Jujutsu Sorcerer (Jujutsu Kaisen Supplement)
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Contents
- 1 Jujutsu Sorcerer
- 1.1 Creating a Jujutsu Sorcerer
- 1.2 Class Features
- 1.2.1 Table: The Jujutsu Sorcerer
- 1.2.2 Cursed Technique
- 1.2.3 Alternate Feature: Sorcerer Path
- 1.2.4 Unarmored Movement
- 1.2.5 Unarmored Defense
- 1.2.6 Martial Arts
- 1.2.7 Cursed Energy Enhancement
- 1.2.8 Cursed Martial Arts
- 1.2.9 Jujutsu Schools
- 1.2.10 Alternate Feature: Straightforward Improvement
- 1.2.11 Sorcerer Training
- 1.2.12 Ability Score Improvement
- 1.2.13 Extra Attack
- 1.2.14 Binding Vow
- 1.2.15 Curse-Empowered Strikes
- 1.2.16 Resistant
- 1.2.17 Advanced Studies
- 1.2.18 Alternate Feature: Advanced Sorcerer Training
- 1.2.19 Cursed Energy Recovery
- 1.2.20 Advanced Energy Usage
- 1.2.21 Exorcise
- 1.2.22 Maximum Output
- 1.2.23 Alternate Feature: Explosive Blow
- 1.2.24 School Graduation
- 1.2.25 Near The Pinnacle
- 2 Cursed Techniques
- 2.1 Ten Shadows Technique
- 2.2 Shrine
- 2.3 Limitless
- 2.4 Straw Doll Technique
- 2.5 Disaster Flames
- 2.6 Disaster Plants
- 2.7 Ratio Technique
- 2.8 Idle Transfiguration
- 2.9 Moon Dregs
- 2.10 Puppet Manipulation
- 2.11 Cursed Speech
- 2.12 Tool Manipulation
- 2.13 Construction
- 2.14 Blood Manipulation
- 2.15 Black Bird Manipulation
- 2.16 Boogie Woogie
- 2.17 Sound Amplification
- 2.18 Rot Technique
- 2.19 Cursed Spirit Manipulation
- 2.20 Cloning Technique
- 2.21 Brain Technique
- 2.22 Auspicious Beast Summon
- 2.23 Séance Technique
- 2.24 Inverse
- 2.25 Gravestone Technique
- 2.26 Projection Sorcery
- 2.27 Disaster Tides
- 2.28 Cursed Doll Creation
- 2.29 Picture Alteration
- 2.30 Miracles
- 2.31 Ice Formation
- 2.32 Pain Killer
- 2.33 Vengeful Cursed Spirit
- 2.34 Blazing Courage
- 2.35 Earth Arms
- 2.36 Paralyzing Sight
- 2.37 Missile Fists
- 2.38 Immortality
- 2.39 Love Rendezvous
- 2.40 Jet Plane Hair
- 2.41 Helicopter Hair
- 2.42 Sugar Manipulation
- 2.43 The Law
- 2.44 Claw Technique
- 2.45 Contractual Re-Creation
- 2.46 Explosive Flesh
- 2.47 Scorpion Hair
- 2.48 Comedian
- 2.49 Technique Extinguishment
- 2.50 Star Dictator
- 2.51 Earthen Insect Trance
- 2.52 Sky Manipulation
- 2.53 Cursed Energy Discharge
- 2.54 G Warstaff
- 2.55 Private Pure Love Train
- 2.56 Obstacle Removal
- 2.57 Antigravity System
- 2.58 Star Rage
- 2.59 Solo Forbidden Area
- 2.60 Mythical Beast Amber
- 2.61 Drill Hair
- 2.62 Teleportation
- 2.63 Heart Catch
- 2.64 Hakuna Laana
- 2.65 Cursed Illusions
- 3 Sorcerer Paths
- 4 Binding Vows
- 5 Jujutsu Sorcerer Variant Rules
- 5.1 Jujutsu Sorcerer Variant Rules
- 5.2 Canon Changes
- 5.2.1 Main Class
- 5.2.2 Cursed Techniques
- 5.2.2.1 All
- 5.2.2.2 Ten Shadows
- 5.2.2.3 Shrine
- 5.2.2.4 Limitless
- 5.2.2.5 Disaster Flames
- 5.2.2.6 Idle Transfiguration
- 5.2.2.7 Cursed Speech
- 5.2.2.8 Construction
- 5.2.2.9 Black Bird Manipulation
- 5.2.2.10 Gravestone Technique
- 5.2.2.11 Projection Sorcery
- 5.2.2.12 Cursed Spirit Manipulation
- 5.2.2.13 Clone Technique
- 5.2.2.14 Vengeful Cursed Spirit
- 5.2.2.15 The Law
- 5.2.2.16 Private Pure Love Train
- 5.2.2.17 Antigravity System
- 5.2.2.18 Star Rage
- 5.2.3 Claw Technique
- 5.2.4 Sorcerer Paths
- 6 Multiclassing
- 7 Discord Server
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 usually signifies their alignment to Jujutsu High. Evil Jujutsu sorcerers are called Curse Users, while humans who cannot use Jujutsu are called Non-Sorcerers. All Jujutsu sorcerers are trained in their youth at one of the many educational facilities for Jujutsu in Tokyo, Kyoto, Hiroshima, Ainu, or Sendai. There, they learn 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 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
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Three Jujutsu Sorcerers on their 120% due to hitting a Black Flash, Mappa Studio, [1] |
- Quick Build
You can make a jujutsu sorcerer quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Charisma. Second, choose the Sorcerer Student, Sorcerer Family, Curse User, 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 |
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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 | Advanced 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 | 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 brain's right prefrontal cortex. Most jujutsu sorcerers are born with an innate technique that manifests around the age of five or six, continually carving 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 with many 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.
- Techniques typically require somatic and verbal components to cast, represented as S or V followed by a number. For S, the number represents the number of free hands necessary; for example, something with S-1 requires one hand, and V represents the number of free mouths required. When a technique's action cost is reduced to a free action or lower, you may reduce its S by 1, and at the DM's discretion, you may lower a technique's V by 1 at the cost of increasing S by 2. If a technique involves physically touching something to be used, its S cannot go below 1.
- If you possess more than one Innate Technique, only one can be used at a time. If you are actively using one of your cursed techniques, such as a summoned shikigami, a duration-based ability (e.g., Limitless’ one-minute Infinity or Hakuna Laana’s one-minute dance), or any other ongoing effect tied to that technique, activating a different cursed technique will immediately end all effects of the currently active technique. Some passive effects of a technique will remain, such as absorbed spirits from the Cursed Spirit Manipulation technique. Work with your DM to determine which effects would be dispelled and which effects would remain passively. Imbuing a cursed technique into a Domain Expansion does not count towards using more than one innate technique.
- Cursed Energy
Your training has allowed you to control the cursed energy within yourself. Charisma is your cursed energy modifier for your cursed energy fueled features. A number of cursed energy points represent your access to this energy. 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, you regain all spent cursed energy.
Some cursed energy applications require their 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.
Your own cursed energy deals half as much damage to yourself.
Alternate Feature: Sorcerer Path
Starting at 1st Level, some sorcerers are not lucky and are 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 listed 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 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 can move along vertical surfaces and across liquids without falling.
Unarmored Defense
Beginning at 1st Level, while 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 your unarmed strikes' attack and damage rolls.
- You can roll a d4 in place of the normal damage of your unarmed strike. The damage die increases 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 to.
Cursed Energy Enhancement
At 2nd Level, you began to focus your cursed energy to manipulate it better. 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. You deal additional necrotic damage equal to 1d8 per point spent on a hit. Depending on your Innate Technique, your additional damage changes to a specific 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. You cannot use this enhancement if you cannot take actions due to a condition or effect.
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 or improvised 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 taught you 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 doubles until the end of your turn.
Jujutsu Schools
Starting at 3rd Level, you have begun to learn from a jujutsu school or teacher how to improve your cursed energy. Choose between Tokyo Jujutsu High, Kyoto Jujutsu High, Hiroshima Jujutsu High, Ainu Jujutsu High, and Sendai Jujutsu High.
- Tokyo Jujutsu High
You learn three enhancements to 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.
When an enhancement is applied to a Lapse technique, it will also apply to any further Technique Improvements related directly to it. You may reallocate your enhancements after a short or long rest. |
- Kyoto Jujutsu High
Your Cursed Martial Arts techniques each now only cost 1 cursed energy to perform, 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:
You gain one additional refined martial art at 6th and another at 10th Level. |
- Hiroshima Jujutsu High
You learn three new skills that will help you fully utilize the potential of your cursed creations.
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- Ainu Jujutsu High
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.
You may reallocate your enhancements after a short or long rest. |
- Sendai Jujutsu High
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:
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 your traits.
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. Once again, you will gain the Cursed Energy Manipulator feat. Additionally, projectiles from the Cursed Projectile feat will now have an AC equal to your 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 Medicine, 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 will gain an additional Perk. This will not become an Improved Perk.
- 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 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 two ability scores of your choice by 1. As usual, using this feature, you can't increase an ability score above 20. You may also ignore this increase to gain a Cursed Feat that you meet the prerequisite of.
Extra Attack
Starting at 5th Level, you can attack twice, instead of once, when you take 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, once per round, you can make a Binding Vow (no action required). 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).
Design Note: Because binding vows are free in player creativity, many custom vows can be inherently unbalanced without the DM knowing it. Because of this, we have created a list of binding vow rules so the DM knows what to look out for and so the players know what to build their vows more fairly Binding Vow Rules.
Curse-Empowered Strikes
At 6th Level, you have begun focusing more cursed energy into your strikes or weapon. Your attacks with weapons or unarmed strikes, your choice when you gain this feature, now count as magical for the purposes of overcoming resistances and immunities to damage from nonmagical attacks. Depending on your Charisma modifier, you may add an extra necrotic damage dice to the total damage of your choice.
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 type.
At 11th Level, the attacks with the option you haven't chosen at 6th Level are now considered magical and will deal the additional die.
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 specific 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 only to take half damage, you take no damage if you succeed on the saving throw and only half damage if you fail.
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
When a Lapse technique is made your favorite technique, these benefits will also apply to any further Technique Improvements related directly to it. 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
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- Hiroshima Jujutsu High
After the alteration, they will become a grade 4 cursed tool. |
- Ainu Jujutsu High
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
|
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 or Resilient.
- 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
Advanced Energy Usage, 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.
Advanced Energy Usage
At 11th Level, you have learned some more basic principles any sorcerer should apply, whether in battle or investigation. You will gain two of the following Cursed Energy Uses:
You have increased your skill in Tracking remains of cursed energy as well as active cursed energy.
You have become more skilled at hiding and retaining your cursed energy passively.
Understanding that the core of cursed energy is negative emotions you’ve now grown to synthesize your own cursed energy when distressed. Whenever you are under the effects of the conditions frightened, berserk, bloodlusted, are under half your maximum hit points, missing a limb lost in this encounter, or in an encounter that's total CR is higher than your Level; you will gain an amount of temporary cursed energy equal to half of your Charisma modifier at the start of your turn which cannot go above 1/4th of your cursed energy maximum. The DM can determine that an encounter is not suitable for Negative Flow to be able to be used.
Deepening your knowledge on the creation of cursed energy you can now strengthen your resolve to focus your negative thoughts into more power. While using Negative Flow and you are under any of the circumstances listed in the feature, you can begin concentrating to increase the temporary cursed energy gained at the start of your turn to your full Charisma modifier. When the circumstances listed end you can no longer concentrate on this feature. (This feature can be concentrated on even while under the bloodlust or berserk conditions)
Cursed energy can increase your physical capabilities, but can also finely tune your senses. You’ve learned how to enhance them to a higher degree than normal. As a bonus action for 4 cursed energy, you can finely hone your five senses, allowing you to add half of your Charisma modifier to Perception checks for one minute. If you have the Cursed Energy Reinforcement feat, this will instead be your full Charisma modifier. Outside of combat, this feature will last one hour instead. You may end this feature at will. You can only use this feature again once it has ended.
You’ve become more adept at imbuing cursed energy not just into special tools, but mundane objects for crafty use.
You can accumulate a part of your cursed energy in an object that will become a battery. As an action, you may store Cursed Energy in your battery, spending Cursed Energy up to your Charisma modifier + your proficiency bonus, and half of the energy spent is then stored. Attempting to store more energy in an object than it can hold will result in it exploding, dealing magical necrotic damage in a radius around the object that is equal to its size. Creatures within that radius must make a Constitution saving throw, taking half damage on a success. You cannot spend the stored energy for any of your personal features, however, this energy may be used in or by external things, such as a Cursed Corpse or a Barrier you have made.
Other creatures cannot contribute to a battery that does not belong to them. |
Exorcise
At 11th Level, you've learned to eliminate weaker cursed spirits without spending 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, techniques with the highest possible cursed energy output channeled into them. As a bonus action, you must spend Cursed Energy equal to the original cost of one of your lapse, reversal, extension, or maximum techniques twice. The first time you pay this cost, any reductions that apply to the technique are used; 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 are 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.
You cannot choose the same benefit twice.
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 6 cursed energy. For 1 minute after you perform this bonus action, the next unarmed strike or melee weapon 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 8 cursed energy to add half of your damage dice (rounded down) to the damage roll of your attack.
For 12 cursed energy instead of 6 or 8 cursed energy, the melee attack that you use with this feature will add your attacks' damage dice to the damage roll instead of only half.
On a successful melee attack that benefits from Explosive Blow, the creature must succeed a Strength saving throw, or be knocked back a number of feet equal to either your attacks' ability modifier or Charisma modifier times 10 in the 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 has 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 and are becoming the best with your technique. You gain a unique technique exclusive to your Cursed Technique or Sorcerer Paths.
- Kyoto Jujutsu High
You have graduated from Kyoto Jujutsu High, mastering what a Sorcerer should 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 barriers, you may choose to reduce their action cost by 1(full turn action->action->bonus action->free action). If this would reduce a reaction's action cost, you gain 1 additional reaction only for using said reaction. This buff 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. The increase is lost if your Strength maximum is or would become equal to or higher than this. Additionally, you may shove or grapple the creature whenever you hit a critical with a melee weapon attack that uses Strength.
Peak of Speed. Your Dexterity score maximum increases to 24. The increase is lost if your Dexterity maximum is or would become equal to or higher than this. 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. The increase is lost if your Constitution maximum is or would become equal to or higher than this. Additionally, your maximum hit points increase by your Jujutsu sorcerer level added twice.
Peak of Intellect. Your Intelligence score maximum increases to 24. The increase is lost if your Intelligence maximum is or would become equal to or higher than this. Additionally, you can now ignore one prerequisite before taking a cursed feat. You cannot ignore prerequisites requiring you to have another cursed feat, be a certain race, possess a specific innate technique, possess an innate technique in general, or be a certain class to obtain them.
Peak of Wisdom. Your Wisdom score maximum increases to 24. The increase is lost if your Wisdom maximum is or would become equal to or higher than this. 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. The increase is lost if your Charisma maximum is or would become equal to or higher than this. Additionally, your Cursed Energy maximum increases by 20.
Cursed Techniques
Ten Shadows Technique
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The various hand signs for the numerous shikigami granted by the ten shadows technique, source [2] |
Lapse Technique Divine Dogs count as 1 shikigami for summoning and controlling purposes. To control and command your shikigami, use the Summon Commanding Rules. 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 a full round action(which is completed at the beginning of your next turn), 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 ten shadows shikigami) and reduce it to 0 hit points, you will now be able to summon the shikigami under your control, tamed. The distance which you can summon an untamed shikigami cannot be increased. You can choose any creatures within 15 feet of you or the untamed shikigami to become part of the trial until either they or the untamed shikigami are dead. If you are reduced to 0 hit points or are killed while any creature other than the untamed shikigami is within the trial, you will enter a state of stasis until the ritual is properly complete, when your death will be completed. If the ritual is interrupted before it is properly concluded, such as an outsider killing the untamed shikigami before all other creatures in the ritual have been killed, then you will instead begin rolling death saves when the ritual concludes, if applicable. Additionally, if you are reduced to 0 hit points, the untamed shikigami becomes hostile to all other creatures within the trial.
Additionally, should any one of your tamed shikigami die, they can no longer be summoned ever again. Should this happen, they are now eligible for Totality.
When you defeat an untamed shikigami in battle, you gain a new special form to summon it.
Rabbit Escape.
Round Deer.
To use the other special summoning techniques, you must choose a Ten Shadows Feat. Totality. Additionally, if one of your summons is killed, you can use a bonus action to grant one of your summons its Totality form. You can undo totality as a bonus action. You cannot use totality on a Shikigami that is already summoned. When you make a totality, the creature gains the strengths of the deceased shikigami. They will gain the following changes:
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. Stronger Shadows. Your shikigami grow alongside you as you become stronger. Your Shikigami can gain Stronger Shadows counters in the following ways: Shikigami Reserve: Your tamed shikigami gain a number of Stronger Shadows counters equal to 1/20th of your cursed energy maximum (Rounded up.) These counters are applied passively. Shikigami Output: When you summon a tamed shikigami, you may spend additional cursed energy up to half of your Charisma modifier (rounded down), to apply stronger shadows counters to the shikigami, for every 2 cursed energy spent the shikigami will gain a Stronger Shadows counter. Stronger Shadows counters applied this way will last for a number of hours equal to your Charisma modifier, and while applied to a shikigami, you cannot apply more Stronger Shadows counters to the shikigami in this way, unless you remove the Stronger Counters counters applied this way (no action required). At 5th level, you can spend up to your Charisma modifier. At 11th level, you can spend up to your Charisma modifier plus half of your Charisma modifier (rounded down). At 17th level, you can spend up to your Charisma modifier added twice, plus half of your Charisma modifier. At 20th level, you can spend up to your Charisma modifier added three times. No matter from which source, a shikigami can only possess a maximum of 10 stronger shadows counters at any time. For each stronger shadows counter applied, the shikigami will gain the following benefits:
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.
Lapse Technique Shadow Storage. You may store objects in an extra-dimensional space within your shadow. You may physically place something into your shadow, costing 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 for 2 cursed energy, 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, unless they possess the ability to stand or run on liquids. 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. Once per round, as a reaction for 1 Cursed Energy against a melee attack roll, you can force a creature within 10ft of you to make said attack with disadvantage as their legs fall into their own shadow momentarily.
Extension Technique
This ability cannot be used to fuse Rabbit Escape or Eight-Handled Sword Divergent Sila Divine General Mahoraga. If the fused shikigami is destroyed, you may resummon the original shikigami individually as long as the base shikigami was not destroyed.You may only have one fusion. Shikigami Alteration Feature
Technique Improvement 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 3 cursed energy, you may teleport behind this creature's shadow from up to 120 feet away. Also, if you have any of your shikigami summoned you can spend 3 additional cursed energy to make one of them be teleported alongside you. As a bonus action for 3 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 choose which shadow to lose your connection to. 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 6 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.
Extension Technique
Technique Improvement
You cannot use this extension technique on Eight-Handled Sword Divergent Sila Divine General Mahoraga or Totalities that have more than two shikigami. This lasts as long as the Stronger Shadows counters from Shikigami Output last, or until you end it at will (no action required).
Must have the Cursed Technique Reversal cursed feat Summon Dispelling. You can also manipulate the light in such a way as to interfere with the summons of others. As a Bonus Action, you can invert the shadow of a summon within 120 feet which you are connected to, for a number of cursed energy equal to half of the summons's CR or level(rounded down) You may force its summoner to make a Charisma saving throw. On a success, nothing happens. On a failure, the Summon becomes incapacitated and cannot move until the end of your next turn. If the summoner fails the saving throw by 5 or more, the summon is instead de-summoned, and cannot be summoned again for a number of rounds equal to your Charisma modifier. Light Ridge. As a reaction to a melee attack roll for 2 cursed energy, if the attacker is within 10 feet of you, you may force them to make a Constitution Saving throw, on a success, nothing happens. On a failure, the attack misses, and the attacker is blinded until the end of the turn. A creature is immune to this feature if they do not rely on sight, such as with blindsight. Using Light Manipulation causes your shadow storage to become unstable. One random object, if any, currently inside your shadow storage will be ejected out, ending up within 5 feet of the shadow on which Light Manipulation was used. At 10th level, you can now use Light Manipulation to target an entire area of shadow, inverting it into a blinding flash of Light. As a bonus action for 6 cursed energy, you may cause a creature's Shadow that you are connected to and can see, or your own shadow, to flash in large radius. All creatures within a 20 feet radius must make a constitution saving throw. On a success, nothing happens, on a failure becoming blinded for one minute. A creature may repeat the saving throw at the beginning of their turns, ending the effects on a success. Using Light manipulation in this way causes all items within your Shadow Storage to be forced out, ending up within 5 feet of the shadow on which Light Manipulation was used. You cannot be blinded by Light Manipulation. |
Shrine
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The strongest sorcerer in history, source [3] |
Lapse Technique 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.
Extension Technique 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.
Lapse Technique 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. 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.
Extension Technique All creatures within range except you must make a Dexterity saving throw. On a failure, they are knocked prone. On a success, nothing happens. 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.
Extension Technique False Slash As part of using a dismantle attack, you may choose to automatically miss. In return, creatures targeted must make an Insight check against your Cursed Save DC. On a failure, you gain advantage on your next melee attack on your current turn. Creatures with the Cursed Energy Tracker feature have advantage on this insight check, and creatures who have no knowledge of dismantle are unaffected by this maneuver. 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 as a reaction, you may try to grab a melee weapon attack that was made against you. You must make a Dexterity(Sleight of Hand) check against the attack roll. If your roll is higher than the attack roll, the attack is negated. If they attack with a natural weapon or unarmed strikes, they take slashing damage equal to half 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 increased by 20 feet, and you ignore difficult terrain. You may end this at will (no action required).
Lapse Technique 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.
Must have the Cursed Technique Reversal cursed feat 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
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The strongest sorcerer of today using Hollow Purple, source [4] |
Due to your innate technique, you have grown quite attached to space. Whenever you deal damage with a cursed energy feature you can change the damage type to force instead of necrotic. In addition you gain resistance to force damage when your Cursed Armor is active.
Lapse Technique 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 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 half of your level(rounded up) 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 pushed back and they do not become prone. If knocked against a wall of stone or into a solid surface (consult your GM), their saving throw becomes against taking 1d12 force damage for every cursed energy spent, and being restrained, as they are crushed against the wall, and for every damage the creature suffers the object or wall behind it suffers the same damage in either situation on failure. You must spend a number of Cursed Energy equal to the amount spent on activation at the beginning of your turns to keep this form of Infinity active. While infinity pressure is active, your movement speed is reduced to 10ft, and you cannot make melee attack rolls. In addition, if a creature is using Domain Amplification in order to negate infinity, infinity will not be nullified if you have spent a greater amount of cursed energy on infinity pressure than they have spent on domain amplification. You cannot use Maximum Output to bypass domain amplification. You may use infinity pressure as a reaction to a creature hitting you with a melee attack roll while they have domain amplification is active. 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.
Lapse Technique 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 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. Pulse Blue. At 11th level, you have learned to fire off your blue in a quick burst, weaponizing its attraction effect for damage rather than utility. As an action you can cast blue, instead firing it as a ranged cursed energy attack roll against a creature within 60ft of you. This use of blue does half of blue's damage, and does not pull creatures or linger after it has been cast.
Extension Technique 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, potentially causing the attack or effect to miss if you become out of range or area. If it was an attack roll, you must make a Dexterity check against the attack roll, successfully escaping it on a success. If it was a saving throw or effect, make a Dexterity check against the Save DC of the effect or saving throw, on a success avoiding the effect. If you fail the Dexterity check, you will still be subject to the effect, teleporting after it occurs. 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. Blue Augmented Speed. At 11th level, you learn to manipulate the space around you by 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). Space Manipulation. At 14th 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. This application of teleportation still requires a clear path, such as the open sky or an opening of a building.
Extension Technique
Extension Technique 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, once per turn 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 imposing disadvantage on the saving throw, also ignoring features like Evasion. If the creature succeeds in the Perception check, it may make its saving throw as normal. While in their delayed state, your Blue and Red have an Armor Class equal to your Cursed Energy DC. It automatically fails all saving throws, and it is immune psychic and poison damage. If they take damage in this form, they will explode prematurely. Explosive Purple. If you possess the Hollow Purple feat, you can utilize your Red and Blue to create an explosive version of your Hollow Purple, not bound by any specific target. If you make a delayed red or blue and a blue or red enter the same space, you may use a free action to have them merge, causing them to become an Explosive Purple, which you can then detonate as a bonus action. When you cause it to explode, a massive purple that erases everything will form. Every creature within a 200 ft circle centered on the Explosive Purple must make a Constitution saving throw. On a failure, they take 50d12 force damage. On a success, they take half as much damage. 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.
Extension Technique 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.
Must have the Cursed Technique Reversal cursed feat 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 targets only said creature. On a hit, the creature takes Red's damage, and must make the Strength saving throw as normal to be knocked back. At 17th level, it increases to 24d8 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
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A Straw Doll technique user, Source [5] |
Lapse Technique 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. 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. Finally, if you possess the Black Flash feat and roll a Natural 20 for the attack roll, you may Black Flash following its rules.
Extension Technique At 11th level, the damage is now considered Major Soul Harming. Resonance’s strength and effect is determined by the body part that is being used:
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:
Extension Technique 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.
Extension Technique Additionally, if the target failed the Constitution saving throw and the nail is stuck in a limb (excluding the Head, Neck and Torso), the limb will have its damage state reduce by 1. If you’re not using the limb system variant rule, the limb will be severely injured. The damage of this technique increases to 12d10 at 17th level and to 17d10 at 20th level.
Extension Technique 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.
Improved Technique In addition, all damage caused by resonance will be doubled.
Must have the Cursed Technique Reversal cursed feat |
Disaster Flames
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A Disaster Flames user preparing to make a fireball attack, Source [6] |
Your Cursed Energy is powered up by your flames. Whenever you deal damage with a cursed energy feature you can change the damage type to fire instead of necrotic. In addition you gain resistance to fire damage when your Cursed Armor is active.
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).
Lapse Technique 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.
Extension Technique Magma Blasts. As part of the same action in which the volcanos are cast, 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. 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. Alternatively you may choose to have volcanoes not fire immediately upon their casting, in which case you may have them fire as a reaction to a creature entering the area of effect that magma blast would occupy. 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. Any area targeted by this feature becomes difficult terrain for 1 minute, and any creatures that end their turn on 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.
Extension Technique 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.
Extension Technique 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.
Extension Technique The Lava Hand is an object that has AC equal to your spell save DC and hit points equal to the amount of cursed energy spent on times your levels in the jujutsu sorcerer class. The lava hand is vulnerable to bludgeoning damage, cold, and slashing damage and resistant to piercing damage. In addition, the Lava Hand is immune to fire, necrotic, poison and psychic damage. The hands have a Strength and Dexterity equal to the amount of cursed energy spent plus your charisma modifier added twice, and the scores cannot exceed 28. 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 an amount of fire damage in d8s equal to your charisma modifier. 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 creature within 5 feet of it. The hand cannot grapple a creature more than 2 sizes above its category. You use the hand’s Strength score to resolve the grapple. If the target is 1 or more size categories 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. The hands start off as small size. If you spend an extra 2 cursed energy, you can increase the size of the hands up to gargantuan. If the hands are gargantuan, you gain access to the following features and effects: Grasping hand. can now target objects and structures that are not being worn or held. If the object is worn or held, you must attempt a strength contest with the creature in possession. Structures will take double the damage upon being grappled and if you spend a bonus action. Building Crush. If the hand has a large or bigger object/structure grappled, it may move that object/structure in a 30ft line. Creatures within range of the line must make a strength saving throw or take bludgeoning damage in d10s equal to your charisma modifier, and be pushed to the end of the line. Structures/objects that are huge deal an extra 2 dice of damage, with gargantuan dealing another 2. Structural Sandwich. If you use Building Crush with both hands on two structures that are next to each other into the same line, or use it on a structure to move it into the space of another, creatures will make the saving throws at disadvantage, and the dice tier of damage will be increased by one, along with both structures taking quadruple the damage. You are concentrating for the duration of this feature. This feature will end if concentration is broken, the hands are reduced to 0 hit points, or concentration is lost.
Maximum Technique 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.
Must have the Cursed Technique Reversal cursed feat As an action or reaction to being targeted by a ranged cursed energy attack that deals fire damage, you may spend 2 cursed energy per 10 square feet of flames extinguished, removing up to 10 times your Charisma modifier square feet of fire within a 30-foot radius. When used as a reaction, the attack fizzles out and you take no damage. If used against an AOE, you may reduce the range of the attack by the amount of square feet flames affected, potentially dodging the attack. Hypothermic Touch. As an action, if a target were affected by a slashing or piercing attack within the last round or are under the bleeding condition or otherwise considered to have an open wound, you may spend an amount of cursed energy up to twice your Charisma modifier to make a melee attack roll and extinguish the heat within a target's body. The target must succeed on a Constitution saving throw or take 2d8 cold damage per cursed energy spent. On a success, they take half as much damage. If they fail by 5 or more, they are now Chilled. This reversal does not affect creatures that do not rely on body heat or are immune to cold damage. At 17th level, you can spend up to your charisma modifier added thrice and at 20th level, you can spend up to your charisma modifier added four times. |
Disaster Plants
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A Disaster Plants user with its roots, Source [7] |
Design Note: Due to its versatility whenever a feature requires it, anything that involves manipulating plants will count as a Lapse.
Your Cursed Technique extends beyond cursed flora, allowing you to manipulate normal plant life as well. While within 30 feet of abundant natural vegetation—such as dense forests, thick undergrowth, or flourishing gardens—the cursed energy cost of any feature of your cursed technique that manipulates plants is reduced by half your proficiency bonus (rounded down), to a minimum of 1 cursed energy. At 17th level, the cost is reduced by your proficiency bonus.
Lapse Technique 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.
Extension Technique 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, when you or an ally within 10 feet of you is targeted by an attack roll or forced to make a saving throw against a cone or line effect, you can spend 4 cursed energy to conjure a wall of roots. The wall is 10 feet tall, 5 feet wide, and 1 foot thick, and must appear within 10 feet of you, providing cover against the triggering effect. The wall has hit points equal to 10 times your Charisma modifier (minimum of 1). 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.
Extension Technique 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.
Extension Techniques As an action for 6 Cursed Energy, you choose a point within 100 feet of you, all creatures in a 10-foot radius centered on that point must make a Wisdom saving throw. On a failure, they are now Hallucinating for 1 minute. While Hallucinating, attack rolls against the creature are made with advantage, and the creature has disadvantage on saving throws. On a success, nothing happens. Flower Field Hallucination. The flower field causes hallucinations that strip the will to fight from the opponent. For every round the creatures remain hallucinating, their attack rolls and saving throws are reduced by an amount equal to half your proficiency bonus, rounded down. This cannot reduce the attack roll bonus nor the saving throw bonus below 1. At the end of each of their turns, they may repeat the Wisdom saving throw. On a success, they end the flower field. Additionally, 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. A creature who has succeeded the save is immune to Flower Field for 24 hours. When making a wisdom saving throw to end the effect while Hallucinating, creatures do not suffer the disadvantage caused by the condition.
Extension Technique 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 turn 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.
Extension Technique They can make a Constitution saving throw at the beginning of their turns, ending the condition early on a success.
Must have the Cursed Technique Reversal cursed feat As an action for 10 cursed, You unleash a wave of decay, causing all plants and plant-based creatures within a 30-foot radius to wither and die. Nonmagical plants automatically wither and die, while plant-based creatures must make a Constitution saving throw against your cursed energy save DC. On a failure, they take 5d12 necrotic damage . On a success, they take half damage. Withering Plant. You're able to implant a plant within a creature and cause it to decay, causing internal damage. As an action, if a target were affected by a slashing or piercing attack within the last round or are under the bleeding condition or otherwise considered to have an open wound, you may spend an amount of cursed energy up to twice your Charisma modifier to make a melee attack roll and implant any type of flora into their body and cause it to decay wildy. The target must succeed on a Constitution saving throw or take 2d8 necrotic damage per cursed energy spent. On a success, they take half as much damage. At 17th level, you can spend up to your charisma modifier added thrice and at 20th level, you can spend up to your charisma modifier added four times. |
Ratio Technique
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A powerful jujutsu sorcerer using the ratio technique, Source [8] |
Lapse Technique In addition, you roll triple the damage dice instead of double if it was made with a melee weapon at 5th level. This increases to four times the damage at 11th level, to five times the damage at 17th level, and to six times the damage at 20th level.
Technique Improvement
Extension Technique This technique's damage increases to 6d10 at 11th level, 10d10 at 17th level, and to 15d10 at 20th level.
Technique Improvement In addition, your ratio now rolls 2 d10's instead of just a d10.
Extension Technique
Technique Improvement In addition, your attacks with melee weapons cannot receive disadvantage.
Must have the Cursed Technique Reversal cursed feat |
Idle Transfiguration
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A Special Grade curse using idle transfiguration to create a polymorphed soul, source [9] |
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. You will gain Soul Outline Awareness if this is your Innate Technique. Whenever you gain soul knowledge, the amount will be doubled, and 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.
In order to manipulate the soul of others, your hands must be within their original form. You cannot use Idle Transfiguration, Soul Multiplicity or manipulate the souls of Transfigured Creatures if your hands are not in their base form, that is if they are changed using Self Alteration. This means for however long your hands aren't in their base forms, you cannot manipulate the souls of others. Any additional hands created using Self Alteration cannot be used to manipulate the souls of others either.
Sometimes when you lay your hands on a soul you’ll find yourself biting off more than you can chew. When you attempt to affect a Cursed Vessel that isn’t Reincarnated or in control of the vessel with any part of this cursed technique that involves touching their soul the cursed object may choose to pull you into their innate domain as per the Innate Talk feature of Living Vessel. When you are released from the innate domain the cursed object chooses for the effect that triggered this to either happen as normal or fails to happen with all resources wasted. If you would take damage inside the innate domain you take that damage as real damage to your hit points and if you take damage inside the innate domain you are immediately released from it.
Your technique allows you to twist the souls of others in grotesque ways, whenever this technique refers to Transfigured creatures, they will follow the rules below. Whenever a creature becomes a transfigured creature, it now uses the following stat block:
Once you have gained a transfigured creature, while on a short or long rest you may modify the following things about the creature:
You can modify a number of creatures up to your Charisma modifier (minimum of 1) at once. You can control and command your transfigured creatures using the Summon Commanding Rules. 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 for 2 cursed energy. At 11th level, you can do it as a free action. At 17th level, you may do it with no action required. Hardened Monsters. At 17th level, your transfigured creatures now have a damage reduction equal to your jujutsu sorcerer level.
Lapse Technique This technique’s damage increases to 6d12 at 5th level, 10d12 at 11th, 16d12 at 17th, and 24d12 at 20th level. This feature does not work against creatures without a soul. The necrotic damage from this feature bypasses resistances and immunities. Damage from this feature is considered Minor Soul Harming. Whenever you reduce a creature's hit points to 0 with this technique, you may choose to turn the creature into one of your Transfigured Creatures, gaining a horrific appearance and losing all of its free will. If you are using the Limbs System Variant rule, reducing a creature's limbs to 0 hit points will allow you to transfigure the limb itself. Doing so will transfigure the limb, allowing the limb to be altered and shaped like a Transfigured Creature or Self Alteration, at your DM's discretion. Otherwise being destroyed completely. A creature or limb that has been transfigured has had its soul altered, and as such, regaining hit points will not undo the transfiguration. 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, or as a full turn action for 8 cursed energy, granting them one or more of the following benefits:
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. A Direct Hit! At 11th level, you have discovered a way to more crudely and aggressively shape a creature's soul. When you hit a creature with Idle Transfiguration, you may instead forgo the damage and force the creature to make a Constitution saving throw. On a success, nothing happens. On a failure, the creature will take half as much damage as they normally would from Idle Transfiguration, however the damage will be considered Major Soul Harming.
Lapse Technique
As a bonus action or reaction for an amount of cursed energy indicated in the alteration, you can shape your soul into different alterations. Alterations. You have various different forms that you are able to shape your soul and thus your body into, you have the following Alterations:
If you choose to create a ranged weapon, it is formed with all its properties however it does not automatically come with the ammunition needed to fire it.
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. For every 10 hit points healed, you lose one internal condition currently affecting you (Ex. The burned condition would be internal which would be removed however restrained would be an external condition which wouldn't be removed). You cannot use this feature if the damage you took is considered Minor Soul Harming. At 11th level, you can spend up to your charisma modifier + half 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 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 turn 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.
Extension Technique As a bonus action for 5 cursed energy, you may choose to split any one of the limbs from the following limb slots and seperate it from your body:
Once the limb that isn't the head is split from the body, it now counts as a summon for the purpose of the Summon Commanding Rules. Your limbs must be within 15ft of you to command and if they're not, they flop onto the ground unmoving. When you're within 5ft of the split limb, you can as a free action recombine with the limb by touching it or it touching you, regaining the limb to your body as normal. These limbs deal an amount of damage equal to your martial arts dice and cannot use any of your Idle Transfiguration features; however, you can still use Self Alteration on the limb.
Body Clone. This feature works much differently when targeting the body slot, creating a whole biological clone instead. As an action for 10 cursed energy and by splitting half of your current hit points, you may choose to target your body slot to create a clone. This clone has an amount of hit points equal to the amount split from your current hit points and has an amount of maximum hit points equal to half your maximum hit points, for both your body and soul hit points. This clone is identical to you, it is controlled by you and acts on your turns. You're able to see and hear through the clone’s eyes and ears. Your clone can only use the Self Alteration features and shares your cursed energy pool, causing any cursed energy spent by it to count as it being spent by you. As a free action when your clone is within 5ft of you, you may reabsorb it by touching it or it touching you, causing you to regain an amount of hit points the clone has left. You cannot create another clone until the current clone has died or you reabsorb it.
When splitting your hit points for any of these features, you split both your current body and soul hit points.
Extension Technique 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 2d8 Necrotic damage. For each additional Transfigured Creature, you will add 1d8 to the total Necrotic damage, +5ft 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 an amount of transfiguration creatures up to your charisma modifier added twice. At 11th level, you can add up to your charisma modifier added twice plus half your charisma modifier (rounded down) and at 17th level, you can add up to your charisma modifier added thrice. 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 2d8 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 +5ft to the Range. Polymorphic Soul Isomer. You create a Polymorphic Soul Isomer. 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. This counts as a transfigured creature.
Technique Improvement Delayed Offense. You're able to delay the transfiguration upon the manipulation of your transifugured creatures, allowing you to pull off sneak attacks. Instead of releasing a transfigured creature to manipulate as a minion, you may instead spend 2 cursed energy to drop it within 5 feet of you and delay the transfiguration. During a number of rounds up to your Charisma modifier, you may activate the transfigured creature as a bonus action or reaction causing it to make an unarmed strike against one creature within its reach. If it hits, the attack deals the transfigured creature's unarmed strike damage in piercing, slashing or bludgeoning damage, your choice. If a creature has a passive perception lower than your cursed energy DC, this attack roll is done with advantage.
Extension Technique
Instant Spirited Body of Distorted Killing requires concentration to keep active. Soul Reinforcement. Due to the true form of your Soul reinforcing your entire body, concentration works differently. You only make the check for concentration if you're hit anywhere where the hit points of this feature don't apply. (Ex. If your arm’s hit points from this feature were reduced to 0 and the armor for that arm shattered and you were hit on your REAL arm unaffected by ISBODK hit points, only then do you make the concentration check.) You may disable the Instant Spirited Body Of Distorted Killing at will. (No action required)
Must have the Cursed Technique Reversal cursed feat As a Bonus Action while holding or touching an object or weapon, you may spend Cursed Energy up to four times your proficiency bonus, for each 8 Cursed Energy spent, you may change one property of the object. The Special property costs 16 Cursed Energy instead of 8, and you must work with your DM to figure out its rules. These transfigurations last until you dismiss them as a Free Action while holding or touching the object. |
Moon Dregs
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Moon Dregs and its user, source [10] |
Lapse Technique 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
Technique Improvement
Technique Improvement
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.
Technique Improvement 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.
Extension Technique
This armor lasts for 1 minute or until the hit points are depleted. As a bonus action or reaction to taking damage, you can spend cursed energy up to your Charisma modifier, making you regain hit points equal to 5 times the cursed energy spent. At 20th level, you regain hit points equal to 10 times the cursed energy spent.
Technique Improvement
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.
Must have the Cursed Technique Reversal cursed feat |
Puppet Manipulation
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A Puppet user behind many of its creations, source [11] |
Your technique allows you to create unique modifications that no other person would have access to. At 1st level, you gain the Sword Option and Ultra Shield modifications. At 3rd level, you gain the Boost On modification. At 5th level, you gain the Ultra Cannon modification. At 11th level, you gain the Mode: Albatross modification. And finally, at 17th level, you gain the Mode: Absolute, Miracle Cannon, Pigeon Viola, and Finger Cannon modifications.
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. You can control cursed corpses individually in a swarm as normal. You can have as an number of swarms up to half your proficiency bonus (rounded down) and each swarm counts as 2 for the purposes of the number of cursed corpses you can control.
Lapse Technique 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 4,000 feet per, then to 6,000 feet per at 11th level, to 8,000 feet per at 17th, and to 10,000 feet per at 20th level.
Technique Improvement
Technique Improvement
Technique Improvement Additionally, you can now use body parts of creatures to incorporate into your cursed corpses. During a long rest, if you have the body of a dead creature, you may graft its body part to a cursed corpse puppet of yours to achieve a unique effect. Work with your DM to decide what the unique effect is. Ex. You may take the hide of a creature that has resistance against fire to give that corpse a resistance against fire damage for as long as it is grafted.
Technique Improvement Additionally, you take half as much time to create cursed corpses.
Must have the Cursed Technique Reversal cursed feat |
Cursed Speech
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A Cursed Speech user preparing a powerful word attack, source [12] |
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.
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, Regeneration, 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.
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.
Lapse Technique You have access to the following Cursed Words: Design Note: You may also substitute any of the chosen words with a word of your choice. In addition, you may create new words with new effects with your GM's authorization.
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.
Voice Transmission. Starting at 5th level, you’ve discovered that your cursed speech can be transmitted through or even stored in devices. When you use cursed speech while a device is transmitting your voice in real time, such as while you are on a phone call, you may choose for the range of cursed speech to originate from that device rather than yourself. Additionally, when a use of your cursed speech is recorded by a device that could later play the recording you can choose to have that use of cursed speech become stored in that device rather than taking effect when you used it. The next time the recording with the stored cursed speech is played the effect of that cursed speech usage activates, originating from the device. If you use cursed speech while you have a usage stored the stored usage is lost, otherwise the storage lasts until the next time the recording is played and thus the stored usage is activated.
Technique Improvement 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.
Technique Improvement If they already had disadvantage from any other source, they must roll three dice and pick the lowest result.
Technique Improvement 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.
Extension Technique You can't use Cursed Shout and Cursed Whisper on the same word.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat 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
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A Jujutsu Sorceress flying on her chosen Tool, source [13] |
Lapse Technique With no action required, if an object you're attuned to is within 10ft, you may lift it in the air and bring it to within 5ft of you, it stays within up to 5ft of you and follows you until you dismiss it (no action required), grab it or use a Free Action to control it. 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. While the object is being controlled, you may 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. If the object is a melee weapon, you may replace the damage with the weapon's original damage. After doing all of its attacks, it may come 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.
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 a creature, by spending half its movement speed, up to two creatures you choose (including yourself) may get on top of it and use it for flight. While riding the tool, the tool has a flying speed of 20 times your Charisma modifier (minimum of 1), you may spend additional cursed energy up to your Charisma modifier to increase the tool's flying speed by the amount spent times your Charisma modifier for a minute, you cannot perform this if it’s already benefiting from a speed increase, and creatures riding it take no opportunity attacks from flying by a creature. If the tool is two or more sizes smaller than the creature riding it, it must make a DC 15 Dexterity (Acrobatics) check each time it mounts it, or travels 60ft, on a failure the creature falls off the tool and is prone. If there is more than one creature mounting on an object, the flying speed decreases by 20ft for every size the creature is past the tool's size. 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. Additionally, at 6th level, you may spend up to twice your Charisma modifier to increase the flying speed. 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. Protect. As a Reaction to being targeted by a projectile or melee attack roll, you can call an object within 60ft of you to protect you from harm's way. It grants you an AC depending on its size, +2 AC at Small, which increases to +1 for each size above Small (i.e. +3 at Medium, +4 at Huge, etc.). If this causes the attack to miss, the object takes the damage. If you have additional reactions, you may call additional objects to protect you from the same attack. This cannot grant more than +10 to your AC. You may use this to protect other creatures, but you may only protect them with one object each. At 12th level, your maximum number of attuned objects increases to an amount equal to twice your Charisma modifier.
Extension Technique 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.
Extension Technique This technique's damage increases to 9d12 at 11th level, 15d12 at 17th level, and 23d12 at 20th level.
Technique Improvement
Extension Technique When taking the attack action with your tools, you can only make one attack per tool.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat 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 with the Summon Commanding Rules. 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
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A construction user with bug like wings on her back, source [14] |
Your technique is extremely powerful and versatile, however its efficiency is definitely lacking. You must spend twice as much Cursed Energy when you use your Construction and Cursed Construction features, however it still counts as if you have spent one. This also applies to when you create Liquid Metal but not when you use any features through it.
Lapse Technique You can know about as many materials as your Sorcerer level added twice + your proficiency bonus times your Intelligence modifier (minimum of 1). You do not need to analyze weapons or objects—you can create them freely, provided you know the material. When you analyze a substance, you learn every single property it has: its functions, composition, size, weight, value, and properties. For example, if you analyze 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. 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. You may spend up to your Charisma modifier + half your Charisma modifier at 3rd level, Charisma modifier added twice at 5th, Charisma modifier added twice + half Charisma modifier at 11th, and Charisma modifier added thrice at 17th. When you create an object or weapon, it automatically possesses all properties it would normally have, and when you create an object or weapon, you may choose to exclude any properties it may possess (While creating a Heavy Crossbow, you can choose to create it without the Heavy property). For example, creating a greatsword will result in a weapon that naturally has the Heavy property. The property limit only applies to modifying an object—removing or adding properties beyond what it naturally has. You do not need to analyze an object's properties to create it, only the material used in its construction. An object or weapon may have as many additional properties as your proficiency bonus (This means you can't grant objects or tools with a number of additional properties greater than your proficiency bonus). When removing a property from an object or weapon, it also counts towards this limit 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, becoming unable to create anything new while at 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 up to any number of other objects, however you instead will apply properties of your choice from said objects to the one you are currently creating. Every property added costs 2 Cursed Energy. You can add a number of properties up to 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 analyze any creature(not counting Humanoids and Undead) 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.
After fully analyzing 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).
Technique Improvement At 3rd level, you have learned how to create weapons quicker to better adapt to the flow of combat. You can now use Construction as a bonus action. While attacking with a ranged weapon you may create ammunition for said weapon as part of attacking with said weapon. At 6th level, you may also use Cursed Construction as a bonus action. 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.
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 (This cost replaces the 2 Cursed Energy base cost for Construction). And at 11th level, you gain the ability to create Grade 2 and Grade 1 Cursed 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.
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 a bonus 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 the Construction and Cursed Construction features through liquid metal, with its total cursed energy cost halved (rounded down, to a minimum of 1). Once per round, you may choose to use the Construction and Cursed Construction features with no action required. Melee Weapons and objects created in this manner have a maximum reach of 60ft. Ranged Weapons and objects created in this manner have their effective range increased by 60 ft. In addition, whenever you attack with them in this increased reach/range form their damage die tier will increase equal to your Charisma modifier (minimum 1). (1d8>1d10->1d12->2d6) These additional traits are only active while Liquid Metal itself is active. At 14th level, you can reduce the cost of the Biological 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. Liquid Forest. As an action for 10 cursed energy you can attempt to entrap opponents in a dense weave of liquid metal pillars. Choose a point within 30 feet of you. Creatures within a 5 foot radius of that point must make a dexterity saving throw. On a failure they’re restrained while on a success they may move up to their speed to exit the radius and not be restrained, as you create a structure of pillars filling the area. Creatures restrained within the structure have 3/4ths cover (except against you) and may only target the structure, not anyone outside it. The structure’s AC is equal to your cursed energy DC and it has hit points equal to your proficiency bonus times your Charisma score. If the structure is reduced to 0 hit points it is destroyed and all creatures within it are released. Finally, any creature restrained by the structure can make a Strength saving throw at the beginning of their turn, escaping the structure by leaving it’s radius and reducing it’s hit point by their Strength score on a success.
Extension Technique When you use your Construction or Cursed Construction features to create a weapon, you can spend additional cursed energy up to your Charisma modifier (this cost is unaffected by cursed energy deficiency) to create the system in the weapon. When you do, you may make ranged cursed energy attacks with the weapon instead of its usual attack method, these attacks having a range equal to the weapon’s long range for a normally ranged weapon or 20 feet per cursed energy spent for a normally melee weapon. You can also control the trajectory in midair, allowing these cursed energy attacks to ignore cover. Additionally, they remain suspended in the air for a number of rounds equal to the amount of cursed energy spent, enabling you to continue attacking with them as part of replacing an attack in the attack action. Cursed Recycle. Due to the Semi-Autonomous cursed energy control system imbued within the items you've created, you've learnt how to recycle the cursed energy spent in their creation to create another item. As a Bonus Action, you can use your Construction or Cursed Construction feature through the item. When doing so, half of the cursed energy spent to create the original item is treated as if it were spent alongside the normal cost for creating the new one. In this case, the previous item transforms into the newly created object.
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. You can only have one True Sphere at a time, and it lasts for 1 minute before disappearing.
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
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A Jujutsu Sorcerer controlling his blood, source [15] |
Design Note: Despite there being no lapse technique for blood manipulation, due to its versatility whenever a feature requires it anything that involves manipulating your own blood will count as a Lapse.
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. Additionally, when a creature fails the saving throw for this feature, they may remake the saving throw at the beginning of their turns. Lastly, this poisoned condition overcomes immunities. A creature that possesses the Reinforced Immune System feat is not affected by this feature.
Blood Points are a currency used to power the abilities of this Innate Technique, alongside Cursed Energy. You can expend your own hit points to generate Blood Points, gaining 1 Blood Point per hit point lost. However, most users of this technique prefer to store blood in advance for their battles. You may store your own blood in any proper container, such as a vial, flask, blood bag, or similar recipient. The amount of Blood Points generated from stored blood depends on the volume of blood, as shown in the table below:
You start with 2 bags, each containing 1 pint of blood (6 Blood Points per bag). You can also use any of your blood within 10 feet of you to fuel your abilities, with the DM deciding the appropriate amount of Blood Points you can extract. If you have the Cursed Projectiles feat, you can choose to use Blood Points in place of Cursed Energy for that technique, spending 2 Blood Points for each Cursed Energy. You may only use your own blood to generate Blood Points. If you possess the Energy to Blood feat, your Blood Points will be affected by Tokyo School's cursed energy economy. Water Dilution. Your control over blood manipulation is severely hindered when submerged in large volumes of water. While at least half of your body is submerged, you cannot use any Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of the blood, making external manipulation impossible. While submerged, you cannot use the Blood Manipulation, Convergence, or Expanded Blood Manipulation features for the duration of your submersion or while in heavy rain. If you attempt to do so, you will still spend cursed energy and blood points, but nothing will occur.
Extension Technique
Extension Technique
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.
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.
Extension Technique Additionally, during Convergence, you can perform any of the following techniques:
Extension Technique
Extension Technique
Homing Blood. As an action for 8 Cursed Energy and 15 Blood Points you may create a homing beam of blood. Make a ranged cursed energy attack roll against a creature within 120 feet of you, dealing 7d8 piercing damage on a hit. If the attack misses you may choose to re-roll it, up to an amount of times per turn equal to half your Charisma modifier (rounded down). The beam’s damage increases to 10d8 at 17th level, then again to 14d8 at 20th. Additionally if you have the Supernova feat you may create one orb (as per the feat) as part of firing the beam, using the beam as a canal to delivery compressed blood. When you do so, on a miss that you don’t re-roll you may deposit the orb in an unoccupied space within 5 feet of the missed target, then choosing when to explode the orb as per the feat. On a hit the orb is deposited in the hit target’s space. In either case if the orb is detonated before the end of your turn then saves against it are made at disadvantage. You may choose to miss a beam even if it would hit.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat 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. The creature may attempt the Constitution saving throw at the beginning of their turns. |
Black Bird Manipulation
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.
Lapse Technique 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 Ravens. While seeing through your Ravens, you can use your Perception skill and Passive Perception instead of the Ravens'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 Raven at a time and may switch between them at will. You can stop seeing through them as a bonus action. Streaming Service. Starting at 5th level you’ve developed a highly useful and highly profitable ability. You may touch a device with a screen to imbue it with your cursed energy, which lasts until you choose to end the imbuement at will (no action required). While a device is imbued this way you may choose for the screen to display what one of your Ravens sees. You may also choose for the device, if it has a speaker, for the speakers to play what the Raven hears.
Technique Improvement
Technique Improvement 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.
Extension Technique
Extension Technique 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:
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.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat With your mastery of Reverse Cursed Technique, you have learned Black Bird Manipulation's reversal. You are now able to tame Doves, or turn Ravens into Doves. As a Bonus Action, you may turn an amount of Ravens equal to your Charisma modifier into Doves, spending 1 Cursed Energy per Raven . Doves operate and follow the same rules as Ravens, although they cannot be used for Bird Strike. As part of controlling a Dove, you can spend cursed energy up to your Charisma modifier added twice to heal a creature within touch range using that Dove, the creature regains 1d8 hit points per Cursed Energy spent. While any allies are within 30ft of a Dove, they have advantage against the Frightened, Berserked and Bloodlusted conditions. If any allied creatures within range are reduced to 0 hit points or making death saves, they are instead stabilized. Additionally, a Dove can suppress an effect causing a creature within range to be Charmed, Frightened, Berserked or Bloodlusted. If the Dove leaves the 30ft radius of that creature, any suppressed effect resumes, provided that its duration has not expired in the meantime. You can only use this once per creature each short or long rest. |
Boogie Woogie
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A powerful Boogie Woogie user showing off his power, source [17] |
Lapse Technique 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. If this feature would target a New Shadow Style: Simple Domain the whole simple domain is swapped, along with all the creatures and objects inside. If this would put a creature or object in an occupied space or a space too small for it that creature or object is instead swapped to the nearest unoccupied space. A creature under the effects of Domain Amplification will still be swapped. Design Note: For the purpose of all Boogie Woogie abilities, if someone is targeted by an attack, and someone else is swapped with them as a reaction to that attack, they will be the new target of the attack. Depending on the nature of the attack, someone can even be hit by their own ranged attack this way.
Technique Improvement Whenever you clap (once per round per creature with no action required), even if you do not use your technique, the affected creature must adjust their attack mid-action if their intended target was swapped. If they were targeting you directly and you clapped, they must succeed on a Charisma saving throw against your Cursed Energy DC to successfully re-aim at their new target; otherwise, they strike at their original target's prior location. Clapping without using your cursed technique does not force a saving throw on creatures actively tracking your cursed energy via the Cursed Energy Tracker feature. When using this technique, you must log what was swapped and where with the GM (or other players if applicable) before the attacker declares their adjusted attack. Both choices are then revealed simultaneously, and the action is resolved accordingly. This technique cannot cause a creature to hit itself with a melee attack, nor can it extend a melee attack beyond its reach.
Technique Improvement
Technique Improvement
Technique Improvement At 20th level, the ally that you sync with can now make the attack action as a reaction after a switch.
Technique Improvement 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, allies, and cursed objects simultaneously.
Must have the Cursed Technique Reversal cursed feat 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
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A Sound Amplification user, source [18] |
Lapse Technique 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
Technique Improvement 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.
Extension Technique Additionally, you may use it as a reaction instead of an action if you were playing before launching the attack.
Extension Technique 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.
Extension Technique 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.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Rot Technique
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A Rot Technique user rotting a victim's body, source [19] |
Your Cursed Energy and Blood is malformed to rot. Whenever you deal damage with a cursed energy feature you can change the damage type to acid instead of necrotic. In addition you gain resistance to acid damage when your Cursed Armor is active.
Blood Points are a currency used to power the abilities of this Innate Technique, alongside Cursed Energy. You can expend your own hit points to generate Blood Points, gaining 1 Blood Point per hit point lost. However, most users of this technique prefer to store blood in advance for their battles. You may store your own blood in any proper container, such as a vial, flask, blood bag, or similar recipient. The amount of Blood Points generated from stored blood depends on the volume of blood, as shown in the table below:
You start with 2 bags, each containing 1 pint of blood (6 Blood Points per bag). You can also use any of your blood within 10 feet of you to fuel your abilities, with the DM deciding the appropriate amount of Blood Points you can extract. If you have the Cursed Projectiles feat, you can choose to use Blood Points in place of Cursed Energy for that technique, spending 2 Blood Points for each Cursed Energy. You may only use your own blood to generate Blood Points. If you possess the Energy to Blood feat, your Blood Points will be affected by Tokyo School's cursed energy economy. Water Dilution. Your control over blood manipulation is severely hindered when submerged in large volumes of water. While at least half of your body is submerged, you cannot use any Technique features that manipulate blood externally. The sheer volume of water disrupts the integrity of the blood, making external manipulation impossible. While submerged, you cannot use the Darkened Blood Manipulation, Evolved Darkened Blood Manipulation or Wing King features for the duration of your submersion or while in heavy rain. If you attempt to do so, you will still spend cursed energy and blood points, but nothing will occur.
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 can be 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.
Lapse Technique 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 You may make a Constitution saving throw at the beginning of your turns to end the poisoned condition Blood Spray. You're able to spit a vicious amount of blood towards your enemy, allowing you to catch them off guard. As an action, you can spend 2 Cursed Energy and 3 Blood Points to make a ranged cursed energy attack roll against a creature within 10 feet of you. On a hit, the target takes 3d6 piercing damage, and the blood clings to their face, partially blinding them which grants them disadvantage on Wisdom (Perception) checks relying on sight until the start of their next turn. If the attack is a critical hit, they are blinded until the start of their next turn. Alternatively, you can choose to try to spit on multiple creatures in one go. Instead of a ranged cursed energy attack roll, you may force creatures in a 10-foot cube originating within 5 feet of yourself must make a Constitution saving throw. On a failure, they take 3d6 damage and the blood clings to their face, partially blinding them which grants them disadvantage on Wisdom (Perception) checks relying on sight until the start of their next turn. If they fail by 5 or more, they are blinded until the start of their next turn. At 6th level, the damage increases to 6d6, at 11th level, the damage increases to 9d6 and at 17th level, the damage increases to 12d6.
Extension Technique 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. A creature who possesses the Reinforced Immune System feat is not poisoned by this feature.
Technique Improvement 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 create a protective barrier of blood around yourself, absorbing incoming damage. As a reaction when you are hit by a melee attack, you may spend an amount of cursed energy and twice that amount in blood points, up to your Charisma modifier. For every cursed energy spent, the Blood Shield gains 10 hit points, which absorb damage from the triggering attack before any other effects apply. If the shield’s hit points are reduced to 0, you take any remaining damage. If the shield absorbs all damage from the triggering attack, the attacker must make a Constitution saving throw. On a failure, they take damage equal to your Rot Technique’s damage dice and are poisoned for 1 minute. On a success, they take half damage and are not poisoned. A poisoned creature may remake the Constitution saving throw at the start of each of their turns, ending the effect on a success. As a reaction when the shield’s hit points are depleted (on another creature’s turn), or at will on your turn (no action required), you may spend cursed energy and blood points up to the same maximum to restore 10 hit points per cursed energy spent to the shield. At 17th level, you may spend up to your Charisma modifier + half your Charisma modifier (rounded down). At 20th level, you may spend up to your Charisma modifier added twice. 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.
Maximum Technique
You cannot use this feature and the Decay feature at the same time. Homing Blood. As an action for 8 Cursed Energy and 15 Blood Points you may create a homing beam of blood. Make a ranged cursed energy attack roll against a creature within 120 feet of you, dealing 7d8 piercing damage on a hit. If the attack misses you may choose to re-roll it, up to an amount of times per turn equal to half your Charisma modifier (rounded down). The beam’s damage increases to 10d8 at 17th level, then again to 14d8 at 20th.
Extension Technique 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.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat Rot Technique. Your blood is blood red, healthy and capable of healing the body whenever it touches it. Whenever you use any features of this Technique, the damage taken causes them to instead heal the same amount of hit points. 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, this causes the cost of those features to be doubled. On a failure, nothing happens, however, on a success, they regain an additional 2d8 hit points. The additional healing increases to 3d8 at 5th level, 6d8 at 11th level, 10d8 at 17th level, and 15d8 at 20th level. |
Cursed Spirit Manipulation
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A Cursed Spirit Manipulation user with a curse above himself, source [20] |
Design Note: If you're not in a jujutsu campaign, you may ask your GM if you have permission to absorb non-humanoid creatures instead of cursed spirits.
Lapse Technique 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 cannot absorb spirits that belong to other creatures, such as bound spirits or spirits with a master, unless the master dies 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:
Even if they are far away from you, you'll know if your cursed spirits were exorcised. Controlling Cursed Spirits. You can summon your cursed spirits as an action by spending Cursed Energy equal to their CR (minimum of 1), summoning a number of them up to your Charisma modifier within 30 feet of you. To control and command your spirits, use the Summon Commanding Rules. At 10th level, you may use the additional Reactions provided for desummoning curses. 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 must 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.
If you die, all the cursed spirits you have absorbed are set free, as if they all underwent Cursed Spirit Release. Smokescreen. At 5th level, you have learnt that desummoning your spirits comes with its own benefits. Whenever a spirit in your line of sight has just died, you may spend a reaction for 5 cursed energy for the spirit to burst into a cloud of smoke. The area is considered heavily obscured and its range is 5 x (+1 for every grade they are above Grade 4), this lasts until the end of the current turn. You may also use this when you are targeted by an attack and a spirit is within 5 ft. of you, causing the area in a 5ft cube originating from you to become heavily obscured until the end of the current turn. At 10th level, you may use the additional reactions provided by Cursed Spirit Battle General for Smokescreen. Cursed Spirit Release. At 11th Level, you have become able to release cursed spirits from your curse manipulation. At the end of a long rest, you may release one spirit from your curse manipulation, freeing them from your control, and regaining their free will, and losing the features of an absorbed spirit.
Technique Improvement
You may apply these benefits to any number of summoned creatures at once when they are summoned, but you must still apply them individually to each summoned creature. 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, any remaining damage goes to you, and the Cursed Spirit instantly dies. Curse Reinforced Spirits. At 11th level, you can now fundamentally increase a spirit’s tenacity by infusing it with your cursed energy when you summon it. As a part of summoning one of your cursed spirits, you may spend cursed energy up to your charisma modifier added twice, to enhance one of your spirits, gaining one of the following benefits of your choice for one minute.
You may apply these benefits to any number of summoned creatures at once when they are summoned, but your must still apply them individually to each summoned creature. Swarms Infuser. At 17th level, you have learned to infuse your swarms as a whole for devastating raw power. You can now apply the benefits of Curse Infused Spirits and Curse Reinforced Spirits to a Swarm itself when summoning it. Swarms will count as one creature for the purpose of infusing them with your cursed energy.
Technique Improvement
Technique Improvement 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. 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.
Extension Technique 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. Both of the cursed spirits that were used in the Uzumaki cannot be used anymore since they are 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 gain a free technique slot.
Maximum Technique As an action for 2 cursed energy per cursed spirit in Uzumaki to a maximum of 20 cursed energy, you can put any number of your cursed spirits(minimum 1) into a dark spiral-like pattern that you can use in an attack. Every creature in 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 in Uzumaki. On a success, they take half as much damage. A cursed spirit above CR 1 may be treated as an amount of spirits equal to its CR. This feature treats immunity as resistance and resistances as if you were hitting a creature normally. The amount of cursed spirits you can add into your Uzumaki is your Charisma modifier times your proficiency bonus added twice. The damage dice of Uzumaki cannot exceed 60 before outside increases unless you're above 20th level. Design Note: When playing outside a Jujutsu-only campaign, absorbed creatures other than cursed spirits need to be at least CR 1 to be put into Maximum Uzumaki. All of the cursed spirits that were used in the Uzumaki cannot be used anymore since they are 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 gain a free technique slot. Both Uzumaki variations share these three slots. This technique deals twice as much damage to objects and structures.
Must have the Cursed Technique Reversal cursed feat |
Cloning Technique
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A cloning technique user, source [21] |
Lapse Technique 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.
Technique Improvement 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.
Technique Improvement 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.
Technique Improvement In addition, your clones now have a number of hit points equal to your maximum hit points.
Technique Improvement In addition, while four of your clones are within 5ft. of an hostile creature, it will make all saving throws against you with disadvantage.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Brain Technique
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Kenjaku, the mastermind of the Heian era, source [22] |
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, separating the techniques operations. 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. The Brain Technique's special functions allow you to control and utilize the possessed body's technique. The Brain technique will not count against using multiple Cursed Techniques.
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.
Lapse Technique
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 when you switch again, you will lose all features and abilities gained from the current body, including cursed energy, feats, class features, and features that were gained from the body. 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 the race they have possessed for the purpose of racial features. Excluding the Brain technique, you may not possess more than 3 different innate techniques. Finally, 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 can be very rare, ranging from the body attacking you or grabbing you by the throat and choking you.
Technique Improvement Whenever you switch, you will retain any information you gained from the body's memories, and you will keep the languages that the body possessed if you have used them enough to learn them yourself (As determined by your DM). You will lose the proficiencies, and everything gained from the body when you switch.
Technique Improvement 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.
Technique Improvement
Technique Improvement If you are using the Limb System, then this can only be used on an attack that is targeting your head.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Auspicious Beast Summon
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A representation of the Auspicious Beasts Summon technique, source [23] |
For a user of Auspicious Beast Summoning to use their technique and serve as a medium, this person's face must be obscured or shrouded in some way, either with a mask, or other face covering. Otherwise, they cannot use any of their Innate Technique Features, if the mask is destroyed or otherwise removed while they are using their technique, their technique is automatically deactivated and they cannot use anything from it until they are able to obscure their face again.
Lapse Technique 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:
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:
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. You can remake the saving throw at the beginning of your turns, ending the condition early on a success. 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 bludgeoning 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 the amount spent on activation. Once Ryu is killed it cannot be summoned again until a long rest Lastly, you gain a non-magical and non-cursed tool mask as a part of your starting equipment.
Technique Improvement 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.
Technique Improvement
Technique Improvement
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.
Extension Technique 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, necrotic or radiant damage. 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 damage increases 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, necrotic, radiant, 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. Ryu’s damage is now x is two times the amount spent on activation(not counting the cursed energy spent to create Dire Ryu). Once Ryu is killed it cannot be summoned again until a long rest. After a Dire Form ends, you will still have half the amount of rounds(rounded down) to use your normal beast's summon.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat Kaichi. Kaichi symbolizes justice and law, the offering Kaichi desires should be the reward of a good deed. Once you perform a good deed you may over the course of a minute offer this reward to Kaichi, once you have granted Kaichi the ‘offering’ Kaichi’s damage die tier will increase until a long rest has passed. Reiki. Reiki seeks to bring suffering to those who stand against them. Once per long rest you may roll a die which represents the size of a curse in the supplement(1=tiny undead, 2=small undead, 3=medium undead, 4=large undead, 5=huge undead, 6=gargantuan undead). The number you rolled must be the creature used for this offering, upon killing this cursed spirit you will fulfill the offering to Reiki. Your movement speed increase 30 feet when you activate Reiki. Kirin. Kirin is associated with good luck, prosperity and often appears in times of great change. During the course of a minute you may offer 50GP to Kirin after this offering you temporarily reduce any levels of exhaustion by 3 whilst you have Kirin activated. Additionally the DC for Kirin decreases by 2. Ryu. Ryu has been said to be a benevolent and peaceful dragon that represents prosperity, during the course of a long rest. You may grant Ryu an offering that is dependent on your DM. This will please Ryu enough for it to give you its blessings. You gain the following:
Lastly, if Ryu’s offering is complete then you cannot perform any of the rituals in Auspicious Beast Offering until the end of a Long Rest. |
Séance Technique
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A curse user shapeshifting as part of the Séance Technique, source [1] |
Lapse Technique 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.
Technique Improvement
Technique improvement
Technique Improvement
Technique Improvement
Technique Improvement Additionally, the technique will cost only 1 cursed energy to maintain.
Must have the Cursed Technique Reversal cursed feat |
Inverse
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An Inverse user resisting a powerful attack, source [24] |
Lapse Technique 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.
Technique Improvement 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.
Technique Improvement 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.
Technique Improvement 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.
Extension Technique
Technique Improvement 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.
Reversal Technique 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. |
Gravestone Technique
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A Gravestone Technique User using Coffin, source [25] |
Your cursed energy is as infectious as the plague. Whenever you deal damage with a cursed energy feature you can change the damage type to poison instead of necrotic. In addition you gain resistance to poison damage when your Cursed Armor is active.
Domain Expansion Your domain reflects a graveyard in a forest dimly illuminated by a moon. The gravestones across the yard may provide half-cover. Coffin. At the beginning of your turn, the hostile creature with the highest amount of cursed energy is trapped inside a coffin and is considered restrained until they escape the coffin, and have total cover. While restrained inside a coffin, the creature does not have disadvantage against hitting the coffin itself. The coffin has HP equal to half your level (rounded down) times half your Charisma modifier (rounded down) times 3. Its AC is equal to your Cursed Energy DC. You may not have more than one creature trapped in a coffin at a time. Grave. As an action, you may spend 5 Cursed Energy to bury the creature under a massive boulder. The creature must make a Strength saving throw. On a failure, they take 4d12 bludgeoning damage, or half as much on a success. To escape, they must break both the boulder and the coffin, which now count as one for the purpose of targeting. The combined structure has HP equal to half your level (rounded down) times your Charisma modifier times 3. Its AC is equal to your Cursed Energy DC. Any health missing from the coffin before this point is subtracted from this new total. This damage increases to 6d12 at 5th level, to 8d12 at 11th level, to 10d12 at 17th level, and to 12d12 at 20th level. Countdown. As a bonus action, you may spend 5 Cursed Energy to begin counting down. If the creature has not escaped by the start of your next turn, it must make a Constitution saving throw. On a failure, it takes 20d10 poison damage, or half as much on a success. The creature repeats this saving throw at the end of its turns, taking the same damage on a failure. If the creature is immune to disease or poison and is a living creature, it instead takes no damage. If the creature you’re targeting uses Simple Domain or Hollow Wicker Basket, the amount of time they have left to escape is halted, and only resumed once they stop using it. Coffin, Grave, Countdown and the saves they cause are the sure-hit effect of this domain. If the effects of the sure-hit are prevented from occuring, you cannot target that creature with the next feature. (Ex. If a creature trapped in a coffin uses a simple domain, you cannot use Grave on them.)
Technique Improvement Coffin. As a bonus action for 4 cursed energy, you can force a creature of your choice within range to make a Dexterity saving throw. On a success, nothing happens as they dodge the coffin. On a failure, they are restrained for 1 minute, allowing you to use Grave and Countdown when needed. A creature may make a Strength saving throw at the beginning of their turns to escape Coffin or they can escape if the coffin is destroyed.
Technique Improvement Additionally, if there is also a grave ontop of the trapped creature you can use the same action but spend 9 cursed energy. This forces the same saving throw but now destroys both the grave and coffin. This damage increases to 9d8 at 11th level, to 12d8 at 17th level, and to 15d8 at 20th level.
Improvement Technique The damage dealt by countdown is now increased to 30d10.
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat As a bonus action for 8 Cursed Energy while within your domain, you may place a willing creature within sight in a casket. This creature is considered restrained while they are within the casket, and they have total cover until they leave, which they may do so at will. This creature heals 5d10 HP at the start of its turns. The casket’s AC and HP equals that of a Coffin. You may only have one creature within a casket at a time. At 6th level, you may use this outside your domain. At 14th level, you may have up to two creatures within one casket each if you went tokyo. |
Projection Sorcery
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A powerful Jujutsu Sorcerer activating Projection Sorcery, source [26] |
Lapse Technique
While under the effects of projection sorcery, you cannot use actions obtained by spending frames to activate projection sorcery again. All of the actions you take in this manner act as readied actions but do not cost reactions to use. All of the actions you take during the 24 frames happen off of your turn in a manner you predetermine. When using a Readied Action that is later in the sequence than the next one you have queued, you must use those actions immediately and sequentially in order to use the action you're attempting to use (For Example, if you have 4 different Actions queued, you can react to the 3rd trigger's Action provided that you immediately use the 1st and 2nd queued Action, even if they're attacks and nobody is in range). You automatically take any unused readied Actions at the end of the turn of the creature that goes just before you in initiative. When you use the readied actions gained from this feature, the readied action may interrupt the trigger when you use it, potentially causing the trigger to fail or not complete in some way. (Ex. A person uses an action to try a feature that requires physical movement like Piercing Blood needing two hands to use, you could interrupt that trigger potentially causing it to fail and not activate or a person tries moving away, this could interrupt that movement possibly causing them to stay put.) The weakness of this cursed technique is that while it is active you can only act in the predetermined way that you set. Otherwise, you will fall under the 24 FPS Rule. You must spend 2 cursed energy and a full turn action at the beginning of your turns to keep this cursed technique active. Momentum Damage. For every 20ft. you move while this technique is active, your next melee weapon attack or unarmed strike deals additional bludgeoning damage equal to your Charisma modifier. The bonus damage can only be applied a number of times equal to your proficiency bonus multiplied by your Charisma modifier to the same attack. Additionally, if you moved 120ft or more and land a successful momentum attack, the target must make a Strength saving throw. On a failure, they are knocked back ¼ the amount of feet you moved before hitting them 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 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of your damage roll (rounded down). On a success, they are not moved. If a creature successfully hits you while this technique is active, and you had moved toward that creature immediately before their attack, any additional damage gained from this feature is instead added to their damage roll.
Technique Improvement At the start of each of your turns, the distance you can travel using the Movement Frame option increases by 5 feet. This bonus caps at a maximum of 30 feet per frame. You still cannot exceed your total movement speed for the turn using this feature. Additionally, you have become invisible to the naked eye, making dodging your attacks almost impossible for the average person. While Projection Sorcery is active you gain these benefits. 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. 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, meaning you do not provoke opportunity attacks from them.
Lapse Technique Once per turn, when you hit a creature with an unarmed strike while your cursed technique is active, you may choose to deal no damage and instead spend 4 Cursed Energy to impose the 24 FPS Rule on the target until the end of their turn. While under the effects of the 24 FPS Rule, if the creature takes any action that involves physical movement (such as an action, bonus action, reaction, or free action), they must make an Intelligence saving throw. On a failure, they become paralyzed until the beginning of their next turn, frozen in a single frame of animation. On a success, they resist the effect, and may act normally. While paralyzed in this way, the creature is treated as an object of its size, appearing as a flat animation panel. This panel is weightless and can be picked up or carried. The creature loses its paralyzed condition early if it takes damage from an outside source. Additionally, this damage can be reacted to by a creature in a frame.
Technique Improvement 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 make an attack roll. If your attack roll is higher than the original attack roll or saving throw, then you trap the part of the attack that would hit you in frames and it has no effect on you. The rest of the attack would still hit other creatures in its range.
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal feat. By inverting the logic of the 24 FPS Rule, you force a creature to stretch a single frame of motion across cursed time, slowing its intent to a crawl. Rather than freezing in place from a failure to match twenty-four movements, the target becomes trapped within a single frame of animation, extended unnaturally across twenty-four cursed seconds. Once per turn when you hit a creature with an unarmed strike while your cursed technique is active, you may choose to deal no damage by spending 8 Cursed Energy. The creature hit is forced to make an Intelligence saving throw. On a failure, any action the creature takes has its action cost increased by one tier until the beginning of its next turn (Free Action → Bonus Action → Action → Full Turn Action). If the creature has more than one reaction, it must expend two reactions in order to react to a feature. If it does not have more than one, it must expend this round’s and the next round’s reaction in order to react. Additionally, it has disadvantage on melee weapon attack rolls, and other creatures have advantage on saving throws against effects it causes. On a success, nothing happens. The creature breaks free from the effects of this feature early if it takes damage from an outside source. If a creature is under the effects of Motion Blur, it cannot be affected by the 24 FPS Rule, and if a creature is under the effects of the 24 FPS Rule, it cannot be affected by Motion Blur. |
Disaster Tides
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A Disaster Tides user using Death Swarm, source [27] |
Design Note: Due to its versatility whenever a feature requires it, anything that involves manipulating water will count as a Lapse.
Your Cursed Energy is powered by your tides. Whenever you deal damage with a cursed energy feature you can change the damage type to cold instead of necrotic. In addition you gain resistance to cold damage and fire damage when your Cursed Armor is active. In addition, you gain a swimming speed equal to your walking speed added twice and you do not get affected by difficult terrain created by non-magical water. Starting at 6th level, if you are underwater, you may spend 1 cursed energy as a free action to reset the time required for you to drown.
Lapse Technique
These creatures automatically take their attack actions when they're summoned. They all act on your turn.
Lapse Technique Wave Ride. As a Bonus Action for 4 Cursed Energy you gain the ability to surf and ride on your own water, for a number of rounds equal to your Charisma modifier your Movement Speed is doubled, you are always 10 ft above the ground for the duration of this technique and once per turn, If you move into a creature's space you may force them to make a Strength saving throw against your Cursed Save DC. On a failure, they take 2d8 bludgeoning damage, get pushed back 20ft and are knocked prone. On a success, they take half damage, are only knocked back 10ft and not knocked prone. Creatures with a swimming speed have advantage on this Saving Throw. Torrent Boost. As part of jumping, you may spend cursed energy up to your Charisma modifier to shoot water from your hands, feet or both to grant yourself a boost, traveling an extra 10 feet per energy spent. Water Bullet. Whenever you make an unarmed strike, you may choose to instead spend 1 cursed energy to shoot a water bullet from your finger against a creature within 80 ft, making a ranged cursed energy attack roll and dealing your unarmed strike damage up one tier in piercing damage on a hit, you may spend up to your Charisma modifier in cursed energy to add 1d8 to the damage before shooting. Whirlpool. 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 + 5d10 at 5th level, 7d8 + 8d10 at 11th level, 10d8 + 12d10 at 17th level, and 12d8 + 15d10 at 20th level. Wave Push. As an action for 4 cursed energy, you may raise a 30ft wide, 30 ft tall, 10 ft long wave anywhere within 5 ft of you and launch it forward, the wave will keep moving until it hits a wall or travels 120ft, traveling 20 ft per round on initiative 20, creatures within 15 ft of the wave must make a Strength saving throw, taking 4d8 bludgeoning damage and being caught by the wave on a failure and taking half damage and not being caught on a success, creatures that fail may repeat the save at the beginning of their turns, taking the damage again and continuing to get carried on a failure, taking no damage and escaping on a success, a creature that hits a wall with the wave will take 1d6 bludgeoning damage per 10ft travelled. Creatures with a swimming speed make this save with advantage. This technique's damage increases to 6d8 and 1d8 per 10ft traveled at 5th level, 10d8 and 1d10 per 10ft traveled at 11th level, 12d8 and 1d12 at 17th level and 14d8 at 20th level. Water Burst. As an action for 4 cursed energy, you make a highly pressurized burst of water from your hands, forcing every creature within a 20ft cone to make a Constitution saving throw, taking 4d6 piercing damage on a failure and being blinded for 1 minute, repeating the save at the start of their turns, on a success, they take half damage and are not blinded. This technique's damage increases to 6d6 at 5th level, 9d6 at 11th level, 13d6 at 17th level and 18d6 at 20th level. Water Cut. As an action for 8 cursed energy, you may swing your arms in front of you, shooting fast lines of water that act like blades, forcing every creature in a 10 ft wide, 80 ft long line to make a Dexterity saving throw, taking 5d8 slashing damage on a failure and half on a success. This technique's damage increases to 7d8 at 5th level, 10d8 at 11th level, 14d8 at 17th level and 18d8 at 20th level. Water Tendril. As a bonus action for 3 cursed energy, you may create a water tendril, making a melee cursed energy attack roll against a creature within 40ft, dealing 1d8 bludgeoning damage on a hit, the tendril lasts for one minute and you may use your bonus action to attack with it, you may create extra tendrils up to your proficiency bonus for the same cost per tendril, using all of them to attack with your bonus action. Additionally, whenever you make an unarmed strike, you may increase its reach by 40 ft if you have at least one tendril. Every time you take damage, one tendril is destroyed. This technique's damage increases to 2d8 at 5th level, 4d8 at 11th level, 6d8 at 17th level and 8d8 at 20th level. Wetlands. As an action for 4 cursed energy, you may release a large amount of water to the ground, transforming the terrain within 60 ft into difficult terrain, creatures that take the dash action in this terrain must make a Dexterity saving throw or fall prone. Water Grenade. As an action for 6 cursed energy, you may create a condensed sphere of water in your hand and throw it anywhere within 80ft,, when it hits a surface, it explodes in a 20ft radius, forcing every creature in the range to make a Dexterity saving throw, taking 4d8 bludgeoning damage and being launched 30ft to the edges of the circle, falling prone, hitting a surface will deal 3d6 bludgeoning damage, on a success, they take half damage and are launched only half the distance, not taking any damage from hitting a surface and not falling prone. This technique's damage increases to 6d8 and 6d6 at 5th level, 8d8 and 8d6 at 11th level, 10d8 and 10d6 at 17th level and 14d8 and 12d6 at 20th level. You may pick one more manipulation at 6th level then one more at 10th level, and at 17th level, you gain one more manipulation.
Extension Technique 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. On a success, they 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 create enough water to fill a closed 100ft. area with water 10ft. tall, if the area is smaller, the height of the water increases accordingly, and force all creatures to make a Strength saving throw. On a failure, they take 4d10 cold damage + 4d6 bludgeoning damage and are knocked prone, being rapidly carried by the water to the walls of the room. On a success, they take half as much damage, are not knocked prone and move only halfway. 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 6d10 + 6d6 at 11th level, to 10d10 + 10d6 at 17th level, and 15d10 + 15d6 at 20th level. In addition, any creatures that hit an object or structure take 1d4 of bludgeoning damage per 10 feet traveled. 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 in 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. Jet Blows. You learned to increase the power of your blows by bursting water from your elbows and heels, whenever you make an unarmed strike, you may spend up to your proficiency bonus in cursed energy, adding 1d8 damage of the same type per cursed energy spent. This cannot benefit from Tokyo's increase. Jet Deflection. As a Reaction to a melee or ranged attack roll being made against you, you may spend cursed energy up to your Charisma modifier to fire a jet of water at the attacker or the projectile in order to defend yourself that deals 1d12+1d12 for every cursed energy spent cold damage. The damage of the incoming ranged attack is reduced by the amount rolled, and if you match or overcome the damage of the attack, it is nullified. The damage of the incoming melee attack is reduced by the amount rolled, and if you match or overcome the damage of the attack, the attacker takes the difference in damage and must make a Strength saving throw. On a failure, they are pushed back 40 ft, only being pushed back half the distance on a success. You may spend up to your charisma modifier plus half your charisma modifier, rounded down at 11th level, at 17th level, you may spend up to your charisma modifier added twice and at 20th level, you may spend up to your charisma modifier added thrice. You cannot apply tokyo increases to this technique. Water Missile. As an action for 6 cursed energy, you may surround yourself with water and shape it like a missile, launching yourself forwards, you gain a flying speed equal to double your movement speed and must spend all of it in your turn, any creature you come in contact with while moving will have to make a Dexterity saving throw or take 4d12 bludgeoning damage, you add 1d12 to the damage for every 10ft you travel, half on a success, objects take double damage, you can only move on a straight line during this technique, having to use 15 ft of your total movement to change directions, you may spend 4 cursed energy at the end of your turns to keep this technique active. You do not provoke opportunity attacks with the movement from this technique, a creature can take damage from this technique only once per turn. Water Bazooka. As an action for 10 cursed energy, you may create a heavy condensed sphere of water between your hands, rotating it and then firing it against a creature within 100ft, make a ranged cursed energy attack roll, on a hit, the creature takes 10d10 bludgeoning damage and must make a Constitution saving throw as the sphere explodes, on a failure, the creature takes an extra 6d6 bludgeoning damage and is launched back 30ft, on a success they take half the damage and are not launched back, if you miss the initial attack, the sphere hits the ground and explodes, forcing every creature within 30 ft of it to make a Dexterity saving throw taking 6d10 bludgeoning damage on a failure and half on a success. This technique's damage increases to 12d10 + 8d6 at 11th level, to 16d10 + 10d6 at 17th level, and 18d10 + 12d6 at 20th level. Hydro Explosion. As a bonus action for 6 cursed energy or a reaction for 8 cursed energy, you may release an omnidirectional burst of water from your body, every creature within 20 ft must make a Strength saving throw, taking 6d10 bludgeoning damage and being launched back 40 ft on a failure, half of both on a success, if used as a reaction against a melee attack roll the damage is reduced by two dice but the creature gets launched 60 ft back on a failure and 30 on a success. This technique's damage increases to 8d10 at 11th level, to 10d10 at 17th level, and 14d10 at 20th level. Needle Rain. As an action for 10 cursed energy, you may shoot a large amount of water to the sky and then make it fall back down in the form of high pressure thin rain drops, choose a point within 250ft, every creature in a radius of 90 ft from that point must make a Constitution saving throw, taking 10d10 piercing damage on a failure and half on a success. This technique's damage increases to 12d10 at 11th level, to 15d10 at 17th level, and 18d10 at 20th level. Water Bind. As an action for 6 cursed energy, you may choose up to 3 creatures within 30 ft, shooting a moving torrent of water at them, forcing them to make a Dexterity saving throw or become restrained as this torrent starts to move around their bodies, restraining movement, the creatures may make a Strength saving throw at the end of their turns to break free, they take 4d8 slashing damage at the start of every turn they are still restrained This technique's damage increases to 6d8 at 11th level, to 10d8 at 17th level, and 12d8 at 20th level. You may pick one more manipulation at 10th level and another one at 17th level.
Extension Technique 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.
Technique Improvement
Extension Technique Final Tsunami. As an action for 20 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 20d10 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. Final Whirlpool. As an action for 25 cursed energy, you start to spin in place while gathering a massive amount of water, creating a gargantuan whirlpool of water, the whirlpool is 300 ft tall and has a radius of 200 ft, every creature in the range except yourself must make a Strength saving throw or take 15d10 cold damage + 15d10 bludgeoning damage and have their movement reduced to 0, taking half the damage on a success. The creature is then caught in the whirlpool, starting to spin and get thrashed around it, a creature caught in the whirlpool takes 20d10 cold damage at the start of their turns and may then do a Strength saving throw to attempt to move within the twister, moving to a more safe position, reducing the next damage by 2 dice, this reduction is cumulative. This technique lasts a number of rounds equal to your Charisma modifier and the damage caused per turn is reduced by 3 every round. On your turn, you may only move, moving the whirlpool with you. You are immune to all the effects of this technique. Drown. As an action for 30 cursed energy, choose a number of creatures up to your Charisma modifier within 40 ft, shooting a water sphere at them that engulf their heads, the turn you use this technique and then at the beginning of their turns, the creatures must make a Constitution saving throw, on a failure, they gain one drown counter, on a success, they gain a negative drown counter, a creature can have a number of drown counters equal to their Constitution modifier +1, upon reaching their max, they drown and are knocked into death saves as the bubble pops and disappears. To get rid of the bubble, they must reach the appropriate number of negative counters, following this table:
Final Torrent. As an action for 30 cursed energy, you may concentrate a gargantuan amount of water in a condensed sphere before firing it forward in an extremely high pressure, every creature in a 200 ft long, 80 ft wide line must make a Constitution saving throw, taking 20d12 cold damage + 20d12 bludgeoning damage on a failure and half on a success, creatures hit by this are pushed to the end of the line and on a failure they are launched an extra 80 ft.
Technique Reversal This reversal does not work in creatures without water in their body. At 17th level, you can spend up to your Charisma modifier added thrice and at 20th level, you can spend up to your charisma modifier added four times. |
Cursed Doll Creation
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A user of Cursed Doll Creation, source [[28]] |
Lapse Technique 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.
Extension Technique Additionally, the rope suffocating a creature will have an amount of hit points equal to your Charisma score and an AC of 10 plus your Charisma modifier. The amount of hit points your rope has increases to your Charisma score added twice at 10th level, and added three times at 14th level, and four times at 17th level.
Extension Technique
Technique Improvement
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Picture Alteration
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A Picture Alteration user utilizing her cellphone, source [29] |
Lapse Technique
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.
Technique Improvement Additionally, you can now move creatures upwards and downwards. Whenever they are moved upwards, they start falling at the beginning of your next turn.
Technique Improvement If you try to apply a filter to 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 filter. On a success, they are not affected by the filter. You may apply the following filters:
Extension Technique
If you try to apply photoshop to 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 Photoshop. On a success, they are not affected by Photoshop.
Extension Technique
Extension Technique If you choose a creature, they are forced to make a Charisma saving throw or take 20d10 necrotic damage, half on a success. If you choose an object or structure, they automatically fail the save. This technique's damage deals twice as much damage to objects and structures, and does not work against objects carried or worn.
Must have the Cursed Technique Reversal cursed feat |
Miracles
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A Miracles user with all of his Miracle Marks active at once, source [30] |
Design Note: When you're in a campaign where someone is with this subclass, make sure to only accept that they gain Miracles on genuine interactions, and that they don't overdue out of roleplay interactions.
Lapse Technique
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.
Extension Technique The d6 increases to a d8 at 5th level, to a d10 at 11th level and to a d12 at 17th level.
Extension Technique 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.
Technique Improvement
Extension Technique
Technique Improvement
Reversal Technique
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
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An Ice Formation user from the Heian Era utilizing frost calm, Source [31] |
Your cursed energy is as cold as a blizzard in the harsh winter. Whenever you deal damage with a cursed energy feature you can change the damage type to cold instead of necrotic. In addition you gain resistance to cold damage when your Cursed Armor is active. 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.
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 its size increasing by one for each creature affected by it. 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.
Lapse Technique Ice Needle. As an action for up to your Charisma modifier in cursed energy, you can make a needle of ice to launch at an enemy. To use this you make a ranged cursed energy attack roll against a creature within 50 feet of you. On a hit, you deal 1d6 cold damage per energy spent. This damage increases to 1d8 per energy spent at 5th level, to 1d10 at 11th level, and to 1d12 at 17th level. Additionally, if you spend the maximum amount on this technique the needle increases in size. When used this way the damage tier is increased by 1 and changed from cold to piercing, along with the range being doubled. Additionally, the needle can pierce through enemies if you roll 5 over the armor class of the targeted creature. If you pierce through the needle will continue for the rest of its range. If it would hit another creature it uses the original attack roll and deals half the original damage. Ice Grab. As an action for up to your Charisma modifier in cursed energy, you can make a cursed energy melee attack roll as you attempt to freeze an enemy. On a hit, you deal 1d6 cold damage per cursed energy spent and the target must make a Strength saving throw. On a failure, they are Partially Frozen for 1 minute. The limb frozen is random (determined by DM). On a success, they are not Partially Frozen. Creatures can repeat the saving throw to bust the ice off their limb and end the Partially Frozen condition at the start of their turns. This damage increases to 1d8 per energy spent at 5th level, to 1d10 at 11th level, and to 1d12 at 17th level.
Extension Technique The creature can make a Strength saving throw at the beginning of its turns, ending the conditions 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 9d10 + 9d8 at 11th level, to 12d10 + 12d8 at 17th level and to 15d10 + 15d8 at 20th level.
Extension Technique 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, 14d12 at 17th level, and to 17d12 at 20th level.
Extension Technique
Technique Improvement 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. 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. If a creature has been affected by the effects of extreme cold for 3 rounds in a row due to your technique, they must make an additional Constitution saving throw when they make the next save for extreme cold. On a failure, they are Chilled. On a success, they are unaffected. They can remake the save at the beginning of their turns to end the condition. A creature can only receive these effects from one ice at once, even if there's more than one ice within range.
Extension Technique Additionally, whenever a creature breaks out of your ice they take piercing damage equal to your Charisma modifier depending on their size.
The damage caused by breaking your ice cannot be increased by any methods.
Must have the Cursed Technique Reversal cursed feat If they fail by 5 or more, they receive Third Degree burns. 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
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A Pain Killer user stopping someone's injuries, Source [32] |
Lapse Technique In addition, you gain proficiency in the Medicine skill, or expertise if you're already proficient.
Technique Improvement
Technique Improvement
Technique Improvement
Technique Improvement
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Vengeful Cursed Spirit
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Yuta Okkotsu standing with the queen of curses Rika, source [33] |
You are an extreme anomaly, even by the standards of the Jujutsu world. You gain the Cursed Partner Background Feat, with your spirit possessing no innate technique. Your Vengeful Spirit, Boundless Potential and Pure Love, Pure Wrath features do not count as Innate Technique features.
Cursed Energy Feature
Cursed Energy Feature As an action for an amount of cursed energy up to your charisma modifier, you may force creatures within a 10ft wide, 60ft long line to make a dexterity saving throw. On a failure, they take 1d12 force damage for every cursed energy spent and are knocked prone. On success, they take half as much damage and aren't knocked prone. Objects in the area also take damage, double the damage that a creature would take. Your spirit can also use the cursed energy beam on its own. At 5th level, you can spend up to your charisma modifier + half your charisma modifier, rounded down. At 11th level, you can spend up to your charisma modifier added twice. At 17th level, you can spend up to your charisma modifier added twice + half your charisma modifier, rounded down. At 20th level, you can spend up to your charisma modifier added thrice.
Lapse Technique As a bonus action, while your Vengeful Spirit is in the world, you can command it to make an unarmed strike 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 equal to or 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 Vengeful 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 Vengeful Spirit to make an unarmed strike 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. 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. The DC to copy a Cursed Technique is equal to the Cursed Energy DC of the Sorcerer you're trying to copy. When you successfully copy a cursed technique, you must spend as much Cursed Energy as the technique’s Lapse requires. Copied Techniques. Whenever you copy an innate technique, you will gain its Lapse Technique and any Technique Improvements directly to the Lapse for your own use as long as you meet the required level, and you abide by any features that apply directly to the lapse, (For example, the ‘Active Use Technique’ feature of the Brain Technique.) 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, (Ex. Such as 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, 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 a 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 and learn incantations. You can have up to your proficiency bonus of these techniques stored within your vengeful spirit. Whenever you copy an innate technique and go above your limit, you must choose which stored technique to remove. Using Copied Techniques. In order to utilize any of the techniques you have copied, your spirit must be Fully Manifested and within 200 feet of you. You may not use more than one cursed technique at a time. Once per round, you may “switch” to another copied innate technique(no action required). If you are actively using one of your cursed techniques, such as a summoned shikigami, a duration-based ability (e.g., Limitless’ one-minute Infinity or Hakuna Laana’s one-minute dance), or any other ongoing effect tied to that technique, activating a different cursed technique will immediately end all effects of the currently active technique. This includes any summoned entities, sustained abilities, or residual effects tied to the initial cursed technique. Additionally, you cannot use additional actions, reactions, or bonus actions granted by one cursed technique (e.g., the extra reactions from Projection Sorcery) to activate or utilize another cursed technique. If you are Tokyo Jujutsu High School, your Tokyo enhancements and Specialized Technique must be applied individually to cursed technique features you have copied after finishing a long rest. (For example, if you copy the Sky Manipulation technique in an encounter, during the next long rest you may allocate your Specialized Technique to the Sky Manipulation Lapse technique, or the Thin Ice Breaker Extension technique if you have copied it.) Technique Analysis. At 11th level, you have learned how to analyze techniques you have copied, taking in information about the innate techniques operation and functions. You will learn the capabilities of the Lapse technique and understand its target concept, without having to figure out yourself how the technique works. Some information still may allude you, however (As determined by the DM.) For example, if you copy the Brain Technique, you will not learn the operation of Active Use Technique. You cannot imbue copied techniques into weapons using the Technique Imbued Cursed Tools rule.
Technique Improvement If you have the Jujutsu Genius or Six Eyes feats you have advantage on learning Extension Techniques. If you are using the Extension Techniques variant rule, you may also copy Extension techniques made with that feature, at your DMs discretion. Additionally, you may attempt to develop Extension techniques with copied Innate techniques. This process, however, should be very much more difficult and time consuming than if you were an innate user of the technique.
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Blazing Courage
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Ogi Zenin in a battle stance, source [34] |
Lapse Technique 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.
Technique Improvement Also, while Blazing Courage is active, you may spend 3 Cursed Energy as an Action to emit an aura of flames within a 10ft 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.
Technique Improvement 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.
Technique Improvement 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.
Extension Technique 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.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat At 5th level, you now deal 2d8 cold damage per energy spent, this increases to 2d10 at 11th level, and to 2d12 at 17th level. 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. If you use your Reversal while Cursed Weapon Enhancement is active, its damage type is cold instead of necrotic damage. Coldsteel Poise At 6th level, you have mastered extending your ice outside of your blade as well as fixing your blade. If your weapon is suffering any penalties from being broken in some kind, when you activate freezing resolve those penalties are removed until the technique ends. Also, while Freezing Resolve is active, you may spend 6 Cursed Energy as an Action to emit an aura of ice 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 ice or starts its turn on the radius must make a Constitution saving throw. On a failure, they take your Freezing Resolve damage dice added twice in cold damage. On a success, they take half as much damage. If they fail by 5 or more, they become Chilled for 1 minute. Creatures may repeat the Constitution saving throw at the end of their turns to end the Chilled condition. |
Earth Arms
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Stone Arms, source [[35]] |
Lapse Technique 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.
Extension Technique
This following maneuver cannot be used as part of the attack action.
Technique Improvement 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. Finally, creatures that have a Dexterity score lower than your Charisma score have disadvantage on Dexterity saving throws against your Earth Arm features.
Extension Technique 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, forcing them to 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.
Technique Improvement 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.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Paralyzing Sight
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A woman being affected by the Paralyzing Sight technique, source [36] |
Due to your technique, your eyes are extremely powerful, surpassing most sorcerers' and thus are reinforced. Eye Hit Points. Your eyes have a number of hit points equal to 1/3rd of your hit point maximum (rounded up). You regain 1 eyes hit point at the beginning of your turns, unless they're at 0 hit points. Any kind of hit point regains you receive affects, your eyes' hit points as well. Your eyes regain all of their hit points at the end of a short or long rest. Losing Eye Hit Points. Whenever a hostile creature (or a creature that isn't your ally), succeeds on a saving throw against your technique, your eyes lose 2 hitpoints for every 1 they rolled above your cursed energy DC. (A minimum of 1) If your eyes reach 0 hit points, you won't be able to regain its hit points unless you receive the benefits from Reverse Cursed Technique, Regeneration or take a long rest. If your eyes have 0 hit points, you are blinded. If your eyes are at 0 hit points, you can risk it and push your limits further to use your technique. While you use your technique while you are blinded due to your eyes reaching 0 hitpoints, you take 5 psychic damage for every cursed energy spent on the technique and an additional 4 psychic damage for every 1 they rolled above your cursed energy DC to resist the technique. This psychic damage bypasses cursed armor. Eye Of The Beholder. At 10th level, due to the constant exposure of strain, your eyes have gotten tougher and more durable. Your eyes' hit points increase to 1/2 of your maximum hit points (rounded up). In addition, whenever your eye Hit points reach 0 hitpoints, you can make a DC20 Constitution saving throw. On a success, they 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.
Lapse Technique
Technique Improvement
Technique Improvement If the creature manages to break free before the duration, you take great backlash on your eyes. Your eyes lose 2 hitpoints for every 1 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 lose 10 eye hit points.
Technique Improvement At 17th level, they also become paralyzed when you use concentrated paralyze.
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Missile Fists
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A missile fists user using his innate technique, source [37] |
Lapse Technique 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 can spend up to your Charisma modifier + half your Charisma modifier; at 11th level, you're able to spend up to twice your Charisma modifier; at 17th level, you can spend up to twice your Charisma modifier + half your Charisma modifier; and at 20th level, you can spend up to thrice your Charisma modifier.
Technique Improvement
Extension Technique This technique deals double damage against objects and structures.
Technique Improvement
Extension Technique
Technique Improvement 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. 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.
Must have the Cursed Technique Reversal cursed feat |
Immortality
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Tengen, the immortal sorceress, source [[38]] |
Lapse Technique Every 500 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 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.
Technique Improvement You gain proficiency in another skill, tool, or language at 5th level, 11th and finally 17th.
Technique Improvement You gain expertise in another skill or tool at 8th level, 14th, and finally 17th.
Technique Improvement
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal feat. You have learnt the reversal of your technique, being able to invert the capability of being immortal. As a bonus action for 5 cursed energy, you are able to negate the effects of your lapse technique, making you vulnerable to death by old age once more for 1 minute. In the case of where the ritual failed and the process of turning into humanity's enemy is accelerated, the effects of turning into a cursed spirit is halted until you disable the reversal. At the end of the 1 minute, you may pay 1 cursed energy to extend the duration by another minute. |
Love Rendezvous
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A Love Rendezvous user, source [39] |
Lapse Technique 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:
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 feature or are familiar with the southern star constellation, which then makes them roll normally. In addition, your craftiness in using your technique has led you to utilize cursed energy infused objects to mark with. You will gain the Object Infusion option from the Advanced Energy Usage feature early, however, you will only gain the ability to imbue objects that are Tiny, Small, or Medium size from the feature. If you ever gain the feature by normal means, you will gain its full capabilities instead. 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.
Technique Improvement Additionally, when creatures marked with stars collide due to your technique, they take additional damage equal to the damage die of their size.
Technique Improvement
Technique Improvement
Extension Technique
Technique Improvement Additionally, the number of creatures you can mark with the same star is increased to thrice your Charisma modifier.
Must have the Cursed Technique Reversal cursed feat Anyone appointed with a star must follow a reversed sequential order if they want to attempt approaching another star. When they make their movement, they must move directly toward the previous star in order and touch them, which allows them to move on to the next star in reverse order. Failing to do this will result in them being unable to close the distance toward their target, though they still expend any movement until the technique is disabled. The objects, creatures, and cursed energy marked with the same star will be repelled toward the creature with the lowest cursed energy, being all rapidly launched toward that point. The creature with the lowest cursed energy will take 2 dice of bludgeoning damage per 10ft the other stars have traveled and their size, while the objects and creatures that are repelled and crash into the target will take half as much damage. If the marked creature goes in the correct reversed order, nothing happens, and the stars they've touched disappear. Upon touching all stars in the reversed order, the stars on them disappear. See the following chart for the measure of damage:
The reversed order of the stars is as follows:
If a creature has shikigami summoned, the shikigami are marked with the same stars as the summoner's. If a creature marked with a star attempts to target you in the incorrect reversed order with a cursed energy attack roll or forces you to make a saving throw against a feature, the attack or feature is repelled toward the creature with the lowest cursed energy. For attack rolls, the attacker instead targets the creature with the lowest cursed energy, rolling against their AC. For saving throws, the repelled effect forces the attacker to roll against the DC of the creature with the lowest cursed energy. As long as the cursed energy of the feature belongs to the mark, the feature cannot close the distance between the attacker and their intended target, allowing the intended target to take no damage from the attack as long as the reversed sequence is violated. If an ★Gacrux attempts to target ★Acrux with a cursed energy ray without first moving through ★Ginan and ★Mimosa, the cursed energy ray will instead be repelled toward the creature with the lowest cursed energy in the area. This repulsion continues until the attacker follows the reversed sequence correctly. |
Jet Plane Hair
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A Jet Plane Hair user flying with her hair, source [[40]] |
Lapse Technique
Technique Improvement 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.
Technique Improvement
Extension Technique This technique's damage deals quadruple as much damage against objects and structures.
Extension Technique At 17th level, the damage increases to 26d8, and to 34d8 at 20th level.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat 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
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A user of Helicopter Hair, source [[41]] |
Lapse Technique
Extension Technique 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.
Extension Technique 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.
Technique Improvement
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat 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
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A user of the sugar manipulation technique creating a flan, source [[42]] |
Lapse Technique 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.
Extension Technique
After a minute the elevated sugar levels end and the creature will gain a level of exhaustion.
Technique Improvement
Technique Improvement
After a minute the elevated sugar levels end and the creature will gain 2 levels of exhaustion.
Technique Improvement
Technique Improvement
After a minute the elevated sugar levels end and the creature will gain 3 levels of exhaustion.
Must have the Cursed Technique Reversal cursed feat
On a success, they are unaffected. |
The Law
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Higuruma, the sorcerer genius, source [[43]] |
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 open your domain in a 30 ft. radius and you may choose 1 person in this radius to be the target of 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.
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.
Lapse Technique
Whip Gavel You may replace an attack on your attack action with the whip, making a ranged cursed energy attack roll against one creature within 20 feet. On a hit, the creature must make a Strength saving throw, becoming prone on a failure. 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 damage the Giant Gavel and are knocked prone. On a success, they take half as much damage and are not prone. You can keep pressing the Gavel down on top of the person if they fail the saving throw by 5 or more, causing them to be restrained under the gavel, at the beginning of a creatures turn while restrained in this way, they must succeed a Strength saving throw or take the full damage again and keep being restrained. If you move from where you initially used Giant Gavel, creatures restrained under it will no longer be restrained. If you ever stop holding a gavel, it disappears. It automatically disappears after a minute passes. You may only have one type of Gavel summoned at a time.
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.
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.
At 14th level, you've learnt to win at any cost necessary. 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.
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.
Must have the Cursed Technique Reversal cursed feat 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
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A claw user, source [44] |
Lapse Technique At 5th level, you instead add your full 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. While your claws are active, you gain both a climbing speed and a burrowing speed equal to your walking speed. You also have advantage on saving throws made to resist being moved against your will, as your claws dig into surfaces for stability. You can end this technique at will (no action required). Quick Claws. At 5th level you’ve become more skilled at your usage of your claws. You are able to activate your claws as a free action.
Technique Improvement
Technique Improvement While a creature is grappled by this feature, ranged attack rolls made against them have advantage. If the grapple ends before the start of your next turn, you can make an unarmed strike against the creature as a reaction.
Technique Improvement Additionally your unarmed strike tier increases by half your Charisma modifier (rounded down) when you have your claws activated.
Extension Technique For every cursed energy spent, you may make one additional ranged cursed energy attack roll by replacing another attack, as you shoot one additional claw. Each claw fired removes one from your hands. If one hand has no claws remaining, you can no longer use this feature with that hand. If both hands are emptied of claws, your Claw Technique immediately ends. Your claws regenerate normally the next time you activate the technique. At 17th level, the damage of each attack increases to 12d8 piercing.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Contractual Re-Creation
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A Contractual Re-Creation user, source [45] |
Lapse Technique There are four types of receipt effects you can receive depending on what the receipt is about:
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.
Technique Improvement At 20th level, you can now materialize receipts as an action, bonus action or free action.
Technique Improvement
Extension Technique 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.
Vehicles. You can order a vehicle to ride up to a certain distance, after it does this it vanishes.
Extension Technique The objects vanish right after hitting the creature.
Technique Improvement
Technique Reversal The cost of a object is defined bellow:
This reversal is affected by the 20th level feature. |
Explosive Flesh
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A explosion caused by a Explosive Flesh user, source [46] |
Due to the nature of your dangerous technique, you are better at learning how to cope with that. You may ignore 1 prerequisite when gaining the Reverse Cursed Technique cursed feat.
Lapse Technique
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.
Technique Improvement At 5th level, this reduction increases to an amount equal to your Constitution modifier doubled plus your jujutsu sorcerer level (minimum 1 hit point).
Technique Improvement
Extension Technique
Extension Technique
Technique Improvement In addition, they now deal four times as much damage to objects and structures.
Must have the Cursed Technique Reversal cursed feat |
Scorpion Hair
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A scorpion hair user, source [] |
Due to your innate technique you have grown quite attached to poison. Whenever you deal damage with a cursed energy feature you can change the damage type to poison instead of necrotic. In addition you gain resistance to poison damage when your Cursed Armor is active.
Lapse Technique At 11th level, you are able to replace more than 1 attack in the attack action with this feature. At 3rd level, the damage increases to 1d10, to 1d12 at 6th, to 2d8 at 10th, to 2d10 at 17th, and to 2d12 at 20th level.
Technique Improvement Hair Grab. When you hit a scorpion tail attack, you may do no damage in exchange you can attempt to grapple the targeted 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 a Scorpion Hair attack, you can spend 2 cursed energy to aim at a vital point of the target. On a hit, the attack deals an additonal amount of damage equal to the base piercing damage of your scorpion hair. Scorpion Defense. As a reaction for 4 cursed energy to an attack targeting you, you can make a melee cursed energy roll against said attacker.
Technique Improvement At 11th level this increases to 6d10, to 7d10 at 17th, and to 8d10 at 20th level.
Technique Improvement Improved Maneuvers. Along with enhancing your poison, you've become much more adept at using your hair in combat. You gain the following maneuvers: Stinger Step. As an action for 4 cursed energy, you may move up to your movement speed without provoking opportunity attacks. During this movement, you can make one scorpion hair attack against one creature you pass within your reach. This maneuver may also be used with your reversal technique Scorpion Antidote. Scorpion Stance. As a bonus action for 3 cursed energy, you enter a defensive stance until the beginning of your next turn. Whenever a creature enters your reach for the first time on a turn, you may make 1 scorpion hair attack against them. Disarming Sting. For 3 cursed energy, when you hit a creature with an attack that was made with your hair, you can force them to make an Athletics or Acrobatics (target's choice) check against your attack roll. On a failure, you can disarm them of one object they are holding. Deaths Embrace. As a part of grappling a creature, you may spend 6 energy in an attempt to squeeze the life out of them. The target must make a Strength saving throw against your Cursed Energy DC. On a failure, they take your unarmed strike damage and are restrained. The creatures may make a Strength saving throw at the end of their turns to break free, they take your unarmed strike damage at the start of every turn they are still restrained.
Technique Improvement
Extension Technique
Must have the Cursed Technique Reversal cursed feat For 3 cursed energy:
For 5 cursed energy:
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Comedian
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The funniest thing that has ever existed, source [47] |
Your cursed energy is completely crazy man! Whenever you deal damage with a cursed energy feature you can change the damage type to your opponent's vulnerability or to your choice in case it doesn't have a vulnerability instead of necrotic, because wouldn't it be funny if you just beat the bad guy with only one punch? In addition you gain resistance to the damage type of attacks when your Cursed Armor is active, granting you resistance to it for comedic purposes. In addition, whenever you hit a attack filled with cursed energy it makes a goofy sound effect of your choice.
Lapse Technique
(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. A creature may attempt an Intelligence saving throw against your cursed energy DC in an event that affects them, on a success, they may turn the event against you causing you to take the effects of the event. On a failure, nothing happens and the event affects them as normal.
Extension Technique
Extension Technique
Extension Technique
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!
Technique Improvement
Technique Improvement In addition, any conditions that were affecting you are gone.
Must have the Cursed Technique Reversal cursed feat
(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
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A technique extinguishment user floating with its wings, Source [48] |
Whenever you deal damage with a cursed energy feature you can change the damage type to radiant instead of necrotic. In addition you gain resistance to necrotic damage when your Cursed Armor is active. In addition, your technique targets cursed energy directly, and as such, Domain Amplification cannot negate the radiant damage and the effects of Technique Extinghuishment from this technique.
Lapse Technique This techniques damage increases to 4d8 at 5th level, to 6d8 at 11th level, to 8d8 at 17th level, and to 10d8 at 20th level. 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. You cannot pass through the Barrier of a Domain Expansion without finding the Weak Spot first. Improved Technique Extinguishment. At 11th level, your technique has grown stronger, now being able to burn out your enemies's cursed items. When creatures fail the saving throw against this technique, their cursed tools fail to function for the remainder of the duration. If they succeed the save, their cursed tools regain their function. In addition, you now deal twice as much damage with your technique extinguishment against Cursed Vessels, and Death Paintings.
Extension Technique 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.
Extension Technique
At the beginning of your turns, you may spend 2 cursed energy to maintain this feature.
Extension Technique 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 against that beam once, they gain disadvantage on the charisma saving throw against the next beam. You must maintain concentration as if concentrating on a spell to keep this state active. 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 15 foot circle. At 17th level, the damage increases to 14d12 and at 20th level, the damage increases to 18d12.
Extension Technique Marked For Judgement. While marked, a creature is cursed to never be able to direct the flow of cursed energy correctly.
At the beginning of their turns, a marked creature may attempt a Charisma saving throw to end the effects early.
Technique Improvement Creatures that fail their saving throw against technique extinguishment now also cannot regain cursed energy for the duration through features that recover cursed energy. This does not include vows that use external factors like the cursed energy economy vow. Additionally, for the duration of having failed the saving throw for Technique Extinguishment, creatures are now vulnerable to radiant damage. This effect ends when they succeed on the saving throw.
Must have the Cursed Technique Reversal cursed feat
However, once the minute has elapsed, the creature suffers the effects of Technique Extinguishment for one minute, during which they experience the following additional effects:
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
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The shikigami of a Star Dictator user, source [[49]] |
Lapse Technique As an action, you can summon up to 4 of these shikigami. Each of them costs 2 cursed energy to be summoned. These shikigami act on your turn and are controlled by you with the Summon Commanding Rules. They take their action on your turns and you can use a simple command to have them forgo their action and form your domain. The damage and maximum 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. The shikigami cannot form the maximum radius on their first turn active and slowly increase the size of the domain. On their first turn active, the radius starts at 30ft or the maximum radius, whichever is lower. Every turn after the radius increases by 30ft to a maximum of the largest radius possible with the amount of shikigami. 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. Additionally, your limit for controlling shikigami via the Summon Commanding Rules is equal to 2 times your Charisma modifier.
Technique Improvement As an action for 8 cursed energy, you can summon this shikigami. You can control it and the other Pteranodon shikigami using the Summon Commanding Rules.
Technique Improvement
Technique Improvement This new mole rat functions the same as the other, but the new Pteranodon has increased damage and range. 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. These new Pteranodons still cannot start with the maximum radius of the domain and have to slowly increase the size as the other shikigami.
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Earthen Insect Trance
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A Earthen Insect Trance user summoning their shikigami, source [[50]] |
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.
Lapse Technique These shikigami act on your turn and are controlled by you with the Summon Commanding Rules. 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.
Technique Improvement Also, their flying speed increases by 10 feet per energy spent.
Technique Improvement 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).
Technique Improvement 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.
Extension Technique 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.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat 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
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A Sky Manipulator using the sky itself as clothes, source [51] |
Due to your constant space manipulation, your cursed energy has been significantly altered. Whenever you deal damage with a cursed energy feature you can change the damage type to force instead of necrotic. In addition you gain resistance to force damage when your Cursed Armor is active.
Lapse Technique If this technique makes a ranged attack miss, you can make a ranged cursed energy attack roll against any creature of your choice within the original attack's range. For example, if you block a ranged attack with a range of 60 feet, you can pick another target within 60 feet of yourself. On a hit, the target takes the attack’s damage roll. 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 or until the creature moves away from the area where its limb is caught. 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 the effect had not reached are not affected, and you force all creatures to make the saving throw from your range, using your cursed energy DC for it. For 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.
Extension Technique While you have this cloth covering you, you gain a fly speed equal to your movement speed. You may keep hovering in the air. If an effect would reduce your movement speed to 0, you start falling. After the minute ends, you can spend 1 cursed energy to make it last 1 more minute. Sky Armor. At 5th level, your Sky Cloth allows you to become slightly more durable. While under the effects of Sky Cloth, your AC is increased by half your proficiency bonus, rounded down. 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.
Extension Technique This technique deals double damage to objects and structures.
Extension Technique As an action, you can freeze the sky, expending 10 Cursed Energy. You can then shatter the sky, damaging all inside. Creatures in a 10-foot cube originating within 5 feet of yourself must make a Dexterity saving throw. On a failure, the target takes 12d10 force damage. On a success, the target takes half damage. If a creature fails the Dexterity saving throw, it must then make a Strength saving throw. On a failure, the target is knocked prone and pushed back 10 × your Charisma modifier feet (minimum 10 feet). On a success, the target is pushed half the distance but remains standing. This technique deals double damage to objects and structures. At 17th level, the force damage increases to 16d10. At 20th level, the force damage increases to 22d10.
Extension Technique Spatial Movement. You are able to fold space and then unfold it while holding on. This drags you forward with the sky as it unfolds. As a bonus action for 3 cursed energy, you can do this and be moved 30 feet in any direction of your choice. This movement does not provoke opportunity attacks. Creature Entrapment. You are able to fold the sky over a creature, trapping them in place. As an action for 6 cursed energy, you can try to fold the space over 1 creature within 5 feet of you. The creature must make a Dexterity saving throw. On a failure, they are restrained until the start of their next turn. On a success, they are unaffected.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat 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 medium or with a Strength score smaller than your cursed energy dc make the saving throw with disadvantage. |
Cursed Energy Discharge
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A Cursed Energy Discharge user firing a blast of cursed energy, source [52] |
Your cursed energy output is incredibly high. 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.
Some of this subclass's features can be used in technique burnout. This is due to the fact that with or without your technique, your output remains the same. These features are Cursed Energy Discharge and Granite Blast. You cannot split your rays while in burnout, though. However, while in burnout they count as cursed energy manipulation features instead of technique features, and thus they are not affected by cursed technique enhancements such as Tokyo School, Maximum Output, Chanting and others. Additionally, due to this, you can use those features while in technique burnout without needing to make the saving throw. Any innate technique features still need the saving throw. Also, due to these features not being only from your technique, you can use them at any other time you are not able to use your technique. They cannot benefit from features that boost your innate technique, like while in burnout when used in this way.
If you have the Flawless Fundamentals cursed feat certain features count towards different things while you are in burnout. Cursed Energy Discharge and Granite Blast count as Cursed Energy Manipulation and not Innate Technique features while you are in burnout or any other time you cannot use your technique. Therefore, they would not be reduced if you do not also reduce Cursed Energy Manipulation costs.
Lapse Technique 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. When you split your Cursed Energy Ray you may choose to distribute the total damage however you wish across however many rays you are creating. For example, if a Cursed Energy Ray deals 5d12 Necrotic damage and you split it into two beams, one of them could deal 2d12 while the other deals 3d12. You could also make one deal 4d12 and make the other deal 1d12. 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! Once per turn as a Bonus Action, you may choose to start concentrating on this feature or with Granite Blast. 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 on those features is increased by 2.
Extension Technique Redirective Blasts. Once per turn, when you miss a ranged cursed energy attack roll using Cursed Energy Ray, 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. Defensive Discharge. 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 Ray as a reaction, targeting the attacker. If it deals more damage than the creature’s attack, the attack is negated.
Technique Improvement Additionally, if you make two or more Ranged Cursed Energy attack rolls using your Innate Technique against a single target, the Crit range for all of those attacks is lowered by 1 (This bonus does not stack for every 2 beams). Lastly, you do not roll with disadvantage on your Ranged Cursed Energy Attack rolls using your Innate Technique even if you are within 5 ft of a hostile creature.
Extension Technique 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, you may choose to make this attack a cone, forcing 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.
Extension Technique
Technique Improvement Additionally, you do not have a specific body part to release your beams anymore, being able to use them even if you are incapacitated.
Must have the Cursed Technique Reversal cursed feat This feature cannot absorb Domain Expansions. |
G Warstaff
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A G Warstaff user attacking, Source [53] |
Lapse Technique 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 who already has a manga panel increases how many seconds into their future you can see, making you gain the benefits of the earlier second along with the current. While you can see into a creature’s future you gain the following benefits depending on how many seconds you currently can see as long as you're not blinded:
Further hits at 3 seconds continues to increase how far you can see but futures beyond 3 seconds are too unreliable to offer any additional benefits in combat. 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. The technique ends 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 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.
Technique Improvement
Technique Improvement
Technique Improvement
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Private Pure Love Train
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A Punter showing off his style, Source [54] |
Domain Expansion Design Note: You may change/reflavor the Events and the designs for this domain however you wish while it will still works the same mechanically as it would currently written.
The domain starts off in Normal Mode where you and creatures 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, rolling 1d6 to determine if the guaranteedJackpot is even or odd. 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:
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:
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 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.
Technique Improvement
Technique Improvement 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.
Technique Improvement 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.
Technique Improvement
Technique Improvement
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. |
Obstacle Removal
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A curse with the innate technique Obstacle Removal, source [55] |
Lapse Technique
Whenever you remove an object, it is teleported out of your way. When you use this feature to remove a structure or object, you must choose a point within 30 feet of where it originally was located to reappear. The distance you teleport an object or structure increases to 60 feet at 5th level, to 90 feet at 11th level, to 120 feet at 17th level, and to 150 feet at 20th level. Additionally, at 11th level, your ability to remove objects has improved drastically. You are now able to remove large structures, such as a house or a building. Causing them to disappear as well. In order to do this you must use an action for every turn in a minute. If you complete the full minute of actions, then you can spend the corresponding cursed energy to remove the structure:
You must maintain concentration during the minute you are using this feature. Also, when removing a structure, it is teleported in the same way as objects detailed above. You are also able to spend more time in order to lower the amount of cursed energy needed. You may spend an additional minute worth of actions when using this feature. For every extra minute added the cost is reduced by 5 cursed energy. You must also maintain concentration during these extra minutes.
Technique Improvement
The distance you teleport a creature increases to 60 feet at 5th level, to 90 feet at 11th level, to 120 feet at 17th level, and to 150 feet at 20th level. Self Removal. At 5th level, your ability to remove creatures who are obstacles extends to yourself. As a bonus action for 6 cursed energy, you are able to target yourself with your technique. Depending on the obstacle you are facing you can do one of the following options. You can either gain a flying speed equal to your movement speed for 1 minute or teleport an amount of feet equal to the distance you can teleport creatures. Both of these allow you to remove an obstacle of yourself so you can reach your goal. Multi-Removal. At 11th level, when you use Creature Removal, you are now able to select a number of creatures in the 100 foot radius equal to your Charisma modifier. You must pay the corresponding cursed energy amount for each creature and they must each make the Charisma saving throw. They suffer the effects as normal based on a failure or a success.
Technique Improvement Complicated techniques that have concepts that cannot be contained semantically or pragmatically, such as Star Rage, cannot be removed. What techniques that are too complicated to be removed are determined by the DM. Unfortunately, manipulating concepts is a process that is incredibly intensive on the brain. At the end of your turns while Technique Removal is active, you must make an Arcana check against a DC of the respective creature’s level or CR. For every check that you fail, you take xd12 Psychic damage. X=that respective creature’s level or CR. This damage dealt to you ignores Resistance, Immunity, and cannot be reduced in any way. This damage lowers to d10s at 11th level, to d8s at 17th level and to d6s at 20th level.
Extension Technique
Technique Improvement Condition Removal. As an action for 8 cursed energy, you can remove a condition affecting yourself or another creature within 60 feet of yourself. Defensive Removal. As a reaction to yourself or a creature within 30 feet of you being targeted by an innate technique, you can spend an amount of cursed energy equal to the original cost of the innate technique before reductions, to attempt to remove the innate technique. The cost of this technique cannot be reduced other than with the Six Eyes or Flawless Fundamentals. You must make a Charisma saving throw with the DC being equal to the DC or the attack roll of the innate technique you are removing. On a success, it is nullified. On a failure it is unaffected. Additionally, this can be used as an action on an ongoing effect. Paying the same cost as above and making the same save.
Technique Improvement
Must have the Cursed Technique Reversal cursed feat
When you use this ability the object becomes the new target of the attack. The DM decides what random object is created as well as the HP amount of this object and its resistances, immunities, and vulnerabilities. If the attack breaks the object, you take the remaining damage. If you created a larger obstacle it may be able to block damage for other creatures depending on placement. The obstacle disappears after blocking damage for you. |
Antigravity System
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An antigravity user activating their reversal, source [56] |
Your antigravity is constantly affecting your system. Whenever you deal damage with a cursed energy feature you can change the damage type to force instead of necrotic. In addition you gain resistance to force damage when your Cursed Armor is active.
Lapse Technique 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.
Extension Technique 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.
Technique Improvement 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.
Technique Improvement Whenever your technique would end, you can spend 1 cursed energy to keep it for 1 additional minute.
Extension Technique If you have your Cursed Technique Reversal, then you may use this on a Gravity System as well. As a bonus action while a Gravity System is active, you may spend 6 more cursed energy to boost it. This forces creatures to make a Strength saving throw. On a failure, they take damage equal to half the damage dice, rounded up, of your Gravity System. On a success, they take a quarter of the damage dice, rounded up, of your gravity system.
Extension Technique
Must have the Cursed Technique Reversal cursed feat 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 saving throw. If used against a saving throw, you reduce the damage of the saving throw by the damage of your Gravity System. If you reduce the damage to 0, the effect ends. Any remaining damage after being reduced, is transferred to you. This only works on physical saves or things affected by gravity. 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 15d10 at 11th level, 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
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A Star Rage user increasing her mass before an attack, Source [57] |
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. This saving throw repeats at the start of a creature’s turn while the black hole is active. All damage and conditions from the black hole ignore any resistances and immunities to it. On a successful save, the creature takes half as much damage and is knocked prone but isn’t pulled toward the black hole. The black hole lasts 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. On a success, the creature takes half 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 are killed outright, but the black hole continues. All objects and structures within 120 feet of the black hole take 60d12 force damage, and the ground in this area becomes difficult terrain. Any objects or structures within 60 feet of the black hole are immediately destroyed. The range and radius of any effect caused by the black hole double at the end of what would have been your turn.
Lapse Technique 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.
Technique Improvement Additionally, whenever you score a critical with an unarmed strike while your technique is active you roll one additional damage die.
Technique Improvement Additionally, you now deal twice as much damage to objects and structures while you are benefiting from Star Rage.
Technique Improvement
Extension Technique O Goshi. You have learned that due to your imaginary mass, throwing a creature is very easy. Once per round as part of successfully grappling a creature, you can force them to make a Strength saving throw. On a failure, you throw them prone and they take your martial arts die in bludgeoning damage. On a success, they resist and are not thrown prone and take no damage. Roundhouse Kick. You have learned how to put a lot of momentum on one devastating blow. Once per round as part of an unarmed strike, you may perform this kick. If you successfully land the kick, the creature must then make a Constitution saving throw. On a failure, they are Confused until the start of their next turn. On a success, they are unaffected. Uppercut. You have learned that due to the crazy mass of each punch you have the potential to knock creatures up. Once per round as part of an unarmed strike, you may perform this uppercut. On a hit, the target is forced to make a Strength saving throw. On a failure, they are knocked up into the air and land 20 feet directly back. On a success, they are not knocked back. Heavy Stomp. You can also stomp the ground using your mass to destroy the ground below. Once per round as part of an unarmed strike, you can target the ground or a prone creature. On a hit the creature and the ground both take your unarmed strike damage and the area in a 15 foot radius centered on where you kicked becomes difficult terrain.
Technique Improvement Additionally, while you are benefiting from Star Rage your unarmed strikes overcome resistances but not immunities.
Must have the Cursed Technique Reversal cursed feat This feature cannot be used in tandem with Star Rage. 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
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A Solo Forbidden Area user beginning the ritual, source [58] |
Lapse Technique
You cannot use temporary cursed energy gained from this technique to activate it.
Technique Improvement At 20th level, you add your Charisma modifier.
Technique Improvement
Technique Improvement
Ritual Maintenance. You must maintain concentration to keep your Ritual going. If you possess Otherworldly Output, the DC for each stage is reduced by 5, aside from your partner’s in the fourth stage.
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Mythical Beast Amber
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The God of Thunder in his peak, Source [59] |
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.
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.
If you have the Flawless Fundamentals cursed feat certain features count towards different things. If you choose to reduce the cost of your innate technique then the technique features granted by this subclass have their cost reduced. If you choose to reduce the cost of your sorcerer path then the cursed energy features granted by this subclass have their cost reduced.
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.
Lapse Technique 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:
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. The effects determined by a success or a failure are as follows:
Cursed Energy Feature You receive the following battle sparks: Sparks. Once per turn when you hit a melee weapon attack, you can spend 1 cursed energy to add 2d10 lightning damage to the total amount. 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.
Cursed Energy Feature 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.
Technique Improvement If your technique is deactivated you still take the detriments of the stage that you have gained the benefits from. For example, if you have been in Mythical Beast Amber for 1 minute but have the benefits of 1 minute and 5 rounds and your technique is deactivated you would make the Constitution saving throw as if you were in it for 1 minute and 5 rounds. This also means you would take the effects from the table for 1 minute and 5 rounds.
Extension Technique You can spend 5 cursed energy as a bonus action, making you transform one of the following body parts:
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. Additionally, if you have your Cursed Technique Reversal then you may spend a bonus action and 10 cursed energy to turn a limb back to normal before the duration has ended and the limb being lost.
Technique Improvement Also, any lightning damage caused by you overcomes resistances but not immunities.
Must have the Cursed Technique Reversal cursed feat |
Drill Hair
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The drill hair technique, Source [60] |
Lapse Technique 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.
Technique Improvement 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.
Technique Improvement
Extension Technique
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Teleportation
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A user of the teleportation technique being ready to teleport himself out of danger, Source [61] |
Lapse Technique 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.
Technique Improvement
Technique Improvement Additionally, your markings now last for a week instead of 12 hours.
Technique Improvement
Technique Improvement
Technique Improvement Additionally, your markings now last for 1 month.
Must have the Cursed Technique Reversal cursed feat |
Heart Catch
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A user of the Heart Catch technique, Source [62] |
Lapse Technique 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.
Technique Improvement 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.
Extension Technique 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.
Technique Improvement 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.
Extension Technique
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Hakuna Laana
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A sorcerer using Hakuna Laana to dodge attacks, Source [63] |
Lapse Technique At 5th level, you gain proficiency in Performance checks, or expertise if you are already proficient.
Technique Improvement
Technique Improvement
Technique Improvement
Technique Improvement
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
Cursed Illusions
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A illusion made by a cursed illusions user, Source [64] |
Lapse Technique 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.
Technique Improvement
Extension Technique 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.
Technique Improvement The cost of the technique depends on the size of the targeted object, shown in the chart below:
Extension Technique
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.
Extension Technique This technique lasts for a number of minutes equal to your Charisma modifier.
Must have the Cursed Technique Reversal cursed feat |
Sorcerer Paths
Taijutsu Master
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One of the greatest Taijutsu Masters of his time, source [65] |
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.
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 at unexpected times. Once per round, you can choose to focus until the end of your turn, when you hit a target with a cursed strike while focusing, you must make a DC 15 charisma saving throw. On a success, the cursed strike's damage is delayed and you may cause the creature to instead take the damage at any time within the same turn you chose to delay the damage. When you cause the damage to detonate causing the creature to take the cursed strike damage, the creature must make a Wisdom saving throw. On a success, nothing happens. On a failure, you gain advantage on all melee attacks against the creature until the beginning of your next turn and your critical range is increased by 1 against them. When you cause the creature to take damage, you stop focusing. This technique's DC will be reduced to 10 when you reach 10th level or earlier if you unlock the black flash feat. If an attack is benefitting from Divergent First, it can't Black Flash. Taido Martial Arts. You can use the Cursed Blast of Blows, Cursed Patient Defense or Cursed Wind Step Cursed Martial Arts without expending Cursed Energy once per turn. Manji Kick. Once per round, as a reaction to a melee attack being made against you, you rotate your body down, avoiding the attack and delivering a massive kick to your opponent's face in a single motion. Their attack is made at disadvantage and, if the attacker is within your reach and their attack misses, you may make an unarmed strike against the attacker. If the unarmed strike hits you can use the shock of the unexpected kick as an opening, making another unarmed strike against them. Jab. You use a quick, precise strike to create an opening. Once per round, when you make an unarmed strike, you may perform a jab. This attack deals half damage but forces the target to react, giving you a strategic advantage.
Liver Shot. A precise body blow that weakens the opponent. Once per round when you hit a creature with an unarmed strike, you may spend 2 cursed energy to force them to make a Constitution saving throw. On a failure, they have disadvantage on their next melee attack or Dexterity-based ability check. Sweep Kick. You target the opponent’s legs to knock them off balance. Once per round when you make an unarmed strike, you may spend 2 cursed energy to attempt a sweep kick. On a hit the target must make a Dexterity saving throw with disadvantage. On a failure, they are knocked prone. If they are already prone, they take extra damage equal to your strength or dexterity modifier. Renewal Taekwondo: Bo-Bup. Your movement is so fast it creates the illusion of teleportation. As a free action when you use Cursed Wind Step, you may spend an additional 3 cursed energy to activate Bo-Bup. Instead of normal movement, you instantly appear in an unoccupied space within your movement range, ignoring opportunity attacks. If you move at least 30 feet, you gain one of the following effects until the start of your next turn:
Cursed Blast. You are able to reach beyond your sorcerer limits for a brief moment. Once per round for 3 cursed energy, you can raise the limit of one Cursed Strike to double your proficiency bonus. At 6th and 10th levels, you can choose another Specialized Cursed Martial Art.
At 6th level, your experience in your martial prowess shines through. As a free action after you have taken Cursed Blast of Blows on this turn, you may spend cursed energy up to half of your proficiency bonus, rounded down, making a number of unarmed strikes equal to the amount spent to a maximum of 3. 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.
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 three of the following features of your choice:
Depending on the number of these attacks that hit the target, you will gain the following effects until the end of your turn. 1 or less - Your next X unarmed strikes will have disadvantage against the creature. 2 - Your next Unarmed Strike will have advantage against the creature. 3 - Your next X unarmed strikes will have advantage against the creature. X equals half of your proficiency bonus. (Rounded up) You may not use cursed strikes, or any effects on the 3 unarmed strikes used for the Triple Kick. Curse Empowered Strikes still apply.
At 14th level, whenever you use a Cursed Strike, any cursed energy spent into them, will count as if you spent quadruple the amount. This still cannot add more dice than your proficiency bonus. Additionally, you may choose an additional Superhuman Combat or Specialized Martial Art.
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
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Two sorcerers considered to excel in manipulation of cursed energy [1] |
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.
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).
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 may spend the cost of it again up to a number of times equal to your proficiency bonus to create extra lines equal to the amount of times you spent the initial cost again in different directions instead of just 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 and your Charisma modifier in extra damage. At 11th level, it deals four times as much damage to objects and structures and twice your Charisma modifier. At 17th level, it deals five times as much damage to objects and structures and thrice your Charisma modifier. At 20th level, it deals six times as much damage to objects and structures and four times your Charisma modifier. 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 dice to gain temporary cursed energy equal to the result rolled + your Charisma modifier. 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.
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.
Replaces Otherworldly Efficiency At 10th level, you are considered top tier in cursed energy reinforcement, being able to enhance your body far beyond the average sorcerer. You gain the Curse Enhanced Body feat. In addition, the amount you can spend on your Cursed Energy Enhancements is increased by 1. Due to your knack with outputting high amounts of cursed energy in bursts, you can reinforce your enhancements beyond normal, you gain access to the following Reinforced Cursed Energy Enhancements: Reinforced Cursed Strike: When you use Cursed Strike on an unarmed strike, you can spend 2 cursed energy to gain a bonus to the attack roll that is benefiting from the Cursed Strike equal to half the cursed energy expended on the Cursed Strike. Reinforced Cursed Energy Armor: While your cursed energy armor is active, you can spend 3 cursed energy to gain a damage reduction equal to half of your Charisma score while this instance of your Cursed Energy Armor is active. Reinforced Cursed Weapon Enhancement: When you make an attack with a weapon that is under the effect of your Cursed Weapon Enhancement, you can spend 3 cursed energy to gain a bonus to the attack roll equal to half of the cursed energy expended on the Cursed Weapon Enhancement. You can use this feature a number of times per round equal to half of your proficiency bonus (rounded down). When you reach 17th level, the amount that you can spend on the Curse Enhanced Body instead becomes your Charisma modifier plus half of your Charisma modifier.
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.
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 turn 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 Flawless Fundamentals 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.
Replaces Master of Manipulation Finally at 20th level your reinforcement and your enhancement is beyond what any sorcerer has ever seen before. You gain Cursed Energy Reinforcement feat, or Dense Cursed Energy if you already have it. In addition, the amount you can spend on your Cursed Energy Enhancements increase by an additional 1 cursed energy, and your Reinforced Cursed Energy Enhancements will gain the following benefits when you use them: Reinforced Cursed Strike. Your Cursed Strike will deal an additional die of necrotic damage. Reinforced Cursed Energy Armor. When you use Reinforced Cursed Energy Armor, you can spend additional cursed energy on your Cursed Energy Armor equal to half of your Charisma modifier, however, when you spend over the normal amount on Cursed Energy Armor, it becomes less efficient. Every 2 cursed energy spent will count as 1 when spending this additional amount. Reinforced Cursed Weapon Enhancement. Your attack with the weapon that is under the effect of your Reinforced Cursed Weapon Enhancement will deal an additional Curse Empowered Strikes die. Finally, you will gain an additional reaction each round which can only be used for the Curse Enhanced Body feat |
Cursed Corpse Expert
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A cursed corpse expert and some corpses, source[66] |
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.
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.
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.
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.
At 14th level, you can pick one cursed corpse that you have created to become your favorite. This favorite corpse gains the following benefits:
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
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Shoko Ieiri one of the best healers in the Jujutsu World, source [67] |
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.
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 gain temporary hit points equal to half the hit points healed. 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 on a short rest.
Replaces Good as New At 3rd level, your Reverse Cursed Technique has always been fundamentally different, 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 gain temporary hit points equal to half the hit points healed. They cannot gain temporary hit points from this feature again until the current temporary hit points vanish. Also, when you use Improved Output to heal another creature they regain three fourths as many hit points as you would (rounded up) rather than half. 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 on a short rest.
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.
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.
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:
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.
At 20th level, you have learned how to utilize the output of the reverse cursed technique to such a degree you can bring people back from the brink. As an action for 25 cursed energy and 1600 hit points from your reverse cursed technique pool, you can touch a creature that has died within a number of rounds equal to your Charisma modifier, restoring them to life, and healing all wounds that afflicts the creature. This cannot be used to heal wounds beyond the limit of what is possible to heal with the Improved Output feat, such as lost limbs and injuries beyond that which can be healed with Reverse Cursed Technique. This causes the creature to come back to life with 0 hit points and will be considered stable. This cannot be used on a Cursed Spirit or a creature that cannot ordinarily be healed with the Reverse Cursed Technique. Additionally, you can use this to heal your body and revive yourself from death while still in the window of your Reverse Cursed Technique. If you have died within a number minutes equal to your Charisma modifier added twice, you may spend 35 cursed energy and 1200 hit points from your reverse cursed technique pool, to heal your wounds and resurrect yourself, regaining 1 hit point. You cannot heal yourself from wounds that would not ordinarily be able to be healed by the Reverse Cursed Technique, such as a destroyed skull, neck, or torso, your brain being meaningfully destroyed, or being killed in an extreme manner, as determined by your DM. If you possess the Reverse Cursed Technique Mastery Boon, the window for which you may heal yourself is instead a number of hours equal to your Charisma modifier added twice. |
Weapon Master
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Kasumi Miwa, a Weapon Master who's also a student of the New Shadow Style, source [68] |
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 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.
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:
Whenever you gain an ability score improvement, you may change your fighting style for another one of your choice. Additionally, at 10th level your fighting style improves:
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.
At 3rd level, you have extended your basic training as a sorcerer to develop more with weapons in combat. You will gain the following abilities:
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 at 9th, 13th and 17th level.
At 10th level, as your fighting experience grows, you have found yourself a favorite weapon. Choose one weapon that you’re proficient in. It will gain the following benefits:
You may change your favorite weapon at the end of a long rest for another one that meets the requirements.
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 spent 4, however you still won’t count as spending more than your proficiency bonus. This doesn't stack with Weapon Specialist. In addition, you can take another Fighting Style, and you can have two Perfected Fighting Styles at the same time.
At 20th level, you've mastered the synergy of weapon usage and cursed energy manipulation to perfection. When you use your Cursed Weapon Enhancement, you can decide to double it's limit until the beginning of your next turn. Additionally, once per round, you can utilize Cursed Weapon Enhancement with no action required. Finally, you also finally finished polishing your secret technique. The cursed energy cost of all of your secret technique is reduced by half your proficiency bonus (rounded down), to a minimum of 1. |
New Shadow Style Master
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Kusakabe in his Simple Domain stance, source [69] |
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. 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 1/4 of damage overflow instead of the normal 1/2. Simple Domain Programming. At 11th 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 Evening Moon Sword Drawing without spending a reaction and instead paying cursed energy.
At 3rd level, you have learned how to execute the fastest technique of the New Shadow Style. As an action for 4 cursed energy, while your simple domain is active you may enter the Batto Sword Drawing stance. Additionally, you may open your simple domain and pay its cost as a part of this action. Once you are in the stance, you cover your weapon with cursed energy and you will automatically attack any projectile or creature that enters your simple domain range. You can automatically make an amount of attacks up to your Dexterity modifier per round. If you are targeted by a projectile, you may make an attack roll against it. If your attack roll is higher or equal to that of the projectile, it misses. If it was lower, the projectile would still hit. If a creature enters your simple domain, you can automatically try to hit it. On a hit, you deal your weapon’s damage and an additional amount of necrotic damage equal to the weapon's damage dice. This necrotic damage may change depending on your cursed energy type, and you may make multiple attacks against the same creature. This lasts for 1 minute as long as you spend an action on your turn for the minute to maintain the stance or until your simple domain ends. This technique can only be used while you're wielding a martial melee weapon with the finesse property.
At 6th level, training your technique has made you improve the Batto Sword Drawing technique. While wielding a martial finesse weapon, you can activate Batto Sword Drawing without a simple domain as an action for 5 cursed energy. Every time a creature enters your reach, on your turn, you may make one weapon attack roll against said creature. You may attack a number of creatures up to your Dexterity modifier. On a hit, you deal your weapon’s damage and an additional amount of necrotic damage equal to the weapon's damage dice. You may use your movement speed on your turn to approach creatures so that they are in your reach and 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.
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 as an action while within it and while wielding a martial melee weapon with the finesse property. Both methods of activation cost 8 cursed energy and last for 1 minute or until your simple domain ends. 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 its 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 makes 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, this can be used offensively. If any creature is in the range of your simple domain, you can use an action to move up to your movement speed towards them and attack them a number of times equal to double your Dexterity modifier. On a hit, you deal your weapon’s damage and an additional amount of necrotic damage equal to the weapon's damage dice. At last, 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.
At 14th level, you have mastered the ability to swiftly imbue or reinforce a weapon in the heat of battle. As a bonus action, you may spend 2 cursed energy to infuse a weapon with Moonlight Veil. For 1 minute, the imbued weapon is treated as a cursed tool of one grade higher than its original rank for the purposes of damage, durability, and reductions. (Minimum: Grade 4, Maximum: Grade 1.) Additionally, if the weapon was broken prior to being imbued, it temporarily ignores any penalties associated with its damaged state for the duration. You may only maintain Moonlight Veil on one weapon at a time.
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
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Mai Zenin a low reserves sorcerer, source [70] |
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 feature they do their Wisdom (Perception) check with disadvantage.
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.
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.
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. Reactive. You gain one additional reaction.
At 14th level, you made sure to use the most of your strength. You will gain one additional quirk and perk of your choice.
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
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A shikigami master summoning a shikigami with a talisman, source [71] |
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. At 6th level, you became an expert at taming shikigami. You may now choose shikigami with A CR equal to your own jujutsu sorcerer level plus your Charisma modifier.
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.
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).
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 themselves.
At 14th level, you've learnt your shikigami's potential. 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.
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
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A Master of Vows exposing his true identity |
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. At 11th level, the bonus of vows that do not count towards your total increase to your full proficiency bonus. Additionally, you gain the Favored Vow feat.
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. If you have the Vows Master feat then this limit is 2 + your Intelligence modifier added twice.
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 to make binding vows with you. You are also able to make vows with non-sorcerers or anyone who has no levels in Jujutsu Sorcerer. In addition, you gain proficiency in the Persuasion skill, or expertise in case you were already proficient. At 11th level, you gain expertise if you only have proficiency in Persuasion.
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. Additionally, during the creation process for making a vow with someone, you can try to add a clause in the vow that might be easily broken. After you have made this clause, you can make a Deception check in order to try and misguide the other creatures making the vow with you. If you are successful, then the creatures are not aware of this clause and might break it on accident. Breaking a multiple-person vow is very dangerous. The punishment for doing so should be a fitting one determined by the DM. For example, you could be making a vow with a creature to make them secretly bring you information and you’ll give them your protection. You could try to add a secret clause that they cannot tell anyone about your deal and if they fail the check they are not aware that they cannot talk about it. So if they talk about it then they would break the vow. In addition, you will gain proficiency in the Deception skill or expertise if already proficient. At 17th level, you gain expertise if you only have proficiency in Deception.
At 14th level, you've improved on your lying, getting rid of any room for error. Creatures make Wisdom (Insight) checks with disadvantage against you, and you reduce their rolls by your Intelligence modifier.
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
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Tengen a barrier master, source [72] |
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 to your barrier, for example. Additionally, whenever you take a Barrier technique feat you may ignore one prerequisite that doesn't require you to have another feat. This feature cannot be used to get domain expansion if you do not have an Innate Technique. Design Note:If you are using the Sorcerer Path + Innate Technique and you have a Domain Expansion you cannot alter the properties of the barrier in your domain expansion without the necessary refinement points.
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 turn action to open it and gain one of the following effects. At 6th level you may apply two effects to a barrier by extending its casting time by the casting time of the second property. E.G. If you were to cast a barrier with the tracking and looping properties the barrier would take at least two full turn actions depending on how many rooms are part of the looping properties. At 12th level you can apply three. Additionally, you may apply two of these properties to Pure and Empty barriers as well with the number of full turn actions relating to additional days and an additional amount of cursed energy equal to ten times the level prerequisite of the barrier property. The properties are below. Design Note:You and your DM can create custom properties to assign to barriers, the ones listed below are set examples that can be used to assign.
At 6th level, your barriers are only getting stronger the more time it passes. You'll gain additional slots for Binding Vows related to barriers equal to your proficiency bonus + your Charisma modifier. Additionally whenever you gain refinement towards barrier techniques such as Domain expansion or Simple Domain, you gain an additional amount of refinement equal to half your proficiency bonus. You gain the Barrier Master feat. In addition, you now count as 100 refinement higher for the purpose of using Domain Properties and Binding Vows for your Domain Expansion.
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 day of which you must expend the maximum amount of cursed energy you could on your basic barrier while standing in a specific spot chosen at the beginning of the casting time to be the center of the Pure Barrier. The casting fails and all cursed energy spent on it is wasted if you do not repeat this process at any point during the casting time. 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 the 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. This cannot be used to go over the maximum amount of cursed energy you can spend on a barrier. Finally, you gain the Barrier Invader feat.
At 14th level, you have learnt new uses for your barriers, making them grow in strength. Your barriers' hit points will double, and so will their range.
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 designate a point within 1000 feet of yourself or the edge of one of your Empty Barriers at which to create an Empty Barrier. You must repeat this action every day on the same point 365 days in a row to successfully create an Empty Barrier on that point. Empty Barriers last indefinitely or until you choose to end them at will, and you may have as many Empty Barriers simultaneously as you wish. You may create a Barrier Network using Empty Barriers instead of Pure Barriers or Bon Barriers, but when you do so the Barrier Network must only be comprised of Empty Barriers and each Empty Barrier in the Barrier Network must have an edge in contact with an edge of the other Empty Barrier(s) it is connected to. An Empty Barrier is a rectangular prism centered on the point at which you created it with outside sides up to 2000 feet in length. Inside this barrier is an infinitely repeating environment of your design, created of hexagon-shaped panels that you may alter. Even if the properties or design of the Empty Barrier is altered by another creature you may revert these changes or change it yourself as a free action, remaining the Empty Barrier’s master. You will gain the following lair actions which apply within the Empty Barrier: Switch Places. You may drop the hexagons below a creature, making it fall into the hole and reappear somewhere else in the barrier. This movement does not generate opportunity attacks. 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, though to do so on a Domain Expansion you must use this lair action once to start the negation on the Domain Expansion. Using this lair action on a Domain Expansion you already started the negation of with your last lair action finishes the negation and causes that Domain Expansion to collapse. You may use this even on Domain Expansions that do not possess barriers, however finishing the negation of a Domain Expansion that does not possess a barrier requires you to end the Empty Barrier simultaneously as well. You may also add properties to the Empty Barrier as you would any other barrier. A property possessed by all Empty Barriers in a Barrier Network is treated as a Rule for the purposes of the Barrier Network. Custom Properties. Due to the complexity of the Empty Barrier it is able to be used to do what used to be thought impossible. Discuss with your DM about creating a custom property for your Empty Barrier. E.G. Slowing the evolution of an Immortality user.
Replaces Empty Barrier At 20th level, your skill with barrier techniques has allowed you to create a creative usage of barrier techniques, using your own body as a Domain. If you possess the Domain Expansion feat, you may instead as a reaction, pay your Domain Expansion cost, and spend 5 cursed energy, instead using your barrier techniques in conjunction with your domain to use your body as the domain, increasing output greatly, and activating it at a much faster rate. Your DM has great latitude in what happens when your Domain is used in this way, with this technique having almost no merit when used offensively. For example, an offensive technique such as Shrine would have almost no useful additional effects, but a technique with a broad target concept such as Antigravity System would have an extremely useful defensive effect against things such as a Black Hole, or things that utilize gravity. When used in this way, your domain will last one minute, and will only be confined to your body. All other rules of Domain Expansion apply. |
Binding Vows
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A Binding Vow example, [73] |
If you violate the contract's terms in a vow with yourself, you'll only lose the benefits gained.
Anyone who violates the terms of a binding vow between two or more sorcerers suffers dire consequences. The DM may decide the nature of these penalties, which could include:
- The creature who broke the contract permanently loses an amount of maximum hit points decided by the DM.
- The creature who broke the vow permanently loses an amount of maximum cursed energy decided by the DM.
- The creature who broke the vow suffers a reduction in one or more ability scores, determined by the DM.
Design Note: All of the binding vows here are examples, you may. create your own binding vows alongside your GM.
Here is the list of binding vows you can make with yourself or other sorcerers:
Solo Binding Vows
Requires Curtain or Domain Expansion to utilize it
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 one part of your cursed technique works. You must pick 1 technique feature from your innate technique. Such as an extension technique. After you explain it, the specific technique feature you explained will gain the following benefits when used against creatures who hear it:
However, the creature now knows how your technique works, making it gain advantage against any of saving throws caused by the cursed technique feature, 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, creatures 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. Creatures do not need to understand you for this vow to take place. They only need to hear your explanation.
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:
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:
After this effect ends, you must restart your working shift for it to take effect again.
You have realized that you can sacrifice your own life in exchange for a massive boost in power of your own 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:
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:
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.
You need to use your cursed technique immediately, but can’t meet the usual activation requirements so you make a vow to use it without them. You create a vow to immediately use a technique that you know as either a reaction or free action just for using said technique for this vow and all other requirements besides the cursed energy cost are ignored. However, you permanently either increase the action cost of the technique by 1(free action-> bonus action-> action-> full turn action) or add an additional requirement or prerequisite to use the technique for all subsequent uses of that technique (an example of an additional requirement or prerequisite would be now needing Chanting to be active to use the technique). The increased action cost or additional requirement/prerequisite from this vow will last even if you end it during a short or long rest as the technique used has been permanently altered. You can take this vow multiple times, but it must be used on a different technique each time.
Requires you to have a 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.
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.
Requires you to have a domain expansion, 1000 refinement points, and the Barrier Master feat |
Cursed Technique Binding Vows
Prerequisites: Idle Transfiguration, Instant Spirit Body Of Distorted Killing feature To maximize your efficiency of destruction, you've imposed a vow upon yourself to let your body remain stagnant in exchange for further durability. When Instant Spirited Body Of Distorted Killing is active, you gain the following:
You are still able to utilize Idle Transfiguration.
Prerequisites: Idle Transfiguration, Maximized Destruction Vow Due to your vow preventing an alteration of the body, you’ve imposed a separate vow on your tendrils to still be able to effectively transfigure them. A separate vow on the tendrils has been made that shortens the metamorphosis cycle, allowing them to count as a limb slot for the purpose of self-alteration’s weapon and shape alterations. Alterations made to the tendrils in this manner only last until the beginning of your next turn.
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.
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.
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.
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 Separation. You no longer have to roll 5 or more over the vessel’s AC. Design Note: This vow can be customized to work with other cursed techniques. Work with your GM to make a variation of it that allows other techniques to hit the soul.
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 Object. In order to do this you lose the ability to harm the Cursed Objects in any manner while using Resonance.
Prerequisites: Construction Technique, must be at least 6th level Your technique is able to create almost any grade of tool, allowing for quite a lot of interesting applications. What it cannot create however is special grade tools thus you've made a vow where you give your essence to have them created. You may now use Cursed Constructions to make special grade tools, however for every cursed energy spent this way BEFORE cost reductions, you take 4d12 necrotic damage that bypasses resistances, immunities, reductions, thresholds and temporary hit points. When you take this damage, you also reduce your maximum hit points by an equal amount. Any cost increased by the cursed energy deficiency feature counts towards the damage for this vow. You regain your lost maximum hit points over long rests. For every long rest you take, you regain your Constitution modifier amount of maximum hit points. You're unable to create another special grade cursed tool as long as you're still recovering any maximum hit points you've lost. |
Multiple Sorcerer Binding Vows
Requires two or more different Jujutsu Sorcerers.
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:
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.
Must be made between a Living Vessel and their Cursed Object. |
Jujutsu Sorcerer Variant Rules
Jujutsu Sorcerer Variant Rules
Optional rules that don't necessarily need to be enforced but affect the class introduce variations and additional mechanics that can enhance or modify the way this class operates. These optional rules allow players to adjust and personalize their experience with the Jujutsu Sorcerer class, offering new ways to approach abilities, techniques, or progression.
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 level is gained at first level instead. This does not apply to features that are considered to count as a lapse technique.
Ten Shadows
Stronger Shadows The total number of Stronger Shadows counters that can be applied to a shikigami at any given time is now 20 instead of 10.
The Well's Unknown Abyss The size adjustment can be performed up to the summoner’s full proficiency bonus, not half.
Shrine
Dismantle and Cleave. You need Object Perception in order 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. If you possess Dense Cursed Energy, and it would increase the damage die tier of Cleave, then Cleave will instead do 12 slashing damage per cursed energy spent.
If you use Tokyo School or Technique Specialist to increase the damage dice of Cleave, each dice added will instead count as another cursed energy spent. (Ex. Specialized Technique adding 5 damage dice would count as 5 more cursed energy spent, and add 50 slashing 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 pay 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.
Infinity Pressure. You must have Improved Cursed Energy Output feat in order to use Infinity Pressure, and the damage becomes 2d8 force damage for every cursed energy spent.
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.
Blue Augmented Speed. You may instead spend up to your level in cursed energy, gaining 15ft of movement per cursed energy spent, and lasts a number of rounds equal to half the amount spent.
Blue Infused Strikes. Your blue infused strikes now cost the same as Blue and when a strike is infused with Blue Infused Strikes it will instead be considered a critical for its damage. Additionally, once per round you can spend 6 more cursed energy as a part of a Blue Infused Strike to force a target within 15 feet to make a Strength saving throw. On a failure, they are pulled into your reach. On a success, they are not moved.
If you have the Six Eyes and use a Blue Infused Strike then, 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 without Tokyo school enhancements.
Disaster Flames
Erupting Volcanoes. When using magma blasts, the affected creatures take the damage of all of the volcanoes combined, not just one.
Idle Transfiguration
Transfigured Creatures. You can have as many transfigured creatures as you want.
Idle Transfiguration. Those who were not blessed in the realm of souls can still grasp it through use of this technique. If a creature who does not possess Idle Transfiguration as their Innate Technique uses this technique 20 or more times, they will gain Soul Outline Awareness.
Soul Maintenance. Now simply 1 cursed energy to set your Body Hit Points to the same value as your Soul Hit Points.
Instant Spirit Body of Distorted Killing. The score bonus of this form are +6 to your Strength, Constitution, Dexterity and Charisma scores.
Cursed Speech
Cursed Speech. Due to the odd nature of how to defend from Cursed Speech, not everyone knows how to do so. If you have the Sorcerer Family background or have been told by someone who is from a sorcerer family, you know how to defend and make the Charisma saves as normal. However, if you do not know then you make a Intelligence saving throw instead. The DC of this save is reduced by 1 every time you have to make it as you slowly learn how to defend. If you succeed the Intelligence saving throw then you know how to defend and can make the Charisma save as normal.
Additionally, there is a way to actively defend. If you know how to defend from speech then you also have this defensive ability. As a bonus action for 1 cursed energy, you can cover your ears and brain with cursed energy until the start of your next turn. You must maintain concentration on this feature, but while you do so Cursed Speech has no effect on you.
Creatures with no cursed energy cannot defend against cursed speech and automatically fail the saving throw.
Losing Vocal Cord Hit Points. You now lose 3 hit points per cursed energy spent in words.
Construction
Construction. You have no limit on the number of items created at a time. You are unable to desummon created objects. You do not need to have a material analyzed to create using that material or its properties, you only need to recognize the material. What is considered recognizing a material is ultimately the DM’s decision, but generally even a low level of familiarity is still enough to recognize the material.
Liquid Metal. No longer has a time limit, although the cost to create it is now 10 instead of 5.
Black Bird Manipulation
Bird Strike. Bird strike instead costs 4 cursed energy, and its damage is 16d12. It becomes 24d12 at 17th level, and 32d12 at 20th level.
Gravestone Technique
- Countdown. A creature affected by countdown no longer takes damage and instead is reduced to 0 hit points while inside of your domain. Countdown outside of the domain still deals damage.
Projection Sorcery
- Projection Sorcery. Rather than a full turn action Projection Sorcery is activated as a free action or as a reaction to a significant stimulus which you can perceive, as determined by the DM. You cannot activate Projection Sorcery more than 6 times per round. Additionally the frame cost of actions, after The Fastest Sorcerer is applied if you possess that feature, is doubled. The maximum amount of feet you may move is equal to 4 times your movement speed for the movement frames option. Additionally, you may move up to 80 feet per movement frame.
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 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.
Vengeful Cursed Spirit
Copy. You no longer need to make a Charisma saving throw if your spirit has consumed a body part that meets your copy’s conditions, instead automatically copying the technique so long as the lost limb or lethal body part was successfully consumed.
Unconditional Copy. If you do not possess the Freed Spirit feat, then the sheer potency of your curse has changed the functionality of your Copy technique. Your technique will now function as follows:
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. You can have a number of techniques copied at once equal to your proficiency bonus.
Using Copied Techniques. In order to use a copied technique, you must be within reach of your spirit, and your spirit must not be incapacitated. As a free action, you may have your spirit give you a technique you have copied in the form of an item, with your spirit using its action to do so. While you possess the item, you may use the Lapse Technique and any technique improvements that apply to the lapse, which you qualify for with your level, of the copied technique once, before the item disappears and you must use a free action to gain another copied technique again. You may have any number of copied items out at once, with each one disappearing one minute after they have been created. Any durations or effects from techniques used in this way last as they normally would, but will be immediately ended if your spirit ever becomes no longer Fully Manifested.
You may not use more than one cursed technique, if you are actively using one of your cursed techniques, such as a summoned shikigami, a duration-based ability (e.g., Limitless’ one-minute Infinity or Hakuna Laana’s one-minute dance), or any other ongoing effect tied to that technique, activating a different cursed technique will immediately end all effects of the currently active technique. This includes any summoned entities, sustained abilities, or residual effects tied to the initial cursed technique. Additionally, you cannot use additional actions, reactions, or bonus actions granted by one cursed technique (e.g., the extra reactions from Projection Sorcery) to activate or utilize another cursed technique. All of the following effects of a technique being deactivated also occur when Copy is no longer active.
You do not gain the Technique Analysis feature in this form of copy. When you do gain the Freed Spirit, your technique will function as normal, and you will lose all techniques you have copied using unconditional copy.
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 instantly after you take damage, 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 amount becomes infinite for the duration of the jackpot, and you cannot be reduced to below 0 hit points.
Antigravity System
Antigravity System. The height of the lapse is now 20 feet and does not increase as you level.
Gravity System. The damage is now 10d12 force and increases to 16d12 at 11th level, to 24d12 at 17th level, and to 32d12 at 20th level. It also has a height of 20 feet.
Unstable Output. If you use Gravity System on your turn, you can not use it as a reaction until the start of your next turn. Additionally, if you use it as a reaction, you cannot use it on your next turn.
Star Rage
Star Rage. The amount of cursed energy you can spend on Star Rage is unlimited, with what would normally be the limit as described in the Lapse being instead the amount of cursed energy that, if you spend more than, triggers Black Hole. This replaces the 20 cursed energy threshold of Black Hole.
Claw Technique
Claw Formation.' You can only use this Technique on your left hand, if you do not have a left hand or you lose your left hand, you cannot active this technique in anyway.
Sorcerer Paths
Cursed Energy Manipulator
Expert of Manipulation. You can now ignore level requirements on cursed energy manipulation feats.
Multiclassing
Prerequisites. To qualify for multiclassing into the Jujutsu Sorcerer class, you must meet these prerequisites: 14 Charisma
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