Jujutsu Sorcerer (My Variant) (5e Class)

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Jujutsu Sorcerer

Jujutsu Sorcerers are individuals secretly trained and employed by the government in Japan to defend humanity from cursed spirits. The race of humans capable of using jujutsu are colloquially known as Sorcerers, and the jujutsu prefix is often used to signify their alignment to Jujutsu High. Evil jujutsu sorcerers are known as Curse Users while humans who cannot use jujutsu are called Non-Sorcerers. All jujutsu sorcerers are trained in their youth at one of the two jujutsu educational facilities in either Tokyo or Kyoto. There they are taught about jujutsu and how to use their abilities to exorcise cursed spirits.

Creating a Jujutsu Sorcerer

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A bunch of Jujutsu Sorcerers ready to fight eachother, [1]
Quick Build

You can make a Jujutsu Sorcerer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Athlete background. Third, choose Cursed Spirit, Cursed Vessel or Human race.

Class Features

As a Jujutsu Sorcerer you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Athletics, History, Perception, Religion, 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) 10 Dart or (b) Sling p
  • (a) 1 Simple Weapon or (b) 1 Martial Weapon or (c) 1 Backpack
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Jujutsu Sorcerer

Level Proficiency
Bonus
Features Cursed Points Unarmored Movement Martial Arts
1st +2 Innate 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, Sensei's Present, Innate 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, Innate 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 Innate Technique feature 20 + cha 25 ft. 1d8
11th +4 Cursed Tools 22 + cha 25 ft. 1d8
12th +4 Ability Score Improvement 24 + cha 25 ft. 1d8
13th +5 Maximum Output 26 + cha 30 ft. 1d10
14th +5 School Graduation 28 + cha 30 ft. 1d10
15th +5 Ability Score Improvement 30 + cha 30 ft. 1d10
16th +5 Ability Score Improvement 32 + cha 35 ft. 1d10
17th +6 Extra Attack(2) 34 + cha 35 ft. 1d12
18th +6 Ability Score Improvement 36 + cha 35 ft. 1d12
19th +6 Ability Score Improvement 38 + cha 40 ft. 1d12
20th +6 Innate Technique feature 40 + cha 40 ft. 1d12

Innate Technique

Starting at 1st level, you were born with a Innate Technique. Innate Techniques are unique abilities congenitally engraved into the user's body, specifically in the right prefrontal cortex of the brain. Most jujutsu sorcerers are born with an innate technique that manifests around the age of five or six, which continually carves its formula into the user over time. You must choose one Innate Technique, all detailed under Innate Techniques. Your choice grants you features at 1st, and again at 3rd, 6th, 10th and 20th level.

Cursed Techniques

Every Innate Technique grants you a cursed technique, which have lots of different uses.

  • All of your cursed techniques are considered magical for the porpuse of overcoming resistance
  • Anything that prevents you from casting spells, such as an Antimagic Field, also prevents you from using Cursed Techniques. Unless if they are in their Reversal or Maximum Output forms.
Cursed Energy

Your training has allowed you to control the cursed energy within yourself. Your access to this energy is represented by a number of cursed energy points. Your jujutsu sorcerer level determines the number of cursed points you have, as shown in the Cursed Points column of the Jujutsu Sorcerer table. You can spend these points to fuel various of your jujutsu sorcerer class features, including your Cursed Techniques, which are the features you gain from your Innate Technique.

When you spend a Cursed point, it becomes unavailable until you finish a short or long rest, at the end of the rest, all Cursed points spent return to you. You must spend at least 30 minutes of rest meditating to regain your Cursed points.

Some of Cursed Points traits require its target to make a saving throw to resist the trait's effect. The saving throw DC is calculated as follows:

Cursed Energy save DC = 8 + proficiency bonus + your Charisma modifier.
Cursed Energy Attack Roll = proficiency bonus + your Charisma modifier.

Unarmored Movement⁠

Starting at 1st Level, your movement speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain jujutsu sorcerer levels, as shown in the Jujutsu Sorcerer table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Martial Arts

At 2nd level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

Cursed Energy Enhancement

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

Cursed Energy Strike

When you make an unarmed strike, you may spend cursed points up to your proficiency bonus, dealing an additional 1d8 damage per point spent.

Cursed Energy Armor

As a bonus action for an amount of cursed points up to your Charisma modifier, you can surround yourself with cursed energy for one minute. You will gain a number of temporary hit points equal to the amount of cursed points spent times 10. 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 will also gain resistance against a specific damage type. Once you use this, you are unable to use it again for another minute if your temp hp falls to 0.

Cursed Energy Ray

As an action, you can spend cursed points up to your proficiency bonus to launch a ranged cursed energy attack in a target within 60 ft of you. On a hit, you deal 1d8 necrotic damage per point spent. Depending on your Innate Technique, your damage die will change to a specific damage type.

Cursed Martial Arts

At 2nd level, your jujutsu training has made you learn advanced martial techniques. You can now do any of the following Cursed Martial Arts:

Cursed Blast of Blows

Immediately after taking the Attack action on your turn, you can spend 3 cursed point to perform two unarmed strikes as a bonus action.

Cursed Patient Defense

You can spend 3 cursed point to take the Dodge action as a bonus action on your turn.

Cursed Wind Step

You can spend 3 cursed point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled until the end of your turn.

Jujutsu Schools

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

Tokyo Jujutsu High

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

You may choose one of the following benefits to grant to one of your cursed techniques:

  • Power Enhancement. You will now be able to spend extra cursed points into a technique equal to your half your proficiency bonus(rounded down) to add a damage dice to the technique.
  • Cursed Energy Economy. You will reduce your technique's cursed points cost by your half proficiency bonus, rounded up (to the minimum of 1 cursed point).
  • Distance Enhancement. You will now be able to spend extra cursed points into a technique to add +10 ft. of range equal to your proficiency bonus.

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

Kyoto Jujutsu High

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

Your Cursed Martial Arts techniques now only cost 1 cursed point, and you may choose a additional Cursed Energy Enhancement feature. In addition, one of your cursed martial arts will be more refined than your avarage sorcerer:

  • Cursed Blast of Blows. You can now do three unarmed strikes instead of two.
  • Cursed Patient Defense. You will gain advantage in Constitution and Charisma saving throws when you use the dodge action granted from this feature.
  • Cursed Wind Step. When you take the dash action your movement speed will triple, and when you take the disengage action your movement speed will double.

You can change the refined martial art after a long rest.

Sensei's Present

Starting at 3rd level, you have gained a cursed tool from one of the teachers of your school due to you arriving a little late. You will gain the Slaughter Demon, Cursed Glasses or Cursed Revolver cursed tool. (DM's discretion)

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

You may also ignore this increase to instead gain a cursed feat.

Extra Attack

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

This is only for melee attacks, and non-innate techniques.

Binding Vow

Starting at 5th level, you can create a binding vow with a willing creature, entering into a contract. The vow forces a DC 20 Wisdom check on anyone attempting to violate the contract's terms, on a failure, the terms aren't violated, on a success, the creature manages to violate the contract but suffers dire consequences, gaining 3 points of exhaustion and warning the other creature of the violation.

You can also create vows with yourself during a short rest, choosing one of the following benefits below:

Favorite Enemy

You focus for 1 hour preparing yourself to fight against a creature you know. You create a vow where you choose 1 creature as a target, after that you will choose one of your cursed techniques, making that technique gain advantage to hit that target, or removing -X (X being your Charisma modifier + your proficiency bonus) ​​on the target's saving throws against the chosen cursed technique. However, any other creature besides the target has +6 on saving throws against your cursed techniques and rolls it's attacks against you with advantage.

When used while a barrier technique is active, the unchosen creatures just pass through it, while the chosen one will have to break the barrier to enter.

Worst Case Scenario

Requires Simple Domain, Cursed Curtain or Domain Expansion to utilize it
This vow is the exact opposite to "Favorite Enemy". You choose 1 creature to which all of your abilities are useless against, while increasing the difficulty of all other creatures to harm you. The target of this vow gains a +8 to hit any attacks against you, and gains +3 in any saving throws made against you. Any other creature will receive -4 on it's attack rolls against you, and receive -3 on saving throws against you.

If used on a barrier, the target creature can pass through the barrier with no problems, while all others must make a save DC 15 + your Charisma modifier to pass.

You may also choose to leave a catalyst, thus the barrier becoming indestructible until someone breaks the catalyst, which must be on the outside of the barrier, but within a radius of 3 km around it.

Cursed Energy Restraint

You can accumulate a part of your cursed energy in an object that will become your battery. This battery can handle up to 3 times your maximum amount of cursed points, but it can only be charged once a day, in which you can send an amount of cursed points equal to your Charisma modifier. After it is full or at least half full of your cursed points, you can use it as you wish, from fuel to any machine or to replenish your jujutsu points.

You can have as many batteries as your proficiency bonus.

Revealing One's Hand

As an action you can reveal your innate technique to your opponent in a certain detail, making you gain the following benefits: +2 on your attack rolls until the battle is over, and whenever you make a saving throw or ability check against a DC it will increase by +2. However, your opponent now knows how your technique works, making any of his attacks or saving throws against you have advantage, as long as the saving throw comes from a cursed technique.

If the battle ends and restarts somehow, the creature will now be immune to Revealing One's Hand.

Incantions

As a full turn action prior to launching an attack from your innate technique, you can begin to preform an incantation to boost your cursed energy. On your next turn, the chant boosts your techniques effectiveness, imposing disadvantage on the target to resist said saving throw if the technique requires it. If the technique does not require any saving throw, the damage die is upped one tier (d8 --> d10). This can not benefit or be added on to the "Maximum Output" feature.

These vows can be exchanged during a long rest.

Curse-Empowered Strikes

At 6th level, you have began to focus more cursed energy into your strikes. Your Unarmed Strikes now count as magical and silvered for overcoming resistances.

Depending on your Innate Technique, your extra damage die will change to a specific damage type.

Resistant

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

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

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

Advanced Studies

Starting at 7th level, due to your constant learning through your school you have learned how to empower your abilities with your words, you will gain chanting regardless of which school you choose. You have also learned a new barrier technique. You will receive one of the following depending on which school you chose:

Tokyo Jujutsu High

Curtain. Emerge from the darkness, blacker than darkness. Purify that which is impure. As an action for 5 cursed points, you can cover the sky and the ground within a 2165foot radius. radius black dome for 10 minutes. For each 1 extra cursed point you spend you will add +1 minute. No one from outside the dome can it can see what is happening inside, and all the enemies inside will be revealed for you and your allies.

Kyoto Jujutsu High

Simple Domain. As an action for 10 cursed points, you can surround yourself with a 14 ft. circle for 1 minute. Any Cursed Techniques that are not in their reversal or maximum output forms will be instantly negated as long as they are inside the circle it also has an Antimagic Field effect. To use this technique, you must remain still without moving and must maintain concentration as if you were concentrating on a spell. If you are in a Domain Expansion you will negate it's sure hit effect, and the technique will last for 1 round.

Cursed Energy Recovery

At 9th level, due to extended periods of use your cursed energy is constantly recovering itself. You will gain 1 cursed point at the beggining of your turns, though it cannot exceed your maximum.

Cursed Tools

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

Weapon

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

Sight Improvement

You enhance glasses, lens or other forms of visual equipment to have access to the supernatural.
A creature holding the item gains a bonus to Wisdom (Perception) or Intelligence (Investigation) checks equal to your Charisma modifier (minimum 1), and can see through illusions.

Armors

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

You may only have one of the cursed tools at an time, since you are not used to it.

Maximum Output

At 13th level, you have learned how to use your maximum output, which are techniques with the highest possible cursed energy output channeled into them.. As an action you can start concentrating into a Cursed Technique of your choice, staying concentrated for 1 round. The amplification needs to be very precise, if you are hit you must make a Wisdom saving throw against the DC 10 + Half the damage you have received. At your next round, you can spend an action to launch the cursed technique spending twice the normal cursed points, making the technique gain one of the following benefits:

  • The technique will double its range
  • The technique will double its damage dice (Ex: 3d6 will become 6d6, and 10d4 would become 20d4.)
  • The technique will have its bonus to hit doubled.
  • The technique's DC will be increased by your proficiency bonus.

School Graduation

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

Tokyo Jujutsu High

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

Kyoto Jujutsu High

You have graduated from the Kyoto Jujutsu High, mastering the essence of what a Sorcerer should truly be. You will gain one Feat from your experience obtained.

Domain Expansion

If a class has a domain expansion, these rules are true for all domains unless otherwise specified:

All domains are different from each other, varying in it's hand signs or techniques. However, they all tend to follow the same base rules unless otherwise stated.

Expanding Your Domain

All domains require a specific handsign for it's expansion to be activated, taking a Full Turn Action to activate. All domains cost 25 cursed points unless specified, and catch every creature in a 165 ft. circle around you, creating a barrier for 1 minute. The insides of a domain expansion varies from user to user, since it's basically like showing your soul to your opponents. Outside of your domain, it's appearance looks like a giant black sphere floating in the air.

Cursed Technique Burnout

Even if the barrier or the environment aren't fully formed, casting domain expansion will cause the user's innate technique to become unstable for a short time afterward. Right after ending your domain expansion, you cannot use any of your cursed techniques and you gain 1 level of exhaustion for 1 minute for a d10 amount of turns.

Lethal Domains

Domains that are expanded to be lethal are constructed within a barrier imbued with the user's cursed technique. The caster's abilities are amplified and any cursed techniques deployed within the domain are guaranteed to hit their target. This sure-hit factor is derived from the barrier's embedded technique, which is what makes this type of domain considered lethal.

Sure Hit Effect

While inside your domain radius, all of your cursed techniques will be affected by a sure hit effect. No matter what your cursed energy attack roll is it will be considered a hit. Creatures will automatically fail saving throws for your cursed technique.

Non-Lethal Domains

In the past, Domain Expansion was a more common technique because domains weren't constructed to be fatal. They only forced targets inside to obey the rules of the embedded cursed technique.

Peace Treat

While inside Non-Lethal domains, no kinds of violence are allowed while a condition is not completely followed through. After the condition is completed, the domain will end.

Anti-Domain Clash

Because of your domain having a peaceful condition, you cannot open it while another domain expansion is active, however domain expansions cannot be opened as a reaction to your domain opening.

  • Domain Refinement

As every technique Domain Expansion gets better with refinement and specializing. A refined domain and a normal domain are very different, while on the second case most semi-grade 1 or above sorcerers could escape, a refined domain can bring trouble to even special grade sorcerers.

Refinement Points

The longer you refine your domain, the more it's refinement points will grow. You will start out with 1 refinement point, which defines diverse things about your domain. All Domain expansions will have 0 refinement points at the start. Incomplete domain expansions have refinement points of 0 and cant change. Your refinements points will grant you some benefits:

Ways of Refinement

There are multiple ways of refining your domain, from training with yourself to clashing with other people's domains. Down bellow is to list on how to gain refinement points:

Method Description Refinement Points Gained
Domain Casualties One of the quicker methods of refining your domain is to destroy opponents with your cursed techniques while inside it. If you reduce a creature to 0 hit points while it's inside your domain expansion, you will gain refinement points. The refiniment points are only gained if the creature's cr was at least half of your Jujutsu Sorcerer level(rounded up). 2 per creature
Domain Supremacy The best form to refine your domain is to just subjugate another one with your own. If you win in a domain clash, you'll gain refiniment points from your domain superiority. You may only benefit from this once per singular domain. 20 refinement points

Domain Durability. Your domain will increase in it's durability the more refined it is. Your domain hit points is increased by +1 for every refinement point you have.

The Limit. Your refinement limit is 100 refinement points, only the elite of the elite have ever reached said point.

You may, additionally spend refinement points based on certain domain conditions. You may only choose one condition and may only spend your refinement points based on the cost. Once you spend these refinement points you must work to regain them.

Condition Description Refinement Point Cost
Potency Your domain has become more potent, and now causes everyone to fail saving throws while your domain is active. In addition your sure hit damage die is upped one tier ( d10 to d12 and it can not go past a d12) as well as your cursed technique attack rolls in the domain. However the point cost is upped by your Charisma modifier and your domain's barrier hit points are reduced to 50 + your refinement level. 20
Efficient You have made your domain efficient and less taxing on you. Your Domain Cost is lowered by your proficiency bonus + your Charisma modifier, your domain lasts for 2 minutes, you do not gain exhaustion from burn out, and your cursed technique is only burnt out for 1d6 amount of turns. However, the sure hit damage is lowered by one damage die tier (d10 becomes a d8) as a result of a more efficient domain and less cursed energy. 40
Compression You have learned to expand your Domain, but quickly compress it, so it takes up less space. Your Domain range is lowered by 100 ft, yet the sure hit becomes more potent, as it now increases by two dice (ex. 8d10 < 10d10), and your domain's barrier's hit points increase to 175 + your refinement points. However your Domain now causes Cursed Technique burn out for and you suffer 1 rank of exhaustion for 2d8 turns. 100

Breaking a Domain

Outside_of_Gojo%27s_Domain_%28Anime%29.png
A domain viewed from outside, source [2]

Although Domain Expansion is a extremely powerful and refined technique that only the highest graded sorcerers possess, it can still be broken with enough force.

Barrier Hit Points

Your domain barrier has immense durability, being able to resist even the most damaging attacks. However, cursed imbued attacks can actually pierce through your barrier, despite not being very effective unless done from outside. Your domain barrier has an amount of hit points equal to 50 + your refinement points.

Weak Spot

All kinds of barrier techniques have a weak spot, domain expansions could not be different. You can only deal damage to a domain's hit points once you've found it's weak spot, unless you're from outside the domain.

From Inside

Breaking a barrier from the inside is almost impossible, even if you do find the weak point of the barrier you'll still can be targetted by the domains' constant effects. To break a domain from the inside, you must find it's weak spot first by making a dc30 Perception check. On a failure, the target cannot find a weak spot. On a success you will find the domain's weak spot, now being able to target it for your attacks. The ac to hit the domain is equal to the sorcerer's cursed energy dc, and it automatically fails any saving throws.

From Outside

While breaking a barrier from inside is nearly impossible, breaking from the outside is a much easier task. You may target the domain for your attacks, it's ac is equal to half the sorcerer's cursed energy dc(rounded down). It automatically fails any saving throws, and it is vulnerable to every kind of damage you deal.

Domain Battle

Chimera_Shadow_Garden_inside_Horizon_of_the_Captivating_Skandha_%28Anime%29.png
A domain clash starts, source [3]

Two domains expanding at the same time cause a domain clash, a battle solely defined by who has the most refined domain and the most talent as a sorcerer.

Domain Clash

Once a creature expands their domain, you may use your reaction to expand your own domain as well. The domain battle will be defined by the one with the most refinement points, being the defining factor in deciding the winner. However, even if you do have refinement points to destroy the opposing domain it will take a number of rounds equal to the amount of refinement points that you have above the opponent's domain. See the table bellow to see how much rounds it takes:

Refiment Points Above Rounds Needed To Overlap
10 9
20 8
30 7
40 6
50 5
60 4
70 3
80 2
90 1
100 0

While on the domain clash, the sure-hit effect of both domains will be negated. The domain expansions will create an 330 ft. area, where 165 ft. of it will be with one domain's area while the other will be 175ft. is for the other domain. The loser's domain area will shrink by 15ft. per round passed. Right after you break the domain, your sure-hit effect will come back into action.

Domain Escape
Megumi_opening_a_hole_in_Dagon%27s_Domain_%28Anime%29.png
A sorcerer using it's own domain as a form to create an exit from another sorcerer's domain, source [4]

Sometimes even if your domain is weaker, you can still use it to escape from other domains. As an action for 10 cursed points, you may cause a 10ft. by 10ft. hole to appear besides you. It lasts until the beggining of your next turn, any creatures that use their movement speed to reach the hole can get out of the domain. However, any creatures from outside may also enter through the same hole.

Equal Refinement Domain Clashes
maxresdefault.jpg
The two strongest sorcerers in history clashing their domains, source [[]]

Although an extremely unlikely scenario, almost impossible to happen in normal standards, when the top of the world fights this god-like scene might bestow itself to the eyes of outside viewers. When two Domain Expansions of equal refinement clash, they completely nullify eachother, not being able to overpower or be overpowered, so it's up to the two sorcerer's to maintain their domain while bringing the opponent's down. As soon as one of the domain casters reach 1/3 (rounded down) of their maximum hit points they need to succeed in a DC 15 roll with no modifiers to maintain concentration on their domain. On a success, the domain is kept stable and they can keep going. On a failure, their domain breaks, giving in to the opponent's, and they suffer the after effects of Burnout from Domain Expansion.

Domain Limit

A battle of two domain expansions is already hard to describe, now one of three or more... If more than two different creatures try to open a domain clash, all of the domains are instantly destroyed and they suffer the aftereffects of Burnout.

Innate Techniques

Ten Shadows Technique

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A Ten Shadows user summoning its most powerfull Shikigami, the Eight-Handled Sword Divergent Sila Divine General Mahoraga, source [5]

The Ten Shadows Technique can summon up to ten powerful shikigami using shadows as an intermediary. When first manifested in a sorcerer, this technique begins by granting them two Divine Dogs. Other shikigami can be summoned through a ritual, but in order to use them, the sorcerer must make them submit in battle. This allows the user to gain more shikigami, which they can utilize to dominate and amass up to ten.

Divine Dogs

Starting at 1st level, you have began to learn to summon Cursed Spirits from the shadows. As an action for 2 cursed points you may summon up to 2 Divine Dogs anywhere within 5ft. of you. The two Divine Dogs count as 1 summon, and instead for 1 cursed point you may summon only 1.

Any cursed spirits summoned as part of this path last until they are reduced to 0 hit points, you dismiss them at will, or a number of of minutes equal to your Charisma modifier passes. If your Charisma score is 18+, you will now instead have your spirits out for hours instead of minutes, though these hours are divided by half rounded up.

You may control them using a bonus action, though it can use it's reactions at will.

If the Shikigami is reduced to 0 hit points, you can choose to lose the ability to invoke them until 10th level, in order to use totality earlier. If you choose not to do this you are unable to summon the particular shikigami until you complete a short rest (exlcluding Divine Dogs and Rabbits, which may be summoned after a minute for the dogs, and anytime for the rabbits).

Trial

Starting at 3rd level, you have finally gained acess to your other spirits, and you must face them in combat alone to gain access to them. As an action, you may summon any cursed spirits that are on the table bellow within 5ft. of you. If you haven't battled against this shikigami and won, the cursed spirit will be considered berserk. If you have battled against the cursed spirit alone (does not include tamed shikigami) and reduce it to 0 hit points, you will now be able to summon the cursed spirit without it being berserk. You can summon a number of shikigami at a time equal to half your sorcerer level rounded up (with the exception of the Divine Dogs and Rabbits) You may not tame a shikigami that is a cr above your player level, but you may summon them for ritualistic purposes.

Cursed Points Shikigami
1 Cursed Point per summoned creature(up to 4) Gama
1 Cursed Point Up to your Charisma modifier in rabbits
3 Cursed Points Nue
6 Cursed Points Great Serpent
7 Cursed Points Round Deer
8 Cursed Points Piercing Ox
9 Cursed Points Mourn Tiger
10 Cursed Points Max Elephant
20 Cursed Points Eight-Handled Sword Divergent Sila Divine General Mahoraga
Summoning Techniques

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

Cursed Rabbits. You may summon them as an reaction for 2 Cursed Points as a reaction to an attack made against you, you may add your Charisma modifier to your AC. In case the attack misses, you will reappear in any place within your movement speed range. This movement does not generate opportunity attacks.

To use the others special summoning techniques, you must choose a Ten Shadows Feat.

Shadow Storage

Starting at 6th level, you may store objects that you focus on for 1 hour in an extra-dimensional space within your shadow. You may spend 1 cursed point to interact with a object in this space, potentially removing it. All the items still count against your carrying capacity.

At 14th level, you can connect to the shadows of a number of creatures up to your Charisma modifier. As a bonus action while the creature is within 100ft. of you, you may teleport behind this creature's shadow from any distance, even on another dimension. In case you do this on a hostile creature, the creature can make a perception check against your cursed energy DC, on a sucess they know you are behind them, on a failure they will be surprised. They always know you're behind them in case they have the Alert feat.

The Well's Unknown Abyss

At 10th level, you can now combine your spirits and give them stronger forms. As an action, you may combine two of your summonings you have summoned into a single creature, granting one of them the Cursed Spirit Alteration feature. They lose the Cursed Spirit Alteration if they are reduced to 0 hit points or you undo it by a bonus action. Additionally, if one of your summons is reduced to 0 hit points, at an short or long rest you may make a 1 hour ritual to grant one of your summons its Cursed Totality form. The sacrificed creature cannot be summoned for 1 week, after which it the other creature loses its Cursed Totality feature.

The Wells Unknown Abyss
Spirit Cursed Spirit Alteration Cursed Totality
Divine Dogs Gives Pack Tactics feature Becomes a Divine Dog Totality
Gama Gives Standing Leap feature Becomes a Gama Totality
Great Serpent Increase hit points by 10 and gives 30 ft. swim Speed Becomes a Great Serpent Totality
Nue Gives 80ft fly speed Becomes a Nue Totality
Round Deer Grants the Regeneration feature -
Piercing Ox It will grant the charge feature -
Mourn Tiger It will grant the pounce feature -
Max Elephant Increase hit points by 30 Becomes a Max Elephant Totality
Eight-Handled Sword Divergent Sila Divine General Mahoraga Multiattack action increases to 6 attacks -
Domain Expansion:Chimera Shadow Garden

Finally at 20th level, you have learned how to expand your own domain from the shadows. As an action for 25 cursed points, you may create a 165 ft. radius sphere centered on you made of pure shadow. Any hostile creatures within this space must succeed a Dexterity saving throw at the start of their turn or become restrained. They can make a Strength saving throw at the start of their turns, ending this effect on a success. The area targeted by this feature counts as difficult terrain for all creatures of your choice within it and you are under the affects of freedom of movement for the duration. You may take the Dash action as a bonus action, or as a reaction to being targeted by an attack. You may also summon your Shikigami without expending cursed points. After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Limitless

The Limitless technique is the most powerful innate cursed technique in the jujutsu world. This technique uses jujutsu to bring the convergence and divergence of an infinite series into reality, allowing the user to freely manipulate and distort space. Only those who possess the Six Eyes can fully master the Limitless due to the complex cursed energy manipulation required to wield it.

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The strongest jujutsu sorcerer using Hollow Purple, source [6]
Gravity Cursed Energy

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

Infinity

Starting at 1st level, you gain the ability to use you manipulation over gravity to protect yourself more effectively. As an action for 4 cursed points, you can encase yourself in a gravitational field for 1 minute. When you are targeted by an attack or spell, you roll a d6. On a 4 or higher, that type of attacks or spells will not affect you until the beggining of your next turn. At 6th level, you must roll a 3 or higher, and at 10th level you must roll a 2 or higher. At 14th level, you may spend 6 additional cursed points when using this feature to automatically roll a 6, spending 2 cursed points at the beginning of each of your turns it is active this way.

When you take the Dodge action while Infinity is activated, you gain advantage on the d6 roll, and you may grant its benefits to any creatures within your reach.

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

Cursed Technique Lapse: Blue

At 3rd level, you may directly manipulate gravity. As an action for 6 cursed points, you may cause gravity to bend within 30ft of you causing a blue sphere with a 10 ft. circle radius to draw towards you for 1 minute. You can dispell this technique as free action. All creatures within this area must make a Strength saving throw. On a failure, they take 3d8 force damage, are stunned until the end of their next turn, and are pulled to an open space closest to the center of the sphere. A creature can retry this saving throw at the end of each of their turns. If they succeed, they can jump out of the sphere by half their jump distance.

At 13th level, when you use your blue technique in it's Maximum Output form you may spend 1 cursed point 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.

Teleport Technique

At 6th level, you have learned how to manipulate the space-time around you and how to bend it. When you move, you can choose to teleport to the location, causing you to not provoke attacks of opportunity. As a reaction for 5 cursed points when you are targeted by an attack, you may teleport up to 30 feet, causing the attack to miss. You can only use one of these teleport features per round.

Additionally, you can get a flying speed equal to your normal speed as an action for 6 cursed points. Though you must spend 1 cursed point at the beggining of your turns to keep this active.

At 14th level, you can cast teleport as an action for 15 cursed points.

Cursed Technique Reversal: Red

At 10th level, you may invert Limitless, creating a blast of raw gravity. As an action for 8 cursed points, choose point within 40 feet. All creatures within 5 feet of the point must make a Strength saving throw. On a failure, they are knocked back up to 20 feet, take 6d8 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked prone. You may spend additional cursed points to a maximum equal to your proficiency bonus to increase this feature's damage by 1d8 for each cursed points spent this way.

In addition, you will gain the Reverse Cursed Technique feat.

Cursed Technique: Hollow Purple

At 15th level, you have gained your most powerful technique, mixing blue and red, creating a purple bolt of cursed energy that destroys everything in its path. As an action for 12 cursed points, every creature in a 30-foot line must make a Dexterity saving throw. On a failure, a creature takes 10d10 force damage and are moved to the end of the line, becoming paralyzed and incapacitated until the end of their next turn, and gaining 1 level of exhaustion. On a successful save, they take half damage and do not take the additional effects.

Domain Expansion, Unlimited Void

Finally at 20th level, you have learned how to expand your own domain, showing the Unlimited Void to opponents. You can create a void in space that causes victims to receive all kinds of stimuli and information endlessly, restricting their thought processes and actions. As an action for 25 cursed points, every creature that is not currently touching you in a 165-foot radius sphere centered on you must attempt a Intelligence saving throw. On a failure, they take 12d8 psychic damage and gain the stunned condition. After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Cursed Speech

The Cursed Speech path infuses spoken words with cursed energy to increase the spirit of the words, forcibly compelling anyone who hears to follow his commands. The bigger the command, the larger the backlash on the user's vocal cords. The target's cursed energy compared to the user can increase this drawback as well.

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A Cursed Speech user preparing a powerfull word attack, source [7]

Starting at 1st level, Shown in the table below you gain access to the non-magical vocal abilities in the table, these require no Somatic or Material components for these Abilities. Unless specified, the words aren’t required to be heard to be in affect. Using this feature does not count as casting a spell. Difference in languages won’t matter, targets don’t need to understand the words used. Each word requires a single word to use. using this word at any point uses the corresponding ability. Words are true, and effective on everyone regardless of specifications (No “Monkey-Pawing” for example If a robot can’t “sleep” and the sleep word is used, they will enter whatever powered down or resting more they have, or will mimic the effects of sleeping).Each of these abilities takes a toll on the user.

Voice Spells
Cost Vocal Abilities Spell levels
2 Inumaki-Word "Run Away", Inumaki-Word "Return", Healing Word, Command, Thaumaturgy, Inumaki-Word "Don't Move", Inumaki-Word "Sleep", Rise Cantrip and 1st
4 Mass Healing Word, Inumaki-Word "Explode", Magic Mouth, Inumaki-Word "Blast Away", Eviscerate 2nd and 3rd
6 Ignite, Legend Lore 4th and 5th
8 Divine Word, Word of Recall, Power Word Pain, Inumaki-Word "Plummet", Inumaki-Word "Crush", Mute 6th and 7th
30 Inumaki-Word "Twist", Power Word Heal, Power Word Stun, Inumaki-Word "Die", Inumaki-Word "Stop" 8th and 9th

Throat Backlash

Cursed speech is a powerful tool and strains the throat constantly. Cursed Speech will make your throat sore depending on the level word you used, and you'll take the following damage; (1/3/6/8/10 - 1d4/1d6/1d8/1d10/1d12). Your base range for all words is 60ft so if your over all health gos below 33%, you must make an additional Constitution saving throw. On failure your attack range is reduced by 10ft, un success nothing happens. If your reduced and you want to still project your voice 60ft you take double damage. Range resets once you go back above 33% HP

Risky Words

Speaking normally comes at a risk when you bare the marking of a serpent’s fangs and tongue. If your DM catches your character saying any of the words detailed in the table above, the corresponding cursed word will be used on whoever you were addressing. This can be dangerous when in a party or progressing in RP so you may find an alternative way of communication like the favored; “Rice Ball Ingredients” speech used by Toga Inumaki Himself. Anything used will be adapted to and mostly understood by anyone who spends more than a week with your character.


Vocal Coating

At 3rd level you’ve learned the pain that comes with utilizing a power such as Cursed Speech. As an action you can now spend 4 Cursed Points to coat your throat in hopes of negating some of cursed speech’s negative effects. While rolling the damage dice from Throat Backlash, and having your throat coated roll a counter dice against the damage. This dice increases depending on your Jujutsu Sorcerer level; 3/6/10/14/20 - 1d4/1d6/1d8/1d10/1d12. Only works once per use.

Controlled Shouting

Starting at 6th level, you’re now proficient enough to handle the intense scattering of cursed energy and the difficult mantle that comes with the mastery of Cursed Speech. No longer limited to zeroing into an opponent, for an extra 6 Cursed Points and 1d4 throat damage shout your words and channel their energy into a general cone shape of 60ft, effecting anyone you choose within in it.

Cursed Speech Mastery

At 10th level, you’ve become to masterful with your cursed speech that you may now do it with less effort. Use your Cursed Speech as either a bonus action or Extra Attack for an additional cost of 3 Cursed Points once per turn.

Extended Vocabulary

At 14th level, you gain the ability to add extra effects to your Vocal Abilities, you may consume any spell scroll you find that has a Verbal components and add it to your arsenal. The spell fits into the table depending on the spell level. *Work with your DM to decide if these spells can fit this function

Domain Expansion: Whispering Shadow of the Serpent's Tongue.

Finally at 20th level, you've learnt the ultimate art of jujutsu , for 20 Cursed Points and as a action; You ball your fist, extends the pointer and ring finger conjoining them at the tips seemingly forming a blade shape out of your fingers. Being masterful in your techniques, you spread your cursed energy in an enclosed sphere around you with a radius of up to 230ft The pitch black border lined with sound wave reflecting panels and at the center. No spells or Cursed Techniques require cost, and anyone of your choosing within your Innate Domain have disadvantage on all Wisdom saving throws envoked by you. You as an Inumaki member may now speak freely both normal and cursed words as much as you want, and utilize your domain to breathe life into your words and imagination. You may not directly alter the targets within the Domain however whatever else you say happens. (For Example you can’t say “The target is now a toad” but you could say “The entire domain is now their nightmare, it now has no oxygen for anything but the creature, sharks suddenly attack it from all directions, Gevurah comes to smite him (obviously it wouldn’t be the real one but still works here) literally anything else but the guy”). Since your domain acts as a barrier and no one may get in or out, and acts as an inward acting domain; it may be attacked by the outside and destroyed. The Barrier from the outside has 150 hp. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Ratio Technique

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

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A powerfull jujutsu sorcerer using the ratio technique, Source [8]
Critical Attacker

Starting at 1st level, you always had a precise look on how to destroy your opponents defenses. When you attack and score a critical, you will roll 2 additional damage dice instead of 1. You may also apply the effects of Cursed Energy Strike to melee weapons.

At 14th level, you have made a personal record of black flashes, making them easier to hit for you. You will gain the Black Flash cursed feat. Your Black Flash DC is 18, but you cannot do more than 3 black flashes per turn.

Ratio

Starting at 3rd level, you have learned the ratio technique, made to find weak spots in enemies. When you make an attack, you may spend 4 cursed points to decrease the minimum roll for the attack to count as a critical hit by 1d4. Additionally, you can create a binding vow with yourself, called Overtime.

Overtime

At the start of initiative, you can choose to limit your strength for the start of the battle in order to further strengthen yourself by the end. Choose up to 2 stats and reduce them by an amount you choose with the max being your proficiency bonus for a number of rounds you choose (minimum 5.) After those rounds pass you're able to release your limiters entering "overtime" resulting in the nerfed stats to become buffed by the amount you chose to nerf them for the first half of the battle.

This buff remains for however many rounds you chose for the nerf to last, so an example of this is starting the battle with 20 Strength & Constitution. You choose to nerf them each by 2 making them 18 for 6 turns. Once those 6 turns pass both stats would become buffed to 22 for the next 6 turns before returning back to normal. These vows can be exchanged during a long rest.

Collapse

Starting at 6th level, when you attack an object, wall or construct, you can create a weak point for 3 cursed points, dealing twice as much damage.

As an action for 4 cursed points, you may destroy the ground around you in a 30 ft. radius. The area becomes difficult terrain, and every creature in the area must make a Dexterity saving throw. On a failure, they take your unarmed strike's damage + 3d10 bludgeoning damage. On a success, they take half as much damage. Depending on the material, it will deal additional damage:

Material Additional Damage
Cloth, paper, rope 1d4
Crystal, glass, ice 1d6
Wood, bone 1d8
Stone 2d10
Iron, steel 2d12


Improved Ratio

At 10th level, you have become more lethal and precise with your Ratio. Whenever you use Ratio, you may double its cost to double the damage die tier making it become a d12.


Tokyo School: Perfected Ratio

At 14th level, you have finally reached perfection with your Ratio technique. Whenever you hit a critical while under the effects of the ration technique, the target is forced to make a Constitution saving throw. On a success, they will take one additional dice of damage. On a failure, they lose one of the following members of their body decided by a d4:

Number Rolled Body Part Removed
1 Left leg
2 Right leg
3 Left arm
4 Right arm
Perfect Strike

Finally at 20th level, you know exactly the right spot to destroy your enemies. Whenever you use any of your ratio techniques, your proficiency bonus is doubled for the attack and it is made with advantage.

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

Blood Manipulation

Blood Manipulation allows the user to control blood inside and outside their body down to a cellular level. This technique is treasured for its overall balance and has few known weaknesses.

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A Jujutsu Sorcerer controlling his blood, source [9]
Blood crystallization

You can freely change the shape and density of your blood, using it for both offense and defense. You will gain resistance to piercing, slashing and bludgeoning damage when you activate your Cursed Energy Armor. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, you may change it's damage type will be changed piercing, slashing or bludgeoning damage (according to your choice). Additionally, your hit dice becomes a d12

Crimson Binding

Starting at 1st level, you have been blessed with the cursed technique of the Kamo clan, making you begin with the most basic technique, the crimson binding. You may pull blood from the surrounding creating a net that envelops an a opponent. As an action for 1 cursed points and 4 blood points, you must choose a target within 30ft of you. The target must make a Dexterity saving throw against your cursed energy dc or become restrained. The creature can spend it's action after being restrained to roll a Strength saving throw, breaking itself from the effect on a success.

To use your blood techniques, you must have enough blood to do so. You can carry a number of blood bags equal to your proficiency bonus, they can contain a number of blood equal to your Charisma modifier. They all recharge their blood at an short or long rest. You start out with two blood bags when you create your character.

In case you don't have blood points remaining, you may spend your hit points instead.

Flowing Red Scale

At 3rd level, this technique increases the user's body temperature, pulse rate, and the number of red blood cells to give themselves greatly increased energy and physical capabilities. You may spend 3 Cursed Points and 6 blood points as an free action to gain the following benefits for 1 minute:

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

At 6th level, you compress and condense blood to its absolute limit. Before you use an cursed technique, you can spend additional cursed points(and an equal amount of blood points) up to your Charisma modifier to enhance the technique's potency. For each cursed point you use, the technique will receive one additional dice of damage or 1 additional turn of duration.

Slicing Exorcism

Design Note: You must use Convergence with this technique, otherwise it won't work.

At 10th level, you can create a Rotating wheel of blood at high speeds to use as a bladed projectile. As an action for 10 cursed points and 8 blood points. you can pull blood together to create a small blood wheel for 1 minute, it is 10ft circle that is 1ft thick. You can use a bonus action to move the Wheel of Blood to a place within 30ft of you. When this wheel moves through a creature's space the creature must make a Dexterity saving throw. On a failed save the target takes 8d12 Slashing Damage, on a successful save the target takes half as much damage. You may force a creature to make this saving throw once per round.

Tokyo School Feature: Blood Meteorite

At 14th level, you have learned how to harden some of your blood and throw against your opponents. As an action for 8 cursed points and 7 blood points, you target one or more targets within 30 ft. of you. Make a cursed energy attack roll, on a hit they will take your 4d12 bludgeoning damage and must make a Constitution saving throw. On a failure, they will become stunned until the beggining of your next turn, on a success they're not stunned.

Piercing Blood

Design Note: You must use Convergence with this technique, otherwise it won't work.

At 20th level, you can focus blood into a piercing beam that deals massive damage to unarmoured targets. As an action for 12 Cursed Points and 10 blood points, you can pull blood into your hands and fire it at a target within 60ft of you, make a cursed energy attack roll, on a hit you deal 10d10 piercing damage. An armoured target takes half as much damage. If you have spent the maximum on your convergence before using the technique, it becomes a line attack that forces all targets in that line to make a Dexterity saving throw. On a failure, they will take the piercing blood damage, on a success they will take half as much damage. In addition, it will pass through any armor now.

Cursed Energy Manipulation

Cursed Energy Manipulation allows its user to more destructively use its cursed strikes to deal huge damage with their unarmed strikes, originating from a power within them.

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A rookie jujutsu sorcerer using cursed energy manipulation, source [10]
Human Prison

Starting at 1st level, you have been artificially created since your birth by someone you have become a prison for any cursed object you eat. Cursed objects consumed by you cannot take over your body, unless the cursed objects quantity passes your save. With your save being 10 + your proficiency bonus. After some time passes by the GM's choice but at maximum 1 year, you learn the cursed techniques of the first cursed object you have eaten.

Divergent Fist

Starting at 3rd level, you are terrible at using your cursed energy and because of this, your cursed strikes are delayed but come out stronger. Whenever you hit with an Cursed Energy Strike, you can spend a bonus action to make a unarmed strike with advantage. On a hit, it will deal it's normal damage + half the first cursed strike's damage(Rounded up) as additional damage.

Past Choices

Starting at 6th level, you have not been called by the jujutsu high as soon as possible, you have first being taken care of by an family member. Choose one of the options bellow:

Taido Martial Arts. You can use the Cursed Blast of Blows or Cursed Wind Step Cursed Martial Art without expending cursed points once per turn.

Manji Kick. As part of an unarmed strike you rotate your body down to give a massive kick in your opponent's face. On a hit, the opponent must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failure, the opponent will be stunned for 1 round. On a success he does not get the stunned condition. After you use this, you cannot do it against the same target for 2 rounds.

The One Blessed by the Black Flashes

At 10th level, you have been blessed by the flashes of the Black Flash. You will gain the Black Flash cursed feat.

As a bonus action you can take the concentration action to make your black flash DC 15 without changing, in case you receive damage from any source you must make a Constitution saving throw against a DC of 10 + the damage taken to keep concentrated. You can only hit 4 black flashes per turn.

Tokyo Feature: Body Switch

At 14th level, you have learned how to switch bodies with someone by switching souls. As an action on your turn you can make a signal with your hand to switch bodies with a creature, taking control of their body for 1 minute times your Charisma modifier. You may use any features, actions, bonus actions or legendary actions that you have already seen somewhere that the pocessed body has. You can only do this equal to your Charisma modifier per long rest, and may only use this while you are on your own body.

Devourer of Expansions

Finally at 20th level, you will gain the domain expansion of one of the cursed objects you have ingested.

Cursed Straw

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

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A Jujutsu Sorcerer dropping their cursed straw, Source [11]
Nails Projectiles

Starting at 1st level, due to your country origing you will start with 1 Hammer, 24 nails and 1 straw doll. As an action for 1 cursed point, you can hold 2 nails in the air with your cursed energy and then hit them with your hammer. Make two cursed energy attack rolls with a range of 20/60 feet. On a hit, each nail deals 1d6 necrotic damage. You may add cursed strikes to their damage rolls. You may also spend 4 additional cursed points to make 2 additional attacks in this way.

At 10th level, you have become 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 Nails Projectiles, you can make a charisma check against a DC of 10. On a success, you regain the nail.

Resonance

At 3rd level, you learn how to use your straw doll to inflict damage on your enemies. As a reaction when a creature takes slashing or piercing damage within your reach, you may make a dexterity (Sleight of Hand) check against the enemy's AC. After you have mixed the part, any damage you deal to the doll is dealt to the creature, and ignores resistance and immunity so long as they are within 250 feet. Whenever you hit the doll, you spend 1 cursed point.

Hairpin

At 6th level, you learned a new way to damage your enemies. As a bonus action for 1 cursed point you can stick a nail on a object. As a bonus action or reaction to a creature coming within 5 ft. of the nail, you can spend the same amount of points you used while sticking the nails inside the objects to create huge Cursed Explosions. Every creature within a 10 ft. radius must attempt a Dexterity saving throw. On a failure, they take 6d8 force damage. On a success, they take half as much damage. You may spend additional cursed points when you drive the nail, adding another nail and increasing the damage by 1d8 for every additional cursed point spent.

Tokyo School Feature: Hairpin

Starting at 14th level, due to your learning at the Tokyo School you have learned a new way for you to use your hairpin technique. When you hit a target with a nail, you can use a bonus action to activate hairpin, which makes the Nail rotate in great speeds to harm your opponent dealing 4d6 piercing damage + 3d8 necrotic damage. In addition, if this causes your opponent to go bellow half their maximum hit points or he already was at half his maximum hit points, you roll a D4 to see which body part you have removed from it:

Number Rolled Body Part Removed
1 Left leg
2 Right leg
3 Left arm
4 Right arm

The body part removal effect can only be activated once every 6 rounds.

Black Flash, Cursed Doll

At 10th level, your Black Flash evolved to a new level. You will gain the Black Flash cursed feat.

You can use your Black Flash feature on your cursed straw. At 20th level, you may also use it on yourself.

Self Inflicting Pain

At 20th level, you have learned how to use yourself as a cursed doll to inflict pain on others. As an action for 5 cursed points, your body becomes full of marks for 1 minute. During this duration, half the damage you receive is instead dealt to one creature of your choice within 50 feet. Any damage you deal to yourself deals twice as much damage to other creatures. As bonus action, you may make an unarmed strike against a creature within your reach. On a hit, they gain marks similar to yourself and take twice as much damage from this feature for its duration.

Boogie Woogie

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

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A powerful Cursed Displacement user showing off his power, source [12]
What's Your Type of Woman?

Starting at 1st level, you have very strong opinions on which type of women you like, being capable of even beating up those who disagree. Before using this feature you must tell a type of female creature to your GM, giving at least three details about them. As an bonus action you ask to an creature "What's your type of woman?", if the creature can understand you it must answer the question truthfully. If it mistakes 1 or more details, the battle procceeds normally. If it mistakes all of the details, you grow into a fit of rage against that creature, granting you 10 times your Constitution modifier in temporary hit points. In case he gets all details right, you start crying out of happyness, and become charmed by them for 1d6 rounds. The creature can choose to roll a d20 instead of the d6, which on a 17 or lower it will not charm you, but on a 18 or higher you will become it's friend and will try to protect them at all costs. This can only works on creatures who can understand language.

Cursed Displacement

At 3rd level, you have created a unique technique to switch places with your oponents. You can switch places with an ally or object within 30 feet of you imbued with Cursed Energy by clapping for 2 Cursed Points. You may use this technique as an action, bonus action, or a reaction, however it will cost 2 additional Cursed Points if used as an reaction. In addition you are now able to imbue cursed energy into anyone by touching them, making them altered by cursed energy.

For an object to count as a cursed object, it must have been altered by a cursed tools feature or imbued with cursed energy. A person with cursed energy is someone who has the Jujutsu Sorcerer class, is wearing some type of Cursed Tool, or a creature imbued with cursed energy.

Best Teacher

Starting at 6th level, due to you having a extremely simple cursed technique you have become an incredible teacher. You can spend 1 hour with a ally to teach them about Jujutsu, giving them a +2 bonus to their attack rolls as long as they are melee attacks until their next long rest.

Tokyo School Best Friend

Starting at 14th level, if you spend 1 hour talking to an ally, that ally becomes your Brother. If you are within 100 fts. from your Brother you gain a +2 in your Strength score and +1 in dexterity score. This benefit is permanent but can only be used with 1 ally. If your Brother dies, you will gain 1 level of exhaustion due to gaining immense depression. This level of exhaustion can only be removed by your Brother being ressurected or your memories of him somehow being erased.

Cursed Displacement Improvement

At 10th level, due to constant training and practice, you have improved your technique. Cursed Displacement will gain the following benefits:

  • You may switch the placement of hostile creatures, and can use this technique on 2 creatures at once. If used on a hostile creature, it will disorient them (They will lose a reaction and will regain them on the beginning of the next round).
  • After the first time this technique was used, any of the hostile creatures affected may roll a Charisma Saving Throw against your Cursed Energy DC to not be affected.
  • Each time this technique is used on a hostile creature, the DC to not become affected lowers by 3.
  • The range of this technique extends to 45 feet.
  • The Cursed Points cost is reduced to 1 Cursed Point.

At 14th level, you have honed your skills and made a simple clapping technique into something far greater. Your Cursed Displacement feature will gain the following benefits:

  • The range of this technique extends to 60 feet.
  • The additional cursed points cost when you use it as an reaction is now reduced to 1.
  • Each time this technique is used on an hostile creature, the DC to not become affected is now lowered by 2 instead of 3.
Round of Applause

At 20th level, the user may now give applause from their hearts, and now you can clap your hands with another creature within reach for your technique to activate. Their Cursed Energy DC will also increase by the Strength modifier and it doesn't require any additional Cursed Points to use it as a reaction. The DC will also no longer lower the more times it is used on a specific enemy.

Tool Manipulation

Tool Manipulation allows the user to freely manipulate a sorcerer's broomstick by levitating it telepathically. Among other magic broom related skills, this technique grants the user the ability to levitate on the tool or create gusts of powerful wind imbued with cursed energy.

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A Jujutsu Sorcereress flying on her broom, source [13]
Broom Strikes

If you are flying, you may use your broom to channel your cursed energy. You can choose for your Cursed Energy Ray and Curse-Empowered Strikes to deal Force instead of Necrotic damage.

Cursed Broom

Starting at 1st level, you gain a broom imbued with cursed energy in which you may manipulate in multiple manners. As an action for 1 cursed point, you can mount on your broom gaining flying speed equal to your walking speed for a number of minutes equal to your Charisma modifier. You may stop flying as a bonus action. In case your Charisma score is 18 or higher, the minutes will be turned into hours.

You may also use your broom as a improvised melee weapon you are proficient with, that uses your your cursed energy modifier for it's attack. On a hit it deals 1d4 + your Charisma modifier bludgeoning damage.

In the unfortunate case you lose your broom, you may buy another and spend a long rest focusing with it for it to become a cursed broom.

At 14th level, you have gained more expertise over your broom turning your flight into a easier task. You may now start flying as a bonus action instead of an action, and your flying speed is now equal to your walking speed times two.

Cursed Lamp

At 3rd level, you have learned a new way to use your cursed technique to warm allies of spending foes. While flying you may spend 2 cursed points as a bonus action to activate your lamp, while it is active you may spend a bonus action to choose one hostile creature you can see. That creature will be revealed to all of your allies, and their first attack roll against that creature will be made with advantage. This lamp lasts until your cursed broom stops floating.

Cursed Gust of Wind

At 6th level, through constant usage of your broom you have learned how to create powerful gusts of winds. As an action for 4 Cursed Points while flying on your broom, you create a line of strong wind that's 60 feet long and 10 feet wide in a direction you choose. Each creature in the line must make a Strength saving throw, on a failure they take 3d10 force damage and are pushed 15 feet away from you in a direction following the line. On a success, they take half damage and are not pushed.

Wind Scythe

At 10th level, with constant training and study you have created an extension of your cursed technique. While flying in your broom, as an action for 8 cursed points you may choose a target in 40ft of you. Make a cursed energy attack roll against it, on a hit they will take 4d12 force damage + 4d4 slashing damage and must make a Strength saving throw or be knocked prone. Any targets within 10ft. of the target will also be targeted for the attack.

Flying Menace

Finally at 20th level, due to your experience with your cursed technique you have become a master at flying with your broom. Whenever you're flying with your Cursed Broom, you gain the following benefits:

  • You roll initiative with advantage.
  • Your AC increases by your proficiency bonus.
  • You make Dexterity saving throws with advantage.
  • You may now use your Cursed Gust of Wind or Wind Scythe as a reaction.
  • Your fliying speed is now equal to your walking speed times three.

Idle Transfiguration

Idle Transfiguration allows the user to reshape the soul of themselves or anyone they physically touch. The shape of the body is dependent on the shape of the soul, so if the soul is distorted, so too is the body. Therefore, someone using Idle Transfiguration can disfigure their target's body into something grotesque by warping their soul's shape with just a touch. This process creates what are known as "Transfigured Creatures".

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A Special Grade curse using idle transfiguration to create a polymorphed soul, source [14]
Transfiguration Touch

Starting at 1st level, your touch can alter a creature's very own being, their soul. Whenever you hit a creature with an natural weapon, unarmed strike or touch them, you will deal an additional 1d12 necrotic damage. In addition as an action for 1 Cursed Energy, you may force said creature within your reach to make a Constitution saving throw. On a failure they will take Xd8 Necrotic Damage, with "X" being the number of cursed points spent, and you may spend 3 + half of your Jujutsu Sorcerer level (rounding up). On a success, the creature takes half damage.

If Necrotic damage from any features of your jujutsu sorcerer features reduces a creature total hit points to 0, the creature will become one of your Transfigured Creatures, gaining an horrific appearance and losing all of it's free will.

This feature does not work against Constructs.

Transfigured Creatures. You can have a number of transfigured creatures equal to your Jujutsu Sorcerer level times your Charisma modifier. All of your transfigured creatures are loyal to you and will follow all of your orders, their type changed to undead. Once you have gained a transfigured creature, while on a short or long rest you may modify the following things about the creature:

  • Size. You may reduce or increase their size to Tiny to Huge.
  • Scores. All of the creature's ability scores will remain the same but their Intelligence, Wisdom and Charisma score will be decreased to 4. You may redistribute the points removed from their Intelligence, Wisdom and Charisma into their Strength, Dexterity or Constitution scores, being able to surpass their maximum.
  • Primitiveness. Transformed creatures lose all their supernatural abilities (such as using spells or cursed techniques), they cannot gain proficiency in any skills and saving throws and lose any they had before, their armor class is 10 + Dexterity modifier. They can only use natural weapons or unarmed attacks. They can roll a d6 in place of the normal damage of their unarmed strike.

To give your transfigured creatures simple orders such as to attack a creature takes a bonus action, while more complex orders like defend an area takes an action.

You can safely store your transfigured creatures in your own body, extracting any number of them as a bonus action.

Anyone who can see the transfigured creatures must make a Wisdom saving throw against your cursed energy DC, on a success they are immune to this effect for 24 hours, on a failure they are frightened for 1 minute. They may remake the Wisdom saving throw at the beginning of their turns as an action, ending the condition early on a success.

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

Alteration Description
Heightened Smell The creature will gain advantage in perception checks involving smell.
Heightened Hearing The creature will gain advantage in perception checks involving hearing.
Heightened Sight The creature will gain advantage in perception checks involving seeing.
Darkvision The creature will gain darvision up to 60ft. if the creature already has darkvision it will extend it's range by 30 ft.
Size Increase The creature's size will increase by one.
Hardened Skin The creature will gain resistance to one of the following damage types: bludgeoning, slashing, piercing.
Gills The creature will gain swimming speed equal to it's walking speed, and it will be able to breathe underwater.

You may grant only one alterations to one different creature equal to your proficiency bonus.

This does not include your transfigured humans.

Self Alteration

At 3rd level, you have learned how to shape your own form in many different ways. As an bonus action you can gain new enhanced body parts. You may choose to gain one of the following:

Alteration Cursed Points Cost Description Restrictions
Wings 2 You create wings out of your arms, they will grant you a flying speed of 60ft. While you are at least 15 feet from any surface, you gain a +2 bonus to AC. You cannot use this alteration while Sword Arms, Spike Hands or Long Arms are active.
Sword Arms 2 You turn your arms into sharp swords. Your unarmed strikes damage type changes to slashing, and now also count as a light martial melee weapon. You cannot use this alteration while Wings or Spike Hands are active.
Spike Hands 3 You turn your hands into large spike balls. Your unarmed strikes will now deal additional piercing damage equal to their current damage dice. You cannot use this alteration while Wings or Sword Hands are active.
Long Arms 3 Your arms are enlongated, giving you more range. Your reach is increased by 10 fts. You cannot use this alteration while Wings or Spike Hands are active.
Horse Legs 3 You transform your legs into horse hooves, granting you more speed. You will add +10 to your walking speed, and can now use the dash action as a bonus action. None
Spiked Skin 4 Your skin will become filled with sharp spikes, increasing your defenses. Whenever you receive bludgeoning, slashing or piercing damage from a creature within 5ft. of you, you may spend your reaction to deal piercing damage equal to your unarmed strike die.

You cannot activate the feature more than once per turn. Each form's benefits are removed at the end of an long rest or if you deactivate them as a bonus action.

In addition, when you use two alterations or more at once they can grant you new alterations. They are listed down bellow:

Alteration Requirements Description
Arm Whip Sword Arms, Long Arms By altering your arm's sharpness and size, you made a deadly whip. Your unarmed strike's damage will be changed to slashing and will increase their damage die by one tier, and your reach will increase to 15fts.
Spiked Wings Wings, Spiked Skin Your wings are filled with spikes that you may launch at your opponents. You may throw spikes in your attack action using your cursed energy modifier, on hit they deal your unarmed damage die in piercing damage + your Charisma modifier.
Distorted Pegasus Wings, Horse Legs You transform your arms to become another pair of horse hooves while your wings go into your back, making you turn into a bizzare pegasus. You will gain flying speed equal to your walking speed, and your walking speed will increase by 20 fts. In addition, you may take the dash action as a bonus action. Also, an ally the same size or smaller than you may mount on your back.
Body Clone

At 6th level, you have learned how to create an almost perfect clone of yourself. As an action for 10 Cursed Energy, you create a perfect copy of yourself with half of your maximum hit points and half of your max Cursed Energy. It is identical to you, is controlled by you, acts on your turn, and you can see through its eyes or hear through its ears. Your clone cannot use any of your Innate Technique features except self-alteration. You can't make another clone after the first one until it dies or you touch it and it automatically rejoins you granting you back the rest of your max hp and max cursed energy points.

Soul Multiplicity

At 10th level, as an action for 5 cursed points you may spend 2 or more of your Transfigured Creatures, fusing them together and creating one of the following effects:

Body Repel. You create a barrage of soul hands directed at one creature within 30 feet. Make an unarmed strike attack roll. On a hit, they take your unarmed strikes' damage and an additional 5d8 necrotic damage. For each additional Transfigured Creatures, you will add 1d8 to the total necrotic damage.

Polymorphic Soul Isomer. You create a large sized creature out of the fusion of two or more Transfigured creatures. The creature will have the following features:

  • It will fuse their Strength, Dexterity and Constitution scores.
  • It will have the higher movement speed of all creatures.
  • It will have the same Armor Class as yourself.
  • It will lose all of their features, but will gain your Martial Arts, Evasion and Curse-Empowered Strikes features.
  • It will lose all of it's resistances and immunities.
  • It will have 1/4 of the maximum hit points of all creatures used in the fusion.
  • All of it's damage dice will increase by one for each creature used in the fusion.

When using this technique, you can spend 2 additional Cursed Points to add another Transfigured Creature to the fusion.

Tokyo School Feature:Instant Spirit Body of Distorted Killing

At 14th level, you finally undestood the true essence of your soul. As an action for 10 Cursed Points you can transform your body into a more monster like appearance, giving you the following benefits:

  • Your skin grows hard and durable, you will gain a +2 to your Armor Class, Strength, Dexterity and Constitution score.
  • You will also gain resistance to non-magical bludgeoning, piercing and slashing damage.
  • Your Natural weapons and unarmed strikes deal one additional damage dice tier. If your already deal a d12, you may instead deal 2d6.
  • You gain a tail with a range of 10ft, you may make a natural weapon attack with it using your Charisma modifier dealing 3d10 Bludgeoning Damage on a hit.
  • You cannot use your Self Alteration feature.

You can deactivate this form as a bonus action.

Domain Expansion, Self-Embodiment of Perfection

Finally at 20th level, you have studied your powers and have finally learned your most powerful technique. As an action for 25 Cursed Points you can create an circle 165ft within you for 1 minute, trapping you and all creature's caught inside. All creatures except you must make a Constitution saving throw. On a failure, you may choose to make them one of your transfigured creatures. On a success, they take your transfiguration touch damage. After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Black Bird Manipulation

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

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

Starting at 1st level, you have learned how to imbue crows with cursed energy to use them as part of your technique. As an action for 1 cursed point, you can imbue a raven with cursed energy if it's restrained, grappled or incapacitated. It then becomes one of your cursed ravens, it will become charmed by you and will follow your orders no matter what. As an action, you can close your eyes giving you the blinded condition unless if you have blindsight, in exchange from being able to see through one of your crows. While seeing through your crows, you can use your passive perception instead of the crow's. You can only see one crow at a time, and may switch between them as an action or stop seeing through them as a bonus action.

You can start out with 3 cursed ravens. (DM's discretion on how one acquires crows.)

Enhanced Senses

At 3rd level, due to your constant usage of your technique you have grown enhanced senses and can now see more clearly. You may add +5 to your passive perception, and can not be surprised while one of your crows is conscious within at least 30ft. of you.

Raven's Eyes

At 6th level, your crows have been enhancing your own sight. You will gain +1 to your passive perception for every crow you currently have.

In addition, you can switch between crows as a bonus action and may stop seeing through them at will.

Bird Strike

At 10th level, your mastery at the Black Bird Manipulation has made you develop it's most powerful technique. As an action for 10 cursed points, you can order one of your crows to launch themselves at a creature from their flying speed range. The target must make a Dexterity saving throw, on a success they will take half damage and won't lose a limb. On a failure however, they will receive 10d10 force damage and will lose one of their limbs, roll a d4 to see the removed limb:

Number Rolled Body Part Removed
1 Left leg
2 Right leg
3 Left arm
4 Right arm
Tokyo School Feature: Multi Bird Strike

At 14th level, your studies at Tokyo School has made you increase your most powerful technique. You may choose to launch two black birds at once in one or two targets within range, although their damage dice will be halfed.

Perfect Bird Strike

Finally at 20th level, the Bird Strike technique has been improved beyond your greatest expectations. Your Bird Strike technique will now deal 12d10 force damage, and you may now roll 2d4 to remove two limbs out of the creature.


Cursed Spirit Manipulation

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

__getou_suguru_and_getou_suguru_jujutsu_kaisen_drawn_by_sashiyu__sample-999e6d9124ec0b0001f8769c67461be2.jpg
A Cursed Spirit Manipulation user with a curse above himself, source [16]
Cursed Spirit Absorption

Starting at 1st level, you know the taste that no one will ever know, the one of curses. As an action for 1 Cursed point, you may exorcise a Undead creature with 0 hit points being within 120 feet of you and transform it's soul into a small black orb for you to eat. You may also ignore the condition that the creature must be at 0 hit points if it's CR is lower than your proficiency bonus. After it you can summon it as an ally to fight for you.

You may only consume orbs without phisical detriments if the creature consumed has a CR lower or equal to your Jujutsu Sorcerer level. If you try to eat an orb out of a creature with a CR higher than your level, you must roll a DC 5 + the creature's CR Constitution Saving Throw. On a success you can absorb the creature and may use it after a short or long rest, on a failure you gain 2 levels of exhaustion and receive xd12 Necrotic Damage, with "X" being the creature's CR.

You're also able to absorb other sorcerer's curses as long as you kill the master first. You can have as many cursed spirits as you want, but for every 10 cursed spirits you consume you must make a DC10 Wisdom saving throw. On a success you will gain no aftereffects and the DC will be increased by 1. On a failure, you will gain short term madness if you failed by 4 or less, you will gain Long-Term Madness if you failed the save by 5 or more, you will gain Indefinite Madness if you failed the save by 10 or more.

Each absorbed creature gains the following atributes:

  • It's Strength, Constitution and Dexterity scores will gain a bonus equal to your Charisma modifier.
  • They will regain all of their hit points at the end of a long rest.
  • They become immune to being frightened or charmed.
  • All attacks of these creatures become magical.
  • They lose their free will and follow each and every command you give them.
  • If they are reduced to 0 hit points they die instantly, and cannot be revived by any means.
  • They gain resistance for necrotic, poison and too non magical attacks.
  • They creature type changes for Cursed Spirits

They cannot use actions on their own, needing you to spend a bonus action to command one creature at once. You may also spend your action to give a more specific command. Ex: "Protect that creature, attack that creature, watch that area, etc."

You may summon them as an action and spending "X" Cursed Points, with x being the CR of the creature(minimum 1 cursed point).

Cursed Infused Spirits

At 3rd level, your cursed energy is being constantly imbued into your spirits. As part of your action while summoning one of your cursed spirits, you may spend a number of cursed points up to your Charisma modifier to increase the potency of your cursed spirits. The cursed spirit will gain a +X to their attack and damage rolls for 1 minute.(With X being the amount of cursed points.)

In addition, as a reaction for x cursed points you may sacrifice a cursed spirit in exchange for reducing incoming damage by xd12, with x being the CR of the creature sacrificed in the process.

Perfect Spirit Control

At 6th level, you have grown experienced with your cursed technique, giving you perfect control over your spirits. You will gain the following benefits:

  • The amount of cursed spirits it takes for you to make a Wisdom saving throw will be increased to 20.
  • Your cursed spirits cost is reduced by your Charisma modifier (minimum 1 cursed point).
  • Your DC for eating cursed spirits with a CR higher than your level is decreased by your Charisma modifier
Cursed Spirits Commander

At 10th level, you have gained better control over your spirits and may now use multiple at the same time. You can now summon a number of spirits at once equal to your Charisma modifier.

In addition, you may command a number of spirits at once equal to your Charisma modifier.

Tokyo School Feature: Maximum Uzumaki

At 14th level, your mastery with the cursed spirit manipulation technique had made you develop it's most powerful technique. As an action you can put any number of your cursed spirits on a spiral like pattern(minimum 2), turning them into a dark spiral that you can use in a attack. Every creature in a 5ft. wide 30ft. cone must make a Dexterity saving throw, on a success they take half damage, on a failure they take 2d12 necrotic damage (this damage treats immunity like resistance). For every cursed spirit above 2 the width and range will be increase by 5ft., and the necrotic damage dice will be increased by 1d12 (you can get a maximum of 40d12 of damage on this).

All of the cursed spirits that were used in the uzumaki cannot be used anymore since they will be spended. However, you will obtain any actions, bonus actions, reactions or legendary actions they have.

The cost for the actions is listed bellow:

Type of Action Cursed Points Cost
Bonus Actions 3
Normal Actions 4
Reactions 5
Legendary Actions 10

If the action required any kind of weapon (not counting natural weapons) or item you don't currently pocess, it doesn't work.

Domain Expasion: Womb Profusion

Unlike many domain expansions, yours has no barrier. A barrier-free domain is the same thing as an artist drawing a work of art without paper or canvas, but in the air. Thanks to this, a forced binding vote is formed, increasing your domain's guaranteed hit area and destroying every domain expansion that tries to overcome its.

Finally at 20th level, you have learned how to expand your domain on a radius of 330ft on you. As a action for 25 cursed points, on this domain A tree of souls surrounded by four seated Buddhas at the cardinal points emerges behind you. Every creature needs to do one dexterity saving throw or become restrained, and another Strength saving throw or become Paralyzed. The area target by this feature counts as difficult terrain for all creatures. You and the creatures of your choice are under the affects of freedom of movement. You can use any of your cursed spirits as a Lair Action and without any cost. Undeads and Cursed spirits need to do one Charisma saving throw or they are instantly absorbed by you. At the beginning of the creature turn they need to repeat all the saving throws. After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Heavenly Restriction

Heavenly Restriction is a feature due to which there is not a drop of cursed energy in the human body, but in return it gives incredible physical abilities

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A Heavenly Restriction user using a special grade cursed tool to fight, source [17]
Celestial Restrained Body

You have been restrained to not use any kind of cursed energy, which also makes you immune to any domain expansion effects. Due to the lack of cursed energy in your body you don't gain your cursed techniques, instead they will be replaced with the features described bellow:

In place of Cursed Energy Enhancement, you get:

Fighting Style

Due to your new body, you have a newfound ability when wielding weapons. You can choose one of the fighting styles bellow:

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

In place of Cursed Martial Arts you get:

Combat Expert

At 2nd level, you have learned a few tricks to help you out while fighting.

•Precise Attacker When you make an attack roll and miss the target, you can reroll the attack, but must keep the new result. You can use this a number of times equal to your Strength or Dexterity modifier per long rest.

•Patient Fighter You do not take opportunity attacks from the creature you attacked in your last turn.

•Fast Steps You can take dodge or dash actions as bonus actions.

In place of Jujutsu Schools you get:

Mindset

At 3rd level, you have learned you have to choose a mindset to follow if you want to truly achieve your objectives. Choose between the Unstoppable Rage or Unrivable Pride.

Unstoppable Rage. You are filled with a deep hatred filled by vengeance, making you ignore everything and let anger consume you. As an bonus action you may enter your rage state if you're not wearing heavy armor, gaining the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus.
  • You have resistance to non magical bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage state on your turn as a bonus action.

Once you have raged the number of times equal to your proficiency bonus, you must finish a long rest before you can rage again.

Unrivable Pride. You have grown a prideful stance against sorcerers, mocking them by saying things like they lost against a primate. You have become a sorcerer hunter, making you gain the following benefits:

  • When a creature within 5 feet of you casts a spell or uses a Cursed technique, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell or a Cursed technique, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells or Cursed techniques cast by creatures within 5 feet of you.

In place of Binding Vow you get:

Martial Superiority

At 5th level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice from the battle master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 10th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

In place of Curse-Empowered Strikes you get:

Stronger Strikes

At 6th level, you have learned how to truly destroy your opponents while in battle. You will add your Strength or Dexterity modifier twice for weapon damage rolls.

In place of Advanced Studies, you get:

New Philosophy

At 7th level, you have learned a new philosophy while on battle, that philosophy will move you through your obstacles. You will gain one of the following features depending on your chosen mindset.

Unstoppable Rage
Reckless Attack. No matter what happens to you, what you want the most is to defeat your opponent. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Unrivable Pride
Improved Extra Attack. You have learned how to blitz your opponents, giving them a flurry of attacks. You can now attack 3 times instead of twice.

At 17th level, you can now attack 5 times instead of four.

In place of Black Flash, you get:

Brutal Fighting

At 9th level, you have learned how to hit like a truck when giving attacks. Any criticals you hit, will now roll 2 additional damage dice instead of 1. This increases to 3 additional dice at 18th level.

In addition, your critical hit radius will now be reduced by a number equal to half your proficiency bonus(rounded down).

In place of Cursed Tools, you get:

Improved Body

At 11th level, your body is now getting to another level of physical abilities. You may choose one of the following atributes:

Favored Weapon. You must choose one weapon you are proficient with, this will become your favorite weapon. Whenever you roll for damage with your favorite weapon, you will add 1 extra damage dice. You can choose your favorite weapon at the end of a long rest.

Sixth Sense. You will add your proficiency bonus in your passive perception and your initiative rolls.

Improved Durability. You will gain maximum hit points equal to your twice your jujutsu sorcerer level. In addition, you will now gain +4 hit points per level.

In place of Maximum Output, you get:

Deadly Blow

At 13th level, you have learned how to trade precision for massive damage. When making a ranged or melee weapon attack, you may give yourself a -5 on your attack roll to add a +10 to the total damage roll.

In place of School Graduation, you get:

Total Realization

At 14th level, you have finally realized what it means to have the strongest body there ever was. You will gain one of the following features depending on your mindset:

Unstoppable Rage
Im Going To Destroy Everything. The rage that fills you does not only improves your body, but also your soul. While raging you will gain additional benefits:

  • You will gain advantage against being charmed or frightened.
  • Your movement speed will double.
  • You will gain resistance to all damage but psychic.

Unrivable Pride
No... Everything's Okay. No matter the opponent, you know your abilities will allow you to win. You can reroll a saving throw that you fail, if you do so you must use the new roll. You can use this feature as much as your proficiency bonus before needing to take a long rest.

In place of Reverse Cursed Technique, you get:

I'm at my best!

At 15th level, your body has been improving more and more, becoming almost the pinnacle of perfection. You now only need 4 hours of rest to receive the benefits of a long rest.

In addition, you can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.

At 18th level, the number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled, as is your maximum age.


Enhanced Vitality

Starting at 1st level, the fact that you were born without cursed energy made your body fortified. You don't earn Cursed Points, instead you will gain additional hit points per level equal to 2 + your Constitution modifier. Also, you can choose to use Constitution for any features that use Charisma in this class.

In addition, you cannot be tracked by magical means and a resource that senses the presence of Ki, Energy, Magic or anything of the sort doesn't work for you.

Enhanced Physique

At 3rd level, your body has become better, faster, stronger. Your Strength and Dexterity scores increases by +1 and your Constitution score increases by +2, and so do their maximums.

In addition, you will have advantage on death saving throws, and gain proficiency in Constitution saving throws.

Living Weapon

At 6th level, you have a supernatural ability and mastery in handling weapons. You gain proficiency in all weapons, and can add a +1 to all of your attack rolls with weapons. This increases to +2 at 10th level, to +3 at 14th level, and to +4 at 20th level.

In addition, due to your new enhanced endurance you can add half of your proficiency bonus (Rounded Up) to your AC.

Body Resistance

At 10th level, your body is almost reaching its apex. You gain immunity to poison and disease. Also, you will gain advantage in saving throws to resist magic and magical effects, and blindsight for 60 feet.

In addition, you can choose one additional saving throw in the Resistant feature.

Matured Body

Now at 20th level, your body is at its peak and fully matured. Your Dexterity, Strength and Constitution scores increase by +4 and so do their maximum.

In addition, you will gain proficiency in all saving throws, and may choose one of them to add your proficiency bonus twice.

Projection Sorcery

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

Fdikx5cXkAAA1NQ.jpg
A Powerfull Jujutsu Sorcerer activating the Projection Sorcery domain expansion, source [18]
Projection Sorcery

At 1st level, you learn the projection technique, which gives you the possibility to divide 1 second into 24 frames that makes you move faster. You gain an additional 10 feet to your speed and an additional attack on an Attack Action. You must spend 1 Cursed Point to keep this technique active. You gain +5ft to your movement to each round you keep the technique active.

Acceleration

At your 3rd level your speed increases even more, you will gain another 10 feet in your movement speed. Also, while your technique is active you can use the Disengage, Dodge or Dash Action as a bonus action, and may roll Dexterity checks with advantage. You will now take half damage if you fail a Dexterity saving throw, and on a success you will now take no damage. Also, you can add your proficiency bonus to your unarmed strike’s damage.

24 FPS Rule

At 6th level, you can affect your enemy with your projection and the 24 FPS rule. While your technique is active, when you hit an unarmed strike on a creature you may choose to deal no damage by spending 4 Cursed Points, forcing the creature that received the hit to make a Intelligence saving throw to understand your technique. On a failure they will be stunned in one frame of animation until the start of the next round of battle, on a success nothing happens to the creature. If an enemy succeeds on 3 rolls in a fight, the creature understands your technique and makes saving throws against it with advantage.

Improved 24 FPS Rule

At 10th level, you have studied the 24 fps rule very well, now being a master at it. While your cursed technique is active, you can use "24 FPS Rule" as your reaction to being targeted by a melee attack and now your opponents roll with disadvantage. If the attack still hits you, you can make a Dexterity saving throw against the attack roll. If you roll higher than the attack roll you completely dodge the attack, if you roll less than the attack roll you take damage as normal.

In addition, you will gain one additional action. Also, you have learned how to use your acceleration and momentum in your attack against any framed creature. The creature in the frozen frame and stunned condition will now take additional damage equal when being broken out of the frame of Xd6 force damage, X being +1 for every 10 feet you have moved without any sort of attack or action in between.

Tokyo School Feature
Mach 3

At 14th level, you have learned how to fully and truly master aspects of your technique, blitzing all who oppose. As a reaction for 3 cursed points in ranged attacks or attacks using a cursed technique, you may turn the targeted attacks by one frame of animation, reducing the damage taken by it equal to 3d10 + your Charisma modifier. Additionally, while your cursed technique is active you gain advantage on Dexterity saving throws, and your Dexterity scores will be increased by +2, able to go past your maximums.

Domain Expansion, Lunar Palace Womb of Time

Finally at 20th level, you have learned how to create a giant womb in which only your rules apply. You can spend your action and 25 Cursed Points to create a space under the material plane, all creatures within 165 feet of you are taken along with you into that space. All creatures in your domain must make a Wisdom saving throw at the start of their turn, if they fail they fall under the "24 FPS Rule" at the cell level, their body cells get misaligned and they can't move, automatically passing the turn and suffering 8d10 necrotic damage.

Disaster Tides

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

9046792-main-qimg-13aed58cf714e5a08cbee64353c7bc32-pjlq.jpg
A Disaster Tides user using Death Swarm, source [19]
Flowing Cursed Energy

Your Cursed Energy is powered up by your tides, you will gain immunity to Cold damage. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, you may choose to change its type to Cold damage. Additionally your cursed energy ray feature deals a d10.

Whirlpool

Starting at 1st level you have the basic ability of hydrokinesis, in which you may throw water and suck it all back. When you throw water you spend 1 cursed point to roll an cursed energy attack roll against one target dealing 1d8 cold damage on a hit. This feature damage increases by 1d8 when you reach 3rd level (2d8), 6th level (3d8), 10th level (4d8), 14th level (5d8), and 17th level (6d8). On a hit, target creature must make a Strength saving throw against your save DC. On a success they only take half damage and resist being pushed away. On a failure they are knocked back 10 ft and are unable to remake the saving throw until the beggining of their next turn. The whirlpool is in a 20 ft. radius centered around the user.

For 1 additional cursed point once per turn you may additionally pull the target back towards you. Target must make a Strength saving throw to resist being pulled. On a success they are not pulled back towards you. On a failure they are pulled back towards you.

In addition, you will be constantly growing and improving your cursed energy so you can reach your Ascension. You have two methods to do this, which depends on your race:

  • Cursed Spirits. You will need to eat 100 human corpses, and then reaching the Ascension feature.
  • Other Races. You made a condition within your technique which is that when your any of your Disaster Tides Cursed Technique is touching the target and you are within 5 ft of it, you will gain 1 jujutsu point from the creature. You may only use this once per creature, and need at least 100 to reach your ascension.
Domain Expansion, Horizon of the Captivating Skandha

At 3rd level, your technique begins to be built around the pinnacle of jujutsu, Domain Expansion. Twice per day, as an action you may enclose yourself an anyone within an 165ft. radius within a barrier, forming an internal space with an artificial sun, a tropical island, and a large ocean. While your domain is active, any attacks using your cursed technique hit no matter what.

If you have already unlocked the ascension skill you may use your domain expansion four times per long rest, and may spend 25 cursed points to use it beyond your normal limit.

After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Water bursts

At 6th level, you have now learned to condense the water you control before suddenly exploding it outwards. As an action for 4 cursed points, you may fire a burst of water at creatures within your melee reach. All target creatures must make a Strength saving throw. On a failure, the target takes 6d6 cold damage. and are launched 50 feet away from you, and cannot target you for their next attack roll. On a success they only take half damage and are only pushed 25 ft. If the target collides with any physical object, they take an additional d6 of bludgeoning damage.

If you have unlocked the ascension skill, the range that the creatures are pushed will now be 100 ft on a failure and 50 ft on a success. In addition, the force damage increases to 8d6, and the bludgeoning damage is increased to 2d6 if the target collides with a physical object.

At 14th level you learned how to condense the water that you create and use it as an ball of mass destruction. As an action for 8 cursed points you can choose one target in 30 ft. of you, make a cursed energy attack roll against it, on a hit they will take 8d8 cold damage and be pushed 80 ft away from you.

If in this case, you have unlocked ascension, the range for both techniques increases to 60 ft. The target will now be pushed 120 ft away, and creatures within 20 ft of the point must make the saving throw. The cold damage increases 6th level feature increases to 10d6 cold damage, and the 14th level feature to 10d8.

Water Defensive Ring

At 10th level, you can make a ring of water that protects you from any incoming attack. As an action for 5 cursed points, you can create a ring of water around you, granting you 50 temporary hit points. This may also be used as a reaction to incoming damage for 8 cursed points, forcing the attacking creature to make a Strength saving throw. On a failure the attack misses and the target is pushed back 20 ft. You can only use this cursed technique if your Water Defensive Ring is not already active. Afterwards, water defensive ring can not be used for another minute.

If you have unlocked the ascension skill, your ring will now have 100 temporary Hit Points.

Levitation

At 14th level, you gain flying speed equal to your walking speed. While you are flying you gain +2 in your Armor Class, and may roll any Dexterity saving throws with advantage.

Leviathan

At 20th level, both your connection to the ocean and your cursed technique have now been realized to its full potential. As an action for 20 cursed points while your domain is active, you may summon what you consider to be the god of the sea, a Leviathan. While your in your domain, the leviathan lasts until your domain expansion ends.


Colossal aberration, unaligned


Armor Class 18 + your Charisma modifier (natural armor)
Hit Points 30 times your Charisma modifier.
Speed 120 swimming ft., 40 fly ft.


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 20 (+5) 10 (+0) 6 (-2) 8 (-1)

Skills Intimidation
Damage Immunities Fire
Condition Immunities charmed, exhaustion, frightened, prone, restrained
Senses darkvision 60 ft., passive Perception 6
Languages
Challenge ??? ( XP)


Abyssal Horror. Any creature who views this creature of the deep must make a Charisma saving throw against it's save DC (DC 20). On a failure the viewer is scared at the abyssal god and the horrors it brings and gains the frightened condition. Target can remake the saving throw at the beginning of your next turn.

ACTIONS

Multiattack. The Leviathan can make 2 attacks, one bite and one slam. '

Bite. melee weapon attack + X to hit, reach 5ft, one target. Hit: 40 (8d10 + X) piercing damage.

Slam. All targets within a 30 ft radius of the creature must make a Constitution saving throw. On a failure target takes 6d12 bludgeoning damage and gains the stunned condition. On a success target takes half damage.



Ascension

If you collected enough cursed points as a Jujutsu Sorcerer or has eaten 100 humans, you ascend to a new more powerful form and gain new powers. You will gain the following benefits:

  • All of your ability scores will increase by 4, including their maximums.
  • Your maximum hit points increase by 20.
  • You will gain a +2 bonus on all attack and damage rolls.
  • Your proficiency bonus will be added twice when determining your cursed energy DC.

Death Swarm. You learn this technique once reaching your ascension, you can create shikigamis from your imagination, with the only restriction is that they have to be sea creatures. As a bonus action, you can summon only one of the creature types listed down below. You can not summon a shikigami of a different type until the current shikigami type is defeated. You can also unsummon the shikigami type as a bonus action. Additionally you can not summon the same shikigami type for 1d6 rounds. All of your shikigami have the following benefits:

  • They use your proficiency bonus for their attacks and Strength, Constitution and Dexterity saving throws the death swarm shikigami are forced to make.
-Tiny
You can make up to 8 creatures per round.

Tiny aberration, unaligned


Armor Class 9 + your Charisma modifier (natural armor)
Hit Points 4 times your Charisma modifier
Speed 150 swimming ft., 40 fly ft.


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 8 (-1) 2 (-4) 1 (-5) 4 (-3)

Damage Immunities fire
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/8 (25 XP)


Parasitic Latch. Target must make a Strength saving throw. On a failure, at the start of the next turn of the domain expansion target takes an additional 1d4 piercing damage until it disappears. The target may repeat the Strength at the start of their turns.

ACTIONS

Bite. melee weapon attack + X to hit, reach 5ft, one target. Hit: 2 (1d4 + X) piercing damage.



-Small
You can make up to 6 small creatures per round.

Small aberration, unaligned


Armor Class 10 + your Charisma modifier (natural armor)
Hit Points 6 times your Charisma modifier
Speed 120 swimming ft., 40 fly ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 2 (-4) 1 (-5) 4 (-3)

Damage Immunities Fire
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1 (200 XP)


Exploding Fish. When this shikigami is reduced to 0 hit points, it suddenly explodes with violent force. Target creatures within a 5 ft radius must make a Dexterity save. On a failure, they take an extra d4 of thunder damage. On a success they take no damage.

ACTIONS

Bite. melee weapon attack + X to hit, reach 5ft, one target. Hit: 3 (1d6 + X) piercing damage.


-Medium
You can make up to 4 medium creatures per round.

Medium aberration, unaligned


Armor Class 12 + your Charisma modifier (natural armor)
Hit Points 8 times your Charisma modifier
Speed 120 swimming ft., 40 fly ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 2 (-4) 1 (-5) 4 (-3)

Damage Immunities Fire
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 2 (450 XP)


Exoskeleton. When a creature makes an attack against you, the shikigami may use its reaction to move in between the attacker and yourself. The attack target is changed to it. If the attack deals damage to the shikigami and it is a melee attack, it may additionally make an attack against you.

ACTIONS

Bite. melee weapon attack + X to hit, reach 5ft, one target. Hit: 4 (1d8 + X) piercing damage.



-Huge
You can make up to 2 Huge Creatures per round.

Huge aberration, unaligned


Armor Class 14 + your Charisma modifier (natural armor)
Hit Points 10 times your Charisma modifier.
Speed 120 swimming ft., 40 fly ft.


STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 15 (+2) 2 (-4) 1 (-5) 4 (-3)

Damage Immunities Fire
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 3 (700 XP)


Bioshock. The huge shikigami may instead use its action to deal 16 (4d8) lightning damage. Target must make a Constitution saving throw. On a failure target gains the stunned condition. On a failure target only takes half damage.

ACTIONS

Bite. melee weapon attack + X to hit, reach 5ft, one target. Hit: 12 (3d8 + X) piercing damage.



-Gargantuan
You can make one Guargantuan creature per round.

Gargantuan aberration, unaligned


Armor Class 16 + your Charisma modifier (natural armor)
Hit Points 14 times your Charisma modifier.
Speed 120 swimming ft., 40 fly ft.


STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 20 (+5) 2 (-4) 1 (-5) 4 (-3)

Damage Immunities Fire
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 4 (1,100 XP)


Vicious Maw. When the gargantuan creature makes a bite attack, target must make Dexterity save. On a failure, you are a swallowed and gain the restrained. For each turn you spend inside of your stomach, target takes 16 (4d8) acid damage. At the beginning of the swallowed creature's turn you may repeat the saving throw or may spend an action to attack the creature. Non cursed technique melee and ranged attacks that require movement are made at disadvantage.

ACTIONS

Bite. melee weapon attack + X to hit, reach 5ft, one target. Hit: 24 (6d8 + X) piercing damage.



Disaster Plants

Connected with nature, Disaster Plants uses cursed energy to conjure plants.

Hanami_enjoying_the_thrill_of_the_fight_%28Anime%29.png
A Disaster Plants user enjoying a fight, source [20]
Roots

At 1st level, you have gained access to the basics of plants and other nature, being able to now control and manipulate. As an action for 1 cursed point, you may fire off a mass of roots in 60 ft. Make a ranged cursed energy attack roll within a 60 ft. On a hit, the target takes 1d10 piercing damage. In addition, target must make a Strength saving throw gaining the grappled condition on a failure. The creature may remake the saving throw at the beginning of their turns. This damage increases to 2d10 at 3rd level, 3d10 at 6th level, 4d10 at 10th level, 5d10 at 14th level, and 6d10 at 20th level.

Cursed Bud

At 3rd level, your technique has grown even more to the point where you can now use it externally. As a bonus action for 3 cursed points, you can fire off 1 singular bud at

Vengeful Cursed Spirit

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

6igm5od9aqx71.jpg
Yuuta Okkotsu standing with the queen of curses Rika, source [21]
Vengeful Spirit

Starting at 1st level, at some point in your lineage or family, someone you cared about has died. Unable to accept this person's death, you have unconsciously cursed them, and it became a vengeful spirit of great power named "Rika". Once per turn you can call this spirit to your aid in combat by spending 1 Cursed Point, you can make an additional attack roll. This attack will deal additional 1d10 magical slashing damage.

In addition, your cursed point maximum will increase by your proficiency bonus + your Charisma modifier.

At 6th level, the number of attacks increases to 2. At 10th level, the number of attacks increase to 3.

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

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

If you chose a weapon, as an action it can become a +1 magical weapon for 1 minute a number of times equal to your proficiency modifier, recharging at the end of a short rest. This weapon now deals additional necrotic damage equal to it's damage die. At 6th level, it increases to a +2 magic weapon. This can only apply to NON MAGICAL WEAPONS.

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

Rika

At 6th level, finally, after focusing a good deal of your cursed energy on your binding object, you learn to manifest Rika into the physical world. As a bonus action for 5 cursed points, you can manifest Rika to directly aid you in combat via the cursed item, the cursed spirit will become berserk to any one but you. The benefits she gave you before are still available to use as long as she is at least 5 ft. within to you. She acts on the same initiative as you and will stay in the physical world for 5 minutes before returning to the binding object.

In addition, as a bonus action you can take a number of cursed points from Rika to grant them to yourself. This can't go above your maximum.

Mimicry technique

At 10th level, you begin to learn something about your lineage: The Mimicry technique. As a bonus action while Rika is out, you can attempt to copy an opponent's spell or cursed technique, and keep it for the next minute by making a Charisma check, against one of the following DC:

Spells = 10 + the spell level
Cursed Technique = 10 + half the Cursed points required to the technique

When you copy a cursed technique, you must spent as much cursed points as the technique requires.

You can copy and cast spells from spell levels equal to less than or equal to your Charisma modifier, and you can use them without material components by spending X cursed points. (With X being the spell level.)

At 14th level, as a bonus action Rika can store up to 24 hours 1 copied spell or cursed technique you've obtained, and 4 permanently. You can change the permanently copied techniques at any time, though you will have to remove the oldest technique or spell you know.

Tokyo Feature: Stronger Bond

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

  • Two of it's ability scores increase by 2.
  • Rika can now store up to 24 2 copied spells or cursed techniques you've obtained, and 6 permanently.
  • It will gain temporary hit points equal to half your current hit points.
Domain Expansion

Finally at 20th level, you have learned your domain expansion. As an action for 30 cursed points, you trap all creatures within 175ft. of you inside a barrier. Inside this barrier, your allowed to use all of the cursed techniques and skills you have accumulated and you use the skills/technique of the opponents in the Domain for no cursed points. This allows you to take 3 actions in the domain. 1 for you involving movement, melee, or a cursed technique/skill. 1 for controlling Rika who gets summoned in her base form in this domain upon usage. 1 last turn just for technique or skill usage(Revered Cursed Technique, A Mimicked skill, Etc) After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Sky Manipulation

The Sky Manipulation Innate Technique is made with the porpuse of allowing the user to have great control of the area around him, and manipulate the very own space close to him, which can be used defensively or offensively.

8498165-3118272879-FM89L.jpg
A Sky Manipulator using the sky itself as clothes, source [22]
Spacial cursed Energy

Due to your constant space manipulation, your cursed energy has been quite altered. Your Curse-Empowered Strikes and Cursed Energy Ray will now deal force damage, and you will gain resistance to force damage while your Cursed Energy Armor is active.

Sky Armor

Starting at 1st level, your innate technique manifests, making you able to manipulate the sky around you. As a bonus action for 1 cursed point, you may cover part of your body with a part of the sky, making it seem like the parts covered are invisible for 1 minute. While you have this armor equipped, your AC is 11 + Your Charisma modifier + your proficiency bonus.

At 5th level, you will gain flying speed equal to your movement speed while under the effects of Sky Armor.

Sky Manipulator

At 3rd level, you have become better at manipulating the space around you. As a reaction to a non-magical attack roll, you may spend 3 cursed points to add +4 to your AC by distorting the sky. If that makes a ranged attack miss, you can make an cursed energy attack roll using against the attacker, dealing the attack's damage on a hit. If that makes a melee attack miss, it will render the limb used in the attack useless until the beggining of the creature's next turn.

If you have taken the dodge action, you may use this reaction on allies within your reach.

Improved Sky Manipulation

At 6th level, your manipulation has become so refined even techniques cannot pass through you. You may now use your reaction to magic attack rolls, and you may use this reaction for 6 cursed points to redirect a cone or line saving throw back to it's sender if you pass the saving throw, making it not affect you or the creatures in the area.

Thin Ice Breaker

At 10th level, you have created an extension technique to your sky manipulation, literally breaking the sky as if it was ice. As an action for 8 cursed points, you can force every creature in a 30ft. line to make a Dexterity saving throw. On a failure, they will take your unarmed die times your Charisma modifier in force damage and will be knocked prone, on a success they will take half damage and will not be prone.

If you are flying, the creatures have disadvantage in the saving throw.

Tokyo Feature: Melee Thin Ice Breaker

At 14th level, your Thin Ice Breaker has been evolved to a close ranged version with more power. As an action for 10 cursed points, you make an cursed energy attack roll against a creature within range. On a hit, the attack will be considered a critical, and will have it's damage added with your Charisma modifier times two.

Domain Expansion

Finally at 20th level, you have learned the most powerful technique of your arsenal. As an action for 25 cursed points, you trap every creature within 175ft. of you in a barrier for 1 minute. All hostile creatures inside must make a Wisdom saving throw, or be considered falling unless they have flying speed. The creatures may repeat it's saving throw at the beggining of your turns, ending the effect on a success. All of your cursed energy attack rolls always hit, and creatures automatically fail your saving throws. If a creature is falling on your domain, it takes twice as much damage from your attacks. After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Private Pure Love Train

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

Kinji-hakari.jpg
A Punter showing off his style, Source [23]
The Luckiest Sorcerer Alive

Starting at 1st level, luck has sided with you, and you may use it against your foes. Once per long rest you can force one of your rolls to be a critical. You can not proc a black flash on this forced critical.

At 10th level, you may use this feature as much as your Charisma modifier before needing a rest.

Domain Expansion:Idle Death Gamble

At 3rd level, you gain access to your Domain expansion which is based on a romantic comedy manga. Once per long rest, as an action you and all creatures within 30 feet of you are taken to a demiplane that resembles a subway station. (You can change the appearance and events if you wish)

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

Green Balls Ranged Attack: You throw up to 30 feet a green ball at the opponent that deals d4, this attack increases expectation by 10%. (Costs 2 Cursed Points)

Red Rod Attack: You hit the opponent with a reddish rod that tails d8, this attack increases expectation by 25%. (Costs 5 Cursed Points)

Golden Door Attack: You throw up to 30 feet or land a blow with a golden door that deals d12, this attack increases expectation by 40%. (Costs 8 Cursed Points)

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

Event 1- Transport Gate: Will the main character be able to cross the gate before it closes??. If a jackpot happens, he passes the gate in time. The jackpot die is d12. (1-9)

Event 2- Passenger Seat Competition: Will the main character be able to take the seat and go seated??. If a jackpot happens he can sit down. The jackpot die is d10. (10-14)

Event 3- Bear the Squeeze for the Bathroom on the Express Train: The main character took the wrong train and he won't stop, will he hold the whole trip to go to the bathroom?!!!. If a jackpot happens, the protagonist can take it and go to the bathroom. The jackpot die is d8. (15-18)

Event 4- Last Train of Friday Night: The main character and his lover leave after work, but on the way home he ended up missing the train, did she manage to catch it?. If a jackpot happens, the heroine can't catch it either and they meet at the station. The jackpot die is d6. (19-20)

Whenever an event starts, no creature can make an attack or anything that affects another creature, the event lasts a number of turns equal to d10, that is, if it falls 4 on d10, it will last 24 seconds. At the end of the event, before rolling the jackpot dice, you must roll d20 to find out if you win the multiplier bonus or the rare "Rainbow" bonus, you can reroll all jackpot dice an amount of times equal to your multiplier or "Rainbow" lands you have an automatic jackpot in that event.

1-12: no multiplier

13-15: 1x multiplier

16-17: 2x multiplier

18-19: 3x multiplier

20: Rainbow

At the end of the event you will play 3dX, the value of the dice will be defined by the event, if 3 equal numbers land, you will win a jackpot. When you hit a jackpot the semi-plane is undone, your cursed energy becomes infinite and you become immortal. You earn the following benefits for 1 minute:

  • Your Cursed Points are recharged to the maximum.
  • Your hit points are completely restored back to it's maximum, and cannot be reduced below 1 in any way. In addition, you will receive the effects of Reverse Cursed Technique at the beggining of your turns.

•You can use "Idle Death Gamble" one more time in the day.

You must spend 1 Cursed Point at the end of your turns to keep your demiplane running, at creatures can't leave the demiplane until you choose not to maintain, drop to 0 hit points, or hit a jackpot.

After you spent all uses all of your uses, you may summon your domain again by spending 25 cursed points.

Pseudo-scrolls & Golden Event

At 6th level, you have improved your domain expansion, and you can now perform "Pseudo-scrolls". After you roll the Jackpot dice, you can spend 5 Cursed Points and your action bonus or reaction to choose to lock the result of two dice and reroll only one, but for each roll the die scale increases by 1 up to a maximum of d12. Also, the fourth event of the DAY is considered an automatic jackpot and you can bet on your events with a action bonus or reaction.

Probability Change & Time Savings

At 10th level, you roll 2d20 and choose which one will set your multiplier and you get two bonuses for your expansion, when you activate "Tireless Punter" after getting a jackpot without bonus, you get the following bonus:

•Change of Probability: The chance of your jackpot increases by a lot, you win twice what you normally would expectation.

After you hit a jackpot with the above bonus, the next time you use "Idle Death Gamble" it will win the following bonus:

•Time Saving: As soon as you activate Tireless Punter you make a Jackpot roll using d4 and the events are finished in the same turn you place your bet.

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

You Need Skill to Win at luck!

At 20th level, you have reached the peak of your technique, you only spend 5 Cursed Points to activate Idle Death Gamble, Jackpot bonus time increases to 4 minutes, you roll 3d20 and choose which one will set your multiplier, you can choose which creatures will be taken with you and you can use "Reverse Cursed Technique" as a free action while you have the jackpot bonus.

Disaster Flames

This Innate Technique is based around creating immense heat and using said heat to destroy your enemies from a long or short distance, using flames or volcanoes to do so.

d736d841f7d8a12c572bd69eb433722d.jpg
A Disaster Flames user preparing to make a fireball attack, Source [24]
Burning Cursed Energy

Your Cursed Energy is powered up by your flames, you will gain immunity to Fire damage when you activate your Cursed Energy Armor. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, it's type will be changed fire damage.

Burning Hands

Starting at 1st level, as an action for 1 cursed point, you may force every creature in a 15 ft. cone to attempt a Dexterity saving throw. On a failure, they take 1d8 fire damage. On a success, they take half as much damage. This can also be used as an bonus action after an unarmed strike. Your damage dice increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Each time you use a technique granted by this Innate Technique, you gain 1 point of Purple Flames to a maximum equal to your proficiency bonus, which are lost at the end of a short rest. In addition, you will gain resistance to fire damage, evolving to an immunity at 13th level.

  • Purple Hands: When you use this feature, you may spend 2 Purple Flames points to change it's damage die to a 3d8. Your damage dice increases to 4d8 at 5th level, 5d8 at 11th level, and 6d8 at 17th level.
Erupting Volcanos

At 3rd level you can spend 2 cursed points to create 1d3 volcanos within 120 ft. of you. Each volcano occupies a 5 ft. radius. As an action, you may force every creature in a 30 ft. long, 10 ft. wide line originating from each volcano to make a Dexterity saving throw as the volcanos erupt. On a success, they take 3d6 fire damage, are knocked prone, and are restrained in magma for 1 minute. On success they take half as much damage. The creature's that fail this saving throw, may make a Strength saving throw at the beggining of their turns to end the restrained condition early. Any area targeted by this feature becomes difficult terrain.

  • Purple Volcanos: When you create volcanos using this feature, you may spend 3 Purple Flames points to double the area the volcanos cover and target when they erupt.
Ember Insects

At 6th level, as an action for 5 cursed points, you may create 7 flying insects. They have 10 hit points and 14 AC, have a flying speed equal to their movement speed, and have no class or race features, but are otherwise identical to you. You may order them to sting a target, dealing 1d4 + your Dexterity modifier piercing damage on a hit. When an insect is reduced to 0 hit points, hits with a sting attack, or you cause them to at will, the insect explodes. Every creature within 5 ft. of an insect when it explodes must attempt a Dexterity saving throw. On a failure, they take 6d4 fire damage.

  • Purple Insects: When you use this feature, you may spend 3 Purple Fire points to cause yourself to regain 10 hit points when an insect explodes.
Maximum Meteor

At 10th level, as an action for 10 cursed points, you may fly up high in the air summoning a giant meteor which falls at high speeds. Every creature in a 30 ft. radius up to 120 ft. from you must attempt a Dexterity saving throw. On a failure, they take 10d6 bludgeoning damage + 10d4 fire damge. On a success, they take no bludgeoning damage but they must make another Dexterity saving throw to take half as much damage from the fire around the area. The affected area will be surrounded by fire for 1 minute, which all of your attacks in the area will count as purple.

  • Purple Meteor: When you use this feature, you may spend 5 Purple Fire points to double this feature's damage, range, and radius.
Extreme Burning Hands

At 14th level, you have learned a new form to use your burning hands, that results in much more destruction. As an action for 4 cursed points, you can force every creature in two 15 ft. cone to make a Dexterity saving throw. On a failure, they take 2d8 fire damage and are knocked prone. On a success, they take half as much damage and do not fall prone.

  • Extreme Purple Hands: When you use this feature, you may spend 2 Purple Flames points to change it's damage dies to a 4d8.
Domain Expansion: Coffin Of The Iron Mountain

Finally at 20th level, you have learned how to expand your domain to create a massive magma dimension. As an action for 25 cursed points, you may create a 165 ft. radius magma dome around you. While inside it, every creature except you must attempt a Constitution saving throw at the end of each of their turns. On a failure, they take 10d8 fire damage. On a success, they take half as much damage. Creatures inside the dome have disadvantage on attack rolls if they don't have immunity to fire damage. After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Puppet Manipulation

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

Jujutsu.Kaisen.full_.3243565.jpg
A Puppet user behind many of it's creations, source [25]
Ultimate Mechamaru

Starting at 1st level, you have been mastering the creation of Puppets. You will gain proficiency in Tinker's Tools and a set of Tinker tools. You will gain a Minor Puppet and may summon it as a an action for 2 Cursed Points, though this Puppet can only have 2 Minor Traits. You may summon as many puppets as you want. Any Puppets can only take an action if you use your bonus action to command it to. It cannot use its reaction unless you use your own reaction to command it to. The puppet may use bonus actions on it's own. You can speak, hear and see through any of your Puppets.

In case you have more than one puppet at once, you need to control them at the same time. You can only spend your bonus action to tell them a order, and you may choose one of them to still be able to use it's bonus action on it's own. Example, you tell them a type of enemy to attack. You may specify the action to make it easier to understand for the puppets.

Any of your puppets last until the end of the end of your next long rest, where they will all deactivate back to their dormant state and will need to be spent cursed points to use it.

Whenever you gain a puppet, use the following for it's sheet:

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Lesser Puppet

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

Advanced Puppet

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

Greater Puppet

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

Master Puppet

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

Ultimate Mechamaru - Mode: Absolute

At 20th level, after perfecting your puppet for individual use, you have found the higher form for it, one with you. Once per day you may expend 24 cursed points to summon the Absolute Form of your Ultimate Mechamaru for 1 minute.

You pilot it from inside its head as a cockpit, and cannot take any form of damage, unless if it is psychic.

This form fuses the scores from yourself and your puppet, which can go above 20.

Its Maximum Hit Points and Current Hit Points increase by 160, + Your current Hit Points.

It has all of the puppets traits and attacks.

It's size is increased to Huge.

It will also gain the following attacks:

Ultra Cannon

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

Miracle Cannon

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

Vision Viola

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

Ultimate Cannon

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

Star Rage

The Star Rage cursed technique allows it's user to increase it's virtual mass by using it's cursed energy, making short work of opponents by crushing them with their weight.

jade-sn_art-yuki-tsukumo.jpg
A Star Rage user increasing it's mass before an attack, Source [26]
Virtual Mass Increase

Starting at 1st level, you have learned the most fundamental technique for a star rage user, the virtual mass increase. As a bonus action for 1 cursed point, you may increase your virtual mass around your body which will you the following atributes:

  • You will gain advantage in Strength saving throws.
  • Your Unarmed Strike die increases by one tier(1->1d4->1d6).
  • If you roll a critical with an unarmed strike, the target must make a Constitution saving throw or be knocked prone.
  • You will add your proficiency bonus to your unarmed strikes damage rolls.
  • You will count as one size larger for all requirements.
  • Whenever you're wielding a weapon while in this state, if it's not a magical weapon or cursed tool it will break. However, it's damage die will increase by one tier in case it's one of the two mentioned exceptions.

You must spend 1 cursed point at the beggining of your turns to keep this state active, and may deactivate it as a bonus action. For every evolution of this feature, it's cost increases by 1 cursed point.

In addition, you count as one size larger when determining your carrying capacity, and you will gain proficiency in Strength saving throws.

Companion Mass Increase

At 3rd level, you have learned how to use the virtual mass technique other creatures. As a bonus action for 3 cursed points, you can give the effects of virtual mass increase to an ally you can touch for 30 seconds(5 rounds). Though if the ally has an Constitution modifier smaller than your Charisma modifier, at the end of their turns they must make a Constitution saving throw against your cursed energy DC or receive one level of exhaustion.

You can only grant this to one ally at an time.

Virtual Mass Improvement

At 6th level, your constant use of the technique has made you improve a lot. When you use the Virtual Mass Increase, you will now gain the following bonuses:

  • You will gain advantage in Strength saving throws.
  • Your Unarmed Strike die increases by two tiers.
  • For every unarmed strike you hit, the target must make a Constitution saving throw or be knocked prone.
  • If you roll a critical with an unarmed strike, the target must make a Constitution saving throw or have it's speed reduced by half until the beggining of your next turn.
  • You will add twice your proficiency bonus to your unarmed strikes damage rolls.
  • You will count as two sizes larger for all requirements.
  • Whenever you're wielding a weapon while in this state, if it's not a magical weapon or cursed tool it will break. However, it's damage die will increase by two tiers in case it's one of the two mentioned exceptions.
Virtual Mass Mastery

At 10th level, you have gained insane experience and skill with increasing your virtual mass, and it shows with your strenght. When you use the Virtual Mass Increase, you will now gain the following bonuses:

  • You will gain advantage in Strength saving throws.
  • Your Unarmed Strike die increases by three tiers.
  • For every unarmed strike you hit, the target must make a Constitution saving throw or be knocked prone.
  • When you hit a target with a melee attack, creatures 5ft. behind it are also target by your attack.
  • If you roll a critical with an unarmed strike, the target must make a Constitution saving throw or have it's speed reduced to 0 until the beggining of your next turn.
  • You will add triple of your proficiency bonus to your unarmed strikes damage rolls.
  • You will count as three sizes larger for all requirements.
  • Whenever you're wielding a weapon while in this state, if it's not a magical weapon or cursed tool it will break. However, it's damage die will increase by three tiers in case it's one of the two mentioned exceptions.

In addition, your allies now do not get exhaustion from receiving the virtual mass technique.

Tokyo Feature: Blackhole

At 14th level, with your studies you have reached new heights with mass increase, sending so much mass into your body that you may turn into a blackhole. As an action while under the effects of Virtual Mass Increase for 20 cursed points, you can make every creature in a 40 circle from you make a Strength saving throw. On a failed save, the creature takes 20d6 force damage and is pulled to within 5 feet of the black hole. On a successful save, the creature takes half as much damage and is knocked prone but isn’t pulled toward the black hole.

This feature will last for 1 minute.

A creature that’s within 5 feet of the black hole at the start of its turn must make a successful Strength saving throw or take 8d6 force damage and have its speed reduced to 0 until the start of its next turn. A creature that’s within 40 feet of the black hole (but not within 5 feet of it) at the end of its turn takes 2d6 cold damage. A creature reduced to 0 hit points while within 5 feet of the black hole dies immediately.

You receive double the amount of any damage dealt from this feature, and if that reduces your hit points to 0 then you die instantly but the blackhole continues. This ignores features that allow you to fall to 1 hit point instead.

After using this feature ends, you must make a DC 30 Constitution saving throw or receive 5 levels of exhaustion.

Perfected Virtual Mass

Finally at 20th level, you have finally mastered your innate technique's true power. When you use the Virtual Mass Increase, you will now gain the following bonuses:

  • You will gain advantage in Strength saving throws, though you may now roll three dices instead of two, and pick the highest number rolled.
  • Your Unarmed Strike die increases by four tiers.
  • For every unarmed strike you hit, the target must make a Constitution saving throw or be knocked prone and have it's speed reduced to 0 until the beggining of your next turn.
  • When you hit a target with a melee attack, creatures 10ft. behind it are also target by your attack.
  • If you roll a critical with an unarmed strike, the target must make a Constitution saving throw or be stunned until the beggining of your next turn.
  • You will add four times of your proficiency bonus to your unarmed strikes damage rolls.
  • You will count as four sizes larger for all requirements.
  • Whenever you're wielding a weapon while in this state, if it's not a magical weapon or cursed tool it will break. However, it's damage die will increase by three tiers in case it's one of the two mentioned exceptions.

Shrine

Considered to be the pinnacle of sorcery, Shrine is an innate technique that allows one to manifest the world as their own kitchen, slicing away opponents as mere fish atop a chopping board.

Sukuna_%28Chapter_117%29.png
A user of Shrine at their peak,

Source [27]

Dismantle

Starting at 1st level, you may unleash a default slash that can be usable for both living beings and inanimate objects. As an action for 4 cursed points, you may choose a singular target (either creature or inanimate objects) within 45 ft to make a melee weapon attack. Upon a hit, you may deal 4d4 slashing damage. This damage increases to 6d4 at 3rd, 8d4 at 6th, 10d4 at 10th, and 12d4 at 20th.

Cleave

At 3rd level, your mastery of Shrine has increased to the point where you may now target someone based off of their own durability and cursed energy. As an action for 8 cursed points, you may force a target within 45 ft to make a Dexterity saving throw. On a failure, a target takes 4d12 slashing damage and takes an additional d6 of bleeding damage. The target can make a Constitution saving throw against your save DC at the beginning of their turns to stop the bleeding. This damage increases to 5d12 at 6th level, 6d12 at 10th, and 8d12 at 20th. At 6th level, your cleave also counts as silvered for overcoming resistances. At 6th level the additional damage dealt by cleave increases to 2d6, and 3d6 at 20th level.

At 14th level, you learn how to amplify cleave into a web of slashes, capable of effecting multiple targets at once. As an action, you may expand cleave to a 60 ft radius sphere, slashing apart multiple individuals. This costs additional cursed points, for every 2 targets it costs an additional 4 cursed points. Spiderweb cannot benefit from the effects of Maximum Output

Body Modification

At 6th level, you have learned how to modify your body to it's most perfected form. As a bonus action, you may change your hands into claws, dealing an additional damage die tier (d8 --> d10) on your unarmed strikes. (If you deal a d12 of unarmed damage, it increases to 2d6)

Open

At 10th level, your technique has been brought out to its utmost potential, cultivating something mysterious to most, but understandable to you and you only. As an action for 10 cursed points, you may chant the word open. Make a ranged weapon attack within 30 ft, dealing 10d8 fire damage upon a hit. Additionally anyone within a 20 ft radius must make a Dexterity saving throw against your save DC. Upon a failure they take 3d8 fire damage, and anything that can ignite will be on fire. On a success they take half damage.

Domain Expansion:Malevolent Shrine

Unlike most domains, your mastery and dominance over sorcery has been cultivated into you learning how to manifest a domain without a barrier. A barrier-free domain is the same thing as an artist drawing a work of art without paper or canvas, but in the air. Thanks to this, a forced binding vote is formed, increasing your domain's guaranteed hit area and destroying every domain expansion that tries to overcome its.

At 20th level, you have learned how to expand your domain on a radius of 330ft on you. As a action for 25 cursed points, you manifest a Buddhist shrine decorated with skulls directly behind you. All target creatures must make a Dexterity saving throw. Upon a failure, they take 12d10 slashing damage, and will take an additional 2d6 bleeding damage at the start of their turns. The slashes will continue until Malevolent Shrine has completely destroyed the targets. This domain lasts for a total of 1 minute or until it is dismissed as a bonus action. Additionally while this domain is active, you will regain a d8 of your cursed points. After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration.

Judgeman

An Innate technique manifested by the belief that everyone, even the scum of the earth deserve fair trials. This has cultivated in your technique being emphasized on the actual legal system.

Hiromi_Higuruma_and_Judgeman.png
A user of Judgeman calling for a fair way to bring justice, Source [28]
Latent Sorcerer

At 1st level, you have no access to any cursed energy and are unable to see or perceive cursed spirits. However at 2nd level, your innate technique and cursed energy mastery soar to new heights. You now gain access to cursed energy and you may add double your Charisma when determining your cursed points.

Gavel

At 3rd level, your technique has begun to manifest into the tools a judge would use. As a free action you are able to summon a gavel. Once you have summoned your gavel, you can't be disarmed of it unless you are incapacitated. You may summon your gavel as one of three different types:

Gavel Type
Gavel.
Staff Gavel.
Giant Gavel.

Additionally as a bonus action, you may (if you have thrown your normal gavel), recall it back to your hand. This applies to all gavels.

Domain Expansion: Deadly Sentencing

At 6th level, your cursed technique increases itself to the pinnacle of sorcery, domain expansion. As an action for 10 cursed points, you may entrap yourself and one singular person in a 30 ft radius into your domain, with the interior manifesting as a small courtroom domain surrounded by guillotines where you and your opponent are placed on podiums standing across from one other. While underneath the influence of the domain expansion all violence is restricted, as you and the opponent are restricted from attacking each other. Instead a trial takes place, where a shikigami named Judgeman is summoned behind you. During the trial, you (acting as a prosecutor) will insight an incident your opponent has done in the past, and attempt to have Judgeman (the gm) apply a verdict. The opponent may also present their arguments to Judgeman, and if these arguments are untrue they must make a deception check at disadvantage against your save DC. Once Judgeman has decided a verdict, there are three outcomes:

  • Not-Guilty: The Domain Expansion ends, and you are unable to use your domain for 1d10 amount of turns, as your cursed technique is now burnt out.
  • Confiscation: Judgeman deems the crime as punishable, but not by one's life. Instead, the opponent must take 4d8 necrotic damage and are unable to use cursed energy and the cursed technique for one minute.
  • Death Penalty: Judgeman has deemed the target as committing such a heinous act that only death to the target is the only way it can atone for the crime. You now gain access to a new variant of your gavel, the Executioner's Sword.. Anyone reduced to 0 hit points by the executioner's sword will instantly die, and can not be revived by any means.

Executioner's Sword

Martial Melee Weapons
Weapon Damage Weight Properties
Executioner's Sword 6d10 Force 3 lb. unwieldy, special

Activated only after Judgeman deems a person worthy of the death penalty, the executioner's sword can nearly instant kill any target in its path.

Modifier. The modifier used while attacking with the executioners sword is the charisma modifier.

Special. You can roll one additional weapon damage die when determining the extra damage for a critical hit with this weapon.

2.33
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Mastery of Reverse Engineering

At 10th level, your innate understanding of cursed energy has allowed you to apply that to your own technique, allowing for you to pick up on things at an easier level. You gain proficiency in Intelligence saving throws and Investigation checks. Additionally, you gain access to the Domain Amplification cursed feat.

Tokyo School Feature:Jury Duty

At 14th level, when your domain expansion is active you may call one witness to a crime the accused committed to the stand. The witness can be called no matter the location, the witness falls under the same conditions as the prosecutor as they are unable to use violence or abilities while in the domain expansion. You gain one more verdict, not-proven (the crime was committed, you just are unable to prove the accused committed) granting you the following benefits:

  • Not Proven: When a not-proven verdict is reached, you are granted a new attack action outside of your domain, summoning a guillotine into the real world. As an action after this verdict is reached you may slam a guillotine down on the creature you brought into the domain expansion only. The creature must make a Dexterity save, taking 4d12 + your Charisma modifier slashing damage on a failure, and gaining the bleeding condition. The target takes 1d6 True damage from the bleeding at the beginning of each of their next turns and can make an action to stop the bleeding during their turn. On a success for the dexterity saving throw, they take half the damage and dont gain the bleeding condition. The slashing damage is counted as magical, and you may use this action for a number of times equal to half of your proficiency bonus rounded down.
Master Lawyer

At 20th level, you have fully mastered your innate technique to the point where you can manipulate the courts in your favor. Whenever a verdict of Deadly Sentencing does not work in your favor, you may call a retrial. This retrial will automatically reactivate the conditions of the opponent and your's previous trial, now with new evidence or a different crime committed. You may use this features a number of times equal to your Charisma modifier per long rest.

Additionally, you may now summon Judgeman into the real world. Judgeman counts as a large shikigami, has a number of hit points equal to your jujutsu sorcerer level times 3 and an AC equal to 10 + your Charisma modifier. Judgeman can hold, carry, and interact with objects. It can't attack, but it can use its action to provide advantage to your attack rolls. You may command Judgeman on your bonus action.

Construction

Infused with forbidden knowledge, you harness cursed energy to shape reality, conjuring objects resonating with an eerie aura that persists beyond the norm. These creations might bear faint, unsettling whispers or glows, revealing their origin in forbidden arts.

__fushiguro_tsumiki_and_yorozu_jujutsu_kaisen_drawn_by_rei_poro06625649__sample-06866d15f0dc354638d8852916fae899.jpg
A female construction user crafting bug-like wings, Source [29]
Construct

Design Note: Formula is x ÷ 0.50 with x being the original cost of the feature.

At 1st level, you master the basics of your cursed technique. As a bonus action, for 2 cursed points, you gain the ability to conjure non-magical objects from nothing, drawing inspiration from your knowledge or imagination.

However, this innate technique is notorious for its inefficient cursed energy usage. Unlike other innate techniques, this technique isn't affected by the Cursed Energy Economy, and any cursed point expenditure within this innate technique is doubled. Therefore, instead of costing 2 cursed points, this feature now requires 4 cursed points. You can only craft common, non-magical items.

Cursed Construct

At 3rd level, you've improved your control over this innate technique. Instead of only managing to create non-magical items, you now have the ability, for 4 cursed points and still as a bonus action, to create cursed items and cursed tools based on your knowledge or imagination.

For every rarity above Uncommon, the cost to create the items is increased by 2. Unless it was an uncommon item or below, the constructed item will decompose after Charisma modifier hours, and you can only have a number of tools equal to your proficiency bonus total.

Liquid Metal

At 6th level, you've mastered a method to enhance the efficiency of this Innate Technique. When creating cursed items and tools, you can spend an additional 4 cursed points (without it being affected by inefficiency)changeable volume to them while maintaining stability. You can extend the range of your weapons and items from 10ft to a total of 30ft.

As a bonus action, you can attack a target within a 30ft radius. When doing so, roll to hit, and on a successful hit, the target takes 3d6 slashing, bludgeoning, or piercing damage (your choice) and an additional 1d6 necrotic.

True Sphere

At 10th level, you have mastered the manipulation of liquid metal, enabling you to sculpt a perfect sphere, a feat once deemed impossible. As an action, expend 10 cursed points (which is affected by inefficiency) to create a 45-foot radius black sphere with a range of 60 feet. Creatures within the sphere must make a Strength saving throw. On a failed save, the target takes 5d12 force damage plus 8d4 bludgeoning damage, and they are knocked prone. On a successful save, they take half damage and remain standing.

Tokyo School Feature: Insect Armor

At 14th level, you've harnessed the efficiency of an insect's body, creating formidable Insect Armor for yourself. As a bonus action for 12 cursed points (not affected by doubling), you gain the following benefits:

  • Your AC, Strength, Dexterity, and Constitution increase by +3, a testament to the newfound resilience echoing the efficiency of insects.
  • The mundane threats of non- magical bludgeoning, slashing, and piercing seem feeble as you gain resistance, the armor adapting to make you a more formidable presence on the battlefield.
  • You sprout wings from your back. You gain a flying speed equal to your movement speed, and you may take the Dash action as a free action.
  • Your unarmed strikes and natural weapons deal two additional dice tiers. If your base damage is a d12, it becomes 4d6.

Maintaining this armor costs 2 cursed points at the end of your turns. Once deactivated, you can't use it again until you've taken a short rest.

Domain Expansion:Threefold Affliction

Finally at 20th level, you have learned the most powerful technique of your arsenal, expanding this domain creates a mostly blank space, although with several oversized, organic structures floating within it that resemble the disembodied brains and ventral nerve cords of insects.. As an action for 25 cursed points, you trap every creature within 165ft. All hostile creatures inside must make a Wisdom saving throw, or be considered frightened unless they have immunity to the condition. The creatures may repeat it's saving throw at the beggining of your turns, ending the effect on a success. All of your cursed energy attack rolls always hit, and creatures automatically fail your saving throws (excluding your domain's initial activation), even attacks with your created items and features. After you use your domain, your cursed technique is burnt out for d10 number of turns and you are unable to use it for said duration. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Multiclassing

Prerequisites. To qualify for multiclassing into the Jujutsu Sorcerer class, you must meet these prerequisites: 14 Charisma

Proficiencies. When you multiclass into the Jujutsu Sorcerer class, you gain the following proficiencies: Athletics, Acrobatics

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