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. 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
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, put your highest ability score in Dexterity, followed by Charisma. Second, choose either the Sorcerer Student, Sorcerer Family or the New Shadow Style Student background. Third, choose the 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: Strength or Dexterity, and Charisma
Skills: Choose two from Acrobatics, Arcana, 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
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features | Cursed Energy | Unarmored Movement | Martial Arts |
---|---|---|---|---|---|
1st | +2 | Cursed Technique, Unarmored Movement, Unarmored Defense | 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 | Creative Energy Usage, 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 | Near The Pinnacle, 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, Resistant | 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, 3rd, 6th, 10th, and 20th levels.
- Cursed Techniques
Every innate technique grants you a cursed technique, which has 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 deals 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 points equal to twice your jujutsu sorcerer level + your Charisma modifier, as shown in the cursed energy column of the jujutsu sorcerer table. You can spend these points to fuel various jujutsu sorcerer class features, including your cursed 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 which you regain all spent cursed energy.
Some cursed energy applications require its target to make a saving throw to resist the application'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 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 in the Sorcerer Paths section. Your choice grants you features at 1st, 3rd, 6th, 10th, and 20th levels.
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 up to your proficiency bonus in cursed energy to empower your next strike. This enhancement lasts until you hit a creature with your unarmed strike or until a minute passes. On a hit, you deal additional necrotic damage equal to 1d8 per point spent. Depending on your Innate Technique, your additional damage changes to a specific damage type. You can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike, or landing a black flash, instead of beforehand. You can only use this enhancement again after it has ended.
- Cursed Armor
On your or another creature's turn, and for an amount of cursed energy up to your Charisma modifier (no action required), 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. If you cannot take actions due to a condition or effect you cannot use this enhancement.
The temporary hit point value becomes 10 instead of 5 at 11th level.
- Cursed Weapon Enhancement
As a bonus action, you can spend cursed energy up to your proficiency bonus to add to a melee weapon you are wielding for 1 minute. Whenever you hit a target with the 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 25 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 how to improve your cursed energy. Choose between Tokyo Jujutsu High, Kyoto Jujutsu High, Hiroshima Jujutsu High, Ainu Jujutsu High, or Sendai 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 learn three enhancements that you can apply to one of your Lapse, Extension, and Reversal techniques. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.
- Power Enhancement. You can now spend additional cursed energy up to your proficiency bonus on the technique to add an additional damage die to the technique per cursed energy spent.
- Cursed Energy Economy. The cursed energy cost of the technique is now reduced by your proficiency bonus (to a 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.
When an enhancement is applied to a Lapse technique, it will also apply to any further Technique Improvements related directly to it. At the end of a short rest or long rest, you may reallocate your enhancements.
- 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, you instead gain extra movement equal to twice your speed. Additionally, when you take the Disengage action granted by this feature, you gain extra movement equal to your speed for the current turn.
You gain one additional refined martial art at 6th, and another at 10th level.
- Hiroshima Jujutsu High
You have come from a school that values intelligence. You have learned more about how to use cursed creations to your advantage.
You learn three new skills that will help you fully utilize the potential of your cursed creations.
- Talisman Proficiency. You gain proficiency in Talismans and are gifted a set of them.
- Sorcerer Studies. You gain proficiency in Arcana or expertise if you already have it. Additionally, you may use Charisma in place of Intelligence.
- Faster Imbuement. When you are imbuing your cursed technique into a tool, the first two Cursed Weapon Enhancement performed outside of combat count toward creating a tool.
- Ainu Jujutsu High
You have come from a school up north. This school values barrier techniques over all others and teaches you to use them well.
You learn three enhancements that you can apply to your barrier techniques. You can apply these enhancements to basic barriers, curtains, simple domains, etc. This barrier can not be a domain barrier. Each barrier technique cannot have multiple enhancements, nor can one enhancement be applied to multiple barriers.
- Health Enhancement. You can now spend additional cursed energy up to your proficiency bonus on the technique to add an additional 5 hit points to the barrier per cursed energy spent.
- Cursed Energy Economy. The cursed energy cost of the barrier is now reduced by your proficiency bonus (to a minimum of 1 cursed energy).
- Distance Enhancement. You can spend up to your proficiency bonus in additional cursed energy on the barrier to add 10 ft. to the radius for each additional cursed energy spent.
At the end of a short rest or long rest, you may reallocate your enhancements.
- Sendai Jujutsu High
You have come from a school that values defensive techniques. You are naturally more evasive and more durable than students from other schools.
Your Cursed Martial Arts techniques now only cost 1 cursed energy, and you may choose an additional Cursed Energy Enhancement feature. In addition, you gain one of the following benefits:
- Durable Body. You gain a damage reduction equal to your Constitution modifier.
- Cursed Blast of Blows. When you use this feature, you gain advantage on the saving throws of the person you are attacking until the start of your next turn, if you land both attacks on them.
- Sturdier Frame. You gain a +2 bonus to your armor class.
You gain one additional benefit 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 dependent 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.
- Cursed Energy Manipulator. You will gain the Cursed Energy Manipulator feat once again. Additionally, projectiles from the Cursed Projectile feat will now have an AC equal to Cursed Energy save DC and hit points equal to 2 times your jujutsu sorcerer level.
- Cursed Corpse Expert. You now add half your proficiency bonus (rounded down) in additional modifications for every Cursed Corpse you make.
- 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 Stabilize action as a free or bonus action once per turn. Lastly, all creatures you stabilize regain hit points equal to 1 + Charisma modifier.
- Weapon Master. You can choose a second option from the Fighting Style class feature.
- New Shadow Style Master. The radius for New Shadow Style: Simple Domain increases to 30ft and the refinement cap is 130 instead of 125.
- 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.
- Shikigami Master. The distance you can summon your shikigami is now 120ft.
- Master of Vows. You gain proficiency in two skills that use either Wisdom or Charisma. You also gain expertise in two skills that use either Wisdom or Charisma.
- Barrier Master. The amount of cursed energy you can spend into a barrier further increases by half of your Charisma modifier, rounded down.
- Mythical Beast Amber. The damage of your Sparks is one die tier higher.
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 (you may ignore one prerequisite when picking a body feat):
- Body Feats
Athlete History, 50 Meters In 3 Seconds!, Reinforced Immune System or Resilient
- Taijutsu Feats
Taijutsu Sorcery, Slam Master or Acrobatic Fighter
- Barrier Technique Feats
- Cursed Energy Feats
Cursed Energy Tracker, Cursed Energy Concealer
- Cursed Energy Manipulation Feats
Cursed Energy Manipulator or Cursed Projectiles
- Cursed Creations Feats
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 strict contract formed by Jujutsu. At any point, you can create one binding vow and choose one of the following vows listed in the Binding Vows. During a combat encounter, you can create one vow at any time during a round of combat but you can only do so once per round of combat. You can have a maximum number of binding vows equal to 1 + your Intelligence modifier, a minimum of 2 at a time. During a Short or Long rest, you can end a number of Binding Vows equal to your Intelligence modifier (minimum of 1).
Curse-Empowered Strikes
At 6th level, you have begun 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.
At 11th level, the attacks with the option you haven't chosen at 6th level are now considered magical.
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
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores except Charisma are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. 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 all of the following benefits:
- Increased Damage Output. Its damage dice number will increase by your Charisma modifier.
- Increased Reach. Its range will increase by 30 ft unless it's touch range.
- Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).
You may change your specialized technique whenever you gain an ability score increase in this class or when you reach level 20 in this class.
- Kyoto Jujutsu High
You have been improving your cursed energy usage, striving to master the basics of all aspects of jujutsu and become an exemplary sorcerer. You gain one additional Cursed Energy Enhancement and the following stronger enhancements:
- 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 a damage reduction equal to twice 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 addition, when hitting another creature, you may choose to treat any immunity that creature has to your Cursed Weapon Enhancement damage type as resistance. You may only treat immunities as resistances a number of times equal to your proficiency bonus before you need to take a long rest.
In addition to that, you can either:
- Have 1 binding vow related to barriers not count toward your binding vow slots.
- Gain proficiency in Talismans.
If you already had all Cursed Energy Enhancements prior to this feature, you gain both of the choices above.
- Hiroshima Jujutsu High
You have been honing your use of cursed creations and doing so has granted you the ability to create tools. After focusing on normal objects for 1 hour 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, it cannot be turned into undead or revived by any means other than true resurrection or wish.
- Sight Improvement. You enhance glasses, lenses, 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 that rely on sight 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.
- Ainu Jujutsu High
You have a favorite barrier, which you have enhanced to its maximum potential. This barrier can not be a domain barrier. This barrier has become your specialized barrier. One of your barriers will gain all of the following benefits:
- Increased Durability. Its hit points will increase by an amount equal to 10 times your Charisma modifier..
- Increased Radius. Its radius will increase by 30 ft unless it's touch range.
- Optimized Usage. Its cursed energy cost will be halved (rounded up, minimum 1).
You may change your specialized barrier whenever you gain an ability score increase in this class or when you reach level 20 in this class.
- Sendai Jujutsu High
You have been improving your cursed energy usage, striving to master the basics of all aspects of jujutsu and become an exemplary sorcerer. You gain one additional Cursed Energy Enhancement and the following stronger enhancements:
- Defensive Cursed Strikes. When targeted by a melee attack, you may use a reaction to reduce the damage by your cursed strike damage. Doing so you will spend the cursed energy as if you used a cursed strike normally.
- Durable Cursed Armor. Your armor now grants you resistance to bludgeoning, slashing, and piercing damage.
- Cursed Weapon Deflection. You can use your reaction to deflect an attack when you are hit by a ranged attack. When you do so, the damage is reduced by your weapon damage die + cursed weapon enhancement damage.
Alternate Feature: Advanced Sorcerer Training
At 7th level, you have furthered your focus on improving the strengths you have already been developing.
You gain one of the following feats that you meet the requirements of but excluding their level requirements if any:
- 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, Slam Master, Acrobatic Fighter, Cursed Martial Artist, or Cursed Weapon Wielder
- Barrier Technique Feats
Basic Barrier, Barrier Master, New Shadow Style: Simple Domain, or Hollow Wicker Basket
- Cursed Energy Feats
Cursed Energy Tracker, Cursed Energy Concealer, Immense Cursed Energy, or Overflowing Cursed Energy
- Cursed Energy Manipulation Feats
Cursed Energy Manipulator, Cursed Projectiles, Cursed Energy Slash, Cursed Energy Ray or Cursed Energy Explosion
- Cursed Creations Feats
Shikigami Summon or Cursed Blacksmith
- Binding Vow Feats
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 at the beginning of your turn, up to your maximum. The combat must be one where your life is at risk.
Creative Energy Usage
Starting at 11th level, due to your extensive use of cursed energy, you have learned more creative usages for it. You will gain one of the following feats:
If you have all 4 of these feats you may pick another Cursed Energy Feat that you meet the requirements for.
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 channeled into them. As a bonus action, you can spend Cursed Energy equal to the original cost of one or your lapse, reversal, or extension techniques twice. The first time you pay this cost any reductions that apply to the technique are applied, the second time none are applied. Doing this will amplify its cursed energy output, making it gain two of the following benefits the next time it's cast:
- The technique's range and area of effect 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 or damage bonus if the technique is a flat damage rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
- 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 collides 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 had left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they 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 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 Kyoto Jujutsu High, mastering the essence of what a Sorcerer should truly be. You gain three cursed feats you meet the prerequisites of from your experiences.
- Hiroshima Jujutsu High
You have graduated from Hiroshima Jujutsu High, mastering the art of cursed creations. You gain 1 Cursed Creations Feat and the following benefit:
- Quicker Creation. When you are making something considered a cursed creation such as a cursed corpse or a shikigami, it takes ¼ less time to create it.
- Ainu Jujutsu High
You have graduated from Ainu Jujutsu high, mastering the usage of barriers. When you use any features that use barrier you may choose for their action cost to be reduced by 1(full round action->action->bonus action->free action). If this would reduce the action cost of a reaction you gain 1 additional reaction only for using said reaction. This cannot reduce the action cost of a domain.
- Sendai Jujutsu High
You have graduated from Sendai Jujutsu High, mastering the essence of being a defensive sorcerer. You gain three cursed feats you meet the prerequisites of from your experiences.
Near The Pinnacle
At 17th level, your strength grows by the moment, you'll soon reach the pinnacle of a normal sorcerer. You gain a +4. You may distribute this +4 in your scores. For example, you can put 2 in Strength and 2 in Dexterity.
Also, you must choose one of the following peaks to reach:
Peak of Might. Your Strength score maximum increases to 24 (unless it is already higher). Additionally, whenever you hit a critical with a melee weapon attack that uses Strength you may shove or grapple the creature.
Peak of Speed. Your Dexterity score maximum increases to 24 (unless it is already higher). Additionally, you can take the dash action as a bonus action. If you already could do that, you may do it as a free action instead.
Peak of Endurance. Your Constitution score maximum increases to 24 (unless it is already higher). Additionally, your maximum hit points increase by your jujutsu sorcerer level added twice.
Peak of Intellect. Your Intelligence score maximum increases to 24 (unless it is already higher). Additionally, you can now ignore one prerequisite before taking a cursed feat. You cannot ignore racial, cursed technique, or other feats prerequisites.
Peak of Wisdom. Your Wisdom score maximum increases to 24 (unless it is already higher). Additionally, you gain one cursed feat that you meet the prerequisites of, proficiency in one skill or tool of your choice and expertise in one skill.
Peak of Sorcery. Your Charisma score maximum increases to 24 (unless it is already higher). Additionally, your Cursed Energy maximum increases by 20.
Cursed Techniques
Ten Shadows Technique
The Ten Shadows Technique can summon up to ten powerful shikigami using shadows as an intermediary.
A Ten Shadows user summoning its most powerful Shikigami, the Eight-Handled Sword Divergent Sila Divine General Mahoraga, source [2] |
- Shikigami Summoning
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 5 feet 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.
Divine Dogs count as 1 shikigami for summoning and controlling 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 or grappling a creature) or defend themselves to the best of their ability. You can de-summon any of your Shikigami as a free action on your turn or as a reaction to them being attacked.
Additionally, the 10 Shadows Technique comes with a trial, in order to gain other shikigami, you must subjugate the Shikigami.
Trial. You have gained access to your other shikigami, and you must face them in combat alone to gain access to them. As an action, you may summon any shikigami that are on the table below within 5 feet of you. If you haven't battled against the untamed shikigami and won, it will be under the GM's control, act on their own turn and be hostile to you. If you have battled against the untamed shikigami alone (does not include using your tamed shikigami) and reduce it to 0 hit points, you will now be able to summon the shikigami under your control, tamed.
Creatures within 15 feet of you or the untamed shikigami are considered part of the trial until either they or the untamed shikigami are dead. If you are reduced to 0 hit points while any creature other than the untamed shikigami is within the trial, you are stabilized instead, and you will resume rolling death saves only if the shikigami or all the other creatures die. Additionally, if you are reduced to 0 hit points, the untamed shikigami becomes hostile to all other creatures within the trial.
Cursed Energy | Shikigami |
---|---|
1 cursed energy per summoned creature(up to 4) | Gama (Any number of this shikigami counts as 1 for summoning and controlling) |
2 cursed energy | Rabbit Escape |
3 cursed energy | Nue |
6 cursed energy | Great Serpent |
7 cursed energy | Round Deer |
8 cursed energy | Max Elephant |
9 cursed energy | Mourn Tiger |
10 cursed energy | Piercing Ox |
20 cursed energy | Eight-Handled Sword Divergent Sila Divine General Mahoraga |
Additionally, should any one of your tamed Shikigami die in combat, they can no longer be summoned ever again. Should this happen, they are now eligible for Totality.
- Summoning Techniques
When you defeat an untamed shikigami in battle, you gain a new special form to summon it.
- The distance you can summon your shikigami is 30 feet.
Rabbit Escape.
- You may summon Rabbit Escape for 3 cursed energy as a Reaction to an attack made against you and add your Charisma modifier to your AC against that attack. 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.
Totality. 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 strengths of the deceased shikigami. They will gain the following changes:
- Their Strength, Dexterity, Constitution and Charisma scores become those of the creature who has the higher score. Then they will increase by the modifier 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 amount of hit die of both creatures combined, with the size of the hit die being determined as normal.
- Their movement speed is added together.(Ex: Two creatures with 30 movement speed would have 60 movement speed in totality form)
- They will receive all features, traits, actions, bonus actions, reactions, legendary actions, skill, saving throw proficiencies, damage resistances, damage immunities and condition immunities from both creatures.
- Their size will become the size of the bigger creature.
You can not make a Totality using Rabbit Escape or Eight-Handled Sword Divergent Sila Divine General Mahoraga. You only apply Stronger Shadows to the shikigami after they are in the totality form, so the calculations above are made using their stats without Stronger Shadows. When you summon the shikigami now you choose whether to summon its normal form or this totality form.
Stronger Shadows. Your shikigami grow alongside you as you become stronger. Your tamed shikigami gain a bonus equal to 1/10th of your cursed energy maximum (from a minimum of 1 to a maximum of 10.) to the following features:
- Overall Increase. They gain a bonus to their Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma scores equal to your value of 1/10th of your cursed energy maximum.
- Vitality Increase. They gain additional hit dice equal to the value of 1/10th your cursed energy maximum.
- Speed Increase. They gain additional feet of movement speed equal to the value multiplied by 10.
- Attack Power Increase. Their attack rolls damage die increases by a number of dice equal to the value of 1/10th your cursed energy maximum.
- Power Increase. Their dice for features that heal or force creatures to make a saving throw increases a number of times equal to the value of 1/10th your Cursed Energy Maximum.
- Regeneration Increase. Their regeneration, if any, is multiplied by the value and then cut by half.
Shikigami Maintenance. You must maintain concentration to keep your Shikigami summoned. You must make the saving throw for each shikigami you have summoned. Shikigami stored within your shadow do not count as being summoned for the purposes of this feature. For a saving throw to be required, the attack must have successfully reduced your actual hit points, not temporary hit points. The DC for the saving throw is 10 or 1/4 of the damage taken, whichever is higher. When you fail the concentration saving throw you can spend 1 cursed energy to succeed instead.
- Shadow Manipulation
Lapse Technique
Starting at 3rd level, you've learned to make use of your ability to manipulate shadows, allowing you to form an extra dimensional space to hide your things and slightly manipulate the shadow of other creatures. You gain the following features:
Shadow Storage. You may store objects in an extra-dimensional space within your shadow. Putting objects in 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. Your shikigami count as objects for the purpose of this feature. Additionally, you may trap hostile creatures within your shadow storage. As a Bonus Action, you may force a creature standing on darkness to make a Dexterity (Acrobatics) check against your Cursed Energy DC, they make this save with Disadvantage if they are completely covered in darkness or if they are inside a veil. If the creature is inside your domain then they automatically fail this check. On a success, they don't fall into your shadow storage. On a failure, they are trapped inside your shadow storage. Their weight counts against your carrying capacity. They can hold their breath for a number of minutes equal to their Constitution modifier (minimum of 1) before beginning to suffocate. If a creature has failed the Dexterity (Acrobatics check, they can attempt a Strength or a Dexterity (their choice) saving throw at the end of their turns, freeing themselves on a success and appearing in an unoccupied space within 5ft.
Shadow Ridge. As a reaction for 4 Cursed Energy against a melee attack roll, you can force a creature within 10ft of you to make a Dexterity saving throw with disadvantage. On a success, nothing happens, however on a failure the target has to roll the attack with disadvantage as their legs fall into their own shadow momentarily. You can only cause disadvantage against this save once per round.
- The Well's Unknown Abyss
Extension Technique
At 6th level, you can now combine your shikigami to reduce the chances of them dying permanently at the cost of the fusion being weak. As an Action for 6 Cursed Energy, you may combine 2 of your shikigami, using one as the base and the other to enhance it. This grants the base shikigami the Shikigami Alteration feature of the enhancer shikigami. The fusion loses the Shikigami Alteration if it is reduced to 0 hit points or you undo it as a bonus action. When fused this way, the fused shikigami follows the following rules:
- Designate one shikigami as the base and another as the secondary. The fusion inherits all traits from the base shikigami but none of its resistances or immunities. The secondary shikigami provides the Shikigami Alteration feature.
- It is considered one size smaller than the base shikigami.
- Its hit points are half of the base shikigami's hit points.
- Its AC is equal to the AC of the base shikigami.
- Its speed is half of base Shikigami's speeds rounded down in increments of 5 feet.
- It has one of the condition immunities from the base shikigami.
- Its ability scores are half of the base shikigami’s ability scores.
- It gains no immunities, resistances, or vulnerabilities from either shikigami.
- The CR of the fusion is half of the base shikigami's CR, to a minimum of CR 0.
Spirit | Shikigami Alteration | |
---|---|---|
Divine Dogs | Gives Pack Tactics feature | |
Gama | Gives Standing Leap feature | |
Great Serpent | Gives Shadow Burrow feature, 30 ft. burrow speed and 30 ft. swim speed | |
Nue | Gives 80 ft fly speed | |
Round Deer | Grants the Reverse Cursed Technique feature, the fusion will use its scores and CR to determine its RCT pool and cursed energy pool | |
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 |
This feature cannot apply to the Eight-Handled Sword Divergent Sila Divine General Mahoraga. Additionally, if the merged shikigami is killed in combat, as long as the base shikigami are still alive, you may summon it once again.
- Shadow Manipulation Expansion
Technique Improvement
At 10th level, you got better at manipulating shadows, becoming able to even manipulate to the shadows of others and even use shadows in esoteric ways never before seen, you can use the following techniques:
Shadow Merge. You get 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 120ft of you. As a bonus action for 4 cursed energy, you may teleport behind this creature's shadow from any distance, even in another plane of existence. Also, if you have any of your shikigami summoned you can spend 4 additional cursed energy to make one of them be teleported alongside you.
As a bonus action for 4 cursed energy, you can sink into your or another creature whose shadow you're connected to. While inside the shadow, you are considered invisible and under total cover until you take any type of action, which makes you leave the shadow within 5 feet of the creature. You are also removed from the shadow if the creature is knocked unconscious. You can stay under a creature's shadow for up to your Charisma modifier (minimum of 1) hours.
In case you utilize this feature 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.
Shadow Summon. You've learnt how to impede your opponents through their own shadows. When you spend cursed energy to summon your Shikigami, you can spend an extra 8 Cursed Energy to summon your Shikigami through the shadow of the creature you're in the shadow of. When summoned this way, you can command your Shikigami to take one action it is capable of. If it is an attack roll, the one action has advantage. And if it forces a saving throw, the target has disadvantage.
Additionally, you can now summon your Shikigami as a bonus action.
- Tokyo School Feature: Incomplete Shadows
Extension Technique
At 14th level, your technique has always been prestiged by the jujutsu world due to its rarity and fame. However, you noticed a major problem: 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 for 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 its 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.
- Shikigami Gigantification
Extension Technique
Finally at 20th level, you have developed a technique that allows you to enhance the size of your Shikigami. As part of summoning a shikigami created by your cursed technique, you can spend additional 10 cursed energy or thrice as much as you’d normally spend for summoning the Shikigami (whichever is higher), to increase their size up to Gargantuan. If they are already Gargantuan, you can only increase their size once, making their width and height doubles. When a Shikigami is increased this way, they gain the following:
- Their hit die increase by two per size increase.
- Their attack roll damage dice increase by one per size increase.
- Their saving throw damage dice if any increase by two per size increase.
- Their Constitution score increases by two per size increase (to a maximum of 30).
You cannot use this extension technique on Eight-Handled Sword Divergent Sila Divine General Mahoraga or Totalities that have more than two Shikigami.
- Shadow Puppet
Must have the Cursed Technique Reversal cursed feat
With great mastery over 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 Ten 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 | Divine Dogs |
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,
- 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 possesses whilst you have the Shadow Puppet feature active. (You do not gain Conditional Adaptation, Eight-Handled Wheel, Obstacle Adaptation, Legendary Resistance, 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 Ten Shadows 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).
Shrine
This cursed technique unleashes invisible slashes that carve through foes and conjures powerful flames.
The strongest sorcerer in history, source |
- Dismantle
Lapse Technique
Starting at 1st level, you can create basic, flying slashes. When you take the Attack action, you can spend an amount of cursed energy up to half of your Charisma modifier (rounded up) to replace one of those attacks with a ranged cursed energy attack roll against a creature within 320 feet of you. On a hit, the target takes 1d8 slashing damage per cursed energy spent and must make a Constitution saving throw. On a failure, they are bleeding. On a success, they receive no additional conditions. Also, each Dismantle costs an additional 1 cursed energy that does not affect its damage.
You make this cursed energy attack roll with advantage if the target can't see invisible objects. You can replace multiple attacks with Dismantle, but you must spend appropriate cursed energy for each attack. This cannot replace attacks from features such as Cursed Blast of Blows.
At 5th level, you can spend up to your Charisma modifier when using Dismantle. At 11th level, you can spend up to your Charisma modifier + half of your Charisma modifier(rounded down). At 17th level, you can spend up to your Charisma modifier added twice. At 20th level, you can spend up to your Charisma modifier added thrice.
- Grid Slash
Extension Technique
At 3rd level, you have elaborated a new way to use your slashes in a wide area. As part of using Dismantle, you can spend additional cursed energy up to half your Charisma modifier (rounded up) to force all creatures in a 10-times-the-amount-spent-foot-long, 30-foot-wide and 30-foot-tall line starting from you to make a Dexterity saving throw. On a failure, they take your Dismantle's damage, or half as much on a success.
At 5th level, you can spend up to your Charisma modifier when using Grid Slash. At 11th level, you can spend up to your Charisma modifier + half of your Charisma modifier(rounded down). At 17th level, you can spend up to your Charisma modifier added twice. At 20th level, you can spend up to your Charisma modifier added thrice.
- Cleave
Lapse Technique
At 6th level, you have developed a new type of slash that adapts its power depending on the target. As an action, or replacing an attack as part of the Attack action if you target a creature you are grappling or an object, for an amount of cursed energy up to your 1 + Charisma modifier added twice, make a melee weapon attack roll against a creature. On a hit, they take 1d12 slashing damage per cursed energy spent and must make a Constitution saving throw. On a failure, they are bleeding. On a success, they receive no additional conditions.
Cursed energy is not spent if you miss it.
This feature adapts its output to attempt to cut the target down in one fell swoop. When you spend cursed energy on this feature you will learn how much cursed energy you need to spend for the average damage of your cleave to reduce the target to 0 hit points from their current hit points, taking into account temporary hit points, damage reductions and thresholds, resistances and immunities, and any other feature which would directly affect the outcome. You will be told the maximum amount if you cannot reduce them to 0 hit points from their current amount by this calculation. If a creature is reduced to 0 hit points by this feature, they are cleaved into various small pieces.
At 11th level, you can spend up to your Charisma modifier added twice + half of your Charisma modifier(rounded up). At 17th level, you can spend up to your Charisma modifier added thrice. At 20th level, you can spend up to your Charisma modifier added four times.
- Spiderweb
Extension Technique
At 10th level, you have developed an extension of your technique to shatter the battlefield. As part of using Cleave on the ground, you can spend an amount of cursed energy up to your Charisma modifier added twice to turn the ground in a 10 times the amount spent foot radius circle into difficult terrain.
All creatures within range must make a Dexterity saving throw. On a failure, they take 1d12 bludgeoning damage per cursed energy spent and are pushed 5 times the amount spent feet away from you. On a success, they take half as much damage and are not pushed. Ground and structures targeted take maximum slashing damage.
At 11th level, you can spend up to your Charisma modifier added twice + half of your Charisma modifier(rounded up). At 17th level, you can spend up to your Charisma modifier added thrice. At 20th level, you can spend up to your Charisma modifier added four times.
- Dismantle Maneuvers
Extension Technique
At 14th level, at Kyoto school, your technique was seen only as a highly demanding technique that uses way too much cursed energy. However, in Tokyo, you have learned new ways to use your Lapse technique you didn’t know before. You can execute the following Dismantle maneuvers:
False Slash. Whenever you cast dismantle you can choose to make it miss to gain advantage on the next two melee attacks on your turn.
Hand of Slashing. As a free action for 4 cursed energy, you coat your hands in small slashes until the beginning of your next turn. For the duration, once per round, you may try to grab a melee weapon attack that was made against you. The attack roll is reduced by 5, if it is smaller than your cursed energy dc you simply grab the attack, negating it completely and ending their attack or multiattack action.
If they attack with a natural weapon or unarmed strikes, they take slashing damage equal to your jujutsu sorcerer level.
Slash Skating. As a bonus action for 4 cursed energy, you can coat your feet with slashes and utilize them to skate around for 1 minute. For the duration, your walking speed is doubled and you ignore difficult terrain. You may end this at will (no action required).
Slashing Body. As a bonus action for 10 cursed energy, you can coat your whole body with slashes, creating a barrier that rips and rends the air around you. For 1 minute, reduce all damage taken except psychic and thunder by your jujutsu sorcerer level + your Charisma modifier. Whenever you attack with an unarmed strike, deal an additional 1d8 slashing damage.
- Furnace: Open
Lapse Technique
Finally, at 20th level, you’ve learned to use the cooking process imbued within Shrine to utter an incantation to create an arrow of fire that incinerates everything in seconds. As a full turn action (which cannot be reduced except via binding vows), and for an amount of cursed energy up to your Charisma modifier added five times, you can force every creature within 5 feet of you to make a Dexterity saving throw. On a failure, they take 2d10 fire damage per energy spent and receive Second Degree burns. On a success, they take half as much damage but receive First Degree burns. If they have Evasion, they do not receive effects on success. If they fail by 5 or more, they receive Third Degree burns instead.
If Open reduces a creature to 0 hit points, it kills it outright by disintegrating it. Open deals twice as much damage to objects and structures. Also, Open ignores resistance to fire damage.
Furnace requires the ingredients to be prepared before it can be used, which is done by using your technique. Whenever Dismantle hits a creature or object you gain 1 Preparation Counter, and whenever Cleave hits a creature or object you gain 2. You must spend 100 Preparation Counters to use Furnace: Open, and can not do so if you do not have enough Preparation Counters to spend. You lose all Preparation Counters 1 minute after your most recently gained Preparation Counter.
- Assemble
Must have the Cursed Technique Reversal cursed feat
With your mastery of Reverse Cursed Technique, you have learned Shrine's reversal. You are now able to attach things with your technique instead of cutting them apart. Whenever you take the Attack action, you can spend cursed energy up to your Charisma modifier added thrice to replace a Dismantle with an Assemble, using Dismantle's range. A creature or object targeted by an Assemble will regain 2d8 hit points per 2 cursed energy spent. If their limbs are wounded or worse, the limbs receive twice as many hit points.
At 17th level, you can spend up to your Charisma modifier added four times. At 20th level, you can spend up to your Charisma modifier added five times.
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.
The strongest sorcerer of today using Hollow Purple, source [3] |
- Spatial Cursed Energy
Due to your innate technique, you have grown quite attached to gravity. You gain resistance to force damage when you activate your Cursed Armor Enhancement. When you deal damage with the Curse-Empowered Strikes, cursed strikes, or Cursed Weapon Enhancement feature, its type can be changed to force damage if you so choose.
- 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 3 Cursed Energy, you can encase yourself in a gravitational field for 1 minute. Whenever you are targeted by a weapon, spell, melee cursed energy attack roll, ranged 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 an 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. 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 a number of creatures within your reach equal to your number of arms with Infinity alongside yourself.
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. For example, Eye contact, mind control, basilisk stare, making things explode with your mind, etc.
Infinity Pressure. At 5th 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 three times your Charisma modifier to increase its density and sheer force. Every creature that starts their turn within 5ft. of you must make a Strength saving throw. On a failure, they are pushed back 5 ft. and are knocked prone. On a success, they are not prone. If knocked against a wall of stone or into a solid surface (consult your GM), their saving throw becomes against taking force damage equal to the energy spent added twice, 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.
If you spend the maximum amount of energy on this feature, Infinity will not be negated by Domain Amplification if you have more domain refinement than the creature using it.
You must spend a number of 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 increases to damage die tiers.
Semi-Perfect Infinity. At 11th level, Infinity works against poisons.
Perfect Infinity. At 17th level, you may spend 6 additional Cursed Energy when using this feature to automatically roll a 20.
- 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 30 ft of you causing a blue sphere with a 10 ft. circle radius to draw everything towards it for 1 minute. All creatures within this area must make a Strength saving throw. On a failure, they take 6d8 force damage, are restrained until the beginning 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 or pulled. A creature can retry this saving throw at the beginning 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 a free action.
At 5th level this technique’s damage increases to 7d8, then again at 11th level 9d8, 17th level 12d8, and 20th level 16d8. Objects within the area that aren’t being worn or carried also take this damage.
At 13th level, when you use your blue technique in its Maximum Output form you may spend a 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 Redirection. Whenever a projectile, ranged attack roll, or spell/technique with a line area passes through Blue's area of effect, it is attracted to the center of the sphere. If said technique or attack would deal less damage than Blue, it is pulled in and stopped completely, missing its target in the case of an attack and being cut short in case of a line effect. If it is a projectile, it also takes Blue's damage. In the case of a line effect, it now changes its trajectory, with its area starting from the first point where it entered Blue's area of effect and ending at the center of the sphere. If any other creatures are in that area, they are affected by the line effect as normal. If the attack or line effect would deal more damage than Blue, it ignores this and works as normal, but its damage is reduced by Blue's damage.
Blue Manipulation. At 5th level, you have learned how to use blue to manipulate space more precisely. As an action for 10 Cursed Energy, you can 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 Simultaneous Casting 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 stat blocks can use these stat blocks if someone should attack them. For the purposes of commanding gargantuan objects (something normally impossible with Animate Objects), you can refer to this stat block:
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.
Blue Augmented Speed. At 11th level, you learn to manipulate the gravity around by you utilizing Blue to increase your speed. By spending Cursed Energy up to your Charisma modifier as a Bonus Action, you can increase your movement speed by 10 ft per energy spent. This lasts for a number of rounds equal to your Charisma modifier (minimum of 1).
- 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, spell, melee cursed energy attack roll, ranged cursed energy attack roll, or any saving throws, you may teleport up to an empty space up to your movement speed in feet, causing the attack or effect to miss if you become out of range or area. You can only use one of these teleport features per round.
When you move and 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.
When using this feature there must be an unobstructed path to where you wish to teleport, even if you could normally not travel such a path.
Space Manipulation. At 11th level, due to your constant practice with the teleport technique, you have learned how to move long distances. You can now cast teleport as an action for 10 Cursed Energy by utilizing your teleport technique, and instead of only needing to be on the same plane of existence it needs to be within an amount of miles equal to 10 times your jujutsu sorcerer level. If you have the Six Eyes background feat, you always get the exact location you want to go and the range is extended to simply being on the same planet.
- Blue Infused Strikes
Extension Technique
At 10th level, you have learned how to imbue blue into your strikes. Whenever you hit an unarmed strike, you can spend up to 6 cursed energy, dealing an additional d8 force damage per energy spent. This damage cannot be increased by features from the Tokyo school.
- Tokyo School Feature: Delayed Explosions
Extension Technique
At 14th level, you have learned how to delay your Innate Technique to create surprise explosions. Whenever you use your Blue (or Red if you have the reversal) technique, you may reduce their size and make them not explode, delaying them. All hostile creatures must make a Perception check against your cursed energy DC. If any feature raises the delayed technique's DC or imposes disadvantage on the targeted creatures, it also affects this check.
On a failure, they don't notice it and think it already exploded, vanished, or missed. You may choose for the technique to activate as normal, and only afterwards enter its delayed state. If you choose to do that with Blue, it does not keep its lingering effect. While in this state, you may move the delayed technique during your turn, no action required, through the air, up to your movement speed. A technique can be delayed like this for a number of rounds equal to your Charisma modifier (minimum of 1). You may spend a bonus action to make them explode, doubling their effect's range, and failing the saving throw automatically, also ignoring features like Evasion. If the creature succeeds in the Perception check, it may make its saving throw as normal.
Explosive Purple. If you make a delayed red and a blue explode at the same time while being within range of each other, a massive purple that erases everything will form. Every creature within a 200 ft circle centered on the circle must make a Constitution saving throw. On a failure, they take 50d12 force damage. On a success, they take half as much damage.
If the creature fails by 5 or more, this ignores Endurance.
Objects within the area that aren’t being worn or carried also take this damage. If this damage reduces a creature or object to 0 hit points, that creature or object is disintegrated, being killed outright. Explosive Purple counts as an innate technique feature for the purposes of other enhancements.
At 17th level, this damage increases to 56d12, and at 20th level to 60d12.
- Simultaneous Casting
Extension Technique
Finally, at 20th level, you have mastered the art of utilizing Blue. When you cast Blue you may pay its cost an additional amount of times up to half your Charisma modifier (rounded down), creating an additional Blue within 5ft. of the initial blue for each additional time you pay the cost. The additional blues will deal the damage of the original and will not restrain the target. Alternatively, you can shoot them like projectiles following the rules for cursed projectiles but they do your blues damage, and these attacks can replace any number of attacks on your turn.
You may not use Delayed Explosions, Maximum Output, Chanting, or any damage- increasing features or effects, including those from Domain Expansions or Tokyo School, on a Blue cast in this way.
- Cursed Technique Reversal: Red
Must have the Cursed Technique Reversal cursed feat
You may invert Limitless using Reverse Cursed Technique, creating a blast of raw gravity. As an action for 10 Cursed Energy, choose a point within 40 feet. All creatures within the range of the explosion centered on that point must make a Strength saving throw. On a failure, they are knocked back 100 feet, take 16d8 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked back nor prone.
Alternatively, you may make a ranged cursed energy attack roll against a creature up to 120 feet away, shooting a more precise version of red that has the same effects, with the center of the explosion being on the targeted creature. In both scenarios, the explosion range can be a radius from 5 ft. up to 30 ft. (your choice).
At 17th level, it increases to 24d8 at 17th level and again at 20th level to 32d8.
This technique deals twice as much damage to objects and structures. Objects within the area that aren’t being worn or carried also take this damage.
Simultaneous Red. At 20th level, you may grant the benefits of Simultaneous casting to your reversal. Red’s cast this way do not push people or knock them prone. You may not use Delayed Explosions, Maximum Output, Chanting, or any damage-increasing features or effects, including those from Domain Expansions or Tokyo School, on a Red cast in this way.
Straw Doll Technique
The Straw Doll Technique focuses on unleashing damage on the opponent from a long distance using nails or hitting a straw doll.
A Straw Doll technique user, Source [4] |
- Nail Projectiles
Lapse Technique
Starting at 1st level, 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. This may also be a Melee Cursed Energy Attack Roll while you are within 5 ft of your target. 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.
A creature may also remove a nail from their body themselves by making a Strength check against your cursed energy DC as an action. On a success, the nail is removed.
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.
At 5th 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 resonates from them.
Finally, if you have the Cursed Projectiles feat, you may use it with your Hammer, which will then act as the imbued weapon for the purposes of the feat, and your nails will then receive the Cursed Projectile properties.
- 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 have 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(+3 for fine, +6 for strong, +9 for very strong). If you bypass it, you can grab a part of the enemy of the highest resonance strength you qualify for 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 necrotic damage based on what part of them is mixed in, as shown in the table below. This damage overcomes resistances and immunities and is considered Soul Harming.
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 them, keeping the duration of the stronger effect.
At 11th level, you’ve discovered a new method to 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 its effectiveness. As an Action and 6 cursed energy, you make an attack roll on a creature under one of the following conditions: incapacitated, restrained, stunned, petrified, or paralyzed. On 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 its turns, still with disadvantage, ending the effect on a success. | (your Charisma modifier added twice + your proficiency bonus)d12 |
- Hairpin
Extension Technique
At 6th level, you learn a new way to damage your enemies. As a bonus action or reaction for 4 cursed energy, you can make one or more of your nails that are currently stuck on a surface, object, or creature make a huge Cursed energy Explosion. Every creature within a 10 ft. radius of the nail 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.
You may also choose for the exploded nail to only affect one creature, making the creature with the nail stuck make a Constitution saving throw, and suffer the effects as it normally would on a failure.
This technique's damage increases to 8d8 at 11th level, 12d8 at 17th level and 17d8 at 20th level.
- Internal Hairpin
Extension Technique
At 10th level, you have learned a new way for you to use your hairpin technique. While a creature has a nail stuck on themselves, you can use a bonus action or a reaction to spend 8 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 are stunned until the beginning of your next turn. On a success, they take half as much damage and are not stunned
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 fails the save. If you're not using the limb system variant rule, the limb will just explode.
The damage of this technique increases to 12d10 at 17th level and to 17d10 at 20th level.
- Tokyo School Feature: Nail Bed
Extension Technique
At 14th level, you have learned how to make a bed of nails, trapping your opponents in place. While a creature has at least 5 Nails stuck on it, you can spend 10 cursed energy to force it to make a Constitution saving throw. On a failure, they take 10d12 necrotic damage + 10d12 piercing damage and are restrained for 1 minute. On a success, they take half as much damage and are not restrained. They can make a Strength check against your cursed energy DC at the beginning of their turns, on a success they are no longer restrained.
You cannot use Nail Bed while a creature is restrained because of the technique.
This technique's damage increases to 13d12 + 13d12 at 17th level, and to 17d12 + 17d12 at 20th level.
- Destructive Resonance
Improved Technique
At 20th level, your resonance has become so powerful the souls of your targets just cannot handle such power. Once per turn when you deal damage with your resonance, the target must make a Constitution saving throw or receive one level of exhaustion.
In addition, all damage caused by resonance 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 learned 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 on creating immense heat and using said heat to destroy your enemies from a long or short distance, using flames or volcanoes to do so.
A Disaster Flames user preparing to make a fireball attack, Source [5] |
- Burning Cursed Energy
Your Cursed Energy is powered up by your flames, you will gain 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, you can change its type to fire damage.
- Purple Flames
Your flames burn brighter when you use them at maximum power. 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 or long rest.
Continuous Flames. At 11th level, your flames keep burning your targets after they get hit. Whenever a creature is hit or fails a saving throw against taking damage by your Innate Technique being in their purple version, they are engulfed in flames, taking additional fire damage equal to your Charisma score (minimum of 10).
- Disaster Flames
Lapse Technique
Starting at 1st level, you can create basic, flaming blasts. When you take the Attack action, you can spend an amount of cursed energy up to half of your Charisma modifier (rounded down, minimum of 1) to replace one of those attacks with a melee cursed energy attack roll or ranged cursed energy attack roll against a creature within 100 feet of you. On a hit, the target takes 1d8 fire damage per cursed energy spent and must make a Constitution saving throw. On a failure, they receive First Degree burns. On a success, they receive no additional conditions. If they fail by 5 or more, they receive Second Degree burns. All creatures of your choice within a 10-foot cone behind the target are also targeted.
You can replace multiple attacks with Disaster Flames, but you must spend appropriate cursed energy for each attack. This cannot replace attacks from features such as Cursed Blast of Blows.
At 5th level, you can spend up to your Charisma modifier when using Disaster Flames. At 11th level, you can spend up to your Charisma modifier + half of your Charisma modifier (rounded down). At 17th level, you can spend up to your Charisma modifier added twice. At 20th level, you can spend up to your Charisma modifier added thrice.
Purple Hands. When you use this technique, you can spend 2 purple flame points to increase the damage die by one tier (2d8 -> 2d10). Additionally, if the target fails the Constitution saving throw, they receive Second Degree burns. If they fail by 5 or more, they receive Third Degree burns.
The cone is also increased to 30 feet.
- Erupting Volcanoes
Extension Technique
At 3rd level, with a better understanding of the flames you possess, you can now create magma volcanoes. As an action, 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. Every volcano costs 1 cursed energy.
Magma Blasts. 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 volcanoes erupt, spending 2 cursed energy per volcano. On a failure, they take 2d10 fire damage, and become restrained by the magma for 1 minute, and must make a Constitution saving throw. On success, they take half as much damage and are not restrained. The volcanoes disappear right after firing.
On a failure, they receive Second Degree burns. On a success, they are not burned. If they fail by 5 or more, they receive Third Degree burns.
The creature may make a Strength saving throw at the beginning of their turns, ending the condition early on success, and retaking 2d10 fire damage on a failure, remaining stuck.
Any area targeted by this feature becomes difficult terrain, and any creatures that end their turn near it take 2d10 fire damage.
This technique’s damage increases to 4d10 at 5th level, 7d10 at 11th level, 11d10 at 17th level and to 16d10 at 20th level.
Creatures on the area of effect of more than one volcano will make only one save and take the damage of only one volcano, but the DC of the damage will increase by 1 for each volcano hitting the creature.
Purple Volcanos. When you use this technique, you can spend 2 purple flame points to increase the range of the Magma Blast to 60 feet, and its width to 20 feet. Additionally, the creatures have disadvantage on the Dexterity saving throw caused by the magma blast.
- Ember Insects
Extension Technique
At 6th level, you have learned how to create a small insect shikigami. As an action, you may spend an amount of Cursed Energy up to your Charisma modifier to create an equal number of Ember Insects within 10 feet of you for 1 minute.
At 11th level, you can spend up to your Charisma modifier plus half your Charisma modifier (rounded down), and at 17th level, you can spend up to your Charisma modifier added twice.
Purple Insects. When you use this technique, you can spend 3 Purple Flames points to cause the insects to gain a +2 in all of their ability scores, and increase their explosion damage die to 8d4.
- Hot Comet
Extension Technique
At 10th level, you can create a big rock of solidified magma to throw at an opponent. As an action for 10 cursed energy, you choose a point within 60 feet of you. All creatures in a 20-foot square centered at that point must make a Dexterity saving throw. On a failure, they take 5d10 fire damage and 5d10 bludgeoning damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.
This technique deals twice as much damage to objects and structures. All objects in the area take maximum damage.
The area affected becomes difficult terrain.
This technique’s damage increases to 8d10 and 8d10 at 11th, to 12d10 and 12d10 at 17th, and to 17d10 and 17d10 at 20th level.
Purple Comet. When you use this technique, you can spend 4 purple flame points to increase its range to 120 feet and its square to 40 feet. The creatures have disadvantage on the Dexterity saving throw.
- Tokyo School Feature: Lava Hands
Extension Technique
At 14th level, you have developed an extension technique that requires immense levels of cursed energy manipulation. As an action for 10 cursed energy, you create up to two lava hands within 120 feet of you for 1 minute.
The Lava Hand is a gargantuan object that has AC 20 and hit points equal to half your hit point maximum (rounded down). If it drops to 0 hit points, the technique ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).
When you utilize this technique and as a bonus action on your subsequent turns, you can move the hands up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee weapon attack for the hand using the hand’s game statistics. On a hit, the target takes 4d8 fire damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your Charisma modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 5d10 + your Charisma modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target and they take fire damage equal to your jujutsu sorcerer level at the beginning of their turns.
You are concentrating for the duration of this technique. The technique ends if the hands are reduced to 0 hit points, the time ends or you lose concentration.
- Maximum Meteor
Maximum Technique
At 20th level, you have learned how to extract the maximum out of your Disaster Flames, creating your maximum technique. As an action for 20 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, and creatures that overlap with the sphere for the first time during that movement are dragged by the meteor to the end of its path.
Creatures other than you who come into contact with the meteor must make a Dexterity saving throw with advantage. On success, they take half the damage. On a failure, they or take 30d12 fire and 30d12 bludgeoning damage and must make a Constitution saving throw. On a failure, they receive Second Degree burns. On a success, they receive First Degree burns. If the creature possesses Endurance while passing this save, they do not receive burns. If they fail by 5 or more, they receive Third Degree burns. Objects which overlap with the sphere take this same damage.
The sphere lasts for 1 minute, until it touches the ground, or until you lose concentration as if concentrating on a spell.
This technique deals twice the maximum damage possible to objects and structures.
Purple Meteor. When you use this feature, you may spend 6 Purple Flame points to double this feature's radius. Creatures have disadvantage on the Dexterity saving throw.
- 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, becoming in tune with a nature created by themselves.
A Disaster Plants user with its roots, Source [6] |
- Plant Manipulation
Extension Technique
Starting at 1st level, you have learned how to create and manipulate basic plants.
Binding Plants. As an action for 2 Cursed Energy, you can choose one target within 30 feet of you to trap with plants. The target must make a Strength saving throw. On a failure, they become restrained until the beginning of your next turn. On a success, they are not restrained. If the target fails the Strength saving throw by 5 or more, they are Restrained for 1 minute instead. In this case, they can remake the saving throw at the beginning of their turns, ending the condition early on a success.
You can target two targets at 5th level, three at 11th, four at 17th, and five at 20th level.
Thorn Whip. As an action for 1 cursed energy, you create a long, vine-like whip covered in thorns that lashes out at your command toward a creature within 15 feet of you. Make a melee cursed energy attack roll against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
This damage increases to 2d6 at 5th level, 4d6 at 11th, 7d6 at 17th, and to 11d6 at 20th level.
Poisonous Plants. As an action for 2 cursed energy, you extend your hand toward a creature you can see within 10 feet of you and project a puff of noxious gas from a plant created on your palm. The creature must make a Constitution saving throw. On a failure, they take 1d8 poison damage. On a success, they take half as much damage. If they fail the saving throw by 5 or more, they are Poisoned.
This damage increases to 2d8 at 5th level, 4d8 at 11th level, 7d8 at 17th, and 11d8 at 20th level.
Additionally, any techniques that you use that create objects or structures with hit points, their AC will be equal to your cursed energy DC, and if a feature increases the DC for a technique, such as Chanting or Maximum Output, the object/structure's AC is also increased correspondingly.
- Roots
Extension Technique
At 3rd level, through an extension of your techniques, you have learned how to create roots out of the ground. You may do one of the following techniques:
Entangling Roots. As an action for 3 cursed energy, you can make roots sprout from the ground in a 20-foot square within 60 feet of you. All creatures in the area must make a Strength saving throw. On a failure, they are restrained for 1 minute. On a success, they are not restrained. A creature restrained by the plants can use its action to make a Strength check against your cursed energy save DC. On a success, it frees itself. For the duration of the technique, the area becomes difficult terrain. When the technique ends, the roots wilt away.
Path of Roots. As a free action for 1 cursed energy, you can use your roots as a way of movement. You create a line up to 100 feet long and 5 feet wide filled with roots that can handle up to your Charisma modifier (minimum of 1) times 100 pounds. They last for a number of minutes equal to your charisma modifier (minimum of 1) or until you dispel it at will (no action required) and have a number of hit points equal to your Charisma modifier times 5.
At 5th level, the length increases to 200 feet and the width increases to 10 feet wide, at 11th level the length increases to 300 feet and the width increases to 15 feet wide, at 17th level the length increases to 400 feet and the width increases to 20 feet wide and the length increases to 500 feet and the width increases to 30 feet wide.
Piercing Roots. As an action for 3 cursed energy, roots sprout from the ground in a 30-foot cone in front of you, forcing every creature within range to make a Dexterity saving throw. On a failure, they take 2d10 piercing damage. On a success, they take half as much damage.
The damage increases to 4d10 at 5th level, 7d10 at 11th level, 11d10 at 17th level, and 16d10 at 20th level.
Wall of Roots. You rise deep roots from the ground to defend yourself or your allies from attacks. As a reaction for 4 cursed energy to when you or an ally is targeted by an attack roll or cone/line saving throw, you can spring forth a wall of roots that is 10ft. tall and 5ft. wide, covering 10ft. around you. The wall has an amount of hit points equal to your Charisma modifier (minimum of 1) times 10.
The hit point maximum is increased to your Charisma modifier times 15 at 5th level, times 20 at 11th level, times 25 at 17th, level and times 30 at 20th level.
- 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 spend 2 cursed energy to create 1 wooden ball. The wooden ball has a number of hit points equal to your Charisma modifier added twice and will keep floating around you.
As a bonus action, you can send one or more of your balls towards a target within 30ft. of you. Make a ranged cursed energy attack roll. On a hit, the balls create large branches that pierce through their target, dealing 1d12 piercing damage. Right after they hit or miss, 1 minute passes, or they are destroyed, the balls will disappear.
You can spend additional cursed energy up to your Charisma modifier, creating another wooden ball per energy spent. You may use your action to command all Wooden Balls at once.
Flying Ball. You may spend your bonus action to get above one of the balls within 5 feet of you, gaining flying speed equal to your walking speed while above them.
The damage on this technique increases to 3d12 at 11th level, to 6d12 at 17th level, and to 10d12 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 a point within 100 feet of you, all creatures in a 10-foot circle centered on that point 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 affect the battle in any way for 1 minute. On a success, nothing happens. During the state, attack rolls against the creature are made with advantage and they have disadvantage on the saving throw. If the creature is forced to make a saving throw or suffers an attack roll, it can remake the Wisdom saving throw, ending the state on a success.
- 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 60ft. of you. Make a ranged cursed energy attack roll for each. On a hit, they attach themselves to the creature. At the beginning 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 use an action to make a Strength check to remove the curse bud, removing it on a success.
Cursed Bud Tree. You may as a full round action spend 10 cursed energy to create a large-sized tree of buds for 1 minute. At the beginning of your turns, you may spend a bonus action to make it launch a number of cursed buds equal to half your Charisma modifier, making ranged cursed energy attack rolls against creatures within 30 feet of the tree. The tree has an amount of hit points equal to your Charisma modifier times 10 and receives a +5 bonus to its AC. Additionally, it has vulnerability to Slashing and Fire damage.
- Radiant Beam
Extension Technique
Finally at 20th level, you have learned an extremely powerful technique that utilizes the power of the sun. As an action for 10 cursed energy, you force all creatures in a 100 feet long 5 foot wide line to make a Dexterity saving throw. On a failure, they take 20d10 necrotic damage and are blinded for 1 minute. On a success, they take half as much and are not blinded. If a creature fails by 5 or more, they are also Confused until the beginning of your next turn.
They can make a Constitution saving throw at the beginning of their turns, ending the condition early on a success.
- Inflict Decay
Must have the Cursed Technique Reversal cursed feat
Your mastery of Reversed Cursed Technique has granted you the reversal of your technique, now being able to affect the world’s flora to destroy it. As an action for 5 cursed energy, step down to destroy the terrain around you. You force all creatures within a 30-foot circle centered on you to make a Constitution saving throw. On a failure, they take 5d12 necrotic damage and have their maximum hit point reduced by an equal amount. On a success, they take half as much damage and their hit points are unaffected. If they fail by 5 or more, they also receive one level of exhaustion.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the technique deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
Ratio Technique
The Ratio Technique focuses on perceiving the best possible spots to destroy your opponents in the most efficient way.
A powerful 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 a 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 critical on the damage calculation. If you had advantage on the attack, you can re-roll the d10.
In addition, you roll triple the damage dice instead of double if it was 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 a way to find the weak point in objects, destroying them and imbuing them with your own cursed energy in order to obtain slight control over them. As an action for 4 Cursed Energy, you may hit a solid surface within reach and destroy a 15 ft. radius of it. The area becomes difficult terrain, and the destroyed objects and debri are imbued with your cursed energy, which allows it to remain suspended in the air up to 15 ft. away from the surface without falling for (your Charisma modifier) rounds. As part of the same action, you can use said debri as 3/4 cover and make the area lightly obscured with dusk. After that, you may, with no action required, release the suspended debri. Every creature that would be caught under the debri must make a Dexterity saving throw. On a failure, they take your unarmed strike's damage + 3d10 bludgeoning damage. This unarmed strike's damage counts as if it was under the effects of Ratio. On a success, they take half as much damage.
This technique's 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 an 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 if a limb was targeted, the limb 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 d10s 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 weak points but the effect causes all areas excluding those weak points to be reinforced beyond comparison. 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 apply 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 regardless 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".
A Special Grade curse using idle transfiguration to create a polymorphed soul, source [8] |
- Soul Technique
The Soul Dictates the Body. Your Innate Technique makes you almost invincible to normal attacks. If you are reduced to 0 hit points but not killed outright, you are only incapacitated instead of being unconscious as it hasn’t damaged your soul.
Soul Prodigy. Your Innate Technique naturally allows you to see the outline of others' souls. You start with 1 soul knowledge, and whenever you gain soul knowledge the amount is doubled. Also, you don’t have disadvantage on the Charisma saving throws to gain soul knowledge. If you already have a feature that does that, you gain advantage instead. Additionally, whenever a creature fails a saving throw caused by your cursed technique or whenever you successfully hit a creature with your technique, you gain 1 soul knowledge.
- Transfigured creatures
If Necrotic damage from any of your cursed technique features reduces a creature's 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.
Whenever a creature becomes a transfigured creature, it now uses the following stat block:
Transfigured Creature, any size undead (Transfigured creature), Unaligned Armor Class 10 + Dexterity modifier (Natural Armor) STR X (0) DEX X (0) CON X (0) INT 4 (-3) WIS 4 (-3) CHA 4 -3) Senses Passive Perception 7. Features Actions |
Once you have gained a transfigured creature, while on a short or long rest you may modify the following things about the creature:
Modification | Description |
---|---|
Size | You can reduce or increase their size to a minimum of Tiny and a maximum of Large. At 5th level, you can increase it up to Huge. At 11th level, you can increase them up to Gargantuan. |
Scores | When a creature becomes a Transfigured creature, their Intelligence, Wisdom, and Charisma scores are decreased to 4. You may redistribute the points removed from their Intelligence, Wisdom, and Charisma into their Strength, Dexterity, or Constitution scores, up to 22 or their normal stat maximum, whichever is higher. At 5th level, you can increase them up 24, to 26 at 11th level, to 28 at 17th, and 30 at 20th level. |
Tools(5th level) | You can create a weapon or object with one of your transfigured creatures. If it is a weapon, you use your Charisma modifier for its attack and damage rolls. It cannot be a cursed object or weapon. Neither can it be magical. At 11th level, the damage tier of the weapon is increased by one, by two at 17th, and by three at 20th level. |
Projectiles(5th level) | You turn one of your transfigured creatures into a small ball, being able to be fired as a projectile. As part of the action of creating said projectile, you make a ranged cursed energy attack roll against a target within 20/60 feet of you. On a hit, they take 1d12 + your Charisma modifier + the creature’s cr necrotic damage. |
Beast(11th level) | You transform one of your transfigured creatures into an animal. They now take the stat block of a beast with a CR up to your proficiency bonus. They’ll keep their scores, size, and hit dice however, they’ll gain the features of the beast. |
Vehicle(17th level) | You can create a vehicle of any size using one of your transfigured creatures. It won’t need fuel to move, however things that need ammunition or such cannot be used. |
You can modify a number of creatures up to your Charisma modifier (minimum of 1) at once.
To give your transfigured creatures simple orders such as to attack a creature takes a bonus action, while more complex orders like defending an area take an action. You can command up to half your Charisma modifier (rounded down) per round.
You can safely store your transfigured creatures in your own body with no action required, extracting a number of them out up to your Charisma modifier as a bonus action. You can have a number of transfigured creatures equal to your Jujutsu Sorcerer level times your Charisma modifier (minimum of 1).
Quick Transfiguration. At 5th level, you have learned how to quickly utilize your creatures. You can now modify your creatures as a bonus action on your turn.
At 11th level, you can do it as a free action. At 17th level, you may do it with no action required.
Transfigured General. At 11th level, you can command your transfigured creatures in a much more efficient manner. You can now command a number of transfigured creatures up to your Charisma modifier per round.
Hardened Monsters. At 17th level, your transfigured creatures now have a damage reduction equal to your jujutsu sorcerer level.
- Idle Transfiguration
Lapse Technique
Starting at 1st level, your technique allows you to alter a creature’s very soul just by simply touching it. As an action, or replacing an attack as part of the attack action if you target a creature you are grappling, you can spend 4 cursed energy to make a melee weapon attack roll against a creature. On a hit, they take 2d12 necrotic damage. The cursed energy is not spent if you miss it.
This technique’s damage increases to 4d12 at 5th level, 8d12 at 11th, 14d12 at 17th, and 22d12 at 20th level.
This feature does not work against creatures without a soul. The necrotic damage from this feature bypasses resistances and immunities.
Altering Allies. At 5th level, you may also use your alteration on a 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 Wisdom (Perception) checks involving smell. |
Heightened Hearing | The creature will gain advantage in Wisdom (Perception) checks involving hearing. |
Heightened Sight | The creature will gain advantage in Wisdom (Perception) checks involving seeing. |
Darkvision | The creature will gain Darkvision up to 60ft. if the creature already has Darkvision it will extend its range by 30 ft. |
Gills | The creature will gain swimming speed equal to its walking speed, and it will be able to breathe underwater. |
Light Body(5th level) | The creature counts as one size smaller however, their walking speed is increased by +10. They cannot be reduced to count to less than Tiny. |
Size Increase(5th level) | The creature's size will increase by one, to a maximum of Large. At 11th level, this maximum increases to Huge. At 17th level, this maximum increases to Gargantuan. |
Hardened Skin(5th level) | The creature will gain resistance to one of the following damage types: bludgeoning, slashing, or piercing. |
Restraint Removal(11th level). | 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. |
Godly Endurance(17th level). | The creature gains a number of hit dice equal to your Charisma modifier (minimum of 1). They roll all dice at once, increasing their maximum hit points by the number rolled. |
You may grant a number of alterations to the same creature up to their Constitution modifier (minimum of 1). If you try to give them a new alteration beyond it, they must make a Constitution saving throw. On a failure, they lose one hit die and take necrotic damage equal to the maximum amount, reducing their maximum hit points by it. On a success, they lose their oldest alteration and gain a new one.
- Self-Alteration
Technique Improvement
At 3rd level, you have learned how to shape your own form in many different ways. You have 7 body slots.
Body Slots |
---|
Head |
Torso |
Left Arm |
Right Arm |
Left Leg |
Right Leg |
Body (affects a number of body slots up to your Charisma modifier (minimum of 1) when using Alterations on the Body slot specifically) |
As a bonus action for X Cursed Energy, you gain the ability to shape your body parts into different shapes and forms. You may choose to gain one of the following:
Alteration | Alteration 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 for the purpose of overcoming resistance and immunity to non-magical attacks and damage. | 4 |
Size | You can increase or decrease your body's size. Increasing Size. For every size category above Medium, your unarmed strikes and body-created weapons deal an extra damage die, up to a maximum of Huge. Each size increase also grants you advantage on Strength checks and saving throws. If you increase your size category above Medium by affecting your Body slot, Legs slot, or both, your movement speed increases by 5 feet for each size category above Medium, up to a maximum of 10 feet for Huge. Decreasing Size. For every size category below Medium, your unarmed strikes and body-created weapons deal one damage die tier lower (to a minimum of 1 damage). Each size decrease also grants you advantage on Dexterity checks and saving throws, and your movement speed increases by 5 feet for each size category below Medium, up to a maximum of 15 feet for Tiny. You also gain the ability to move through spaces as narrow as 1 inch without squeezing. |
3 |
Shape | You can distort your body's shape without fully transforming. You can:
|
2+ |
Partial Beast | You can partially transform your body parts to mimic an animal without fully transforming into them. You can choose features or attacks from beast-type creatures with a CR up to your Charisma modifier. You can choose a number of features or attacks equal to your proficiency bonus. Any attack, movement, or other features that use the beast's modifiers instead use your own modifiers and abilities. If the feature or attack has a limited use, you can use it once per transformation. | 4 |
Each form's benefits are removed at the end of the battle or if you deactivate them as a bonus action.
You can apply up to 2 Alterations to one body slot simultaneously.
Soul Maintenance. At 5th level, you have learned how to heal yourself by merely altering your body. As a free action or as a reaction to taking damage for up to your Charisma modifier (minimum of 1) in cursed energy, you can regain 25 times the amount spent in body hit points.
Polymorph. At 11th level, you can now transform your entire body into other animals. As an action for x cursed energy (with x being the beast's CR, minimum 1), you can transform yourself into a beast. The transformation lasts for 1 minute until you use it again, or until you drop to 0 hit points or die. The new form can be any beast whose challenge rating is equal to or less than your jujutsu sorcerer level. Your Strength, Dexterity, and Constitution scores are replaced by the scores of the chosen beast. You maintain your alignment and personality.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, it isn't knocked unconscious.
You gain the actions of the creature you've become however, you can still do all of your normal actions as long as the body allows it.
Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment.
Quickened Alterations. At 17th level, you have gotten a lot better when altering your body, making it a much simpler task. When using Self-Alteration, Polymorph, and Instant Spirit Body of Distorted Killing, you may choose to reduce their action cost by 1(full round action->action->bonus action->free action). Additionally, you do not need to undo a Self Alteration as a bonus action, you may now use your bonus action to simply change to another while removing the current one.
- Body Clone
Extension Technique
At 6th level, you have learned how to create an almost perfect clone of yourself. As an action for half your cursed energy maximum and half your maximum hit points (both rounded up), you create an almost perfect copy of yourself that has half as much maximum hit points and cursed energy as you. It is identical to you, is controlled by you, acts on your turn and you can see through its eyes and hear through its ears. Your clone cannot use any of your Innate Technique features except self-alteration.
You can't make another clone until the current one dies or you touch your current clone. If you touch your current clone, you can choose to make it rejoin you, making you regain the maximum hit points and cursed energy lost.
- Soul Multiplicity
Extension Technique
At 10th level, you have learned two techniques as part of the same extension to fuse your Transfigured creatures. As an action for 5 Cursed Energy, you can 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 transfigured creature body parts directed at 2 creatures within 30 feet of you. Make a Ranged Cursed Energy Attack roll for each target. On a hit, they take 1d6 Piercing damage and an additional 5d8 Necrotic damage. For each additional Transfigured Creature, you will add 1d8 to the total Necrotic damage, +5 ft to the Range, and can target an additional creature. The number of people you can target with this attack is equal to your Charisma modifier (minimum of 1). You can add necrotic damage and range a number of times up to your proficiency bonus added twice.
Alternatively, you can create a barrage of soul hands that attack your targets omnidirectionally. All creatures within a 30 foot-radius of you are forced to make a Dexterity saving throw. On a failure, they take 1d6 Piercing damage and an additional 5d8 Necrotic damage. On a success, they take half as much damage. For each additional Transfigured Creature, you will add 1d8 to the total Necrotic damage and +5 ft to the Range.
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: Advanced Alterations
Extension Technique
At 14th level, you have learned how to potentialize your self-alterations at Tokyo, reaching new heights. Whenever you use any self-alteration, you can spend twice as much cursed energy as you normally would (before applying reductions).
Alteration | Alteration Description | Cursed Energy Cost Per Slot |
---|---|---|
Weapon | All weapons you form with your body parts deal the normal weapon damage + your Charisma modifier added twice in additional necrotic damage. All weapons you create must be non-magical weapons, although they will count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. If you create a ranged weapon, you lose 1 hit point whenever you attack with it to replace its ammunition if you do not have any remaining. | |
Size | You can increase or decrease your body's size. Increasing Size. For every size category above Medium, your unarmed strikes and body-created weapons deal an extra damage die, up to a maximum of Gargantuan. Each size increase also grants you advantage on Strength checks and saving throws and a +1 on those checks per size above medium. If you increase your size category above Medium by affecting your Body slot, Legs slot, or both, your movement speed increases by 10 feet for each size category above Medium, up to a maximum of 30 feet for Gargantuan. Decreasing Size. For every size category below Medium, your unarmed strikes and body-created weapons damage die tier lower by one (to a minimum of 1 damage). Each size decrease also grants you advantage on Dexterity checks and saving throws and a +1 on those checks per size below medium. Your movement speed increases by 20 feet for each size category below Medium, up to a maximum of 60 feet for Tiny. You also gain the ability to move through spaces as narrow as 1 inch without squeezing. | |
Shape | You can distort your body's shape without fully transforming. You can:
| |
Partial Beast | You can partially transform your body parts to mimic an animal without fully transforming into them. You can choose features or attacks from beast-type creatures with a CR up to your Charisma modifier added twice. You can choose a number of features or attacks equal to your proficiency bonus. Any attack, movement, or other features that use the beast's modifiers instead use your own modifiers and abilities. If the feature or attack has a limited use, you can use it once per transformation. |
Additionally, you can now apply 3 alterations to a body part simultaneously.
- Instant Spirit Body of Distorted Killing
Extension Technique
Finally, at 20th level, you finally understand the true essence of your soul, creating the ultimate extension. As a bonus action for 10 Cursed Energy, you can transform your body into a more monster-like appearance. You gain the following benefits for a number of minutes equal to your Charisma modifier (minimum of 1):
- You gain a +4 to your Strength, Dexterity, Constitution, and Charisma scores, including their maximums.
- Your Natural weapons and unarmed strikes deal one additional damage die of damage.
- You deal twice as much damage to objects and structures.
- You gain dark tendrils that sprout out from your body. As a reaction to a melee weapon attack roll being made against you, you can make an unarmed strike against the creature as a reaction. If you roll higher than the attack roll, the attack is negated.
- You gain a large tail. It has the reach property and counts as a natural weapon. On a hit, it deals 3d10 + your Strength modifier bludgeoning damage.
- You can use your Charisma modifier instead of Strength or Dexterity for melee weapon attacks and damage rolls.
You can deactivate this form as a bonus action.
- Object Transfiguration
Must have the Cursed Technique Reversal cursed feat
You have learned how to reverse your technique, achieving your technique reversal. You gain the Object’s Soul Awareness cursed feat. As an action while holding or touching an object, you can spend 8 cursed energy to modify it. As a bonus action, you can change a number of the object's properties and size up to your Charisma modifier added twice (minimum of 2).
Moon Dregs
The moon dregs technique allows you to control a jellyfish shikigami that can protect you from harm and inflict poison on others.
Moon Dregs and its 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 dismissed. You can summon it again for the same cost, but when it has been reduced to 0 hit points a number of times up to your proficiency bonus, you have to 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 its 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 an extra hit die equal to your Charisma modifier.
- Its Strength, Dexterity and Constitution scores will increase by your Charisma modifier.
- All of its damaging features will have their die tier increased by your Charisma modifier.
- It will gain flying speed equal to 10 times 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 have evolved, becoming stronger and tougher. Your Moon Dregs will gain the following benefits:
- Its proficiency bonus is now equal to your own.
- Its hit die becomes a d12
- Its Poison damage now overcomes resistances, and its poisoned condition now overcomes immunities to said condition.
- It also gains the two following features:
Overwhelming Strength. Moon Dregs can grapple a target it hits with its tentacle attack.
Poison Stinger. A creature does its 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 its 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 beginning of its 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 an 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 its resistances and immunities.
- You gain its features.
- You gain its flying speed.
- You gain its 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 its 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.
- Its 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, its debilitating 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 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.
A Puppet user behind many of its creations, source [10] |
- Cursed Corpse Creation
Starting at 1st level, you gain the Cursed Corpse Creator feat, but you can make any sized cursed corpse. You start with one Medium cursed corpse that can only have grade 4 modifications. Additionally, you may control a number of Cursed corpses within 30 ft of you with a Bonus Action equal to twice your Proficiency Bonus.
You also gain access to Cursed Corpse Swarms. A swarm must contain a minimum of 2 cursed corpses and may contain up to a maximum of twice your Proficiency bonus. The corpses included in a swarm must be Medium-size or smaller. The swarm takes the median AC of all the cursed corpses included and has a number of maximum hit points equal to half the maximum hit points (rounded down) of all cursed corpses within the swarm combined. In addition, the swarm has the Swarm and Crowd Control Vulnerability traits. The swarm may take the Actions of a number of corpses within the swarm equal to twice your Proficiency bonus, and only half of that if the swarm is at half its maximum hit points or lower. A player character cursed corpse can never be part of a swarm, and you cannot individually command or control corpses while commanding or controlling a swarm, nor can you command or control more than one swarm.
- Puppet Manipulation
Lapse Technique
At 3rd level, you have unlocked your lapse technique which allows for you to control and maintain your cursed corpses at a much larger range. Controlling a cursed corpse no longer takes a bonus action and they can follow more complex commands. They take their turns at the start of your turn. You can see through their eyes and speak through them. As a bonus action, you can spend cursed energy to increase the range they can be controlled from, with it increasing by 10ft per cursed energy spent. This range is increased for 1 minute.
Corpses in this range can also be given cursed energy from you over a distance. As a bonus action, you can transfer cursed energy from your pool to theirs up to their maximum. Corpses in your range can also spend cursed energy from your pool instead of theirs.
At 5th level, the range per cursed energy spent is increased to 100ft per, then to 1,000ft per at 11th level, to 10,000ft per at 17th, and to 100,000ft per at 20th level.
- Better Modifications
At 6th level, you have learned how to make new modifications. You gain the Sword Option, Ultra Shield, Boost On, Ultra Cannon modifications.
- Efficient Transfer
Technique Improvement
At 10th level, you have become better at imbuing corpses with cursed energy. Whenever you imbue a core or recharge a cursed corpse, every cursed energy counts as 2. So if you imbue 10 it would count as 20. You also can add more modifications per corpse. Each corpse can hold an additional amount of modifications equal to half your proficiency bonus (rounded up).
- Tokyo Feature: Mode: Albatross
At 14th level, you have learned to make a new unique modification for your corpses. This modification lets them have a barrel stick out of their mouth which gives them benefits. You learn the Mode: Albatross modification.
- Mode: Absolute
At 20th level, you can now make pilotable cursed corpses. You unlock the Mode: Absolute, Miracle Cannon, Pigeon Viola, and Finger Cannon modifications.
- Sever Control
Must have the Cursed Technique Reversal cursed feat
Due to mastering Reverse Cursed Technique, you have learned your cursed technique reversal. Instead of being able to control puppets, you can now sever the connection between one and their summons. As an action for 5 cursed energy, you may attempt to do this. Choose one person within 60 feet of yourself or one of your puppets who currently have some form of summon under their control. That person is then forced to make a Charisma saving throw. On a failure, the target loses control over their summons for 1 minute. These summons are considered berserk for the duration. The creature may regain control by succeeding on another Charisma saving throw at the beginning of their turns. On a success, the creature does not lose control.
Cursed Speech
The Cursed Speech innate technique 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 cords.
A Cursed Speech user preparing a powerful word attack, source [11] |
- Limited Vocabulary
You can't speak coherently with this technique due to every verb you use having the potential to curse someone, meaning you can't pick the Chanting feat. You can speak through words that aren't a command, such as fish food for example.
- Vocal Cords
While Cursed Speech is an extremely powerful technique, it has a great strain on the user's vocal cords.
Vocal Cords Hit Points. Your vocal cords have a number of hit points equal to 1/3rd of your hit point maximum (rounded up). You regain 1 vocal chord's hit point at the beginning of your turns, unless they're at 0 hit points. Any kind of hit point regain you receive affects your vocal cords' hit points as well.
Your vocal cords regain all of their hit points at the end of a short or long rest.
Losing Vocal Cords Hit Points. Whenever you use a Cursed Word against a hostile creature (or a creature that isn't your ally), your vocal cords lose 2 hit points per cursed energy spent in said word (before applying reductions).
If your vocal cords reach 0 hit points, you won't be able to regain the hit points unless you receive the benefits from Reverse Cursed Technique or take a long rest. If you have 0 hit points you cannot use your cursed words, and you're always under one level of exhaustion.
- Cursed Energy Dependant
The more cursed energy a target has, the harder it is to affect them. However, the same still applies to them having low amounts.
Cursed Energy Superiority. For every 10 cursed energy you have above a creature, the DC to resist your cursed words is increased by 1. This increase cannot go above your proficiency bonus in amount. Additionally, for every +1 you gain in this way, the damage you receive to your vocal cords is halved. For example, if you have a +2 bonus, the damage to your vocal cords is reduced to a quarter of the original amount (halved twice).
Cursed Energy Inferiority. For every 10 cursed energy a creature has above you, they gain a +1 bonus in saves to resist your cursed words. This bonus cannot go above their proficiency bonus. Also, for every +1 the creature has, the damage you receive to your vocal cords is multiplied, with the multiplier being twice the amount of +1s. For example, if a creature has a +3 bonus, the amount of damage you receive would be multiplied by 6.
- Cursed Speech
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.
You have access to the following Cursed Words:
- Don't Move. You can spend 4 cursed energy as a bonus action or as a reaction to a hostile action you can see. A creature within 60 feet of you of your choice must succeed in a Charisma saving throw or become unable to perform any activity requiring physical movement, as determined by your DM, until the beginning of your next turn.
- Return. You can spend 4 cursed energy as a bonus action or as a reaction to a Shikigami moving or taking any sort of Action (Action, Bonus Action, Free Action) or Reaction to force the Shikigami to disappear. The Shikigami must succeed a Charisma saving throw or be desummoned.
A Shikigami may choose to fail this saving throw if the summoner is willing.
- Run Away. You can spend 2 cursed energy as a bonus action or as a reaction to a creature moving within 60 feet of you, you can make them run away as far as possible. You force one target within range to succeed a Charisma saving throw or be forced to take the dash action and immediately run as far as possible from you (even if it was outside their turn). This spends the movement of their next turn in case it wasn't their turn.
- Sleep. You can spend 4 cursed energy as a bonus action to cause a creature within 60 feet of you to fall into a deep slumber. They must make a Charisma saving throw. On a failure, they are knocked unconscious for 1 minute, this can be ended early by them receiving damage or a creature spending their action to awaken them.
Creatures with more than half their maximum hit points automatically succeed.
- Blast Away. You can spend 4 cursed energy as a bonus action to make a creature within 60 feet of you to be launched back. They must succeed a Charisma saving throw or be thrown back 10 times your Charisma modifier (minimum of 1) feet back, taking 1d6 force damage per 10 feet traveled.
This increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
- Explode. You can spend 6 cursed energy as a bonus action to make a creature within 60 feet of you explode from the inside out. They must succeed a Charisma saving throw or receive a number of 1d8's in fire damage equal to your Charisma modifier added twice (minimum of 2). If they fail by 5 or more, they receive First Degree Burns.
- Plummet. You can spend 6 cursed energy as a bonus action to make one creature within 60 feet of you become incapacitated by a great field of gravity affecting them. They must succeed a Charisma saving throw or receive a number of 1d8s equal to your Charisma modifier in force damage and are knocked prone. If they fail by 5 or more, they are also incapacitated until the beginning of your next turn.
- Get Crushed. You can spend 10 cursed energy as a bonus action to implode a creature within 60 feet of you. They must succeed on a Charisma saving throw or lose an amount of hit points in d12s equal to your Charisma modifier added twice (minimum of 2), and have disadvantage in Strength, Dexterity, and Constitution saving throws until the beginning of your next turn. If they fail this by 5 or more, they are also incapacitated for the duration.
- Get Twisted. You can spend 10 cursed energy as a bonus action to twist a body part of a creature within 60 feet of you. They are forced to succeed on a Charisma saving throw or get one their limbs hit points reduced to 0. The limb cannot be the Skull, Jaw, or Torso.
- Die. You can spend 20 cursed energy as a bonus action to potentially instantly kill a creature within 60-feet of you. If the creature's hit points are below 30 times your Charisma modifier, they are forced to succeed on a Charisma saving throw or die instantly.
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.
Shout. You can shout your cursed words, making them reach more people. You can increase the action cost of a cursed word by one (free action -> bonus action -> action) to make it target all creatures in a 60 foot circle centered on yourself of your choice.
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, with great training, you have developed your tongue and can now say one word in an extremely quick way. Choose one of your cursed words. The word's action cost is reduced by one (action -> bonus action -> free action), and if it can be used as a reaction you may gain one additional reaction just for using it (however you cannot use any other cursed words as a reaction in said round).
Additionally, you may use the Ready action on the chosen word with no action required as long as it's your turn.
You can change the chosen cursed word at the end of a long rest.
- Cursed Energy Superiority
Technique Improvement
At 6th level, your superiority in cursed energy now affects the creature's abilities to defend themselves even more. If you have 10 or more cursed energy than the target, they make the saving throws against your cursed words with disadvantage.
If they already had disadvantage from any other source, they must roll three dice and pick the lowest result.
- Iron Cords
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 1/2 of your maximum hit points (rounded up).
In addition, whenever you reach 0 hit points on your vocal cords, you can make a DC20 Constitution saving throw. On a success, you are reduced to 1 hit point instead.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses on a short or long rest.
- Tokyo School Feature: Cursed Whisper
Extension Technique
At 14th level, while studying in Tokyo you have uncovered the best methods of utilizing your technique, with them being whispers. Once per round, you can whisper one of your cursed words. It reduces their range by half however, if the target's passive perception is lower than your cursed energy DC they make the saving throw with disadvantage. Also, creatures affected by this have to use twice as many reactions to react to your cursed word.
You can't use Cursed Shout and Cursed Whisper in the same word.
- Cursed Tongue
Technique Improvement
Finally, at 20th level, you have mastered cursed speech, becoming one of the most deadly sorcerers alive. Every single cursed word you have now benefits from Quick Word.
- Blessed Silence
Must have the Cursed Technique Reversal cursed feat
Because you have mastered Reverse Cursed Technique, you have gained your technique reversal. Instead of sending commands with your speech, you cancel out commands with your silence. You can activate Blessed Silence as an action for 20 cursed energy, one creature within 120 feet of you to make a Charisma saving throw. On a failure, they are now silenced, not being able to speak and suffering the effects of blessed silence for 1 minute. On a success, they become immune to this feature for 1 minute.
For the duration, the creature affected by Blessed Silence must make a Wisdom saving throw whenever they try to make an action. On a failure, they do not take said action and skip it. On a success, they take the action as normal.
Additionally, for the duration, you cannot speak and are concentrating as if you were concentrating on a spell. You may end your reversal technique at will.
Tool Manipulation
Tool Manipulation allows the user to freely manipulate a tool they are attuned to, utilizing it as a focus for their extension techniques and transportation.
A Jujutsu Sorceress flying on her chosen Tool, source [12] |
- Tool Manipulation
Lapse Technique
Starting at 1st level, your technique allows you to manipulate an object which you are attuned with. When you take a long rest, you may spend 4 hours imbuing cursed energy into a single object that weighs no more than 100 times your Charisma modifier (minimum of 1) pounds. After that, the object is now attuned to you. You can attune to a number of objects up to your Charisma modifier.
As a free action for 1 cursed energy, you can telepathically control said object to lift it in the air for 1 minute. While the object is in the air, you may move it up to no more than 80 feet from you. You can take one of the following actions:
Attack. You can make a number of ranged cursed energy attack rolls up to your Charisma modifier (minimum of 1, maximum of 5), against one or more creatures within a 20/80 feet range. On a hit, they take 1d4 + your Charisma modifier bludgeoning damage. After doing all of its attacks, it comes back to within 5 feet of you and keeps floating by your side.
Depending on the weight of the object, the die tier is increased as the impact is increased.
Weight | Die Tier |
---|---|
1 pound+ | d4 |
200 pounds+ | d6 |
400 pounds+ | d8 |
600 pounds+ | d10 |
800 pounds+ | d12 |
The damage amount for this technique increases to 2d4 at 5th level, to 4d4 at 11th level, to 7d4 at 17th level, and 11d4 at 20th level.
Mount. While the object is within 5 feet of you, you may get on top of it and use it for flight. While above the tool you have a flying speed of 20 times your Charisma modifier (minimum of 1), and take no opportunity attacks from flying by a creature. While on top of your tool, you can spend 2 cursed energy as a bonus action to activate a cursed lamp. While the lamp is active, you have advantage in perception checks involving locating creatures. Also, 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.
At 5th level, you can mount on your tool as a bonus action, this changes to a free action at 11th level and to no action required at 17th level.
Utilize. You can exert fine control over tools, such as manipulating a simple tool, opening a door or a container, storing or retrieving an item from an open container, or pouring the contents from a vial.
Whenever your tool stops flying, you may spend 1 cursed energy to keep it flying for one more minute. You can only utilize one attuned tool at once, despite still being able to have multiple at a time.
- Cursed Gust of Wind
Extension Technique
At 3rd level, you’ve created an extension technique that can be used while you’re flying on your tool to launch powerful gusts of wind. As an action for 2 cursed energy, while flying on your tool, you create a strong line of wind that's 60 feet long and 10 feet wide. All creatures within range must make a Strength saving throw. On a failure, they take 3d10 slashing damage and are pushed x feet back (with x being your Charisma modifier times 10). On a success, they take half as much damage and are pushed half as much.
Objects and structures take twice as much damage, and the line is considered difficult terrain until a creature takes an action to spend 1 minute cleaning it.
If they find an object or creature on the way, they both take 1d4 bludgeoning damage.
This technique's damage increases to 5d10 at 5th level, 8d10 at 11th level,12d10 at 17th level, and 17d10 at 20th level.
- Wind Scythe
Extension Technique
At 6th level, you have created your most powerful extension, having enough destruction power to kill. As an action for 8 cursed energy, while flying on your tool, you throw a large gust of fast wind directed towards a point. Make a ranged ranged cursed energy attack roll against a target within 60 feet of you. On a hit, they take 5d12 slashing damage and must succeed in a Strength saving throw or be knocked Prone. You may choose to target any creatures or objects within 10 feet of the target.
This technique's damage increases to 9d12 at 11th level, 15d12 at 17th level, and 23d12 at 20th level.
- The Watcher
Technique Improvement
At 10th level, you became a perfect watchdog, flying high and watching any problems below you. While moving with flying speed, you add your Charisma modifier (minimum of 1) to your passive perception. You can’t be surprised while you’re conscious. Additionally, while flying on your tool, ranged attack rolls are made with disadvantage against you and you make Dexterity saving throws with advantage as long as you can see them.
Additionally, you gain the Cursed Energy Tracker cursed feat if you don’t already have it.
- Tokyo School Feature: One Man’s Army
Extension Technique
At 14th level, Kyoto was not a right fit for you, that’s why you have trained in Tokyo school and learned how to expand your technique to the absolute maximum. As a bonus action for 10 cursed energy, you can activate one man’s army for 10 minutes. For the duration, the number of tools you can control at once is increased, up to your Charisma modifier. Whenever you use an action for one of them, it controls all of them at once.
When taking the attack action with your tools, you can only make one attack per tool.
- The One Above All
Technique Improvement
Finally, at 20th level, you are always above all creatures, you are untouchable and may smite down your ranged fury at any point in time. While you are flying with your tool, you gain the following benefits:
- Your movement speed is doubled.
- You have advantage on all Dexterity checks and saving throws. If you already had it for any reason, you roll three dice instead of two.
- You add your proficiency bonus to your AC.
- You make all ranged attack rolls with advantage.
- Creature Manipulation
Must have the Cursed Technique Reversal cursed feat
You have found out about your technique reversal, allowing you to control living creatures instead of tools. As an action for 2 cursed energy, you force one creature within 120 feet of you to make a Wisdom saving throw. On a failure, they are charmed by you for 1 minute.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the technique. If the saving throw succeeds, the technique ends.
You can only control two creatures at once. If you have chosen Tokyo school and are 14th level, you can control a number of creatures up to your Charisma modifier added twice (minimum of 2).
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.
A construction user with bug like wings on her back, source [13] |
- Cursed Energy Deficiency
Your technique is extremely powerful and versatile, however its efficiency is definitely lacking. You must spend twice as much Cursed Energy for your Innate Technique features, however it still counts as if you have spent one.
- Construction
Lapse Technique
Starting at 1st level, you can create any object with your technique, as long as you fully understand it. As an action, you can spend 1 minute analyzing Material Substances of your choice within reach. After that, you must make an Intelligence (Investigation) check against a DC10 + 5 per rarity above common that the material has. On a success, you learn about that material and register it. On a failure, you don’t learn about the material and can try again in an hour. You start with knowing one material substance of your DM’s choice. You may choose to analyze a weapon, following the same rules as analyzing a material, on a success, you learn about its properties.
You can know about as many materials or weapon as your Sorcerer level added twice + your proficiency bonus times your Intelligence modifier(minimum of 1).
When you analyze a substance or weapon, you learn every single property it has. Its functions, its substance, its size, its weight, its value, and of course, its properties. For example, if you analyse copper, you now know its conductive and antimicrobial properties and may use it in your creations.
As an action for 2 Cursed Energy, you can create a non-magical tool, weapon or object out of a material you know. However, for every 5 pounds a creation weighs, you must spend 1 additional cursed energy in its creation. You can spend Cursed Energy this way up to your Charisma modifier. For every rarity the object or weapon has above common, it costs 2 additional cursed energy. When you create an object or weapon, it may have as many properties as your proficiency bonus. You may spend up to your charisma mod + half charisma modifier at 3rd, Charisma modifier added twice twice at 5th, charisma modifier added twice + half charisma modifier at 11th and charisma modifier added thrice at 17th.
Your creations last indefinitely, only disappearing if you choose so at will or if they are destroyed. You can have a number of creations equal to your Sorcerer level + your proficiency bonus at once, with the oldest one disappearing if you create a new one after reaching your limit.
Mixed Properties. At 5th level, you have learned how to fuse the properties of an object with another, essentially creating a new thing. As part of creating an object with Object Construction, you can spend cursed energy as if you were creating another object, however you instead will apply properties of your choice from said object to the one you are currently creating. Every property added costs 2 Cursed Energy.
You can add a number of properties as your Charisma modifier. You cannot add the light property to a weapon with the heavy property and vice versa.
Cursed Infused Analysis. At 11th level, you developed a method to boost your ability to analyze by boosting your brain with cursed energy. Once per round for 10 Cursed Energy, you may automatically pass the Investigation check to analyze a material substance.
Biological Properties. At 17th level, with intense studies, you have learned how to extract the properties of dead creatures. You may now analyse any creature(not counting Humanoids and Undeads) that’s been dead for no longer than a week, taking note of their features and properties. The time to do that depends on the creature’s size.
Size | Time necessary |
---|---|
Tiny | 1 minute |
Small | 10 minutes |
Medium | 1 hour |
Large | 4 hours |
Huge | 8 hours |
Gargantuan | 16 hours |
After fully analysing a creature, you learn all of its traits and features. While you cannot create said creatures out of cursed energy, you may imbue one of their traits into one of your creations. You may take any passive traits such as pact tactics and imbue it into armor while creating it. As for features such as attacks, you may imbue it into a weapon to add the attack’s damage to the total (only once per weapon).
- Battle construction
Technique Improvement
At 3rd level, you have learned how to create weapons quicker to better adapt to the flow of combat. You can now create weapons as a bonus action while in combat. While attacking with a ranged weapon you may create ammunition for said weapon as part of attacking with said weapon.
Additionally, you are now considered proficient with any weapons or armor you make with your Innate Technique.
Quick Thoughts. At 5th level, you learned how to better analyze things with your mind, gaining results much faster than before. You now take half as much time to do any kind of analysis for your technique and the time it takes before you can analyze again if you failed the check is halved.
- Cursed Construction
Technique Improvement
At 6th level, your ability to create objects and weapons, gaining the ability to further infuse cursed energy into your creations to turn them into cursed tools. You gain the ability to create Grade 4 and Grade 3 Cursed Tools, with them costing 4 Cursed Energy to create. At 11th level, you gain the ability to create Grade 2 and Grade 1 Cursed Tools and finally, at 17th level, you can create Special Grade Tools. Every special “effect”/”ability” a Tool has counts towards your property counter.
Additionally, you can now analyze mid combat. As a bonus action for 1 Cursed Energy, you may attempt to analyze a material within your reach. If you succeed, you can create objects out of that substance. If you fail, you cannot analyze a substance for a round, this is not affected by Quick Thoughts.
- Liquid Metal
Extension Technique
At 10th 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 an action for 5 Cursed Energy, you can create Liquid Metal anywhere within 10ft of you, with it floating ahead, around, above or below you for 1 minute. You can use (no action required) the Construction and Cursed Construction features through liquid metal, with its total cursed energy cost halved (rounded down, to a minimum of 1). Weapons and objects created in this manner have a maximum range of 60ft.
In addition, whenever you attack with them in this increased range form their damage die tier will increase equal to your Charisma modifier (minimum 1). (1d8>1d10->1d12->2d6)
At 14th level, you can reduce the cost of the Insect Armor. At 20th level True Sphere features as per the reduction of Liquid Metal.
Lastly, while Liquid Metal is active, you can use the following techniques:
Liquid Tendril. As an action for 3 cursed energy per tendril, you can change the form of your liquid metal into small tendrils. Make a ranged cursed energy attack roll against up to your Charisma modifier (minimum of 1) amount of targets within 30 feet of you. On a hit, the target takes 1d6 piercing damage.
This damage increases to 3d6 at 11th level, to 6d6 at 17th level and to 10d6 at 20th level.
Liquid Spike. As an action for 8 Cursed Energy, you can throw your Liquid Metal towards your opponents and make it explode into a spike ball. Choose a spot within 60 feet of you. All creatures within a 30 foot radius of the spike must make a Dexterity saving throw as you expand the spike ball near them. On a failure, they take 5d6 piercing damage and must make a Constitution saving throw. On a success they take half as much damage.
On a failure, they are bleeding. On a success, they receive no additional conditions.
This technique's damage increases to 7d6 at 11th level, 10d6 at 17th level and to 14d6 at 20th level.
Liquid Maiden. As an action for 10 Cursed Energy, you snake your liquid around your opponent and trap them within it, restraining and injuring them. You force a creature within 30 feet of you to make a Dexterity saving throw. On a failure, the creature takes 5d6 piercing damage and then must make a Strength saving throw. On a failure, they are now restrained. On a success of the Dexterity save, they take half as much damage and aren't restrained. On a success of the Strength save but after the failure of the Dexterity save, they no longer are restrained.
They can attempt the Strength save at the beginning of their turns to end the effect early.
This Techniques damage increases to 7d6 at 11th level, 10d6 at 17th level and 14d6 at 20th level.
- Tokyo School Feature: Insect Armor
Extension Technique
At 14th level, in Tokyo, you realized you need a way to efficiently use your cursed energy despite having an inefficient technique. You have learned how to create armor that simulates the efficiency of an insect's bug body. As a bonus action for 10 cursed energy while Liquid Metal is active, you can surround yourself in this armor and gain the following benefits for a number of minutes equal to your Charisma modifier (minimum of 1):
- Your Strength, Dexterity and Constitution scores increase by +4, this is the result of the efficiency of the bugs.
- You will gain resistance to non-magical bludgeoning, piercing and slashing damage. This evolves to immunity at 20th level.
- 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 deal two additional damage dice. In addition, your unarmed strikes roll one additional damage dice on a critical.
- You deal twice as much damage to objects and structures.
- True Sphere
Extension Technique
Finally at 20th level, you have created the impossible, a perfectly round sphere that has no contact area, so it generates infinite pressure. As a rooting distracting action for 30 cursed energy, while Liquid Metal is active, you can create a large black sphere within 30ft. of you that floats slightly 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 its turn on a creature's space, it will force the creature to make a Dexterity saving throw with advantage. On a failure, they take 30d12 force damage + 30d12 bludgeoning damage and are knocked prone and incapacitated until the beginning of your next turn. On success, they take half as much damage and are not knocked prone and incapacitated. If they fail by 3 or more, they are stunned until the beginning of your next turn instead of incapacitated. If they fail by 5 or more, they are paralyzed until the beginning of your next turn instead of stunned.
This sphere lasts for 1 minute before disappearing.
- 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 destroy 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 dependent 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 spend 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 an 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.
A Jujutsu Sorcerer controlling his blood, source [14] |
- 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 its damage type to 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 creature of a different race from you 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 translates to 6 Blood Points each. You can also use any of your 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.
If you have the Energy to Blood feat, Blood points are affected by Tokyo School's cursed energy economy feature.
Water Dilution. Your mastery over blood manipulation is profoundly impacted when submerged in large volumes of water. While you are at least half submerged, you cannot use any of your Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of blood, preventing it from holding its shape and making external manipulation impossible. While Submerged, you cannot use the Blood Manipulation, Convergence and Expanded Blood Manipulation features for the duration of your submersion or while in heavy rain. If you attempt to do so, you spend cursed energy and blood points as normal but nothing happens.
- Blood Manipulation
Extension Technique
Starting at 1st level, you have begun to understand the essence of your innate technique. You gain the ability to manipulate blood at will, making you gain the following cursed techniques:
- Crimson Binding. You may pull blood from the surrounding area, creating a net that envelops an 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 its action after being restrained to roll a Strength saving throw, breaking itself from the effect on a success.
- Slicing Exorcism. You create a wheel of blood that rotates 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, which is a 5ft circle. You can use a bonus action to move the Wheel of Blood to a place within 30ft. of its 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 2d8 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 5d8 at 11th level, 9d8 at 17th level, and 14d8 at 20th level.
- Blood Weight. As a free action for 3 Cursed Energy you can cause a creature you can see with your blood on them, such as literally on them or staining their clothes, to be weighed down by your blood. For each Blood Point worth of blood on the creature their speed is reduced by 5 feet, if this reduces their speed to half it’s normal value they have disadvantage on Dexterity saves, and if it reduces their speed to 0 they automatically fail Dexterity saves. You must spend 1 Cursed Energy at the start of the weighed-down creature’s turns to maintain this effect.
You may determine how many blood points a creature has on them as it is equal to how many blood points a technique that hit them cost before reductions. Example: If a creature is hit by a technique that costs 10 blood points, they have that amount on them now. If the technique was a saving throw that the creature succeeded and only receives part of the effects and damage because of it, only half the amount of blood points are on them. If they completely avoided the effects and damage, such as by the Evasion feature, no blood points get on them. A creature exposed to light rain loses 5 blood points that are on them at the end of their turn, and the same amount when they are hit by a light source of water such as being splashed by a bucket of water or laying on shallow water. A creature exposed to heavy rain loses 10 blood points that are on them at the end of their turn, and the same amount when they are hit by a heavy source of water such as a wave that engulfs them, a powerful water technique/spell. A half or fully-submerged creature cannot have blood points on it.
- Blood Spit. A dirty tactic but you’ll do whatever it takes to win, even spitting blood in your enemy’s eyes to blind them. As a bonus action or once per round as part of taking damage for 3 Blood Points, you may make a melee cursed energy attack roll against a creature within 5ft. On a hit, their face is covered in your blood for an amount of rounds equal to your Charisma modifier. For 3 Cursed Energy as part of covering a creature’s face in blood or no action required while a creature’s face is covered in blood, you may cause the blood to burst, dealing 4d4 piercing damage to them and 2 eye limbs on their face as well as making them blinded until the end of their next turn. If they were preforming any kind of action when you burst the blood they must make a concentration save or fail to preform the action, all resources used wasted. Once you have used this, the feature ends early.
- Reattachment. As part of healing as a reaction to taking damage that removed a limb, such as using Reverse Cursed Technique or Regeneration, if the removed limb is not destroyed (as determined by the DM) then you may spend 3 Cursed Energy and 6 Blood Points to grab the severed limb and pull it back on, significantly reducing how much healing you actually need to do. The limb is reset to the number of hit points it had before it took the damage that removed it and you regain that many hit points.
- Blood Tidal Wave. As an action for 10 Cursed Energy and an amount of Blood Points up to your level times your Charisma modifier, you create a tidal wave of blood from your body. All creatures who enter a radius around you or start their turn within it must make a Strength saving throw, taking Xd8 bludgeoning damage and falling prone on a failure and half as much without falling prone on a success, where X is 1/5th the amount of Blood Points spent (rounded down). The radius is an amount of feet equal to the amount of Blood Points spent, to a maximum of 30 feet. If you spend blood points such that the radius would exceed 30 feet then at the start of each of your subsequent turns the radius expands in increments of 30 feet until it matches the radius for the amount of Blood Points spent, at which point the tidal wave ends, remaining centered on the point at which you first cast it.
- 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 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 Output 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.
Flowing Red Scale Focus. Starting at 5th level you’ve learned to concentrate your Flowing Red Scale on a certain part of your body or on a specific task to amplify its effects on that part, such as in your eyes to increase dynamic visual acuity or into the circulation and heat of your blood to melt ice on you. At any time (no action required) you may choose Perception checks or ability checks using one stat amongst Strength, Dexterity, or Constitution, foregoing a number of benefits of your choice from Flowing Red Scale and Flowing Red Scale: Stack until the end of your next turn. The first benefit forgone grants advantage on the chosen kind of checks, each benefit after granting a +2, for the same duration. You may do the same for Strength, Dexterity, or Constitution saving throws however, this only grants you +1 to the save for every 2 benefits sacrificed after the first.
- Convergence
Extension Technique
At 6th level, you have learned perhaps the most powerful blood manipulation technique, the convergence technique. As a Bonus Action, you can activate Convergence 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 Convergence, you can perform any of the following techniques:
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 60 feet. Make a ranged cursed energy attack roll with advantage, and on a hit, you deal 7d12 piercing damage. If you have spent the maximum on your Convergence before using this technique, it becomes a 5-foot-wide, 120-foot-long line. All targets in that line must make a Dexterity saving throw, with disadvantage on the initial use. On a failure, they take the piercing blood damage; on a success, they take half as much damage. When you activate this cursed technique in its 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 must maintain concentration as if concentrating on a spell to keep this state active. The damage for this technique increases to 10d12 at 11th level, 14d12 at 17th level, and 19d12 at 20th level.
Blood Rain. You've now 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 of 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 beginning 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, 11d8 at 17th level, and 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 put 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 be 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, its maximum range increases by 10ft per Energy spent. This technique's damage increases to 8d6 at 11th level, 11d6 at 17th level, and 15d6 at 20th level.
- Blood Manipulation Expansion
Extension Technique
At 10th level, you’ve mastered the ability to expand and enhance your control over blood while Convergence is active, granting you access to new techniques. These techniques are only usable while Convergence is active. You gain the following techniques:
Blood Spikes. You manifest sharp spikes of blood that rapidly fire at enemies. As an action for 8 Cursed Energy and 12 Blood Points, you can summon up to 10 blood spikes that you can hurl at targets within 60ft. Each spike requires a ranged cursed energy attack roll, and replaces an attack in the attack action. On a hit, each spike deals 4d10 piercing damage. If you have spent the maximum amount for Convergence before using this technique, the number of spikes increases to 15, and their damage increases to 5d10. At 17th level, the damage increases to 6d10 and when spending the maximum amount for convergence, it now increases to 8d10, and at 20th level the damage increases 8d10 and the maximum amount spent on convergence now increases to a 10d10.
Blood Caltrops. You summon caltrops made of crystallized blood that hover and strike any enemies that enter your space. As an action for 7 Cursed Energy and 10 Blood Points, you create 10 blood caltrops that hover in a 30ft radius around you for 1 minute. Whenever an enemy creature enters this area or begins its turn there, it must make a Dexterity saving throw. On a failed save, they take 2d8 piercing damage and their movement speed is reduced by 30ft, on a successful save, they take half as much damage and their movement is not reduced. If you have spent the maximum amount on Convergence, the number of caltrops increases to 15, and their damage increases to 4d8, and their movement speed is reduced by 60ft. This technique’s damage increases to 6d8 at 17th level and the movement reduction increases to 40ft upon spending Maximum on convergence, it is now an 80ft reduction, and 8d8 at 20th level and the movement reduction increases to 60ft., and upon spending Maximum of convergence, it is now reduced by 120ft.
Blood Shield. You create a protective barrier of blood around yourself, absorbing incoming damage. As a reaction for 6 Cursed Energy and 10 Blood Points, you form a blood shield with hit points equal to the total amount of Cursed Energy and Blood Points spent times your proficiency bonus. This shield absorbs damage before any other effects apply. When the shield's hit points are reduced to zero, any remaining damage is halved, and you take the remaining damage. If you spend the maximum amount on Convergence, it now can shield other people. When used it now covers an area in a 10-foot radius, centered on you, blocking others from damage. Any remaining damage is still halved, but is only dealt to you. At 17th level, the remaining damage is quartered, and at 20th level, the shield’s hit points are doubled.
Blood Meteorite. You have learned how to harden some of your blood and throw it 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 ranged 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 beginning of your next turn, on a success they're not stunned.
This technique's damage increases to 10d12 at 17th level and 15d12 at 20th level. This technique can be used without convergence being active and is not affected by Water Dilution.
- Tokyo Feature: Wing King Imitation
Extension Technique
At 14th level, the Tokyo School decides to push your imagination further, allowing you to progress far faster than the traditionalism of the Kyoto School. As a bonus action for 10 Cursed Energy and 10 Blood Points, you can activate an imitation of your fellow counterpart, the Rot Technique. You gain the following benefits for 1 minute:
- You can replace attacks in the Attack action to use any one of your offensive Blood Manipulation features instead, you cannot replace the cursed blast of blows feature’s attacks using this feature.
- Your Technique features range increases by 15ft when using this feature.
- 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 on 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
The Black Bird Manipulation Innate Technique allows the user to imbue ravens with cursed energy and control them.
A sorcerer utilizing their ravens, source [15] |
- Acquiring Ravens
You can spend 1 cursed energy as an action to force a number of Ravens up to your Charisma modifier (minimum of 1) within 60 feet of you to make a Wisdom saving throw. On a failure, they become charmed by you and obey all of your orders, even if it would harm them.
If the Raven is incapacitated in any way, it automatically fails the Wisdom saving throw.
You start with three controlled Ravens.
- Black Bird Manipulation
Lapse Technique
Starting at 1st level, your technique has allowed you to control ravens via cursed energy. You can command your Ravens by spending a bonus action. The amount of Ravens you can command at once is up to half your sorcerer level (rounded up).
Raven Sight. You can close your eyes as a free action, giving you the blinded condition unless you have blindsight, in exchange for being able to see through one of your crows. While seeing through your crows, you can use your Perception skill and Passive Perception instead of the crow's.
You have advantage in Wisdom (Perception) checks related to sight when watching through your ravens.
Additionally, while watching through your ravens their sight range doubles.
You can only see one crow at a time and may switch between them at will. You can stop seeing through them as a bonus action.
- Dark Watch
Technique Improvement
At 3rd level, your Ravens are always guarding you. While a Raven is within 30 feet of you, creatures cannot gain advantage on attack rolls due to not being seen by you and you gain a +5 to your passive perception.
- Raven Collector
Technique Improvement
At 6th level, you are a specialist at collecting Ravens, so much so they naturally come to you. Ravens now do the Wisdom saving throw to resist your technique with disadvantage.
Also, at the end of a long rest, you can roll a d6. The result is the amount of Ravens that you find in said long rest.
- Bird Strike
Extension Technique
At 10th level, through constant research and study, you have found out the true value of your technique. You can spend 10 cursed energy as an action to order a crow you're currently controlling to make the Final Choice binding vow, sacrificing its own life for you. Make a ranged cursed energy attack roll against a target within 120 feet. On a hit, they take 10d10 force damage and must make a Constitution saving throw. On a failure, they are Bleeding.
If a creature is reduced to 0 hit points by this technique, they are killed outright. Also, any Limbs hit by this technique are instantly removed.
This technique's damage increases to 12d10 at 11th level, 14d10 at 17th level, and 17d10 at 20th level.
- Tokyo School Feature: Swarm of the Night
Extension Technique
At 14th level, your time at Tokyo has made you realize that you have been treating the crows too individually when they are much stronger together. You can spend 4 cursed energy as an action to merge up to 10 controlled Ravens within 60 feet of you into a swarm of ravens.
The Raven Swarm lasts for 1 minute or until it is reduced to 0 hit points (making all ravens die) and is controlled by you, acting right after your turn ends. After the duration has passed, all Ravens go back to being one.
You cannot see through your Raven Swarm.
The Raven Swarm uses the Improved Durability variant rule.
Swarm Power. All of the ravens in the swarm are empowered by your cursed energy. They gain the following benefits:
- They add your Charisma modifier (minimum of 2) to their Strength, Dexterity and Constitution scores.
- Their flying speed is doubled.
- They add their Dexterity modifier to damage rolls.
- They have the Evasion feature.
Swarm Cover. While you or an ally is within 5 feet of the Swarm of Ravens, attack rolls against said creature are made with disadvantage.
- Darkness Strike
Technique Improvement
Finally, at 20th level, you have improved your bird strike technique to the absolute limit. Your Bird Strike now ignores resistances but not immunities. Also, it ignores three-quarters and half cover.
- Black Bird Assimilation
Must have the Cursed Technique Reversal cursed feat
Mastering Reverse Cursed Technique has led to you unlocking your cursed technique reversal. Normally, you are able to channel yourself into birds with cursed energy, however now you can channel their power through you.
You can spend 10 cursed energy as an action to sacrifice a number of Ravens up to your Charisma modifier (minimum of 1). The Ravens die in the process, with your body being filled with feathers and dead Raven remains, granting you a terrifying bird-like appearance. You gain the following benefits for 1 minute:
- You gain temporary hit points equal to the amount of Ravens used times 10.
- You gain a flying speed equal to your walking speed. If you already had a flying speed higher or equal to that, it is increased by 50 feet.
- You have advantage in Dexterity saving throws.
- Your AC increases by 2.
- You have a +2 bonus to any melee weapon attack and damage rolls.
- You have advantage in Wisdom (Perception) checks related to sight.
Boogie Woogie
This technique makes use of Cursed Energy to swap places with other people, creatures, and objects imbued with Cursed Energy.
A powerful Cursed Displacement user showing off his power, source [16] |
- Boogie Woogie
Lapse Technique
Starting at 1st level, you have created a unique technique to switch places with your opponents, it's extremely simple, but effective. You can switch places with an ally or object within 30 feet of you that have 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 to that, you are now able to imbue cursed energy into anyone and anything by simply touching the person or an object, making them altered by cursed energy.
For an object to count as a cursed object, it must have been altered by a cursed tool's feature or imbued with cursed energy. A person with cursed energy is anyone who does not have levels in the Heavenly Restriction class or is holding a Cursed Tool.
- 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, they must roll a Charisma Saving Throw against your Cursed Energy DC. On a failure, they will be disoriented (they lose all reactions and regain them at the beginning of their next turn). 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 Boogie Woogie technique gains the following benefits:
- The range of the technique extends to 45 feet.
- You can now use it 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 they were 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 its 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 an electric instrument.
A Sound Amplification user, source [17] |
- Sound Amplification
Lapse Technique
Starting at 1st level, your technique allows 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 instrument of your choice, and you start with that same instrument as part of your starting equipment. As an action for 2 cursed energy while holding your electrical 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 are knocked back 10ft.
This technique's damage increases to 3d10 at 5th level, 5d10 at 11th level, 8d10 at 17th level and 12d10 at 20th level.
Sound Waves. At 5th 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 ranged cursed energy attack rolls equal to the number of attacks you can make on your attack action, with each costing 2 cursed energy.
Sound Blast. At 11th 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 9d10 thunder damage, are pushed 20ft. back, and are deafened until the beginning 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 13d10 at 17th level and 17d10 at 20th level
- Resonance
Technique Improvement
At 3rd level, you have learned to harness the resonance of sound waves to enhance your attacks. When you use your Sound Amplification technique, you can choose to resonate your sound waves, causing them to travel through the air in a more concentrated form. Your range for sound amplification increases to 60 feet.
Additionally, when you hit a creature with Sound Amplification features, you can choose to impose disadvantage on their next attack roll before the end of their next turn as the reverberations disrupt their focus.
- Build Up
Extension Technique
At 6th 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 your instrument and not launch the attack. You can wait a number of rounds this way up to your Charisma modifier., in which then you are forced to launch your attack. You add 2 damage die per round you remain 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 a reaction instead of an action if you were playing before launching the attack.
- Epic Solo
Extension Technique
At 10th level, you can unleash a powerful solo that amplifies the effects of your sound techniques. As an action for 6 cursed energy, you can perform an electrifying solo that lasts for 1 minute. During this time, whenever you use Sound Amplification features, you may add an additional 2d10 thunder damage to the attack's total damage. You can pay an additional amount of cursed energy equal to your Charisma modifier to add an extra 2d10 thunder damage per energy spent.
Additionally, the performance creates a shockwave of sound. All creatures within a 15-foot radius of you must make a Strength saving throw. On a failure, they are pushed back 15 feet and are deafened until the end of their next turn. On a success, they take half damage from the solo and are not pushed back.
- 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 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 beginning 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 have their speed reduced to 0 until your "vibe" ends. They can remake the saving throw at the beginning 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 beginning of their turns, ending the condition early on a success.
While you have this active, you count as concentrating, as if you were concentrating on a spell.
- Master of Sound
Technique Improvement
At 20th level, you mastery of sound allows you to exert complete control over its effects. Your sound techniques now have the following benefits:
- Your attacks using Sound Amplification features ignore resistance to thunder damage and your technique now ignores immunity to the deafened condition.
- Creatures hit by your sound techniques must make a Strength saving throw. On a failure, they are knocked prone and deafened until the end of their next turn. On a success, they are unaffected. The saving throw is made with disadvantage.
- You gain immunity to the deafened condition and cannot be affected by sound-based effects that would normally incapacitate or harm you.
- Sound Nullification
Must have the Cursed Technique Reversal cursed feat
You have mastered both the Reverse Cursed Technique and the art of music. Doing so has unlocked your cursed technique reversal. As an action for 4 cursed energy, you can reduce the sound in a 30-foot radius surrounding yourself. Any creature entirely inside of this radius is deafened and cannot use innate technique features. You must concentrate on this as if you were concentrating on a spell. This effect ends after 1 minute.
Rot Technique
A variation of the blood manipulation technique, the Rot technique utilizes rotting blood from the user. While less versatile, the Rot Technique ends up being more destructive than blood manipulation.
A Rot Technique user rotting a victim's body, source [18] |
- Rotten Blood
Your Cursed Energy and Blood is malformed to rot, you will gain resistance to Acid damage when you activate your Cursed Energy Armor. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, you can change its type to Acid damage.
- Blood Points
Blood Points are a currency used to power this Innate Technique's abilities, alongside Cursed Energy. You expend your own hit points in order to get Blood Points, gaining 1 Blood Point per hit point lost. 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.
If you have the Energy to Blood feat, Blood points are affected by Tokyo School's cursed energy economy feature.
Water Dilution. Your mastery over blood manipulation is profoundly impacted when submerged in large volumes of water. While you are at least half submerged, you cannot use any of your Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of blood, preventing it from holding its shape and making external manipulation impossible. While Submerged, you cannot use the Darkened Blood Manipulation, Evolved Darkened Blood Manipulation and Wing King features for the duration of your submersion or while in heavy rain. If you attempt to do so, you spend cursed energy and blood points as normal but nothing happens.
- Rot Technique
Your blood is dark, toxic, and corrosive, capable of burning skin and eating away at solid rock. Whenever you use any features of this Technique, the damage type is changed to Acid.
Additionally, whenever a feature from this Technique hits a creature, whether through an attack roll or a saving throw, the target must make a Constitution saving throw. On a failure, they take 1d8 additional acid damage, or half as much on a success.
The additional acid damage increases to 3d8 at 5th level, 6d8 at 11th level, 10d8 at 17th level, and 15d8 at 20th level.
- Darkened Blood Manipulation
Lapse Technique
Your control over your corrupted, toxic blood allows you to unleash devastating attacks. You gain the following offensive techniques:
Blood Lance. You shape your toxic blood into a long, piercing lance. As an action, for 2 Cursed Energy and 3 Blood Points, you conjure a lance of blood and hurl it at a creature within 30 feet. The target must make a Dexterity saving throw. On a failed save, they take 2d8 piercing damage, or half as much on a success. The damage increases to 4d8 at 11th level, 6d8 at 17th level, and 8d8 at 20th level.
Rotting Surge. You send a wave of rotting blood surging towards your enemies. As an action, for 4 Cursed Energy and 6 Blood Points, you create a wave of blood that crashes in a 15-foot cone in front of you. Each creature in the area must make a Constitution saving throw. On a failed save, they take 3d8 bludgeoning damage and are poisoned for 1 minute. On a successful save, they take half as much damage and are not poisoned. The damage increases to 6d8 at 11th level, 9d8 at 17th level, and 12d8 at 20th level.
Blood Spit. As an action, for 2 Cursed Energy and 3 Blood Points, you spit corrosive blood at a creature within 20 feet. The target must make a Dexterity saving throw. On a failed save, they take 2d6 bludgeoning damage, or half as much on a success. This damage increases to 4d6 at 11th level, 8d6 at 17th level, and 12d6 at 20th level.
- Decay
Extension Technique
At 3rd level, you have developed an extension to kill targets from a distance. As a bonus action for 4 Cursed Energy, you can target a creature that has failed a saving throw against your Rot Technique or a feature from this technique has hit them in the last minute. You cover them in a floral pattern known to kill opponents in minutes. They must make a Constitution saving throw at the beginning of their turns, receiving the effects of failing a Rot Technique saving throw on a failure and the effects of succeeding on it on a success.
When targeted this way, the Rot Technique instead reduces a creature's maximum Hit Points by the damage it deals, at the end of a long rest the creature's maximum Hit Points return to normal. You must spend 2 Cursed Energy at the beginning of your turns to keep it active. This technique can only be deactivated if you fall unconscious or deactivate it at will.
At 5th level, you can target a number of creatures up to your Charisma modifier with this technique. At 11th level, you inflict the poisoned condition on any creatures currently affected by the technique. At 17th level, you now pay 1 cursed energy to keep the technique active. At 20th level,you no longer have to pay cursed energy to keep it active.
- Evolved Darkened Blood Manipulation
Technique Improvement
At 6th level, you have learned to use your blood for offensive and defensive strategies. You gain the following techniques:
Crimson Augment. You channel your rotting blood into a melee attack, empowering your strikes. Once per turn when you make a melee weapon attack for 4 Cursed Energy and 3 Blood Points, you can augment your strikes with your blood. On a hit, the target takes normal damage plus an additional 2d8 acid damage. The additional acid damage increases to 5d8 at 11th level, 9d8 at 17th level, and 14d8 at 20th level.
Blood Shield. You can create a protective barrier of your blood. As a reaction, for 8 Cursed Energy and 6 Blood Points, when you are hit by a melee attack, you can form a shield of blood that absorbs damage equal to the total amount spent times half your proficiency bonus (rounded down). If the shield absorbs all damage, the attacker must make a Constitution saving throw. On a failure, they take damage equal to the Rot Technique's damage dice and are poisoned. On a success, they take half the damage and are not poisoned.
Reconstructive Blood. You can use your blood as a method of reconstructing your own limbs. As a bonus action, for an amount of Cursed Energy depending on the limb and an equal amount of blood points, you can recreate a lost limb by making a blood copy of it. It works exactly the same as the original, but every creature you touch or hit with it suffers from your Rot Technique feature. The limb lasts for 1 minute, after which it is destroyed.
Limb | Cursed Energy Cost |
---|---|
Tiny Limbs(Ears, Fingers, Teeth) | 2 cursed energy per limb |
Medium Limbs(Arms, Legs) | 4 cursed energy per limb |
- Wing King
Maximum Technique
At 10th level, with extended usage of your technique, you have developed a maximum technique that manipulates your blood to shape large wasp-like wings. As a bonus action for 10 Cursed Energy and 10 Blood Points, you gain the following benefits for 1 minute:
- Your wasp wings keep you above the ground, making you stay at least 10 feet above the ground for the duration.
- You can move with your wings, granting you a +30 bonus to your movement speed and a climbing speed equal to your walking speed.
- You can replace attacks in the Attack action to use any one of your offensive Blood Manipulation features instead.
- You can take the Attack action using your blood membranes, making a melee cursed energy attack roll that deals damage from your Rot Technique features on a hit. You may substitute these attacks for your unarmed strikes. When using Cursed Blast of Blows, you can instead attack with the membranes.
- Your reach increases by 15 feet when using the membranes.
- You gain advantage on Dexterity saving throws.
You cannot use this feature and the Decay feature at the same time.
- Tokyo Feature: Life to Energy
Extension Technique
At 14th level, you have developed an extension for your technique that harnesses the power of decay to siphon not only the life but also the energy of your enemies. As a reaction for 10 Cursed Energy when a creature takes damage from your Decay Technique, you can make them lose a portion of their energy. The target loses an amount of Cursed Energy equal to ¼ of the damage dealt.
If the target has no remaining Cursed Energy, they instead take additional damage equal to the amount they would have lost in Cursed Energy, effectively doubling the damage dealt by the Decay Technique.
Additionally, for each creature affected by this feature, you regain Cursed Energy equal to half the amount lost, rounding down.
- The Rotten One
Technique Improvement
Finally, at 20th level, you have mastered the Rot Technique, making perfect use of your blood. Your acid damage now overcomes resistance to acid damage, and creatures must make your Constitution saving throw with disadvantage. Additionally, you now overcome immunity to the poisoned condition and it now deals the burned condition on a failure of the constitution saving throws.
- Regrowth
Must have the Cursed Technique Reversal cursed feat
Coming with your master over Reverse Cursed Technique is your technique reversal. You now know how to change your rot into something that heals creatures. As an action for 4 cursed energy, you may touch a creature to give it Regrowth. This covers them in a floral pattern which allows them to heal 4d8 hitpoints at the beginning of their turns. This healing lasts for a number of turns equal to your Charisma modifier.
Cursed Spirit Manipulation
Cursed Spirit Manipulation allows its user to control vagabond cursed spirits.
A Cursed Spirit Manipulation user with a curse above himself, source [19] |
- 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 Enhancement.
- 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 a number of hit points equal to your Charisma modifier x your proficiency bonus or less that is within 120 feet of you, and transform its 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 exorcised and can no longer be absorbed this way.
You may only consume orbs without physical detriments if the creature consumed has a CR lower or equal to your Jujutsu Sorcerer level. If you try to eat an orb out of a creature with a CR higher than your level, you 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 fail by 4 or less, you will gain Long-Term Madness if you fail the save by 5 or more, and you will gain Indefinite Madness if you fail the save by 10 or more.
Each absorbed creature gains the following attributes:
- 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 (minimum of 1) to gain a bonus to their Strength, and Dexterity, Constitution scores equal to your Charisma modifier (minimum of 1).
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 30 feet 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 defending 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 (minimum of 1) 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 feet 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 when you take damage from a source that you can see, you may summon a Cursed Spirit so to take the damage for you, reducing it 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 dismissed 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 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.
- Cursed Spirit Battle General
Technique Improvement
At 10th level, you have become the ultimate battle master of your cursed spirits, being able to perfectly integrate them into your combat style. You can now summon cursed spirits as a Reaction to being targeted by a weapon attack, spell, melee cursed energy attack roll, ranged cursed energy attack roll, or any saving throws from sources outside your body, and you gain additional Reactions equal to your Charisma modifier that you can only use to summon your cursed spirits, use one for reducing damage or command them to take their Reaction. When summoning a cursed spirit as a Reaction, you can immediately command them to perform a Reaction if they have one without expending another Reaction, and they can take their Reaction as if they were being targeted by whatever effect you were originally.
Alternatively, you can have them make one Action or Bonus Action, in which they can only make a single attack, spell, ability, or technique, and can't open Domain Expansions if they have one. If the original effect kills the spirit, half of the remaining damage goes to you.
Additionally, when you use your Martial Arts to make an extra unarmed strike or one-handed weapon attack as a Bonus Action, you can command all of your cursed spirits within 10 ft. of you to also make one melee weapon attack as part of the same action, and when using your Cursed Blast of Blows you can instead command them to take their full Attack Action.
This feature only works on things that travel and can be stopped. Abilities that do not physically travel will not be stopped by Cursed Spirit Battle General. For example, Eye contact, mind control, basilisk stare, making things explode with your mind, etc.
- Tokyo School Feature: Minimum Uzumaki
Extension Technique
At 14th level, you have created a way to fuse two cursed spirits into a deadly spiral. As a bonus action, you can spend two cursed spirits to create a miniature spiral that fits in your hand. It can't be seen by the creature until it spends an action to make a DC25 Perception check.
As an action or reaction to being targeted by a melee attack for 5 Cursed Energy, you can release all the condensed energy from this Uzumaki into a creature. Make a melee cursed energy attack roll against one of their limbs without penalty (though you cannot choose their torso, jaw or skull). 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. On a failure, they lose the targeted limb.
You have advantage on your attack roll if the target has not detected your Minimum Uzumaki.
- Maximum Uzumaki
Maximum Technique
Finally, at 20th level, your mastery of thecursed spirit manipulation technique has made you develop its most powerful technique. While the Uzumaki has its main purpose as recycling weak spirits, it has an additional function.
As an action for 2 cursed energy per cursed spirit in the Uzumaki to a maximum of 20 cursed energy, you can put any number of your cursed spirits in a spiral-like pattern (minimum 1), turning them into a dark spiral that you can use in an attack.
Every creature on a 30 times every cursed spirit used foot cone must make a Dexterity saving throw. On a failure, they take 1d12 necrotic damage per cursed spirit used on the Izumaki. On a success, they take half as much damage.
This feature treats immunity as resistance and resistances as if you were hitting a creature normally. The amount of cursed spirits you can put into your Uzumaki as your Charisma modifier times your proficiency bonus added twice. The damage of Uzumaki cannot exceed 60 dice before outside increases unless your level is above 20.
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 free a technique slot.
This technique deals twice as much damage to objects and structures.
- 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 Blessing 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 Minuscule 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 Minuscule 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 Minuscule 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 Blessing 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 feet. | 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 Blessing 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 Blessing 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 Blessing 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 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.
A cloning technique user, source [20] |
- Cloning Technique
Lapse Technique
Starting at 1st level, you have learned the basis 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). Any clone counts as yourself, you instantly know of any information they acquire as if you had acquired it, and you can switch bodies with any clone you currently have as a bonus action. 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. If a clone dies you may not summon another clone to replace it for one minute. For each clone you currently have out, the cost to summon another clone is increased by 2.
At 14th level, your clones now have access to your cursed energy pool and cursed energy features, but they cannot open more than one Domain Expansion.
- Two Clones
Technique Improvement
At 3rd level, you have been gaining mastery over your cloning technique, making you able to use 2 clones. The maximum amount of clones you can make is now 2.
Additionally, you can now switch places with your clones as a response to incoming danger. When you would receive damage, as a reaction for 5 cursed energy you can switch bodies with a clone making it take the damage instead of you.
- 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), and you can switch bodies with your clones as a Free action instead of a bonus action.
- Four Clones
Technique Improvement
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 probably limit your technique's usage due to fear of it becoming too dangerous, at Tokyo they support you in 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 Improvement
Finally, at 20th level, you have reached the maximum of your cloning technique, finally unlocking its peak. Whenever you or any clones use a cursed energy related feature that affects only yourself or the clone, such as Cursed Strike, Cursed Armor or Cursed Patient Defense, the feature affects all clones and yourself. Additionally, you can now create clones as a bonus action.
- 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 an 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.
Kenjaku, the mastermind of the Heian era, source [21] |
- Active Use Technique
The Brain technique is always active, allowing you to control and use the body you have taken. If your cursed technique ever becomes burnt out or unusable, you will fall prone and become paralyzed.
If you possess the Barrier Master feat, you may attempt to circumvent this by deploying a complex barrier technique. In order to do so, you must possess one other technique excluding the brain technique, shifting burnout to the other cursed technique. At the start of your turns while your cursed technique is not usable, you must make a DC 30 Intelligence saving throw. On a success, you will not become prone and paralyzed and will be able to operate your body freely. On a failure, you will still become prone and paralyzed. All other rules of technique burnout will still apply.
At 11th level, the DC now decreases to 25 and finally at 17th level, the DC is reduced to 20.
A creature with 21 or more levels in the Barrier Master Sorcerer path automatically succeeds on this saving throw.
- Domain Stealing
If you possess the Domain Expansion feat, and steal a body that possesses a domain expansion, when expanding a domain, you must expand the exact domain of the body you have stolen. When expanding the domain in this way, you may use your refinement or the original user's refinement, whichever is higher. If the original user's refinement is higher than yours, you may not alter or change the properties of the domain expansion in any way, unless the body had altered those same properties before. You must be in the body that possesses a technique for this to apply. All requirements for Domain Expansion and Complete Domain still apply.
- 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 in that creature through a transfer technique. This cursed energy spent cannot be recovered until your next long rest. While in the creature's body, you lose any kind of racial features of your older body, as well as body feats, and any feats pertaining to the body. You will gain the following benefits from the body:
- You will gain the class and subclass features of the body. You cannot gain features you already possess.
- You will count as your level in the class and subclass levels you gain. You cannot gain levels higher than the level the body already possesses. For example, if a body had 4 levels in the Taijutsu Master sorcerer path, you will not be able to count as higher than 4th level in the Taijutsu Master sorcerer path gained from that body.
- If a class or subclass feature grants a benefit outside of a class feature, such as a feat or ability score increase, you will not gain the feature if it has already been applied to the body, and will instead gain what has already been applied.
- The creature's race will become your race, and you will gain its racial features. You cannot gain any racial features that have already been applied to the body, such as ability score increase or proficiencies.
- Your Strength, Dexterity, and Constitution scores will become that of the current body. Your hit dice will remain the same, however your maximum hit points will be recalculated using the Constitution score and Body feats of the body.
- You will gain the feats that the body possesses. (You cannot gain the Jujutsu Genius or Black Flash feats from the body.) As normal, you cannot gain a feat more than once, unless otherwise stated.
- If a body possesses a feat or feature that primarily increases your cursed energy, you will not gain the feat. Instead, the feat will continue to add towards the maximum cursed energy of the body, which is now yours to use alongside your own 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. A creature with no levels in the Jujutsu Sorcerer class will count as having an amount of cursed energy equal to their Charisma modifier. (Minimum of 1)
When you change into that creature's body, it will look the exact same outside of having a scar on its forehead, which is the sign your brain is inside its body. The scar may not be healed by any means, due to a binding vow stemming from the technique's activation, however, it will still heal naturally over time. You may pull the top of your head to show your brain, which is a normal brain with a human mouth. Creatures will have a difficult time identifying you, as you have perfectly inhabited the body, creatures may make an insight check against your cursed energy DC with disadvantage, to determine if you are an impostor. Creatures who knew the body may be better at determining if you are an imposter, rolling without disadvantage.
You may possess the features of the current body, and the two previous bodies you have possessed. When you switch again, you will lose all features and abilities gained from the oldest body, and the cursed energy of any possessed bodies. In addition, your age will always be treated as if you were the age of the body, so you've effectively become immortal. You cannot steal the body of a Heavenly Restriction user. If you steal the body of a Cursed Vessel, it will count as a human for the purpose of racial features. Excluding the Brain technique, you may not possess more than 3 different innate techniques.
- Memory Retention
Technique Improvement
At 3rd Level, you have discovered a rare phenomenon that occurs when you take a new host. The memories of the body now flow into your brain, granting all the memories that the body possessed. You will now have advantage on Deception checks to act as the body. In addition, you will gain all of the proficiencies and languages that the body possesses.
Multi-faceted growth. At 11th level, you are now able to gain an unnatural amount of understanding of subjects your bodies were knowledgeable about, having multiple lifetimes of experience. When you gain proficiency in the same skill from the features of different bodies, you will gain expertise in that skill. This benefit lasts as long as you have the features and proficiencies from the bodies.
- Technique Maximizer
Technique Improvement
At 6th Level, you have realized that you can surpass the potential of the body using your own expertise. You will now always count as your level for Innate Techniques, regardless of the body’s level. Your DM may determine that you may count as your level for the purposes of other class or subclass features, depending on its relation to the user. (Ex. Sorcerous Origins) Developing skills taken from others can be difficult, but not impossible.
Your DM may also use the slow and steady rule to determine your progression of class and subclass features beyond the original level of the body they were gained from.
It is possible for a creature without levels in the Jujutsu Sorcerer Class to possess an innate technique. When you take the body of a non sorcerer, it is possible for you to gain their Innate Technique.
- The Body is the Soul
Technique Improvement
At 10th Level, you have discovered something revolutionary about your technique, and it’s relation to the soul. In times of distress, when the host body has a deep connection to a person or situation, it is possible for the body to inhibit you in some way, as remnants of its soul linger within the body. This isn't without its merits, however. When you take a body, you may try to understand the relationship between the body and the soul. You may make a saving throw in order to gain soul knowledge, via soul learning. If the body possessed 20 or more soul knowledge, you no longer make the saving throw with disadvantage. If the body possesses 60 or more soul knowledge, you will decrease the DC by 5.
- Tokyo School Feature: Enhanced Body
Extension Technique
At 14th level, your brain spreads cursed energy throughout your whole body, making it become more powerful. You'll grant a bonus to the body's Strength, Dexterity, and Constitution equal to your Charisma modifier. This can go above the creature's maximum for these scores.
- 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. Your ability to assume new identities is unparalleled, and your technique is such a perfect facsimile, not even the likes of the Six Eyes can identify you as an imposter. Truesight cannot identify you as an imposter. If a creature uses any method other than their intuition to attempt to identify you, they will only see the exact features of the body you are in. You now also have developed a method to retain the previous bodies cursed energy you have possessed, as well as the current one. You possess the cursed energy of the current and previous body you have taken for use.
- Neural Reverberation
Must have the Cursed Technique Reversal cursed feat
Due to your mastery over Reverse Cursed Technique, you have unlocked your cursed technique reversal. Your reversal is very interesting as so is your innate technique. Normally you are controlling your brain, but with your reversal, you are able to disrupt the brains of others. As an action for 10 cursed energy, you can reach out and touch the head of a creature within range. This disrupts their brain function causing them to make a Constitution saving throw. On a failure, they will take 8d8 psychic damage and have their neural network disrupted for 1 minute. On a success, they are not disrupted. While disrupted if they want to use an innate technique feature they must make another Constitution saving throw before it is used successfully. If they fail this saving throw, then their technique will not be able to go off and the cursed energy will be shot out in a useless form being wasted. If they succeed, then the technique is used as normal. At the end of their turns, an affected creature can repeat the initial saving throw, ending the disruption on a success.
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.
A representation of the Auspicious Beasts Summon technique, source [22] |
- 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 serve as their medium, but this boon only occurs if your face is shrouded in some way. When you are wearing some form of face covering, you can use one of the following beasts:
Auspicious Beast Number One - Kaichi. As a bonus action for 2 cursed energy, you can funnel your cursed energy and conjure a floating horn known as Kaichi. You may make a Ranged 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 + your Charisma modifier piercing damage. If the Ranged 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 whenever it makes a saving throw you can spend 1 cursed energy to make a Charisma saving throw for it instead. The damage for Kaichi increases to 2d10 at 5th level, 4d10 at 11th level, 7d10 at 17th level, and 11d10 at 20th level. Lastly once you reach 5th level, you may make one attack with Kaichi as a part 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 a bonus action for 3 cursed energy, by transmuting your cursed energy you can telepathically manipulate water into coating your body. While you have Reiki activated, 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 and does not stack if this reaction is used multiple times.
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 targeting you for 3 Cursed Energy, you can enhance your body by nullifying your senses and putting pressure on them. While you have Kirin activated, 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 fall unconscious unless your hit points are reduced to 0. You also temporarily reduce any levels of exhaustion by 1 whilst you have Kirin activated.
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 an action for up to your Charisma modifier + your proficiency bonus cursed energy, you can bring forth Ryu, a large serpentine dragon-like creature, from the concentrated cursed energy around your hands. As a bonus action, while Ryu is active, you may make a melee cursed energy attack against a target within 45 ft. On a hit, it deals xd10 necrotic damage, and for the purposes of other features, the attacker is considered to be Ryu himself. Ryu has an AC of 10 + the amount spent on the technique and hit points of 15 times the amount spent. While the dragon is still alive you can keep using your bonus action to attack. The dragon lasts until it dies, is dismissed, or after 1 minute. The x is two times the amount spent on activation.
Lastly, you gain a non-magical and non-cursed tool mask as a part of your starting equipment.
- Piercing Horn
Technique Improvement
At 3rd level, Kaichi has become sharper than ever, being able to pierce through its targets. If you roll a 20 on the ranged 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 beginning of its turns. On a failure, they can't remove the horn and receive Kaichi's damage die. On success, they can successfully 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 and does not stack if this reaction is used multiple times.
- 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 fall unconscious unless your hit points are reduced to 0. You also temporarily reduce any levels of exhaustion by 2 whilst you have Kirin activated.
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 beginning of your next turn.
The DC for this saving throw is reduced to 20 at 11th level, 15 at 17th level, and 10 at 20th level.
- Tokyo Feature: Auspicious Tendencies
Extension Technique
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 by 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. Its 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 increase to 7d12 at 17th level and 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 a part 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 beast's summon.
- Dragon Force
Technique Improvement
Finally, at 20th level, you have mastered the fourth beast, Ryu. Your bludgeoning damage now overcomes resistances but not immunities. Also, when you attack using Ryu, you can spend 5 more cursed energy to do an extra 5d10 bludgeoning damage and force the target to make a Constitution saving throw. On a failure, they will become stunned until the beginning of your next turn. On a success, they are not stunned.
- Inasuspicious Beast Banish
Must have the Cursed Technique Reversal cursed feat
After you have mastered Reverse Cursed Technique, you have finally unlocked your cursed technique reversal. You now have the ability to remove other people's summons. As an action or reaction for 6 cursed energy, you can force all summoners of any shikigami, curses, familiars, or any other form of summon within 60ft. to make a Charisma saving throw. On a failure, their summons are sent back. On a success, nothing happens.
Séance Technique
The Séance Technique allows its user or a willing participant to transform into a deceased person.
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 begin to learn its 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 shape-shifted creature will lose all of its 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 beginning of its turns while the technique is active to maintain its 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 has. While it is useful, this is also a dangerous method of utilizing this technique. At the beginning of their turns, the shapeshifter must make a Charisma saving throw against the deceased person's DC (8 + its proficiency bonus + their Charisma modifier). On a failure, the humanoid will possess the body of the shapeshifter and now control the body until the shapeshifter's cursed energy runs out.
Soul Seer. Your Innate Technique naturally allows you to see the outline of creatures' souls. You start with 1 soul knowledge.
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 at 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 Resurrection
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 consumes 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 you 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 is 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 Resurrection, you can spend twice as much cursed energy to make 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 the 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.
- Full Control
Must have the Cursed Technique Reversal cursed feat
You have now mastered Reverse Cursed technique and learned your cursed technique reversal. You are now able to use your Séance technique to allow other people to become yourself. As a full round action for 8 cursed energy, you can shapeshift another creature into yourself. This creature must be willing to let you do this. While doing this you take control over the shapeshifter as they have access to your soul information. Your real body will remain in the same position as when you used this technique and is unconscious. The only thing that you gain from shapeshifters is their cursed energy and you must spend 2 cursed energy at the beginning of their turns to keep yourself in control. You return to your original body once the cursed energy is not spent on this.
Inverse
The Inverse technique makes deadly blows feel like nothing while making weaker attacks do loads of damage.
An Inverse user resisting a powerful attack, source [23] |
- Inverse
Lapse Technique
Starting at 1st level, you gain the ability to invert the damage you take. As a bonus action, you can spend 2 cursed energy to activate Inverse for 1 minute. While Inverse is active, when you take damage, it is modified based on a set damage limit and a threshold. The set damage limit is equal to your proficiency bonus multiplied by your Charisma score, and the threshold is equal to your proficiency bonus multiplied by your Charisma modifier.
When you take damage that exceeds your threshold, you subtract the threshold from the damage and take the remaining difference as damage. However, when the damage is below your threshold, you subtract the damage from your set limit and take the resulting number as damage instead.
For example, if your set limit is 100 and you take 90 damage, you would subtract the threshold from the damage if it exceeds the threshold (e.g., 90 - 20 = 70), and take the remaining 70 damage. Conversely, if the damage is below the threshold (e.g., 10 damage), you subtract that amount from your set limit (100 - 10 = 90), and take 90 damage instead. If the calculation results in a negative number, the damage remains unchanged.
You can extend the duration of Inverse by spending 1 cursed energy at the end of the 1-minute duration to maintain the effect for an additional minute.
- No Damage
Technique Improvement
At 3rd level, you’ve learned to further manipulate the damage you take based on its intensity. If you take damage that is below your threshold, you are considered vulnerable to the damage dealt. However, if the damage exceeds your threshold, you gain resistance to the damage, even if it would normally bypass resistances or immunities.
For example, if your threshold is 15 and you take 10 damage, you treat that as 20 damage due to your vulnerability. But if you take 18 damage, you instead halve it due to your resistance, even if that type of damage would normally ignore resistances.
- Didn't Break a Sweat
Technique Improvement
At 6th level, you’ve become adept at manipulating damage based on its intensity, even when making saving throws. When you are forced to make a saving throw against an effect that deals damage, the difficulty of the save depends on whether the damage is above or below your threshold.
If the damage is above your threshold, you have advantage on the saving throw, regardless of the damage type. If the damage is below your threshold, you have disadvantage on the saving throw, as weaker attacks become more dangerous to you.
For example, if your threshold is 15 and you take 18 damage from a fireball, you gain advantage on the saving throw. However, if you take 10 damage from the same attack, you would roll with disadvantage instead.
- Quick Inversion
Technique Improvement
At 10th level, staying with your technique active for long 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 at 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. At 17th level, this is upgraded to your proficiency bonus amount of reactions.
- 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 an indestructible 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 30 ft. 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
At 20th level, you have fully mastered your Inverse technique, allowing you to withstand devastating attacks while weak strikes take a heavy toll. When you take damage, the effect depends on whether it exceeds or falls below your threshold.
If the damage exceeds your threshold, you reduce it by an amount equal to your jujutsu sorcerer level. However, if the damage is below your threshold, you increase the damage taken by an amount equal to your jujutsu sorcerer level. This mastery makes you near-invulnerable to powerful blows, but even the lightest strike can prove perilous.
- Power Inversion
Reversal Technique
You have learned to reverse your technique, allowing you to inverse the damage of your own attacks. As a bonus action for 4 cursed energy, you activate Power Inversion for 2 minutes. While active, when you deal damage, it is modified based on a set damage limit and a threshold. The set damage limit is equal to your proficiency bonus multiplied by your Charisma score, and the threshold is equal to your proficiency bonus multiplied by your Charisma modifier.
When you deal damage that exceeds your threshold, you subtract the threshold from the damage and deal the remaining difference as damage. However, when the damage is below your threshold, you subtract the damage from your set limit and increase the damage dealt by that amount. If the calculation results in a negative number, the damage remains unchanged.
For example, if your set limit is 80 and you deal 100 damage, you would subtract the threshold from the damage if it exceeds it (e.g., 100 - 20 = 80), dealing the remaining 80 damage. Conversely, if you deal 10 damage and your threshold is 20, you would subtract that amount from your set limit (80 - 10 = 70), resulting in dealing 70 damage instead.
You can spend 2 cursed energy at the end of the 2 minutes to maintain the effect for an additional 2 minutes.
Projection Sorcery
The Projection Sorcery Innate Technique focuses on reducing your opponent's movement, while at the same time increasing your own.
A powerful Jujutsu Sorcerer activating Projection Sorcery, source [24] |
- 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 make 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.
The weakness of this cursed technique is that while it is active you can only move in straight lines and only change directions a number of times per turn up to your proficiency bonus, should you break either you fall under the 24 FPS Rule.
You must spend 1 Cursed Energy at the beginning of your turns to keep this cursed technique active.
In addition, while under the effects of projection sorcery, you will gain additional reactions equal to your Dexterity modifier, and once per turn on your turn you may use the Ready action no action required. When you ready an action in this way the readied action may interrupt the trigger when you use it, potentially causing the trigger to fail or not complete in some way.
Momentum Damage. For every 10ft. you move while this technique is active, your next melee weapon attack or unarmed strike deals additional force damage equal to your Charisma modifier. The damage cannot be applied a number of times higher than your proficiency bonus times your Charisma modifier to the same attack.
- Acceleration
Technique Improvement
At 3rd level, your mastery of your cursed technique increases, and so does your speed. When you activate your projection sorcery you gain +20 feet times your proficiency bonus of walking speed. You can take one additional bonus action that can only be used to take the dash, disengage, 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 for the average person. Whenever you take the attack action against a creature while they have a passive Wisdom (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. Additionally, because your speed is so hard to track your movement acts as teleportation to creatures with a passive Wisdom (Perception) less than your cursed save DC plus your Dexterity modifier, meaning you do not provoke opportunity attacks from them.
At 7th level, even if you didn't choose it you will gain evasion from the Resistant feature.
- 24 FPS Rule
Lapse Technique
At 6th level, you have learned how to affect creatures with the 24 FPS rule, making them become stuck in one frame of animation. While your cursed technique is active, when you hit an unarmed strike on a creature you may choose to deal no damage by spending 4 Cursed Energy. The creature hit is forced to make an Intelligence saving throw.
On a failure they are stuck in one frame of animation, making them become paralyzed 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 an object with its size and will be a mere panel of animation. You or another creature may hold said panel of animation, weighing absolutely nothing.
The creature loses its paralyzed condition early if it takes damage from an outside source, which will treat immunity as resistance and resistance as normal.
- Improved 24 FPS Rule
Technique Improvement
At 10th level, you have studied the 24 fps rule, becoming a master of executing it. While your cursed technique is active, you can use the "24 FPS Rule" as a reaction against being targeted by a melee attack. 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 having to make the Intelligence saving throw and on a failure, they are stuck in a frame as per the 24 FPS rule. Additionally, as a reaction to being targeted by a ranged attack roll or being forced to make a saving throw against something you can touch, you may cause the attack to be rolled at disadvantage or the save to be rolled at advantage. If the attack misses or you pass the save, the attack is trapped in frames and has no effect on you.
In addition, you have learned how to use your acceleration and momentum in your attack against framed creatures. Your Momentum Damage is increased by half of its original value (rounded down) against creatures in frames.
- Tokyo School: Consecutive Air Frames
Extension Technique
At 14th level, after countless training, you've developed the ability to expand the concept of what can be frozen with your technique, now being able to freeze and grasp even the air. While Projection is active when you make an unarmed strike you can spend cursed energy up to your proficiency bonus to increase the strike reach by 10ft for every cursed energy spent, when used this way, your unarmed strikes damage type changes to force damage and still benefit from the Momentum Damage feature. Additionally, your unarmed strikes damage affect creatures within a radius of the target equal to 5ft for every cursed energy spent. You cannot use the 24fps feature alongside this and cannot use the Black Flash feat.
- The Fastest Sorcerer
Technique Improvement
Finally, at 20th 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.
- 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 focuses on summoning deadly spirits from inside yourself and utilizing hydrokinetic abilities to trap your foes in water.
A Disaster Tides user using Death Swarm, source [25] |
- 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 its type to cold damage.
In addition, you gain a swimming speed equal to your walking speed added twice, you can breathe underwater and you do not get affected by difficult terrain created by non-magical water.
- Death Swarm
Lapse Technique
Your Death Swarm technique allows you to create seemingly infinite Shikigami out of your imagination. As an action for x Cursed Energy, you can summon a number of sea Shikigami up to your Charisma modifier within sight range. The strength of the creatures you can summon depends on your Charisma modifier. The summoned Death Swarm Shikigami can only last a number of rounds equal to your charisma modifier. When you are level 6, they last until they die or a long rest outside of your domain.
Shikigami | Cost | Charisma modifier 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 | 2 |
Large Sea Shikigami | 6 Cursed Energy per Shikigami | 3 |
Huge Sea Shikigami | 8 Cursed Energy per Shikigami | 4 |
Gargantuan Sea Shikigami | 10 Cursed Energy per Shikigami | 5 |
These creatures automatically take their attack actions when they're summoned. They all act on your turn.
- 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 an artificial sun that works as a 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. While inside your Domain, you gain an additional Action that may only be used for your Death Swarm technique.
Any attacks made by your Death Swarm shikigami are affected by the sure hit feature of your Domain.
- Water Manipulation
Extension Technique
At 6th level, you have explored different ways of using your technique, creating various different attacks. You gain four of the following water manipulations:
Whirlpool. 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 2d8 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 3d10 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 4d8 + 6d10 at 11th level, 7d8 + 10d10 at 17th level, and 11d8 + 15d10 at 20th level.
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 ranged 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 massive amounts of water below 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 success, 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 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 24d12 at 20th level. Creatures on the area of effect of more than one geyser will make only one save and take the damage of only one geyser, but the DC of the damage will increase by 1 for each geyser hitting the creature.
- 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 half your Charisma modifier times 20. This may also be used as a 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 5 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.
- 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 below:
Shikigami | Cost | Charisma modifier Required |
---|---|---|
Tiny Sea Shikigami Swarm | 4 Cursed Energy | 1 |
Small Sea Shikigami Swarm | 6 Cursed Energy | 1 |
Medium Sea Shikigami Swarm | 12 Cursed Energy | 2 |
Large Sea Shikigami Swarm | 18 Cursed Energy | 3 |
Huge Sea Shikigami Swarm | 24 Cursed Energy | 4 |
Gargantuan Sea Shikigami Swarm | 30 Cursed Energy | 5 |
- 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 its path. As an action for 10 Cursed Energy,
you create a tall wall of water from the ground, making it fall towards your targets. The water wall is 300 feet long, 300 feet 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 are 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 cursed 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.
Cursed Doll Creation
This technique allows you to infuse people into dolls
A user of Cursed Doll Creation, source [[26]] |
- Cursed Doll Creation
Lapse Technique
Starting at 1st level, you have unlocked your innate technique. This allows you to create a cursed voodoo doll of your enemies. As an action for 3 cursed energy, you may attempt to infuse a creature’s essence into a doll. You may select one creature within 40ft to infuse into this doll. The target must make a Charisma saving throw, with their essence being infused on a failure. On a success, they aren’t infused into the doll. You may only have 1 doll at a time infused with a creature and you must stay within 40ft of the enemy for them to stay infused. An infused creature can remake the Charisma save at the end of their turns, they stop being infused on a success.
While a creature is infused it allows for damage dealt to the doll to be transferred to the infused creature. However, it is not effective yet, so creatures take ¼ of the damage dealt to the doll. The doll cannot pass saves and the damage done to it does not have to be dealt by you.
- Noose Manifestation
Extension Technique
At 3rd level, you have learned a new way to affect creatures infused into your dolls. You now can wrap a noose around your doll with it being able to affect the infused creature. As an action, you may begin to hang the doll, which in turn hangs the target. When a target is hung in this way they begin suffocating. Someone hung in this way can survive a number of rounds equal to their constitution modifier. While hanging a creature you must spend 1 cursed energy per turn and maintain concentration for them to continue hanging.
- Defensive Manipulation
Extension Technique
At 6th level, you have unlocked a new way to use your technique. You have now learned that you can affect infused creatures in other ways besides harming them. As a reaction for 5 cursed energy, you can trip the doll which trips the infused creature. When this reaction is used on an infused creature they will fall prone and lose their current action.
- Improved Infusion
Technique Improvement
At 10th level, you can infuse targets better into your dolls. You are now able to have 2 dolls active at once. This allows for 2 creatures to be infused at one time. You also have an increased range now, being able to infuse at 80 ft. away and only having to be within 80ft of the infused creature to affect them. You also are better at transferring damage to the target with ½ of the damage dealt to the doll being transferred.
- Tokyo School Feature: Stitch Up
Extension Technique
At 14th level, you realize that you can use the dolls to help allies. You can now infuse a friendly creature to try to help them. When a creature is infused in this way they follow the same rules as infusing an enemy, except for that they can willingly not make the save. While infused you can stitch up the doll allowing you to heal the infused creature. As an action for up to your Charisma modifier, you can heal a creature in this way. The healing they gain is xd10 + your Charisma modifier.
The x is the amount spent on activation.
- Infusion Mastery
Technique Improvement
At 20th level, you have learned how to infuse creatures efficiently. You now can infuse creatures as a bonus action for 4 cursed energy. In addition, an infused creature can only repeat the save after a minute. You also may have 3 dolls infused at once. Your range has also increased to 120 ft. from 80ft. And lastly, the full amount of damage dealt to the doll is transferred over.
- Copycat
Must have the Cursed Technique Reversal cursed feat
After having mastered Reverse Cursed Technique, you have finally unlocked your cursed technique reversal. Normally the dolls you create project what happens to them to other people, but now you can project what happens to you or others onto the dolls. As an action for 6 cursed energy, you can imbue a doll with someone’s essence. This person must make a Charisma saving throw, or they can willingly fail. On a success, they and the doll are linked. However, the doll will mimic their actions. This does not mean much as it just can walk around and act like the person infused into it. However, if you then infuse a creature into it using your lapse, both creatures will be infused into the same doll. If the creature infused by your reversal takes damage, the doll will take the damage and project it to the person who was infused by your lapse. The person infused by your lapse still has the same limits as usual.
Picture Alteration
The picture alteration technique is a powerful technique that manipulates a picture you take with a cellphone.
A Picture Alteration user utilizing her cellphone, source [27] |
- Picture Alteration
Lapse Technique
Starting at 1st level, your technique allows you to make anything you manipulate in a picture you take real, and reality alters itself in response. You start out with one of the following cellphones depending on your financial condition, which is determined by you and your GM on your character creation:
Cellphone Quality | Picture Range |
---|---|
Very Poor | 20 ft. |
Poor | 40 ft. |
Average | 100 ft. |
Above Average | 200 ft. |
High Quality | 300 ft. |
The cellphone now counts as a cursed tool.
As a reaction to a hostile action from a hostile creature, or as a free action for 2 cursed energy, you can take a picture with your cellphone that captures a x ft. cone. You can alter the picture as a bonus action or reaction, or as part of using it as a reaction. At the moment, you can alter only very basic things in a picture.
Move. You can move a number of objects or creatures up to your proficiency bonus to anywhere within the picture, with each object or creature moved after the first costing 1 additional cursed energy. Any objects you were holding or carrying move alongside you.
You can only alter pictures taken with this technique until the end of your next turn, and may use only one alteration per turn. If you try to alter an unwilling creature or an object that's being currently held, the creature or object's wielder must make a Charisma saving throw against your cursed energy DC. On a failure, they are affected by your alteration. On a success, they are not moved.
- Improved Move
Technique Improvement
At 3rd level, your edition of a picture is so quick that you basically learned how to teleport. When you use your Move technique, you now don't generate opportunity attacks while moving, and any creatures that were touching you are moved as well without the need for additional cursed energy being spent.
Additionally, you can now move creatures upwards and downwards. Whenever they are moved upwards, they start falling at the beginning of your next turn.
- Filter
Technique Improvement
At 6th level, while many teenagers only use this to make cute images or funny faces, you have found a usage for them in combat! You can use a filter on one creature for a cursed energy amount depending on the filter, granting them one of the following filters:
Filter | Effect | Cursed energy cost |
---|---|---|
Heart Eyes | The creature is charmed for you until the beginning of your next turn. | 2 cursed energy |
Sweat on Forehead | The creature feels anxious and nervous, becoming frightened of every creature near them until the beginning of your next turn. | 3 cursed energy |
Vomiting | The creature feels nauseated, becoming poisoned until the beginning of your next turn. | 4 cursed energy |
Angry Mark | The creature feels angry, becoming berserk until the beginning of your next turn. | 5 cursed energy |
Skull | The creature is absolutely flabbergasted that you just fricking took a picture of it, they are stunned until the beginning of your next turn or until they receive damage from an outside source. | 5 cursed energy |
Halo | The creature is filled with pure thoughts, its alignment changes to lawful good and they cannot make any evil actions(determined by the dm) until the beginning of your next turn. | 6 cursed energy |
Devil Horns | The creature is filled with diabolical thoughts, its alignment changes to chaotic evil and they cannot make any good actions(determined by the dm) until the beginning of your next turn. | 6 cursed energy |
Blush | The creature feels shy, not being able to take any type of actions while they're within your sight range until the beginning of your next turn. | 7 cursed energy |
Sleeping | The creature feels sleepy, they are knocked unconscious until the beginning of your next turn. The condition ends early if the creature takes damage. | 10 cursed energy |
- Photoshop
Extension Technique
At 10th level, while you could alter creatures and objects based on what you did on the pictures, you have installed an app to make this even more powerful. As an action after having taken a picture, you can use photoshop to change said picture, with you choosing between altering one of the three: Objects, environment or creatures. The alterations you can do with them are detailed down below, although you can only do one alteration with this extension per turn.
Object Alteration | Alteration Effect | |
---|---|---|
Value | The object's rarity is increased by one per energy spent until the beginning of your next turn. For example, a common watch would become an uncommon watch. | 2 cursed energy per rarity increased |
Size | The object's size is increased by one per energy spent, making its weight multiply by 8, and all of its dimensions double until the beginning of your next turn. For example, a medium vehicle would become a large vehicle. | 3 cursed energy per size increased |
Properties | You give a new property to the object, making it gain a new function until the beginning of your next turn. For example, you can grant a shortsword the versatile property. | 4 cursed energy |
Creature Alteration | Alteration Effect | |
---|---|---|
Looks Maxxing | The creature's appearance is greatly improved, making them look great. They gain a bonus to their Charisma checks equal to your Charisma modifier, and they roll Charisma (persuasion) checks with advantage. | 4 cursed energy |
Size Decrease/Increase | The creature gets shrunk or increased, making its size change. You reduce or increase their size by one per energy spent until the beginning of your next turn, making their weight be divided by 8 and halve all of their dimensions on a decrease, or making their weight multiply by 8 and double all of their dimensions on an increase for the duration. | 5 cursed energy per size change |
Muscular Body | The creature gets absolutely ripped, gaining lots of muscles. They gain a bonus to their Strength score equal to your Charisma modifier that can go above their maximum, and they have advantage on Strength checks and saving throws until the beginning of your next turn. | 6 cursed energy |
Misery | The creature looks completely miserable and on precarious situation. They gain two levels of exhaustion that are removed at the beginning of your next turn. These levels of exhaustion cannot bring a creature's exhaustion level beyond 3. | 8 cursed energy |
Environment Alteration | Alteration Effect | |
---|---|---|
Rain | The area will start to be surrounded by clouds until the beginning of your next turn. For the duration, light rain falls in this area, extinguishing unprotected flames, and you can cause harmless claps of thunder or flashes of lightning to emanate from the clouds. | 4 cursed energy |
Snow | Snow will begin to cover the area, reducing visibility. The snow obscures all sight, including Darkvision, excluding Truesight, beyond 5 feet until the beginning of your next turn. | 5 cursed energy |
Lightning Strike | A lightning bolt will fall on the area, hitting a creature. One creature of your choice in the area must make a Dexterity saving throw. On a failure, they take 8d6 lightning damage and half as much on a success. | 6 cursed energy |
- Tokyo School Feature: Share
Extension Technique
At 14th level, you have learned in Tokyo that the biggest power you can ever have is friendship. As part of making an alteration, you can quickly share the picture with another cellphone within 1 mile of you by spending twice the normal amount. The creature that receives the picture will make the effects of your alteration happen in a x ft. cone to where they're pointing their cellphone. This technique grants the phone you shared the picture with high quality wi-fi until the beginning of your next turn.
- Delete
Extension Technique
Finally, at 20th level, you have learned how to erase pictures. Whenever you take a picture with your technique, you can spend 20 cursed energy as an action to erase all of the following on the picture: Objects, structures or Creatures.
Independent of what you choose, they will take 30d12 necrotic damage. If an object, structure or creature's hit points are reduced to 0 with this technique, they are completely erased from reality, with nothing of them or anything within 5ft. of them remaining. This technique's damage deals twice as much damage to objects and structures, and does not work against objects carried or worn.
- Backspace
Must have the Cursed Technique Reversal cursed feat
After mastering Reverse Cursed Technique, you have unlocked your cursed technique reversal. You are now able to use your phone with positive energy, to revert effects. If you see someone activate their innate technique you can use a reaction and 5 cursed energy, to force them to make a Charisma saving throw. On a failure, their technique is forced to revert and it does not get activated. On a success, it goes off as normal. You may also use this as an action to end an ongoing effect for 5 cursed energy. The user of the ongoing technique has to make a Charisma saving throw. On a failure, the ongoing technique will end. On a success, it will continue as usual.
Miracles
The Miracles cursed technique stores small everyday "miracles" and releases them whenever the user needs them the most.
A Miracles user with all of his Miracle Marks active at once, source [28] |
- Miracles
Lapse Technique
Starting at 1st level, your technique brings you strength by witnessing good fortune. Sometimes, you can see miracles happen right in front of you. Whenever you witness a miracle happening, a Purple Marking appears right under one of your eyes, making you gain a Miracle Mark. You can have up to 6 Miracle Marks under your eyes. Those miracles are listed down below:
Miracle | Description |
---|---|
Lucky! | Hitting a jackpot is exciting for everyone, not just people with gambling addictions! Whenever you or an ally you can see or hear rolls the maximum amount they could on a dice roll, you gain 1 Miracle Mark. If it is a damage roll, it is necessary that all of the rolls are the maximum amount. |
Equal Numbers! | Equal numbers means good luck, time to celebrate! Every time you or an ally you can see or hear rolls two equal numbers, such as 11, 22, 33, 44 and so on, you gain 1 Miracle Mark. |
Treasure! | Finding free stuff is always great! Every time you or an ally you can see finds a new item, weapon or armor of at least Rare rarity you gain 1 Miracle Mark. This only counts towards cursed tools and magical items. |
Hardship Overcoming! | Overcoming hardships is something rare to see in such a vile world we live in, so seeing it is truly a miracle. Whenever you or an ally you can see or hear succeed in a saving throw or ability check, or hit an attack roll where you had disadvantage on you gain 1 Miracle Mark. |
Whenever you are about to take damage, you can spend 1 Miracle Mark to regain xd4 + your Charisma modifier hit points (with X being your Jujutsu Sorcerer level) that cannot overcome your hit point maximum. You can do this once per round, however you may use this technique again in the same round by spending a reaction and 2 cursed energy.
At 11th level, you gain 2 Miracle Marks for every miracle you witness. This is increased to 3 Miracle Marks at 17th level.
- Outcome Change
Extension Technique
At 3rd level, you have learned that your miracles can even change reality in your favor! Whenever you fail a roll, you can use your reaction to spend 1 Miracle Mark and 2 cursed energy to roll a d6. After rolling it, add it to the roll.
The d6 increases to a d8 at 5th level, to a d10 at 11th level and to a d12 at 17th level.
- Death Escape
Extension Technique
At 6th level, it’s a miracle, you escaped death! Whenever you are hit by an attack or fail a saving throw that would reduce you to 0 hit points or lower (even if it would kill you outright), you can spend 2 Miracle Marks and 4 cursed energy to avoid it, getting out completely unharmed in an unexplainable way.
In addition, while you have Miracle Markings you roll death saving throws with advantage.
At 11th level, you can use this Extension whenever an attack or saving throw would reduce you to below half of your maximum hit points (rounded up) as well.
- Fate Control
Technique Improvement
At 10th level, there is no bad future for you, all you see is a shining bright road of success! Whenever you succeed on a roll that was altered by Outcome Change, if it reaches a 20 or higher (counting the natural die with no modifiers) it counts as a nat 20. The nat 20 obtained this way does not count as a miracle, but it counts for all other purposes such as Black Flash.
- Tokyo School Feature: Shared Luck
Extension Technique
At 14th level, while at Kyoto School they told you 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 an ally you can see failing a roll, you can spend 3 Miracle Marks and 10 cursed energy to add your current Outcome Change die to their roll. If they succeed because of it, it is considered a nat 20. The nat 20 obtained this way does not count as a miracle.
- Pinnacle of Luck
Technique Improvement
Finally at 20th level, there is no such thing as a bad day, in fact, the concept of something bad happening is unknown to you. You add your Charisma modifier (minimum of 1) to any rolls you make.
- Calamity
Reversal Technique
After mastering reverse cursed technique, you found out your technique reversal, learning about Calamity Marks. Whenever you witness a calamity happening, a Yellow Marking appears right above one of your eyes, making you gain a Calamity Mark. You can have up to 6 Calamity Marks above your eyes. Those calamities are listed down below:
Calamity | Description |
---|---|
Unlucky. | Failing makes no one but the person who failed sad. Whenever you or a hostile creature you can see or hear rolls the minimum amount they could on a dice roll, you gain 1 Calamity Mark. |
Opposite Numbers. | Nobody likes opposite numbers, it just looks ugly. Every time you or a hostile creature you can see or hear rolls two different numbers with the first one being odd and the other being even, such as 12, 14, 16, 18 and so on, you gain 1 Calamity Mark. |
Trash. | Finding free stuff is cool, but only if it’s valuable. Every time you or a hostile creature you can see finds a new item, weapon or armor of at max Uncommon rarity you gain 1 Calamity Mark. This only counts towards cursed tools and magical items. |
Failing with Ease. | Overcoming hardships is something rare to see in such a vile world we live in, so seeing it is truly a miracle. Whenever you or a hostile creature you can see or hear fails in a saving throw or ability check, or misses an attack roll where they had advantage on, you gain 1 Calamity Mark. |
As a reaction to a hostile creature succeeding a roll, you can spend 2 Calamity Marks and 4 cursed energy to roll a d10. After rolling it, subtract it from the roll. If they fail because of your die and it reaches a 1 or lower (counting the natural die with no modifiers), it is considered as if they have rolled a nat 1 for all purposes but for features that avoid nat 1’s.
Ice Formation
This Innate technique gives its user the ability to create and manipulate ice. It can range from small to large quantities, depending on the desired utilization of the technique.
An Ice Formation user from the Heian Era utilizing frost calm, Source [29] |
- Cold Cursed Energy
Your cursed energy is as cold as a blizzard in the harsh winter. When you use Curse-Empowered Strikes, Cursed Strikes or Cursed Weapon Enhancement you can choose to change its damage type to deal cold instead of necrotic damage. 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 must succeed a constitution saving throw or suffer the effects of extreme cold.
- Created Ice
Whenever you utilize your technique, you create varying 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.
Any ice created by you has an amount of hit points equal to your Charisma modifier (minimum of 1) times your Jujutsu Sorcerer level. Its AC is equal to your cursed energy DC. Its size is the same as the size of the creature caught in it, with the more creatures affected it increases by one size. It is vulnerable to fire and bludgeoning damage, is immune psychic and poison, and if it receives cold damage it regains an equal amount of hit points instead.
Creatures reduce your ice maximum hit points by ¼ of their maximum when they break out of it.
All ice created by your technique will last until you end it at will (no action required), it is reduced to 0 hit points, 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 that you can utilize to partially freeze others. As an action for 2 cursed energy, you can make a ranged cursed energy attack roll against a creature within 10 feet of you. On a hit, they take 1d10 cold damage and must make a Strength saving throw. On a failure, they are restrained as ice covers part of their bodies. On a success, they can break out of the ice and avoid being restrained.
After the Strength saving throw, they must make a Constitution saving throw. On a failure, they become Chilled. On a success, they are not Chilled. If they fail by 5 or more, they are also Half Frozen.
The creature remakes the Strength saving throw at the beginning of their turns, breaking out of the ice on a success. If they have failed the Constitution saving throw, they may only start remaking it at the beginning of their turns once they’re out of your ice.
This technique's damage increases to 2d10 at 5th level, 4d10 at 11th level, 7d10 at 17th level and to 11d10 at 20th level.
- Cold Environment
Technique Improvement
At 3rd level, an accurate description of being stuck within your ice is feeling like you’re freezing in a cold mountain with death approaching slowly but painfully. Whenever a creature is within at least X feet (5 times your Charisma modifier, minimum of 1) of ice created by your innate technique, they may suffer the possible side effects of a cold environment described down below:
Extreme Cold. They 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. If they fail by 5 or more, they become Chilled. After they've left the area of your ice, they can remake the Constitution save at the beginning of their turns to end the condition.
Freezing Winter. At 5th level, any creatures within range of your ice that don't have cold resistance or immunity have their movement speed reduced by x feets (with x being your Charisma modifier times 10).
Frozen Coffin. At 11th level, creatures have disadvantage on Strength saving throws to get out of your ice unless their Strength score is higher than your cursed energy DC.
Cold Death. At 17th level, whenever a creature takes cold damage from being frozen or half frozen by your innate technique, the damage is maximized.
A creature can only receive these effects from one ice at once, even if there's more than one ice within range.
- Ice Fall
Extension Technique
At 6th level, you have created an extension technique that serves as a great execution method. As an action for 6 cursed energy, you crouch down to create ice on the ground. You telepathically manipulate the ice created, launching one for every creature of your choice within 30 feet of you. Make a ranged cursed energy attack roll. On a hit, they take 6d10 cold damage and become restrained by the ice and must make a Constitution saving throw. On a failure, they are also Half Frozen. On a success, they receive no additional effects. If they fail by 5 or more, they are Frozen instead.
The creature can make a Strength saving throw at the beginning of its turns, ending the condition early on a success.
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 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.
- Frost Calm
Extension Technique
At 10th level, you have learned how to unleash thick layers of ice through mist by breathing it through your hand. As an action for 10 cursed energy, you can send a cloud of freezing mist. Choose a point within 60 feet of you. All creatures in a 30ft by 30 feet square within said spot of your choice must make a Strength saving throw. On a failure, they take 8d12 cold damage and are both restrained and Half Frozen by the ice layer formed in the square. On a success, they take half as much damage and are not restrained or Half Frozen.
After making the Strength saving throw, they must make a Constitution saving throw. On a failure, they are Frozen if they failed the Strength saving throw, or Half Frozen if they have succeeded. On a success, they don’t receive any additional effects.
The creature may remake the Strength saving throw at the beginning of its turns, breaking out of the ice on a success.
This technique's damage is increased to 11d12 at 11th level, 15d12 at 17th level and to 20d12 at 20th level.
When you use Maximum Output into this technique, the range is increased to 300 feet of you. It also now targets all creatures of your choice within a 100 foot circle.
- Tokyo School Feature: Telepathic 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.
Creatures with a passive perception smaller than your cursed energy dc make their saving throws with disadvantage and you make your ranged cursed energy attack rolls are made with advantage due to not predicting your timing.
- Freezing Hell
Extension Technique
Finally at 20th level, when you are fighting it feels like an ice age. Cold damage caused by you ignores resistances but not immunities. Also, your ice isn’t vulnerable to fire damage anymore.
Additionally, whenever a creature breaks out of your ice they take piercing damage equal to your Charisma modifier depending on their size.
Size | Prerequisite |
---|---|
Tiny | Your Charisma modifier. |
Small | Your Charisma modifier added twice. |
Medium | Your Charisma modifier added thrice. |
Large | Your Charisma modifier added four times. |
Huge | Your Charisma modifier added five times. |
Gargantuan | Your Charisma modifier added six times. |
The damage caused by breaking your ice cannot be increased by any methods.
- Heat Dissociation
Must have the Cursed Technique Reversal cursed feat
Because of your mastery over Reverse Cursed Technique, you have learned your cursed technique reversal. You can now enhance the heat in the air, making creatures boil alive. As an action for 4 cursed energy, you can force a number of targets up to your Charisma modifier within 30 ft of you to make a Constitution saving throw. On a failure, they take 8d10 fire damage and receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion.
Any damage dealt by this technique reversal also reduces the target’s maximum hit points due to boiling their blood into air. The lost hit points are regained after they take a long rest.
This technique’s damage increases to 14d10 fire damage at 17th level and 22d10 fire damage at 20th level.
This technique deals twice as much damage to objects and structures.
Pain Killer
This technique allows you to stop injuries from getting worse, however you do not heal people.
A Pain Killer user stopping someone's injuries, Source [30] |
- Pain Killer
Lapse Technique
Starting at 1st level, your technique allows you to stop injuries from getting worse. As a bonus action for 1 cursed energy, you make a star symbol with your hands and touch a creature within your reach. The creature does not take damage from that same source of damage anymore, but only from that source. For example, if a creature is receiving damage at the beginning of their turns they will stop taking said damage, but future damage will still affect the creature. If it comes from a condition, only the damage will stop, however the condition will remain.
In addition, you gain proficiency in the Medicine skill, or expertise if you're already proficient.
- Injury Efficiency
Technique Improvement
At 3rd level, you have learned how to be more efficient with your cursed technique. You can now use Pain Killer on all creatures within your reach of your choice, and it's now a free action.
- State Killer
Technique Improvement
At 6th level, you have improved your technique, now being able to help against conditions. Whenever you use Pain Killer on a creature, they also lose one condition of your choice that's related to the damage you just stopped.
- Last Minute Save
Extension Technique
At 10th level, you have learned how to stop wounds from getting worse just in time, however not even you are perfect. As a reaction for 4 cursed energy to an ally suffering any type of damage but psychic within your reach, you can stop the wound from getting worse and halve the total damage dealt. The creature affected by this technique also receives the benefits of Pain Killer. This reaction may be taken only once per turn.
- Tokyo School Feature: Death Saver
Technique Improvement
At 14th level, you have learned in Tokyo that your technique is not weak, you just needed a small push in the right direction. You can now use Pain Killer on creatures making death saves, making them stop rolling death saves until they regain or lose at least 1 hit point.
- Pain Nullifier
Technique Improvement
Finally at 20th level, you have completely mastered your technique, becoming an almost perfect nullifier of pain. You can now use your reaction more than once per creature's turns, and gain additional reactions just for that feature equal to your proficiency bonus. Additionally, you can now use Pain Killer at will.
- Pain Amplify
Must have the Cursed Technique Reversal cursed feat
Your mastery over Reverse Cursed Technique has granted you your cursed technique reversal. You are now able to amplify the pain of others instead of nullifying it. As a reaction for up to X cursed energy, you can amplify the damage a creature takes from an attack. You must be able to touch this creature. For every cursed energy you spend on this technique, the target will take an extra 2 damage dice. So if a creature gets hit for 8d6 damage and you spend 2 cursed energy, they will take an extra 4d6 damage.
X is your Charisma Modifier
Vengeful Cursed Spirit
The Vengeful Cursed Spirit technique involves the use of immense amounts of cursed energy while being aided by the spirit of a loved one.
Yuuta Okkotsu standing with the queen of curses Rika, source [31] |
- 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 feet to make a Charisma saving throw. On a failure, they gain the frightened condition for one minute. They can remake these 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 (no action required), you may call upon this spirit to aid you in combat by spending 1 cursed energy. Make a melee cursed energy attack roll against a creature within 10 feet of you. This additional attack inflicts slashing damage equal to your currently-wielded weapon's damage die. If you are not wielding any weapons, they take damage equal to your unarmed strike or martial arts (Whichever is higher).
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 instance of damage above your jujutsu sorcerer level + twice your Charisma modifier (minimum of 2), 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 (ignoring the immunity to the condition), it follows your orders as long as they do not contradict the Berserk condition, and cannot go more than 200 feet away from you.
As a free action, you may make a DC 20 Charisma (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.
Spirit Persuasion. At 5th level, your control over your curse has improved. The Charisma (Persuasion) check is lowered to a 15.
Tamer Spirit. At 11th level, you have gained more control over your cursed spirit. You do not need to make the Wisdom saving throw to not let your spirit out anymore. You can now summon your spirit as an action for 6 cursed energy for 1 minute. The spirit is now Bloodlusted against any creatures you are fighting against. It will follow your orders as long as it does not go against the Bloodlusted condition.
You can summon it this way a number of times equal to your Charisma modifier (minimum of 1).
Tamed Spirit. At 17th level, your spirit now fully obeys you. You can now desummon your spirit as a reaction to it being attacked, and they obey your orders even if it goes against the Bloodlusted condition.
- Copy
Lapse Technique
At 6th level, you have finally learned about your Innate Technique, copy. Your copy technique is unconditional and you can copy other creature’s cursed techniques after simply seeing them be used. As a reaction to seeing a cursed technique, you can attempt to replicate it by making a Charisma saving throw. Additionally, you can use a bonus action within 1 minute of seeing it to also make the Charisma saving throw. On a success, you can copy the creature’s Cursed Technique. On a failure save, you do not copy the cursed technique and must wait to see the technique again before you can attempt to copy it.
The DC to copy a Cursed Technique is equal to the Cursed Energy DC of the Sorcerer you're trying to copy.
If you have the Freed Spirit feat, then your copy is now conditional. You now require the DNA of a creature to copy its cursed technique. If the creature you are attempting to copy has a CR or level equal to yours or lower it is easier to copy from them as you do not need as much from them. As a bonus action, while your Vengeful Spirit is in the world, you can command it to make a claw attack against a creature. If the attack hits, it can extract the creature's DNA. After that, you can attempt to replicate it by making a Charisma saving throw. On a success, you can copy the creature’s Cursed Technique. On a failure save, you do not copy the cursed technique. If the creature has a CR or level higher than yours, you require a much more lethal body part. After the creature is below half hit points or if they have had a limb reduced to 0 hit points, your Venegeful Spirit may attempt to extract a big enough portion of their body in order to copy their technique. As a bonus action, once these requirements are met, you can command your Venegful Spirit to make a claw attack against a creature. If the attack hits, it can extract the creature's DNA through a lethal body part or from devouring the destroyed limb. After that, you can attempt to replicate it by making a Charisma saving throw. On a success, you can copy the creature’s Cursed Technique. On a failure save, you do not copy the cursed technique.
If you are attempting to copy a creature who’s level or CR is lower than yours and you wait until they are below half of their hit point maximum or until they have had a limb reduced to 0 health, than you can learn more about their technique. If you wait to copy this creature, than you count as starting at 1 + your Charisma modifier in levels inplace of level 1.
Additionally, if a creature heals the damage you dealt in order to copy or heals the destroyed limb you used to copy, then your copied technique goes away and you no longer have access to it. If a creature dies before it can heal the damage or limb, then you keep the copied technique after they have died. Any features that were copied prior to obtaining the Freed Spirit feat must be copied again under the conditional rules.
You gain all features of the Cursed Technique as if you had it at your level, but you don't gain the following from your techniques:
- Reversal techniques
- Maximum techniques
- Domain Expansions.
Whenever you copy a cursed technique you will act as though you are first level with said cursed technique for the purposes of features that scale with your level. Upon seeing a feature you have copied used in combat as a bonus action you can attempt an DC 20 Charisma saving throw to bring that feature of your own up to the next level of scaling such as the damage of that feature for you going from 1st level to 5th level with that feature. Alternatively, on a short or long rest, you may make this save to improve the feature and the DC will decrease by 5 for that feature every long rest you attempt to train it. This cannot be used to improve a feature beyond your current level.
Additionally, extension techniques and the incantations for the Chanting cursed feat must also be learned. You may make the same DC 20 Charisma saving throw to be able to use an extension or chant when you see it being used. Alternatively, on a short or long rest, you may make this save to improve the feature and the DC will decrease by 5 for that feature every long rest you attempt to train it.
If you have the Jujutsu Genius or Six Eyes feats you have advantage to go up in levels, learn an extension, and learn incantations.
While an active duration which affects yourself from one of your cursed techniques (such as Limitless’ one minute Infinity or Hakuna Laana’s one minute dance) is active you may not use any of your other cursed techniques, doing so will immediately end the duration. You also cannot use additional kinds of actions granted by one cursed technique (such as the extra reactions granted by Projection Sorcery) to use another cursed technique.
When you copy a cursed technique, you must spend as much Cursed Energy as the technique’s Lapse requires.
You can have up to your proficiency bonus (maximum 6) of these techniques permanently stored within your vengeful spirit. All copied techniques may only be used while within your vengeful spirit’s reach. If you have the Freed Spirit your spirit only needs to be out to use your techniques. Whenever you learn more than your limit, you must choose which technique to remove.
In addition, you'll automatically pass the Charisma saving throw if you have already copied the cursed technique before. Your Vengeful Spirit must be in the world to use any copied Cursed Techniques.
- Stronger Bond
At 10th level, the bond between the binding object and Vengeful Spirit has become stronger, not only that both your bond with it has increased as well. You have advantage in saving throws against being frightened or charmed while you are within 60 feet of your Vengeful Spirit.
Additionally, the vengeful cursed spirit has advantage on attack rolls while within 5 feet of you.
- Tokyo School Feature: Instant Copy
Extension Technique
At 14th level, you were instantly banned from Kyoto due to the danger caused by your vengeful cursed spirit. Tokyo however, has accepted you and your technique. When you try to copy a technique, you may spend 10 Cursed Energy to instantly pass the Charisma saving throw. If the dc is higher than what you can achieve, you must spend 20 cursed energy instead.
- Cursed Love
Finally at 20th level, love is truly the most cruel curse of all. While within 120 feet of your vengeful cursed spirit, you are immune to frightened and charmed conditions, you have advantage on Charisma saving throws.
Additionally, your spirits Strength, Dexterity, Constitution and Charisma scores are increased by 2.
- Duplicated Reversal
Must have the Cursed Technique Reversal cursed feat
Coming with your mastery over Reverse Cursed Technique, you may now copy the reversal features of cursed techniques you’ve copied.
Blazing Courage
The blazing courage innate technique allows its user to ignite his weapon in flames or even replace their broken parts with flames.
Ogi Zenin in a battle stance, source [32] |
- Blazing Courage
Lapse Technique
Starting at 1st level, your technique allows yourself to ignite your weapon in flames, increasing your fire power. You can spend up to your Charisma modifier (minimum of 1) in cursed energy as a bonus action while holding a melee weapon, igniting said weapon in flames for 1 minute. For the duration, the weapon deals 1d6 fire damage on a hit per energy spent, and you emit bright light in 5 feet and dim light in 10 feet.
You can deactivate this at will (no action required).
If you are from Tokyo, you cannot increase this feature’s damage with the 3rd or 7th level feature.
In addition, you gain the Cursed Weapon Enhancement enhancement. If you use your Lapse technique while Cursed Weapon Enhancement is active, its damage type is fire instead of necrotic damage.
At 5th level, you now deal 1d8 fire damage per energy spent, this increases to 1d10 at 11th level, and to 1d12 at 17th level.
- Soulfire Stance
Technique Improvement
At 3rd level, your technique comes from your heart, no obstacles shall stand in the way of your blazing flames. If your weapon is suffering any penalties from being broken in some kind, when you activate blazing courage those penalties are removed until the technique ends.
Also, while Blazing Courage is active, you may spend 3 Cursed Energy as an Action to emit an aura of flames within a 10 ft radius centered on you that lasts for 1 minute. While the aura persists you have resistance to cold and fire damage, and any creature that enters the ring of flames or starts its turn on the radius must make a Constitution saving throw. On a failure, they take your Blazing courage damage dice added twice in fire damage. On a success, they take half as much damage. If they fail by 5 or more, they receive First Degree burns.
- Extensive Flames
Technique Improvement
At 6th level, when you use your full output your flames extend and gain higher power. Whenever you spend the maximum amount of cursed energy you can using Blazing courage, your weapon’s reach increases by 5 feet. Additionally, whenever you miss an attack by 2 or less, the target takes half as much damage that it would have taken from the additional fire damage. If a creature has Endurance they don’t take additional damage.
At 11th level, this works on a 3 or less, on a 4 or less at 17th and on a 5 or less at 20th level.
- Intense Heat
Technique Improvement
At 10th level, your flames burn brighter and stronger than ever, with no enemy leaving unscarred from a combat encounter with you. Whenever you hit a creature with a melee weapon enhanced by blazing courage, they must make a Constitution saving throw. On a failure, they receive First Degree burns. On a success, they receive no additional conditions. If they fail by 5 or more, they receive Second Degree burns.
If it was a critical hit, the creature makes the saving throw with disadvantage, and receives Second Degree burns on a failure and Third Degree burns if they fail by 5 or more.
- Tokyo School Feature: Hell Wave
Extension Technique
At 14th level, your technique was simple to understand, though Tokyo believed in your potential to be something more. You have created an extension technique that covers a large area with a wave of flames, destroying everything in its path. As an action for 10 cursed energy, you force all creatures in a 30 foot cone to make a Constitution saving throw. On a failure, they take 11d10 fire damage, are knocked prone and receive Second Degree burns. On a success, they take half as much damage, are not prone but receive First Degree burns. If they have Endurance, they do not receive effects on a success.
This technique deals maximum damage to objects and structures, It ignites flammable objects in the area that aren’t being worn or carried.
At 17th level, their damage increases to 15d10, and at 20th level it becomes 20d10.
- Inferno Sorcerer
Technique Improvement
Finally at 20th level, your flames have reached their peak, now being seen as a symbol of your unstoppable courage. You ignore resistance to fire damage when dealing damage with your Innate Technique. Additionally, creatures with Endurance are still damaged by your Extensive Flames feature.
- Blaze of Courage
Must have the Cursed Technique Reversal cursed feat
You have mastered your technique reversal, now being able to enhance the inside of your body with flames instead of enhancing the outside of your weapon. As a bonus action for 5 cursed energy, you gain the following benefits for 1 minute:
- Your Strength, Dexterity and Constitution scores increase by 2, including their maximums.
- You have advantage on Strength, Dexterity and Constitution saving throws.
- You gain resistance to fire and cold damage.
- You become immune to the effects of extreme heat.
While the technique is activated, you may once per turn condense your flames into a finesse melee weapon you are wielding. You can spend cursed energy up to your Charisma modifier (minimum of 1) added twice. The flames burst in a violent explosion on a hit, they take 1d12 fire damage per energy spent. On a miss, the creature takes half as much damage. Also, all creatures within a 10 foot radius of your choice take half as much damage.
Whenever the technique would end, you can spend 2 cursed energy to keep it going for another 1 minute.
Earth Arms
This technique allows you to make arms and hands with stone
Stone Arms, source [[33]] |
- Earth Arms
Lapse Technique
Starting at 1st level, your technique allows you to manipulate stone. You can summon large stone fists from the earth for 1 minute by spending 1 cursed energy as a bonus action while touching the ground with your arms. While the fists are summoned, as part of your attack action, you can replace one of your attacks with a ranged cursed energy attack roll with a range of 30 feet. This shoots a stone fist at a target, dealing damage equal to your unarmed strike as bludgeoning damage, increased by a number of damage dice equal to half your Charisma modifier (rounded down).
At 5th level, you add your Charisma modifier to the damage. At 11th level, you add your Charisma modifier plus half your Charisma modifier (rounded down). At 17th level, you add twice your Charisma modifier to the damage.
Additionally, while your fists are summoned, you gain the following maneuver:
Stone Slam. As an action for 5 cursed energy, you can smash your stone arms onto your enemies. A target within 45 feet must make a Dexterity saving throw. On a failure, they take 4d8 bludgeoning damage and are knocked prone. On a success, they take half as much and aren’t knocked prone.
This technique's damage increases to 7d8 at 5th level, to 10d8 at 11th level, to 13d8 at 17th level, and to 16d8 at 20th level.
- Earthen Maneuvers
Extension Technique
At 3rd level, while your stone arms are summoned, you can perform a variety of maneuvers. As part of your attack action, you can spend 4 cursed energy to use one of the following maneuvers, you can only use one manuever per round. If you have already used one maneuver this round, you can spend an additional 2 cursed energy to use a second maneuver. You can do the following manuevers:
- Shattering Strike. You create a heavy stone fist and slam it into a target within 20 feet. The target must make a Dexterity saving throw. On a failure, they take damage equal to two unarmed strikes from your Earth Arms and are knocked prone. On a success, they take half damage and are not knocked prone.
- Sweeping Smash. You sweep the ground with a wide arc of your stone arm, forcing all creatures in a 15-foot cone in front of you to make a Dexterity saving throw. On a failure, they take damage equal to your Earth Arms are pushed back 5 times charisma modifier feet. On a success, they take half damage and are not pushed back.
- Earthen Launch. You hurl a large stone fist at a target within 60 feet. Make a ranged cursed energy attack roll. On a hit, the target takes damage equal to your Earth Arms and is knocked 5 times your charisma modifier feet into the air. If they land, they take fall damage equal to 1d6 per 10 feet.
- Pulverize. You slam both of your stone fists down onto a single target within 10 feet. The target must make a Constitution saving throw. On a failure, they take damage equal to your Earth Arms and are stunned until the end of your turn or until they receive damage from an outside source. On a success, they take half damage and are not stunned.
- Harder Stone
Technique Improvement
At 6th level, your mastery of earth manipulation allows you to harness the power of your stone arms more effectively. When your stone arms are summoned, you can make ranged cursed energy attack rolls with a range of 60 feet. Each attack deals damage equal is increased by a number of damage dice equal to your proficiency bonus.
Additionally, if you have already used a second Earthen Maneuver, you can spend an additional 2 cursed energy to use a third Earthen Maneuver within the same round.
Creatures that are targeted by your Earth Arms features have disadvantage on Strength saving throws against your Earth Arms unless their Strength score is higher than your Charisma score.
- Stone Grasp
Extension Technique
At 10th level, you have learned a new way to use the stone arms you create. You are now able to create two big arms that can catch a target. As an action for 10 cursed energy, you can force a target within 60ft to make a Dexterity saving throw. On a failure, they are wedged between the arms taking 14d12 bludgeoning damage, and become stuck between the hands. On a success, they dodge and take half damage.
This technique’s damage increases to 17d12 at 11th level, to 20d12 at 17th level, and to 23d12 at 20th level.
You may also keep the hands active, once you have grabbed an enemy using this attack. If you do, then every turn you have it active you can use a bonus action to squish the person stuck between them, causing them to be restrained. When using this the creature must make a Strength saving throw. If they fail they will be squished taking another 5d12 bludgeoning damage. On a success, they break free. While keeping the hands up holding a creature, you must maintain concentration.
- Tokyo School Feature: Earthquake Strike
Technique Improvement
At 14th level, your mastery of the Earth Arms technique allows you to create devastating shockwaves that resonate through the ground. When you hit a target with your ranged Earth Arms attack, you can choose to unleash a shockwave, costing 10 additional cursed energy. This shockwave forces all creatures within a 20-foot radius of the target to make a Dexterity saving throw.
On a failed save, creatures take damage equal to your Earth Arm damage as thunder damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. Additionally, the shockwave creates difficult terrain in the area for 1 minute, due to the upheaval of the ground.
- Seismic Mastery
Technique Improvement
At 20th level, your mastery of the Earth Arms technique allows you to create small tectonic shifts with your movements. While your Earth Arms are active, the ground around you trembles, granting you the following benefits:
- Whenever you successfully hit a creature with your Stone Slam or any attack using your Earth Arms, the ground shifts beneath them. All creatures within 10 feet of the target must succeed on a Dexterity saving or take your Earth Arm features damage again and be knocked prone. On a successful save, they take half damage and remain standing.
- Finally, creatures that have a Dexterity score lower than your Charisma modifier have disadvantage on Dexterity saving throws against your Earth Arm features.
- Air Slam
Must have the Cursed Technique Reversal cursed feat
After mastering both Reverse Cursed Technique and your innate technique, you have learned how to use your cursed technique reversal. One major weakness of your innate ability is that all your abilities must come from the ground. Flying enemies can easily escape your grasp. As an action for 10 cursed energy, you can create a large hand in the air made out of your cursed energy. You may create this hand up to 120 feet away from you. The hand occupies a 15 foot radius area and targets creatures directly below it. Creatures under it must make a Strength saving throw as the hand slams them toward the ground. On a failure, they take your 5d12 bludgeoning damage for every 10ft they fall before they hit the ground and are made prone. On a success, they take half damage and are
Paralyzing Sight
The paralyzing sight technique allows its user to paralyze people just with their vision.
A woman being affected by the Paralyzing Sight technique, source [34] |
- Paralyzing Sight
Lapse Technique
Starting at 1st level, you can paralyze people with your sight. As an action for 3 cursed energy, you force a creature within your sight range to make a Charisma saving throw. On a failure, they are stunned until the beginning of your next turn. On a success, they are not stunned.
This technique brings great strain to the eyes, being very hurtful in case you face off against a strong opponent. If the creature succeeds on the save, your eyes start to bleed and you take psychic damage equal to the amount they rolled above your cursed energy dc(minimum of 1). You also cannot use this technique while being blinded.
- Improved Eyes
Technique Improvement
At 3rd level, your paralyzation becomes faster. You can now use your paralyzing sight as a bonus action, and now gain advantage on saving throws against being blinded.
- Concentrated Paralyze
Technique Improvement
At 6th level, you have learned how to make your paralyzation last for longer amounts of time in exchange for standing still. When you use your Paralyzing Sight, you pay 3 additional cursed energy to enter a deep concentration state, making the creature become stunned for 1 minute. The creature must make a Charisma saving throws at the beginning of their turns, ending the condition earlier on a success. You count as concentrating as if you were concentrating on a spell.
If the creature manages to break free before the duration, you take great backlash on your eyes. You take psychic damage equal to the amount rolled above your cursed energy dc(minimum of 1) times the amount of rounds it took for them to break free. For example, if they broke free after 5 rounds and rolled a 18 against your 16 dc, you take 10 psychic damage.
- True Paralyzation
Technique Improvement
At 10th level, your technique has evolved to new heights. The creature's who fail your paralyzing sight saving throw now become paralyzed instead of stunned.
At 17th level, they also become paralyzed when you use concentrated paralyze.
- Tokyo School Feature: All Seeing Eye
Extension Technique
At 14th level, you've reached illumination while on Tokyo, creating a extension technique just for that. As a bonus action for 10 cursed energy, a eye symbol appears on your forehead for 1 minute. You gain the following benefits while the eye is active:
- You gain advantage on Wisdom (Perception) checks.
- Your sight range doubles.
- Your paralyzing sight feature is now a free action.
- Perfect Sight
Technique Improvement
Finally at 20th level, you have perfected your technique, beating its weakness. You now don't suffer any type of detriment when using any of your features, and you become immune to the blinded condition.
- Hyperactive Sight
Must have the Cursed Technique Reversal cursed feat
With your mastery over Reverse Cursed Technique, you have learned your cursed technique reversal. You have now obtained the ability to turn your Paralyzing Sight into Hyperactive Sight. As an action for 5 cursed energy, you target a creature within your sight range and then accelerate their system with your bare eyes. For the next minute, the creature affected by your Hyperactive Sight has its speed and number of reactions doubled, and it also gains a free action to take the Disengage or Dash action. You count as concentrating as if you were concentrating on a spell while keeping this bonus up. After 1 minute has passed, you need to succeed on a Constitution saving throw, on a failed save you gain one level of exhaustion and you cannot use Hyperactive Sight against the same target for the next round, on a success nothing happens.
Missile Fists
The missile fists technique allows you to launch a barrage of giant fists against your opponents.
A missile fists user using his innate technique, source [35] |
- Missile Fists
Lapse Technique
At 1st level, you can unleash massive fists as a method of attack.You gain the Martial Arts feature early. When you make an unarmed strike, you can spend 2 Cursed Energy to create a fist that is twice as big as your normal fists. Each fist requires a ranged cursed energy attack roll and replaces an attack in the attack action against a creature within 60 feet of you. On a hit, it takes damage equal to your unarmed strike damage, increased by one dice tier.
This cannot replace attacks from Cursed Blast of Blows feature. The damage from this feature cannot be increased by features from the Tokyo school.
You can spend an additional amount of cursed energy up to your Charisma mod to create additional fists, creating one additional fist for every 2 cursed energy spent. At 5th level, you now create fists equal to your Charisma modifier + half your Charisma modifier; at 11th level, you're able to create fists equal to twice your Charisma modifier; at 17th level, create fists equal to twice your Charisma modifier + half your Charisma modifier; and at 20th level, you can create fists equal to thrice your Charisma modifier.
- Detonating Assault
Technique Improvement
At 3rd level, your onslaught becomes destructive. Whenever you hit a creature with one of your summoned fists, creatures within 5ft of the impact take half of the damage caused by the fist as thunder damage.
- Cataclysmic Barrage
Extension Technique
At 6th level, you can unleash a wave of fists summoned in a 60-foot cone. As an action for 10 Cursed Energy, each creature in that area must make a Strength saving throw. On a failure, they take damage equal to your Lapse Technique’s damage a number of times equal to half as many fists summoned (rounded down, minimum of 1) and are pushed back an amount of ft equal to 5 times your Strength modifier. On a success, they take half damage and are not pushed back.
This technique deals twice as much damage against objects and structures.
- Precision Strike
Technique Improvement
At 10th level, your targeting precision improves. When using your Technique, you can designate a number of creatures equal to your Charisma modifier that are unaffected by your technique. If you hit a creature with your Missile Fists, you can reroll one damage die. Additionally, you can now add damage from cursed-empowered strikes to the total damage of your technique.
- Tokyo Feature: Titan's Grasp
Extension Technique
At 14th level, your mastery of Missile Fists allows you to summon a massive fist capable of manipulating your surroundings and controlling the battlefield. As an action for 6 Cursed Energy, you can conjure a giant spectral fist within 60 feet of you, which lasts for 1 minute or until you dismiss it. This fist can perform the following actions:
Grasping Crush. The fist attempts to restrain a creature within range. Make a melee cursed energy attack roll contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the creature is restrained, and the fist holds them in place until the start of your next turn.
Barrier Fist. The fist interposes itself between you or an ally and incoming danger, granting the target three-quarters cover until the start of your next turn. Additionally, the fist can absorb damage equal to your Charisma modifier + your proficiency bonus before vanishing.
Fist Lift. You can use the fist to lift or move a creature or object within range. The fist can carry a creature or object weighing up to 5 times your carrying capacity, moving it up to 30 feet to a point within the fist’s range. If the target is unwilling, they must succeed on a Strength saving throw to avoid being moved.
The spectral fist counts as magical for the purpose of overcoming resistances, but it deals no damage unless used in conjunction with another Missile Fists technique.
- Devastating Fists
Technique Improvement
At 20th level, your Lapse Technique has reached its pinnacle, allowing you to summon immense fists with unparalleled efficiency.
When using your Lapse Technique, the cost to summon each fist is reduced to 1 Cursed Energy. The damage of each fist now equals your unarmed strike damage added twice. Additionally, you may spend Cursed Energy equal to half your proficiency bonus (rounded down) to add cursed strikes to each fist. Lastly, you gain the following effect:
Cataclysmic Detonation. When you hit a creature with at least 3 fists in a single turn, you can choose to unleash a powerful shockwave. All creatures within 30 feet of the target must make a Strength saving throw against your Cursed Energy save DC. On a failure, they take thunder damage equal to the damage dealt by the fists and are knocked prone. On a success, they take half the damage and are not knocked prone.
- Foot Shield
Must have the Cursed Technique Reversal cursed feat
After mastering the Reverse Cursed Technique, you gain a defensive ability. As a reaction to being attacked, you can spend an amount of Cursed Energy up to your Charisma modifier to summon a large foot in front of you. The foot has hit points equal to 10 times the amount of Cursed Energy spent, and its Armor Class is equal to your Cursed Energy Save DC. The foot absorbs damage in place of you, automatically failing any saving throws. This foot lasts until its hit points are depleted or until the beginning of your next turn.
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.
Tengen, the immortal sorceress, source [[36]] |
- 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 each other. 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 its racial traits or qualify for its feats. You will have a more curse like appearance, although keeping a humanoid 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 its 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: Prolonged 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.
A Love Rendezvous user, source [37] |
- 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) that has 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 Wisdom (Perception) check against your Cursed Energy DC.
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 result in them being unable to close the distance towards their target however they still expend any movement until the technique is disabled and the objects and creatures 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 amount will take 1 dice of bludgeoning damage per 5ft. the other stars have traveled and their size, while the objects and creatures that crashed into it will take half as much damage. If the creature goes in the correct order, nothing happens and the stars they've touched disappears and upon touching all stars in the correct order, the stars on them disappears. 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 a creature has shikigami summoned, the Shikigami are marked with the same starts are the summoner's and if a creature marked with a star attempts to target you in the wrong order with a cursed energy attack roll or forces you to make a save against a feature, the attack instead targets them, causing them to roll against their own AC if it's an attack roll or roll against their own DC if it's a saving throw. As long as the cursed energy of the feature belongs to the mark, the feature cannot close the distance between you and it, allowing you to take no damage from it as long as the other is wrong. For example, if an ★Imai tried to target a ★Ginan with cursed energy ray without having went through ★Acrux and then ★Mimosa, then the cursed energy ray will instead target the ★Imai until it follows the correct order.
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 constellation, which then makes them roll normally.
Effective Marking. At 5th level, you learned how to mark creatures in a quicker and more effective 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 3rd level, your technique's attraction has grown stronger. The damage of creatures colliding now overcomes resistances but not immunities to bludgeoning damage.
Additionally, when creatures marked with stars collide due to your technique, they take additional damage equal to the damage die of their size.
- Shining Stars!
Technique Improvement
At 6th 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.
- Cosmic Pull
Technique Improvement
At 10th level, your understanding of the gravitational forces between the stars deepens, enhancing the way your marked targets interact. When creatures marked with stars collide due to the attraction of your technique, they must make a Strength saving throw against your Cursed Energy DC. On a failed save, the affected creatures are also knocked prone and have disadvantage on their next attack roll or saving throw.
- 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 black hole. Marked creatures and objects now take force damage instead of bludgeoning damage when they're attracted to each other. It still overcomes resistances but not immunities.
Additionally, the number of creatures you can mark with the same star is increased to thrice your Charisma modifier.
- Star Swap
Must have the Cursed Technique Reversal cursed feat
Because of your mastery over Reverse Cursed Technique, you have unlocked your cursed technique reversal. Your technique is very complicated, but after a while some enemies might be able to pick up on it. Normally you have the stars ★Imai, ★Acrux, ★Mimosa, ★Ginan and ★Gacrux. When using your reversal you still have these same stars, but they do not have to stay in the same order. By using a bonus action and 4 cursed energy, you may now change the order in which they attract to any order you want. Any creature who understood your technique before now does not understand it and they need to make the Wisdom (Insight) Check again. Creatures will have disadvantage unless they have the Cursed Energy Tracker feat.
Jet Plane Hair
The Jet Plane Hair technique allows its user to fly using just their hair.
A Jet Plane Hair user flying with her hair, source [[38]] |
- Jet Plane Hair
Lapse Technique
Starting at 1st level, your technique allows you to transform your hair into a jet plane, granting you flight capabilities. As a bonus action for 2 cursed energy, you gain flying speed equal to your walking speed for 1 minute. You can keep flying on the air. While you are flying with this technique, you can take the dash action as a bonus action. On the end of the minute, you can spend 1 additional cursed energy to keep flying for 1 additional minute.
- Boost
Technique Improvement
At 3rd level, you have learned how to use the impulse of your technique to go even faster, destroying anything in the way. When you take the dash action, you can spend additional 2 cursed energy to triple your movement speed instead of doubling. If you pick Kyoto's dash option, your movement speed quadruples instead of tripling. If you pass by a creature while dashing this way, they must make a Dexterity saving throw with disadvantage unless their passive perception is the same or higher than your cursed energy dc, which makes them roll normally. On a failure, they take 1d4 bludgeoning damage per 5ft. you have traveled before crashing into them. On a success, they take half as much damage and you just keep flying. You take half as much damage from the attack, as you are also part of the impact.
If they fail, they must also make a Strength saving throw. On a failure they are pushed back until you reach the limit of your flying speed. On a success, they are just knocked prone and your movement ends.
You deal twice as much damage against objects and structures when using this feature.
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.
- Free Bird
Technique Improvement
At 6th level, like a free bird, you can fly in the sky at tremendous speeds. You don't generate opportunity attacks while flying with Jet Plane Hair, and your flying speed is now twice the amount of your walking speed.
- All Out
Extension Technique
At 10th level, you created a powerful yet dangerous extension to your technique, blinding yourself for maximum damage. As an action for 8 cursed energy, you go into a straight line equal to four times your movement speed. All creatures in said line must make a Dexterity saving throw with disadvantage unless their passive perception is the same or higher than your cursed energy dc, which makes them roll normally. On a failure, they take your current Boost damage and are pushed back until you reach the limit of your flying speed. On a success, they take half as much damage and are not pushed back. You take the same amount of damage from the attack, as you are also part of the impact. The damage from this impact overcomes resistances.
This technique's damage deals quadruple as much damage against objects and structures.
- Tokyo School Feature: Wind Tornado
Extension Technique
At 14th level, you create a extension technique that uses your propulsion to make a tornado. As an action for 10 cursed energy, you choose a point within your flying speed range and fly over to said point, forcing all creatures that are within a 30ft. cylinder of that area to make a Strength saving throw. On a failure, they take 20d8 bludgeoning damage and are pulled up in 30ft. in the air, instantly falling at the end of your turn. On a success, they take half as much damage and are not pulled. You end this technique 5ft. close to the area that the tornado happened.
At 17th level, the damage increases to 26d8, and to 34d8 at 20th level.
- War Jet
Technique Improvement
Finally at 20th level, your hair has evolved to become a war jet, turning it into a much more effective weapon. Your walking speed now triples when being turned into flying speed, and the damage of the Boost and All out features now deal force instead of bludgeoning.
- Submarine Hair
Must have the Cursed Technique Reversal cursed feat
Because you have mastered Reverse Cursed Technique, you can now use your cursed technique reversal. You can now use your hair differently. You can now turn your hair into a submarine. As a bonus action for 4 cursed energy, you gain a swimming speed equal to your walking speed for 1 minute. While you are swimming with this technique, you can take the dash action as a bonus action. At the end of the minute, you can spend 1 additional cursed energy to keep swimming for 1 additional minute. In addition, the air inside of your hair allows you to breathe underwater for an amount of time equal to your Charisma modifier in minutes. You may not have both your lapse and reversal activated at the same time. You may only have one at a time and can swap between them by paying the cost of activation.
As an action for 4 cursed energy while submarine hair is active, you can shoot 2 missiles. Each missile travels in a 30ft. Line and explodes at the end into a 15ft. circle. Each creature in one of the circles must make a Dexterity saving throw. On a failure, they take 4d8 fire damage. On a success, they take half as much damage.
Helicopter Hair
This technique allows you to make your hair into helicopter blades
A user of Helicopter Hair, source [[39]] |
- Helicopter Hair
Lapse Technique
Starting at 1st level, your technique allows you to transform your hair into helicopter blades, allowing you to fly. As a bonus action for 2 cursed energy, you gain a flying speed equal to your walking speed for 1 minute. You can keep flying in the air. While you are flying using this technique, you can take the dash action as a bonus action. At the end of the minute, you can spend 1 additional cursed energy to keep flying for 1 additional minute.
- Helicopter Blades
Extension Technique
At 3rd level, you have learned how to extend the blades of your helicopter hair. It can now be used to slice people. As an action for 3 cursed energy, you can extend your blades and attempt to slash an enemy. You make a melee cursed energy attack roll against one enemy within 5ft of you. On a hit you deal 4d8 slashing damage.
This technique's damage increases to 6d8 at 5th level, to 8d8 at 11th level, to 10d8 at 17th level, and to 12d8 at 20th level.
- Blade Rush
Extension Technique
At 6th level, you have learned a new way to use your hair. Instead of using it to fly upwards, you can now turn it on its side to fly towards an enemy. As an action for 8 cursed energy, you dash forward in a 10ft wide and 60ft long line. Enemies in this line must make a Dexterity saving throw, taking 15d10 slashing damage. On a success, they take half as much damage.
This technique’s damage deals double as much damage against objects and structures. This technique's damage increases to 18d10 at 11th level, to 22d10 at 17th level, and to 25d10 at 20th level.
- Fortunate Son
Technique Improvement
At 10th level, you have begun to master your hair technique. You now don’t generate opportunity attacks while flying with your helicopter hair, and your flying speed is twice the amount of your walking speed. In addition, when using your helicopter blades your range increases to 10ft.
- Tokyo School Feature: Wind Tunnel
Extension Technique
At 14th level, you have learned a new way to use your blade rush. Instead of rushing forward, you now blast air in the same direction. As an action for 3 cursed energy, you can blast the air in front of you in a 10ft wide and 120ft long line. Creatures in the targeted area must make a Strength saving throw or be pushed back to the end of the 120ft. Creatures pushed back in this fashion take 2d6 bludgeoning for every 10ft traveled. On a success, they are pushed back only 60ft and do not take damage.
- Black Hawk
Technique Improvement
At 20th level, your hair has improved again. Your walking speed now triples when turned into a flying speed. Your helicopter blades have also become better. They now have a range of 15ft and you can attack twice when using them.
- Airboat Hair
Must have the Cursed Technique Reversal cursed feat
Because you have mastered Reverse Cursed Technique, you can now use your cursed technique reversal. You can now use your hair differently. You can now turn your hair into an airboat. As a bonus action for 4 cursed energy, you gain a faster walking speed equal to double what your flying speed would be. Using this form you can ignore difficult terrain and you do not provoke opportunity attacks. This form lasts for 1 minute. While this technique is active, you can take the dash action as a bonus action. At the end of the minute, you can spend 1 additional cursed energy to keep this technique active for 1 additional minute.
While this technique is active, you can spend 4 cursed energy while taking the dash action to force any creatures you pass by to make a Dexterity saving throw. On a failure, they take 4d8 bludgeoning damage and are knocked prone. On a success, they take half damage and are not prone.
Sugar Manipulation
This technique allows you to increase your sugar levels and create it into a physical form, this can also be used on other people but over-usage can lead to hypoglycemia.
A user of the sugar manipulation technique creating a flan, source [[40]] |
- Creation of Sweets
Lapse Technique
Starting at 1st level, you can increase the sugar levels in your own body and output it into a physical form. As a bonus action for 2 cursed energy, you can create a dessert food of your choice. This food can be eaten by up to your proficiency bonus people. As a bonus action, someone can eat your dessert food. When someone eats the dessert they gain temporary cursed energy equal to the amount spent. A person can only benefit from eating 1 dessert food at a time. The amount you can spend on this feature increases, to 4 cursed energy at 5th level, to 6 cursed energy at 11th level, to 8 cursed energy at 17th level, and to 10 cursed energy at 20th level.
There are downsides to using too much sugar. If you spend more than your constitution score in cursed energy on your innate technique in less than a minute, then you will have low blood sugar. While you have low blood sugar, your movement speed is decreased by 5 feet and you gain a level of exhaustion. If you want to spend more cursed energy on your technique after your blood sugar has been lowered you must make a DC 20 Constitution saving throw. On a success, you use your technique as usual. On a failure, your movement speed decreases by 5 feet again and you gain another level of exhaustion. After a minute, your sugar levels go back to normal and you regain your normal movement speed and you lose the levels of exhaustion.
- Sugar Control
Extension Technique
At 3rd level, you can increase the sugar levels inside of your body and the body of others. As an action for 5 cursed energy, you can increase the sugar levels of yourself or someone else. When someone has their sugar levels elevated they gain these benefits:
- Their speed increases by 10ft
- They gain an extra action that can be used to dodge, dash, disengage, or make 1 extra melee or weapon attack.
- When using a cursed energy-fueled feature, its cost is reduced by half of your Charisma modifier (rounded down).
After a minute the elevated sugar levels end and the creature will gain a level of exhaustion.
- Pudding Pad
Technique Improvement
At 6th level, you have now learned how to make a much larger dessert. As a reaction for 10 cursed energy, you can create a dessert within 30 feet of you that is 15 by 15 feet in size. This can be used as a reaction to a line or cone that forces a Dexterity saving throw, a ranged attack roll, or someone falling. This cake has 100 hit points and can block damage or decrease the amount of fall damage someone would take.
- Sugar Rush
Technique Improvement
At 10th level, you have improved the ability to increase the sugar in one’s body. Now when you increase your sugar or someone else, they gain more benefits. As an action for 10 cursed energy, you can increase the level of their sugar further. Someone with these new elevated sugar levels gains the following benefits:
- Their speed doubles.
- They gain an extra action that can be used to dodge, dash, disengage, or make 1 extra melee or weapon attack.
- When using a cursed energy-fueled feature, its cost is reduced by half of your Charisma modifier (rounded down).
- They will gain a +2 bonus to their AC
- They will have advantage on Dexterity Saving Throws
After a minute the elevated sugar levels end and the creature will gain 2 levels of exhaustion.
- Tokyo School Feature: Sweetful Addiction
Technique Improvement
At 14th level, your studies at the Tokyo school have allowed to learn a new way of manipulating one's sugar. You are now able to apply 1 buff from your 3rd level feature over a long amount of time. Over a long or short rest for 15 cursed energy, you may apply 1 benefit from your 3rd level feature to a creature. This lasts until the affected creature takes a long rest. You can apply these longer benefits to up to your proficiency bonus people including yourself.
- Sugar God
Technique Improvement
At 20th level, you have come to understand the true nature of manipulating sugar. As an action for 15 cursed energy, you can increase your sugar or someone else’s and give them the following benefits:
- Their speed doubles.
- They gain an extra action that can be used to dodge, dash, disengage, or make 1 extra melee or weapon attack.
- When using a cursed energy-fueled feature, its cost is reduced by your Charisma modifier.
- They will gain a +2 bonus to their AC
- They will have advantage on Dexterity Saving Throws
- They will have advantage on Perception checks.
- They will gain an additional reaction.
- They will do an extra amount of damage on melee unarmed and weapon attacks equal to xd6. With x being your Charisma modifier. The damage type of this extra damage is the same as the attack it is being added to.
After a minute the elevated sugar levels end and the creature will gain 3 levels of exhaustion.
- Sugar Drainage
Must have the Cursed Technique Reversal cursed feat
Because you have mastered Reverse Cursed Technique, you have unlocked your cursed technique reversal. You can now drain the sugar from people. As an action for 10 cursed energy, you can touch a creature and force them to make a Constitution saving throw. On a failure, they will lose sugar. They will then be affected by the following:
- They gain a level of exhaustion.
- Their speed is decreased by 10 feet.
- Their cursed energy-fueled features have their cost increased by half of your Charisma modifier.
On a success, they are unaffected.
The Law
The law technique is based around using a non lethal domain to give your opponents a fair trial.
Higuruma, the sorcerer genius, source [] |
- Domain Expansion: Deadly Sentencing
Starting at 1st 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.
While inside Deadly Sentencing, the sure hit effect makes it so no kinds of violence are allowed from any creature, including the caster.
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(Chosen by the Game Master). 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. Lies the defendant makes can be cross examined by the prosecutor(Deception vs Insight) as normal, same for lies from the prosecutor being cross examined by the defendant. Confession or Silence make the guilty verdict automatic in the former’s case, or incontestable given sufficient evidence in the latter’s case.
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. Evidence which is mostly unrelated or merely tangentially related may require a persuasion check to go through, with the DC depending on how much of a reach the argument is. (10 for a slight reach, 15 for a moderate reach, 20 for a hard reach, 25 for an exceedingly hard reach, and 30 for a nearly impossible to agree with reach. 45 for a fully impossible to agree with reach). On a success, the argument and evidence are accepted by Judgeman regardless.
Once the prosecution and defense have both made their statements, Judgeman(the Game Master) will deliver a lawful verdict.
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 dependent of the severity of the crime, and the domain ends without giving you domain burnout, but for the duration of the punishment you cannot reopen your domain. (Confiscation for anything petty, like theft, death penalty for serious crimes like murder, and confiscation + death penalty for the most serious death-row worthy crimes. The DM has the final say on what punishment is appropriate, using the above guidelines.)
Confiscation. The guilty target is unable to use their Cursed Technique features for 1 minute. During this minute, all other Cursed Energy fueled features the creature uses cost double the normal amount of cursed energy. In case the guilty target doesn't have a Cursed Technique, they are instead unable to use any cursed energy fueled features for one minute.
Death Penalty. The worst penalty someone can receive, they will receive the same consequences as the confiscation feature for 2 minutes. However, your gavel 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 its 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 disappear.
While under the confiscation punishment but not death penalty, the creature may make an Insight check against your cursed energy DC as an action. On a success, they figure out your technique and can now ask for a retrial as a bonus action.
Your domain costs nothing the first time you use it in the day, costing 30 cursed energy after it. However, every time you cause a creature to be guilty, you gain an additional free domain use that day, and will gain refinement points as if you have reduced them to 0 hit points. You regain all free domain uses at the end of an long rest.
- Gavel
At 3rd level, with your great sense of justice came a technique that defines you well. You will gain a cursed tool called Gavel. You use your Charisma modifier for any of its 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 a Strength saving throw or take the full damage again and keep being prone.
If you ever stop holding a gavel, it disappears. It automatically disappears after a minute passes.
- Facts and Logic
At 6th level, you know you need to be cold and analytical 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 Advocate
At 10th level, your mastery of the law allows you to manipulate the flow of the trial in your favor. Whenever you use your domain, you gain the following benefits:
Legal Maneuvering. When you make a Persuasion or Insight check during your domain, you may roll an additional d20 and choose the higher result. You can use this feature a number of times equal to your proficiency bonus per domain use.
Evidence Manipulation. You can choose to reroll one of your dice rolls made for evidence submissions during trials once per domain use. You must take the new result.
Intelligent Arguments. Additionally, you gain proficiency in the Investigation skill. If you are already proficient, you gain expertise instead.
- 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. You may spend 20 cursed energy to submit fake evidence of your choice to Judgeman when you use your domain. You can only do this once per trial.
- Perfect Lawyer
Finally at 20th level, you have perfected your lawyer abilities to the absolute maximum. Whenever you roll a persuasion check to submit subpar evidence, you add your Charisma modifier to the roll an additional time.
In addition, all of your gavels deal one additional damage tier of damage.
- Proven Innocence
Must have the Cursed Technique Reversal cursed feat
Because of your unique technique and your mastery over Reverse Cursed Technique, your cursed technique reversal is much different than others. Your reversal works inside of your domain. The main properties of your domain, such as the appearance and range stay the same, but you now are proving the innocence of a deceased creature. If you witness a creature die in the range you can cast your domain, you can use a reaction to open it in its reversed form. This costs the same amount of cursed energy if you do not have a free use. When you open it in this way, you bring inside yourself, the deceased creature, and the creature who killed them. For the duration of the domain, the deceased creature is revived.
Inside the domain, Judgeman will first announce the charges against the defendant, which are actual crimes they may or may not have committed(Chosen by the Game Master). These crimes should relate to why the defendant died. 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. You can help the defendant prove their innocence. 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. Lies the defendant makes can be cross examined by the prosecutor(Deception vs Insight) as normal, same for lies from the prosecutor being cross examined by the defendant. Confession or Silence make the guilty verdict automatic in the former’s case, or uncontestable given sufficient evidence in the latter’s case. Judgeman will give you information in the form of evidence to help you find the defendant not guilty. The evidence submitted appears as a sealed envelope in your hand. The evidence submitted is not necessarily conclusive and it will not be opened and shared with the prosecutor until after their statement, but you will be informed of the contained information by Judgeman upon receiving the envelope. Evidence that is mostly unrelated or merely tangentially related may require a persuasion check to go through, with the DC depending on how much of a reach the argument is. (10 for a slight reach, 15 for a moderate reach, 20 for a hard reach, 25 for an exceedingly hard reach, and 30 for a nearly impossible to agree with reach. 45 for a fully impossible to agree with reach).
The prosecutor also only has one chance to make a statement. The prosecutor's goal is to provide reasoning for why they killed the defendant. After their statement, they must make the same persuasion check against your argument if their reasoning was not sufficient. (15 for a slight reach, 20 for a moderate reach, 25 for a hard reach, 30 for an exceedingly hard reach, and 35 for a nearly impossible to agree with reach. 50 for a fully impossible to agree with reach).
Once the prosecution and defense have both made their statements, Judgeman(the Game Master) will deliver a lawful verdict. The person who proved their argument better will win the case. If the defendant is found innocent, the domain will end and they will be revived with full hit points. If the defendant is found guilty they will remain dead. If the defendant is found guilty, the domain will end and you will gain 1 level of exhaustion for 1 minute, and cannot use your innate technique features.
Every time you cause a creature to be innocent, you gain an additional free domain use that day, and will gain refinement points as if you have reduced them to 0 hit points.
Claw Technique
Your cursed technique allows you to shift your fingers into dark claws.
A claw user, source [41] |
- Claw Formation
Lapse Technique
At first level you’ve learned to form your deadly claws. As a bonus action for 1 cursed energy you may activate you claws for 1 minute, which causes your unarmed strikes, cursed strikes, and cursed empowered strikes to deal slashing damage.
- Quick Claws
Technique Improvement
At 3rd level you’ve become more skilled at your usage of your claws. While your claws are active when you take the attack action or used cursed blast of blows you may make an additional attack as part of the same action, which must be an unarmed strike.
- Razor Sharp Claws
Technique Improvement
Now at 6th level the increase to your claws’ sharpness to a razor-like edge. Your unarmed strikes dice and cursed empowered strikes dice are doubled while your claws are active.
- Lightning Speed Claws
Technique Improvement
Now at 10th level your claws’ speed have almost reached their peak. You may now add two unarmed strikes instead of one to your attack action and cursed blast of blows.
- Tokyo School Feature: Claw Utility
Technique Improvement
Now at 14th level you’ve expanded upon your technique greatly, those at Kyoto saw your technique as basic and one dimensional but the Tokyo staff instead encouraged you to take inspiration from nature. Now while your claws are active you have both a climbing speed and burrowing speed equal to your walking speed, and you make saves to avoid being moved against your will at advantage while your claws are out by digging into the ground. Additionally as a reaction to being hit by a melee weapon attack you can attempt to block it with your claws, increasing your armor class by your proficiency bonus for the triggering attack.
- Ultimate Claws
Technique Improvement
You’ve reached the apex of your technique, with claws that can cut through practically anything. At 20th level slashing damage dealt by your claws now ignore resistance and treat immunity as resistance, and if you roll a 1 or a 2 on damage dice for slashing damage dealt by your claws you may reroll that dice and must use the new result, even if it is a 1 or 2.
- Claw Deformation
Must have the Cursed Technique Reversal cursed feat
You have now mastered Reverse Cursed Technique and unlocked your cursed technique reversal. Normally you use your innate technique to form claws on your hands, but using your reversal you can instead dull your hands making them very smooth. As a bonus action for 2 cursed energy, you can activate this new technique for 1 minute. While this is active your unarmed strikes do their normal damage in bludgeoning and you gain a reaction. This reaction can be used if you are targeted by a melee attack roll. You must make a melee attack roll back against their roll. If your roll is higher than the creature attacking you, then the attack glances off of your smooth hands and misses.
Contractual Re-Creation
Contractual Re-Creation allows its user to reproduce the subject of any contracts they may find, such as receipts.
A Contractual Re-Creation user, source [42] |
- 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 its size.
Vehicle. You can summon a vehicle from the receipt, spending cursed energy equal to its 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 indefinitely.
- 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 an 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.
- Telepathic 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 telepathically. You may move them in the air up to your sight range, and can use them normally from afar. After they're used, they disappear.
- Weapon. Once per turn you may make a melee 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 triumph 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 telepathic 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 receipt 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.
A explosion caused by a Explosive Flesh user, source [43] |
- 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 a specified point. You can remove the body part as some form of action described below, while throwing it takes an 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) | An 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 an explosion, it will be considered removed. The x is your Charisma modifier. The attacks from this technique deal twice as much damage to objects and structures.
Faster Throws. At 5th 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. At 11th 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 beginning 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 14th level, the creature will also gain the blinded condition.
- Reduced Self-Harm
Technique Improvement
At 3rd level, you have learned to minimize the damage you take when using your technique. You decrease the hit point loss from using any part of your body as an explosive by an amount equal to your Constitution modifier (minimum 1 hit point).
At 5th level, this reduction increases to an amount equal to your Constitution modifier doubled plus your jujutsu sorcerer level (minimum 1 hit point).
- Reactive Explosions
Technique Improvement
At 6th 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.
- Another One Bites the Dust
Extension Technique
At 10th level, your explosive prowess has reached new heights, allowing you to trigger massive blasts from your removed body parts. As an action, you can spend an amount of cursed energy equal to the cost of the body part in your Lapse Technique to trigger a delayed explosion. Choose a body part you have removed within 30 ft. of you. After you choose the body part, it detonates at the end of your next turn, forcing all creatures within a 20 ft. radius to make a Dexterity saving throw with disadvantage. On a failure, they take xd12 force damage and are knocked prone. On a success, they take half damage and are not knocked prone. You can spend additional cursed energy up to your proficiency bonus to increase the damage by an additional xd12 for every cursed energy spent. The X is your Charisma modifier.
- 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’ x is 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.
- Living Bomb
Must have the Cursed Technique Reversal cursed feat
After mastering Reverse Cursed Technique, you have learned your cursed technique reversal. You gain the ability to turn the body parts of creatures you touch into bombs. Once per turn for X cursed energy when you make a melee weapon attack you can try to blow up the body parts of other creatures. On a hit, they must make a Charisma saving throw. On a failed save, you can choose a body part of the creature to explode, causing damage and effects as per your original abilities. On a success, nothing happens. The Cursed energy cost for this feature is equal to the Explosive Feature’s cost depending on the body part targeted doubled and the damage dice for Explosive Flesh is doubled when using this Technique. The creature suffers the effects of Explosive Flesh as normal. The limb that is targeted cannot be the skull, neck, or torso.
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.
A scorpion hair user, source [] |
- Poisonous Cursed Energy
Due to your innate technique you have grown quite attached to poison. You gain resistance to poison damage when you activate your Cursed Armor Enhancement. When you deal damage with the Curse-Empowered Strikes, cursed strikes or Cursed Weapon Enhancement feature, its type can be changed to poison damage if you so choose.
- 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 experienced in fighting with your hair. You can now do the following maneuvers:
Hair Grab. When you hit an scorpion tail attack, you may do no damage in exchange for grappling the hit creature. If you're grappling a creature with your hair, you cannot attack another creature with your scorpion hair outside of the grappled creature.
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 targeting 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 its 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 beginning 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 beginning 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 disappointing. At Tokyo however, they saw the true potential of your technique, its poison. Your poison has evolved to become much more deadly, making the body of the target you stung decay. Whenever you deal poison damage with your Scorpion Hair, you may change it 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 beginning 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.
- Scorpion Antidote
Must have the Cursed Technique Reversal cursed feat
Your mastery over Reverse Cursed Technique and poisons has led to you developing your cursed technique reversal. You may now use your hair as an antidote instead of a poison. Once per turn as part of your attack action, you can spend cursed energy to make an additional attack with your scorpion hair. However, this attack does not do extra damage, it instead does one effect of your choice for various costs.
For 3 cursed energy:
- You can heal 3d8+your Charisma modifier hit points
- End either one disease or condition. The condition can be blinded, deafened, paralyzed, or poisoned.
For 5 cursed energy:
- You can heal 5d8+ your Charisma modifier hit points
- Reduce a target’s exhaustion level by 1
- End one effect causing the charmed or petrified condition
- End one curse affecting the target
- End any reduction to the target’s ability scores
- End one effect reducing the target’s hit point maximum
- Give the target advantage on Dexterity or Strength attacks, saves, and checks for 1 minute.
Comedian
Why would you need an explanation? How about a joke instead?
The funniest thing that has ever existed, source [44] |
- 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 purposes. 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.
- Comedian
Lapse Technique
Starting at 1st level, dude, you're too funny! Not even reality itself is handling how funny you are right now! As a free action for 3 Cursed Energy you can activate your comedian technique. Whenever a creature does any kind of hostile action against you, you can use a reaction to negate the action(the resources used are not consumed) and make a Comedic Event 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 xd6 bludgeoning damage and forcing you to make a Strength saving throw or be knocked prone. |
2.(Zombie Apocalypse) | You and the creature will be teleported to another dimension, where an terrible apocalypse happened and now you two only have each other. The creature is suspected of being infected due to its recent coughing and dizziness, and you two have made a choice. You will cut off its 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 immediately goes to its aid! When you reach the road, you realize the cat is actually the 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 beginning 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 button faster to answer. When one creature gets the majority of the questions right, it will be rewarded with huge 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 aisle, while trying to do your best to keep him alive. Once you reach the aisle, both must roll a Medicine check, in case you have the higher roll the patient is saved and your nurse will be fired for its incompetence at work, becoming stunned until the beginning 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 paralyzed until the beginning of your next turn. |
8.(Marriage) | Both you and the creature are teleported to a marriage, it is the happiest day of your lives. 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 each other until the beginning 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 success 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 beginning 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 each other's faces. The combat? Who cares, just enjoy this moment without doing a thing until the beginning 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 its 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 beginning 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 beginning 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 its crush and makes a dc 25 Persuasion check. On a success, 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 beginning of your next turn. On a failure, they will be knocked prone from the rejection, and will be stunned from the news until the beginning 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 its 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 success, they understand your message and cry tears of joy, becoming charmed by your greatness until the beginning of your next turn. On a failure, they will be frightened by your greatness until the beginning of your next turn. |
15.(Jokenpo) | You and the creature will now be teleported to 5ft. from each other, 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 beginning 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.(Mystery Box!) | You and the creature receive a mystery box, you both open it to see what's inside. Both roll a d27, with both receiving a Cursed Tool that's in the order of the number rolled. It lasts until the end 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 happiness 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 beginning of your next turn. On a success they can gulp it all down making you pleased, you cannot attack said creature until the beginning 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 beginning of your next turn. |
20.(A Partner) | You and the creature will be teleported to an stand up, you both are comedians that partnered 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 extremely sad and disappointed, 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 its timing man! You gain additional reactions to activate comedic events equal to your Charisma modifier + your proficiency bonus.
You must spend 1 Cursed Energy at the beginning of your turns to keep this active, comedy ain't cheap chief! Comedian ends if you get frightened, become unconscious or if you don't have any cursed energy remaining to spend. You may also end it at will. Comedian and features which rely on it being active do not function against effects or attacks which cause the frightened condition, nor while you are frightened. Absolute terror truly isn’t funny.
In addition, due to your expertise in being funny you gain proficiency in all Charisma based skills, in case you're already proficient with one of the learned skills you'll gain expertise in it instead.
- Master of Humor
Extension Technique
At 3rd level, your humor 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 4 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!
- Ouch! That Hurt Man!
Extension Technique
At 6th level, man, that attack definitely 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 while comedian is active, you can spend 8 Cursed Energy to make the damage rolled be reduced to 0.
- Dramatic Pose!
Extension Technique
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 that can see you make a Wisdom saving throw as you make a dramatic pose. On a failure, you roll a d4 to see what condition do they get until the beginning of your next turn. On a success, they lack basic sense of humor and do not get in awe by your performance, making them not suffer any conditions.
Rolled Number | Condition |
---|---|
1 | prone |
2 | blinded |
3 | stunned |
4 | paralyzed |
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: Damn Bro! You Got The Whole Squad Laughing!
Technique Improvement
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 Events happen, every ally of your choice that 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 anytime to their next attack roll, ability check or saving throw. A creature cannot have more than one funny die.
- You Tryna Kill Me?!
Technique Improvement
Finally at 20th level, imagine how funny it would be if you got one shotted... but then simply came back up at full strength? Whenever you are reduced to 0 hit points by another creature while you are under the effects of Comedian, you can use spend 10 Cursed Energy to get back up with your maximum hit points. This makes comedian end.
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 3 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 xd12 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 xd12 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 xd12 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 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 xd12 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 xd12 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 xd12 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 xd12 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 xd12 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 xd12 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 xd12 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 xd12 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 + your proficiency bonus.)
You must spend 2 Cursed Energy at the beginning of your turns to keep this active, tragedy is draining on your soul. Furthermore, a Tragedy has the same cooldown as Comedic timing. While Timing is on cooldown, so is Tragedy, and Vice-Versa.
Tragedy ends if you get charmed, become unconscious or if you don't have any cursed energy remaining to spend. You may also end it at will.
Technique Extinguishment
A technique extinguishment user floating with its wings, Source [45] |
This Innate Technique bestows its user with the gift of angelic power, capable of smiting those they considered as ‘villains’ 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 technique features, and any effects coming from those features they currently have active on them are disabled for the next minute. On a success, they take half as much damage, and don't have their cursed technique features negated. A creature who has their cursed technique negated has to spend double the cursed energy on every feature which costs cursed energy, although this doesn’t affect a creature who lacks a cursed technique, and any creature who reaches 0 hit points while having an disabled technique dies from the brain damage of having their technique removed, and healing the removed technique requires the Burnout Recovery feature even if revived. They may remake the saving throw at the beginning of their turns, ending the effect early on a success.
Angel's Blessing. At 5th level, your technique makes you feel like a divine being made to help others, you are a true angel. You sprout radiant wings and a halo that grant you a flying speed based on your current health. When your health is at full, you gain a flying speed equal to your walking speed. If your health is at three-quarters, your flying speed is reduced to three-quarters of your walking speed. At half health, your flying speed is half of your walking speed, and at one-quarter health, it is reduced to one-quarter of your walking speed.
While these wings and halo are active, you can freely move between barriers such as curtains without breaking them, as well as through magical walls and barriers created by spells of a level equal to or lower than your proficiency bonus. Due to your holy nature, you also gain resistance to radiant damage.
Improved Technique Extinguishment. At 11th level, your technique has grown stronger, now being able to burn your enemies' very soul. The radiant damage dealt by Technique Extinguishment increases to 5d12. When creatures fail the saving throw against this technique, their cursed tools and magic items fail to function for the remainder of the duration. Additionally, if they fail the saving throw, they take radiant damage equal to your Curse-Empowered Strikes at the beginning of their turns as their bodies are engulfed in divine flames, continuing 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.
- Instrument Creation
Extension Technique
At 3rd level, you gain the ability to create various instruments made of radiant light. As a free action for 1 cursed energy, you can summon an instrument of your choice for 1 minute. You may only have one instrument summoned at a time. Each type of instrument provides unique benefits when used in conjunction with your Technique Extinguishment features:
Trumpet. When you create a trumpet, you can use it to amplify your Technique Extinguishment's effects. When you use Technique Extinguishment while wielding the trumpet, the range of the radiant beam increases by 30 feet.
Drum. A drum amplifies the power of your Technique Extinguishment. While you wield a drum, any creature that fails their saving throw against your Technique Extinguishment takes an additional 2d12 radiant damage.
Flute. A flute creates an enchanting melody that distracts your foes. If you use Technique Extinguishment while holding the flute, you may spend 5 additional cursed energy to impose disadvantage on the saving throw for one creature of your choice. The creature must make an additional Charisma saving throw before they make the saving throw for technique extinguishment, on a failure, they make the save with disadvantage and on a success, nothing happens.
These effects are active as long as you are wielding the instrument. The type of instrument you create can be changed each time you use this feature.
- Searing Reversal
Technique Improvement
At 6th level, your mastery over Technique Extinguishment allows you to create a Searing Reversal effect when you successfully negate an opponent’s cursed technique. After successfully using your Technique Extinguishment feature on a target, you can choose to spend an additional 2 cursed energy to unleash a pulse of radiant energy that forces all creatures within a 10-foot radius of the target to make a Charisma saving throw. On a failure, they take radiant damage equal to your Curse-Empowered Strikes and have disadvantage on their next saving throw against your Technique Extinguishment until the end of their next turn. On a success, they take half as much damage and suffer no additional effects.
- Jacob's Ladder
Extension Technique
At 10th level, you have created an 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, while the trumpet is summoned, blowing into it as you choose a point within 200 feet of you. A beam of light strikes down in a 10 foot circle centred on the point you choose, every creature in said area other than you has to make a Charisma saving throw. On a failure, they take 10d12 radiant damage and suffer the same effects as Technique Extinguishment until the end of their next turn. On a success, they take half as much damage and do not receive the side effects. On a failure, the creature’s speed is 0 until the start of your next turn.
At the start of your next turn after using Jacob’s ladder, you can keep the beam going for 1 cursed energy, repeating all of the above effects and dealing a cumulative 1d12 additional radiant damage as an action. If a creature fails a saving throw vs that beam once, they gain disadvantage on the charisma saving throw against the next beam.
You may also use this technique as a way to destroy 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 or cursed tool. Make a ranged cursed energy attack roll against the cursed energy 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, its beam of light range increases to a 30 foot circle. Also, it will ignore features such as evasion that reduce damage. At 17th level, the damage increases to 14d12 and at 20th level, the damage increases to 18d12.
- Tokyo Feature: Judgment of the Fallen
Extension Technique
At 14th level, your connection to divine retribution manifests in a powerful wave of judgment. As an action for 8 Cursed Energy, you unleash a radiant wave in a 30-foot radius centered on yourself. All creatures of your choice within that area must make a Charisma saving throw. On a failure, they take 8d12 radiant damage and are considered Marked for Judgment for 1 minute. On a success, they take half as much damage and do not receive the Marked for Judgment status.
Marked for Judgment. Creatures marked by this effect cannot benefit from healing or temporary hit points for the duration. Additionally, the next time they take damage from your Technique Extinguishment feature or any of your abilities, they take an additional 3d12 radiant damage.
At the end of each of their turns, marked creatures can make another Charisma saving throw to remove the mark early on a success.
- Celestial Retribution
Technique Improvement
At 20th level, you have ascended to a divine state, significantly enhancing your Technique Extinguishment. The damage dealt by Technique Extinguishment increases to 12d12 radiant damage, and its range expands to 150 feet. The duration of the effect is extended to 2 minutes. Creatures that fail their saving throw against Technique Extinguishment not only cannot use their cursed techniques but also become vulnerable to radiant damage for the duration
Additionally, if a creature reaches 0 hit points while affected by Technique Extinguishment, it is killed outright as the radiant beam erases their being.
- Technique Ignition
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 amplify it for a certain amount of time. As a bonus action, you can spend 4 cursed energy to choose one ally or enemy within 60 feet to ignite their cursed technique. For the next minute, the chosen creature's techniques exhibit the following enhancements:
- The damage dice of their techniques are increased by one step (for example, from d6 to d8).
- They can add your Charisma modifier to the damage of their techniques.
However, once the minute has elapsed, the creature suffers Technique Burnout by Technique Extinguishment for one minute, during which they experience the following effects:
- They cannot regain cursed energy until the end of their next turn.
- Their maximum cursed energy is reduced by an amount equal to your Charisma modifier added twice until they finish a long rest.
If the target is an unwilling creature, they must make a Charisma saving throw, on a failure, they are affected by this reversal. On a success, nothing happens. They may remake the saving throw at the beginning of their turns, ending the effect early on a success
Star Dictator
This technique allows you to have a unique domain using your shikigami
The shikigami of a Star Dictator user, source [[46]] |
- Star Dictator
Lapse Technique
Starting at 1st level, you are able to use your domain. However, your domain is very different from all others. Instead of having a barrier surrounding your domain, the barrier is created out of the paths of your shikigami. You gain a Small Pteranodon Shikigami that you can summon out of your hair. You can have multiple of these shikigami fly in an orbiting pattern that creates a domain.
As an action, you can summon up to 4 of these shikigami. Each of them costs 2 cursed energy to be summoned. While the shikigami are active you can control them as a bonus action. You also can use this bonus action to forgo their action and have them create your domain. The damage and range of this domain depends on how many shikigami are active. The center of this domain can be any point within 30ft of yourself.
For 1 shikigami the damage and range is 3d6 slashing and a 15ft radius, for 2 it is 6d6 and 30ft, for 3 it is 9d6 and 45ft, for 4 it is 12d6 and 60ft.
This damage is considered a sure hit effect as it is part of your domain. This damage is dealt at the end of your turns. You can also have all the shikigami in a smaller radius. Such as 4 shikigami dealing 12d6, but only within a 15ft radius. The shikigami end their turns at even points throughout the radius of the domain.
- Mole Rat Shikigami
Technique Improvement
At 3rd level, you have unlocked a new type of shikigami. This shikigami looks like a large naked mole rat. This Mole Rat Shikigami works the same as the other, being able to create your domain. However, this shikigami works a bit differently. You may only have 1 of these active at a time. This shikigami creates your domain once it has completed a loop using its movement speed. You can control this shikigami to walk around and once it makes it back to where it started your domain will be created. Once your domain is created this way, your small pteranodon shikigami do not have to move in a specific path in order to create the sure hit slashes. This means that they can freely move and attack when you command them. The slashes will still be created and do damage based on the amount of shikigami alive.
As an action for 8 cursed energy, you can summon this shikigami. You can control it and the other pteranodon shikigami using a bonus action.
- Efficient Summoning
Technique Improvement
At 6th level, you have learned how to summon your shikigami better. Now when you summon the Small Pteranodon Shikigami, you can summon up to 6 shikigami with them costing the same amount. Now if you have 5 or 6 shikigami the damage and range will increase to 15d6 and 75ft for 5 and to 18d6 and 90ft for 6.
- Improved Shikigami
Technique Improvement
At 10th level, you have improved both of your shikigami. You now are able to summon better versions of them in place of the old ones. You can replace the Small Pteranodon Shikigami with the Pteranodon Shikigami and the Mole Rat Shikigami with the Large Mole Rat Shikigami. As an action for 12 cursed energy, you can summon the Large mole rat shikigami and as an action, you can summon up to 6 pteranodon shikigami with each costing 4 cursed energy.
This new mole rat functions the same as the other, but the new pteranodon has increased damage. For 1 shikigami the damage and range is 3d8 slashing and a 15ft radius, for 2 it is 6d8 and 30ft, for 3 it is 9d8 and 45ft, for 4 it is 12d8 and 60ft, for 5 it is 15d8 and 75ft, and for 6 it is 18d8 and 90ft.
- Tokyo School Feature: Pteranodon Punishment
Extension Technique
At 14th level, you have learned a new way to use your shikigami. Instead of using them for you domain, you can now sacrifice them to attack. As an action for 15 cursed energy, you can shoot out a bunch of your shikigami in a 45ft cone. Creatures in this cone must make a Dexterity saving throw or take 25d10 slashing damage as a bunch of your pteranodon shikigami smash into them. On a success, they take half as much damage.
- Mastered Domain
Technique Improvement
At 20th level, you have managed to master this unique domain type. You may now have 2 large mole rat shikigami active at once and 8 pteranodons. In addition, the pterandons have an increased damage and range. For 1 shikigami the damage and range is 3d10 slashing and a 30ft radius, for 2 it is 6d10 and 60ft, for 3 it is 9d10 and 90ft, for 4 it is 12d10 and 120ft, for 5 it is 15d10 and 150ft, for 6 it is 18d10 and 180ft, for 7 it is 22d10 and 210ft, and for 8 it is 25d10 and 240ft.
- Star Guardian
Must have the Cursed Technique Reversal cursed feat
You have now mastered Reverse Cursed Technique, thus unlocking your cursed technique reversal. You have now learned an opposite use of your shikigami. As a part of summoning any of your shikigami, you can double the cursed energy cost to give them a new effect. The range and action cost for controlling is the same as for the normal shikigami. However, these shikigami can heal inside of the radius. They heal for the same amount as they would deal in damage.
Earthen Insect Trance
The Earthen Insect Trance Innate Technique allows you to summon up to two shikigami with a large nut-like sack.
A Earthen Insect Trance user summoning their shikigami, source [[47]] |
- Shikigami Chanting
If you gain the Chanting cursed feat. You may now use chanting in combination with your shikigami. When chanting and using your shikigami, they will gain the following bonuses.
- The fly speed of the shikigami doubles
- The damage dice of the goop doubles
- The range of the goop explosion increases to within 10ft
- Earthen Insect Trance
Lapse Technique
Starting at 1st level, you are able to conjure small flying shikigami that carry relatively large nutshell-like pouches between their legs. As a bonus action for 1 cursed energy, you may summon up to 2 of these Nutshell Shikigami within 5ft of yourself.
These shikigami act on your turn and are controlled by you.
They last until killed or you take a short or long rest. You cannot have more Nutshell Shikigami than 1 + half your Charisma modifier (minimum of 2, rounded down) at once.
The amount of Shikigami you can have is increased to 1 + your Charisma modifier at 11th level.
- Empowered Shikigami
Technique Improvement
At 3rd level, you can imbue cursed energy into your shikigami to make them stronger. Whenever you summon a Nutshell Shikigami, you can spend up to your Charisma modifier (minimum of 1) in cursed energy. Their Strength, Dexterity and Constitution scores increase by an amount equal to the energy spent.
Also, their flying speed increases by 10 feet per energy spent.
- Goop Improvement
Technique Improvement
At 6th level, your Nutshell Shikigami now has a more potent goop contained in its nutshell-like pouch. The goop now does 10 (3d6) Acid damage when the shikigami is killed alongside blinding them. In addition, the save DC to not be affected by the goop is increased by your charisma modifier (minimum of 1).
This damage increases to 5d6 at 11th level, to 8d6 at 17th level, and to 12d6 at 20th level.
Empowered Goop. If you spend the maximum amount of cursed energy you can with Empowered Shikigami, the Goop of your shikigami becomes even more powerful. The die tier of the goop is increased by one (d6->d8), and the DC is increased by your Charisma modifier added twice (minimum of 2).
- Lasting Effect
Technique Improvement
At 10th level, the goop released by your Shikigami is much more deadly, being able to not only obstruct but also burn the eyes of those. Whenever a creature fails the Dexterity saving throw, they must also make a Constitution saving throw. If they fail, they receive First Degree Burns.
Empowered Burn. If you spend the maximum amount of cursed energy you can with Empowered Shikigami, the burns get even harsher. On a failure, the creature receives Second Degree Burns.
- Tokyo School Feature: Sack Overflow
Extension Technique At 14th level, your technique has always needed your shikigami to die for it to work, but you learned how to speed up this process with the Tokyo teachings. Whenever a creature enters the range of a Nutshell Shikigami or the Nutshell Shikigami enters the reach of a creature, you can spend 4 cursed energy to make their sacks explode (no action required), killing them instantly but causing the normal effects. When the explosion is caused this way, the range is increased to 10 feet.
Empowered Overflow. If you spend the maximum amount of cursed energy you can with Empowered Shikigami, their forced explosion also comes with additional effects. The Dexterity saving throw is transformed into a Constitution saving throw, and the damage is doubled.
- Natural Empowerment
Technique Improvement
Finally at 20th level, you have been empowering your shikigami for more than a while now, making it a task you do unconsciously. Whenever you summon a Nutshell Shikigami, they count as if you have spent the maximum amount in Empowered Shikigami.
- Insect Assimilation
Must have the Cursed Technique Reversal cursed feat
After mastering Reverse Cursed Technique, you have now learned your cursed technique reversal. While normally you summon your Shikigami, you can now utilize their powers using yourself as a medium. You can activate your reversal by spending 2 cursed energy as a bonus action.
You gain a large nut-like sack below you, and gain temporary hit points equal to your Shikigami hit die. After those temporary hit points are reduced to 0, all creatures (but yourself) within 10 feet of you must make the saving throw as if they have been affected by your Nutshell Shikigami's blinding goop feature.
However, the DC for this feature is now your cursed energy DC.
Sky Manipulation
The Sky Manipulation Innate Technique allows the user to manipulate space as if it were a surface, which can be used offensively or defensively.
A Sky Manipulator using the sky itself as clothes, source [48] |
- Spatial Cursed Energy
Due to your constant space manipulation, your cursed energy has been significantly altered. You gain resistance to force damage when you activate your Cursed Armor Enhancement. When you deal damage with the Curse-Empowered Strikes, cursed strikes or Cursed Weapon Enhancement feature, its type can be changed to force damage if you so choose.
- Sky Manipulation
Lapse Technique
Starting at 1st level, your innate technique manifests, making you able to manipulate the sky around you. As a reaction to an attack roll, you can spend 3 Cursed Energy to add +4 to your AC by distorting the sky until the end of this turn.
If this technique makes a ranged attack miss, you can make a ranged cursed energy attack roll against the attacker. On a hit, the target takes the attack’s damage roll + your Charisma modifier.
If this technique makes a melee weapon attack miss, it will render the limb used in the attack useless, making it count as broken until the beginning of the creature's next turn.
If you have taken the dodge action, you may use this reaction on creatures of your choice within your reach.
Energy Redirection. At 5th level, you have learned how to redirect energy back to your opponents. You can now use this reaction when you are forced to make a cone or line saving throw, adding a +4 to the roll. If you pass, you and all other creatures within range are not affected, and you force all creatures to make the saving throw from your range, using your cursed energy dc for it. Example, if you were forced to make a line saving throw and pass, you force all creatures in a line starting from you to make the saving throw.
- Sky Cloth
Extension 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, grabbing the sky like cloth, making it seem like the parts covered are invisible for 1 minute.
While you have this cloth covering you, your AC is increased by your proficiency bonus. Additionally, attack rolls are made with disadvantage against you.
After the minute ends, you can spend 1 cursed energy to make it last 1 more minute.
Sky Flight. At 5th level, your sky cloth allows you to become one with the sky. You gain flying speed equal to your walking speed while under the effects of Sky cloth. You may keep hovering in the air. If an effect would reduce your movement speed to 0, you start falling.
Spatial Landing. At 11th level, your sky cloth protects you from the nastiest falls. As a reaction to falling while having your sky cloth activated, you can reduce the damage by 5 times your jujutsu sorcerer level.
Spatial Distortion. At 17th level, while wearing your sky cloth, reaching you becomes an extremely hard task. You have advantage on cone or line saving throws while the sky cloth is activated.
- Sky Dashing
Improved Technique
At 6th level, while in the sky, you truly are free as a bird. You take no opportunity attacks when flying by a creature with Sky cloth. Additionally, you can take the dash action as a bonus action while flying.
- 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 a thin layer of ice. As an action for 10 Cursed Energy, you can hit the sky with a strong blow. Make a ranged cursed energy attack roll against a point within 60 feet of you. All creatures, objects and structures on a 10 feet radius of said point are targeted by this attack roll. On a hit, they take force damage equal to a number of rolls of your unarmed strikes die equal to your Charisma modifier (minimum of 1) and must make a Strength saving throw. On a failure, they are knocked prone and pushed back 10 times your Charisma modifier (minimum of 1) feets. On a success, they aren’t knocked prone and are pushed half as much.
This technique deals twice as much damage to objects and structures.
At 11th level, you roll a number of unarmed strikes equal to your Charisma modifier + half your Charisma modifier (rounded down), this increases to your Charisma modifier added twice at 17th level and to your Charisma modifier added thrice at 20th level.
- Tokyo Feature: Enhancing Thin Ice Breaker
Technique Improvement
At 14th level, studying the basics of your technique at Tokyo, you have realized your Thin Ice Breaker extension has much more potential than you initially thought. Whenever you make a melee weapon attack roll, you can spend 10 cursed energy to grant it advantage. On a hit, the attack's damage is changed to force and is considered a critical hit.
- Untouchable Sky Guardian
Technique Improvement
Finally at 20th level, you become one with the sky, nothing shall hit you as you are protected by it. The ac and roll bonus you gain with Sky Manipulation are increased to a +6.
Additionally, while you are flying you make ranged cursed energy attack rolls with advantage.
- Sky Deletion
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 remove it entirely, making it seem as if it never existed in the first place. As an action for 6 cursed energy, you choose a point within 60 feet of you. All creatures in a 20 foot radius of said point must make a Strength saving throw, as you delete the space surrounding the area. On a failure, a creature is pushed to the point and takes bludgeoning damage depending on the size and quantity of creatures it hit. On a success, a creature is still pushed however they take half as much damage.
If they fail by 5 or more, they are confused until the beginning of your next turn.
A creature takes bludgeoning damage equal to your Charisma modifier added twice per creature hit. However, for every size the creature is above tiny, your Charisma modifier is added once again.
Creatures smaller than than medium or with a Strength score smaller than your cursed energy dc make the saving throw with disadvantage.
Cursed Energy Discharge
The cursed energy discharge innate technique allows you to fire directed blasts of cursed energy like a cannon.
A Cursed Energy Discharge user firing a blast of cursed energy, source [49] |
- Highest Output
Your cursed energy output is the same with or without using your innate technique. If you are in technique burnout, you can still use your innate technique without making the saving throw, and you do not suffer the reductions caused by burnout. This does not apply to your Domain Expansion.
At 11th level, your output has only gotten better with time. You gain the Improved Cursed Energy Output cursed feat.
At 17th level, your output is known throughout the history of jujutsu! You gain the Legendary Cursed Energy Output cursed feat. If you already had said feat, you gain the Divine Cursed Energy Output cursed feat.
- Cursed Energy Discharge
Lapse Technique
Starting at 1st level, your technique allows you to fire high beams of cursed energy. You gain the Cursed Energy Ray cursed feat.
Whenever you are using this feature, you may split it into a number of beams up to your Charisma modifier (minimum of 1). This makes their range double, and you must make a ranged cursed energy attack roll for each. However, whenever you split your cursed energy ray its die will also be split. For example, if a cursed energy ray deals 3d8 necrotic damage and you split it into two beams, one of them would deal 1d8 while the other would deal 2d8 necrotic damage.
You can increase the damage of your cursed energy ray with the Tokyo school, however you cannot raise the damage of each individual beam.
Defensive Discharge. At 5th level, you have learned how to use your beams defensively, potentially mitigating damage. Whenever a creature would hit a melee attack against you, you can use a cursed energy attack roll or saving throw as a reaction, targeting the attacker. If it deals more damage than the creatures’ attack roll added twice, the attack is negated.
You may use your Lapse technique alongside this feature.
Charge. At 11th level, your technique grants you amazing output, however you’ve found out that by waiting you can charge even more cursed energy into a blast! Before using any Cursed Energy Attack roll or saving throw, you may choose to start concentrating and not use the feature. You can concentrate this way a number of rounds up to your Charisma modifier. During the concentration, you cannot use any cursed energy related feature.
When you successfully concentrate for at least one round or your maximum number of rounds pass, you can stop concentrating (no action required) and fire a ranged cursed energy attack roll or saving throw.
For every round you have concentrated this way, the maximum amount of cursed energy you can spend in said cursed technique is increased by 2.
- Redirective Blasts
Extension Technique
At 3rd level, you’ve created an extension to make sure you never miss your target. Whenever you miss a ranged cursed energy attack roll using your Innate Technique, you can spend 2 cursed energy to reroll the attack roll.
When attacking this way, the attack rolls ignore cover.
At 5th level, you can now do this a number of times equal to your Charisma modifier (minimum of 1) per turn.
- Barrage of Fire
Improved Technique
At 6th level, you have learned how to overpower your opponents by sending a barrage of blasts to them. If you make all of your ranged cursed energy attack rolls using your Innate Technique against a single target, the rolls are made with advantage. If the target has a passive perception higher than your Cursed Energy DC, the rolls are not made with advantage.
- Granite Blast
Extension Technique
At 10th level, you have created the most powerful technique you have in your arsenal, a blast that takes full advantage of your amazing output. As an action for 10 cursed energy, make a 20/80 ranged cursed energy attack roll against a target within range. On a hit, they take 10d12 necrotic damage. This targets any objects and structures within 5 feet of the target.
When using this technique, you may spend additional cursed energy up to your Charisma modifier, adding a d12 to the total necrotic damage and a +10 to the total range per energy spent.
If you spend at least 5 additional cursed energy when using this technique, it instead becomes a cone and forces all creatures within range 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 knocked prone.
When the technique is in this form, it deals twice as much damage to objects and structures.
At 11th level, you can spend additional cursed energy up to your Charisma modifier + half your Charisma modifier (rounded down), this is increased to your Charisma modifier added twice at 17th level and to your Charisma modifier added thrice at 20th level.
- Tokyo School Feature: Godly Output
Extension Technique
At 14th level, you have reached the pinnacle of your technique, creating a state where your output is always at its maximum. As an action for 10 cursed energy, you can enter your Godly Output state for 1 minute. For the duration, the amount of energy you can spend into features is increased by your Charisma modifier, you have advantage in any cursed energy attack rolls and creatures make your saving throws with disadvantage.
- Perfect Output
Technique Improvement
Finally at 20th level, you have learned how to maximize your cursed energy output's efficiency. Whenever you spend 1 cursed energy on a feature related to your cursed technique, you count as if you have spent 2 instead. You cannot use this to make the damage die go beyond what it normally could, if you can only spend 4 cursed energy on something by spending 2 you won’t be able to spend any more cursed energy.
Additionally, you do not have a specific body part to release your beams anymore, being able to use them even if you are incapacitated.
- Cursed Energy Recharge
Must have the Cursed Technique Reversal cursed feat
After mastering Reverse Cursed Technique, you have learned your cursed technique reversal. You have now learned how to regain cursed energy. Whenever you are the target of a cursed energy effect, you may now attempt to absorb the cursed energy being used. You may use this as a reaction. You must make a Constitution saving throw with the DC being equal to 10+½ the cursed energy used in the effect before reductions. If you succeed on the saving throw, you gain cursed energy equal to what was spent. In addition, if the effect was a cursed energy attack roll or it forced a saving throw, the effect is negated. If the effect was a melee attack roll, you will nullify any features apart of it that are fueled by cursed energy. If you fail, you regain no cursed energy and you will take damage. If the effect forces a saving throw you automatically fail the saving throw of the effect you were trying to absorb. If the effect uses a melee attack roll or if it uses a cursed energy attack roll, it automatically becomes a critical hit.
This feature cannot absorb Domain Expansions.
G Warstaff
This technique grants the user the ability to conjure a pen-like cursed tool capable of creating panels that allow him to peer into his target's future.
A G Warstaff user attacking, Source [50] |
- G Warstaff
Lapse Technique
Starting at 1st level, you can summon a pen-like cursed tool that allows you to see into the future of your opponents. As a free action for 1 cursed energy, you create a oversized pen-like cursed tool, called G Warstaff. It has the reach and two-handed properties, you may use your Charisma modifier for its attack and damage rolls, and on a hit it deals 1d4 + your Charisma modifier piercing damage. Additionally, it counts as a grade 4 cursed tool and as an unarmed strike. You cannot use the benefits of cursed strikes on G Warstaff. You may dismiss G Warstaff at will.
Whenever you hit a creature with G Warstaff, you fulfill G Warstaff's condition for ink and attaches a manga panel to the target, being able to view 1 second into the target's future. Hitting a target more than once adds another 1 second to the total, making you gain the benefits of the earlier second along with the current. As a reaction or bonus action for 2 cursed energy, you can view into that creature's future and gain the following benefits until the beginning of your next turn depending on how many seconds you currently can see as long as you're not blinded:
Seconds | Benefit |
---|---|
1 | The creature's attack rolls against you is made with disadvantage. |
2 | You have advantage against the creature's saving throws. |
3 | You have advantage on attack rolls against the creature. |
4 | You know all the actions the creature's next turn at the start of their turn(your GM tells you what the creature will do in that turn). |
5 | You know all the actions of the creature's next turn at the end of your turn(your GM tells you what the creature will do in that turn before they do it). |
6 | You know all the actions of the creature's next turn at the beginning of your turn(your GM tells you what the creature will do in that turn before they do it). |
You can only see into a number of seconds into a creature's future equal to your proficiency bonus. The number of creatures that can be affected by this technique is equal to your Charisma modifier, and you may end the technique at will or when the combat ends.
If you explain your cursed technique to your target, or if the target has been affected by your technique for more than two rounds, they can make make a Insight check against your cursed energy DC. On a success, you use the following rule and on a failure, nothing happens. If your passive perception is lower than your target's Cursed Energy DC, you lose the benefits gained of future sight, as they now attack your Blindspot.
You may use a bonus action to cover your Blindspot, allowing you to add your proficiency bonus to your passive perception purely for this feature until the beginning of your next turn, waiting at your own blindspots to counterattack. If your passive perception ends up being higher, you gain the benefits again as you are able to confirm their future with your eyes once more
At 2nd level, G Warstaff now use your martial arts die for damage rolls. At 5th level, G Warstaff counts as a Grade 3 cursed tool. At 11th level, G Warstaff counts as a Grade 2 cursed tool. At 17th level, G Warstaff counts as a Grade 1 cursed tool. At 20th level, G Warstaff counts as a Special Grade cursed tool.
- Predictable Attacks
Technique Improvement
At 3rd level, with the power of reading into the future, no one surprises you anymore. As long as you can see 2 seconds into a creature's future, whenever you make a saving throw you take half damage on a failure, and no damage on a success if the saving throws are caused by that creature.
- Perfect Strike
Technique Improvement
At 6th level, your opponents become extremely easy to read after being affected by your technique, and you learned how to exploit that. Once per turn when you hit a attack with your G Warstaff against a creature that you can see 3 seconds into the future, you can turn that attack into a critical.
- Illuminated Actions
Technique Improvement
At 10th level, while in battle you are illuminated, knowing exactly what to do and when. Whenever you roll with advantage against a creature because of your technique, the feature's critical hit radius is reduced by half of your Charisma modifier(rounded down). Also, whenever a creature rolls with disadvantage against you because of your technique, the rolls critical failure's radius is increased by half of your Charisma modifier(rounded down). For example, if you have a +4 in your Charisma modifier and they roll a natural 3 on their roll, it counts as a critical failure.
- Tokyo School Feature: GG True Warstaff
Extension Technique
At 14th level, you have created a more powerful version of your G Warstaff, being a true weapon of destruction. As a bonus action while you have G Warstaff active, you can spend 4 cursed energy to evolve it into its true form, GG True Warstaff. It gains the following benefits for 1 minute:
- It deals one additional damage dice.
- Its reach is 15ft. instead of 10ft.
- Whenever you score a natural critical against a creature, you gain 2 seconds instead of 1.
- Its critical hit radius is 19-20.
- The Enlightened One
Technique Improvement
Finally at 20th level, your foresight ability has reached its maximum potential, reaching the point where you are considered enlightened. Whenever you have advantage because of your technique, you can roll 3 dices instead of 2 and keep the highest roll. Also, whenever a creature has disadvantage on attack rolls against you because of your technique, they roll 3 dices instead of 2 and keep the lowest roll.
- View Past
Must have the Cursed Technique Reversal cursed feat
With your mastery over Reverse Cursed Technique comes your cursed technique reversal. Just like when using G Warstaff normally, you fulfill G Warstaff's condition for ink by hitting a creature. However, instead of being able to see their future, you can see their past. As a bonus action for 4 cursed energy, you can view their manga panel and learn the actions they took over the past few weeks. You can see a number of weeks in the past equal to the amount of seconds stored in the G Warstaff.
Private Pure Love Train
This Innate Technique focus around making bets and hitting jackpots, winning your fights with pure skill at luck.
A Punter showing off his style, Source [51] |
- 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.
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 a target within 30 feet of you and force them to make a Dexterity saving throw by crushing them between it. On a failure, they take 1d6 bludgeoning damage and are restrained. On a success, they take half as much damage and have their movement speed halved. This damage increases to 2d6 at 5th level, to 4d6 at 11th level, to 7d6 at 17th level and to 11d6 at 20th level.
Closed Doors As a reaction for 4 cursed energy to a ranged or melee attack roll, you may summon your Shutter Doors in front of the attacker or projectile, making them slam closed. You add your Charisma modifier(to a maximum of 5) to your AC for that one attack. Additionally, you may also use it against a line saving throw, adding half your Charisma modifier rounded down to the saving throw instead. Finally, you may attempt to stop a creature from moving, as a reaction to a creature moving at least 10 feet within 80 feet of you, you may summon the doors in front of them as an attempt to make them halt, the creature must make a Dexterity saving throw, on a success they keep going as normal, on a failure, they are stopped and may continue their movement, however they can only move half the distance they normally could.
Reserve Balls. As an action or a bonus action for 1 cursed energy, you throw a ball and make a ranged cursed energy attack roll against a target within 120 feet. of you. On a hit, it deals 1d6 bludgeoning 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.
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.
When within your domain expansion, these moves are not affected by the Sure Hit feature.
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 or Closed Doors, 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 or use Closed Doors, 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 |
(10-14) | 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 an Event happens, 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 Improved 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 benefiting from a Jackpot Bonus. Your Domain can not be expanded while still under the effects of 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 and the Closed Doors reaction when outside of your Domain Expansion. They work the same as they would whilst within your Domain Expansion. However, the creature must be within line of sight, and 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 or Closed Doors reaction you use is automatically rainbow colored 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 Innate Technique used to manipulate gravity, creating fields of antigravity.
An antigravity user, source [52] |
- Antigravitational Energy
Your antigravity is constantly affecting your system. Whenever you use a cursed energy feature that deals damage, you may change its 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 begun 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 can reverse gravity in a 20 foot-radius 30 foot-high cylinder centered on you for all creatures but yourself until the beginning 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 is now 50 foot-high, this increases to 100 foot-high at 11th level, 150 foot-high at 17th and to 200 foot-high at 20th level.
Nauseating Gravity. At 5th level, when you raise the creatures up in the air, they feel as if their own body was turning from the inside out. Whenever a creature is affected by your technique, they must make a Constitution saving throw. On a failure, they are Confused until the beginning of your next turn. On a success, they are not Confused.
Incapacitating Gravity. At 11th level, those affected by your technique generally are so confused by the situation they can’t even act. If a creature fails the Constitution saving throw by 5 or more, in addition to the other effects, if they take an Action or a bonus action on their turn they must roll a d4. On a result of 1-2 they can't take a bonus action or an action on that turn.
Fast Gravity. At 17th level, the activation of your technique is so fast it's very hard to avoid it. Creatures with a Dexterity score below your cursed energy dc do the saving throw with disadvantage.
- Antigravity Focus
Extension Technique
At 3rd level, you have created an 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 Charisma modifier (minimum of 1) + your proficiency bonus to not be affected by your antigravity system.
Anti Gravity Flight. At 5th level, you have increased the control of your Innate Technique, being able to only affect yourself. As a bonus action for 6 cursed energy, you touch a willing creature, granting them a flying speed equal to their movement speed for 10 minutes. You may end this at will.
- Hard Fall
Technique Improvement
At 6th level, your technique evolves, now making your victims go up in high speeds to their deaths. Whenever a creature takes fall damage from your Innate Technique, they take 1d8 per 10 feet instead of 1d6.
At 11th level, the creatures now take 1d10 per 10 feet, this becomes 1d12 at 17th level. Finally, at 20th level the creatures now take the damage per 5 feet fallen instead of 10.
- Long Inverted Gravity
Technique Improvement
At 10th level, your technique now lasts much longer than before. Whenever you activate your Antigravity System, it now lasts for 1 minute instead of until the beginning of your next turn. You can end your technique at will.
Whenever your technique would end, you can spend 1 cursed energy to keep it for 1 additional minute.
- Tokyo School Feature: Flesh Reversing
Extension Technique
At 14th level, in Tokyo, you have developed a disturbing technique that allows you to make the skin of your opponent's turn inside out. As an action for 10 cursed energy, you can force a creature within 60 feet of you to make a Constitution saving throw. On a failure, they take 3d12 force damage, they cannot concentrate and have disadvantage on Constitution saving throws (this doesn’t affect this one) for 1 minute as their skin is being pulled from the inside out. On a success, they take half as much damage and do not suffer any additional effects.
They must repeat the saving throw at the beginning of their turns, ending the effects early on a success and retaking the damage on a failure.
You can also use this technique once per turn as part of hitting an unarmed strike.
This technique's damage increases to 6d12 at 17th level, and to 10d12 at 20th level.
- Innate Gravity
Extension Technique
Finally at 20th level, you have created a last resort technique that allows you to push all problems away. As an action for 10 cursed energy, you can create a antigravity field surrounding you that pushes all creatures in the opposite direction for 1 minute. Any creature that ends their turn within 30 feet of you, must succeed a Strength saving throw or be pushed 30 feet away from you. While this technique is active, any effects that would pull you automatically fail and cause you no damage.
If they hit any object or structure while being pushed this way, they take 1d4 bludgeoning damage.
Whenever this technique would end, you can spend 1 cursed energy to keep the technique active.
You can also use this technique as a reaction to being targeted by an attack or saving throw.
- Gravity System
Must have the Cursed Technique Reversal cursed feat
You have learned how to reverse your own technique, manifesting a field of intense gravity. As an action for 6 cursed energy, you force every creature within a 10-foot-radius of you to make a Strength saving throw. On a failure, they take 15d10 force damage and are knocked prone and restrained until the beginning of your next turn or until they leave the area, and their melee attack rolls will automatically fail. On a success, they take half as much damage and are not prone or restrained, but their melee attack rolls will be made with disadvantage.
This technique deals twice as much damage to objects and structures.
You can also use this technique as a reaction to an attack being made against you or if you're forced to make a line or cone saving throw.
Ranged attacks made inside Gravity System or whose projectiles enter it will fail if the roll is lower than your cursed energy DC added twice.
If a Dexterity or Constitution saving throw targets a creature inside Gravity System, its total damage will be reduced by your Gravity System damage die. This does not work in the case of the attack dealing thunder or psychic damage.
This technique's damage increases to 20d10 at 17th level and to 25d10 at 20th level.
Perfect Gravity. At 17th level, your gravity has reached its peak, completely destroying your opponents on contact. If your opponent's Strength score is equal or smaller than your cursed energy DC, they have disadvantage on the saving throw. Also, if they fail your saving throw by 5 or more they gain one level of exhaustion.
Additionally, while a creature is restrained they now automatically fail Dexterity saving throws.
Star Rage
The Star Rage cursed technique allows its user to increase its virtual mass by using its cursed energy, making short work of opponents by crushing them with their weight.
A Star Rage user increasing her mass before an attack, Source [53] |
- Black Hole
Despite your technique being an all powerful tool, you know there is a limit to your powers. If you add more than 20 virtual mass increases, you create a black hole centered on yourself, forcing every creature in a 60 foot-radius centered on you to make a Strength saving throw with disadvantage. On a failed save, the creature takes 60d12 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 5 feet of the black hole at the start of its turn must make a successful Strength saving throw or take 30d10 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 30d8 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 are killed outright but the blackhole continues.
After this feature ends, you must make a DC 30 Constitution saving throw or receive 5 levels of exhaustion.
- Star Rage
Lapse Technique
Starting at 1st level, your technique allows yourself to increase your own virtual mass. As a bonus action for an amount of Cursed Energy up to your Charisma modifier (minimum of 1), you may increase your virtual mass around your body for a number of rounds equal to your Charisma modifier added twice (minimum of 2).
You gain the following benefits for the duration depending on how much mass you have added:
Stronger Martial Arts. Your Unarmed Strike damage die increases by one per two mass increases you receive (if you have no damage die for unarmed strikes, you count as if you had a d4 for the purposes of this feature).
Mass Impact. At one mass increase, whenever you roll a critical with an unarmed strike the target must succeed a Strength saving throw or be knocked prone. At three mass increases, whenever you hit a creature with an unarmed strike all objects and creatures in a 5 times the amount of mass increases cone behind the target will also be targeted for the attack roll. At five mass increases, if the target fails the Strength saving throw it will also have its speed reduced by half until the beginning of your next turn. At seven mass increases their speed will be reduced to 0 on a failure, and halved on a success.
Increased Damage. Your unarmed strikes damage roll receive a +1 for every two mass increases you receive.
Grappler. For every two mass increases you receive you’ll count as one size larger for grapples. This stops once you start counting as Gargantuan.
You can only activate this technique again after the full duration has passed.
At 5th level, you can now spend up to your Charisma modifier + half your Charisma modifier (rounded down) in your technique, this increases to your Charisma modifier added twice at 11th level, to your Charisma modifier added thrice at 17th level and to your Charisma modifier added four times at 20th level.
- Critical Attacks
Technique Improvement
At 3rd level, as your technique grows stronger, so does your power with your unarmed strikes. For every four mass increases you receive, your unarmed strike critical hit range is reduced by 1 (20 -> 19 -> 18 etc). This cannot make your critical hit range go below 18.
Additionally, whenever you score a critical with an unarmed strike while your technique is active you roll one additional damage die.
- Increased Strength
Technique Improvement
At 6th level, your mass now increases your overall strength instead of just your strikes. When you are at five mass increases, you have advantage on Strength checks and saving throws. For every five mass increases after, you gain a +1 in these checks and saving throws.
Additionally, you now deal twice as much damage to objects and structures while you are benefiting from Star Rage.
- Quick Activation
Technique Improvement
At 10th level, you learned how to activate your technique faster. You can now activate Star Rage as a free action.
- Tokyo School Feature: Shared Mass
Extension Technique
At 14th level, while you are considered mostly a solo fighter, you learned at Tokyo that together you are stronger. When you activate Star Rage, you may share its benefits to one willing creature within your reach by spending 10 cursed energy.
- Perfected Virtual Mass
Technique Improvement
Finally at 20th level, you have reached the peak of virtual mass. Creatures now make saving throws against your cursed technique with disadvantage unless their Strength score is higher than your cursed energy dc.
Additionally, while you are benefiting from Star Rage your unarmed strikes overcome resistances but not immunities.
- 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, when you hit a target with a melee attack, the damage is 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 hit points. 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.
A Solo Forbidden Area user beginning the ritual, source [54] |
- Solo Forbidden Area
Lapse Technique
Starting at 1st level, your technique allows you to improve the output of those around you. You can spend up to your Charisma modifier + your proficiency bonus in cursed energy (minimum of 1) as an action to use your technique to increase the output of every creature of your choice within a 30 foot radius of you. All chosen creatures including yourself gain the following benefits until the beginning of your next turn:
- They gain temporary cursed energy equal to the amount spent (this doesn’t apply to yourself).
- If they can spend additional cursed energy in a feature of some kind, they can spend additional cursed energy equal to your Charisma modifier (minimum of 1).
- They gain a bonus of range equal to 20 times your Charisma modifier (minimum of 1) to their cursed energy features. This does not work on touch based features.
- If any of their cursed energy features has a radius, they are increased by 10 times your Charisma modifier (minimum of 1).
- Quickened support
Technique Improvement
At 3rd level, you have developed a method to utilize your technique faster, however this makes it less effective. You can now use Solo Forbidden Area as a bonus action instead of an action, however it only uses half of your Charisma modifier (rounded up) for the calculation.
At 20th level, you only add your Charisma modifier.
- Maximized Output
Technique Improvement
At 6th level, by using the maximum cursed energy you possibly can into your technique, it makes the technique much stronger and harder to avoid. Whenever you spend the maximum amount of cursed energy, the technique gains a +1 to its attack roll. If it's a saving throw, it instead increases its DC by +1.
At 11th level, the increases are a +2 instead, this becomes a +3 at 17th level and a +4 at 20th level.
- 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. If you already had expertise, you now add your Charisma modifier once more in the roll.
While with at least another two creatures playing a musical instrument and out of initiative, you can start dancing to their tune, increasing your technique's power. All creatures involved in the ritual must make Performance checks at the beginning of their turns, while the ones with instruments have a DC10 to pass, you have a DC15 to pass every time.
After 1 minute has passed, every creature of your choice within 60 feet of you gains the current Solo Forbidden Area benefits, however your Charisma modifier is added one additional time, the amount of temporary cursed energy gained is doubled, and the total damage of the first cursed energy fueled feature they use has its damage dice increased by ⅕ (rounded down) of the original damage dice of the technique.
For every creature above two playing an instrument, the time is reduced by 2 rounds.
- Tokyo School Feature: Honored One
Extension Technique
At 14th level, while your technique was always focused on increasing multiple allies at once, with your studies at Tokyo you found out that by restricting that to one person enhances your technique to new heights! As a full round action for 20 cursed energy, you can choose one creature within 60 feet of you. Said creature gains the same benefits they would gain when receiving a ritual from you for a number of rounds equal to your Charisma modifier (minimum of 1 round).
You are concentrating for the duration of this feature. For a saving throw to be required, the attack must have successfully reduced your actual hit points, not temporary hit points. The DC for the saving throw is 10 or 1/4 of the damage taken, whichever is higher.
If you lose concentration, the creature loses the benefits. You can only have one creature receiving the benefits of this technique at once.
- Otherworldly Output
Technique Improvement
Finally at 20th level, you have reached the maximum potential of your technique, the output increase evolving to the point of enlightening those affected. Whenever you use Solo Forbidden Area, you add your Charisma modifier twice instead of once.
If you use the Ritual feature, you add your Charisma modifier thrice instead of twice.
- Area of Depletion
Must have the Cursed Technique Reversal cursed feat
Your mastery over Reverse Cursed Technique has unlocked your cursed technique reversal. This allows you to now create an area that drains enemies of their cursed energy. As an action for up to your Charisma modifier + your proficiency bonus in cursed energy, you can create this technique in a 15ft. radius circle centered around yourself. Creatures of your choice in that circle at the beginning of your turn must make a Charisma saving throw or they will lose an amount of cursed energy equal to the amount you spent at the beginning of your turn for 1 minute while they remain in the circle.
Mythical Beast Amber
The Mythical Beast Amber innate technique allows you to transform your body to make any phenomena that can be manifested from lightning. However, it has a great price to pay for its power due to trascending humanity.
The God of Thunder in his peak, Source [55] |
- Electric Cursed Energy
You have been born with a special cursed energy, granting you special properties that make 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.
- Pure Manipulation
None of this subclass's features, except for the "Mythical Beast Amber" feature, count as a cursed technique feature, and thus they are not affected by cursed technique enhancements such as Tokyo School, Maximum Output, Chanting and others.
As a result, if a player so chooses and they’re going Tokyo School, they can have this subclass count as a Sorcerer Path instead of an Innate Technique for them.
- Water Weakeness
Due to your cursed energy being like electricity it conducts exceptionally through water, being sucked out relentlessly. If you spend cursed energy while at least half submerged in water the amount spent is instead changed to be your current cursed energy amount, which can’t be reduced, but without benefiting what you’re spending it on if it is improved by spending more cursed energy. You can try desperately to use this to your advantage though if you’re aware of electrolysis and are in salt water. When you do so you make a DC 20 Charisma check, on a success producing a 30ft radius cloud of chlorine gas around you, which forces them to make a Constitution save on the start of their turn while in the cloud, becoming poisoned and taking 10d10 poison damage if they fail, or half as much damage and not becoming poisoned on a success. This cloud lasts 1 minute, is instead made at the surface of the water directly above you if you’re fully submerged, and at the start of your turn the cloud may move up to 30ft in the direction of the wind if there is any.
- Mythical Beast Amber
Lapse Technique
Starting at 1st level, your technique reconstructs your flesh in order to manifest phenomena that can be created by electricity, which is converted from your cursed energy. However, since the technique causes your body to surpass the limits of a human, it can only be used once before your body collapses following the technique's conclusion.
As a bonus action for 10 cursed energy, your body will start getting filled with electric cursed energy, making you constantly grow in power for a short period of time. Your technique lasts a number of rounds equal to your Constitution score (minimum of 10), after which you are killed instantly.
As the technique progresses, you gain certain benefits from lightning. See the table below for reference:
Time Active | Body Increases Benefits | Lightining Phenomena |
---|---|---|
0 rounds | You gain a +2 to your Strength, Dexterity and Constitution scores, including their maximums, immunity to lightning damage, and your movement speed increases by 30 feet. Also, you gain advantage in Dexterity saving throws. | Lightning Claw. When you activate your technique, your cursed energy surrounds your hands, forming claws. Your unarmed strikes now deal lightning damage. Also, their damage dice is increased by one (if they have no damage die, they are treated as if they were a d4 for the purposes of this feature). Additionally, the lightning of your strikes always seems to find a way towards your targets. Whenever you miss an attack with your unarmed strikes, the creature takes half as much damage unless they have Endurance. |
5 rounds | Your physical scores and their maximums increase by +2 once more (to a total of +4), and your movement speed increases by another 30 feet. Also, you can make one additional attack during the attack action. This attack must be made with an unarmed strike. | Loud Blast. Your jaw starts to get covered with cursed energy, allowing you to emit loud energy blasts from your mouth. You can spend 1 cursed enery as an action, making a cursed energy attack roll against a creature within 30 feet of you. On a hit, they take Xd10 (with X being your Charisma modifier) lightning damage. Even if the attack misses, all creatures within a 15 foot radius of the target must make a Constitution saving throw. On a failure, they take xd8 (with X being your proficiency bonus) thunder damage and are deafened until the beginning of your next turn. On a success, they take half as much damage and are not deafeaned. If they fail by 5 or more, they are deafened for 1 minute instead. In that case, they can remake the Constitution saving throw at the beginning of their turns, ending the effect early on a success. |
1 minute | Your physical scores and their maximums increase by +2 once more (to a total of +6), and your movement speed increases by another 30 feet. Also, you can make two additional attacks instead of one during the attack action. These attacks must be made with an unarmed strike. | Lightning Armor. Your torso and legs start to get filled with cursed energy. You have a damage reduction equal to your Charisma score (minimum of 10). |
1 minute and 5 rounds | Your physical scores and their maximums increase by +2 once more (to a total of +8), and your movement speed increases by another 30 feet. Additionally, you gain an additional bonus action. | X-Ray Vision. Your head gets completely filled with cursed energy, granting you new eyes with an aprimorated sight. You gain 120 feet of true sight, and you're also be able to see the Hit point maximum, current Hit points, all Body feats the creature has, and the creature's Strength, Dexterity, and Constitution scores with no action required. Additionally, you have advantage on Wisdom (Perception) checks related to sight, and may add your Charisma modifier to those checks and your passive perception. |
2 minutes | Your physical scores and their maximums increase by +2 once more (to a total of +10), and your movement speed increases by another 30 feet. Additionally, you gain a additional action. | Cursed Beam. Your form now allows you to discharge a powerful beam of light. You can spend 2 cursed energy to launch a powerful beam of light as an action, forcing all creatures in a 60 feet long 5 feet wide line to make a Dexterity saving throw. On a failure, they take Xd12 (with X being your Charisma modifier added twice) lightning damage and are blinded for 1 minute. On a success, they take half as much damage and are blinded, but only until the beginning of your next turn. They do not get blinded on a success if they have Endurance. They can remake the Constitution saving throw at the beginning of their turns, ending the effect early on a success. If a creature's Dexterity score is lower than your cursed energy DC, they do this save with disadvantage. When using this technique, you can spend additional cursed energy up to your Charisma modifier (minimum of 1), adding one damage die to the total and increasing the DC by 1. |
Technique Deactivation. If a feature were to deactivate your Innate Technique, such as being hit by the Inverted Spear of Heaven, you go back to normal however you must make a DC 10 + 5 per 5 rounds passed on the form Constitution saving throw. On a failure, your maximum hit points are reduced to ¼ of their original value. On a success, your maximum hit points are reduced by half of their original value.
You regain said hit points after taking 7 long rests.
- Battle Sparks
Cursed Energy Feature
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 refiling you. Because of the fact that your innate technique is so dangerous, you have learned to use your unique cursed energy in battle, creating something called Battle Sparks.
You receive the following battle sparks:
Sparks. Once per turn when you make a melee weapon attack, you can spend 1 cursed energy to add 2d10 lightning damage to the total amount. Even if the attack misses this damage will be dealt as long as the target of the attack is within 25 feet of you, unless the target has Endurance, which then makes them take half as much damage.
This damage increases to 3d10 at 5th level, 4d10 at 11th level, 5d10 at 17th level, and to 6d10 at 20th level.
Lightning Reaction. Whenever an attack you can see is made against you, you can spend 1 cursed energy as a reaction to 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 and does not stack if this reaction is used multiple times.
Wheel of Lightning. You can spend 2 cursed energy to beat a melee weapon you're currently holding on the ground as a reaction to a hostile creature moving towards you. All creatures in a 15 foot circle centered on you must make a Constitution saving throw. On a failure, they take your sparks damage die in lightning damage and are pushed 10 feet back. On a success, they take half as much damage and are not pushed back. If they fail by 5 or more, they are also knocked prone.
Lightning Ray. You can spend 1 or more cursed energy as an action, launching lightning rays against your opponents. Make one or more ranged cursed energy attack roll against one or more creatures within 30 feet of you. On a hit, they take your Sparks' damage die.
For every additional cursed energy you spend, you make one additional ranged 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, without counting features such as Cursed Blast of Blows.
System Stop. Once per round, you can spend 3 additional cursed energy when using your sparks, forcing the target to make a Constitution saving throw. If they fail, they are paralyzed until the beginning of their turn or until they receive damage from an outside source.
- Lightning Body
Cursed Energy Feature
At 6th level, your cursed energy reinforces every fiber of your being, making you become as fast and dangerous as lightning. You gain the following benefits as long as you have 1 cursed energy:
- If you benefit from the Unarmored Movement feature, the movement speed increase it provides is doubled.
- You can add your Charisma modifier (minimum of 1) to your initiative rolls.
- You gain an additional reaction.
- You can make one additional attack on your attack action.
- Whenever you deal lightning damage you'll add one additional damage dice.
- You can use your battle sparks feature twice per turn.
- Lightning Discharge
Cursed Energy Feature
At 10th level, you have become a master at manipulating your cursed energy, making use of it like electric charges. Whenever you deal damage with your Sparks, you may spend additional cursed energy up to your Charisma modifier to apply a positive charge to 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 go straight to the target's head if they are within 30 feet of you, dealing xd8 lightning damage (With x being your Charisma modifier + the amount of cursed energy spent) and forcing the target to make a Constitution saving throw at disadvantage. On a failure, they are paralyzed until the beginning of their turn or until they receive damage from an outside source.
A creature may only have one positive charge on it at a time.
Pure Discharge. You may also use lightning discharge around you, not being as guaranteed but being more powerful. As an action for 8 cursed energy, you create lightning in a 30 foot circle centered on you, forcing all creatures within that range to make a Constitution saving throw. On a failure, they take 8d12 lightning damage and are paralyzed until the beginning of their turn or until they receive damage from an outside source.
- Tokyo School Feature: Semi Activation
Extension Technique
At 14th level, you were never willing to sacrifice yourself to utilize your technique, however at Tokyo you have learned that you need to be greedier to survive in the jujutsu world. This made you develop an extension technique to partially activate your technique, sacrificing the body part in exchange for brief power.
You can spend 4 cursed energy as a bonus action, making you transform one of the following body parts:
Body Part | Benefits |
---|---|
Arms | You transform your arms into lightning, becoming much better at hand to hand combat. Your unarmed strikes now deal lightning damage. Also, you can make one additional attack during your attack action. This attack must be an unarmed strike. |
Legs | You transform your legs into lightining, increasing your speed by a large mile. Your walking speed is increased by 30 feet, and you have advantage on Dexterity saving throws. |
Eyes | You transform your eyes into lighting, enhancing your vision. You gain 30 feet of True sight, and you have advantage on Wisdom (Perception) checks related to sight. |
Jaw | Your jaw is filled with lightning, allowing you to launch sonic screechs. You can spend 1 cursed enery as an action, making a cursed energy attack roll against a creature within 30 feet of you. On a hit, they take Xd8 (with X being your Charisma modifier) lightning damage. Even if the attack misses, all creatures within a 15 foot radius of the target must make a Constitution saving throw. On a failure, they take xd6 (with X being your proficiency bonus) thunder damage and are deafened until the beginning of your next turn. On a success, they take half as much damage and are not deafeaned. |
This semi activation lasts for a number of rounds equal to your Constitution modifier (minimum of 1). After the transformation, the limbs used are reduced to 0 hit points and are completely turned to ashes, being removed.
You cannot use Semi Activation and Mythical Beast Amber at the same time.
- Mythical Mastery
Technique Improvement
Finally at 20th level, you have learned everything there was to know about lightning, from your unique cursed energy to your technique. Your Mythical Beast Amber technique now lasts additional rounds equal to your Constitution modifier (minimum of 1).
Also, any lightning damage caused by you overcomes resistances but not immunities.
- Return to Humanity
Must have the Cursed Technique Reversal cursed feat
Your mastery of the Reverse Cursed Technique has granted you the reversal of your technique. You have the ability to turn lightning to flesh, essentially being able to revert the effects of your Innate Technique. As a bonus action while Mythical Beast Amber is active, you can spend 20 cursed energy to deactivate it. You must follow the rules stated at the technique deactivation section.
Mythical Mastery. At 20th level, you became better at utilizing your reversal. The DC in technique deactivation is reduced by 5.
Drill Hair
This technique allows you to create and shoot drills from your hair.
The drill hair technique, Source [56] |
- Drill Hair
Lapse Technique
Starting at 1st level, your technique allows you to use cursed energy to make your hair turn into small drills. These drills can then be fired off. When you take the attack action, you can spend 1 cursed energy to replace one attack with a ranged cursed energy attack roll with a range of 30ft. This attack deals 1d6 + your Charisma modifier piercing damage.
This technique’s range and damage increase to 45ft and 2d6 + Charisma modifier at 5th level, to 60ft and 3d6 + Charisma modifier at 11th level, to 75ft and 4d6 + Charisma modifier at 17th level, and 90ft and 5d6 + Charisma modifier at 20th level.
- Explosive Drill
Technique Improvement
At 3rd level, you have learned how to make your drills explode upon impact. When attacking with a drill, you may spend an additional 3 cursed energy. This makes the drill explode in a 5ft radius upon the point of impact dealing an additional 3d6 fire damage to creatures in that radius.
This technique’s damage increases to 5d6 at 5th level, to 7d6 at 11th level, 9d6 at 17th level, and to 11d6 at 20th level.
- Charged Drill
Technique Improvement
At 6th level, you have now learned how to add more power to your drills, before releasing them.
You may now replace multiple attacks as part of the attack action when you use your drill. You can spend an additional 1 cursed energy for each attack replaced this way, and the damage of your drill is multiplied by the number of attacks replaced.
- Maximum Drill
Extension Technique”
At 10th level, you have learned a new way to use your drills. You are now able to use more of your cursed energy to imbue it into one large drill. As an action for 8 cursed energy, you can shoot this new drill. The drill is fired in a 15ft wide and 100ft long line. Anyone in this line must make a Dexterity saving throw. On a failure, it deals 8d10 piercing damage. On a success, they take half the damage.
This technique deals quadruple damage to objects and structures and ignores cover.
The damage of this technique increases to 11d10 at 11th level, to 14d10 at 17th level, and to 17d10 at 20th level.
- Tokyo School Feature: Hand Drill
Extension Technique
At 14th level, you have learned a new way to use your drill from your time at the Tokyo school. You are now able to create a drill from your hair that is useable as a melee weapon. As a bonus action for 4 cursed energy, you can summon this drill. When holding this drill you can use it as a normal melee weapon with a range of 5ft and dealing 4d8 + your Charisma modifier piercing damage. This weapon lasts for 1 minute or until dismissed.
- Stronger Drills
Technique Improvement”
At 20th level, your drills have reached their maximum potential. The piercing damage they deal now ignores resistances. You also have advantage on attack rolls using your drills.
- Unscrew
Must have the Cursed Technique Reversal cursed feat
Due to your mastery over Reverse Cursed Technique, you have learned your cursed technique reversal. You are now able to unscrew the drills you have shot. As a part of any nonexplosive drill feature, you can spend its cost an additional time to have the drill come back through the target dealing the appropriate damage again. For example, if you use a drill hair attack, you can spend an additional 1 cursed energy to have it come back through dealing another 1d6 + your Charisma modifier piercing damage.
Teleportation
The teleportation technique allows you to teleport yourself and creatures near you by concealing yourself with a sheet.
A user of the teleportation technique being ready to teleport himself out of danger, Source [57] |
- Teleportation
Lapse Technique
Starting at 1st level, your technique allows you to teleport to destinations you have marked. You will start out with a white sheet, which you use to cover yourself to teleport. As a bonus action for 1 cursed energy, you may mark a person, location, or object which you can touch. You can have up to twice your Charisma modifier people, locations, or objects marked at once and they will remain marked for up to 12 hours. You can unmark something for no action required.
As an action for 2 cursed energy, you can cover yourself and any creature within 5ft. of you that is also covered to teleport up to 500 feet to a mark.
- Improved Teleport
Technique Improvement
At 3rd level, you have improved your technique. The range of your teleport now increases to (your Charisma modifier + your proficiency bonus + your Jujutsu Sorcerer level) x 100 feet, and you can now use the teleport as a reaction to an attack or saving throw as long as you're holding the sheet.
- Mastered Teleport
Technique Improvement
At 6th level, with great training, you have reached the pinnacle of your teleport. As an action for 10 cursed energy you use teleport. You can only go to marks you have already made with this teleport and you always go to the exact mark you want to go to, regardless of how far away from you they are.
Additionally, your markings now last for a week instead of 12 hours.
- Improved Marking
Technique Improvement
At 10th level, you have learned to mark things more efficiently. You can now mark for a free action instead of a bonus action and the amount of markings you can have is increased to 3 times your Charisma modifier.
- Tokyo School Feature: Stay Behind
Technique Improvement
At 14th level, you are now able to teleport others while you do not leave. You can now choose to only teleport other creatures when using any teleport feature. Additionally, if not used on a willing creature, they are forced to make a Charisma saving throw. If they fail, the creature is teleported. On a success, they are not teleported.
- Perfected Teleport
Technique Improvement
Finally at 20th level, you're grown more efficient with your teleports and have perfected their usage. The action cost for your teleports is reduced by one(full round action->action->bonus action->free action).
Additionally, your markings now last for 1 month.
- Grounding
Must have the Cursed Technique Reversal cursed feat
You have mastered Reverse Cursed Technique and unlocked your cursed technique reversal. You have now learned how to force people to stay still by reversing your technique. As a bonus action for 2 cursed energy, you can cover an enemy and force them to make a Charisma saving throw. This enemy must be in melee range so you can cover them with your sheet. On a failure, their speed is reduced to 0 for 1 minute, on a success they are not affected. A creature who fails can repeat the saving throw at the end of their turns, ending the effect on a success.
Heart Catch
This technique allows you to summon a large hand and grab people or their attention.
A user of the Heart Catch technique, Source [58] |
- Heart Catch
Lapse Technique
Starting at 1st level, you can create a virtual hand that floats in the air near you. As an action for up to half your Charisma modifier cursed energy, you may create this hand. The hand lasts for 1 minute or until you dismiss it. This hand is small-sized.
This hand can pick up and manipulate small or smaller-sized objects or creatures. You may control the hand as a bonus action. You can use the hand to manipulate an object, open an unlocked door or container, grab items, and attack with a weapon. When attacking with the hand, make a melee cursed energy attack roll against the target's AC, dealing the held weapons damage on a hit.
This hand has an AC of 10 and hit points equal to 10 times the cursed energy spent. When controlling the hand you can move it up to 30 feet. The maximum amount the hand can carry is equal to ¼ your Charisma score times 15. When your hand takes damage, you take 1/10th of it rounded down.
- Improved Hand Creation
Technique Improvement
At 3rd level, your technique has improved. This allows you to increase the size of your hand. You may summon your hand as an action for up to your Charisma modifier cursed energy. It still lasts for 1 minute or until you dismiss it, but it is now medium-sized. It still has the same actions as before and is controlled on a bonus action, but now it can grapple large or smaller creatures.
When attempting to grapple an enemy, they must make an Athletics or Acrobatics check against your hand’s athletics check using Charisma instead of Strength. Once a creature is grappled the hand can freely move them around. A creature can try to break free from the grapple at the end of its turns.
You may also attack without a weapon using this bigger hand. The same rules apply as an attack with a weapon, but now you deal your unarmed strike damage and do not need to be holding a weapon.
In addition, the hand has an AC of 10 plus the energy spent and an HP of 10 times the energy spent. It also has a movement of 60 feet now. The carry weight of the hand also increases to ½ your Charisma score times 15.
- Hand Fling
Extension Technique
At 6th level, you have learned how to manipulate creatures better with the hand. You may now grab and fling creatures who are being held by your hand. As a bonus action while your hand is summoned you may spend 3 cursed energy to fling a creature. A grappled creature can be flung up to 30 feet. The creature takes 5d8 bludgeoning upon landing after being thrown. You may also throw willing creatures to up to half the range without taking damage. If you want to throw a willing creature further they will take damage.
This technique’s range and damage increase to 60ft and 7d8 at 11th level, to 90ft and 9d8 at 17th level, and 120ft and 11d8 at 20th level.
- Expert Hand Improvement
Technique Improvement
At 10th level, your mastery of your technique has grown. Your hand is now large-sized. This allows you to grapple huge or smaller creatures. You can now spend up to twice your Charisma modifier cursed energy when summoning your hand. Its movement is also increased to 90 feet. If you punch using the hand it also now deals two rolls of your unarmed strike damage.
You also gain access to a new attack with your hand. You may now push back enemies and slam them into a surface within range. When your hand is summoned you may use an action for 8 cursed energy to slam a creature. The targeted creature must make a Strength saving throw, or it is pushed taking 16d12 bludgeoning damage. On a success, they can resist the slam and take half as much damage.
This technique's damage increases to 19d12 at 11th level, to 22d12 at 17th level, and to 25d12 at 20th level.
You can also fling an ally or yourself out of the way of danger. When you or an ally is targeted by an attack you can use reaction and 4 cursed energy to fling them or yourself out of harm’s way. You may fling the creature up to the safe range of your hand fling.
- Tokyo School Feature: Cutie Honey
Extension Technique
At 14th level, you have developed an extension technique that allows you to grab enemies differently. You are now able to try and grab the attention of your target. This target has to have been grabbed by your hand before in order to be subject to this effect. As an action for 10 cursed energy, you can force a creature within 90ft to make a Charisma saving throw. On a failure, the creature's eyes turn into hearts and they are forced to look at you leaving them unable to react to anyone's actions besides yours. They are left this way until the beginning of their next turn. On a success, they are not effected.
- Perfect Hand Improvement
Technique Improvement
At 20th level, you have finally mastered your technique. Your hand will now gain the following benefits.
- The hand is now huge-sized. You can now grapple gargantuan-sized creatures.
- It has resistance to bludgeoning, slashing, and piercing damage.
- A range of 120 feet.
- It can deal force damage instead of bludgeoning on its attacks. You choose which damage type.
- When attacking it deals 3 rolls of your unarmed strike damage.
- The health of your hand is now equal to 20 times the cursed energy spent.
- The carry weight of the hand is equal to your Charisma modifier times 15.
- You may control the hand as a free action.
- Attention Loss
Must have the Cursed Technique Reversal cursed feat
After mastering Reverse Cursed Technique, you have unlocked your cursed technique reversal. You are now able to summon small feet which disrupt the focus of creatures. As an action for 4 cursed energy, you may shoot out a bunch of little feet in a 30 foot cone. Creatures in this cone must make a dexterity saving throw. On a failure, they take 5d6 bludgeoning damage and are confused for 1 minute. On a success, they take half damage and are not confused. confused creatures can repeat the save at the end of their turns.
Hakuna Laana
Your cursed technique allows you to dance magnificently, the beat etched by your body expelling curses and boosting your physical capabilities.
A sorcerer using Hakuna Laana to dodge attacks, Source [59] |
- Hakuna Laana
Lapse Technique
At first level you’ve learned to dance to the rhythm etched in your body. As a bonus action for 3 cursed energy you may enter Hakuna Laana for 1 minute, during which you gain advantage on any ability checks or saving throws using Strength, Dexterity, and Constitution. Additionally while Hakuna Laana is active you gain advantage on any saving throw you make against a cursed technique or a feature which costs cursed energy, ranged cursed energy attack rolls, and melee cursed energy attack rolls against you have disadvantage.
- Curse Expelling Improvement
Technique Improvement
At 3rd level you’ve become more skilled at your usage of Hakuna Laana. Now while within Hakuna Laana you reduce melee cursed energy attack rolls and ranged cursed energy attack rolls against you and reduce DCs of saves you make due to cursed techniques or features which cost cursed energy by half of your Charisma modifier rounded down.
- Physical Improvement
Technique Improvement
Now at 6th level the increase to your physical capabilities has improved too, making you truly a monster in hand to hand. Now while in Hakuna Laana add half of your Charisma modifier (rounded down) to any ability check, saving throw, attack roll, or damage roll made using Strength, Dexterity, or Constitution.
- Dancing Improvement
Technique Improvement
Now at 10th level your dance has almost reached its peak. You now use your full Charisma modifier instead of just half for your Curse Expelling Improvement and Physical Improvement features. Additionally while Hakuna Laana is added you increase your armor class by half of your Charisma modifier rounded down.
- Tokyo School Feature: In The Rhythm
Technique Improvement
Now at 14th level you’ve expanded upon your technique greatly, those at Kyoto found your technique far too boastful but the Tokyo staff instead encouraged you to show off more, which you have done to the point that not just you are trapped in your rhythm but your enemies too. When a hostile creature misses an attack against you or you pass a save caused by a hostile creature because of the effects of Hakuna Laana you gain one rhythm counter. You may only have an amount of rhythm counters at once up to your Charisma modifier and all rhythm counters disappear at the end of your turn. While in Hakuna Laana you gain a bonus to your melee weapon attack rolls equal to the amount of rhythm counters you possess.
- There Are No Curses
Technique Improvement
You’ve reached the apex of your technique, a dance which practically erases the cursed. At 20th level your armor class increase from Dancing Improvement is increased to your full Charisma modifier, and you gain a damage threshold equal to your jujutsu sorcerer level. This damage threshold is doubled against cursed technique features and features which cost cursed technique. If an attack’s damage is ignored because of the threshold it is treated as having missed you, and if a saving throw’s damage is ignored because of the threshold you are treated as having passed the saving throw.
- The Curse of Moping Around
Must have the Cursed Technique Reversal cursed feat
You have mastered Reverse Cursed Technique and therefore gained your cursed technique reversal. Dancing is your whole thing, so your reversal forces you to not be able to dance. However, this makes you incredibly sad. As a bonus action, you can stop using your technique and spend 6 cursed energy to enter this new sad form for 1 minute. During this you have disadvantage on all saving throws, attack rolls are made with disadvantage, and attacks against you have advantage. However, this increased sadness boosts your negative emotions and generates more cursed energy. You regain cursed energy equal to your Charisma modifier at the beginning of your turns. This regen only works if you are in combat where your life is in danger. You can deactivate your reversal early for a free action and you will not gain the cursed energy for that turn.
Cursed Illusions
Your cursed technique allows you to curse people and create illusions.
A illusion made by a cursed illusions user, Source [60] |
- Cursed Illusions
Lapse Technique
Starting at 1st level, you have unlocked your lapse technique. Your technique allows you to curse creatures and make them see other people's faces in a distorted way. You are also able to track those you have cursed. As an action for 4 cursed energy, you can curse a creature. You must select 1 target within 60 feet of yourself. The creature must make a Charisma saving throw. On a failure, the next person they see has a distorted face. Seeing this distortion forces the creature to make an Intelligence saving throw. On a failure, they become confused until the end of their next turn. On a success, they are not affected. After failing, a creature may repeat the saves at the end of their turns if they have 1 level of jujutsu sorcerer or after 1 minute if they do not have any levels, to end the curse. If they pass the first roll, they do not become cursed.
After a creature is cursed your technique range increases to 400 feet. While a creature is cursed, you know its general location. The cursed creature also keeps seeing the distorted face until they are no longer cursed, but they only need to make the save the first time they see the said creature. A creature may only stop being distorted by either leaving your range or passing the save.
- Self Distortion
Technique Improvement
At 3rd level, you’ve learned how to distort your own body to confuse your opponents. You learn the 3 following distortion techniques:
- Phase Fist. As part of making a melee attack, you may expend 3 cursed energy to create a duplicate of your weapon. Roll a melee cursed attack roll at disadvantage against a creature within reach, afterwards you can make a melee attack against the same target. If the first attack misses the second attack will be made at advantage, and if the first attack hits the second attack will deal double damage dice on hit.
- Blurring. As an action for 4 cursed energy, your body becomes blurred, shifting and wavering to all who can see you. For a number of rounds equal to your charisma modifier, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with true sight.
- Distoring Disguise. For 3 cursed energy, you make yourself – including your clothing, armor, weapons, and other belongings – look different for a number of hours equal to your charisma modifier. The changes wrought by this feature fail to hold up to physical inspection. For example, if you use this technique to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your cursed energy save DC.
- Curse of Tracking
Extension Technique
You have begun to work on your tracking skills over your illusions so that you may know where they are at all times.
At 6th level, when someone is cursed by your Lapse technique you can spend an additional 4 cursed energy to forgo the effects of the illusions but enhance the tracking. Somewhere on the targets body, a mark appears out of sight without their knowledge but they can make a Investigation check against your Cursed Energy DC to become aware of the curse or if someone else points it out, this mark will last for 24 hours and while it’s active you will always have a precise location of the target within an increased ranged of your Proficiency Bonus x 100 added to the already 400 ft. At the beginning of each day you can spend double of what you spent the day prior to keep it active for another 24 hours.
If a target does leave the vicinity of your range it isn’t the end, if they return to your vicinity within the 24 hours then the mark becomes active again but cannot extend it into the next day if they are not in range when you do this. At the 9th level, you have begun to learn more about your prey, when this curse becomes active you can learn one thing about your target such as their hit point maximum, general description of their technique, if they lied when asked a certain question, etc. This increases to two things at 14th level, and three at level 20.
- Object Distortion
Technique Improvement
At 10th level, you have now learned a new way to distort the surroundings of those you have cursed. As an action, you may choose an object within the range of your lapse technique that you can see to distort its appearance, this may include changing its opacity, luster, visible texture, or its seen value. A creature may attempt to discern the illusion by rolling an investigation check against your cursed energy save DC.
The cost of the technique depends on the size of the targeted object, shown in the chart below:
Size | Cursed Energy Requirement |
---|---|
Tiny | 1 |
Small | 3 |
Medium | 5 |
Large | 8 |
Huge | 12 |
Gargantuan | 16 |
- Tokyo Feature: Illusionary Terrain
Extension Technique
At 14th level, you have decided that effecting the area around people can lead to a strategic victory. As an action for 14 cursed energy, you may manipulate the surrounding terrain around you in a 100ft. radius in the following ways:
- Rough Ground. You make the terrain appear difficult to traverse, when a creature attempts to walk in this area they must spend twice as much movement per 5ft of travel.
- Obstructing Illusion. You make a false structure or wall within the range, a creature is convinced that the structure is real, meaning that they cannot target you with features that require line of sight.
A creature can attempt to see through the illusion by rolling an investigation check against your cursed energy save DC. A creature automatically succeeds if they have true sight.
- Mental Illusion
Extension Technique
At 20th level, your technique has reached its peak. Whenever a creature falls under the effect of your lapse technique, you may expend an additional 10 cursed energy to manipulate the way the target sees the world. When a creature is under this effect, you may create illusions that only cost 1 cursed energy but can only affect that creature. Any illusion you create cannot be discerned by a creature affected by this feature, as they perceive all that you create as reality.
This technique lasts for a number of minutes equal to your Charisma modifier.
- Illusion Materialization
Must have the Cursed Technique Reversal cursed feat
Due to your mastery of Reverse Cursed Technique, you have learned your cursed technique reversal. You are now able to make the distorted faces real. As an action for 4 cursed energy, you can distort a creature's face that is distorted for a cursed creature. The creature must make a Charisma saving throw. On a failure, their face is distorted and they become confused. After failing, a creature may repeat the saves at the end of their turns. On a success, they are not confused.
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.
One of the greatest Taijutsu Masters of his time, source [61] |
- 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 you can choose to focus until the end of your turn. When you next hit a target with a Cursed Strike on that turn while focusing, make a Charisma saving throw with DC 15. On a success, it will cause a second impact, dealing additional damage equal to your cursed strikes damage roll, at which point you stop focusing in this manner. This technique's DC will be reduced to 10 when you reach 10th level or earlier if you unlock the Black Flash cursed feat. If an attack is benefiting from Divergent Fist, it can't Black Flash.
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. As a reaction to being targeted by a melee attack, you rotate your body down, imposing disadvantage on the attack. If it misses, as part of the same reaction you can give a massive kick in your opponent's face. Make an unarmed strike against the creature. On a hit, the opponent will be stunned until the beginning of your next turn or until they take damage from an outside source and receives your unarmed strike 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.
- Superhuman Combat
At 10th level, you've surpassed regular fighting skills, and are now able to elevate your skills to a level never seen before. You gain two of the following features at your choice:
- Deflective Shockwave. As a reaction to someone entering the range or a ranged attack roll being made against you, you punch the ground violently, creating a powerful shockwave in both air and ground. Every creature in range must make a Dexterity saving throw, taking a roll of your unarmed strike damage and falling prone on a failure, or half as much damage on a success. Additionally, you gain a bonus to your AC equal to your Strength modifier against the ranged weapon attack roll that triggered this reaction. You may add cursed strikes to this damage as normal, and the range of this ability is 5 x (the number of damage dice of the cursed strike + 1) feet. If you spend the maximum amount of energy in the cursed strike, you may choose any number of creatures in the area to not be affected.
- Strong Throw. In place of an attack, for 3 Cursed Energy, you can choose a creature or object of a size up to 1 size category larger than you within your unarmed strike reach, and make an athletics check contested by their athletics or acrobatics(their choice) or a set DC for objects, 5 for tiny, 7 for small, 10 for medium, 15 for large, 20 for huge, and 25 for gargantuan. On a success, you can throw the creature or object up to 60 feet, dealing Xd6 bludgeoning damage to them and anyone in the path they’re thrown in who fails a Dexterity saving throw, where X is your Strength modifier times the creature or objects size category number above small (minimum of 1), so 1 for medium, 2 for large, 3 for huge, and 4 for gargantuan. The d6s become D8s if the target is large, d10s if they’re huge, and d12s if they’re gargantuan. The cost also increases, to 4 cursed energy if the target is large, 5 if they’re huge, and 6 if they’re gargantuan.
- Glancing Blows. Once per turn as a reaction for X cursed energy when you take bludgeoning, piercing, or slashing damage from an attack or effect you can see, you can reduce it by your Dexterity modifier times the amount spent, to a minimum of 1. If you reduce the damage to 1 in this way, you can make an unarmed strike at advantage against the attacker if they’re within your reach as part of the same reaction.
- Striking Rush. As an action for 5 cursed energy, you enter a stance of readiness and full attention until the beginning of your next turn. Every time a creature enters your reach, you may make an attack with an unarmed strike against them (maximum once per creature per round). These attacks only trigger when the creatures move into you or when you move into them, your choice when using this skill. During this period, you can only attack like this a number of times equal to your Dexterity modifier.
- Tokyo Feature: Perfected Cursed Strikes
At 14th level, whenever you use a Cursed Strike, you have a bonus to the attack roll equal to half of its the damage dice, and whenever you spend energy into them, it will count as if you spent quadruple the amount. This still cannot add more dice than your proficiency bonus.
- 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 its maximum. You can only do this 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.
Cursed Energy Manipulator
You have specialized yourself in cursed energy control, manipulating your energy in creative ways.
Two sorcerers considered to excel in manipulation of cursed energy [1] |
- Expert of Manipulation
Starting at 1st level, your manipulation has always been above average, being much above what would be expected when one starts its career as a sorcerer. Whenever you use a feature that has an amount of cursed energy that can be spent, you can spend 1 additional cursed energy on it.
Additionally, you gain the Cursed Energy Manipulator cursed feat. If or when you have the cursed energy enhancement Cursed Weapon Enhancement, you will gain the Cursed Projectile feat.
Finally, whenever you take a Cursed Energy Manipulation Feat you can ignore 1 prerequisite, cannot be a level requirement.
- Mastered Basics
At 3rd level, through learning and constant practice you have learned how to use the basics to their maximum. Whenever you use any of your cursed energy enhancements, they gain the following versions:
Cursed Strike. Whenever you use a cursed strike, its damage tier will be increased by one.
Cursed Armor. While your cursed armor is active, you regain temporary hit points equal to your proficiency bonus at the beginning of your turns. These temporary hit points cannot go above the maximum amount of armor you can have.
Cursed Weapon Enhancement. Whenever you're attacking with a weapon that's been affected by cursed weapon enhancement, your reach increases by 5ft.
At 6th level, you gain a Cursed Energy Manipulation feat of your choice that you meet the prerequisites of (after cutting one of them with Expert of Manipulation).
- Creative Manipulations
At 6th level, you have learned new ways to use your cursed energy, turning something simple into a complex technique. You gain one of the following creative manipulations:
Multiple Energy Slashes. You gain the Cursed Energy Slash cursed feat. When using your cursed energy slash, you spend additional twice the amount to generate two lines in two different directions instead of one. A creature is only affected once if they're in the area of multiple slashes.
Cursed Energy Nuke. You gain the Cursed Energy Ray cursed feat. When you use your cursed energy ray and have spent the maximum amount of energy, it will become a cursed energy nuke. Its line reach becomes 60ft., and its 15ft. circle becomes a 30ft. cylinder. It also deals thrice as much against objects and structures. At 11th level, it deals four times as much damage to objects and structures. At 17th level, it deals five times as much damage to objects and structures. At 20th level, it deals six times as much damage to objects and structures.
Cursed Energy Pressure. You have learned how to exude cursed energy from your body, emitting a powerful pressure in others. As an action for up to your Charisma modifier cursed energy, you force all creatures within a 5 times the amount spent ft. to make a Strength saving throw. On a failure, they take 1d10 + 1 additional dice per energy spent in necrotic damage and are knocked prone. On a success, they take half as much and are not knocked prone. At 11th level, the initial damage increases to 2d10. At 17th level, the initial damage increases to 3d10. At 20th level, the initial damage increases to 4d10.
Stored Energy. You have learned a method to store additional cursed energy, being always ready for battle. During a short or long rest, you can spend one of your hit dies to gain temporary cursed energy equal to the result rolled. These temporary cursed energy last until the end of your next short or long rest. They are not restored by the Cursed Energy Recovery feature. At 11th level, you add a +1 to the result. At 17th level, you add a +2 to the result. At 20th level, you add a +3 to the result.
At 10th and 14th level, you can choose another creative manipulations.
- Otherwordly Efficiency
At 10th level, you are considered a top tier in cursed energy economy, being able to spend much less than the average sorcerer. Every time you spend cursed energy in a feature it counts as if you have spent twice as much, however the maximum amount you can reach remains the same. Additionally, you reduce the amount you spend on any features that use cursed energy by half of your proficiency bonus(rounded down, to a minimum of 1). This feature does not work with cursed techniques.
At 17th level, you now reduce the cost by your proficiency bonus. At 20th level, this works for cursed techniques as well.
- Alternate Feature: Otherworldly Reinforcement
Replaces Otherworldly Efficiency
At 10th level, you are considered a top tier in cursed energy reinforcement, being able to enhance your body far beyond the average sorcerer. You gain the Cursed Enhanced Body cursed feat, and the amount by which the feat adds to your attack and damage rolls is increased to your full charisma modifier.
At 17th level you may now use your charisma modifier + half of your charisma modifier (rounded down) for both the bonus to your attack and damage rolls and the limit on how much you can spend to add to your saves with Cursed Enhanced Body. At 20th level the limit of how much cursed energy you can spend in your cursed energy enhancements is increased by 1.
- Tokyo School Feature: Perfect Enhancement
At 14th level, you have learned how to perfectly enhance your body. You gain the Cursed Enhanced Body cursed feat. In case you already have said feat, you gain the Cursed Energy Reinforcement feat instead.
- Master of Manipulation
Finally at 20th level, your efficiency, your potency, and your versatility is beyond of any sorcerer that has ever seen. When you use any features that uses cursed energy you may choose for their action cost to be reduced by 1(full round action->action->bonus action->free action->you gain one additional free action just for using said feature). If this would reduce the action cost of a reaction you gain 1 additional reaction only for using said reaction. You may only gain an additional Reaction once per round per feature. Additionally, you can spend up to your Charisma modifier whenever you're using a cursed energy feature that's not a cursed technique to increase its DC by the amount spent.
In addition, 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.
- Alternate Feature: Master of Enhancement
Replaces Master of Manipulation
Finally at 20th level your reinforcement and your enhancement is beyond what any sorcerer has ever seen before. As long as you have at least 1 cursed energy you passively gain the maximum benefits of Cursed Enhanced Body for all saves which you can apply it to. Additionally the cost of your cursed energy enhancements is reduced to 1 regardless of how much they would normally cost.
In addition, you gain Cursed Energy Reinforcement feat, or Dense Cursed Energy if you already have it. Cursed Energy Reinforcement now increases your armor class by your full charisma modifier instead of only half.
Cursed Corpse Expert
This path allows for the creation of advanced cursed corpses.
A cursed corpse expert and some corpses, source[62] |
- Cursed Corpse Creation
Starting at 1st level, you gain the Cursed Corpse Creator feat, but you can make medium and large corpses in addition to tiny and small.
- Soul Imbuement
At 3rd level, you gain the Soul Imbuement modification. When you use this modification on a core, it takes 3 long rests where you have to imbue someone's soul information into the core. To be able to do this you must have the person readily available or have a good memory of the person in order to turn their physical information into soul information. Once a corpse has been created in this way it must take 2 weeks to develop before it becomes sentient. After the 2 weeks, it gains 1 level in the jujutsu sorcerer class and can progress as if it were a player. A corpse with this core is sentient and mimics the behavior of the soul they are imbued with, but it does not gain its memories.
- Efficient Creation
At 6th level, when making cursed corpses, the prices of the cores, materials, and body cost half as much. In addition, it takes ⅓ less time to create an artificial body.
- Abrupt-Mutation Cursed Corpse
At 10th level, you gain the Abrupt-Mutation Cursed Corpse modification. It follows the same rules as making a soul-imbued core, but you must repeat the process 3 times for each core. After the cores have been imbued, the corpse must take 3 months to become sentient. Afterward, it gains 1 level in the jujutsu sorcerer class and can progress as if it were a player. Each of the 3 cores can have 1 animal modification imbued into it as well.
- Tokyo Feature: Favorite Creation
At 14th level, you can pick one cursed corpse that you have created to become your favorite. This favorite corpse gains the following benefits:
- Two of its ability scores will be increased by 2, and so will their maximums.
- It gains 2 hit points per level
- Its unarmed damage goes up by 1 tier
- Perfect Creations
At 20th level, when you are making an Abrupt-Mutation Cursed Corpse or a soul-imbued corpse. You can add cursed energy to the cores in order to reduce the time it takes for them to gain sentience. If you imbue it with half of the core’s maximum energy it will reduce the time by half and if you imbue it with the maximum amount it will reduce the time by ¾.
Positive Energy Master
The positive energy masters are sorcerers who always had aptitude to use reverse cursed technique, they are an rarity between rarities.
Shoko Ieiri one of the best healers in the Jujutsu World, source [63] |
- 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 increased to 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, its 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. This feature cannot remove external conditions, such as restrained or grappled.
- 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 spent the maximum amount of cursed energy on Improved Output.
After the sudden surge ends, they must make a DC 25 Constitution saving throw. On a failure their body will suffer backlash from the energy gained, making them gain 5 levels of exhaustion. On a success, their body does not suffer as much but will still receive 1 level of exhaustion.
- Resurrection
Finally at 20th level, your reverse cursed technique has reached its 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.
Kasumi Miwa, a Weapon Master who's also a student of the New Shadow Style, source [64] |
- Weapon Specialist
You gain the Cursed Weapon Enhancement option, when you use your Cursed Weapon Enhancement, it will count as if you had spent twice as much cursed energy than you actually spent, however you still won’t count as spending more than your proficiency bonus.
Additionally, whenever you are calculating the DC for a feat that uses or is able to use a melee weapon, you can use your Strength or Dexterity (your choice) score instead of Charisma.
Finally, whenever you pick a Weapon Feat, you can ignore 1 prerequisite.
- Fighting Style
Starting at 1st level, you have grown accustomed to fighting in a certain way due to your training with weapons, acquiring your very own fighting style. You can choose one of the following fighting styles below:
- 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.
- 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 wearing Armor or wielding a Shield.
- 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.
- Great Weapon Fighting. You add your proficiency bonus to damage rolls with Heavy Weapons.
- Heavyweight Fighting. 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.
- Improved Unarmored Defense. You gain a +1 bonus to your AC while not wearing any kind of armor or shield.
- Lightfoot Fighter. 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.
- 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.
- Point Blank Shooter. When making a ranged attack with a ranged weapon while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks with ranged weapons ignore half cover and three-quarters cover against targets within 30 feet of you.
- Deadeye. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Sharpened Shot. You gain a +2 bonus to damage rolls you make using ranged weapons.
Whenever you gain an ability score, you may change your fighting style for another one of your choice. Additionally, at 10th level your fighting style improves:
- Perfected Blind Warrior. You have blindsight with a range in feet equal to 10 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
- Perfected Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.
- Perfected 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. This attack is made with advantage.
- Perfected Great Weapon Fighting. You add your proficiency bonus twice to damage rolls with Heavy melee Weapons.
- Perfected Heavyweight Fighting. While you are wielding a heavy melee weapon, you gain a +2 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
- Perfected Improved Unarmored Defense. You gain a +2 bonus to your AC while not wearing any kind of armor or shield.
- Perfected Lightfoot Fighter. While wielding a light melee weapon, you gain a +20 to your walking speed and do not take opportunity attacks from the two last creatures you attacked on your turn as long as it was made with a light weapon.
- Perfected 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 +2 to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
- Perfected Point Blank Shooter. When making a ranged attack with a ranged weapon while you are within 5 feet of a hostile creature, you gain a +2 bonus to the attack roll. Your ranged attacks with ranged weapons ignore half cover and three-quarters cover against targets within 30 feet of you.
- Perfected Deadeye. You gain a +4 bonus to attack rolls you make with ranged weapons.
- Perfected Sharpened Shot. You gain a +4 bonus to damage rolls you make using ranged weapons.
Even if you change or gain a new fighting style, you can only have a single perfect fighting style. In the case you change, the improved fighting style will become the new one.
- Kenjutsu Sorcery
At 3rd level, you have extended your basic training as a sorcerer to develop more you combat with weapons. You will gain the following abilities:
- Flurry of Attacks. You can now use weapons with the attacks made with Cursed Blast of Blows.
- Ascending Strike. Once per turn when you are prone, as part of standing up you can make one melee weapon attack with a weapon you are holding against a creature within your reach.
- Energy Defense. As a reaction to a melee or ranged attack being made against you, you can spend 2 cursed energy to block it with your weapon and add your Charisma modifier (minimum of 1) to your AC against that attack.
- Secret Techniques
At 6th level, you have developed secret techniques that utilize both your cursed energy and weapons to its maximum. The DC for your Secret Techniques is 8 + your Strength or Dexterity modifier (can't change afterwards) + your proficiency bonus. You gain three of the following cursed maneuvers:
Whenever you take a long rest, you may change one of your Secret Techniques for another Secret Technique you meet the requirements of. You gain one additional Secret Technique technique at 9th, 13th and 17th level.
- Favorite Weapon
At 10th level, as your fighting experience grows, you have found yourself a favorite weapon. Choose one melee weapon that you’re proficient in. It will gain the following benefits:
- This weapon now adds your ability modifier twice for its damage rolls
- Once per turn you can add your proficiency bonus to an attack roll with it again.
- You have advantage on any checks against being disarmed of this weapon, and creatures have disadvantage on trying to disarm you of it.
- When a feature that uses said weapon allows you to spend up to a certain amount of cursed energy on it, the amount you can spend increases by half your proficiency bonus (rounded up).
You may change your favorite weapon at the end of a long rest for another one that meets the requirements.
- Tokyo School Feature: Peak Martial Prowess
At 14th level, Tokyo school has helped you to be more efficient and versatile in combat. Whenever you spend 1 cursed energy in Cursed Weapon Enhancement, it counts as if you had 4. In addition, you can take another Fighting Style, and you can have two Perfected Fighting Styles at the same time.
- Physical Limit
Finally at 20th level, you have reached the absolute pinnacle of your body, going beyond the limits of a common sorcerer. Your Strength or Dexterity score increases by 4, as does it's maximum. Additionally creatures have disadvantage on making saving throws caused by your Secret Techniques or feats against the chosen score.
Finally, you can reduce the cursed energy cost of your Secret Techniques by your proficiency bonus, to a minimum of 1.
New Shadow Style Master
You have been studying a number of techniques only few have mastered, the new shadow style.
Kusakabe in his Simple Domain stance, source [65] |
- 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 refinement 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 or cursed technique was not used by a creature with a level or CR greater than or equal to your Jujutsu Sorcerer level, your simple domain will treat all damage from it as if it was resistant to it. This does not include domain expansions.
Efficient Simple Domain For every 25 refinement you have with your Simple Domain, it's cursed energy cost is reduced by 1 (to a minimum of 1).
Additionally while your simple domain is active you may choose to spend cursed energy up to your proficiency bonus to increase the simple domain’s range by 5 feet per cursed energy spent, no action required. Your damage threshold for simple domain is also higher, now you take 1/8 of damage overflow instead of the normal 1/4.
- 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 an action or reaction to dash forward, 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.
Additionally, constant practice with your simple domain has allowed you to abandon the vows required to use it. You gain the Vowless Simple Domain Cursed Feat if you have 75 simple domain refinement, or whenever you obtain that amount.
- 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. You may enter the Evening Moon Sword drawing stance as part of casting your simple domain or while within it and while wielding a martial melee weapon with the finesse property. While in this stance any cursed energy feature from a creature other than you that originates in the simple domain, targets a creature in the simple domain (including you), or targets the simple domain has its damage dice tier decreased by one or if it does not roll dice has it's damage reduced by your proficiency bonus + your Dexterity modifier. Additionally any cursed energy feature you use while in this stance has its damage dice tier increased by one or if it does not roll dice its damage is increased by your proficiency bonus. Whenever a creature would make a ranged attack roll targeting your simple domain or any creature within it (including you) while you are in this stance you may use a reaction to attempt to intercept it, rolling a melee weapon attack roll with a bonus equal to your Charisma modifier. If your attack roll is equal to or greater than the attack you are intercepting it misses.
Additionally, constant practice with your simple domain has allowed you to imbue it into objects. You gain the Simple Domain Imbuement Cursed Feat if you have 100 simple domain refinement, or whenever you obtain that amount.
- Tokyo School Feature: Simple Domain Programming
At 14th level, you’ve learned to impart certain commands into your simple domain, potentially causing you to move automatically in response to certain conditions. Work with your DM to determine the effects of whatever programming you’d like to install in your simple domain.
For example, you could program your simple domain to cause you to automatically intercept anything that enters your simple domain, allowing you to use Batto Sword drawing and Evening Moon Sword drawing without spending a reaction for 1 cursed energy.
- 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 add your proficiency bonus again. Evening moon sword drawing can now be used against Strength, Dexterity, and Constitution saving throws that would overlap your simple domain’s area, causing it to not affect anyone within the simple domain if your attack roll equals or surpasses the DC.
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.
Mai Zenin a low reserves sorcerer, source [66] |
- 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 if 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 with 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 strength. You will gain one additional quirk and perk of your choice.
- Above Average
Finally at 20th level, you know you 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.
A shikigami master summoning a shikigami with a talisman, source [67] |
- 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 CR equal to 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 its DC by your proficiency bonus.
The distance you can summon your shikigami is 30 ft.
The number of Shikigami you can command becomes equal to your Charisma modifier.
At 6th level, you became an expert at taming shikigami. You may now choose shikigami with CR higher than your own jujutsu sorcerer level up to your Charisma modifier.
- Quicker Summons
At 3rd level, with practice 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.
- Synergistic Summoning
At 6th level, you learn to decrease the time between the summoning and commanding of your shikigami. When you summon your Shikigami, you can command them as part of the same Action. The Action will be a complex or a Simple one depending on the Action used (If you summon it with an Action you can give it a complex command and if you summon it with a Bonus Action you can give it a simple command).
- Shikigami Coordination
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 its attack rolls. You also benefit from this trait when you're next to your shikigami.
In addition, you have become better at coordinating with your Shikigami. All of your tamed Shikigami gain the following feature:
Protector. As a Reaction to the Shikigami’s summoner being targeted by an attack roll while they are within movement speed range of them, the Shikigami may move to be within 5 ft of their summoner and switch the target of the attack to themself.
- 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.
You have also learned to supplement your focus on maintaining your summonings with your own Cursed Energy. Anytime you would have to make a Concentration check to maintain your summon, you may instead pay Cursed Energy equal to the creature’s CR in order to keep it summoned.
- 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 immediately 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...
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 can create a number of bonus Binding Vows equal to half of your proficiency bonus, rounded down without those binding vows being counted towards your total.
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 Intelligence 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 Intelligence 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 Intelligence 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.
Tengen a barrier master, source [68] |
- 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.
- 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 Barrier Master 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.
- Superior Barriers
At 10th level, with training and practice, you have learned how to create barriers of a supremely improved quality compared to normal. You learn how to create the following forms of barriers at the specified levels;
Pure Barrier. 10th Level. The most basic improved barrier. When you would cast a Basic Barrier you may choose to extend its casting time to 30 days, on each of which you must expend the maximum amount of cursed energy you could on your basic barrier while standing in specific spot chosen at the beginning of the casting time to be the center if the Pure Barrier. If you at any point during the casting time you fail to do this the casting is failed and all cursed energy spent on it is wasted. When you successfully complete the casting time the Basic Barrier is cast as though you spent as much cursed energy as you spent over the course of the casting time (for example if you had a charisma of 5, and thus spent 5 cursed energy per day, the barrier would be cast as though you spent 150 energy), except its duration becomes Until Dispelled, and it is called a Pure Barrier. When you cast the Pure Barrier you may set an amount of Rules as part of the Pure Barrier up to 1/3 your proficiency bonus (rounded down to a minimum of 1). A Rule is an effect the barrier applies either inside of it, in an area outside of it up to its radius away from it, or both. A Rule can be any effect which the DM agrees to, such as doubling the hit points of any barrier cast by any person in a group of your choice or collecting the ambient cursed energy that would form cursed spirits to change where they appear. You may only have a number of Pure Barriers simultaneously existing up to (double your proficiency bonus)-2.
Bon Barrier. 15th Level. A higher level improved barrier. As an action you may turn an amount of Pure Barriers into Bon Barriers, spending 30 cursed energy per barrier transformed. A Bon Barrier is the same as a Pure Barrier except there is no limit to the amount of Rules it may have. Bon Barriers still count towards the number of Pure Barriers you can have in existence.
Barrier Network. 20th Level. The highest level of improved barrier, a barrier formed by the connection of other barriers. Over the course of a long rest you may establish or alter a Barrier Network. A Barrier Network consists of a collection of straight line connections between the centers of any amount of Pure Barriers and Bon Barriers, with each barrier connected to no more than two other barriers, which forms a closed polygon. Pure Barriers and Bon Barriers which are part of a Barrier Network may have Rules which effect or pertain to other barriers in the network, and any Rule shared by all barriers in the network may be chosen to use the inside/outside of the polygon formed by the Barrier Network instead of the inside/outside of any one barrier. For the purposes of reaching outside the polygon the radius is treated as the furthest distance between the center of the polygon and the center of one of straight line connections forming its sides, and the range which it can reach out is multiplied by 10 for each barrier in the network. When you create a Barrier Network you must choose at least 4 of the barriers in the network, or all of the barriers in the network if it includes less than 4 barriers, to be considered “vital” barriers. If any of these vital barriers are dispelled or destroyed all barriers in the network will collapse.
Additionally your skill with barriers has reached uncharted peaks. All your barriers will always count as if you had spent double the amount of cursed energy you actually spent for their creation, and 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 purposes in Tokyo, making them grow in strength. 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 reappear 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 that do not possess barriers.
You may deactivate the Empty Barrier at will.
Binding Vows
A Binding Vow example, [69] |
If you violate the contract's terms in a vow with yourself, you'll only lose the benefits gained. Anyone who violate the contract's terms, suffers dire consequences, gaining 3 points of exhaustion and warning the other creature of the violation.
Here is the list of binding vows you can make with yourself or other sorcerers:
Solo Vows
- 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 melee cursed energy attack rolls and ranged 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 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 its 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 while you are within 40 ft. of a creature that can hear you, you can explain how your cursed technique works. After you explain it, your cursed technique features will gain the following benefits when used against creatures who heard it:
- 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 melee cursed energy attack rolls and ranged cursed energy attack rolls are made with disadvantage against said creature. After the end of the battle, creature who heard your explanation will now be immune to Revealing One's Hand, which means the DC and damage of your cursed techniques isn't increased against them. 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 melee and ranged 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 melee and ranged 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.
- Final Sacrifice
You have realized that you can sacrifice your own life in exchange for a massive boost in power of rather your own or another creature that you have made a meaningful connection with, next cursed energy fueled feature. This vow can also be imposed on a creature you directly control. Whatever feature you use that use any sort of action (Action, Bonus Action, Reaction, etc) will be fueled by your life force and the feature will gain all relevant benefits that it can have:
- Damage is doubled
- A Cursed Energy attack roll will be considered a hit and a critical, regardless of rolls and AC
- Any saving throw needed from this feature is automatically failed
- The feature doesn’t require any cursed energy to use (does not apply to features that involve Reverse Cursed Energy)
You only remain alive until the next feature is used and afterwards your body completely disintegrates, you cannot be revived in any way. If a minute passes after this binding vow was put in place and a feature is never used, you must reinstate the vow to keep it going. Another way to use this vow is to shorten your lifespan to 1 minute left and gain 2 of the following benefits:
- Attack and damage bonuses is increased by your proficiency bonus added twice
- Temporary hit points equal to half your maximum hit points
- Temporary Cursed Energy equal to half you Cursed Energy maximum
- AC increased by proficiency bonus
- A +5 to DC
- Additional Cursed Energy can be spent on features equal to your Charisma modifier
- Conditions or effect durations are doubled
- Damage reduction equal to half your level
After the minute passes, you die and cannot be revived by any means. Once the minute begins it cannot end, if you die early all effects end. These can still be applied to another creature you have made a connection with.
- 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 undefined 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, and the Barrier Master feat
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 this 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.
- 106,000 IQ Play
Prerequisites: Boogie Woogie innate technique, must be attuned to a Prosthetic Vibraslap
You’ve made a binding vow turning something you thought would kill your technique, the loss of a hand, into a blessing in disguise. When you use Boogie Woogie as a reaction you may spend an amount of additional reactions to empower the swap. For each additional reaction your swapping range increases by 30 feet and for every 5 additional reactions you may choose one additional target for the swap. When swapping more than two targets you choose which are sent to which positions.
- Preheated Furnace
Prerequisites: Shrine innate technique, Furnace: Open feature
You’ve crafted a vow to overcome your furnace’s greatest weaknesses. Outside of your domain, Furnace: Open is now an action and a ranged cursed energy attack roll against one creature within 20 times the amount spent feet. Inside your domain it now targets all creatures within your domain except yourself, and deals its damage in bludgeoning damage as a second instance of damage to any creature it hit as long as the domain its used within has a barrier that stops at least non-living things from leaving. This bludgeoning damage ignores resistance and kills a creature outright if they’re reduced to 0 hit points by it.
- Limited Copy
Prerequisites: Vengeful Cursed Spirit innate technique, Copy feature
When you would copy a creature who is higher level or CR than yourself, you can make them count as lower by giving up the number of times you can use the technique. When you use this vow and copy, you can treat all creatures as equal to your level or CR, but you may only use the copied technique a number of times equal to your Charisma modifier. You are still subject to all the normal rules of copy when using this vow such as healing making your copied technique not work and not being able to copy certain features. You can choose not to use this vow when attempting to copy a cursed technique.
- Soul Dismantle
Prerequisites: Shrine innate technique, 81 or more Soul Knowledge
When you make a dismantle, you may now decrease its range to touch and make a melee cursed energy attack roll while using it. If you do this the dismantle now makes every attack you hit force the trapped soul to make the Charisma saving throw for Soul Seperation. You no longer have to roll 5 or more over the vessel’s AC.
- Resonance Conduit
Prerequisites: Straw Doll Technique innate technique, Resonance feature
You are now able to transfer all the Soul Harming damage of Resonance from a Cursed Objects to the Cursed Objectee. In order to do this you lose the ability to harm the Cursed Objects in any manner while using Resonance.
- Lure Gambit
Sometimes you underestimate how much damage an attack is going to deal. In the case of that happening to you, you may use this impromptu vow in order to increase your chance of survival. When you take damage from an attack, you are able to vow away the cursed energy that would be used to protect a limb to go to the rest of your body. When taking this damage a limb will be reduced to 0 hit points, but the temporary hit points from cursed armor are doubled. The limb destroyed is either a limb that was targeted by the limb system or a random limb if the limb system is not used. This ranked limb is chosen by the GM based on the method of attack.
Multiple Sorcerers Vows
- Master and Servant
Requires two or more different Jujutsu Sorcerers.
You have a deep admiration 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 its 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 its 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
Sixth Sense
As naturally as one can see, sorcerers can sense cursed energy from a distance. The ease of sensing cursed energy will depend on the intensity of the cursed energy you are sensing. A sorcerer will give off cursed energy signatures in a radius in feet equal to 5 times their maximum cursed energy. When you enter a creatures radius you will sense their cursed energy, and know in what direction they are relative to you. The Overpowering Cursed Energy feat multiplies this radius by 24.
If a creature is hiding, you must make a Perception check against their Stealth check to track them if you are within the radius. A creature with the Six Eyes feat automatically succeeds on this check.
The Cursed Energy Tracker feat will allow you to add your Charisma modifier to the Perception check, and make it with advantage. The Cursed Energy Concealer feat will allow you to act as if you have 1/8th the Cursed Energy reserves, and make the Stealth check with advantage.
Finally, sorcerers senses can be overwhelmed by a large amount of cursed energy around them. If there are at least double your passive perception cursed energy remains or signatures close to each other you can't tell them apart from each other, only knowing that it's cursed energy and not any other details about it.
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 versatility, and could not be resumed to just having an 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 favorite 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 below:
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. Obtaining a feat this way will ignore any requirements the feat has.
Black Flash. You need to score a nat 20 on a melee weapon attack or unarmed strike in either three consecutive turns or 3 times on the same turn.
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. In order to make these saving throws, you first need to have already been taught reverse cursed technique and how it is performed by another creature who already knows how to and can use it.
Cursed Martial Artist. You need to score 30 critical hits with an unarmed strike that benefits from the Cursed Strikes feature. Upon scoring 30 critical hits that benefit from the Cursed Strikes feature, you gain the Cursed Martial Artist cursed feat. If you had expended cursed energy up to the maximum limit for the cursed energy enhancement and scored a critical hit on the unarmed strike, it will count as 2 critical hits for the purposes of Cursed Martial Artist being a Momentum Feat.
Cursed Weapon Wielder. You need to score 30 critical hits with a weapon attack that benefits from the Cursed Weapon Enhancement feature. Upon scoring 30 critical hits that benefit from the Cursed Weapon Enhancement feature, you gain the Cursed Weapon wielder cursed feat. If you had expended cursed energy up to the maximum limit for the cursed energy enhancement and scored a critical hit on a weapon attack, it will count as 2 critical hits for the purposes of Cursed Weapon Wielder being a Momentum 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.
Finally, you may ask permission from your DM to add a new property to an already existing technique when you use Maximum Output on it. Examples of this are when using Maximum Output on Blue one is now able to move it around, and when using it on Flowing Red Scale it becomes Flowing Red Scale: Stack, which gives new benefits.
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.
All Cursed Feats that make reference to Charisma instead refer to Intelligence for a Jujutsu Sorcerer befitting from this rule when they use them. 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
All
Lapse Techniques. A Lapse Technique that would be gained at a level after first is gained at first level instead.
Ten Shadows
Stronger Shadows The bonus to your shikigami from your cursed energy amount is now capped at 20 instead of 10.
Shrine
Dismantle and Cleave. You need blindsight to see the slash.
Dismantle. Is now d10s instead of d8s. When you use dismantle, you may choose to make three ranged cursed energy attack rolls or only one. You make three in case you aim for two or more targets, with each dismantle dealing a third of the dice of your normal dismantle(rounded down) slashing damage.
Cleave Now does 10 slashing damage per cursed energy spent and can bypass cursed armor by expending a higher cursed energy cost during casting that that of the targets cursed armor. E.g. If you fire a Cleave for 5 Cursed energy and the target has spent 4 cursed energy on cursed armor your cleave will deal damage to them as if it were cast at 1 cursed energy ignoring their cursed armor and nullifying it.
False Slash You can choose to automatically miss a Dismantle attack roll to gain advantage on the next attack roll you make this turn. This can only be done against a creature that can see your Dismantle or has already been hit once this encounter by Dismantle.
Furnace: Open. On a failure, creatures take 6d10 fire damage per energy spent. On a success, they take half as much damage.
Limitless
Six Eyes Dependent Due to the infinite extremes of your cursed technique it cant be used without the Six Eyes.
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 at the start of your turns while it is active to maintain it. Additionally if you have infinity optimization you do not have to play the 1 cursed energy per turn to maintain the infinity technique.
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 8d10 which becomes 11d10 at 5th level, 14d10 at 11th level, 17d10 at 17th level, and 20d10 at 20th level. Additionally, when a creature succeeds the saving throw, it still is moved half the distance it would move on a failed save.
Blue Manipulation. When a creature succeeds the saving throw, it still is moved half the distance it would move on a failed save.
Blue Infused Strikes. Your blue infused strikes now cost the same as Blue and will do Half the damage of Blue's base damage die. Additionally when a strike is infused with Blue Infused Strikes it will be considered a critical for its damage and its Black Flash Range will be increased by 1.
Red. The cursed energy cost is 24, and the force damage is now a number of d10s equal to twice that of blue.
Hollow Purple. The cursed energy cost is the combined cost of red and blue, creatures that have a Dexterity score lower than your cursed energy DC have disadvantage on the save.
It's damage is changed to be equal to the number of damage dice in red + blue as d12s for hollow purple. Explosive purple is instead based on the number of damage dice of your Hollow Purple but multiplied by 2. Additionally to react to Hollow Purple will expend twice as many reactions as normal.
Idle Transfiguration
Transfigured Creatures. You can have as many transfigured creatures as you want.
Body Clone. Your clone will have the same amount of maximum hit points as you.
Soul Maintenance. You can also spend 2 cursed energy when you take damage that doesn’t reduce your Soul Hitpoints (no action required) to negate the damage entirety by maintaining the shape of your soul.
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.
Construction
- Construction. You have no limit on the number of items created at a time.
- Liquid Metal. No longer has a time limit, although the cost to create it is now 10 instead of 5.
- 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.
Projection Sorcery
- 24fps. A creature has disadvantage on this save if their passive Wisdom (Perception) is less than your cursed save DC.
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 exorcised 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 | CR of each swarm. Cost reduction benefits reset every 10 cursed spirits summoned for a single swarm (10 = 1 CE, 20 = 2 CE, 30 = 3 CE) |
---|---|---|
Grade 4 | Swarm of Grade 4 Cursed Spirits | 2 cursed energy |
Grade 3 | Swarm of Grade 3 Cursed Spirits | 5 cursed energy |
Semi-Grade 2 | Swarm of Semi-Grade 2 Cursed Spirits | 9 cursed energy |
Grade 2 | Swarm of Grade 2 Cursed Spirits | 13 cursed energy |
Semi-Grade 1 | Swarm of Semi-Grade 1 Cursed Spirits | 17 cursed energy |
- 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 beginning 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 its maximum at the beginning of your turns, and you cannot be reduced to below 0 hit points.
Sorcerer Paths
Cursed Energy Manipulator
Expert of Manipulation. You can now ignore level requirements on cursed energy manipulation features.
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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