of use, your cursed energy constantly recovers itself from the adrenaline of battle. While in combat, you regain 1 cursed energy per turn, up to your maximum. The combat must be one where your life is at risk.

Cursed Tools

Starting at 11th level, due to your extensive use of cursed energy, you can focus with normal objects for 1 hour to turn them into Cursed Tools. You learn how to create one of the following Cursed Tools:

Weapon

You enhance the weapon greatly, making it deadly enough to cut even through evil spirits.
Attacks with the item deal additional necrotic damage equal to its damage dice + your Charisma modifier. If a creature is killed by a cursed weapon, they cannot be turned into undead or revived by any means other than true resurrection or wish.

Sight Improvement

You enhance glasses, lens or other forms of visual equipment to have access to the supernatural.
A creature holding the item gains a bonus to Wisdom (Perception) or Intelligence (Investigation) checks equal to your Charisma modifier (minimum 1), and if you can't normally see cursed spirits, you are able to do so while wearing these glasses.

Armor

You enhance the protection to be able to resist even powerful cursed attacks.
While a creature is wearing the armor, they gain temporary hit points equal to 10 + 5 times your jujutsu sorcerer level. After the temporary hit points end, they are regained at the end of your next long rest. This can only be applied to clothes or armor.

After the alteration, they will become a grade 4 cursed tool.

Exorcise

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 half of your proficiency bonus (rounded down).

Maximum Output

At 13th level, you have learned how to use your maximum output, which are techniques with the highest possible cursed energy output channelled into them. As a bonus action, you can spend twice as much cursed energy to amplify your cursed energy output on one of your lapse or extension techniques, making them gain one of the following benefits the next time they're cast:

  • The technique's range is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch based techniques.
  • The technique's damage dice is increased by half of its original dice rounded up. For example, a technique with 10d10 dices of damage would add 5d10 dices of damage to the total damage dices.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by half of your proficiency bonus rounded up.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

Alternate Feature: Explosive Blow

Reaching 13th level, certain sorcerers never came to grasp the concept of the Maximum Output ability but have focused on releasing an explosive burst of cursed energy. As a bonus action, you can concentrate on channeling a very condensed portion of your cursed energy into either your limbs or a weapon for 8 cursed energy. For 1 minute after you perform this bonus action, the next melee attack you land adds half of your attacks’ damage dice (rounded down) as extra damage onto the damage roll for your attack. If you receive damage from any source, you must make a Constitution saving throw against a DC of 10 or half the damage taken whichever is higher to keep concentrated. Alternatively, as a bonus action when you land a melee attack, you may expend 10 cursed energy to add half of your damage dice (rounded down) to the damage roll of your attack.

For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that you use with this feature will instead add your attacks’ damage dice to the damage roll as opposed to only half.

On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either your attacks' ability modifier or Charisma modifier times 10 in a direction of your choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 1d10 bludgeoning damage per every 5 feet the creature travelled before colliding with the surface (To a maximum of 10d10). If it was another creature, they instead both take damage equal to half of your attack’s damage roll instead.

School Graduation

Starting at 14th level, you have finally graduated from your Jujutsu School, now becoming a full-on Jujutsu Sorcerer. You gain one of the following depending on which school you have chosen:

Tokyo Jujutsu High

You have graduated from the Tokyo Jujutsu High, becoming the best with your technique. You gain a unique technique exclusive to your Cursed Technique.

Kyoto Jujutsu High

You have graduated from the Kyoto Jujutsu High, mastering the essence of what a Sorcerer should truly be. You gain two cursed feats from your experiences.

Cursed Techniques

Ten Shadows Technique

The Ten Shadows Technique can summon up to ten powerful shikigami using shadows as an intermediary.

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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 regain all lost hit points after a long rest.

When the Divine Dogs are reduced to 0 hit points, they can only be summoned again after 1 minute. Divine dogs counts as 1 shikigami for summoning purposes.

Your shikigami cannot use actions on their own. You can spend a bonus 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 per round is equal to your Charisma modifier, while the others you didn't control will just keep doing something they were doing (such as fleeing, holding an object of grappling a creature,) or defend themselves to the best of their ability.

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.

Cursed Energy Shikigami
1 Cursed Energy per summoned creature(up to 4) Gama (Any number of this shikigami counts as 1 for summoning and controling)
2 Cursed Energy Rabbit Escape
3 Cursed Energy Nue
6 Cursed Energy Great Serpent
7 Cursed Energy Round Deer
8 Cursed Energy Mourn Tiger
9 Cursed Energy Max Elephant
10 Cursed Energy Piercing Ox
20 Cursed Energy Eight-Handled Sword Divergent Sila Divine General Mahoraga

All shikigami dissapear after you take a short or long rest. Any shikigami summoned that are reduced to 0 hit points (excluding Divine Dogs) can only be summoned again after a long rest, with the exception of Rabbit Escape, which can be summoned at any time. When you reach 10th level, you may summon lost shikigami again after 1 minute.

Summoning Techniques

When you defeat a spirit in battle, you gain a new special form to summon it.

  • The distance you can summon your shikigamis is 30fts.

Rabbit Escape.

  • You may summon Rabbit Escape for 3 Cursed Energy as a Reaction to an attack made against you, you may add your Charisma modifier 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.

Stronger Shadows

Starting from 10th level, your shikigami will start growing stronger with you. They will gain the following benefits:

  • They will gain extra hit die equal to your Charisma modifier.
  • Their Strength, Dexterity and Constitution scores will increase by your Charisma modifier.
  • All of their damaging features will have their dice number increased by half your Charisma modifier rounded down.
  • They will gain movement speed equal to 10 x your Charisma modifier feet.
  • Any regeneration will be multiplied by your Charisma modifier and then halved, unless that results in a smaller value than before.
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 Abyss
Spirit 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 Gives Shadow Burrow feature, 30 ft. burrow speed and 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's maximum hit points and all of its damage will be halved (rounded down). This form lasts a number of rounds equal to the cursed energy spent, or until you choose to end it at any time (no action required). While in this unstable form any hit points lost or resources spent are only lost or spent until the unstable form ends, and if the shikigami dies in this unstable form you don’t have to wait to summon it again. When this unstable form ends you may choose to immediately summon the shikigami in its normal form at the same location for no cursed energy cost.

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.

Shadow Clones. While inside the domain, as a bonus action you can spend a number of cursed energy up to your Charisma modifier to create a number of clones of yourself equal to the energy spent. The clones are identical to you, but don't keep your weapons or hit points, and cannot use Cursed Energy. Their hit points are equal to your Charisma modifier, and they become a shadow puddle once they're reduced to 0 hit points. You may use your reaction to switch places with a clone when you would be hit, making the clone take the hit instead.

Shikigami Clones. Your domain allows you to summon copies of your shikigami to overwhelm your opponents. Whenever you summon a shikigami, you can spend additional cursed energy equal to the shikigami's cost(even if the shikigami costs 0 cursed energy, it will be treat it's price as if you were outside your domain) to summon a perfect copy of said shikigami alongside it. You can spend cursed energy this way a number of times up to your Charisma modifier on the same turn. You cannot create copies of Mahoraga with this feature.

In addition, your Shikigami won't cost you Cursed Energy.

Shadow Puppet

Must have the Cursed Technique Reversal cursed feat
With great mastery over the Reversed Cursed Technique, you have found the reversal of your technique. You have learnt how to channel the very essence of your shikigami, gaining its powers without needing to summon it. As a bonus action, you can channel the strength of a 10 Shadows Shikigami within your body. You expend an amount of cursed energy depending on the Shikigami you want to channel, using the table below:

Cursed Energy Shikigami
2 Cursed Energy Gama
4 Cursed Energy Rabbit Escape
6 Cursed Energy Nue
12 Cursed Energy Great Serpent
14 Cursed Energy Round Deer
16 Cursed Energy Mourn Tiger
18 Cursed Energy Max Elephant
20 Cursed Energy Piercing Ox
25 Cursed Energy Chimera Beast Agito
30 Cursed Energy Eight-Handled Sword Divergent Sila Divine General Mahoraga

Once you have expended cursed energy needed, your body transforms to resemble the Shikigami and you gain the following benefits for the duration of this feature:

  • Your Strength, Dexterity, and Constitution scores are replaced by the statistics of the Shikigami if they were higher than your own. If your Constitution score changes because of this feature, your current hit points and hit point maximum does not increase but you instead gain temporary hit points equal to your Jujutsu Sorcerer level times your Constitution modifier.
  • You gain all speeds, senses, condition immunities, damage resistances and immunities that the Shikigami possess that you do not already have. (You cannot gain the damage or condition immunities from Eight-Handled Sword Divergent Sila Divine General Mahoraga)
  • You gain all features that the Shikigami possess whilst you have activated the Shadow Puppet feature active. (You do not gain Aura of Adaptation, Conditional Adaptation, Eight-Handled Wheel or Regeneration from Eight-Handled Sword Divergent Sila Divine General Mahoraga).
  • You gain any actions, bonus actions and reactions that the Shikigami possesses. If the Shikigami has the Multiattack feature, all attacks that are used with said feature are treated as unarmed strikes or simple melee or ranged weapons for the purposes of Jujutsu Sorcerer class features and effects.

Shadow Puppet will last for 1 minute. If you have not tamed the Shikigami and used Shadow Puppet on the chosen Shikigami then you gain the berserk condition for its duration. If you have tamed the Shikigami, you have control over your actions and may end Shadow Puppet early as a bonus action. Additionally, if you have Shadow Puppet active then you can summon the chosen Shikigami at half of its original cost however its health and speeds are halved (rounded down) alongside its AC being reduced by 9 - your Charisma modifier. Lastly, you can perform Shadow Puppet onto a number of tamed 10 Shadow Shikigami equal to half of your proficiency bonus, rounded down, increasing the duration of Shadow Puppet by a minute for every Shikigami chosen (Up to a maximum of 3 minutes).

Fallen Angel

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.

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The strongest sorcerer in history, source
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 2 cursed energy to replace one of those attacks with an attempt to dismantle a creature or object within 320 feet of you. Make a ranged Cursed Energy Attack Roll against a target within range. On a hit, the target receives 3d8 slashing damage. You have advantage against creatures that can't see invisible objects when you attack this way.

At 5th level, you can replace multiple attacks with dismantle, but you must spend Cursed Energy for each attack. Additionaly, when you make a Dismantle attack whilst taking the Attack action, you may choose to forgo your extra attacks to add the damage dice of Dismantle to the one you are currently performing. This cannot replace attacks from features such as cursed blast of blows.

Also at 5th level, your damage increases to 4d8. It increases to 5d8 at 11th level, and to 6d8 at 17th level.

Open

Lapse Technique
At 3rd level, you can utter an incantation to create an arrow of fire that can incinerate creatures in seconds. As an action for 5 cursed energy, you must choose a point within 150/600 feet of you. Each creature within a 50ft. circle of that point must make a Dexterity saving throw. On a failed save, they take 6d10 fire damage. On a successful save, they take half as much damage.

At 10th level, the damage increases to 8d10. It increases to 10d10 at 15th level and 12d10 at 20th level.

Cleave

Lapse Technique
At 6th level, you have learned a new type of slash, being able to cleave any targets apart in one fell swoop. As an action for 10 Cursed Energy you choose a target within 150 feet of you. Make a ranged Cursed Energy Attack. On a hit, the target takes 10d12 slashing damage.

This attack ignores any kind of resistances or immunites, since it adapts to the target's body. You have advantage against creatures that can't see invisible objects when you use this technique.

At 10th level, this damage increases to 12d12. To 14d12 at 15th level, and to 16d12 at 20th level.

Perfect Form

Improved Technique
At 10th level, your body transforms as you begin to resemble the perfect sorcerer turned curse. Your race changes to Cursed Spirit, however you will still retain your creature type while you have a physical body and won't gain the racial traits of cursed spirit. Your Strength or Dexterity, Constitution and Charisma scores all increase by 2, including their maximums.

Additionally, you will gain 2 extra arms right below your original ones, as well as a mouth on your stomach. They are fully functional, and can act independently of your original limbs. They give you the following benefits:

  • You have an additional bonus action on your turn. You may either grapple or shove a creature using this extra bonus action.
  • When you take the Attack action on your turn, you can make an additional attack as apart of the action. This additional attack can only be a unarmed strike or a Dismantle.
  • When using your cursed technique, you can choose to make it's action cost be reduced by 1. (Ex. Full Round Action -> Action -> Bonus Action -> Free Action)

In addition, you gain the Chanting cursed feat. At 14th level, due to your mastery with this new form chanting is now a free action instead of an action for you.

Tokyo School Feature: The Slash That Cuts The World

Improved Technique
At 14th level, through your many experiences fighting powerful opponents, you have learned how to not only cut your target, but the world itself. As long as you are under the effects of the chanting feat for your next cursed technique, you can use your action to use dismantle, spending an additional 10 cursed energy to also target everything within a 100 foot cone behind it, including objects, as you chant to strengthen the slash. Make a ranged Cursed Energy Attack. Roll damage for the technique as if you sacrificed your entire attack action on dismantles and apply the damage to all targets which were hit. Each hit target also takes 20d12 extra slashing damage. 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.

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. When a creature starts its turn in your domain excluding yourself, you make two attacks against them using Cleave (If they have cursed energy or spellcasting) or five attacks against them using Dismantle (If they do not possess cursed energy), requiring no cursed energy. Objects suffer this effect at the beginning of each round instead.

Assemble

Must have the Cursed Technique Reversal cursed feat
With your mastery of Reverse Cursed Technique, you have learned the reversal of your technique. You are now able to reattach things with your technique instead of cutting them apart. Whenever you take the attack action you can spend 4 cursed energy thus replacing a dismantle with an Assemble. Attacks replaced like this can heal a creature within 320 feet. A creature targeted by an Assemble will regain 4d8 hit points. You may increase this healing by 1d8 for every extra cursed energy spent.

Limitless

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.

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The strongest sorcerer of today using Hollow Purple, source [3]
Gravity Cursed Energy

Due to your innate technique you have grown quite attached to gravity, you will gain resistance to force damage when you activate your Cursed Armor Enhancment. When you deal damage with the Curse-Empowered Strikes, cursed strikes or Cursed Weapon Enhancement feature, it's type will be changed force damage.

Infinity

Lapse Technique
Starting at 1st level, you gain the ability to use your manipulation over gravity to protect yourself more effectively. As an action for 2 Cursed Energy, you can encase yourself in a gravitational field for 1 minute. Whenever you are targeted by a weapon, spell, cursed energy attack roll or any saving throws from sources outside your body, you may use a Reaction to spend 1 Cursed Energy and roll a d20. On a 11 or higher, any attacks or spells made against you automatically fail to hit or harm you in any physical way. At 6th level, you must roll a 7 or higher, and at 10th level you must roll a 4 or higher. Additionally, you gain a number of additional Reactions equal to your Charisma modifier + your proficiency bonus that can be used exclusively for this feature. At 14th level, you may spend 6 additional Cursed Energy when using this feature to automatically roll a 20, spending 2 Cursed Energy at the beginning of each of your turns it is active this way. You may also activate this ability as a Reaction to being targeted by an attack or effect that would cause you damage that you can see.

When you take the Dodge action while Infinity is activated you may use your Infinity Reactions to defend 1 other creature within your reach with Infinity alongside yourself. At 6th Level, you can defend all creatures within your reach alongside yourself.

This feature does not work on attacks that you cannot see, or against poisons/tiny objects until you reach 6th level.

Regardless of level, this feature only works on things that travel and can be stopped. Abilities that do not physically travel will not be stopped by infinity. (Eye contact mind control, basilisk stare, making things explode with your mind, etc.)

Infinity Pressure. At 6th level, you have learned how to imbue more cursed energy into your infinity, making it stronger. As a bonus action while infinity is active or while you activate it, you may spend Cursed Energy up to your Charisma modifier to increase it's density and sheer force. Every creature that starts their turn within 5ft. of you must make a Strength saving throw. On a failure, they take force damage equal to 5 for each Cursed Energy spent and are pushed back 5 ft. and are knocked prone. On a success, they take half as much damage and are not prone. If knocked against a wall of stone or into a hard place (consult your GM), their saving throw becomes against being incapacitated and having their movement speed reduced to 0, as they are crushed against the wall, and for every damage the creature suffers the object or wall behind it suffers the same damage in either situation on failure.

You must spend a number Cursed Energy equal to the amount spent at the beginning of your turns to keep this form of infinity active. This feature does not benefit from Chanting or increases to damage die tiers.

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 saving throw. On a failure, they take 5d6 force damage, are restrained until the end 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. A creature can retry this saving throw at the end of each of their turns. If they succeed, they take half the damage and exit the sphere. If they fail, they remain there without being able to move and retake the damage. Any creatures that enter the sphere's range must also make the Strength saving throw. You can dispel this technique as free action. At 5th level this technique’s damage will increase to 7d6, then again at 11th level 10d6, 17th level 14d6, and 20th level 19d6.

At 13th level, when you use your blue technique in its Maximum Output form you may spend an bonus action to move the sphere anywhere within 30 ft. of the original place. All creatures currently stuck in the sphere will be moved as well, and any creatures caught in the range of the sphere moving must do the saving throw.

Blue Manipulation. At 6th level, you have learned how to use blue to manipulate your blue to move space more precisely. As an action for 10 Cursed Energy, you can use precisely manipulate your Blue in order to cast telekinesis. Any adjustments used to enhance Blue besides effects that increase your damage dice also apply to this (including range increases and Cursed Energy cost reductions), and the distance you can move anything you've grabbed is equal to your base movement speed;

If you have the Multi-Blue feat, you can cast this a number of additional times equal to your Charisma modifier to target more items, or to target the same item multiple times. This lets you double the weight limit per stack when focusing on one object, or to impose multiple Strength saves on the same target if they continue to escape.

If you attempt to throw an object at someone in its range, you may treat the object as if it is under the effects of the Animate Object spell, dealing damage respective to its size; additionally, objects you manipulate that otherwise lack statblocks can use these statblocks if someone should attack them. For the purposes of commanding gargantuan objects (something normally impossible with Animate Objects), you can refer to this statblock:

HP: 120 - AC: 8
STR: 22 - DEX: 4
Throw Attack: The creature must make a DC 15 Dexterity saving throw, on a failure they take 4d12+6 bludgeoning damage and half as much on a success.

If you attempt to throw a person at another person or object, they will be treated as a medium object regardless of size, and the damage dealt will be dealt back onto them.

Additionally, for every 10 feet an object travels whilst closing the distance to its target, it gains an additional d8 of damage, up to a maximum of 12d8.

This can be used out of combat to freely manipulate tiny objects at no cost.

Teleport Technique

Extension Technique
At 6th level, you have learned how to manipulate the space-time around you and how to bend it. When you take the movement action, you can spend 1 cursed energy to teleport to the location, causing you to not provoke attacks of opportunity. The first attack roll you do after taking the teleport action is made with advantage unless the target has a higher passive perception than your cursed energy DC.

As a reaction for 5 Cursed Energy when you are targeted by an attack, you may teleport up to a empty space up to your movement speed in feet, causing the attack to miss. You can only use one of these teleport features per round.

As an action for 6 Cursed Energy, you can use blue as a way to propel you into the air, giving you flying speed equal to your walking speed for 1 minute. After this minute ends, you can spend another 1 Cursed Energy to keep this active for an additional minute, and so on. You can also grant this benefit to the other creatures you're sharing Infinity with or that you're currently holding.

At 14th level, due to your constant practice with the teleport technique, you can now cast teleport as an action for 10 Cursed Energy. If you have the Six Eyes you will always get the exact location you want to go.

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 10 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 14d6 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked prone. At 11th level this damage increases to 20d6, then to 27d6 at 17th level and again at 20th level to 38d6.

In addition, you will gain the Reverse Cursed Technique and Cursed Technique Reversal feats. If you already have Reverse Cursed Technique, you will instead gain the Improved Reverse Cursed Technique 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 20d10 force damage and receive one level of exhaustion. On a success, they take half as much damage and do not receive the level of exhaustion. At 11th level this technique’s damage will increase to 25d10, and then again at 17th level to 28d10 and 20th level to 30d10.

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 25d12 force damage and are moved to the end of the line and gaining 1 level of exhaustion. On a successful save, they take half damage and do not take the additional effects. At 17th level this technique's damage increases to 28d12, and at 20th level to 30d12.

If you use any kind of features to enhance your red, only half of the increases(rounded down) will be transfered to the purple and hollow purple techniques.

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 50d12 force damage and receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion. At 17th level, this damage increases to 56d12, and at 20th level to 60d12.

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 20d8 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 minute. At the end of every minute, the creature can repeat this saving throw, ending these effects on a success. This feature can also be ended by greater restoration or wish.

If this domain is used with the 0.2 Second Domain Expansion, the creatures can remake their saving throw at the beginning of their turns to end the condition early.

Cursed Straw

The Cursed Straw technique focuses on you unleashing damage on the opponent from a long distance using nails or hitting a straw doll.

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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. Whenever you would make an unarmed strike, you may spend 1 Cursed Energy to instead hold a nail up in the air with your cursed energy and then hit it with your hammer, making a ranged cursed energy attack roll with a range of 30/120 ft. On a hit, you deal 1d6 + your Charisma modifier piercing damage and the nail is stuck on the target. You spend the nail hitting or missing your target.

You are also rather cheap with your nails, making sure to always recover as many as possible from the battlefield. As a bonus action while touching a creature that has taken damage from Nail Projectiles, you can make a charisma check against a DC of 10. On a success, you regain the nail.

This technique's damage increases to 2d6 at 5th level, to 4d6 at 11th level, to 7d6 at 17th level and to 11d6 at 20th level.

Resonance

Extension Technique
At 3rd level, you learn how to use your straw doll to inflict damage on your enemies. You gain proficiency in Sleight of Hand. If you already had proficiency, you gain expertise instead. 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, and overcomes resistances and immunities. When you reach 20th level, the target’s maximum hp is reduced by the damage dealt through this technique until their next long rest.

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 Target gains disadvantage on attack rolls until the end of their next turn. (Your proficiency bonus)d6
Fine Small parts or digits such as fingers, small amounts of flesh. The Target loses their reactions until the end of their next turn. (Your Charisma modifier + your proficiency bonus)d8
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 stunning them for 1 minute. They can roll the save again at the end of each turn, ending the effect on success. (Your Charisma added twice + your proficiency bonus)d10

All stronger effects carry special effects of the ones weaker than it, keeping the duration of the stronger effect.

At 13th level, you’ve discovered a way to new utilize Resonance. Instead of using the straw doll to target the creature, you can instead use the creature’s very body in place of it to dramatically increase it's effectiveness. As an Action and 6 cursed energy you make an attack roll on a creature is under one of the following conditions: incapacitated, restrained, stunned, petrified, or paralyzed. On a a hit, the creature is knocked prone and struck by resonance with its body being used in place of the straw doll, and will have the following properties:

Resonance Strength Part Used Effect Damage Dice
Very Strong Creature's body For 1 minute, every time they try to use a feature that costs CE, they must make a Charisma saving throw with disadvantage. On a success, nothing happens. On a failure, the feature fails to activate although the creature still loses the amount of CE they would use in that Feature. The creature may repeat the saving throw at the end of it's turns, still with disadvantage, ending the effect on a success. (your Charisma modifier added twice + your proficiency bonus)d12
Nail Detection

Improved Technique
At 6th level, your nails still have your cursed energy imbued into them, which makes detecting them easy. You have advantage on Wisdom (Perception) checks against creatures that have one of your nails pierced into them, and they cannot hide from you as your cursed energy

In addition, you gain the Cursed Energy Tracker feat.

Hairpin

Extension Technique
At 10th level, you learned a new way to damage your enemies. As a bonus action for 4 Cursed Energy, you can stick a nail on a object or a surface. As a bonus action or reaction to a creature coming within 5 ft. of the nail, you can make one or more nails explode creating huge Cursed energy Explosions. Every creature within a 10 ft. radius of the nails must attempt a Dexterity saving throw. On a failure, they take 5d8 force damage and are knocked prone, taking half as much damage on a success and not becoming prone. You can only explode a number of nails at the same time up to your proficiency bonus.

This technique's damage increases to 8d8 at 11th level, 12d8 at 17th level and 17d8 at 20th level.

Tokyo School Feature: 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 10 Cursed Energy and activate hairpin, making the Nail rotate in great speeds to harm the creature. The creature must make a Constitution saving throw. On a failure, they take 8d10 necrotic damage, and half as much on a success.

Since this damages the insides of your target when you roll the d12 the creature's limb will instantly be reduced to 0 hit points if the creature failed the save.

The damage of this technique increases to 12d10 at 17th level and to 17d10 at 20th level.

Destructive Ressonance

Improved Technique
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 receive one level of exhaustion.

In addition, all damage caused by ressonance will be doubled.

Cursed Doll Transformation

Must have the Cursed Technique Reversal cursed feat
With great mastery over the Reversed Cursed Technique, you have found the reversal of your technique. You have learnt how to alter your own physical form and even your very soul to force an opponent into suffering just as much as yourself. As a reaction for 8 cursed energy whenever you use the reaction for the Resonance feature, you instead merge with the chosen piece of the creature you are targeting and your straw doll to become a living amalgamation of flesh, bone, and straw which is powered by both positive and negative cursed energy. Whenever you take damage from an attack or damaging effect, the creature you targeted with this feature takes a quarter of the damage you received (rounded up) that will ignore any resistances and immunities it possesses. Whenever you are forced to make a saving throw, the creature affected by this feature must make the same saving throw as you do, suffering any effects that result from any failed or successful saves (If they would take damage from a save, it is still a quarter of the damage roll which is rounded down). You are treated as a straw doll and an inanimate object for the purposes of Cursed Straw features and effects. All damage you receive from a Cursed Straw feature is reduced to a quarter of its original damage (rounded down) rather than half of it (Target still takes quarter damage from these features). You ignore any effects that your Cursed Straw features would inflict when you perform them on yourself. You do not take any extra damage if you score a Black Flash from a self-inflicted attack. Lastly, the Cursed Doll Transformation lasts until the creature has been reduced to 0 hit points, you are dead or you use Cursed Doll Transformation on another target.

Disaster Flames

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.

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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 resistance to Fire damage when you activate your Cursed Energy Armor. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, it's type will be changed fire damage. In addition, you can exhale a burning aura that's enough to burn up most people. As a free action for 1 Cursed Energy, you can make all creatures without levels in the Jujutsu Sorcerer class within 10ft. of you make a Constitution saving throw. On a failure, they take xd4 fire damage, on a success they take half as much.(With x being your proficiency bonus)

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 1 Cursed Energy, you may force every creature in a 15 ft. cone to attempt a Dexterity saving throw. On a failure, they take 2d8 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. The fire ignites any flammable objects in the area that aren’t being worn or carried. Your damage dice increases to 4d8 at 5th level, 7d8 at 11th level, 11d8 at 17th level, and to 16d8 at 20th level.

Each time you use a feature granted by this Innate Technique; you will gain 1 point of Purple Flames. You can have a number of purple flames points up to your proficiency bonus, which are lost at the end of a short rest.

Purple Hands. When you use this feature, you may spend 2 Purple Flames points to change its damage die to a 4d10. Your damage dice increases to 8d10 at 5th level, 14d10 at 11th level, 22d10 at 17th level, and to 32d10 at 20th level.

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 4 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 5d12 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.

This technique's damage increases to 7d12 at 5th level, to 10d12 at 11th level, to 14d12 at 17th level and to 19d12 at 20th level.

Purple Volcanos. When you create volcanos using this feature, you may spend 2 Purple Flames points to increase it to 60ft. long and 15ft. wide.

Ember Insects

Extension Technique
At 6th level, you have learned how to create small insect shikigami from your head. As an action for 5 Cursed Energy, you may create 7 Ember Insects 5ft. around you.

These insects disappear whenever you take a short or long rest. You can use the ember insect feature an amount of times equal to your Charisma modifier added twice per short rest.

Purple Insects. When you use this feature, you may spend 3 Purple Flames points to cause the insects to gain a +2 in all of their ability scores, and increasing their explosion damage die to 8d4.

Maximum Meteor

Maximum 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 10 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 saving throw or take 12d12 fire and 12d12 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.

This damage increases to 16d12 and 16d12 at 11th level, to 22d12 and 22d12 damage at 17th level, and to 30d12 and 30d12 damage at 20th level.

Purple Meteor. When you use this feature, you may spend 4 Purple Flames points to double this feature's radius.

Tokyo School Feature: Continuous Flames

Technique Improvement
At 14th level, with intense practice and study you have learned how to keep your purple flames burning your target continuously. Whenever you use one of your Innate Technique in their purple form, you can spend additional Cursed Energy equal to half the amount spent to force the target to make a Constitution saving throw. On a failure they will take fire damage equal to your level at the beginning of their turns, on a success they take half as much damage and do not keep receiving the damage. At the beginning of their turns, they must remake the Constitution saving throw, on a failure they receive the damage again and grant you 1 purple flame point. On a success, the flames stop.

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 except you must attempt a Constitution saving throw at the end of each of their turns. On a failure, they take 30d12 fire damage and they also, if they failed by 5 or more, receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion. Creatures inside the dome have disadvantage on attack rolls if they don't have immunity to fire damage.

Flame Extinguish

Must have the Cursed Technique Reversal cursed feat
After having mastered Reverse Cursed and your technique you have learned the reversal. You may now extinguish your flames creating an ash cloud. As an action for 4 cursed energy, you may create an ash cloud with a 30 ft. radius. Creates inside the cloud must make a Constitution saving throw. On a failure, they take 4d6 fire damage. On a success, they take half as much damage. The area is also considered heavily obscured.

Disaster Plants

This innate technique allows the user to form and control a variety of cursed flora.

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A Disaster Plants user with it's roots, Source [6]


Design Note: Despite there being no lapse technique for Disaster Plants, due to it's versability whenever a feature requires it anything that involves manipulating and creating plants will count as a Lapse.

Disaster Plants

Extension Technique
Starting at 1st level, you have began to understand the nature manipulation of your innate technique. You will gain the ability to manipulate nature at will, making you gain the following cursed techniques:

Binding Plants. As an action for 1 Cursed Energy, you can choose one target within 30ft. of you to trap with plants. The target must make a Strength saving throw, on a failure it will be restrained for 1 minute. It can make a Strength check to break free from the plants at the beggining of it's turns, on a success they are free from the binds, on a failure they remain stuck and the DC will be reduced by 1 as the plants grow weaker. You may spend additional cursed energy up to your Charisma modifier to target additional targets within 30ft. of you.

Piercing Roots. As an action for 1 Cursed Energy, you can rise a bunch of roots from the ground to strike a target. You force all creatures in a line of 10 times your proficiency bonus feets. to make a Dexterity saving throw, on a failure they take 1d8 piercing damage, on a success they take half as much damage. This damage increases to 2d8 at 5th level, 4d8 at 11th level, to 7d8 at 17th level and to 11d8 at 20th level.

Wall of Roots. As an reaction for 1 Cursed Energy, you rise deep roots from the ground to defend yourself or your allies from attacks. As an reaction to when you or an ally is targeted by an attack roll, you can spring forth a wall of roots that it's 10ft. tall and 5ft. wide, covering 10fts around you. The wall has an amount of hit points equal to your Charisma modifier times 10, it's ac is 10 + your Charisma modifier. You can spend additional cursed energy up to your Charisma modifier to add a +1 to the hit point amount calculation. It increases to your Charisma modifier times 12 at 5th level, to times 14 at 11th level, to times 16 at 17th level and to times 20 at 20th level.

Roots

Extension Technique
At 3rd level, through an extension of your techniques you learn how to create roots out of the ground. As an action for 3 Cursed Energy, roots sprout from the ground in a 30-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 spell ends. A creature restrained by the plants can use its action to make a Strength check 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 2d8 bludgeoning damage, and half as much on a success. This damage increases to 3d8 at 5th level, 5d8 at 11th level, to 8d8 at 17th level and to 12d8 at 20th level.

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 1 Cursed Energy you may use the roots to create a path or bridge. It's 5ft. wide and 100ft long.

Wooden Ball

Extension Technique
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 4 Cursed Energy per ball created. The wooden balls will have a number of hit points equal to your Charisma modifier, an ac of 10 + your Charisma modifier, and will keep floating around you. As a bonus action, you can send one or more 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 2d10 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.

The damage on this technique increases to 4d10 at 11th level, to 7d10 at 17th level and to 11d10 at 20th level.

Flower Field

Extension Techniques
At 10th level, you can create a circle of flower petals that surrounds your opponents and removes their will to fight. As an action for 6 Cursed Energy, you choose an 10ft. circle within a 100ft. area, all creatures within that circle must make a Wisdom saving throw. On a failure, their will to fight is completely shattered as their mind enters a state of tranquility and happiness, they are unable to do any kind of actions that would help in the battle for 1 minute. On a success, nothing happens. The state may be removed early if the target succeeds a Wisdom saving throw at the begging of its turn or is targeted by an attack or saving throw. Any attacks against the creature in that state will be made with advantage, and any saving throws the creature makes will be with disadvantage.

Tokyo School Feature: Cursed Bud

Extension Technique
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 8 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 beggining of the creature's turns, it will lose an amount of Cursed Energy equal to your Charisma modifier. In case they don't have Cursed Energy remaining, they will lose their hit points instead. The creature can make a Strength check to remove the curse bud, removing it on a success.

You may instead spend 10 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

Domain Expansion
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 2 Cursed Energy per 5ft. of green life absorbed. You cannot use these Cursed Energy, unless for the ritual. Once you reach 25 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. Inside your domain you gain the following technique:

Sunflower Beam. The eye in your arm starts glowing a bright light, and launches a huge yellow beam in front of you. Every creature in a 100ft. by 10ft. line in front of you must make Dexterity saving throw. On a failure, they receive 20d12 radiant damage and become blinded for 1 minute, on a success they take half as much damage. They must make a Constitution saving throw at the beginning of their turns to end the condition early.

Inflict Decay

Must have the Cursed Technique Reversal cursed feat
Your mastery of Reversed Cursed Technique has granted you the reversal of your technique. As a bonus action and 5 cursed energy, you can target a creature being touched by your or your plants. They must then make a Constitution saving throw. On a failure, they take 3d10 necrotic and are afflicted with decay. A creature affected by this takes 3d10 necrotic damage at the end of each of its turns and must then make a Constitution saving throw ending the decay on a success. On a failure, they take no damage and are not afflicted with decay.

Ratio Technique

The Ratio Technique focus in perceiving the best possible spots to destroy your opponents in the most efficient way.

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A powerfull jujutsu sorcerer using the ratio technique, Source [7]
Ratio

Lapse Technique
Starting at 1st level, you have developed the ratio technique, which allows you to find weak spots in enemies. Whenever you make an melee weapon attack roll, you can spend 1 cursed energy to roll a d10. If you roll a 3 or 7, the attack will be considered a critical on the damage calculation. If you had advantage on the attack, you also roll the d10 with advantage.

In addition, you roll triple the damage dice instead of double if it was a made with a melee weapon.

At 3rd level this becomes four times the damage dice, at 10th level it becomes five times the damage dice and at 20th level it becomes six times the damage dice.

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.

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 4 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 + 3d10 bludgeoning damage. On a success, they take half as much damage.

This techniques damage increases to 6d10 at 11th level, 10d10 at 17th level and to 15d10 at 20th level.

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 2 d10's instead of just a d10.

Tokyo School: Perfected Ratio

Technique Improvement
At 14th level, you have finally reached perfection with your Ratio technique. Once per turn when you hit a critical while under the effects of the ratio technique, the target is forced to make a Constitution saving throw. On a success, they will take one additional dice of damage. On a failure, they will take one additional dice of damage and the limb rolled for the damage will be reduced to 0 hit points.

Perfect Strike

Technique Improvement
Finally at 20th level, you know exactly the right spot to destroy your enemies. Whenever you're using your ratio technique in a melee weapon attack, your proficiency bonus is doubled. You will always roll 3 d10's without spending extra cursed energy. Also, whenever you add a d10 to your ratio you may add 2 d10's instead.

In addition, your attacks with melee weapons cannot receive disadvantage.

7-3 Proportion

Must have the Cursed Technique Reversal cursed feat
With great mastery over the Reversed Cursed Technique, you have found the reversal of your technique. You have learnt how to invert your own ratio, placing it onto yourself to develop weakpoints but the effect causes all areas excluding those weakpoints to be reinforced beyond compare. As a bonus action or reaction whenever an attack is made against you or you roll a saving throw for 8 cursed energy, you can impose the ratio onto your body for a number of rounds equal to Charisma modifier (A minimum of 1). By doing so, you gain damage resistance to all damage types, damage reduction equaling half of your Jujutsu Sorcerer level, rounded down (the damage reduction occurs after any damage resistance was applied), and any damage resistance you have prior to placing the ratio onto yourself turns into damage immunity. The damage resistance, reduction, and immunities applies anytime you receive damage unless it was an attack roll that rolls a 3 or 7 on the d20 in which it will hit you irregardless of your AC or you are rolling a saving throw against a damaging effect in which you roll a 3 or 7 on the d20 that will cause you automatically fail the save.

Idle Transfiguration

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".

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A Special Grade curse using idle transfiguration to create a polymorphed soul, source [8]


Design Note: Every Necrotic Damage on this subclass bypass resistances and treat immunity like resistance.

Transfiguration Touch

Lapse Technique
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 1d6 Necrotic damage.

As an action for 1 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 2d10 Necrotic Damage, and half as much on a success. On a success, the creature takes half as much necrotic damage.

This damage increases to 4d10 at 5th level, 8d10 at 11th level and to 14d10 at 17th level and to 22d10 at 20th level.

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, 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 times your Charisma modifier. 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:

  • 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. You may redistribute the points removed from their Intelligence, Wisdom and Charisma into their Strength, Dexterity or Constitution scores, being able to surpass their maximum.
  • 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 5 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.

Altering Allies. At 3rd level, you may also use your alteration on an willing creature, to alter them as you see fit. You alter a willing creature during a short or long rest, granting them one or more of the following benefits:

Alteration Description
Heightened Smell The creature will gain advantage in perception checks involving smell.
Heightened Hearing The creature will gain advantage in perception checks involving hearing.
Heightened Sight The creature will gain advantage in perception checks involving seeing.
Darkvision The creature will gain darkision up to 60ft. if the creature already has darkvision it will extend its range by 30 ft.
Size Increase The creature's size will increase by one.
Hardened Skin The creature will gain resistance to one of the following damage types: bludgeoning, slashing, piercing.
Gills The creature will gain swimming speed equal to its walking speed, and it will be able to breathe underwater.
Restraint Removal. The creature will have one of their physical features removed, or a specific part of said feature. It must be something that comes from their body, so a feature like fighting style wouldn't count.

You may grant a number of alterations to the same creature equal to your proficiency bonus.

Self-Alteration

Technique Improvement
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 the normal weapon damage + 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. 4
Size You can increase or decrease your body's size. For every 1 size tier above medium, your unarmed strikes deal 1 extra damage die tier to a maximum of huge. And weapons created by you deal an extra 1 damage die. for every size tier above medium to a maximum of huge. 3
Shape You can distort your body's shape without fully transforming. You can increase your range by 5ft. for every 1 additional Cursed Energy spent and additionally, you're able to shape your body into mundane objects, such as a wooden or metal key. 2+
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. 4

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

Extension Technique
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

Extension Technique
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. You can add necrotic damage a number of times up to your proficiency bonus added twice.

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

Extension Technique
At 14th level, you finally understood the true essence of your soul. As an action for 5 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 +4 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 dextery for attacks.

You can deactivate this form as a bonus action.

Domain Expansion: Self-Embodiment of Perfection

Domain Expansion
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 30d10 necrotic damage. On a success, they take half as much damage.

Finally understanding how your soul works, you gain immunity to non-magical piercing, bludgeoning, and slashing damage.

Moon Dregs

The moon dregs technique allows you to control a jellyfish shikigami that can protect you from harm and inflict poison on others.

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Moon Dregs and it's user, source [9]
Moon Dregs

Lapse Technique
Starting at 1st level, you have learned how to summon a poisonous jellyfish like shikigami. As an action for 3 cursed energy, you can summon Moon Dregs within 5ft. of you. It acts on the same turn as you and you can control it at will. You can only have 1 Moon Dregs at a time.

Once it's reduced to 0 hit points, it is dessumoned. You can summon it again by the same cost, but when it has been reduced to 0 hit points a number of times up to your proficiency bonus, you gotta take a short or long rest to summon it again. Finally, you may choose to make it any size smaller than it is when you summon it, or after summoning it as a bonus action. You can also choose to make it's size Huge at 6th level, and Gargantuan at 20th level.

Shikigami Empowerment Moon Dregs grows stronger alongside you. It will gain the following benefits

  • It will gain extra hit die equal to your Charisma modifier.
  • It's Strength, Dexterity and Constitution scores will increase by your Charisma modifier.
  • All of it's damaging features will have their die tier increased by your Charisma modifier.
  • It will gain flying speed equal to 10 x your Charisma modifier feet.
Stunning Poison

Technique Improvement
At 3rd level, you became stronger, and so did your moon dregs. Moon Dregs' debilitating poison now has an additional effect: The target is stunned if it fails by 3 or more.

Power Increase

Technique Improvement
At 6th level, your Moon Dregs has evolved, becoming stronger and tougher. Your Moon Dregs will gain the following benefits:

  • It's proficiency bonus is now equal to your own.
  • It's hit die becomes a d12
  • It's Poison damage now overcomes resistances, and it's poisoned condition now overcome immunities to said condition.
  • It also gains the two following features:

Overwhelming Strenght. Moon Dregs can grapple a target it hits with it's tentacle attack.

Poison Stinger. A creature does it's Constitution saving throw with disadvantage if it was caused by Moon Dregs' stinger.

Poisonous Growth

Technique Improvement
At 10th level, Moon Dregs has become stronger again, now gaining new bodily functions! Moon Dregs' poison now overcomes immunities as well, and it gains the following features:

Stinger Throw. Moon Dregs can use it's stingers as a ranged attack with a 20/60 ft. range.

Swallow. While Moon Dregs is grappling a creature, it can choose to swallow it. While inside Moon Dregs, the creature is considered restrained. Said creature will be forced to make a Constitution saving throw at the beggining of it's turn. On a failure, it takes 6d10 poison damage and it's poisoned. On a success, it takes half as much damage and it's not poisoned. The creature can attack Moon Dregs from the inside with advantage, being spit out within 5ft. of Moon Dregs if it deals 1/4th of Moon Dregs maximum hit points in damage. This is not affected by your shikigami empowerment feature.

Tokyo School Feature: Moon Knight

Extension Technique
At 14th level, all shikigami users share a weakness, they're bad at close quarters combat. As an action for 10 cursed energy while Moon Dregs is out, you let it enter inside of you and cover your whole body, creating a armor of sorts. While wearing this armor, you gain the following benefits:

  • Your Strength and Constitution scores will be switched with moon Dregs' unless they're already higher.
  • You gain it's resistances and immunities.
  • You gain it's features.
  • You gain it's flying speed.
  • You gain it's current hit points as temporary hit points.

This armor lasts for 1 minute or until the temporary hit points are over. As a bonus action you can spend cursed energy up to your Charisma modifier, making you regain temporary hit points equal to 5 times the result.

True Form

Technique Improvement
Finally at 20th level, Moon Dregs has reached it's peak, growing to a new power you never thought it could achieve. Moon Dregs gain the following benefits:

  • It gains resistance to magical bludgeoning, piercing and slashing damage.
  • It's damaging features gain two additional damage dice.
  • It gains the following features:

Siege Monster. Moon Dregs deals twice as much damage to objects and structures.

Legendary Resistance(3/day). If Moon Dregs fails a saving throw it can choose to succeed instead.

In addition, it's dehibilitating poison now gains a new effect: The target is paralyzed if it fails by 4 or more.

Sun Dregs

Must have the Cursed Technique Reversal cursed feat

While Moon Dregs is summoned, you can use a bonus action to make it completely alter, turning into a bright yellow version of itself called Sun Dregs, a much more support focused version of it. While the shikigami is summoned, you can use a Bonus Action to freely switch between Moon Dregs and Sun Dregs. When Sun Dregs is summoned and you use your Moon Knight feature, you will instead gain all features, resistances, immunities, flying speed and temporary hit points from Sun Dregs instead.

Puppet Manipulation

Puppet Manipulation allows users to freely control cursed puppets, and customize them to the point of perfection.

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A Puppet user behind many of it's creations, source [10]
Ultimate Mechamaru

Starting at 1st level, you have been mastering the creation of Puppets. You will gain proficiency in Tinker's Tools and a set of Tinker tools. You will gain a Minor Puppet and may summon it as an action for 2 Cursed Energy, though this Puppet can only have 2 Minor Traits. You may summon as many puppets as you want. Any Puppets can only take an action if you use your bonus action to command it to. It cannot use its reaction unless you use your own reaction to command it to. The puppet may use bonus actions on its own. You can speak, hear and see through any of your Puppets. In case you have more than one puppet at once, you need to control them at the same time. You can only spend your bonus action to tell them an order, and you may choose one of them to still be able to use its bonus action on its own. Example, you tell them a type of enemy to attack. You may specify the action to make it easier to understand for the puppets. Any of your puppets last until the end of the end of your next long rest, where they will all deactivate back to their dormant state and will need to be spent Cursed Energy to use it. Whenever you gain a puppet, use the following for its sheet:

  • Your Puppet's starting Strength, Constitution, Dexterity scores are 15, 14, 13 + bonus points to distribute between them equal to your Charisma modifier. The Puppet's other scores will be equal to your own. For every tier above Minor your puppet will gain a +1 in its physical ability scores.
  • Your Puppet is a medium sized construct.
  • Your Puppet has its own hit dice based on what material they are made from, in case they are wood it's a d4, in case it's stone it's hit die is a d6, in case it's iron it's hit die is a d8, in case its modern metal it's hit die is a d10. Your puppet gains another die each time you level up in this class.
  • Your Puppet has 30 feet of walking speed.
  • You control your Puppet from afar, watching it's every move and controlling it to dodge attacks. Your Puppet's AC is equal to your passive perception + its Dexterity modifier.
  • Your Puppet has the same proficiency bonus as you do.
  • Your Puppet is immune to the charmed condition.
  • Your Puppet has proficiency in the same skills as you, unless they are based on your Strength or Dexterity modifier.
  • Your Puppet gains proficiency in Strength, Constitution, and Dexterity saving throws.
  • Your Puppet can make a 1d6 + Strength bludgeoning damage melee weapon attack, which counts as an unarmed strike.
Ultimate Mechamaru
Traits level Traits
Minor Traits Enhanced Defense. Your Puppet's defenses were increased so that he could fare better against attacks. Its armor class is increased from Passive Perception + it's Dexterity modifier, to your passive perception + it's Dexterity modifier times two.

Basic Weapon Training. Your puppet gains proficiency in simple weapons and shields.

Faster Movement. Your puppet is fast and cannot be caught so easily. Your puppet will gain your Unarmored Movement feature, and will increase its bonus as you gain levels in this class.

Stronger Strikes. Your puppet gains better natural weapons, changing its unarmed strikes to deal 1d8 piercing, slashing, or bludgeoning damage, based on the new weapons. Your puppet's unarmed strikes will now overcome resistances. Your puppet can use dexterity or strength for these attacks.

Heightened Senses Your puppet is aways sharp, and is a perfect detection machine. He will gain 60 ft. of Darkvision, and will gain advantage in perception checks against living things.

Lesser Traits Improved Reach. Your puppet's arms elongate, its agility heightens, or it grows tentacles, and your puppet's reach increases by 5 feet.

Advanced Weapon Training. Your puppet gains proficiency in martial weapons.

Hardened Skin. Your puppet's natural hide is thicker, scalier, or harder than normal. Your Puppet will gain resistance against non-magical Bludgeoning, Slashing or Piercing damage.

Deflect Missiles. Your puppet has developed quick reaction skills, and can now defend itself from high speed ranged projectiles. Using its reaction, your puppet can reduce an incoming projectile damage by 1d12 + Your jujutsu sorcerer level.

Minor Magic. Your puppet learns to cast one cantrip, and one 1st level spell, both from the wizard spell list. It uses its Charisma modifier for the spellcasting ability, and must take a long rest before casting the 1st-level spell again.

Advanced Traits Extra Attack. Due to either an additional set of limbs, increased fighting knowledge, or heightened agility, when your puppet is commanded to attack, it may attack twice instead of once.

Superior Strikes. Your Puppet's natural weapons improve further, growing stronger, harder, or sharper. Your puppet's unarmed strikes now deal 1d12 piercing, slashing, or bludgeoning damage. Your puppet's unarmed strikes also count as magical. Your puppet can use dexterity or strength for these attacks.

Energy Resistance. Your puppet's body changes to gain resistance to some elements. Choose one damage type from acid, cold, lightning, fire, poison, or thunder. Your minion gains resistance to that damage type.

Though Exterior. Your puppet has been given upgrades to increase its endurance, its Maximum Hit Points are increased by twice your jujutsu sorcerer level, and he will gain +2 Hit Points per level.

Blood Transfer. Your puppet is able to channel pain through itself, to restore another creature's hit points. Your creature can choose to deal damage to itself to equal to twice your level, and restore the hit points of a creature within 5 feet of itself by the same amount.

Greater Traits Colossus. Your puppet's body increases in size in all dimensions, changing its size to Large. This functions like the enlarge/reduce spell.

Flying Behemoth. Your puppet gains wings, jets, or some other way of flight, giving it flight speed equal to its movement speed.

Major Magic. Your puppet learns to cast one cantrip, one 1st level spell, one 2nd level spell, and one 3rd level spell, all from the wizard spell list. It uses its Charisma modifier for the spellcasting ability, casts the three spells at 3rd level, and can only use each spell once before they must take a long rest to use it again.

Armor Training. Your puppet gains proficiency in light, medium, and heavy armor.

High Caliber Strikers. Your puppet's natural weapons improve further, growing stronger, harder, or sharper. Your puppet's unarmed strikes now deal 2d8 piercing, slashing, or bludgeoning damage. Your puppet's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks.

Master Traits Ultimate Strikes. Your puppet's natural weapons reach their peak, growing stronger, harder, or sharper. Your puppet's unarmed strikes now deal 2d12 piercing, slashing, or bludgeoning damage. Your puppet's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks.

Iron Will. Your puppet's mind has been increased, to the point of comparing to your own. The puppet has advantage on saving throws against being charmed or frightened.

Cursed Aura. Your puppet has been by your side for so long it has gained part of your cursed features. The puppet can now use Cursed Strikes, Black Flash, and Reverse Cursed Technique.

Energy Immunity. Choose one damage type from acid, cold, lightning, fire, poison, radiant, necrotic, psychic or thunder. Your puppet gains immunity to that damage type.

Lesser Puppet

At 3rd level, you have begun to slowly improve your puppet. You will gain a Lesser Puppet and may summon it as an action for 4 Cursed Energy, though this Puppet can only have 2 Minor Traits, and 2 Lesser Traits.

Advanced Puppet

At 6th level, through the constant use of your puppet, you have begun to fix some of its downfalls. You will gain an Advanced Puppet and may summon it as an action for 6 Cursed Energy, though this Puppet can only have 2 Minor Traits, 2 Lesser Traits and 2 Advanced Traits.

Greater Puppet

At 10th level, you have begun to perfect your puppet to its designed purpose. You will gain an Advanced Puppet and may summon it as an action for 8 Cursed Energy, though this Puppet can only have 2 Minor Traits, 2 Lesser Traits, 2 Advanced Traits and 2 Greater Traits.

Master Puppet

At 14th level, you have perfected your puppet for its desired uses. You will gain a Master Puppet and may summon it as an action for 10 Cursed Energy, though this Puppet can only have 2 Minor Traits, 2 Lesser Traits, 2 Advanced Traits, 2 Greater Traits and 2 Master Traits.

Ultimate Mechamaru - Mode: Absolute

At 20th level, after perfecting your puppet for individual use, you have found the higher form for it, one with you. Once per day you may expend 24 Cursed Energy to summon the Absolute Form of your Ultimate Mechamaru for 1 minute. You pilot it from inside its head as a cockpit, and cannot take any form of damage, unless if it is psychic. This form fuses the scores from yourself and your puppet, which can go above 20. Its Maximum Hit Points and Current Hit Points increase by 160, + Your current Hit Points. It has all of the puppet's traits and attacks. Its size is increased to Huge. It will also gain the following attacks:

Ultra Cannon

As an action, you generate a large amount of cursed energy in the palm of one hand, blasting it at a target. Make a ranged attack with Dex + Proficiency + 3, This attack deals 20d6 Force damage, Recharges on a 5/6 d6.

Miracle Cannon

As an action, you generate a large amount of cursed energy in both palms, blasting it at an 10ft sphere within 120ft. Creatures within that sphere must make a Dexterity saving throw or take 20d6 force damage, and on a successful save, they will take half damage. Recharges on a 5/6 d6.

Vision Viola

As an action, you create 5 orbs made of cursed energy and blast them. Choose targets for each orb and make a ranged Cursed Energy attack with a +3. On a hit this attack Deals 6d6 Force damage. Recharges on a 5/6 d6.

Ultimate Cannon

As an action, a cannon protrudes from your mouth, generating a large amount of energy into a beam attack firing in a 60ft line that's 5ft wide. All creatures must make a Dexterity saving throw or take 20d10 Force damage and be knocked prone. On a successful save they take half damage and aren't knocked prone. Recharges on a 5/6 d6.

Cursed Speech

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.

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A Cursed Speech user preparing a powerfull word attack, source [11]


Design Note: You may also substitute any of the chosen words by a word of your choice. In addition, you may create new words with new effects with your GM's authorization.

Simple Words

Lapse Technique
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 1 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 1 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 or reaction for 1 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 or reaction for 1 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 10 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 10 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 10 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 10 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 10 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 20 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.

(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

Technique Improvement
At 3rd level, you have learned how to say one specific word quicker than the others. You can choose one of your cursed words to use as a Free Action and or Reaction instead of a Bonus Action, and as a Bonus Action instead of an Action. You can change the chosen word at the end of a long rest.

Cursed Energy Superiority

Technique Improvement
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 disadvantage on the saving throws caused by your cursed words.

Iron Chords

Technique Improvement
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

Technique Improvement
Finally at 20th level, you have become a words' master, being one of the best Cursed Speech users of all time. Every cursed word you have will be under the effect of Quick Word, and 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

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.

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A Jujutsu Sorcereress flying on her broom, source [12]
Tool Manipulation

Lapse Technique
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 1 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.

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 + your Charisma modifier bludgeoning damage. You may make a number of these cursed energy attack rolls equal to your Charisma modifier per turn.

The damage of your broom increases to 2d4 at 5th level, to 4d4 at 11th level, to 7d4 at 17th level and to 11d4 at 20th level.

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 10th 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

Extension Technique
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

Extension Technique
At 6th level, through constant usage of your broom you have learned how to create powerful gusts of winds. As an action for 4 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 3d10 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.

This technique's damage increases to 5d10 at 11th level, to 8d10 at 17th level and to 12d10 at 20th level.

Wind Scythe

Extension Technique
At 10th level, with constant training and study you have created an extension of your Innate Technique. As an action for 8 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 4d12 force damage + 4d6 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.

This technique's damage increases to 7d12 + 7d6 at 11th level, to 11d12 + 11d6 at 17th level and to 16d12 + 16d6 at 20th level.

Tokyo School Feature: Extra Tools

Technique Improvement
At 14th level, you refined your technique in Tokyo, learning how to manipulate other tools outside your broom. You can now grant the effects of attack broom for a number of weapons with your cursed energy imbued into them equal to your Charisma modifier. When attacking with this cursed energy tools, their damage is replaced by your attack's broom damage and you add 4d4 necrotic damage. You can only attack with one of them per turn.

This increases to 7d4 necrotic damage at 17th level and to 11d4 necrotic damage at 20th level.

Flying Menace

Technique Improvement
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.
Cursed Earthquake

Must have the Cursed Technique Reversal cursed feat
Your mastery of Reversed Cursed Technique has unlocked your cursed technique reversal. As an action for 4 cursed energy, you can make the earth tremble beneath your broom. You can target a 15ft radius within 30 feet of yourself. Targets in this radius must make a Dexterity saving throw. On a failure, they take 3d8 bludgeoning and are knocked prone. On a success, they take half damage and are not prone. If the targeted area is loose earth or stone it becomes difficult terrain.

Construction

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.

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A construction user with bug like wings on her back, source [13]
Construction

Lapse Technique
Starting at 1st level, you can create any kind of object you understand with your technique, although without much efficiency. As a bonus action for 2 cursed energy, you can create one object that 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 weapon with two properties. Example: 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, only the heavy property will remain. If you create a versatile weapon, the damage die tier will be increased by one when wielding it with two hands. (D10>D12)

Cursed Creations

Technique Improvement
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 4 cursed energy + 1 for every grade it has(cannot go higher than a grade 1 weapon). You can also create magic items for 4 cursed energy +1 for every rarity above common. You can only create magical items of up to uncommon rarity this way at 3rd level, rare at 6th, very rare at 10th and legendary at 15th. 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, or any cursed tool of a lower grade, making it not have a duration for its vanishing. 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

Extension Technique
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 4 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 your Charisma modifier. (1d8>1d10->1d12->2d6)

Insect Armor

Extension Technique
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 10 cursed energy, you can surround yourself in this armor and gain the following benefits:

  • Your Strength, Dexterity and Constitution scores increase by +4, this is the result of the efficiency of the bugs.
  • Your charisma modifier determines how many minutes you can stay in this form.
  • You will gain resistance to non-magical bludgeoning, piercing and slashing damage. This evolves to immunity at level 20.
  • 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 two additional damage dices. In addition, your unarmed strikes roll one additional damage dice on a critical.
Tokyo School Feature:True Sphere

Extension Technique
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 20 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 11d12 force damage + 11d12 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.

This technique's damage increases to 17d12 + 17d12 at 17th level, and to 25d12 + 25d12 at 20th level.

Domain Expansion: Threefold Affliction

Domain Expansion
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 no cursed energy. All of these items will deal one additional damage dice and will count as magical, and will count for the sure-hit effect. However, these weapons will only last until the end of the domain.

Destruction

Must have the Cursed Technique Reversal cursed feat
With great mastery over the Reversed Cursed Technique, you have found the reversal of your technique. You have learned how to destroying objects and gain cursed energy from this destruction. Either as an action, bonus action or reaction, you may channel your Cursed Technique Reversal to destroy an object. Choose one non-magical or cursed energy filled object within reach that you vaporize from existence upon touching it. You must expend cursed energy dependant on the size of the object, requiring 1 cursed energy for a tiny, 2 cursed energy for small, 4 cursed energy for medium, and 8 cursed energy for large. If you destroy a cursed tool that you made with the Construction or Cursed Creations feature, you will regain cursed energy equal to half the cursed energy you expended to create it (rounded down). You can also expended 10 cursed energy in the attempt of destroying a magical or cursed energy-filled object after you succeed on a Charisma check. The DC for a common magical item or semi-grade cursed tool is 5. The DC for a uncommon magical item or grade 3 cursed tool is 10. The DC for a rare magical item or grade 2 cursed tool is 15. The DC for a very rare magical item or grade 1 cursed tool is 20. The DC for a legendary magical item or a special grade cursed tool is 25.

Blood Manipulation

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.

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A Jujutsu Sorcerer controlling his blood, source [14]


Design Note: Despite there being no lapse technique for blood manipulation, due to it's versability whenever a feature requires it anything that involves manipulating your own blood will count as a Lapse.

Blood crystallization

You can freely change the shape and density of your blood, using it for both offense and defense. You will gain resistance to piercing, slashing and bludgeoning damage when you activate your Cursed Energy Armor, while also being able to spend Blood Points instead of Cursed Energy to activate it, spending 2 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). In addition, while your Cursed Energy Armor is activated your unarmed strike damage dice tier is increased by 1.

Additionally, whenever this technique hits a Cursed Spirit they must make a Constitution saving throw against your cursed energy dc. On a failure, they are poisoned for 1 minute. On a success they are not poisoned. This poisoned condition overcomes immunities.

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 hit point 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 2 Blood Points per 1 Cursed Energy.

In addition, if you are a Death Painting, you automatically gain the Energy to Blood feat. Blood points are affected by Tokyo School's cursed energy economy feature if you have this feat.

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 1 Cursed Energy and 4 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 3 Cursed Energy and 6 Blood Points as a free action to gain the following benefits for 1 minute:

  • Your speed is doubled.
  • You will gain a +2 bonus to your AC.
  • You will have advantage on Dexterity saving throws.
  • You will gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When you use Maximum Ouput on this technique, it will become Flowing Red Scale: Stack, increasing your physical capabilities to an even higher degree than usual.

  • You can add your movement speed one more time to the total number of feet you can move.
  • You will gain another +2 bonus to your AC.
  • Once per turn you can reroll a failed dexterity saving throw, and must use the new result.
  • You will gain an additional bonus action on each of your turns.
  • You will gain an additional Reaction per round.
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 one of your cursed techniques 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 5 Cursed Energy and 6 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 5d8 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. This technique's damage increases to 8d8 at 11th level, to 12d8 at 17th level and to 17d8 at 20th level.

Piercing Blood. You can focus blood into a highly pressurized piercing beam that deals massive damage to targets and structures. As an action for 8 Cursed Energy and 15 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 7d12 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. This technique's damage increases to 10d12 at 11th level, to 14d12 at 17th level and to 19d12 at 20th level.

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 4 Cursed Energy and 8 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 6d8 piercing damage, or half as much on a success. This technique's damage increases to 8d8 at 11th level, to 11d8 at 17th level and to 15d8 at 20th level.

Blood Terrain Infusion. You can spread your blood through the ground to destroy and manipulate it. As Action for 8 Cursed Energy and 12 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 5d10 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 6 Cursed Energy and 10 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 6d6 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. This technique's damage increases to 8d6 at 11th level, to 11d6 at 17th level and to 15d6 at 20th level.

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 4 Cursed Energy and 4 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 4d10 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.

This technique's damage increases to 7d10 at 11th level, to 11d10 at 17th level, and to 16d10 at 20th level.

Tokyo School Feature: Blood Meteorite

Extension Technique
At 14th level, you have learned how to harden some of your blood and throw against an opponent. As an action for 6 Cursed Energy and 8 blood points, you target one target within 30 ft. of you. Make a cursed energy attack roll, on a hit they will take your 6d12 bludgeoning damage and must make a Constitution saving throw. On a failure, they will become stunned until the beggining of your next turn, on a success they're not stunned.

This technique's damage increases to 10d12 at 17th level and to 15d12 at 20th level.

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 Convergence is active, every 1 Cursed Energy you spend will count as 4 added, although this still cannot go above your maximum. This works damage, duration and temporary hit points in case of your Cursed Energy Armor. Finally, you gain an additional Reaction per round.

Puppet Creation

Must have the Cursed Technique Reversal cursed feat
Coming with your mastery over both Reverse Cursed Technique and Blood Manipulation, you have gained your technique reversal. As an action and 5 cursed energy, you can attempt to manipulate the blood in a creature's body who is within 60 feet of you, making them your puppet. The target must make a Constitution saving throw. If they are dead, they automatically fail the saving throw. If a Blood Manipulation user tries to control another Blood Manipulation user, the targeted user has advantage on the Constitution saving throw. A success results in resisting the Puppet Creation, and a failure turns the target into the Blood Manipulation user's puppet. Creatures with no bodily fluids are immune to this feature. This technique requires concentration to be kept.

The target can still talk, see, hear, and have their own consciousness, but they cannot control the rest of their body at all. A puppet cannot use their cursed technique. You can use an action or bonus action to move the target up to 30 feet, or you can have them attack with any weapon they have on them or that is within their reach. You roll for attack and damage, and you are proficient with any weapon. Any time you are damaged or you do any Blood Manipulation technique, the target can make another saving throw to end this condition.

Black Bird Manipulation

Black Bird Manipulation allows the user to control ravens imbued with cursed energy.

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Mei Mei a Grade 1 sorcerer using her ravens, source [15]
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 1 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.

You will also gain the Cursed Energy Tracker cursed feat.

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 10 Cursed Energy, you can make a binding vow with one of your crows to order them to kill themselves for you, being thrown against a creature within their flying speed range. The target must make a Dexterity saving throw, on a failure however they take 10d10 force damage and will get the limb rolled reduced to 0 hit points. On a success they take half as much damage and their limb won't be reduced to 0 hit points. No matter the result, the crow will instantly die right after the technique.

This technique's damage increases to 14d10 at 11th level, to 20d10 at 17th level and to 28d10 at 20th level.

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 halfed.

Perfect Bird Strike

Improved Technique
Finally at 20th level, the Bird Strike technique has been improved beyond your greatest expectations. Your Bird Strike technique now treats immunities as resistance and overcomes resistances. Additionally, a creature that fails the save will be knocked prone.

In addition, the limb's hit points are reduced to 0 two times if it was still not removed.

Boogie Woogie

This technique makes use of Cursed Energy to swap places with other people, creatures, and objects imbued with Cursed Energy.

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A powerful Cursed Displacement user showing off his power, source [16]
Boogie Woogie

Lapse Technique
Starting at 1st level, you have created a unique technique to switch places with your oponents, it's extremely simple, but effective. You can switch places with an ally or object within 30 feet of you imbued with Cursed Energy by clapping for 1 Cursed Energy. You may use this technique as an action, bonus action, or reaction, and you gain additional reactions equal to your Charisma modifier + your proficiency bonus that you can use exclusively for this feature. 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.

Design Note: For the purpose of all boogie woogie abilities, if someone is targeted by an attack, and someone else is swapped with them as a reaction to that attack, they will be the new target of the attack. Depending on the nature of the attack, someone can even be hit by their own ranged attack this way.

Cursed Displacement

Technique Improvement
At 3rd level, due to constant training and practice, you have improved your technique. 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

Technique Improvement
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.
  • You can now use Boogie Woogie once per turn as a free action.
Clapping With Your Soul

Technique Improvement
At 10th level, you have honed your skills and made a simple clapping technique into something far greater. Your Boogie Woogie Technique 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

Technique Improvement
At 14th level, due to your time training with allies at Tokyo, you have learned how to be in total sync with one of them. At the end of a long rest, choose one ally to become in sync with. Whenever you switch places with this ally, it can use it's reaction to make an attack roll.

At 20th level, the ally that you sync with can now make the attack action as a reaction after a switch.

Round of Applause

Technique Improvement
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.

Grand Clap. 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 for 5 cursed energy that affects all creatures within 60 feet, allowing you to switch the places of any enemies that fail the saving throw, allies, and cursed objects simultaneously.

Cursed Inaction

Must have the Cursed Technique Reversal cursed feat
With great mastery over the Reversed Cursed Technique, you have found the reversal of your technique. Instead of switching your targets, you immobilize them for a short period, it's extremely simple but effective. You can immobilize yourself and 2 other creatures (Hostile or not), cursed objects or tools within 60ft. of you for 2 cursed energy. All of the chosen creatures (including you) are stunned until the beginning of your next turn. You may use this technique as an action, bonus action, or reaction, however, it cannot benefit from the additional reactions given by the Boogie Woogie feature.

After the first time this technique was used, any of the creatures affected may roll a Charisma Saving Throw against your Cursed Energy DC to not be affected by immobilization.

Sound Amplification

The Sound Amplification technique makes the user act as a sound amplification device, which allows them to launch waves of energy through a eletric instrument.

A Sound Amplification user, source []
Sound Amplification

Lapse Technique
Starting at 1st level, your technique alllows you to turn yourself into a sound amplification device. You gain proficiency in the Performance skill or expertise if already proficient. You also gain proficiency with one eletrical instrument of your choice, and you start with that same instrument as part of your starting equipement. As an action for 2 cursed energy while holding your eletrical instrument, you can make a ranged cursed energy attack roll against one creature within 30ft. of you. On a hit, they take 2d10 thunder damage and knocked back 10ft.

This techniques damage increases to 3d10 at 5th level, 5d10 and at 11th level, 8d10 at 17th level and to 12d10 at 20th level.

Sound Waves

Technique Improvement
At 3rd level, you became better at using your cursed energy waves, now being able to launch multiple at once. When you use your action to launch sound waves, you can make additional cursed energy attack rolls equal to the amount of attacks you can make on your attack action, with each costing 2 cursed energy.

Sound Blast

Extension Technique
At 6th level, you have learned how to focus all of your sound waves into one big blast. As an action for 6 cursed energy, you can launch a massive sound wave from your instrument and force every creature in a 15ft. cone to make a Strength saving throw. On a failure, they take 6d10 thunder damage, are pushed 20ft. back and are deafened until the beggining of your next turn. On a success they take half as much damage, are not deafened and are pushed only 10ft. back. This technique deals twice as much damage to objects and structures.

This technique's damage increases to 9d10 at 11th level, to 13d10 at 17th level and to 17d10 at 20th level.

Build Up

Technique Improvement
At 10th level, you have learned that playing just isn't enough, you gotta know when to launch your biggest hit. Whenever you take your action to use sound amplification or sound blast, you can instead start playing yours instrument and not launch the attack. You can wait a number of rounds this way up to your proficiency bonus, in which then you are forced to launch your attack. You add 2 dices of damage per round you remained playing your instrument, and your thunder damage bypasses resistances when used this way. You count as concentrating while you're playing your instrument this way. You cannot use sound amplification's additional attacks when using it this way.

Additionally, you may use it as an reaction instead of an action if you were playing before launching the attack.

Tokyo School Feature: Musical Vibes

Extension Technique
At 14th level, while in Kyoto you tended to take your music too seriously, studying in Tokyo allowed you to realize that you should be more relaxed about it. As a bonus action for 8 cursed energy, you can start playing your electric instrument and feel a vibe of your choice for 1 minute. You can have one of the following vibes active at once:

Happy Vibes. Your music gives off happy and upbeat vibes, and people love it! Whenever you hit a creature with your sound amplification, they must make a Charisma saving throw or become charmed until your "vibe" ends. They can remake the saving throw at the beggining of their turns, ending the condition early on a success.

Sad Vibes. Your music gives off sad and depressed vibes, and it's bringing the whole mood down. Whenever you hit a creature with your sound amplification, they must make a Charisma saving throw or be knocked prone and having their speed reduced to 0 until your "vibe" ends. They can remake the saving throw at the beggining of your turns, with their movement speed going back to normal early on a success.

Angry Vibes. Your music gives off angry and rebellious vibes, and it's making people scream! Whenever you hit a creature with your sound amplification, they must make a Charisma saving throw or become berserk until your "vibe" ends. They can remake the saving throw at the beggining of their turns, ending the condition early on a success.

While you have this active, you count as concentrating, as if you were cocentrating on a spell.

Master Musician

Technique Improvement
Finally at 20th level, you have mastered your technique, being able to destroy people with just music. Your technique now ignores immunity to the deafened condition, and knocks creatures prone whenever you use your Sound Amplification or Sound Blast techniques.

Cursed Spirit Manipulation

Cursed Spirit Manipulation allows it's user to control vagabond cursed spirits.

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A Cursed Spirit Manipulation user with a curse above himself, source [17]


Design Note: If you're not in a jujutsu campaign, you may ask your GM if you have permission to absorb non-humanoid creatures instead of cursed spirits.

Cursed Spirit Den

Your technique rots your body and gives you more distorted visions of the world, as it is strictly linked to negative energy, you gain resistance to necrotic damage when activating your Cursed Armor Enhancment.

Cursed Spirit Absorption

Lapse Technique
Starting at 1st level, you know the taste that no one will ever know, the one of curses. As an action or reaction for 1 Cursed Energy, you may exorcise a cursed spirit with an amount of hit points equal to your Charisma modifier x your proficiency bonus or less that is within 120 feet of you, and transform it's soul into a small black orb for you to eat. You may also ignore those conditions if the creature's CR is equal to or lower than your proficiency bonus. After it you can eat the orb, absorbing the creature, which allows you to summon it as an ally to fight for you later. A cursed spirit that is dropped to 0 hit points by radiant damage is exorcized and can no longer be absorbed this way.

You may only consume orbs without phisical 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 must roll a DC 5 + the creature's CR Constitution Saving Throw. On a success you can absorb the creature and may use it after a short or long rest, on a failure you gain 2 levels of exhaustion and receive xd12 Necrotic Damage, with "X" being the creature's CR. You don't need to make this save if the curse is 2 or more grades lower than you are as a sorcerer. For example, absorbing a semi-grade 1 curse does not require a save if you are special grade, nor does absorbing a grade 2 curse if you are grade 1(both instances have a 2 grade gap including semi-grade 1).

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:

  • Their Cursed Energy is increased by your Charisma modifier times 2. You may increase it further by the same amount for each Grade they are above Grade 4.
  • They will regain all of their hit points at the end of a long rest.
  • They become immune to being frightened or charmed.
  • 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, Undead Nature and Cursed Nature Racial trait.
  • Even if they are far away from you, you'll know if your cursed spirits were exorcised.

Additionally, you can choose a number of spirits up to your Charisma modifier to gain a bonus to their Strength, Dexterity, Constitution scores equal to your Charisma modifier.

Controlling Cursed Spirits. You can summon your cursed spirits as an action by spending Cursed Energy equal to their CR, summoning a number of them up to your Charisma modifier within 30ft. of you. They cannot use actions on their own. You can spend a bonus action 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 a number of spirits individually per round equal to your Charisma modifier, 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.

Additionally, when you summon too many cursed spirits, you find yourself unable to manage them individually, being forced to control them as a unit, making them lose their individual strengths for better management in numbers. When you summon 10 or more cursed spirits of the same grade at once, you may turn them into a swarm, as shown in the table. A swarm counts as only 1 cursed spirit for the purposes of commanding. If you wish to use one of your cursed spirits that is in a swarm individually, you may control it by spending an Action or Bonus Action as usual. You can have multiple swarms at once, but each spirit in each swarm still fills up your summoning limit as normal.

Cursed Spirit Grade Number you may have summoned at once Swarm of Curses
Grade 4 (Your Jujutsu Sorcerer level + your Charisma modifier + your proficiency bonus) x 3 Swarm of Grade 4 Cursed Spirits
Grade 3 (Your Jujutsu Sorcerer level + your Charisma modifier) x 3 Swarm of Grade 3 Cursed Spirits
Semi-Grade 2 Your Jujutsu Sorcerer level + your Charisma modifier added twice + your proficiency bonus added twice Swarm of Semi-Grade 2 Cursed Spirits
Grade 2 Your Jujutsu Sorcerer level + your Charisma modifier added twice Swarm of Grade 2 Cursed Spirits
Semi-Grade 1 Your Jujutsu Sorcerer level + your Charisma modifier Swarm of Semi-Grade 1 Cursed Spirits
Grade 1 Half your Jujutsu Sorcerer level + your Charisma modifier
Special Grade Your Charisma modifier + your proficiency bonus

If you die, all the cursed spirits you have consumed are set free.

Cursed Infused Spirits

Technique Improvement
At 3rd level, your cursed energy is being constantly imbued into your spirits. As part of your action while summoning one of your cursed spirits, you may spend Cursed Energy up to your Charisma modifier to increase the potency of your cursed spirits. The cursed spirit will gain two of the following benefits of your choice for 1 minute:

  • A bonus to their attack rolls equal to the energy spent.
  • A bonus to damage rolls equal to the energy spent.
  • Extra 5 ft. movement speed per energy spent.
  • Any DCs they have are increased by an amount equal to half the energy spent (rounded down).

In addition, 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 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

Technique Improvement
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.
  • The number of cursed spirits you may summon with a single action is now your Charisma modifier added twice. At 10th level this increases to added thrice, and at 14th level it increases again to added four times.
  • When you summon a cursed spirit, you may give it a command as part of the same action, and the command will be a complex or simple one depending on the action you used (ie. if you summon it with an Action you can give it a complex command, and a simple one with a Bonus Action).
  • When you summon a Grade 4 cursed spirit, you may also summon a number of them up to your Charisma modifier for only the Cursed Energy cost of the first one, if all of them would have an equal cost or less. At 10th level, this increases to your Charisma modifier added twice. At 14th level, you may also do this to Grade 3 cursed spirits.
Maximum Uzumaki

Maximum Technique
At 10th level, your mastery with the cursed spirit manipulation technique had made you develop it's most powerful technique. While the Uzumaki has it's main purpose as reciclying weak spirits, it has an additional function. As an action you can put any number of your cursed spirits that in a spiral like pattern (minimum 1), turning them into a dark spiral that you can use in a attack. Every creature in a 30ft. cone must make a Dexterity saving throw, on a success they take half damage, on a failure they take 1d12 necrotic damage (this damage treats immunity like resistance and ignores resistances). For every cursed spirit above 2 the cone increases by 5ft, and the necrotic damage dice will be increased by 1d12. You can have as many spirits in your Uzumaki as your Charisma(it cannot go above 5 unless you're level 21) modifier times half of your proficiency bonus. A spirit of a CR higher than 1 can instead count as a number of spirits up to its CR for the purposes of the damage calculation of this feature.

The amount you can put into your Uzumaki increases to your Charisma modifier times your proficiency bonus at 11th level, to Charisma modifier times your proficiency bonus + half of your proficiency bonus(rounded up) at 17th level, and to your Charisma modifier times your proficiency bonus added twice at 20th level.


Design Note: When playing outside a Jujutsu only campaign, absorbed creatures other than cursed spirits need to be atleast CR 1 to be put into Maximum Uzumaki.

This feature treats immunity as resistance and resistances as if you were hitting a creature normally. All of the cursed spirits that were used in the uzumaki cannot be used anymore since they will be spent. However, you can choose to obtain any cursed techniques or spellcasting abilities they had. Spells cost are their level times two in cursed energy, while cursed techniques cost as much as it would for the curse. You can have up to three cursed techniques or spellcasting abilities before needing to forget one to gain another. Right after the first use of the spellcasting ability or the cursed technique, you lose said feature and a free a technique slot.

Tokyo School Feature:Minimum Uzumaki

Extension Technique
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 Xd12 of necrotic damage(The 'X' is the combined challenge rating of the two curses), 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 the limb rolled on a failure. You have advantage on your attack roll if the target has not detected your Minimum Uzumaki.

And like the Maximum Uzumaki, you gain uses of the creature’s technique or spellcasting ability as normal if you so choose.

Domain Expasion: Womb Profusion

Domain Expansion
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 target by this feature counts as difficult terrain for all creatures. You can use any of your cursed spirits without any cost. Any kind of Undead creatures need to do a Charisma saving throw at the beginning of their turns or they are instantly absorbed by you.

Blessing Manipulator

Must have the Cursed Technique Reversal cursed feat
With great mastery in your technique, you have learned that you can extract something pure from your curses rather than something negative, a blessing. As a bonus action, you can transform one of your curses into a blessing. Curses transformed into blessings are immediately spent when used, each blessing provides a different type of buff or healing, as described in the table below

After a curse has been turned into a blessing, it cannot be revived by any means

Grade 4 Bleesing names Blessing description Blessing duration
Blessing of Minuscule Power The creature can add a bonus of +1 on their armor class, save dc and their saving throws Last for 1 minute
Blessing of Miniscule Fortitude Your ally is imbued with unholy fortitude. If damage reduces them to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, they drop to 1 hit point instead. Last for 1 minute
Blessing of Miniscule Alacrity Your ally is imbued with unholy alacrity. They have advantage on initiative checks, and their speed increases by 10 feet. Last for 1 hour
Blessing of Miniscule Restoration You turn the cursed spirit back into its purest form to refresh an ally of their cursed energy and health. You or the target creature regains 10 hit points and 2 cursed energy. An ally can benefit from this blessing a number of times up to their proficiency bonus at once. Instantaneous
Grade 3 Bleesing names Blessing description Blessing duration
Blessing of Minor Fortitude Your ally is imbued with unholy fortitude. If damage reduces them to 0 hit points, they must make a Constitution saving throw with a DC equal to the damage taken divided by 2 (minimum of 1), unless the damage is radiant or from a critical hit. On a success, they drop to 1 hit point instead. Last for 1 minute
Blessing of Minor Endurance The creature gains +2 to their save dcs, armor class, attack rolls, and damage rolls Last for 1 minute
Blessing of Minor Restoration You turn the cursed spirit back into its purest form to refresh its cursed energy and health. You or the target creature regains 15 hit points and 2 cursed energy. An ally can benefit from this blessing a number of times up to their proficiency bonus at once. Instantaneous
Blessing of Agility A creature target gains a +1 on their initiative check and they have advantage, also, their movement speed increased for 15 ft Last for 1 hour
Blessing of Minor Endurance Your ally is imbued with unholy will. They gain a +2 bonus to all of their saving throws Last for 1 minute
Semi Grade 2 Blessing Names Blessing description Blessing duration
Blessing of Hope You can use the curse to become a hope for your allies, every ally within 15ft. of you has advantage on Wisdom saving throws and death saving throws Lasts for 1 minute
Blessing of Restoration You can use your bless to heal 25 of hit points and 5 of CE Instantaneous
Grade 2 Blessing Names Blessing description Blessing duration
Blessing of the Great Endurance The creature gains +3 to their save dcs, armor class, attack rolls, damage rolls, and saving throws Last for 1 minute
Blessing of Moderate Fortitude Your ally is imbued with unholy fortitude. If damage reduces them to 0 hit points, they must make a Constitution saving throw with a DC equal to the damage taken divided by their tier ((level-1) divided by 4, to a minimum of 2 and maximum of 4), or 6, whichever is higher. On a success, they drop to 1 hit point instead. They automatically fail the saving throw if it's from a critical hit. Last for 10 minutes.
Blessing of Moderate Alacrity Your ally is imbued with unholy alacrity. They have advantage on initiative checks as well as a +3 bonus to initiative checks, and their speed increases by 30 feet Last for 10 Minutes
Blessing of Moderate Restoration You turn the cursed spirit back into its purest form to refresh an ally of their cursed energy and health. Your ally regains 40 hit points and 10 cursed energy. An ally can benefit from this blessing a number of times up to their proficiency bonus at once. If a semi-grade 1 or higher is sacrificed, the creature instead regains 50 health and 15 cursed energy. Instantaneous
Semi Grade 1 Bleesing Names Blessing description Blessing duration
Blessing of the huge hope The creature gains +4 to their save dcs, armor class, attack rolls, and damage rolls Lasts for 1 minute
Blessing of Good Willpower The creature gains a bonus of +4 on any saving throws Lasts for 1 minute
Blessing of the Clairvoyance You use your blessing to give advantage for any ability check of one creature Last for 1 hour
Grade 1 Bleesing Names Blessing description Blessing duration
Blessing of Greater Fortitude If damage reduces them to 0 hit points, they must make a Constitution saving throw with a DC equal to the damage taken divided by their proficiency bonus (to a maximum of 6), or 6, whichever is higher. On a success, they drop to 1 hit point instead. Last for 10 minutes
Blessing of huge Willpower The creature gains a bonus of +5 on any saving throws Last for 1 minute
Blessing of huge agility You use your blessing can give +5 to initiative checks, and their speed increases by 60 feet Last for 1 hour
Blessing of the great restoration You can use your bless to heal 100 hit points and 10 CE Instantaneous
Blessing of the protector You spent your curse to aid the hope of your allies, every ally on 30ft. of you can add your Charisma modifier on any saving throw, and they become immune to being frightened or charmed Last for 10 minutes
Special Grade Bleesing Names Blessing description Blessing duration
Blessing of Invincibility Once the creature drops to 0 hit points, it regains half of its maximum hit points; can only be used once per long rest. Last for 1 minute
Blessing of Collective Reality (self only, minimum of cr 26 cursed spirit) You can any 9th-level spell from the wizard spell list, other than true polymorph, shapechange, or wish(if used to replicate spells of 8th level or lower). Once used, you must make a Constitution saving throw where the DC is the CR of the curse that turned into a blessing + they Charisma modifier. On a failure, you gain exhaustion equal to half the creature's proficiency bonus (rounded up). These exhaustion levels can only be reduced by one per long rest.. Instantaneous
Blessing of Impossible Might You imbue a creature with demonic might rivaling even the strongest of curses. The creature gains a +6 bonus to attack rolls, save dcs, damage rolls, and armor class. Additionally, whenever they deal damage on a turn, they deal a total amount of damage extra to each target being damaged equal to the challenge rating of the creature sacrificed. A creature can only take this damage once per turn. Last for 1 minute

Cloning Technique

Cloning Technique is an innate technique that allows you to create up to four perfect clones of yourself.

Cloning_Technique.png
A cloning technique user, source [18]
Cloning Technique

Lapse Technique
Starting at 1st level, you have learned the bases of your cloning technique. As an action for 2 cursed energy, you can create a perfect clone of yourself within 5ft. of you. It has 1/4th of your maximum hit points(rounded down), class and racial features(other than this feature). Other creatures may identify who is the real you if they pass a Wisdom (Perception) check against your cursed energy dc. It cannot use any features that use cursed energy. The maximum amount of clones you can make is 1. You control your clones and they act in the same turn as you do.

At 14th level, your clones now have access to your cursed energy pool and cursed energy pool.

Two Clones

Technique Improvement
At 3rd level, you have been gaining mastery over your cloning technique, making you be able to use 2 clones. Your maximum amount of clones you can make is now 2.

Three Clones

Technique Improvement
At 6th level, the quantity of clones you can summon just keeps getting bigger. Your maximum amount of clones you can make is now 3.

In addition, your clones now have a number of hit points equal to half your maximum hit points(rounded down).

Four Clones

Technique Improement
At 10th level, with practice comes perfection, you have reached your peak in clone quantity. Your maximum amount of clones you can make is now 4.

In addition, your clones now have a number of hit points equal to your maximum hit points.

Tokyo School Feature:Full Assault

Technique Improvement
At 14th level, while at Kyoto they'd problably limit your technique's usage due to fear of it becoming too dangerous, at Tokyo they support you overwhelming your opponents with clones! Whenever, a clone is within 5ft. of another clone, it can make any attack rolls with advantage.

In addition, while four of your clones are within 5ft. of an hostile creature, it will make all saving throws against you with disadvantage.

True Clone Potential

Technique Improment
Finally at 20th level, you have reached the maximum of your cloning technique, finally unlocking it's peak. Creatures cannot identify who is the true version of yourself unless they have truesight. Also, you can now switch places with your clones. When you would received damage, as a reaction for 5 cursed energy you can switch bodies with a clone making it take the damage instead of you.

Object Cloning

Must have the Cursed Technique Reversal cursed feat
With great mastery over Reverse Cursed Technique, you have found out the reversal of your technique. You have learned how to clone things without cursed energy, such as ordinary objects and weapons. As an action for 4 cursed energy, you can clone a non-magical or cursed energy filled object or structure within sight range, spending +2 to clone it for every size category that the object or structure has above medium. Objects and structures created this way have their hit points calculated as you currently calculate your clone's hit points, however they work and function the exact same as the normal object or structure. For 10 cursed energy, you can clone a common magical item or semi-grade cursed tool. You can expend 14 cursed energy to clone a uncommon magical item or grade 3 cursed tool. Lastly, you can expend 16 cursed energy to clone a rare magical item or a grade 2 cursed tool. Magical items and cursed tools created from this feature last for 1 hour.

Brain Technique

The Brain technique is a body stealing technique. It is currently one of the strongest jujutsu techniques to date.

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Kenjaku the master mind of the Heian era, source [19]
Perfectly Copied Cursed Energy

You can perfectly occult your energy with the energy of the body. Whenever someone tries to feel or trace your cursed energy, they will see the cursed energy of the current body you're in. In case they do not have cursed energy, they cannot trace you.

Body Steal

Lapse Technique
Starting at 1st level, you have a rather disgusting technique, being frowned upon by the majority of sorcerers. When you have a humanoid creature's corpse, you may spend 2 cursed energy during a long rest to put your brain on that creature through a transfer technique. This cursed energy spent cannot be recovered until your next long rest. While on the creature's body, you lose any kind of racial features of your older body, but keeps all of your class features. You will gain the following benefits while inside the body:

  • The creature's features, such as spellcasting, ki or cursed energy are now yours.
  • The creature's racial features are now yours.
  • The creature's ability scores overwrite yours but you keep your Charisma, Wisdom and Intelligence scores.
  • The creature's proficiencies and languages are now yours.

When you change into that creatures' body, it will look the exact same outside of having a scar on it's forehead, which it's the sign your brain is inside their body. You may pull the top of your head to show your brain, which is a normal brain with a human mouth. Other creatures may try to identify you're not the humanoid by doing a DC 30 Insight check. Creatures who knew the body's owner before you stole it may do the roll with advantage.

If you wish to switch bodies again, you'll lose the racial features from the older creature but will keep it's other features like spellcasting, Ki, cursed energy and such. If you switch once more, you'll lose all features from the oldest creature. You cannot steal the body of a Heavenly Restriction user.

Body Usage

Technique Improvement
At 3rd level, your technique is slowly improving, becoming more and more effective by the moment. When you put your brain into another body, if they had levels in a class of any kind you will increase that level by half your jujutsu sorcerer level(rounded down), and gain it's features.(Not counting features such as ability score improvement or extra attack)

In addition, you have become better at impersonating others. You will gain proficiency in Performance and Deception, in case you already proficiency in one of them you'll gain expertise instead.

Full Body Usage

Technique Improvement
At 6th level, you have learned how to enjoy the maximum out of your bodies. When you put your brain into another body, if they had levels in a class you will increase that level by your jujutsu sorcerer level, and gain it's features.(Not counting features such as ability score improvement or extra attack)

Enhaced Body

Technique Improvement
At 10th level, your brain spreads cursed energy throught your whole body, making it become more powerful. You'll grant a bonus to the body's Strength, Dexterity, Constitution equal to your Charisma modifier. This can go above the creature's maximum for these scores.

Tokyo School Feature: Potential Maximizer

Technique Improvement
At 14th level, people at Kyoto were disgusted by your technique and even called it abominable, at Tokyo they found it weird, but have let you do your thing. With this extra time to study your bodies, you have finally learned how to extract all of their potential. You can now choose two subclasses when from a new body. This feature does not work in case the body is of a spellcasting, ki or cursed energy user, due to them only being phisically capable of having one.

In addition, all of their proficiencies will now turn into expertises when you're using said body.

Just Another Body

Technique Improvement
Finally at 20th level, you have no identity anymore, you are only a brain that searches for a new host to keep living through the ages, life or death has lost meaning to you.

You cannot be identified as an impostor, even by people with truesight or who knew the person. Additionally, you add the cursed energy of the last 4 bodies you took over together to determine how much cursed energy you have.

In addition, your age will always be treated as if you were the age of the body, so you've become effectively immortal.

Auspicious Beast Summon

A séance type of Innate Technique, the user of the Auspicious Beast Summon turns into a spiritual medium so long as their face is covered. Enabling you to bring forth the power of these spirits from numbers of one to four.

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A representation of the Auspicious Beasts Summon technique, source [20]
Auspicious Beast Summon

Lapse Technique
Starting at 1st level, you have awakened your cursed technique, Auspicious Beast Summon. The spirits from which you call upon bestow you with a boon to service as their medium but this boon only occurs if your face is shrouded in someway. When you are wearing some form of face covering, you can use one of the following beasts:

Auspicious Beast Number One - Kaichi. As bonus action for 2 cursed energy, you can funnel your cursed energy and conjure a floating horn known as Kaichi. You may make a Cursed Energy attack roll using Kaichi that has a range of 60 feet either as an action or bonus action. On a hit, Kaichi deals 1d10 piercing damage. If the Cursed Energy attack roll was a failure, you can spend 2 additional cursed energy to reroll the attack roll. You can use this feature a number of times per turn up to your proficiency bonus. It has an AC equal to its caster's Cursed Energy save DC, has an amount of hit points equal to your Charisma score added twice, and fails all saving throws. The damage for Kaichi increases to 2d10 at 5th level, 4d10 at 11th level, 7d10 at 17th level and to 11d10 at 20th level. Lastly once you reach 5th level, you may make one attack with Kaichi as apart of your Attack action once per turn. This increases to twice per turn at 17th level.

Kaichi will last a number of rounds equal to your Charisma modifier + your proficiency bonus.

Auspicious Beast Number Two - Reiki. As bonus action for 3 cursed energy, by transmuting your cursed energy you can telepathically manipulate water into coating your body. While you have Reiki activate, you gain the following benefits:

  • Your movement speed is doubled and you gain a climbing speed equal to your walking speed.
  • You are immune to the prone condition.
  • You can take the Dodge action as a bonus action.
  • As a reaction for 2 cursed energy when an attack is made against you, you can increase your AC by your Charisma modifier (Minimum of +1) against the triggering attack. This bonus also lasts until the start of your next turn.

Reiki will last a number of rounds equal to your Charisma modifier + your proficiency bonus.

Auspicious Beast Number Three - Kirin. As a bonus action or as a reaction to an attack targetting you for 3 Cursed Energy, you can enhance your body by nullifying your senses and putting pressure on it. While you have Kirin activate, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain damage reduction to all damage types excluding psychic, bludgeoning, piercing, and slashing damage equal to your Charisma modifier.
  • You cannot be incapacitated or unconscious unless your hit points were reduced to 0. You also temporarily reduce any levels of exhaustion by 1 whilst you have Kirin activate.

Kirin lasts a number of rounds equal to your Charisma modifier + your proficiency bonus. Once this summon ends, you must make a DC25 Constitution saving throw or become paralyzed for 1 minute.

Auspicious Beast Number Four- Ryu. As bonus action for 4 cursed energy, you can enhance your fists to hit as hard as a dragon. Your unarmed strikes tier increases by one(1->d4 d4->d6). When you hit with an unarmed strike, it deals additional lightining damage equal to the damage die rolled. On a critical, you double the dices rolled for the critical and change their type to lightning damage. Additionally, your unarmed strikes score a critical in a 19-20.

Ryu lasts a number of rounds equal to your Charisma modifier + your proficiency bonus.

If you are not wearing any face covering, you lose the benefits from this feature and cannot use any features from your Cursed Technique until you are wearing some form of face covering.

Lastly, you gain a non-magical and non-cursed tool mask as apart of your starting equipment.

Piercing Horn

Technique Improvement
At 3rd level, Kaichi has become sharper than ever, being able to pierce through it's targets. If you roll a 20 on the cursed energy attack roll when hitting with Kaichi, you may choose to make the horn stuck on the target and will overcome temporary hit points. The target can make a Strength saving throw at the beggining of it's turns. On a failure, they can't remove the horn and receive Kaichi's damage die. On a success, they can succefully remove Kaichi, ending the technique early. This lasts until you use Kaichi to attack other targets other than the current, or if the technique ends.

At 5th level, this also works on a 19, at 11th level this also works on a 18, on 17th level this also works on a 17 and at 20th level this works on a 16.

Swift Moves

Technique Improvement
At 6th level, Reiki has become faster and more acrobatic. While under the benefits of Reiki, you gain the following benefits:

  • Your movement speed is tripled and you gain a climbing speed equal to your walking speed added twice.
  • You are immune to the prone and restrained condition.
  • You can take the Dodge and Disengage actions as a bonus action.
  • As a reaction for 1 cursed energy when an attack is made against you, you can increase your AC by your Charisma modifier (Minimum of +1) against the triggering attack. This bonus also lasts until the start of your next turn.
Impenetrable Skin

At 10th level, Kirin has never been more durable than now, and now drains you less! You now gain the following benefits when activating Kirin:

  • You gain resistance to bludgeoning, piercing, and slashing damage + another damage type of your choice that can't be Psychic, Radiant or Necrotic.
  • You gain damage reduction to all damage types excluding psychic, bludgeoning, piercing, and slashing damage equal to your Charisma modifier added twice.
  • You cannot be incapacitated or unconscious unless your hit points were reduced to 0. You also temporarily reduce any levels of exhaustion by 2 whilst you have Kirin activate.

Additionally, this beast now drains you less. Once the summon ends, you must make the DC22 Constitution saving throw. On a failure, you become stunned for 10 - your Charisma modifier rounds. On a success, your speed is halved until the beggining of your next turn.

The DC for this saving throw is reduced to 20 at 11th level, to 15 at 17th level and to 10 at 20th level.

Tokyo Feature: Auspicious Tendencies

Extension Technique
Upon reaching 14th level whilst studying at Tokyo has allowed you to draw even more power from the spirits whenever you become their medium. You can empower your Auspicious Beast by channeling their powers further. Channeling this power further alters your body and the mask you are wearing by turning into their Dire Forms. As part of summoning a beast, you can spend 8 additional cursed energy to grant them one of the following benefits depending on the beast:

This is represented with the following features:

Dire Kaichi. You bring forth a stronger version of Kaichi. Dire Kaichi deals 4d12 piercing damage + 4d12 of lightning damage on a hit. It's damage is doubled against objects and structures. Dire Kaichi is resistant to all damage types but psychic. Dire Kaichi hit points are equal to your Charisma score added four times. Additionally, when a Dire Kaichi is stuck on a creature, said creature is considered restrained. Dire Kaichi's damages increases to 7d12 at 17th level and to 11d12 at 20th level.

Dire Reiki. You can now fully realize the potential of Reiki. Dire Reiki allows you to ignore any penalties from moving through difficult terrain. You gain advantage on all Dexterity saves whenever Dire Reiki is active. Whenever you summon Dire Reiki, you may move up to your speed as apart of the same action.

Dire Kirin. You can allow Kirin to completely take over your body and reinforce it. You gain advantage on all Constitution saves whenever Dire Kirin is active, you also ignore any levels of exhaustion you currently have. You reduce all non Psychic, bludgeoning, piercing, and slashing damage by your Charisma modifier added three times. You will also gain a damage threshold equal to your jujutsu sorcerer level.

Dire Ryu. You have evolved Ryu to the max, making it become a truly deadly force. When Dire Ryu is active, your unarmed strike tier increases by four.

After a Dire Form ends, you will still have half the amount of rounds(rounded down) to use your normal beasts summon.

System Shock

Technique Improvement
Finally at 20th level, you have mastered the fourth beast, Ryu. Your lightining damage now overcomes resistances but not immunities. Also, once per turn when you score a critical with a unarmed strike while in Ryu form, the creature must make a Constitution saving throw. On a failure, they take twice as much lighting damage as they would normally take and will become paralyzed until the beggining of your next turn. On a success, they take damage as normal and are not paralyzed.

Séance Technique

The Séance Technique allows it's user or a willing participating to transform into a deceased person.

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A curse user shapeshifting as part of the Séance Technique, source [1]
Séance Technique

Lapse Technique
Starting at 1st level, you have a very powerful and dangerous technique, and you began to learn it's basics. As a full round action for 3 cursed energy, you can shapeshift yourself or another creature into one dead humanoid with a CR or level not more than 1 higher than your jujutsu sorcerer level. To do this, you must have a small body part such as a finger of the deceased humanoid and you or the willing participant must consume it.

The shapeshifted creature will lose all of it's class features except for cursed energy, will have the same appearance, racial traits, features, saving throw and skill proficiencies, and will now have the same Strength, Dexterity and Constitution scores as the deceased humanoid. The shapeshifted creature does not gain any spellcasting or cursed energy related features.

The shapeshifter must spend 2 cursed energy at the beggining of its turns while the technique is active to mantain it's form, with the technique ending once the shapeshifter's cursed energy runs out. You cannot fill this with exterior cursed energy such as with the battery binding vow.

Soul Information. You may choose to spend 3 additional cursed energy to also summon the soul's information. The shapeshifter will now have access to the full information the body had. While it is useful, this is also a dangerous method of utilizing this technique. At the beggining of their turns, the shapeshifter must make a Charisma saving throw against the deceased person's DC (8 + it's proficiency bonus + their Charisma modifier). On a failure, the humanoid will posses the body of the shapeshifter and now controls the body until the shapeshifter's cursed energy runs out.

If you or a willing creature try to shapeshift into a humanoid with levels in the Heavenly Restriction class, the soul information feature's saving throw automatically fails. However, instead of lasting until the shapeshifter's cursed energy ends, it will last until the creature is reduced to 0 hit points.

Gatherer of the Dead

Technique Improvement
At 3rd level, while some may call you morbid, you are great in finding the corpses of deceased people. You gain proficiency in the Investigation skill or expertise if already proficient, and will gain advantage on Intelligence (Investigation) checks related to dead humanoids.

Ritual of Ressurection

Technique improvement
At 6th level, you learned how to make a prolonged ritual to make your technique more powerful. When you use your technique on you or someone else as one of you consume the DNA part, you can start a ritual instead of shapeshifting. You must stay completely still for 1 minute while on this ritual, and will count as if you were concentrating on a spell. If lose concentration, the ritual stops and you must start over. After you have finished the ritual, you or a willing creature can shift into the humanoid if their CR or level was equal or lower to your jujutsu sorcerer level + your proficiency bonus.

Power of the Deceased

Technique Improvement
At 10th level, you have evolved your technique to drag in even stronger people than before. When you use Ritual of Ressurection, you can spend twice as much cursed energy to make the the humanoid maximum CR or level be no more than your jujutsu sorcerer level + your proficiency bonus + your Charisma modifier.

Tokyo School Feature: Willpower

Technique Improvement
At 14th level, you have learned how to maintain your own sorcerer powers while using your technique. You now do not lose your class features when using Seánce technique, however if you use it on others they will still lose theirs.

Maximum Potential

Technique Improvement
Finally at 20th level, you have mastered the Séance technique, finally being able to draw out the maximum potential of the corpses. The shapeshifter will now also gain their spellcasting and cursed energy related features in case they have it.

Additionally, the technique will cost only 1 cursed energy to maintain.

Inverse

The Inverse technique makes deadly blows feel like nothing while making weaker attacks do loads of damage.

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A Inverse user resisting a powerful attack, source [21]
Inverse

Lapse Technique
Starting at 1st level, you learned how to inverse the amount of damage you receive. As a bonus action for 2 cursed energy, you start inversing the damage you receive for 1 minute. Whenever you receive damage while inverse is active, it's damage tier is lowered if it's a Strong Attack or increased if it's a Weak Attack.

Check the table bellow for reference:

Original Die New Die
d4 d12
d6 d10
d8 d8
d10 d6
d12 d4

You can spend 1 cursed energy the moment the technique ends to give it 1 more minute of duration.

No Damage

Technique Improvement
At 3rd level, you have trained with your technique, and your body has adapted to enduring larges amount of damage. If you receive damage from a d8 or higher, it will be treated as if you had resistance against said damage type. If you receive damage from a d6 or lower, it will be considered as if you were vulnerable against said damage type.

Didn't Break a Sweat

Technique Improvement
At 6th level, with proper training and practice, you're beggining to become a real threat on the frontlines. If you must make a saving throw against something that deals damage with a d8 die or higher, you gain advantage in said saving throw. If you must make a saving throw against something that deals damage with a d6 die or lower, you gain disadvantage on the saving throw.

Quick Inversion

Technique Improvement
At 10th level, staying with your technique active for longs periods of time can become a disadvantage at times, so you have trained to have easier access to your tech. You can now use your technique as a reaction to an attack or saving throw directed to you. Also, you can deactivate your technique early as a reaction.

In addition, you now have additional reactions equal to half of your proficiency bonus(rounded up) that can be used only for the inverse technique.

Tokyo School Feature: Inverted Field

Extension Technique
At 14th level, while training on your technique, you have found out you have a lot more to offer than just being a indestructable powerhouse. You have learned how to alter a whole area to be affected by your technique. As a bonus action for 8 cursed energy, you cause all objects and creatures within 30ft. of you to be affected by your Inverse technique for 1 minute. You may deactivate this field as a bonus action.

Hardest Wall and Lightest Glass

Technique Improvement
Finally at 20th level, you have fully mastered your inverse technique, being able to hold the mightest of blows easily. You now reduce the damage of Strong Attacks by your jujutsu sorcerer level, while you increase the damage you receive of Weak Attacks by your jujutsu sorcerer level.

Power Inversion

Reversal Technque
You have reversed your technique, learning how to inverse your own attacks instead of incoming ones. As a bonus action for 4 cursed energy, you start inversing your attacks for 2 minutes. Your weak attacks will now be considered strong, and your strong attacks are now considered weak. See the table on the Inverse feature for reference. You can spend 2 cursed energy at the end of the 2 minutes to keep the technique going.

Projection Sorcery

The Projection Sorcey Innate Technique focus around reducing your opponent's movement while at the same time increasing your own.

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A Powerfull Jujutsu Sorcerer activating Projection Sorcery, source [22]
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 2 Cursed Energy, your walking speed increases by 10 feet and you will gain an additional attack on your Attack Action. You gain +5ft to your movement to each round you keep the cursed technique active. For every 10ft. you move while this technique is active, your next melee weapon attack or unarmed strike deals additional 1d4 force damage. 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.

The damage cannot reach a number of dice higher than your proficiency bonus times your Charisma modifier. At 5th level, the d4's become d6's, at 11th level the d6's become d8's, at 17th level the d8's become d10's and at 20th level they become d12's.

You must spend 1 Cursed Energy at the beginning of your turns to keep this cursed technique active.

In addition, while under the effects of projection sorcery you will gain additional reactions equal to your Dexterity modifier.

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. You can take one additional bonus action, that can only be used to take the dash, disingage or dodge actions. Also, you gain advantage when making Dexterity checks or saving throws.

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 while they have a passive perception lower than your cursed energy DC, all of your attacks will be made with advantage against that creature. If it's higher than your DC, you will attack normally.

At 7th level, even if you didn't choose it you will gain evasion from the Resistant feature.

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 3 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 stunned until the beginning of your next turn. On a success nothing happens. While being affected by the 24 FPS Rule, the creature will count as a object with their size and will be a mere pannel of animation. You or another creature may hold said pannel of animation, weighting absolutely nothing.

The creature loses it's stunned condition early if it is hit by an attack roll which will automatically count as a critical and will treat immunity as resistance and resistance as normal.

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 targetted by a melee attack roll for 6 cursed energy. The creature will make the attack roll with disadvantage, if it misses you the creature will fall under the effects of the 24 FPS Rule as if it has failed the saving throw.

In addition, you have learned how to use your acceleration and momentum in your attack against framed creatures. The creature in the frozen frame will received the maximum amount of damage from your additional force damage when being broken out of the frame.

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 times your proficiency bonus when you activate your technique.
  • You will gain +10ft. to your walking speed at the beginning of your turns.
  • When you gain advantage on Dexterity saving throws, you now roll 3 dice instead of 2, picking the highest result.
  • Your Dexterity score increases by +2 and so does your maximum.
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" at the cell level, their body cells get misaligned and they can't move, automatically skipping their turn and suffering 20d10 necrotic damage.

Replay

Must have the Cursed Technique Reversal cursed feat
Having mastered the Reverse Cursed Technique and the 24 FPS rule you have learned your techniques reversal. While your technique is active you can force creatures to understand your technique like normal, however, they are not stuck in one frame of animation, they are sent back in time. As a reaction to being attacked for 8 cursed energy, you can force a creature to make an Intelligence saving throw. On a failure, they will be sent back in time. This reverses their last action and its subsequent effects. So if you were attacked by a creature and used this on them, you would heal equal to the amount of damage they did, and so on. After you successfully use a Replay, it gets harder to do another one. Every replay after the first now requires a Constitution saving throw. The DC starts at 10 and grows by 2 at every use (10>12>14…). This resets every long rest, giving you another free use. If you fail the save you are replayed too. If you are replayed you do not gain back the 8 cursed energy used on this reversal.

Disaster Tides

The Disaster Tides Innate Technique focus around on summoning deadly spirits from inside yourself, and utilizing hydrokinetic abilities to trap your foes in water.

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A Disaster Tides user using Death Swarm, source [23]


Design Note: Despite there being no lapse technique for Disaster Tides, due to it's versability whenever a feature involves manifesting and manipulating water it will count as a Lapse.

Flowing Cursed Energy

Your Cursed Energy is powered by your tides, you will gain resistance to cold and fire damage when you activate your Cursed Armor. When you deal damage with the Curse-Empowered Strikes or Cursed Weapon Enhancement feature, you may choose to change it's type to cold damage.

In addition, you gain a swimming speed equal to your walkind speed added twice, you can breath underwater and you do not get affected by difficult terrain created by non-magical water.

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. As an action for 2 Cursed Energy, you force all creatures in a 30 foot cone originating from you to make a Strength saving throw as you start spilling water on the ground. On a failure they 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 as much damage and are not pushed to the end of the cone.

If they fail the Constitution saving throw, they will take 1d10 cold damage and will be pulled back within your reach. On a success, they take half as much damage and are not pulled towards you.

This technique's damage increases to 2d8 + 3d10 at 5th level, 4d8 + 6d10 at 11th level, 7d8 + 10d10 at 17th level and to 11d8 + 15d10 at 20th level.

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 does not cost Cursed Energy, but it can be used this way twice per day before you need to spend 25 Cursed Energy to use it again. If you do not caught hostile creatures in your domain, it will last undefintely.

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 number of sea Shikigami up to your Charisma modifier within sight range. Due this being a recently created domain, you will need more pratice and refinement before creating stronger creatures.

Shikigami Cost Refiniment Required
Tiny Sea Shikigami 1 Cursed Energy per Shikigami 1
Small Sea Shikigami 2 Cursed Energy per Shikigami 1
Medium Sea Shikigami 4 Cursed Energy per Shikigami 100
Large Sea Shikigami 6 Cursed Energy per Shikigami 200
Huge Sea Shikigami 8 Cursed Energy per Shikigami 300
Gargantuan Sea Shikigami 10 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. They all act on your turn.

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 4 cursed energy, you make a cursed energy attack roll against a creature within 30ft. of you. On a hit, they take 2d10 cold damage + 2d6 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. This technique's damage increases to 4d10 + 4d6 at 11th level, to 7d10 + 7d6 at 17th level and to 11d10 + 11d6 at 20th level

Flooding. You create massives amounts of water bellow you to fill up an area. As an action for 6 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 5d10 cold damage + 5d6 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. This technique's damage increases to 8d10 + 8d6 at 11th level, to 12d10 + 12d6 at 17th level and to 17d10 + 17d6 at 20th level.

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, creating giant bursts of water pillars. As an action for 8 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 6d12 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. This technique's damage increases to 10d12 at 11th level, to 16d12 at 17th level and to 24d12 at 20th level.

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 times 20. 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
At 14th level, you have created a method to truly create a swarm of death. Whenever you use death swarm, you can instead make a swarm of said sea shikigami. You can summon one swarm instead of the quantities of shikigami, with the swarms listed bellow:

Shikigami Cost Refiniment Required
Tiny Sea Shikigami Swarm 4 Cursed Energy 1
Small Sea Shikigami Swarm 6 Cursed Energy 1
Medium Sea Shikigami Swarm 12 Cursed Energy 100
Large Sea Shikigami Swarm 18 Cursed Energy 200
Huge Sea Shikigami Swarm 24 Cursed Energy 300
Gargantuan Sea Shikigami Swarm 30 Cursed Energy 400
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 10d10 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 20d10 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.

A creature caught in the tsunami can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your curses energy DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

This technique's damage is doubled against objects and structures.

Water Destruction

Technique Reversal
While studying reverse cursed technique you have managed to invert your technique, instead of creating you now can destroy water. As an action for 2 cursed energy per 10 gallons destroyed, you can destroy up to 10 times your Charisma modifier gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. You may also remove the water of a living being within reach of you. As an action for up to your Charisma modifier added twice, you can touch a creature and force it to make a Constitution saving throw. On a failure, they take 2d8 necrotic damage per energy spent. On a success, they take half as much. If they fail the save by 5 or more, they take 1 level of exhaustion.

This reversal does not work in creatures without water in their body.

Miracles

Miracles stores small everyday "miracles" and releases them when the user's life is in danger in order to save them.

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A Miracles user, source [24]


Design Note: When your in a campaign where someone is with this subclass, make sure to only accept that they gain Miracles on genuine interactions, and that they don't spam dumb out of roleplay interactions.

Little Miracles

Lapse Technique
Starting at 1st level, you never seem to remember the small things in life that bring joy. You have a list of miracles that you can see on your journey, being described on the table bellow:

Miracle Description
Nat 20! Whenever you or an ally roll a nat 20 on a roll, you gain a Miracle. However, despite you or your ally rolling a 20 you won't know how you or they did it.
Equal Numbers! Every time someone rolls a 11, 22 or a 33 on a roll you gain a Miracle point.
Treasure! Every time you find a new item, weapon or armor of at least very rare rarity you gain a miracle.

Whenever one of these miracles happen, a purple marking appears under one of your eyes you gain 1 Miracle Point. You may have up to 6 Miracle Points stored. Whenever you gain Miracle points you'll regain xd4 hit points and one purple marking under your eye will appear(With x being your jujutsu sorcerer level). If this goes above your hit point maximum, it will turn the remaining hit points into temporary hit points instead.

Lucky Fate. You tend to have incredible luck at times, even if you don't realize it. As an reaction for 1 miracle point and 2 cursed energy to you making any kind of roll, you can roll d6 and apply the result 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.

Stronger Luck

Technique Improvement
At 3rd level, your miracles have gotten stronger. The die you add is increased to a d8.

At 10th level, this is increased to a d10. At 14th level, this is increased to a d12.

Death Saving

Technique Improvement
At 6th 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 8 cursed energy as a reaction to avoid the attack or saving throw and get out completely unharmed. Also, whenever you die and still has Miracle Points left, one of your miracle points will be spent and you will revive after 1 minute of your death with any missing limbs, full hit points, without any conditions, curses or diseases affecting you and as if you have taken a long rest.

In addition, you now roll death saving throws with advantage.

At 14th level, you can now also use this feature whenever a attack or saving throw would reduce you to bellow half of your maximum hit points.

Fate Control

Technique Improvement
At 10th level, your luck is starting to affect others beyond normal expectations, to the point you're becoming a real threat. Every time a you succeed in a roll that used your Miracle Point, it is considered a nat 20. The nat 20 obtained this way does not count as a miracle.

Tokyo School Feature: Shared Luck

Extension Technique
At 14th level, while on the Kyoto School they told your technique is too unpredictable and unreliable to utilize, at Tokyo you developed a way to share your luck with others! As a reaction to a creature making a roll, you can spend 4 cursed energy and 2 miracle points to add a d12 to their roll. If they succeed, it is considered a nat 20. The nat 20 obtained this way does not count as a miracle.

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 the amount of hit points you regain is increased to xd6.

Unlucky Fate

Reversal Technique
With your reversal, you have obtained the ability to twist the fate of others using your stockpiled miracles. As a reaction for 2 miracle points and 4 cursed energy when another creature you can see makes a roll, you can roll a d12 and apply the result as a penalty to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur. If the creature fails the roll because of this, it is considered a nat 1.

Ice Formation

This Innate technique gives the ability to create and manipulate ice. It can range from small to large quantities, depending on the desired utilization.

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Uraume, a sorceress from the Heian Era manipulating and creating ice[[25]]
Cold Cursed Energy

Your cursed energy is as cold as the winter. When you use Curse-Empowered Strikes, Cursed Strikes or Cursed Weapons you can choose to change it's damage type to cold instead of necrotic. Also, whenever you use Cursed Armor you gain resistance to cold damage.

In addition, you are immune to the effects of extreme cold, magical or not. Also, whenever someone grapples you while you're using cursed armor, they will receive the effects of extreme cold but have to make the saving throw.

Created Ice

Whenever you use one of the features of the technique, you create quantities of ice. The ice occupies the same place it was used at, which means that if you use a 10ft. cone, it will cover a 10ft. cone of ice and will be 10ft. in height.

The ice has a amount of hit points equal to your Charisma modifier times it's size in feet. For example, if you have a +3 in charisma and you make a 10ft. cone of ice, your ice cone will have 30 hit points. Your ice is vulnerable to all damage but psychic and poison, as it is immune to it. Creatures reduce your ice total hit points by 1/4th when they break out of it.

All ice created by your technique will last until you end it at will, it breaks, or you receive the poisoned, envenomed, paralyzed, stunned, petrified or unconscious conditions.

Ice Formation

Lapse Technique
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 2 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 may make a Strength saving throw at the beginning of it's turns to break the ice and end the restrained condition.

This technique's damage increases to 2d10 at 5th level, 4d10 at 11th level, 7d10 at 17th level and to 11d10 at 20th level.

Extreme Cold

Technique Improvement
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 your cursed energy DC, and with the effects happening at the end of each round.

In addition, any creatures within 5ft. of your ice that don't have cold resistance or immunity have their movement speed halved.

Frozen Coffin. At 10th level, whenever a creature fails your cursed technique saving throws or you hit a cursed energy attack roll while they are restrained by your ice and are bellow less than 1/4th of their total hit points, they are frozen. The DC to break out of the condition is your cursed energy DC.

Frost Calm

Extension Technique
At 6th level, you have learned how to unleash thick layers of ice through mist. As an action for 4 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 7d12 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.

The creature may make a Strength saving throw at the beginning of it's turns to break the ice and end the restrained condition.

This technique's damage is increased to 10d12 at 11th level, 14d12 at 17th level and to 19d12 at 20th level.

At 13th level, when you use Maximum Output into this technique, you may choose a spot within 300ft. of you to release the mist, and it will now target all creatures in a 100ft. circle.

Ice Fall

Extension Technique
At 10th level, you learned a great execution method that makes sure your enemies won't escape. As an action for 8 cursed energy, you become prone until the beginning 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 1d10 cold damage and become restrained.

The creature may make a Strength saving throw at the beginning of it's turns to break the ice and end the restrained condition.

Hitting or missing, giant spikes of ice will fall from the sky on top of the targeted creatures, forcing them to make a Dexterity saving throw. On a failure they take 6d10 cold damage + 6d8 piercing damage. On a success, they take half as much damage.

This technique's damage increases to 10d10 + 10d8 at 11th level, to 16d10 + 16d8 at 17th level and to 24d10 + 24d8 at 20th level.

Tokyo School Feature:Telepatic Connection

Technique Improvement
At 14th level, in Kyoto all that was recognizable 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

Extension Technique
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 10 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 25d8 cold damage + 25d8 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 beginning of it's turns to break the ice and end the restrained condition.

Vengeful Cursed Spirit

The Venegeful Cursed Spirit technique involves the use of immenses amounts of cursed energy while being aided by the spirit of a loved one.

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Yuuta Okkotsu standing with the queen of curses Rika, source [26]
Eerie Cursed Energy

Due to your large amount of cursed energy, and the Vengeful Cursed Spirit you house, many ordinary sorcerers and cursed spirits are frightened by the very nature of it. At the start of initiative, you may force every creature within 30 ft to make a Charisma saving throw. On a failure, they gain the frightened condition for one minute. They can remake this saving throws at the beginning of their turns to end this effect early, on a success they become immune to this effect. In addition, you will gain resistance to necrotic damage when using your Cursed Energy Armor.

Vengeful Spirit

Starting at 1st level, someone you shared a strong emotional connection with has died. Unable to accept their death, you unconsciously curse them. This will transform them into a powerful Vengeful Spirit who is bound to you. Once per turn, you may call upon this spirit to aid you in combat by spending 1 cursed energy. You will make a Cursed Energy attack with a range of 15 feet. This additional attack inflicts slashing damage equal to your currently-wielded weapon's damage die.

In addition, you may control the spirit without needing to summon it completely, enabling you to imbue its cursed energy into objects or weapons. You gain the Cursed Weapon Enhancement from the Cursed Energy Enhancement feature at this level.

Vengeful Spirit Manifestation

At 3rd level, your life is very stressful, being a sorcerer is filled with danger and trouble. When these times of danger come, your Vengeful Spirit may manifest into the physical world. Whenever you take damage from one attack in a turn above your jujutsu sorcerer level + twice your Charisma modifier, you must make a DC 20 Wisdom saving throw. On a success, you can handle yourself in the fight and don't let your spirit get out. On a failure however, your Vengeful Spirit will manifest itself into the world to protect you while having the berserk condition. It acts on the same turn as you do, it is charmed by you and cannot go more than 200ft. away from you. As a free action, you may make a DC 20 Persuasion check against it, on a success it will stop attacking and go back to its dormant state, on a failure it will keep attacking until there are no more creatures but you in sight.

At 6th level your control over your curse has improved. The persuasion check is lowered to a 15, and you now gain the Cursed Energy Manipulator feat, ignoring its requirements.

At 10th level, you have gained more control over your cursed spirit and don't have to do the Wisdom saving throw anymore. You can now manifest your spirit as a free action for 1 minute for 10 cursed energy. It will still have the berserk condition, although it will now obey your orders. You can summon the spirit a number of times equal to your Charisma modifier before you need to take a long rest, replenishing any expended summons. When you finish a short rest, you regain one expended summon.

Copy

Lapse Technique
At 6th level, you begin to learn about your innate technique. As a bonus action, while your Vengeful Spirit is in the world, you can command it to make an attack against a creature. If the attack hits, it can extract the creature's DNA with a claw attack. After that, you can attempt to replicate it on a Charisma saving throw, on a success, you can copy the Cursed Technique. On a failure save, you need to command your Vengeful Spirit to hit the creature again:

Cursed Technique = 10 + half the Cursed Energy required to perform the technique

You cannot copy reversal techniques(unless you have the reverse cursed technique feat), maximum techniques or Domain Expansions with Mimicry.

When you copy a cursed technique, you must spend as much Cursed Energy as the technique requires. No matter which one you copy, you'll only receive the technique at its base form. For example, a maximum output hollow purple would only come as a hollow purple.

You can have up to six of these techniques permanently stored within your vengeful spirit. All copied techniques may only be used while your vengeful spirit is out. Whenever you learn more than your limit, you must choose which technique to remove.

In addition, you'll automatically pass the Charisma check if you have already copied the cursed technique before. Also, if you copy an innate technique you will gain all of its extensions if you have seen them.

Expert Cursed Energy Manipulator

At 10th level, you have been training with your cursed energy, to try to not rely on your cursed spirit anymore. You gain the Cursed Enhanced Body feat.

In addition, you gain the one Cursed Energy feat or Cursed Energy Manipulation feat of your choice, provided you meet its requirements.

Tokyo Feature: Stronger Bond

At 14th level, the bond between the binding object and Vengeful Spirit has become stronger. Your Vengeful Spirit will gain the following benefits:

  • Two of it's ability scores will be increased by 2, and so do their maximum.
  • You will gain +2 to your Charisma score, including it's maximum.
  • Whenever it is summoned the Vengeful Spirit will gain temporary hit points equal to half your current hit points.
Domain Expansion: True & Mutual Love

Domain Expansion
Finally at 20th level, through many battles and copies, you have finalled learned how to expand your domain. Inside this barrier, you're filled with a world of blades, and broken pillars. You may apply a copied technique as a sure hit attack, doubling its damage for this purpose, and forcing the other techniques you’ve copied into blades. At the start of each of your turns, you may pick up one of these blades as a free action and roll a d6(with each value corresponding to a technique you choose when you open the domain) to determine the copied technique within the blade. You may then use that technique without expending cursed energy until the start of your next turn, however its damage dice no not increase from using a domain when used in this way.

The sword disappears at the start of your next turn as well.

Paste

Must have the Cursed Technique Reversal cursed feat
Coming with your mastery over Reverse Cursed Technique, you are now able to use the reversal of your technique. You can now give allies the ability to use your stored techniques. While your vengeful spirit is out you can give a technique to someone else by spending the amount it requires to use plus +¼ its cost. So if a technique costs 20 to use you can let someone else use it for 25. The same rules apply to this creature as if you used the technique. This reversal only allows for the pasted technique to be used once by the new user. If you want to allow the target to use the pasted ability again you must spend the cursed energy again.

Blazing Courage

The blazing courage innate technique allows it's user to ignite his weapon in flames or even replace their broken parts with flames.

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Ogi Zenin in a battle stance, source [27]
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 1 cursed energy, you can ignite a melee weapon you're holding for 1 minute. Any attacks you hit with said weapon will deal additional fire damage equal to the damage the weapon rolled(not counting additional increases, such as cursed weapon). If you use this while cursed weapon enhancement is active, it will change it's damage type to fire instead of necrotic damage.

In addition, you gain the cursed weapon enhancement enhancement.

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.

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. You will gain the Falling Blossom Emotion feat. 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 energy spent:

  • It's damage tier will be increased by one.
  • Your AC is increased by 1(only increases per 2 cursed energy spent).
  • Your walking speed increases by 5ft.

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 that comes from attack rolls will always be maximized.

In addition, your weapon burns so hot that every time you hit a creature they must make a Constitution saving throw against your cursed energy DC. On a failure, they suffer the effects of extreme heat even if they are immune to it.

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 with the blazing courage benefits + 15d10 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. This technique deals twice as much damage to objects and structures, and overcomes resistances and immunities.

In addition, this technique adds a d10 to it's damage dice equal to your Charisma modifier.

Immortality

This innate technique makes the user immortal to age, although it forces the user to fuse itself with a vessel to stop it from evolving.

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Tengen, the immortal sorceress, source [[28]]


Immortality

Lapse Technique
Starting at 1st level, your innate technique has made you immortal. You stop aging and cannot be aged magically, you're also immune to death by old age.

Every 500 hundred years that pass, you must assimilate yourself with a Star Plasma Vessel. To assimilate is an 1 hour ritual, in which you and the vessel must be touching eachother. After the hour passes, the vessel will die and become one with you, granting you another 500 hundred years.

In case you do not make the ritual in time, you will "evolve", becoming something that isn't curse or human. Your race will change to Cursed Spirit, however you won't gain one of it's racial traits or qualify for it's feats. You will have a more curse like appearance, although keeping a humamoid form.

Experience

Technique Improvement
At 3rd level, you learned quite an amount of skills overtime, after all you have a lot of free time for that. You gain proficiency in four skills of your choice.

Expert

Technique Improvement
At 6th level, while learning a lot of skills helps, you have more than enough time to fully develop them. You gain expertise in four skills of your choice.

Cursed Energy Studies

Technique Improvement
At 10th level, you started to study cursed energy down to it's core. You can spend 52 weeks of downtime to learn a Cursed Feat of your choice which isn’t a body, taijutsu, or background feat, and which you meet the prerequisites for. If you do so, you must make a check using charisma or the highest ability score requirement for the feat, and which has a DC of 20+ the level requirement of the feat/2. If you fail, your downtime is wasted, and you do not gain the feat. The DC for learning that feat in the future lowers your Proficiency bonus each time this happens, and this reduction stacks. You can do this any number of times(as long as you are not already doing it), but you may only gain a number of feats up to your proficiency bonus. If you already learned enough feats to match your limit, you may replace a feat of your choice that you have already learned to gain a new one when you complete this downtime.

Tokyo School Feature: Prolongued Lifespan

Extension Technique
At 14th level, while in Kyoto they told you were not suited for combat, you developed a extension technique in Tokyo so that even you could be useful in the battlefield. As a reaction to falling to 0 hit points you can spend 10 cursed energy to go fall to the hit points you had two rounds ago instead. For example, if you fall to 0 hit points this round and two rounds ago you had 24 hit points, you can instead fall to 24 hit points.

Unrivaled Wisdom

Technique Improvement
Finally at 20th level, while you didn't evolve your technique, your mind is above all others due to your wisdom. You can now learn an unlimited number of feats from downtime(though still only one at a time), as long as you meet their prerequisites. Furthermore, learning a feat no longer requires a check for you.

Mortality

Technique Reversal' You have learned the technique reversal of your technique, instead of keeping your own immortality you can now bring on the curse of death to others. Whenever you hit an unarmed strike or touch a creature, you may spend cursed energy equal to your Charisma modifier added twice to force the creature to make a Constitution saving throw. On a failure, they age a number of years equal to the amount spent. On a success, they don't age.

Love Rendezvous

Love Rendezvous is a technique based on the Southern Cross. It marks creatures or objects with cursed energy and makes the lowest star have to pass through the other ones before they can move.

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A Love Rendezvous user, source [[29]]
Love Rendezvous

Lapse Technique
Starting at 1st level, you have a very complex technique, and you have learned the basics of how to use it. As a free action when you touch a creature or object(this can be done with yourself) with cursed energy or as part of hitting an unarmed strike, you can spend 1 cursed energy to mark the target's cursed energy with a star of your choice. Only one star can be placed in one creature's cursed energy at a time, however the same star can be applied to different people's cursed energy at an time. You can mark a number of creatures with the same star up to your Charisma modifier. If you mark a creature, everything that has their cursed energy will be marked as well, like Shikigami, cursed tools etc. The following stars are available to mark: ★Imai, ★Acrux, ★Mimosa, ★Ginan and ★Gacrux.

When you mark a creature, a sparking light will appear above their head. They can also find the star's name marked on their body if they make a DC15 Wisdom (Perception) check.

Anyone appointed with a star must follow a sequential order if they want to attempt approaching another star. When they make their movement, they must move directly towards the next star in order and touch them, which allows them to move on to the next star in order. Failing to do this will make them restrained until the beggining of their next turn and every single creature or object marked with the same star will be attracted to the point with the highest cursed energy, being all rapidly thrown at that point. The highest cursed energy point will take 1 dice of bludgeoning damage per 5ft. the other stars have travelled and their size, while the objects and creatures that crashed into it will take half as much damage. See the following chart for measure of damage:

Size Damage Die
Tiny d4
Small d6
Medium d8
Large d10
Huge d12
Gargantuan 2d12

The order of the stars is as follows: ★Imai → ★Acrux → ★Mimosa → ★Ginan → ★Gacrux

If there is no possible path for a target to follow the order, the target isn’t affected by the technique until such a possible path is created. The target is immediately affected again once such a path exists. For example, if Gacrux is placed in front of Ginan for a creature marked with Acrux, then the technique no longer functions for that creature, as there is no way to touch Ginan without approaching Gacrux. Once the creature passes Gacrux, thus opening a path for them to get to Ginan, the technique functions for them once more, and they must touch Ginan before approaching Gacrux.

The stars last for 10 minutes or until you remove one or more of them at will.

Creatures won't know they're being affected by the technique until they suffer the consequences from not following the order. After that, they can make the perception check to find about the star. After they found out about the star, they can make a Wisdom (Insight) check with disadvantage against your cursed energy DC to try to understand your technique unless they have the Cursed Energy Tracker feat or are familiar with the southern star constelation, which then makes then roll normally.

Effective Marking

Technique Improvement
At 3rd level, you learned how to mark creatures in a quicker and more effectivr manner. You may mark creatures with stars as a reaction. Also, you gain a number of additional reactions equal to your Charisma modifier that can only be used to mark other creatures.

Gravity Force

Technique Improvement
At 6th level, your technique's attraction has grown stronger. The damage of creatures colliding now overcomes resistances but not immunities to bludgeoning damage.

Shining Stars!

Technique Improvement
At 10th level, you became better with your technique, now being able to have more stars. The amount of stars you can put of the same type is increased to your Charisma modifier added twice.

Tokyo School Feature: Shooting Stars

Extension Technique
At 14th level, having to touch your opponents has become a very hard task as you've started to face tougher opponents, so you developed a method to counter this. As a bonus action, you can spend 4 cursed energy to target 4 creatures within 30ft. of you and throw small stars at them. Make a ranged cursed energy attack roll. On a hit, they are marked with one star of your choice.

Universal Force

Technique Improvement
At 20th level, your technique attraction feels like a blackhole. Marked creatures and objectsnow take force damage instead of bludgeoning damage when they're attracted to eachother. It still overcomes resistances but not immunities.

The Law

The law technique is based around using a non lethal domain to give your opponents a fair trial.

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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 1 Light, thrown(20/60) 1d4 + your Charisma modifier bludgeoning damage + 1d4 + your Charisma modifier necrotic damage
Staff Gavel 2 Versatile 1d6(1d8) + your Charisma modifier bludgeoning damage + 1d6(1d8) + your Charisma modifier necrotic damage.
Whip Gavel 3 Reach 1d10 + your Charisma modifier bludgeoning damage + 1d10 + your Charisma modifier necrotic damage.
Giant Gavel 5 Heavy, two-handed, special 2d8 + your Charisma modifier bludgeoning damage + 2d8 + your Charisma modifier 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 5d12 radiant damage on a hit and causes the target to receive one level of exhaustion. 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 25 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.

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 avarage in intelligence, maybe even the genius of the century. You will gain the domain amplification refiniment in case you don't already have it. If you already have it you gain a cursed feat that cannot be a body feat of your choice that you meet the requirements off.

In addition, you will gain one Cursed Energy Enhancement of your choice.

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.

In addition, all of your gavels deal one additional damage tier of damage.

Contractual Re-Creation

Contractual Re-Creation allows it's user to reproduce the subject of any contracts they may find, such as receipts.

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A Contractual Re-Creation user, source [30]
Contractual Re-Creation

Lapse Technique
Starting at 1st level, you have learned the basics of your technique in materializing things from receipts. You start out with 5 receipts of your choice. To materialize something from a receipt, you must use an action and spend the required amount of cursed energy for the effect. The receipt is then burned and turns into ashes, you cannot use this technique if the receipts are wet. You can summon your materializations anywhere within sight range.

There are four types of receipt effects you can receive depending on what the receipt is about:

Materialization Size Cursed Energy Cost
Tiny 2
Small 4
Medium 6
Large 8
Huge 10
Gargantuan 20

Object. You summon a object from the receipt, spending cursed energy equal to it's size.

Vehicle. You can summon a vehicle from the receipt, spending cursed energy equal to it's size.

Reservation. You can use a reservation receipt for 4 cursed energy, giving you the same effects staying on said place for all of the duration would. For example, a 2 day spa reservation would give you the benefits of a long rest.

Structure. You can create a structure from a receipt for 20 cursed energy.

All things created through your technique last undefinitely.

Quicker Summons

Technique Improvement
At 3rd level, you became better in utilizing your technique, obtaining a faster activation method. You can now materialize receipts as an action or bonus action.

At 20th level, you can now materialize receipts as a action, bonus action or free action.

Multi Summon

Technique Improvement
At 6th level, you became even better with your technique, now being able to use multiple receipts at a time. You can now use a number of receipts at once equal to your proficiency bonus, as long as you're holding them all.

Telepatic Control

Extension Technique
At 10th level, you have learned how to manipulate your materializations using your mind. You can manipulate objects or vehicles as a bonus action by spending 4 cursed energy per object or vehicle manipulated, with the two working differently.

Objects. You can manipulate a number of objects you have summoned telepatically. You may move them in the air up to your sight range, and can use them normally from afar. After they're used, they dissapear.

Weapon. Once per turn you may make a cursed energy attack roll with said object if it was a weapon, in one of your attacks on your attack action. On a hit, it deals 5 dices of the weapon's damage type. This increases to 7 dices at 11th level, to 10 dices at 17th level and to 14 dices at 20th level.

Vehicles. You can order a vehicle to ride up to a certain distance, after it does this it vanishes.

Tokyo School Feature: Surprise Materialization

Extension Technique
At 14th level, you have created a extension for your technique, a thrumph if you may call it. As a reaction against any hostile action being taken against you, you can materialize one of your receipts for twice the cursed energy cost in a surprise attack. You force the creature to make a Dexterity saving throw with disadvantage. On a failure, they take 4d12 bludgeoning damage per size of the object, with another 4d12 being added per size above tiny. On a success, the creature takes half as much damage.

The objects vanish right after hitting the creature.

Master of Receipts

Technique Improvement
Finally at 20th level, you have become a master at utilizing your receipts. The cost of materializing things is halved, and now objects you control through telepatic control can be used a number of times equal to your proficiency bonus.

Contractual Transformation

Technique Reversal
You have learned how to reverse your technique, transforming things into receipts. As a bonus action for an amount required of energy depending on the object's size, you can transform it into a receit as long as it could be realistic sold. You cannot do this to magical objects, cursed objects or to cursed tools, or if a creature is holding the object.

The cost of a object is defined bellow:

Materialization Size Cursed Energy Cost
Tiny 4
Small 8
Medium 12
Large 16
Huge 20
Gargantuan 40

This reversal is affected by the 20th level feature.

Explosive Flesh

The Explosive Flesh innate technique allows you to remove parts of your body while making them become deadly bombs.

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A explosion caused by a Explosie Flesh user, source [31]
Explosive Flesh

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 xd8 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
Medium Part(Hands, Feet). 4 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 xd10 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
Large Part(Arms, Legs). 6 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 xd12 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.

In addition, you had to learn a way to make your technique less damaging on your body, so you have learned the Reverse Cursed Technique feat.

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.

At 10th level, the creature will also gain the blinded condition.

Reactive Explosions

Technique Improvement
At 10th level, your practice with your explosions allowed you to make them in an 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.

In addition, you have evolved your reverse cursed technique to a new level, obtaining the Improved Reverse Cursed Technique feat.

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 additional dices of fire, cold or lightning damage, equal to the original bombs' damage.

Terrorist

Technique Improvement
Finally at 20th level, your fame has spread around the sorcerer world, your explosions are a danger to nations. Your explosions damage are increased to your Charisma modifier added twice + your proficiency bonus. Additionally, they now ignore features such as evasion and their explosion range is increased by 5ft.

In addition, they now deal four times as much damage to objects and structures.

Scorpion Hair

The scorpion hair technique focuses on having long hair with a sharp tip at the bottom that can be used to sting enemies.

images.jpg
A scorpion hair user, source []
Scorpion Hair

Lapse Technique
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. Once per turn 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 your class features.

The number of additional attacks you make with this technique increases to 2 at 3rd level, 3 at 10th level, and to 4 at 20th level.

At 3rd level, the damage increases to 1d10, to 1d12 at 6th, to 2d8 at 10th, to 2d10 at 14th, and to 2d12 at 20th level.

Swift Maneuvers

Technique Improvement
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. If you're grappling a creature with

Vital Strike. As part of making an Scorpion Hair attack, you can spend 2 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 1 cursed energy to an attack targetting you, you can make a melee cursed energy roll against said attacker.

Scorpion Poison

Technique Improvement
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, the target must make a Constitution saving throw. On a failure, they take 3d10 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 beggining of their turns, ending the condition on a success.

At 10th level this increases to 4d10, to 5d10 at 14th, and to 6d10 at 20th level.

Stronger Poisons

Technique Improvement
At 10th level, your poison has gotten stronger and deadlier. Any poison damage caused by your scorpion hair will now ignore resistances and treat immunities as resistances. Also, 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 beggning of their turns to end the envenomed condition early.

In addition, you apply the poisoned condition even to those who are immune to it. (not counting constructs)

Tokyo School Feature:Poison of the Scorpion King

Technique Improvement
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 will deal your unarmed strike damage roll in necrotic damage at the beggining of the creature's turns.

Death Sting

Extension Technique
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 10 cursed energy to add 10d10 poison damage to the damage total. Also, if your target fails the Constitution saving throw they will gain three levels of exhaustion.

In addition, the target who has been poisoned or envenomed by you must make a Constitution saving throw.

Comedian

Why would you need an explanation? How about a joke instead?

cf8380cee9021c0284d4525ddae21fff.jpg
The funniest thing that has ever existed, source [32]


Design Note: If you are in a campaign where your dm doesn’t want you completely ruining fights, you may take a variant of the 6th level feature. In this version, whenever you either miss two attacks against the same creature in the same attack action, or a creature misses two attacks against you, or land or are hit by a critical hit, you may spend a Cursed Energy to activate a comedic event. Using your 3rd level feature against an attack counts as one miss for the creature for the purposes of activating a comedic event. With this variant, it cannot be used on the same creature in the same 30 second/5 round period and no one is given the benefits of reverse cursed technique afterwards.

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.

Tragedy

Must have the Cursed Technique Reversal cursed feat
Because of your mastery over Reverse Cursed Technique and you having finally woken up to reality. You realize that nothing ever goes as planned in this accursed world. The longer you live the more you realize, that the only thing that exists in this reality is merely pain and suffering. When Comedic Timing is active, you may spend 1 additional cursed energy to reverse the technique, transforming it into Tragedy. A tragedy will happen whenever you make any kind of hostile action against a creature. Roll a d20 to see what grim future lies ahead:

Number rolled Description
1.(Terrible Memory) You remind the creature of a painful event of its past, which haunts the creature to this day. The creature must make a Charisma saving throw, on a failure it will take xd8 psychic damage and be knocked prone from the pain of such reminder. On a success, it doesn't affect the creature.
2.(End of the World) You and the creature are in a world ending scenario, there are only you two left. You tell the creature it's all its fault, that no one will ever live on the planet again because of its actions. The creature must make a Charisma saving throw, on a failure it takes xd10 psychic damage and becomes restrained until the beginning of its next turn due to the ghostly hands of all the creature's friends and family grabbing it and screaming for help. On a success, the creature takes half as much damage and is not restrained, as it knows it was not its fault.
3.(Road Kill) A cat has just been run over by a truck, the creature goes to its aid and it's too late, the kitten's gone. However, the creature realizes the cat is theirs, and before they can mourn the passing away of their best friend, the truck door opens. You come out of the truck and say you did it on purpose, forcing the creature to make a Charisma saving throw. On a failure, they take xd8 psychic damage and become paralyzed from shock until the beginning of your next turn. On a success, they take half as much damage and are not paralyzed.
4.(You Should Have Listened) The creature is with its mother, who tells it to watch both sides before walking in the street. The creature ignores its mother's advice and starts walking across the street until suddenly a car starts going in the creature's direction. The creature thinks it's over, but its mother jumps and pushes the creature away, saving her child in exchange for her life. The creature will be horrified, the car window drops as you appear. You say "You should have listened to her", this forces the creature to make a Charisma saving throw. On a failure, it takes xd6 psychic damage and is frightened until the beginning of your next turn due to the amount of trauma it just experienced.
5.(Alone in a Party) Both you and the creature find yourselves to be alone in a party, feeling immense loneliness due to being alone despite the place being full. You both see a person who's also alone, sitting on the corner and you try to muster up the courage to talk to them. You both roll Charisma saving throw. The higher roll will be able to talk to said person and find a new friend, and the lower roll will be in a state of deep sadness due to their pathetic attitude, making them gain one level of exhaustion due to the awful experience they just had, and sit down prone at the corner until the beginning of your next turn.
6.(Fraudulent Elections) You and the creature are in an election, with both running for president. You both have hired a sniper to shoot down the other since you two are the only candidates with a chance of winning. Both make a Dexterity saving throw. On a failure, they take xd12 piercing damage directly on the head and become unconscious until the beginning of your next turn. On a success, they manage to dodge the bullet at the last moment and take no damage or become unconscious.
7.(Hospital Tragedy) Both you and the creature just lost a patient, he came begging for help and you both... just let him perish. You both roll a Charisma check to see how you handle this. If you have the higher roll, you get out of the hospital leaving the creature in tears, making it fall prone while receiving xd12 psychic damage. If you have the lower roll, the creature is going to slap you for your incompetence, dealing xd4 bludgeoning damage and going away with a disappointed face.
8.(Divorce) You and the creature have been married for quite some time now, things haven't been going right though. You two decide to divorce yourselves, though you suddenly see one of your children is watching. The guilt and shame are unbearable, making both of you take xd6 psychic damage and become stunned until the beginning of your next turn.
9.(Failed Exam) You are the teacher and the creature is a student, it is trying to pass on your class. The creature must roll a Persuasion check with disadvantage. On a success, they pass your lesson. On a failure, they are reproved and will be frightened until the beginning of your next turn since they are scared for their future.
10.(Tsunami) The creature and you are on a nice day at the beach, when you both see a giant wave approaching in the distance. At a moment's notice, the wave comes to consume everything, forcing both to make a Dexterity saving throw. On a failure, you both take xd12 cold damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
11.(Alcoholism) The creature finds itself in a bar, drinking its problems away. You enter the bar with a bunch of friends and family, showing off your happiness. The creature looks at this and sees how the alcohol has affected its life, forcing it to make a Charisma saving throw. On a failure, they will receive xd8 psychic damage and become restrained until the beginning of your next turn, since they're now "stuck" in this hole they dug themselves in. On a success, they take half as much damage and are not restrained and decide to change their life.
12.(Rejection) The creature is in high school, having a crush on you. They have gathered enough courage to talk to you and confess that they do have a crush on you. You refuse, saying you're not interested, making the creature make a Charisma saving throw. On a failure, they take xd6 psychic damage and are paralyzed until the beginning of your next turn due to the sheer shock of having to deal with a heartbreak. On a success, they take half as much damage and are not paralyzed, being able to handle the rejection healthily.
13.(Death of a Loved One) The creature finds itself at a funeral. However, the creature does not know who has died. The creature goes to look at the casket and must make a Wisdom saving throw. On a failure, they think that it is someone very important to them and are devastated. This causes them to take xd6 psychic damage and become stunned until the beginning of your next turn. On a success, they take half as much damage and are not stunned, as they do not recognize the person who passed.
14.(Getting Fired) The creature is at their office job. They are hurriedly trying to finish their work as their boss comes to talk to them. You are their boss and you tell them “You’re fired.” Upon hearing this the creature must make a Charisma saving throw. On a failure, they are fearful for their future. This fear makes them take xd6 psychic damage and become paralyzed until the beginning of your next turn. On a success, the creature realizes they hate this job and leave, taking half damage and not being paralyzed.
14.(Lottery Ticket) You and the creature are both at a gas station. The creature buys a lottery ticket and does not win anything. The creature then watches you go up, buy one, and win 1 million dollars! The creature is sad that they did not win and must make a Charisma saving throw. On a failure, they are bummed out and take xd6 psychic damage and are stunned until the beginning of your next turn. On a success, they remember they already are rich, and take half damage and are not stunned.
15.(Doctor’s Office) The creature is in a doctor’s office and you are their doctor. You reveal to them that they have a horrible, lifelong condition. The creature must then make a Charisma saving throw. On a failure, they cannot handle the news and pass out, taking xd6 psychic damage and becoming unconscious until the beginning of your next turn. On a success, they can handle the devastating news and take half as much damage and are not unconscious.
16.(Wanted Poster) The creature is walking down the street when all of a sudden they see a police officer. This officer is you and you are holding a wanted poster. You look at the poster and realize it looks a lot like the creature. The creature then tells you that he is not the same person on the poster. The creature must make a Persuasion check with disadvantage and you must make a Insight check. If your Insight check is higher, then you arrest them and they are restrained until the beginning of your next turn. If their Persuasion check is higher, they successfully persuade you and you do not arrest them, so they are not restrained.
17.(Adoption) You and the creature are both orphans in an orphanage. There is a couple there who want to adopt. However, they can only take one child. Both you and the creature must make Performance checks. Whoever gets higher gets adopted. If the creature is not adopted they are extremely disappointed and gain a level of exhaustion. If they roll higher they are adopted and do not gain a level of exhaustion.
18.(Engine Failure) The creature is driving down the road when their car breaks down. They pull over and attempt to fix the car. The creature must then make a Intelligence saving throw. On a failure, you drive by and insult them. This causes them to take xd6 psychic and be stunned until the beginning of your next turn. On a success, they fix the car before you drive by, taking half the damage and not being stunned.
19.(Rude Customer) The creature is a server at a restaurant and they are serving you. You pay the bill and leave before the creature can see it. The creature then picks up the check and sees that you left no tip. The creature must make a Charisma saving throw. On a failure, they take xd8 psychic damage and are knocked prone from the disappointment. On a success, they take half of the damage and are not prone.
20.(School Bully) The creature and you are both in class. You and your friends begin to insult the creature. However, the creature has a comeback. Both of you must make a Performance check. If yours is higher, the creature's comeback is lack luster causing you and your friends to bully them more. The creature then takes xd8 psychic damage and becomes frightened until the beginning of your next turn. If the creature rolls higher, your friends start to laugh at you alongside the creature. This causes you much shame, so you ball up and cry on the floor. This causes you to fall and become incapacitated, prone, and have a speed of 0 for 1 minute. You cannot be targeted by attacks or hit by saving throws while in this state.

(X is your Charisma modifier added twice + your proficiency bonus added twice.)

You must spend 1 Cursed Energy at the beginning of your turns to keep this active, tragedy is draining man. You can also spend 1 Cursed Energy on your turn to turn Tragedy back into normal Comedic Timing.

Technique Extinguishment

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A technique extinguishment user floating with it's wings, Source [33]

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 2 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 2d12 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 for 1 minute. On a success, they take half as much damage, and don't have their cursed energy features or Spellcasting abilities negated. They may remake the saving throw at the beggining of their turns, ending the effect early on a success.

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 1 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 1 more 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. The technique Extinguishment radiant damage increases to a 5d12, and if creatures fail the technique's saving throw their cursed tools and magic items stop working for the rest of the minute. Additionally, if they fail the saving throw they will take radiant damage equal to your Curse-Empowered Strikes at the beggining of their turns as their body burns with divine flames until they pass the saving throw or the minute ends.

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 literally 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 10d12 radiant damage and suffer the same effects as Technique Extinguishment for 2 minutes. On a success, they take half as much damage and do not receive the side effects. Undead and creatures of evil alignment make this saving throw with disadvantage.

You may also use this technique as a way to destroy barriers and cursed objects. As an action for 6 cursed energy, you can summon a trumpet of light and blow into it, making a beam of light targeting a cursed object, cursed item, cursed tool, magic item or any kind of barriers created by cursed energy or magic. Make a cursed energy attack roll against the cursed energy or spell save DC, on a hit you will completely destroy your target, removing any curses that were affecting creatures because of it or removing creatures imprisoned inside.

At 13th level, if you use this technique with Maximum Output, it's beam of light range increases to a 30 foot circle. Also, it will ignore features such as evasion that reduce damage.

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. If the creature has neither immunity nor resistance to radiant damage, they have vulnerability to radiant damage you deal.

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. The damage dice of your Technique Extinguishment and Jacob's Ladder are doubled, and so does their range. Their durations are also increased by 1 minute, and creatures who fail their saving throw have disadvantage on any saving throws involving their spellcasting score. In case they don't have one, they have disadvantage on their Charisma saving throws.

Technique Activation

Must have the Cursed Technique Reversal cursed feat
After mastering Reverse Cursed Technique, you have now unlocked your technique reversal. Instead of extinguishing someone’s technique you now force them to use it. As an action for 2 cursed energy, you summon a trumpet made of darkness and blow into it. A beam of darkness 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 2d12 necrotic damage and are forced to shoot off a technique. This makes them lose your Charisma modifier plus proficiency bonus cursed energy. On a success, they take half as much damage and are not forced to waste cursed energy.

At 6th level, your reversal has grown stronger. The technique Activation necrotic damage increases to 5d12.

Sky Manipulation

The Sky Manipulation Innate Technique allows the user to have great control of the area around them, as well as manipulate the very own space close to them, which can be used defensively or offensively.

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A Sky Manipulator using the sky itself as clothes, source [34]
Spacial Cursed Energy

Due to your constant space manipulation, your cursed energy has been significantly 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 can spend 3 Cursed Energy to add +4 to your AC by distorting the sky. If that makes a ranged attack miss, you can make a cursed energy attack roll against the attacker, dealing the attack's damage on hit. If that makes a melee weapon attack miss, it will render the limb used in the attack useless until the beggining of the creature's next turn.

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 4 Cursed Energy, you may cover part of your body with a part of the sky, making it seem like the parts covered are invisible. While you have this armor equipped, your AC is 12 + Your Charisma modifier + your proficiency bonus. Additionally, attack rolls are made with disadvantage against you. You must spend 1 cursed energy after the minute ends to keep this active.

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 against magic attack rolls, and you may use this reaction for 6 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 and other 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 Charisma modifier 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, except the damage dice is doubled. 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 beggining 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 the maximum amount of fall damage.

Ground Fixation

Must have the Cursed Technique Reversal cursed feat
With great mastery over the Reverse Cursed Technique, you have found the reversal of your technique. Instead of being able to bend and shape the sky, you freeze the ground around someone holding them in place. As an action for 4 cursed energy, you manipulate a 20 ft. cube of earth that originates within 30 ft. of yourself, thus ensarning creatures. Each creature in the cube has to make a Dexterity saving throw. On a failure, they will be stuck in place and are restrained, on a success they are not stuck. The effect lasts for 1 minute or until another creature spends an action to smash the ground, freeing the target. The creature may also make a Strength saving throw at the beginning of its turns to break out of the earth.

Cursed Energy Discharge

The cursed energy discharge innate technique allows you to fire directed blasts of cursed energy like a cannon.

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A Cursed Energy Discharge user firing a blast of cursed energy, source [35]
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.

In addition, because of your incredible output, you gain the Immense Cursed Energy cursed feat.

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 the Cursed Energy Ray cursed feat. Whenever you are using this feature, you may choose to divide your ray into small beams with longer range. For every dice your cursed energy ray had, an equal number of beams will be created. These beams have a 90ft. range, and you must make a cursed energy attack roll for each one of them. On a hit, they deal 1d12 necrotic damage.

Redirective Blasts

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 1 cursed energy to reroll a missed ranged cursed energy attack roll. Additionally, when using cursed energy ray you can force a creature that was in it's range to reroll their saving throw.

At 6th level, you can now do this feature a number of times equal to your Charisma modifier per turn. In the case of the cursed energy ray, you can make a number of creatures up to your Charisma modifier to reroll the save.

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 when using your cursed energy ray. 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 with advantage.

In addition, your cursed energy beams now deal twice as much damage to objects and structures.

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 10d10 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. You can add additional cursed energy up to your Charisma modifier added twice, adding 10ft. to the line's range and 1 additional damage dice.

This technique deals twice as much damage to objects and structures.

In addition, your output has only gotten better with time. You gain the Improved Cursed Energy Output.

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 1 cursed energy to increase your damage dice on your cursed energy ray, you count as if you have spend 2. You also do not have a specific body part to release your beams anymore, being able to use them even if you are incapacitated.

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 20d12 force damage + 30d4 fire damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.

Private Pure Love Train

This Innate Technique focus around making bets and hitting jackpots, winning your fights with pure skill at luck.

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A Punter showing off his style, Source [36]
Domain Expansion: Idle Death Gamble

Domain Expansion
Starting at 1st level, your technique is extremely unique, as it comes with a Domain Expansion! Your Domain Expansion costs no cursed energy the first time you cast it, however the cursed energy cost increases by 3 per domain cast up to a maximum of 30. This increase of Domain Expansion's cost will reset after you complete a long rest. Additionally, you may expand your Domain as a free action as opposed to its normal action cost. Whenever you activate your Domain Expansion, no creatures may react to it due to its extremely fast activation speed.

Design Note: You may change/reflavor the Events and the designs for this domain however you wish while it will still works the same mechanically as it would currently written.

You can only bring up to one creature at a time into your Domain Expansion. The sure-hit effect for this Domain is the explanation of everything regarding how it works towards the targeted creature. This process is entirely harmless and does not hinder the creature.

The domain starts off in Normal Mode where you and the creature appear in a neutral stage. Once it starts, you may perform one of the following visual effect indicators:

Shutter Doors. As an action or a bonus action for 1 cursed energy, you make two doors appear between your target and force them to make a Dexterity saving throw by crushing them between it. On a failure, they take 1d6 bludgeoning damage. On a success, they take half as much damage. This damage increases to 2d6 at 5th level, to 4d6 at 11th level, to 7d6 at 17th level and to 11d6 at 20th level.

Reserve Balls. As an action or a bonus action for 1 cursed energy, you throw a ball and make a cursed energy attack roll against a target within 30ft. of you. On a hit, it deals 1d4 bludgeoning damage. This damage increases to 2d4 at 5th level, to 4d4 at 11th level, to 7d4 at 17th level and to 11d4 at 20th level.

Consecutive Effects. As a reaction to an attack hitting you, you can make a pseudo-spin for 1 cursed energy. The attack against you is rerolled. If it misses, then it is counted as if the attack was a miss for the features and effects, and you receive one pseudo-spin multiplier. Upon reaching a pseudo-spin multiplier of 4, you gain a Jackpot. Upon exiting your Domain or an attack affected by this reaction hits you, the pseudo-spin multiplier is reset to zero.

The doors and balls may come in different colors, symbolizing a higher chance at landing a Jackpot. Rainbow-colored indicators or making four attacks in a row miss with Consecutive Effects guarantees a Jackpot.

When you make a Shutter Door or Reserve Ball attack, you must roll a d20 to determine their color as described down below:

Number Rolled Color Amount of Rerolls
1-10 Green 2
11-15 Red 4
16-19 Gold 6
20 Rainbow -

Once you make a Shutter Door or Reserve Ball attack, you must roll 3d6. You may roll these numbers a number of times equal to the rerolls the color the attack has allows. If you roll three equal numbers, you get a Jackpot. Otherwise, you are sent back into Normal Mode. Once per turn, if you roll two equal numbers, you enter Riichi Mode, which enables an Event to begin.

You must roll a d20, which defines what type of event you get. The d20 gains a bonus to its roll equal to the amount of rerolls you have from your Domain attack’s color:

Number Rolled Event Event Description Percentage Bonus
(1-9) Transport Gate "Will the main character be able to cross the gate before it closes?" If a jackpot happens, he passes the gate in time. 2
(11-14) Passenger Seat Competition "Will the main character be able to take the seat and go seated??. If a jackpot happens he can sit down. 4
(15-18) Bear the Squeeze for the Bathroom "The main character took the wrong train and he won't stop, will he hold the whole trip to go to the bathroom?" If a jackpot happens, the protagonist can take it and go to the bathroom. 6
(19-20) Last Train at Friday Night "The main character and his lover leave after work, but on the way home he ended up missing the train, did she manage to catch it?" If a jackpot happens, the heroine can't catch it either and they meet at the station. 8

When an Event happens, you must roll another 3d6. If you had rolled three equal numbers, you get a Jackpot. Otherwise you are sent back to Normal Mode. However, whilst you roll the 3d6 when Event, you gain a percentage bonus which is shown as a part of the Event you currently have. You can distribute the bonus from the percentage bonus to make the 3d6 all equal numbers. For example, if you roll a 1, a 3, and a 6, and have a percentage bonus of 8, you may remove 5 from the percentage bonus to increase the 1 into becoming a 6 and remove 3 from the percentage bonus to increase the 3 into becoming a 6, therefore making all the numbers equal by having a set of 3 number 6s’.

Jackpot Bonus. Upon winning a Jackpot Bonus, your Domain Expansion is undone. However, you do not receive Technique Burnout. Instead, you gain the following benefits for 1 minute:

  • You receive the effects of the Reverse Cursed Technique as if you had spent your level in cursed energy at the beginning of the round.
  • You receive cursed energy equal to twice your level at the beginning of your turns.
  • Your hit points cannot be reduced lower than 1 hit point for the duration of the bonus, unless you would be killed outright (such as by massive damage, or by getting your head destroyed).
  • You gain a +2 to your Strength, Dexterity, Constitution and Charisma scores including their maximums for the duration of the bonus.

You gain refinement from the Domain Casualties method whenever you reduce a creature to 0 hit points whilst you are benefitting from a Jackpot Bonus.

Riichi Hype!

Technique Improvement
At 3rd level, you love gambling so much that you can bring segments from your Domain itself into the outside world. You can now use the Shutter Doors and Reserve Balls attacks when outside of your Domain Expansion. They work the same as they would whilst within your Domain Expansion. However, if you would trigger an Events or Jackpots with them, it will only occur if you expand your domain.

Probability Change and Time-Reduction

Technique Improvement
At 6th level, you have evolved as a sorcerer, and thus found out that your domain has even more to offer once hitting the Jackpot! When you expand your Domain Expansion after hitting a Jackpot, you are either sent into Probability Change or Time Saving Mode. You are sent into Probability Change Mode if the number rolled for your previous Jackpot was an odd number, and are sent into Time Saving Mode if the previous Jackpot was an even number.

You gain the following benefits depending on the Mode you enter when using your Domain Expansion:

Probability Change Mode. This mode provides a guaranteed Jackpot for you when you use your Domain’s attacks. The first Shutter Door or Reserve Ball attack you use is automatically rainbow coloured without the need of rolling for your attack’s color.

Time-Saving Mode. This mode improves the speed of your spins which does not guarantee a Jackpot, it will improve your chances of scoring that Jackpot. You can now trigger Events twice rather than once per turn. Additionally, whenever you are rolling the 3d6 for a Jackpot, you gain a bonus equal to your proficiency bonus which can be distributed among these rolls. For example, if you rolled a 1, a 2, and a 3 for the 3d6 to determine if you score a Jackpot or not, you can use your current proficiency bonus (which at 6th level is 3) to adjust these rolls. This allows you to remove 2 from your proficiency bonus in order to add towards the 1 from the 3d6 rolls which turns it into a 3 alongside removing 1 as well from your proficiency bonus in order to add towards the 2 from the 3d6s rolls that also turns it into a 3. With a set of 3, you land an odd Jackpot and gain the benefits from doing so. If you did not land a Jackpot whilst in this mode, you are sent back into Normal Mode the next time you perform your Domain Expansion.

Perfect Timing

Technique Improvement
At 10th level, you have absolute perfect timing when it comes to the use of Consecutive Effects as you almost never take damage. You gain additional reactions equal to half of your Charisma modifier (rounded down) that can only be used to make a Consecutive Effect reaction.

Additionally, you may spend 4 cursed energy as opposed to 1 when making a Consecutive Effect to grant the attacker disadvantage on their rerolled attack.

Tokyo School Feature: You Need Skill to Win at Luck!

Technique Improvement
At 14th level, whenever you play, you are expecting to win. If you have not landed a Jackpot the last time you used your Domain Expansion or at the start of a combat encounter, you may spend 10 cursed energy to remove a number from the 3d6 rolled for Events or Jackpots.

Perfected Domain

Technique Improvement
At 20th level, you have mastered your cursed technique, obtaining an unbeatable Domain Expansion. Your Jackpot Bonus now lasts for 2 minutes instead of 1 and your domain expansion cost increases by 1 instead of 3 per use to a maximum of 30.

Additionally, your current domain expansion refinement is doubled.

Bust

Must have the Cursed Technique Reversal cursed feat

Your mastery over the Reverse Cursed Technique has granted you your technique’s reversal. Whenever you successful score a Jackpot, you may choose to lose all of the benefits that it would provide in order to reduce your cursed energy and the cursed energy of one creature that was inside your domain when you scored the Jackpot you converted into a Bust. For 1 minute, when a turn starts, both you and the creature lose cursed energy equal to twice your Charisma modifier.

Antigravity System

Antigravity system is a cursed technique used to manipulate gravity, creating fields of antigravity.

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An antigravity user, source [37]
Antigravitational Energy

Your antigravity is constantly affecting your system. Whenever you use a cursed energy feature that deals damage, you may change it's type to force damage instead. Additionally, you gain resistance to force damage while under the effects of cursed armor.

Antigravity System

Lapse Technique
Starting at 1st level, you have began to learn the very basic parts of your technique, being able to make a small gravitational field around yourself. As an action for 3 cursed energy, you inverse gravity in a 20 foot-radius 30-foot high cylinder centered on you to all creatures but yourself until the beggining of your next turn. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you use this technique. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down. Additionally, fall damage from this technique ignores fall damage negation, reduction or immunity.

At 5th level the cylinder height increases to 50foot-high, it increases to 80foot-high at 11th level, to 120foot-high at 17th level and to 170foot-high at 20th level.

Hard Fall

Technique Improvement
At 3rd level, your control over antigravity is beggining to show, making your enemies go up in high speeds to their deaths. The damage die for every 10ft. of falling damage if caused by your cursed technique is a d8 instead of a d6. Also, the fall damage now counts as magical for the sake of overcoming resistances and immunities.

At 5th level, it becomes a d10 instead, at 11th level it becomes a d12, at 17th level every 5ft. the creature travelled now adds a die. At 20th level, there's no limit to how much damage a creature can take from falling if it's from your cursed technique.

Antigravity Focus

Extension Technique
At 6th level, you have created a extension technique to not affect all creatures at once with your antigravity system. As a bonus action after using antigravity system, you can spend 4 cursed energy to choose a number of creatures up to your proficiency bonus to not be affected by your antigravity system.

Because you are increasingly controlling your antigravity system, you can spend 6 of cursed energy in a bonus action to gain a flying speed equal to your movement speed for 10 minutes.

Gravity System

Technique Reversal
At 10th level, you have learned how to reverse your own technique, turning antigravity into gravity. You gain the Reverse Cursed Technique and Cursed Technique Reversal cursed feats. If you already have Reverse Cursed Technique you gain Improved Reverse Cursed Technique

As an action for 6 cursed energy, you force every creature within a 20 foot-radius of you to make a Strength saving throw. On a failure, they take 10d10 force damage and are knocked prone and restrained until the beggining of your next turn or until they leave the area. On a success, they take half as much damage and are not prone or restrained. This technique deals twice as much damage to objects and structures.

You can also use gravity as a reaction to a attack being made against you or if you're forced to make a line or cone saving throw.


If any melee attacks try to hit you while you're in Gravity Field, the attack will fail if the attacker fails the saving throw, and will be made at disadvantage if the attacker succeeds. If any ranged attack tries to hit you while you're in Gravity field, it's attack roll must be higher than your cursed energy DC added twice, otherwise said attack will fail. Psychic or thunder damage ranged attacks or saving throws aren't affected by this.

This technique's damage increases to 16d12 at 11th level, 24d12 at 17th level and to 36d12 at 20th level.

Tokyo School Feature:Spiral Death

Extension Technique
At 14th level, you have developed a extension technique to make a powerful spiral of gravity that crushes your enemies. As an action for 10 cursed energy, you can force a creature within 20 fts. of you to make a Strength saving throw. On a failure, they start spinning in the air as you manipulate gravity, taking 20d12 force damage and becoming restrained for 1 minute while it spins in the air. On a success it takes half as much damage and it's not restrained. It may remake the saving throw at the begging of it's turns, freeing itself in a success, and receiving the damage again on a failure.

This techniques damage increases to 26d12 at 17th level and to 34d12 at 20th level.

Unbearable Gravity

Technique Improvement
Finally at 20th level, your gravity has reached it's peak, completely destroying your opponents in contact. If your opponent's Strength score is equal or smaller than your cursed energy DC, it will roll the saving throw with disadvantage. Also, if they fail your saving throw by 5 or more they gain one level of exhaustion.

Additionally, you now inflict the stunned condition instead of restrained.

Star Rage

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.

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A Star Rage user increasing it's mass before an attack, Source [38]
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 two points spent.(1->d4->d6->d8->d10->d12->2d6)
  • Mass Impact. At one mass increase, whenever you roll a critical with an unarmed strike the target must make a Constitution saving throw or be knocked prone. At two mass increases, creatures in a 5ft. cone behind the target will also receive the damage. At three mass increases, if the target fails the Constitution saving throw it will also have it's speed reduced by half until the beggining of your next turn. At four mass increases their speed will be reduced to 0 if they fail.
  • Increased Damage. At one mass increase, you add +1 to your unarmed strikes damage rolls. This increases by +1 per cursed energy spent.
  • Grappler. At one mass increase you will count as one size larger for grapples. You count as more sizes larger per 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 4 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.

In addition, you can now add mass to Garuda or yourself as a free action.

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 20d12 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 double 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 5 levels of exhaustion.

Virtual Mass Decrease

Must have the Cursed Technique Reversal cursed feat
Due to your mastery over Reverse Cursed Technique, you have learned to reverse the mass increase. This allows you to get rid of all the mass in your body. This state can be entered as a bonus action or a reaction. You can spend as much Cursed energy on this as you would like. With every Cursed Energy spent giving you an extra 10 feet of movement speed. This state lasts 1 minute or until you end it as a free action. Once per turn while in this state of lower mass, you can punch a target, with the damage being increased by 1 for every 5 feet moved.

Zero Virtual Mass. Despite your reversal being powerful there is a limit. If you spend more than 20 Cursed Energy, you reduce your mass to 0. Reducing your mass in this way forces you to enter an incorporeal state, and takes away half of your maximum max hp. During this state, you become unaffected by all damage, except psychic, and can phase through objects and creatures. You also cannot interact with other creatures or objects. In addition your speed increases by 30 feet. This also lasts for 1 minute or until stopped as a free action. Until the end of your next turn after the state ends and for the entire duration of the state, you cannot regain hit points.

Solo Forbidden Area

The Solo Forbidden Area cursed technique is not a technique suited for combat, being used generally as a support. It enhances the cursed techniques of the user and every sorcerer around them.

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A Solo Forbidden Area user beginning the ritual, source [39]
Solo Forbidden Area

Lapse Technique
Starting at 1st level, you have a completely support technique that's very powerful. As a action for up your Charisma modifier + your proficiency bonus in cursed energy, you can use your technique to increase the output of every creature of your choice within 30ft. of you including yourself. All chosen creatures including yourself gain the following benefits until the beggining of your next turn:

  • They gain temporary cursed energy equal to the amount spent.
  • They can spend additional cursed energy to add dice to their cursed energy fueled features equal to half of your Charisma modifier(rounded up).
  • A bonus of range equal to 20ft. times half of your Charisma modifier(rounded up) to their cursed energy features. This does not work on touch based features.
Efficient Support

Technique Improvement
At 3rd level, as you grow as a sorcerer, your technique does so as well. You can now use Solo Forbidden Area as a bonus action instead of a action.

Output Maximizer

Technique Improvement
At 6th level, your technique has grown stronger, now granting stronger benefits. When you use Solo Forbbiden Area, the targeted creatures now receive the following benefits:

  • They gain temporary cursed energy equal to twice the amount spent.
  • They can spend additional cursed energy to add dices to their cursed energy fueled features equal to your Charisma modifier.
  • A bonus of range equal to 20ft. times your Charisma modifier to their cursed energy features. This does not work on touch based features.
Ritual

Technique Improvement
At 10th level, after extended use of your technique, you have learned a ritual to draw your technique's potential to the max. You gain proficiency in the Performance skill, or expertise if already proficient. While with at least another two creatures playing a musical instrument, you can start dancing to their tune, increasing your technique's power. All creatures involved in the ritual must make Performance checks at the beggining of their turns, while the ones with instruments have a DC10 to pass, you have a DC15 to pass everytime. After 1 minute has passed, every creature of your choice within 45ft. of you gains the following benefits until the beggining of your next turn:

  • They gain temporary cursed energy equal to thrice the amount you spent.
  • They can spend additional cursed energy to add dice to their cursed energy fueled features equal to your Charisma modifier + half of your Charisma modifier(rounded up).
  • A bonus of range equal to 20ft. times your Charisma modifier + half of your Charisma modifier(rounded up) to their cursed energy features. This does not work on touch based features.
Tokyo School Feature:Honored One

Extension Technique
At 14th level, while your technique was always focused on increasing multiple allies at once, you found out that by restricting that to one person enhances your technique to new heights! As a full round action for 10 cursed energy, you can choose one creature within 60 ft. of you. Said creature will gain the following benefits for a number of rounds equal to your Charisma modifier:

  • They gain 40 temporary cursed energy.
  • They can spend additional cursed energy to add dice to their cursed energy fueled features equal to your Charisma modifier added twice.
  • A bonus of range equal to 20ft. times your Charisma modifier added twice to their cursed energy features. This does not work on touch based features.
Parade of Empowerment

Technique Improvement
Finally at 20th level, you have finally reached the peak of your technique, being able to grant you and your allies powers being imagination. You gain the Chanting cursed feat. Whenever you start a ritual, you can start chanting as part of the same action, granting the benefits of chanting to all creatures who you choose.

Mythical Beast Amber

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.

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The God of Thunder in his peak, Source [40]
Eletric Cursed Energy

You have been with a special cursed energy, granting you special properties that making you easily stand out against sorcerers. You gain the Unique Cursed Energy feat and have lightning as your Cursed Energy Type. You also gain both the Wellspring Of Energy and Dynamic Striker features from the background feat.

In addition, whenever you deal damage with an unarmed strike while using Cursed Energy Enhancement, you add lightning damage to your damage roll equal to your proficiency bonus.

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 1 cursed point to add 1d10 lightning damage to the total amount. This damage increases to 2d10 at 3rd level, 3d10 at 6th level, 4d10 at 10th level, to 5d10 at 14th level, and to 6d10 at 20th level.

In addition, if another hostile creature is within 5ft. of the targeted one, you may make them receive the lightning damage as well. This range increases to 10ft. at 3rd level, 15ft. at 6th level, 20ft. at 10th level, to 25ft. at 14th level, and to 30ft. at 20th level.

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.

You have learned new ways to use your sparks to deal damage, making you become more versatile. You have learned the following Battle Sparks:

Lightning Reaction. As a reaction for 1 cursed energy whenever an attack you can see is made against you, you can increase your AC by your Charisma modifier (A minimum of +1) against the triggering attack. This bonus lasts until the start of your next turn.

Wheel of Lightning. As an action for 2 cursed energy, you beat a melee weapon your holding on the ground and create a wheel of electricity around you to damage your enemies. Every creature in a 10ft. circle centered on you must make a Constitution saving throw. On a failure, they take the your sparks damage and they're knocked back in 10ft. On a success, they take half as much damage and are not knocked back.

Lightning Ray. As an action for 1 or more cursed energy, you can launch a bunch of lighting rays against a target within 30ft. of you. Make a ranged cursed energy attack roll. On a hit, they take the sparks damage. For every additional cursed energy you spend, you make one additional cursed energy attack roll against the same or other targets. You can spend cursed energy this way up to the amount of attacks you can make per turn.

System Stop. You can spend 5 additional cursed energy when using your spark, forcing the target to make a Constitution saving throw in case you hit. In case they fail said save, they will be paralyzed until the beggining of their next turn.

Lightning Body

At 6th level, your cursed energy reinforces every fiber of your being, making you become as fast and dangerous like lightning. If you benefit from Unarmored Movement feature, the movement speed increase it provides is doubled. You can add your Charisma modifier to your initiative rolls, and you may now do the sparks feature twice per turn. Due to the unique nature of your cursed energy that electrifies your brain, you gain an additional reaction for a total of 2 per round of combat and one additional attack on your attack action.

Also, whenever you deal lightning damage you'll add one additional damage dice.

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 being your Charisma modifier + the amount of cursed points spent) and forcing the target to make a Constitution saving throw. On a failure, they are stunned for 1 minute. On a success, they're not stunned. They may remake the Constitution saving throw at the beggining 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 8d12 lightning damage and 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 gain a +3 to it's attack and damage rolls and 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 six 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 times two to your damage roll.

If anyone but you try to hold the Nyoi staff while he has your charges, they will take 1d12 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 20 cursed energy, your body will start getting filled with electric cursed energy, making you constantly grow in power by a short period of time. You can deactivate your form at any moment as a bonus action, however, depending on how much time it passes your deactivation causes more backlash. When it reaches 2 minutes and 5 rounds, it instantly ends, making you die instantly:

Time in The Form Benefits Form Deactivation
0 +2 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 +4 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 +6 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 +8 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 +10 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, gaining the following as it progresses.

Cursed Claw. When you activate this form, your cursed energy will surround your hands and will increase your overral attack power. Your unarmed strikes now deal one of the following damage types: thunder, lightning, fire, force or cold and will deal one additional damage dice + your sparks damage.

Loud Blast(5 rounds). When you reach 1 minute in this form, your mouth will start to get covered with cursed energy, allowing you to emit loud energy blasts from your mouth. Make a cursed energy attack roll against a creature within 30ft. of you, on a hit it will deal 6d10 lightning damage. Hitting or not, all creatures within 15ft. of the creature you aimed must make a Constitution saving throw. On a failure they take 6d6 thunder damage and are deafeaned until the beggining of your next turn due to how loud the attack is. On a success, they take half as much damage and are not deafeaned.

Lightning Armor(1 minute). When you reach 2 minutes in this form, your torso and legs will start to get filled with cursed energy. You will gain damage reduction equal to your Charisma modifier.

X-Ray Vision(1 minute and 5 rounds). When you reach 3 minutes in this form, your head will get completely filled with cursed energy, even granting you new eyes. You will gain 120fts. of truesight, and will also be able to see every features one creature of your choice has.

Cursed Beam(2 minutes). When you reach 4 minutes in this form, your very cursed energy has been improved. As an action for 1 cursed energy, you launch a huge cursed energy beam in a 30ft. line, forcing every creature in that line to make a Dexterity saving throw with disadvantage unless they have a Dexterity score equal or higher than your cursed energy dc. On a failure, they take 10d10 force damage and are blinded until the beggining of your next turn. On a success, they take half as much damage and are not blinded. You can spend additional cursed energy into this technique, with each one adding 1d10 force damage and a +1 to it's dc.

Positron Manipulaion

Must have the Cursed Technique Reversal cursed feat
Your mastery of the Reverse Cursed Technique has granted you the reversal of your technique, the Manipulation of Positrons. When you use any Mythical Beast Amber features that inflict damage, you may spend 2 additional cursed energy alongside its costs. This causes the damage of the feature to be necrotic instead of lightning. When this feature is used, necrotic damage you inflict treats immunities as if it were resistance and treats resistance as if there was no resistance. This also halves any damage reductions a creature has against features that have been converted to necrotic damage using this feature. All necrotic damage changed using this feature is also considered as lightning damage for the purposes of effects from class features, cursed technique features, and feats. Lastly whenever you alter the damage of a feature to go from lightning to necrotic, it reacts with the matter around it creating a massive explosive. Every creature within a 30 foot radius including the original target must make a Dexterity saving throw or take additional damage from the feature as necrotic or lightning (your choice) damage.

Sorcerer Paths

Taijutsu Master

This path is for those who focus their abilities as a sorcerer in hand to hand combat, exorcising curses in close quarters, making their own body their ultimate weapon.

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One of the greatest Taijutsu Masters of his time, source [41]
Taijutsu Initiate

Starting at 1st level, you begin to learn the first steps towards your journey of mastering the art of Taijutsu. You unlock the Martial Arts feature earlier, with your unarmed strike damage die starting at a d4 and later following the table as normal. Additionally, you will gain the Cursed Strikes, and whenever you spend energy into them, it will count as if you spent double the amount. This still cannot add more dice than your proficiency bonus.

Finally, whenever you pick a Taijutsu Feat, you can ignore 1 prerequisite.

Specialized Cursed Martial Arts

When you reach 3rd level, you learn special types of martial arts. You can choose one of the following:

Divergent Fist. You are terrible at using your cursed energy and because of this, your cursed strikes are delayed but come out stronger. Once per turn when you hit a target with a Cursed Strike, make a Charisma saving throw with DC 15. On a success, it will cause a second impact, dealing additional damage equal to your unarmed strike damage + all of the damage of the first attack. This technique's DC will be reduced to 10 when you reach 10th level or earlier if you unlock the Black Flash cursed feat.

Cursed Rain of Blows. Whenever you use your Cursed Blast of Blows, as a Free Action you can spend 3 more Cursed Energy to make yet another Cursed Blast of Blows. This second Cursed Blast of Blows's energy cost cannot be reduced by any means other than through the One In a Billion and Six Eyes feats.

Taido Martial Arts. You can use the Cursed Blast of Blows, Cursed Patient Defense or Cursed Wind Step Cursed Martial Arts without expending Cursed Energy once per turn.

Manji Kick. Once per turn as part of an unarmed strike, you rotate your body down to give a massive kick in your opponent's face. On a hit, the opponent must make a Constitution saving throw (DC8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, the opponent will be stunned until the end your turn and receives your unarmed strike damage. On a success he does not get the stunned condition and takes half as much damage.

At 6th, 10th and 14th levels, you can choose another Specialized Cursed Martial Art.

Cursed Blast

At 6th level, you are able to reach beyond your sorcerer limits for a brief moment. Once per turn, you can raise the limit of one Cursed Strike to double your proficiency bonus.

Additionally, your Cursed-Empowered Strikes may scale with your Strength or Dexterity modifier instead of your Charisma. Finally, you can choose and pick a Taijutsu Feat that you meet the prerequisites of.

The One Blessed by the Black Flashes

At 10th level, you have been blessed by the flashes of the Black Flash. You gain the Black Flash cursed feat. As a bonus action you can start concentrating to make your Black Flash DC become 13, being unable to change even if you land more black flashes as long as you keep concentrating. In case you receive damage from any source you must make a Constitution saving throw with a DC of 10 + half the damage taken to keep concentrating. While concentrating, you may choose to guarantee your next melee attack to be a black flash, though you cannot do more Black Flashes at that turn. After using this feature, you must succeed on a DC 20 Constitution saving throw or your concentration ends early. You cannot resume concentrating on Black Flashes until the end of your next turn.

In case you have the Personal Record cursed feat, the DC is instead set to 10.

Tokyo Feature:The One Truly Blessed by The Sparks

At 14th level, the longer you fight, the more you feel blessed by the sparks. When you set your Black flash DC to 13, it is set to 10 instead.

In case you have the Personal Record cursed feat, the DC is instead set to 7.

Cursed Adrenaline Rush

At 20th level, when you are at your lowest, you discover a way to fill every inch of your body with immense cursed energy, and keep it constant as a last resort. At the beginning of your turn, if you're at or below half your hitpoints, you can decide to have a Cursed Adrenaline Rush. For 1 minute, you gain temporary hitpoints equal to half your maximum hitpoints, your movement speed doubles, you no longer need to spend Cursed Energy in your Cursed Strikes, and either your Strength or Dexterity score increases by 4, as does it's maximum. You can only do this a number once per long rest. At the end of this period, you need to make a DC 30 Constitution saving throw, gaining 3 levels of exhaustion on a failure.

If you have the Reverse Cursed Technique feat, you need to be in Burnout to activate this feature.

Cursed Energy Manipulator

While you don't have a innate technique, your cursed energy control is on a whole different level.

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Three sorcerers considered to be cursed energy manipulators
Basic Manipulation

Starting at 1st level, you have trained your cursed energy manipulation since you became a sorcerer. You will gain the Cursed Energy Manipulator feat.

In addition, if you have the Cursed Weapon Enhancement cursed energy enhancement, or whenever you obtain it, you will gain the Cursed Projectile feat.

Advanced Manipulation

At 3rd level, your cursed energy manipulation is getting more refined, to the point you can easily create huge blasts of cursed energy to small slashes. You will gain the Cursed Energy Ray feat. Whenever you use your Cursed Energy Ray, you may choose to compress it and launch it as a small beam, making a cursed energy attack roll against a creature within 30ft. of you. On a hit, they take the damage of the cursed energy ray.

In addition, if you have the Cursed Weapon Enhancement cursed energy enhancement, or whenever you obtain it, you will gain the Cursed Energy Slash feat.

Extremely Empowered Strikes

At 6th level, you always know how to apply your cursed energy at the right time, it's on the point of it being automatic. Whenever you roll the damage dice for your Curse-Empowered Strikes, you roll one additional dice.

In addition, you will gain the Curse-Empowered Strikes Versatility feat.

Top Tier Efficiency

At 10th level, you have become one of the best in the world when it comes to raw cursed energy manipulation. Whenever you spend additional cursed energy in your features it will count as if you have spent twice as many.

In addition, you will gain the Cursed Enhanced Body and Improved Cursed Energy Output feats.

Tokyo School Feature:Cursed Energy Transfer

At 14th level, through intense studies at Tokyo, you have reached the maximum of cursed energy manipulation. By learning about reverse cursed technique and applying your experience in manipulating cursed energy you've done the unthinkable, you have learned how to transfer cursed energy to others without harming them. You gain the Reverse Cursed Technique, Improved Reverse Cursed Technique and the Improved Output feat. When you use reverse cursed technique on a creature, instead of granting them hit points you will grant them cursed energy equal to the energy spent. However, your healing pool still loses 10 hit points per energy spent.

Godly Cursed Energy Manipulation

Finally at 20th level, your cursed energy manipulation is considered something divine, something many sorcerers aspire to have but know they can't reach it even if they train all their life. You gain the One in a Billion feat. Also, you can cast a feature using 0 cursed energy using this feat a number of times equal to 2 + your Charisma modifier added twice before needing to take a long rest.

Positive Energy Master

The positive energy masters are sorcerers who always had aptitude to use reverse cursed technique, they are an rarity betweem rarities.

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Shoko Ieiri one of the best healers in the Jujutsu World, source [42]
Almost a Doctor

Starting at 1st level, you have been born with a great aptitude for healing others, despite never really studying medicine. You will gain the Reverse Cursed Technique feat. Your reverse cursed technique is stronger than normal, every 1 cursed energy spent will count as 2 instead.

In addition, you will gain proficiency in the Medicine skill, in case you already have proficiency you'll gain expertise instead. Whenever you make a medicine check to stabilize someone and succeed, the creature regains 1 hit point.

Good as New

At 3rd level, due to constant usage of your Reverse Cursed Technique, you have improved as a healer and make the wounded feel rejuvenated. You will gain the Improved Reverse Cursed Technique and Improved Output feats. Whenever you make a creature regain hit points, they will regain half as much hit points as temporary hit points. They cannot gain temporary hit points from this feature again until the current temporary hit points vanish. Also, your reverse cursed technique healing pool is now 15 times your level times your Charisma modifier

In addition, due to the constant flow of reverse cursed technique on your body has made you regain cursed energy much quicker. You regain your Cursed Energy in a short rest.

Just Unbreak It

At 6th level, wounds have become a simple matter for you, it's simply just fixing something that is broken. Whenever you spend at least 10 cursed energy in your Reverse Cursed Technique, you can choose to end one of the conditions currently affecting the target, or reduce one level of exhaustion. For each additional 10 Cursed Energy spent, you can remove one condition or one additional level of exhaustion.

Perfect Body

At 10th level, due to the constant flowing of positive cursed energy through your body, you have become healthier than almost every creature in this world. Your body becomes immune to disease, and you whenever you make a Constitution saving throw or check you can spend 1 Cursed Energy to give yourself advantage on the roll.

In addition, your DC to force reverse cursed energy is now 15.

Tokyo School Feature: Beyond Their Limit

At 14th level, your studies at tokyo jujutsu high made you realize how much greater your healing can be, not only aiding others but also improving their capabilities above their own limit. Whenever you make a creature regain hit points with reverse cursed technique, you may spend 5 additional Cursed Energy to make said creature feel a surge of energy in their bodies. They will gain the following benefits for 1 minute:

  • Their movement speed increases by 10ft.
  • They can do an extra bonus action.
  • They will gain resistance to all damage but psychic.
  • Their damage rolls will always count as if they have used improved reverse cursed technique.

After the sudden surge ends, they must make a Constitution saving throw. On a failure their body will suffer backlash from the energy gained, making them gain 5 levels of exhaustion. On a sucess, their body does not suffer as much but will still receive 1 level of exhaustion.

Ressurection

Finally at 20th level, your reverse cursed technique has reached it's absolute peak, not even death scares you anymore. As an action for 25 Cursed Energy, you touch a creature that has been dead for no longer than 24 hours and that died for any reason except old age. This closes all wounds, and cures all diseases affecting the creature when it died. It also replaces damaged or missing organs and limbs, as it brings it back to life.

Weapon Master

The weapon master path is followed by sorcerers without Innate Techniques that wish to master themselves in the usage of cursed tools instead.

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Maki Zenin a weapon master using the special grade cursed tool: Playful cloud, source [43]
Weapon Specialist

Starting at 1st level, due to your innability to form a innate technique your superiors have given you a cursed tool to help you out. You will gain one Grade 4 Cursed Tool of your choice that counts as a melee weapon, and you become proficient with all melee weapons. When attacking with any kind of melee weapon, you will have a +1 bonus to your attack and damage rolls. Creatures roll with disadvantage when trying to disarm you of your weapon.

In addition, you will gain the Cursed Weapon Enhancement. Additionally, when you use your Cursed Weapon Enhancement, it will add damage as if you had spent twice as many cursed energy than you did.

The bonus for your weapons increases to +2 at 5th level, +3 at 11th level, and to +4 at 17th level.

Fighting Style

At 3rd level, due to your extended use of weapons you have acquired a fighting style. You must choose one of the following:

  • Versatile Fighting. Once per turn you can both attack with a versatile weapon you are wielding and grapple or shove a creature as if you replaced an attack. Such grapple or shove has a +2 to its check.
  • Heavyweight Fighting. You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
  • Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not using Heavy Armour or a Shield.
  • Lightfoot Fighter. You're very quick on your feet, being very refined with your weapons. While wielding a light melee weapon, you gain a +10 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.
  • Mounted Warrior. While you are riding a controlled mount, both you and your mount gain a +1 bonus to your AC, and you can use a bonus action on your turn to command your mount to take one action from its stat block.
  • Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
  • Improvised Fighting. You are proficient in improvised weapons. Once per turn, when you use an object to make an improvised weapon attack, you can choose to roll the damage die twice and take the higher damage roll. When you do so, the object used to make the improvised attack is destroyed and can not be used for further attacks. You can't use this feature to destroy magical objects.
  • Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
  • Melee Marksman. Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet. When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your ability modifier used in the attack.
  • Blind Warrior. You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Improved Unarmored Defense. You gain a +1 bonus to your AC while not wearing any kind of armor or shield.
Secret Techniques

At 6th level, you have developed secret techniques while training with your weapons, making you stand out as a jujutsu sorcerer.

Clean Cut. As an action for 4 Cursed Energy while you're wielding a melee weapon that deals slashing damage, you can go in a straight line of 10ft. and cut through all targets within that line. Make a single attack roll with your weapon, your proficiency bonus is added twice for this attack. On a hit, it will count as a critical and will make the target's unable to do reactions until the beggining of your next turn.

Perfect Parry. As a reaction to an attack roll for 5 Cursed Energy, you can block the attack perfectly. You will add your proficiency bonus to your ac, if the target still manages to hit you the damage is reduced by your weapon's damage dice.

Strong Beat. As an action for 6 Cursed Energy while you're wielding a melee weapon that deals bludgeoning damage, you can beat down your weapon on the ground, making all creatures in a 10ft. cone in front of you make a Dexterity saving throw. On a failure, they take two damage rolls of your weapon in damage and are knocked prone.

Devastating Blows

At 10th level, with great pratice and training you have learned how to make all of your attacks deadly. Your attacks made with a melee weapon receive the benefits of Curse-Empowered Strikes, however it will scale with your Strength or Dexterity modifier instead.

In addition, whenever you score a critical you roll three damage dices instead of two. This becomes four dices instead of three at 20th level.

Tokyo School Feature: Superiors Gift

At 14th level, the superiors have aknowledge you as a very skilled and valuable sorcerer despite your lack of a innate technique. You will receive one Special Grade Cursed Tool of the GM's choice.

Phisical Limit

Finally at 20th level, years of training and refiniment has made you reach the absolute pinnical of your body. Your Strength or Dexterity score increases by 4, and your maximum for one of these scores increases to 24.

In addition, you will gain the Resistant feature of the score chosen, and will gain expertise with saving throws made with the chosen score.

New Shadow Style Master

You have been studying a number of techniques only few have mastered, the new shadow style.

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Kasumi Miwa activating her simple domain, source [44]
Simple Domain

Starting at 1st level, you have learned the basic of the new shadow style, the simple domain. You will gain the New Shadow Style: Simple Domain cursed feat. You were trained to master the new shadow style, your refiniment point gain is doubled. Your refinement cap is also increased to 125 instead of the base 100. When you have at least 100 refinement, you gain the following additional benefit:

Perfected Simple Domain If a spell, cursed technique or was not used by a creature with a level or CR greater than or equal to your Jujutsu Sorcerer level plus your proficiency bonus, your simple domain will treat all damage from it as if it was resistant to it. This does not include domain expansions.

Batto Sword Drawing

At 3rd level, you have learned how to execute the fastest technique of the New Shadow Style. As a Reaction to someone entering your simple domain's range while you're wielding a martial melee weapon with the finesse property, you cover your weapon with cursed energy and make one attack roll with advantage against said creature that entered your simple domain. On a hit, your attack is considered a critical and deals your weapon's damage and an additional necrotic damage equal to the weapon's damage dice, and their movement speed is reduced to 0 until the end of their next turn. This necrotic damage may change depending on your cursed energy type.

Improved Batto Sword Drawing

At 6th level, training your technique has made you improve the batto sword drawing technique. While under the effects of simple domain and wielding a martial finesse weapon, you can deactivate it as a action or reaction to dash foward, making one weapon attack roll against a number of creatures up to a number of creatures equal to your Dexterity modifier within your movement speed's range. On a hit, the attack will be considered a critical and you deal additional necrotic damage equal to the weapon's damage dice, and anyone hit has their movement speed reduced to 0 until the end of their next turn. You may choose to end up within 5ft. of the creature who's the farthest away. This movement does not provoke opportunity attacks.

Evening Moon Sword Drawing

At 10th level, you have learned one of the most unknown but also one of the most powerful techniques in the new shadow style arsenal. As an action while on simple domain wielding a martial finesse weapon, you force every creature within your simple domain's reach +5ft. to make a Dexterity saving throw. On a failure, they take your weapon's damage and an additional damage equal to the weapon's damage dice times your proficiency bonus of it's damage type, and said damage also goes directly to both legs of said creature. On a success, they take half as much damage.

Tokyo School Feature:Simple Domain Imbuement

At 14th level, you have studied your technique to the maximum while on tokyo, learning how to imbue it into weapons and ammunitions. While on a long rest, you can imbue one weapon with your simple domain. When using said weapon or ammunition, it will negate any cursed techniques, temporary hit points or ac increases that were currently affecting the creature hit by them. You can have a number of weapons like these equal to your proficiency bonus.

Instead of doing it on weapons, you can do this in a number of ammunitions per long rest equal to your proficiency bonus.

You cannot do this on Cursed Tools.

Perfected Style

Finally at 20th level, you have reached the pinnacle of the new shadow style, reaching places no one could even think of. If the creature who you have used your batto sword drawing has a passive perception smaller than your Dexterity score, the attack roll will instantly hit. Evening moon sword drawing will now instantly remove the creature's legs on a failed saving throw.

Low Reserves Sorcerer

You sadly have been born with ridiculously low levels of cursed energy, maybe due to a birth defect, heavenly restriction or having a twin.

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Mai Zenin a low reserves sorcerer, source [45]

Design Note: You cannot use this sorcerer path along the Cursed Energy Celestial Restriction.

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 your jujutsu sorcerer level + half of your Charisma modifier(rounded down). Also, any feats that would increase your cursed energy only increase it by half(rounded down).

However, your lack of vast amounts of cursed energy made you harder to track. Whenever someone tries to track you using the Cursed Energy Tracker feat they do their Wisdom (Perception) check with disadvantage.

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 +2 when attacking with ranged weapons.

Nimble Dodge. As a reaction to an attack hitting you, you can reduce the damage by half of your jujutsu sorcerer level(rounded down) + your Dexterity modifier.

First to Act. You will gain a +3 to initiative rolls.

Always Alert. Your passive perception increases by +5.

Defensive Style. You will add your proficiency bonus to your AC.

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 strength as a sorcerer, so you capitalize on it as much as you can. 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 your jujutsu sorcerer level + your Dexterity modifier.

First to Act. You will gain a +5 to initiative rolls.

Always Alert. Your passive perception increases by +5, and you cannot be surprised while conscious.

Defensive Style. You will add your proficiency bonus to your AC and half of your proficiency bonus(rounded down) to any saving throws you make.

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 an 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.

Weapon Specialist. You choose one specific weapon type such as a handgun, a dagger or a katana. You will add your proficiency bonus twice for attack rolls when wielding that type of weapon.

Attacker. You will gain one additional extra attack, allowing you to attack three times instead of twice. At 17th level, you can attack four times instead of three.

Resistant. You gain 2 Resistant features of your choice.

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 strengths. You will gain one additional quirk and perk of your choice.

Above Average

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.

Shikigami Master

While not blessed with an innate technique, you have mastered the art of Shikigami usage.

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A shikigami master summoning a shikigami with a talisman, source [46]
Shikigami Collector

Starting at 1st level, you have been roaming far and wide for Shikigami, earning you the title of "Shikigami collector". You will gain the Shikigami Summon cursed feat, however you can choose a shikigami of your level or lower.

In addition, for every level you gain in this class you will gain the Shikigami Summon feat once again. Finally, every time you make an ability check while trying to find or tame a shikigami, you may reduce it's DC by your proficiency bonus.

The distance you can summon your shikigamis is 30fts

Quicker Summons

At 3rd level, with pratice comes experience, and with said experience you became better at drawing your shikigami out. You can now summon shikigami as a bonus action instead of an action. Additionally, you can summon a number of shikigami at once equal to your Charisma modifier.

Strong Summoning

At 6th level, you became an expert at taming shikigami. You may summon shikigami with CR higher than your own jujutsu sorcerer level up to your Charisma modifier.

Shikigami Coordenation

At 10th level, your Shikigami have become better at following your orders, becoming a great team. Whenever one of your shikigami is within 5ft. of another one of your shikigami it will gain advantage in it's attack rolls. You also benefit from this trait when you're next to your shikigami.

Tokyo School Feature:Improved Summons

At 14th level, while in Kyoto people saw your shikigami collection and thought you couldn't evolve further, in Tokyo they knew you had potential for it. Whenever you summon one of your shikigami, you can spend additional cursed energy up to your Charisma modifier to add a bonus to their Strength, Dexterity and Constitution scores equal to the energy spent.

Efficient Summons

Finally at 20th level, you have mastered the art of Shikigami summoning. The cursed energy needed to summon each Shikigami is halved(rounded down), and whenever you summon a shikigami, you may use a Free Action to immediatly summon another one that has a CR equal to or lower than 1/4 of the first one's.

Master of Vows

A master of vows is someone many despise but rely on to, they have the means and you have the dreams, just a quick exchange and it's done...

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A Master of Vows exposing his true identity
Vows Knowledge

Starting at 1st level, with intense studies and practice, you became very knowledgeable in the art of binding vows. You will gain the Binding Vows feature early. Additionally, you use Charisma instead of Wisdom for any binding vow related features.

At 5th level, you will gain the Vows Master feat.

It's Never Too Late For a Deal

At 3rd level, you are known for your ability to always have at least one vow with another person. Your solo vows and multiple people vows are now counted differently, making you have 1 + your Wisdom modifier for both.

People's Pleaser

At 6th level, you know just the right buttons to push to make someone accept your deal. You have advantage in Persuasion checks to convince creatures of making binding vows with you.

In addition, you gain proficiency in the Persuasion skill, or expertise in case you were already proficient.

Devil's Deal

At 10th level, honesty and good intentions can only take you so far in life, to reach your objectives you had to cheat slightly on your deals. You have advantage on Charisma (Deception) checks to convince creatures of making binding vows with you. Also, whenever you try to convince someone to make a binding vow with you the DC is reduced by your Charisma modifier.

In addition, you will gain proficiency in the Deception skill or expertise if already proficient.

Tokyo School Feature:Wolf in Sheep's Clothing

At 14th level, in Kyoto people were way too skeptical of you, so you had to move in to Tokyo to continue your plans. Creatures make Wisdom (Insight) checks with disadvantage against you, and you reduce their rolls by your Charisma modifier.

Nation Control

Finally at 20th level, your binding vows are spread around a nation, making your influence much greater than many can understand. The amount of binding vows you can do becomes unlimited. For every 5 binding vows you have with other creatures, you will gain a +1 to your Deception and Persuasion skills. You can only gain a bonus of +20 maximum with this.

Barrier Master

While you have no innate technique, you have specialized in barrier techniques to support your fellow sorcerers.

8948fa3d0aff0f01a983f6cccbb4e957.jpg
Tengen a barrier master, source [47]
Specialist in Barriers

Starting at 1st level, you have learned a lot about barriers, specializing in them. You gain the Basic Barrier feat. Also, the amount of cursed energy you can spend into a barrier increases by your proficiency bonus.

Additionally, being a Barrier Master, you can alter certain properties, such as choosing which side will be more resistant of your barrier, for example.

Design Note: If you are using the Sorcerer Path + Innate Technique and you have a Domain Expansion you cannot alter the properties of the barrier in your domain expansion without the necessary refinement points.

Trapping Barriers

At 3rd level, with your time out in the field you have learned a few tricks you can do with barriers. Whenever you use a basic barrier, you may instead use a full round action to open it on the center of a creature within 15ft. of you. The creature must make a Dexterity saving throw, on a failure they are trapped in said barrier, on a success they may move a number of feet enough to get out of the barrier's range.

In addition, you gain the Curtain feat.

The use of trapping barrier is reduced to an action at 5th level, and a bonus action at 13th level.

Barrier Expert

At 6th level, your barriers are only getting stronger the more time it passes. You'll gain all Binding Vows related to barriers without it counting towards your binding vow limit.

In addition, you will gain the Barrier Master feat.

Lasting Barriers

At 10th level, with training and practice, you have learned how to create barriers that last much more than normal. If you spend all the maximum amount of cursed energy, you may choose to double the amount of cursed energy spent to change the barrier's duration to days instead of hours or minutes. In the barrier case, you'll instead need to spend 10 cursed energy, increasing the number of days for every 2 extra cursed energy spent. You can come back to the barrier after some days and fill it with cursed energy, restoring the days it lasts for a duration.

And if you spend double the necessary points for any barrier (for example, a curtain), you can leave the barrier there permanently. All your barriers will always count as if you had spent double the energy for their creation (for example, if a barrier has 10 life, and you spent 1 point, it will have 20 even if you spent only 1 point)

As one of the few people who know how barriers works, you gain the Barrier Invader feat.

Tokyo School Feature: The True Barrier Master

At 14th level, while Kyoto only valued your barriers for normal uses, you have used your barriers for new porpuses in Tokyo, making them grow in strenght. All of your barriers lose their vulnerability from the outside, while they are now immune to all damages from inside. Your barriers' hit points will double, and so will their range.

Empty Barrier

Finally at 20th level, you have learned the ultimate form of barrier, being one of the only sorcerers capable of executing it. As the name implies, these types of barriers are almost vacant inside their boundary. Their boundary is made of hexagon-shaped panels and they can be freely altered by a skilled barrier technique user. As an action for 20 cursed energy, you can make a giant empty space that covers a 4000ft. area radius. Inside this barrier, it will be filled with hexagon-shaped panels that you may alter. You will gain the following lair actions:

Switch Places. You may drop the hexagons bellow a creature, making it fall into the hole and reapear somewhere else in the barrier. This movement does not generate opportunity attacks, and due to the switch being unexpected, the first attack of the creature who got moved will be counted as a surprise attack.

Barrier Negation. You may drop your hexagons, making any kind of barrier that was being lifted within your own be negated, making the barriers not activate. This includes domain expansions, even the ones thad do not poccess barriers.

You may deactivate the Empty Barrier at will.

Binding Vows

Binding_Vow_%28Anime%29.png
A Binding Vow example, [48]

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.


Design Note: All of the binding vows here are examples, you may create your own binding vows alongside your GM.

Here is the list of binding vows you can make with yourself or other sorcerers:

Solo Vows

Favorite Enemy

You focus for 1 hour preparing yourself to fight against a creature you know. You create a vow where you choose 1 creature as your "favorite enemy", after that you will choose one of the following benefits for your cursed techniques:

  • It will have advantage attack rolls against that target.
  • It will reduce the target's saving throws against the techniques by your Charisma modifier + your proficiency bonus.

However, any other creature besides your "favorite enemy" adds their proficiency bonus on saving throws against your cursed techniques(even if they already did), and your cursed energy attack rolls will be with disadvantage against them.

When used while a barrier technique is active, the unchosen creatures cannot pass through it, while the chosen can just pass the barrier to enter.

Worst Case Scenario

Requires Simple Domain, Curtain or Domain Expansion to utilize it
You have only one creature you fear, and you must make sure it doesn't mess with your planning. You choose one creature you know or at least heard of, and make that creature your "Worst Case Scenario". Whenever you cast curtain or domain expansion, that creature cannot forcibly enter those barriers unless by destroying it. However, any other creatures will be free to pass by the barrier.

Cursed Energy Economy

You can accumulate a part of your cursed energy in an object that will become your battery. This battery can handle up to double your maximum amount of Cursed Energy, 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. 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.

You can take this vow multiple times for more batteries.

Revealing One's Hand

You can reveal your innate technique to your opponent in a certain detail, making you increase your cursed energy output. As an action, you target one creature who can see and hear you to reveal your cursed technique. After you explain it, your cursed technique features will gain the following benefits:

  • Your cursed technique dice will be increased by 1.
  • Your cursed technique attack rolls will add your proficiency bonus an additional time.
  • Your cursed technique cost will be reduced by 1.
  • Your cursed energy dc is increased by your Charisma modifier.

However, the creature now knows how your technique works, making it gain advantage against any of saving throws caused by your cursed techniques, and any cursed energy attack rolls are made with disadvantage against said creature. After the end of the battle, the affected creature will now be immune to Revealing One's Hand. 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 Energy maximum will be increased by your Charisma modifier.
  • Your cursed energy attack rolls will gain a bonus equal to your Charisma modifier.
  • Your cursed techniques damage dies will be increased by two tiers.
  • You will regain Cursed Energy equal to your Charisma modifier at the start of your turns.

After this effect ends, you must restart your working shift for it to take effect again.

Simple Domain Conditions

Requires you to have a Simple Domain You have customized your simple domain so that it has special conditions. You may add specific rules to your simple domain.

Example 1- You could make a vow that there is a non-violence condition in the simple domain area until a question is answered. After the question is answered, battle may proceed as normal. The simple domain will last until the question is answered.

Example 2- You could make a vow that your simple domain becomes a small sumo ring, where if a creature accepts your offer to do a sumo match with you both will be teleported to a dimension where only the sumo ring exists. You'll both can fight until one of you falls unconscious, making the simple domain vanish. This simple domain lasts for an undefinitive number of rounds, and times passes slowly inside, so while in the outside it has been a minute, inside it has been an hour. The simple domain will last until the offer to fight sumo is answered with a no, or until one of the sumo fighters win.

Barrierless Domain

Requires you to have a domain expansion, 1000 refinement points
Your domain expansion has been refined to the highest point, you have achieved what many sorcerers cannot even grasp the concept of. You will now be able to use the Barrierless Domains options.

Blade Elbows

Prerequisites: Idle transfiguration innate technique, Needs to have Instant Spirit of Distorted Killing

While on your ultimate form, you decide as a precaution to arm yourself where it is least expected. You will gain sharp blade elbows, when you have the maximized destruction binding vow is active, you can only use Self-Alterations on the blade elbows. You may use them as part of an unarmed strike, dealing their normal damage + 4d10 slashing damage. You decide to take this vow when activating the form and it lasts until the form ends, you cannot take the vow during the form or discard it during the form.

In addition, all of your natural weapons or unarmed strike dice increase by your Charisma modifier.

Maximized Destruction

Prerequisites: Idle Transfiguration, Instant Spirit Body Of Distorted Killing feature, 20th level

Upon activating your Tokyo School feature, you may impose a binding vow to unleash maximized destruction. The Instant Spirit Body Of Distorted Killing now grants a +6 stat increase instead of +4. Additionally, the damage die increase is raised by 2 dice, and your speed gains a +10 increase.

However, with this binding vow, you forfeit the use of your Self-alteration feature. You are still able to utilize Transfiguration Touch.

Due to this binding vow, you can activate your Instant Spirit Body Of Distorted Killing as apart of initiative or as a bonus action on your turn.

Final Choice

Prerequesites: Vergeful Cursed Spirit, technique and not have released it.

As a conscious decision, you must perform a DC 30 persuasion check to convince your vengeful spirit that you will die with it at the end of 1 minute:

  • All attacks from your vengeful spirit double in damage.
  • You gain the same amount of cursed energy as your vengeful spirit has.
  • The vengeful spirit recovers all cursed energy.

At the end of this minute, if you have failed the persuasion check, you will die with your vengeful spirit, but if you have succeeded, you will finally free yourself, but your spirit will die regardless. Your spirit can only be revived in this way if you gain the Freed Spirit feat, otherwise it is permanently dead regardless of whether or not you pass.

This vow has no effect if you gain or have gained the Freed Spirit feat.

Multiple Sorcerers Vows

Master and Servant

Requires two or more different Jujutsu Sorcerers.
You have a deep adimiration and respect for someone, so much so that you can restrain yourself just to obey them. One of the members of the vow will be the "master" of the vow, while another will be the "servant". The servant will receive one of the following restrictions:

  • Their Cursed Energy' maximum will be reduced by a number decided by it's master.
  • Their technique's range is reduced by a number of ft. that the master decides.(Cannot go lower than 5ft.)
  • Their technique's damage is reduced by how many damage dice the master decides.(Cannot go lower than one dice.)
  • They cannot use simple domain or barrier.

The servant will have this restraint until the master allows the servant to unleash it's cursed energy as an action. The servant gains one the following benefits depending on his restraint:

  • Their cursed energy maximum doubles(counting the original value without the reduction), and they regain cursed energy equal to the cursed energy they lost.
  • Their technique's range doubles(counting the original value without the reduction).

Their technique's damage dice doubles(counting the original value without the reduction).

This lasts for a number of rounds equal to the master's proficiency bonus, after which this vow can only take place after a long rest.

Jujutsu Sorcerer Variant Rules

Fanmade Innate Techniques

Some times people do not wish to play with the normal techniques, and want to inovate. These cursed techniques have been created from the ground up, and are not official to the anime. They will be liested at Fanmade Innate Techniques.

Cursed Energy Exhaustion

Inexperienced sorcerers tend to have low reserves of cursed energy, which leads to them spending more than their body can handle. You may spend more cursed energy than you can handle, for example, you have 20 cursed energy and spend 22, making you go to -2 cursed energy. Whenever you reach 0 or less cursed energy, you gain one level of exhaustion and cannot spend or regain anymore cursed energy until you have at least 1 cursed energy, unless it is by taking a rest.

Sorcerer Path + Innate Technique

All sorcerers are unique due to their immense versability, and could not be resumed to just having a innate technique. In some campaigns, you may want to allow your players to pick both a sorcerer path and an innate technique so that their character feels more unique. You may also make them take two sorcerer paths. But take care with this rule though, one wrong player with the right path and innate technique can easily destroy a game. If you both have a sorcerer path and an innate technique whilst selecting the Tokyo School, you must decide if you want enhancements and favourite technique or pragmatic skills and advanced sorcerer training but not both.

Inherited Techniques

While all cursed techniques were once innate by nature, some have been passed down from generation to generation, making them become inherited. This rule makes certain techniques unless you take a specific background. The innate techniques are described down bellow:

Zenin Clan - Ten Shadows, Projection Sorcery
Gojo Clan - Limitless
Inumaki Clan - Cursed Speech
Kamo Clan - Blood Manipulation

Momentum Feats

When a sorcerer is on the brink of death, he may understand how to manipulate his cursed energy in so many levels that he learns how to turn negative energy into positive energy. Or maybe on the brink of hitting someone with a cursed strike, the black flashes bless him by increasing his attack power. This rule serves as an alternative ways to get feats, meaning you just need to do certain acts on the campaign to unlock them.

Black Flash. You need to score a nat 20 on an melee attack that three consecutive turns.

Reverse Cursed Technique. You need to be reduced to 0 hit points, and for every time you would roll a death save you'll roll a DC 25 Charisma saving throw as well. If you succeed on the Charisma saving throw three times while on those death saves, you will gain the Reverse Cursed Technique feat.

Extension Techniques

This rule extends a hand of creativity towards both players and their DMs regarding cursed techniques.

Based on a Jujutsu Sorcerer’s Cursed Technique and abilities, they are capable of creating Extension Techniques which further the efficiency of this style of Jujutsu. A character can only have a total number of Extension Techniques equal to their Charisma modifier + their proficiency bonus. Players can discuss with their DMs when creating an Extension Techniques to determine their features and how much cursed energy they should cost.

Ex. A Disaster flame user can create a fire weapon as an extension technique or a rotating spear it costing 10 CE for say 3d8 fire damage.

Additionally, you can create an Extension Technique that realizes the greatest potential of a Jujutsu Sorcerers’ derived Innate Technique known as a Maximum Technique. They are the most supreme art of any sorcerer who possesses a Cursed Technique outside domain expansions. You can only have one Maximum Technique at a time which is treated as five Extension Techniques for the purposes of determining your current limit for Extension Techniques. Reasonably, Maximum Techniques are extremely powerful and equally costly so discuss with your DM regarding what may be allowed in terms of a Maximum Technique creation based around your Cursed Technique.

Intellect Over Will

If this variant rule has been enabled; a Jujutsu Sorcerer may use their Intelligence rather than Charisma for the class, and vice versa(for their own features). The Jujutsu Sorcerer's Saving Throws become Dexterity and Intelligence alongside any effects and features of theirs that would use Charisma are replaced with the use of Intelligence, and vice versa.

All Cursed Feats that make reference to Charisma instead refer to Intelligence for a Jujutsu Sorcerer befitting from this rule when they use them, and any feats that refer to Intelligence instead refer to Charisma. This does not affect saving throw or check types, only abilities that specifically refer to the score in isolation are affected by this rule.

Canon Changes

While we keep most of what we do as close to the canon as possible, sometimes it's impossible to be fully faithful to the source material. These are changes you can apply if you're unsatisfied with some things at the class.

Main Class

Binding Vows

Limitless Binding Vows. You can make as many binding vows as you wish.

Cursed Techniques

Ten Shadows
Divine Dogs

Your Shikigami grow stronger with the amount of cursed energy you have. Your Shikigami will gain the following bonuses depending on your Charisma modifier:

Overral Increase. They gain a bonus to their Strength, Dexterity, Constitution and Charisma scores equal to your Charisma modifier.

Vitality Increase. They gain additional hit dies equal to your Charisma modifier.

Speed Increase. They gain additional feets of movement speed equal to your Charisma modifier times 10.

Attack Power Increase. Their attack rolls damage die increases by a number of tiers equal to your Charisma modifier.

Power Increase. Their dice for features that heal or force creatures to make a saving throw increases a number of times equal to your Charisma modifier.

Regeneration Increase. Their regeneration if any is multiplied by your Charisma modifier and then cut by half.


The Well's Known Abyss.

The Wells Unknown Abyss
Spirit Cursed Spirit Alteration
Divine Dogs Gives Pack Tactics feature
Gama Gives Standing Leap feature
Great Serpent Increase hit points by 10 and gives 30 ft. swim Speed
Nue Gives 80ft fly speed
Round Deer Grants the Regeneration feature
Piercing Ox It will grant the Trampling Charge feature
Mourn Tiger It will grant the Sprint feature(It will apply to one of the creatures' attack actions)
Max Elephant Increase hit points by 30

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. When you make a totality, the creature gains the strenghts of the deceased shikigami. They will gain the following changes:

  • Their Strength, Dexterity, Constitution and Charisma scores are changed for the creature who has the higher of both. In addition, they will add the score bonus of the creature with the smaller scores.(Ex: Nue has 18 Strength while divine dog has 14, their totality would have 20 Strength.)
  • They receive the hit die of both creatures.(one has 5d10 while other 5d8, it would become 10d10)
  • Their movement speed is mixed.(Ex: Two creatures with 30 movement speed would have 60 movement speed in totality form)
  • They will receive all features, actions, bonus actions, reactions and legendary actions from both creatures.
  • Their size will be changed for the creature with the bigger size.

You only add your Charisma to the shikigami after they are in the totality form. You cannot use a totality shikigami to create another totality.

The sacrificed creature cannot be summoned for 1 week, after which the other creature loses it's totality form.

Domain Expansion: Chimera Shadow Garden When you expand your domain, you also can create your Shikigamis from any place, also, at the beginning of the creature's turns, they must make a strength saving throw, otherwise, it will begin to sink into the shadows of the Domain. If it doesn't escape after 2 rounds, at the start of its turn, it will begin to suffocate. If the domain is incomplete, the creature makes the saving throw to escape with advantage.

Fallen Angel

Dismantle and Cleave. only the Six eyes can see it

Dismantle. When you use dismantle, you only spend 1 cursed energy and may choose to make three cursed energy attack rolls or only one. You make three in case you aim for two or more targets, with each dismantle dealing 3d8 slashing damage. Or, you make one against a target making it deal 9d8 slashing damage on a hit.

You may spend additional cursed energy up to twice your proficiency bonus + your Charisma, with each energy spent adding a d8 to the total slashing damage.

Cleave When you use Cleave, you can choose to make a melee attack with cursed energy; on a successful hit, you can spend up to 20 + twice your proficiency bonus cursed energy, on a hit, the target takes 2d12 for each cursed energy spend.

The Slash That Cuts The World. As an action, you can spend cursed energy up to 10 + your proficiency bonus and make a cursed energy attack roll. On a hit the creature takes an amount of 3d8's in slashing damage equal to the amount spent.

In case you spend 10 cursed energy, the amount of feets the cone takes is 200ft., and you gain a +3 to hit.

Limitless

Infinity. The infinity technique cost is increased to 10 cursed energy, however it has no duration, only needing for you to spend 1 cursed point to mantain it.

If you don't have the Six Eyes your feature will change.

You roll 2d20 when rolling for the infinity, picking up the lowest number.

Blue. The cursed energy cost is 12, and the force damage is 19d8.

Red. The cursed energy cost is 24, and the force damage is increased to 38d10.

Hollow Purple. The cursed energy cost is 25, though creatures who fail the saving throw who have a CR or level lower than your jujutsu sorcerer level are instantly reduced to 0 hit points. You cannot learn this if you don't have the six eyes.

And, the damage for creatures with a CR or level equal or above your Jujutsu sorcerer they take 80d12 level gain a exhaustion levels equal to half of your proficiency bonus (rounded down) if they fail on saving throw

Unlimited Void. This technique cannot be learned unless if used with the six eyes. The psychic damage is 30d6.

Idle Transfiguration

Transfiguration Touch. Instead of spending 1 cursed energy for a fixed set of damage, you can spend how many you may want, adding 1d10 per cursed energy spent. However, it will still add 2d10 necrotic damage to the total. This damage addition increases to 6d10 at 5th level, 10d10 at 11th level and to 15d10 at 18th level.

Transfigured Creatures. You can have as many transfigured creatures as you want. Also, you may alter their properties as a bonus action.

Body Clone. Your clone will have the same amount of maximum hit points as you.

Instant Spirit Body of Distorted Killing. The score bonus of this form are +8 to your Strength, Constitution, Dexterity and Charisma scores. You can stay on this form for as long as you wish.

Domain Expansion. Your domain will have this effect after the Constitution saving throw: On a failure, you may choose to make them one of your transfigured creatures. On a success, they take your normal domain expansion damage.

Idle System: The Soul Dictates The Shape Of The Body

Design Note: This system cannot be used by those Who copy Idle Transfiguration with Vengeful Cursed Spirit subclass. This can only be used by a Natural Idle Transfiguration User or a Brain Technique user who has managed to acquire the body of an Idle Transfiguration User and is still within the body.

This system tightly enforces the body conforming to the shape of the soul. In this system, those who use the Idle Transfiguration technique has two sets of Hitpoints known as Body Hitpoints and Soul Hitpoints:

  • Both the Body and Soul hit points have the same amount of maximum hit points and increase at every level up as with the normal hit points system. Every non magical and magical damage directed at an Idle Transfiguration user that does not directly or indirectly strike the soul can only reduce hit points from the Body Hit Points. If an attack manages to strike the soul, you reduce the current amount of soul hitpoints by the amount of damage taken. Should the current amount of body hit points be reduced to 0, you are temporarily under the incapacitated condition until you have at least 1 Body Hitpoint. If you have taken soul damage, your body hit points cannot be healed past the current amount of Soul Hit Points you have. You cannot actively regenerate Soul Hitpoints, you regenerate 1 Soul Hitpoint to your Current Amount of Soul Hitpoints for every minute that passes out of Combat.

Soul Maintenance. Unlike any other methods of healing, you have an unorthodox “healing” method. As a bonus action for 1 Cursed Energy or Reaction for 2 Cursed Energy, you can regenerate an amount of Body Hit Points equal to your current Soul Hitpoints. Acquiring the Quick Alterations feat will change the action from a bonus action to a free action. Any lost limbs are restored if Soul Maintenance has been used to recover Body Hitpoints.

Maximum Hit Points. As noted earlier, both Soul Hitpoints and Body Hit Points have the same amount of maximum hit points, however if the maximum amount of Soul Hit Points are reduced, so are the maximum amount of Body Hitpoints. Reduced Maximum Soul Hit Points will always return at the end of a long rest. If both the maximum amount of Soul Hitpoints and Body Hit Points reach 0, the user can roll death saving throws or dies outright. This depends on Dm’s discretion. Any trait or feature that instead makes one fall to 1 hitpoint, it affects both current Soul Hitpoints and current Body Hitpoints.

Reverse Cursed Technique. If an Idle Transfiguration user manages to acquire the Reverse Cursed Technique feat and its improved version, it will only affect Body Hitpoints, no matter how much Cursed Energy you spend on Reverse Cursed Technique and Improved Reverse Cursed Technique, you cannot heal your Body Hit Points past your current amount of Soul Hitpoints. If a Cursed Spirit Idle Transfiguration user has Reverse Cursed Technique used on it, it will only reduce Body Hitpoints.

Temporary Incapacitated Condition. This is a different look on the incapacitated condition for Idle Transfiguration. As mentioned before, once the Body Hit Points reach 0, the Idle transfiguration user will be temporarily incapacitated. This Temporary Incapacitation only allows the use of Soul Maintenance if it is in its free action version.

Cursed Techniques
  • Puppet Manipulation:Mechamaru Simple Domain Bullets. Should a user of Puppet Manipulation manages to craft and use simple domain bullets on an Idle Transfiguration user, the bullets will deal its normal amount of damage to Body Hitpoints and ½ the amount of damage to Soul Hitpoints.
  • Cursed Straw:Resonance. Should a user of Cursed Straw Doll use Resonance on an Idle Transfiguration user, the damage dealt will reduce the maximum amount of Soul Hit Points equal to the damage dealt and these lost hit points cannot be regained until the user takes a long rest.
  • Fallen Angel.' Attacks from someone using the Fallen Angel Cursed Technique deal 1/2 the damage to the soul that it does to the body.
Items
  • Split Soul Katana. Whenever the Idle Transfiguration user is takes damage from the Split Soul Katana, they reduce their maximum amount of Soul Hitpoints by the damage taken. As noted in the Maximum Hit Points Section and in the Split Soul Katana functions, this will be healed at the end of a long rest.
  • Inverted Spear Of Heaven.

If the Inverted Spear Of Heaven lodged into you, you will not be able to use a free action to Maintain your Soul if Quick Alterations has been acquired until it is removed from your body.

  • Soul Observant. There are exceptions in the jujutsu world and it is those who are able to perceive the contours of the soul. These individuals are able to do damage to the soul, any damage dealt to the body by them, a ¼ of that will be dealt to the soul. Creatures who are Cursed Vessel whether a failed Cursed Vessel or successful one, will also deal ¼ of their damage to the soul.


Blood Manipulation
  • Undead Poison.Any features from this subclass you use against cursed spirits deals twice as much damage.
Construction
  • Cursed Energy Deficiency. Despite your technique being extremely powerful and versatile, you have learned that it's efficiency is not the best. You must spend twice as many cursed energy whenever you use one of your cursed techniques. This cannot be reduced by the cursed energy economy of Tokyo School. Liquid metal is not affected by this feature.

Insect Armor. The score bonus of this form are +6 to your Strength, Constitution and Dexterity scores. You can stay in this form for as long as you wish.

Cursed Spirit Manipulation
  • Cursed Spirit Absorption. You can now only absorb cursed spirits, however you don't need to make the Constitution or Wisdom saving throws whenever you absorb a new spirit. Additionally, you can automatically absorb cursed spirits ignoring the low hit points condition if they are at at least 2 Grades lower than you. Finally, whenever a cursed spirit is dropped to 0 hit points by any features related to cursed energy, they're exorcized and can't be absorbed this way.
  • Now you can control and summon as many cursed spirits as you want.
  • You can choose to create a swarm directly instead of summoning the number of curses you want (above 10) and then creating one. The cost of each Swarm is their CR
Cursed Spirit Grade Swarm of Curses
Grade 4 Swarm of Grade 4 Cursed Spirits
Grade 3 Swarm of Grade 3 Cursed Spirits
Semi-Grade 2 Swarm of Semi-Grade 2 Cursed Spirits
Grade 2 Swarm of Grade 2 Cursed Spirits
Semi-Grade 1 Swarm of Semi-Grade 1 Cursed Spirits
  • Maximum Uzumaki. "You can put as many spirits as you want in the Uzumaki
  • Minimum Uzumaki "You can put as many spirits as you want on your Minimum Uzumaki
Clone Technique

Perfect Clones. Starting at 1st level, your clones will always be created with as many hit points as your maximum.

The Law

Domain Expansion: Deadly Sentencing Whenever the Judge applies a Death sentence or Confiscates on the creature and it is carrying a special-grade tool, that tool will be confiscated instead of the technique.

Death Penalty When you hit someone with the Executioner's sword they die instantly."

Private Pure Love Train

Domain Expansion. Your jackpot will now last for 4 minutes, and at the beggining of your turns you will receive the effects of Reverse Cursed Technique as if you have received just enough to regenerate all limbs and get back to your maximum hit points. Your cursed energy is recharged to it's maximum at the beggining of your turns, and you cannot be reduced to bellow 0 hit points.

Multiclassing

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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