Jujutsu User (5e Class)
Jujutsu User[edit]
The Jujutsu User[edit]
Jujutsu Users are a class of sorcerers that specialize in exterminating paranormal creatures such as ghosts and demons. For this, they use their own energy called "cursed energy", this energy that comes from negative feelings, in addition to martial training.
They don't use conventional magic as much as other sorcerers and magic users do, and rely more on their innate powers, which they call "innate domain". An innate domain is obtained and marked on the day of the sorcerer's birth, either by a celestial or demonic blessing or by one's own magical lineage.
The Cursed Energy[edit]
Cursed energy is the main source of magical energy for these sorcerers. It is stored and transmitted in people's bellies to the rest of the body. Its emergence comes mainly from people's negative feelings, such as anger, hatred, anguish, despair, sadness and depression. It is noticed and manifested much more easily during near-death situations.
Optional: Curses. Curses are creatures generated from people's negative feelings. Generally, their form is the same as the feeling, for example, a creature with tsunami and water powers appears if too much fear of this type of event is accumulated. They appear most frequently in places like cemeteries and schools.
The Innate Domain[edit]
The magic of these sorcerers is not like other conventional ones, although they can learn them, most of their magical feats come from their "innate domains". Innate domains are unique abilities these sorcerers possess, they are marked on the day of their birth, either by a blessing or by a magical lineage they possess. Blessings can come from celestial beings, such as angels and gods, or from demonic creatures.
A Domain Expansion[edit]
A domain expansion is a technique that is considered the pinnacle any jujutsu sorcerer can reach. Expanding your domain means bringing your innate domain into reality, creating a new dimension to it using barrier techniques. A sorcerer capable of expanding a domain proves extremely capable in barrier techniques and innate magic. When the domain is expanded, the innate technique is improved, and their hit is always guaranteed.
To be able to counterattack a domain, one must be able to expand one's own domain as well, and the most refined one will take the space, or one has to know barrier techniques like simple domains and anti-domain barriers, canceling the guaranteed hit effect.
A Binding Vow[edit]
Binding Vows are one of the skills considered most useful among jiujutsu sorcerers when it comes to sorcery, they are essentially a contract made with another person or yourself through cursed energy. The act of constraining the rules and terms of a contract can be useful for achieving great power or getting a bounty. Still, there are some rumors about this ability.
Creating a Jujutsu User[edit]
To create a jujutsu user, you first need to think about how he discovered his abilities. Close to your death, in the fight against a terrible monster, did that energy explode in his body?
Generally, there is a school called "Jujutsu Sorcerers Technical School" that invites those people who have awakened cursed energy to learn more about their magic and train to use it more efficiently in combat.
For the innate domain, you might say your sorcerer was blessed at birth with a celestial or demonic creature, or his magical bloodline gave him his powers at birth. Whatever you create, it must have been marked at birth.
- Quick Build
You can make a Jujutsu User quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity and Constitution. Second, choose the Athlete background.
Class Features
As a Jujutsu User you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Jujutsu User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Jujutsu User level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of Artisan’s Tools or one Musical Instrument
Saving Throws: Dex and Cha
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) Slingshot
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features | Cursed Points |
---|---|---|---|
1st | +2 | Innate Domain, Cursed Energy | 2 |
2nd | +2 | Innate Domain Technique, Combat Style | 4 |
3rd | +2 | Innate Domain Technique, Binding Vow | 6 |
4th | +2 | Ability Score Improvement | 8 |
5th | +3 | Extra Attack, Fast Recharge | 10 |
6th | +3 | Innate Domain Technique, Cursed Weapon | 12 |
7th | +3 | Barrier Techniques | 14 |
8th | +3 | Ability Score Improvement | 16 |
9th | +4 | — | 18 |
10th | +4 | Innate Domain Technique | 20 |
11th | +4 | Black Flash | 22 |
12th | +4 | Ability Score Improvement | 24 |
13th | +5 | — | 26 |
14th | +5 | Innate Domain Technique | 28 |
15th | +5 | Reverse Cursed Energy | 30 |
16th | +5 | Ability Score Improvement | 32 |
17th | +6 | — | 34 |
18th | +6 | RCE Improvement | 36 |
19th | +6 | Ability Score Improvement | 38 |
20th | +6 | Innate Domain Technique | 40 |
Innate Domain[edit]
At 1st level, you are blessed with innate magic from your family. Choose an Innate Domain from the list just after the class features. Your choice grants you features at 2nd level and again at 3rd, 6th, 10th, 14th, and 20th level.
Some domain abilities require a check to be made, you calculate the check DC as follows:
- -- Innate Domain save DC = 8 + your proficiency bonus + your Charisma modifier
Cursed Energy[edit]
At 1st level, you learn and begin to master your cursed energy. You have a number of curse points according to your level as shown in the table above, you recover all of them at the end of a long rest.
You can use curse points to utilize your innate domain abilities or for other features of this class. Additionally, you can use the points to improve your performance in combat. Whenever you land a melee attack on a creature, you can spend 1 curse point to add an additional d4 necrotic damage for a maximum equal to your proficiency bonus per turn.
As a bonus action, you can spend 2 curse points and envelop your body in cursed energy for the next minute; you gain temporary hit points equal to twice your jujutsu sorcerer level.
The damage from this feature increases by one category at 6th (1d4>1d6) and 12th level (1d6>1d8).
Specialization Path[edit]
At 2nd level, a sorcerer must follow an area to specialize, not every sorcerer is always focused on combat, like a Combatant. Additionally, you gain specialization techniques depending on the path chosen. At 3rd level, you learn a specialization technique according to the specialization path chosen. You acquire another at 6th, 9th, 12th, and 15th level. Choose a path to follow below:
Specialist[edit]
A specialist is a sorcerer focused on improving their cursed energy techniques, whether barrier, domain or aura. They are great users of cursed energy and magical attacks.
You gain proficiency in Arcana. If you are already proficient, you become an expert. You gain a supply of flexibility points equal to half your curse points, you can choose two metamagic options, you can use them in your Innate Domain techniques by spending flexibility points. You acquire another metamagic option at 10th and 17th level.
At 3rd level, you can choose a Innate Domain technique and reduce its cost equal to your proficiency bonus, you must still spend at least 1 curse point on that technique. You can choose another technique at 10th level.
Specialist Techniques
- Quick Focus. You can quickly focus and stabilize your body in combat. You have advantage on Constitution and concentration checks.
- Unending Energy. Your cursed energy is much greater than that of others. At this level and every time you level up, you gain curse points equal to your proficiency bonus.
- Blood Supply. Whenever you kill or render a creature unconscious using your domain techniques, you receive curse points equal to your proficiency bonus.
- Infallible. When you miss a domain attack roll, you can use your reaction and spend 2 curse points and add +2 to the result. The number increases by +1 for every 7 additional curse points spent.
- Overload. You overload a domain ability that requires a saving throw. You spend 2 curse points and increase the DC of the check by 2. The number increases by +1 for every additional 12 curse points spent (Prerequisite: Infallible and level 12).
- Kill and Repeat. When you kill or render unconscious a creature using a domain technique, you can make a second attack using a domain technique. You cannot use this feature again if you have already benefited from it until the start of your next turn.
- Dodge. When targeted by a melee or ranged attack that does not require a saving throw, you can use your reaction and make a Dexterity check against the result of the attack, with the maximum DC being 20. On a success, you dodge the attack (Prerequisite: Quick Focus and level 6).
- Extra Attack. When performing an attack action, you can spend 2 curse points and perform an Extra Attack, stacking with other Extra Attacks. Can be caught multiple times. (Prerequisite: Level 6).
- Brutality. If you have a shikigami at your command, any critical damage it deals is tripled, and the creature hit must succeed on a Constitution saving throw or have its speed halved until the start of its turn.
- Cursed Physique. You use the constant energy that flows in your body to slightly change, expanding your resistance. You gain an increase in maximum hit points equal to your Charisma or Wisdom ability score (Prerequisite: Unending Energy).
- Critical Striker. You specialize in critical strikes. Your critical decreases by one category (20-19), can be caught multiple times.
- Energy saving. You learn to be more effective with your energy. The cost of your cursed techniques decreases by 1, you must still spend at least 1 curse point.
Healer[edit]
A healer is usually doctors or supports who specialize in reverse cursed energy. They are masters at quickly treating their allies' injuries.
You gain proficiency in Medicine and first aid kits. If you are already proficient, you become an expert. As a bonus action, you can touch a creature and heal it for 10 (1d10 + 5) hit points. You can use this feature a number of times equal to your Charisma modifier before needing to complete a short rest. The healing from this feature increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
At 3rd level, you learn to use Reverse Cursed Energy, which you can use for 1 curse point instead of 2 on other creatures, in addition to being able to use it as a bonus action. At 18th level, whenever you roll a healing die on a creature, the value of the result is doubled
Healer Techniques
- Versatility. When you make a test that you do not have proficiency in, you may spend 1 curse point and add your proficiency bonus to the roll.
- Overheal. Its reverse energy overwhelms a creature's body. Whenever you heal a creature, it gains temporary hit points equal to half of what was healed.
- Perfect Healing. If you roll a 1 or 2 on a healing roll, you can choose to roll that die again, you must keep the new result.
- Healing Aura. When you heal a creature, you can spend 2 curse points and heal another creature within 30 feet of you. (Prerequisite: Overheal and level 6).
- Second chance. When an ally within 10 feet of you fails a saving throw, you can use your reaction by spending 2 curse points and allowing the die to be rolled again.
- Healing Maximum. An amount of times equal to your proficiency bonus before a long rest you can touch a creature and cause the next healing roll made on it to be maximum (Prerequisite: Perfect Healing and level 6).
- Amplified Healing. Your reverse energy improves. Your Reverse Cursed Energy healing die becomes 1d12 and you now add double your Charisma modifier (Prerequisite: Perfect Healing and level 15).
- Exorcise and Expel. Your reverse energy starts flowing more from your body. When you land a melee attack on a creature that is undead, demonic, spirit or similar, as a bonus action, you can add additional damage from your reverse energy, the healing die becomes a healing die. radiant damage (Prerequisite: Overheal and level 12).
- Healing Overload. You learn how to stun a creature with reverse energy. As an action, you touch a creature, spending 2 curse points and overloading its body with reverse energy. It must succeed on a Constitution check or take 3d10 force damage, with the die increasing by 1d10 for every 2 points of curse. curse spent, receiving half on a success (Prerequisite: Overheal and level 6).
- Protector. When an ally within 5 feet of you is attacked, you can use your reaction to decrease the damage dealt by the attack made against them by Xd4 + your Charisma modifier, where X is equal to your proficiency modifier.
- Inspiring Presence. Your presence inspires those around you to try their hardest. You can spend 2 curse points to make every ally within 30 feet of you become inspired. An inspired ally receives a +1 bonus to all attack rolls. At 5th, 9th, 13th, and 17th level you can spend 2 additional curse points to increase the bonus granted by +1.
Combatant[edit]
A combatant are sorcerers focused on mastering the art of war and combat. They are generally always using martial arts and weapons to exorcise curses and eliminate their opponents.
You gain one unarmed attack die equal to 1d8 + your Dexterity or Strength modifier, and whenever you make a melee attack with a martial weapon or an unarmed attack, you can make a second unarmed attack as a bonus action, your AC while not wearing any armor or shield becomes 10 + your Dexterity modifier + your Charisma modifier. Additionally, you gain proficiency with martial weapons.
At 3rd level, you can choose a fighting style from the warrior list. You gain another one at 10th level.
Binding Vow[edit]
A binding vow are restrictions that can be placed on a willing creature or yourself to obtain a reward, generally beneficial to both sides.
At 3rd level, you can create a binding vow with a willing creature, forming a contract. The vow forces a DC 20 Wisdom check on anyone attempting to violate the terms of the contract; on a failure, the terms are not violated; on a success, the creature manages to violate the contract, but receives dire consequences, gaining 3 points of exhaustion and warning the other creature of the violation.
You can create votes with yourself. As an action, you choose one of the following benefits below. Some vows can only be exchanged during a short or long rest.
- Overtime. After 1 minute, you receive your proficiency + Charisma bonus in curse points for the next minute. You regain this vow at the end of a short rest.
- Restauration. As a bonus action, you use chants to recover cursed energy. You regain curse points equal to half your proficiency bonus rounded down + 1.
- Emergencial Energy. As a bonus action, you can take 6 (2d4 + 2) necrotic damage and take double the curse points. Your maximum health is reduced by an amount equal to the necrotic damage until you complete a long rest.
- Revealing One's Hand. You reveal how your technique works to one or more creatures that can hear you. As a action or bonus action, you reveal your innate domain to one or more creatures within 30 feet of you, your technique gains +2 on hit or gains +2 DC, your damage is doubled, and the range is doubled until the end of your next turn against the creatures that heard you. Revealing One's Hand cannot be used on the same creature, and it has no effect in creatures that already known your innate domain. If the creature does not fall unconscious by the end of your turn, it gains advantage on tests to avoid your technique for 2d4 + 2 turns.
- Enchantment. You begin using enchantments on your cursed technique. The cost of your cursed technique is halved on your next turn. Instead, you may choose to increase the amount of damage dice equal to half your proficiency bonus rounded up on your next turn.
- Protection. When you are reduced to 0 hit points, you can use your reaction and be left with 1 hit point at the cost of losing a leg or arm and gaining 2 points of exhaustion.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th 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.
Extra Attack[edit]
At 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. A combatant gains one more attack at 11th level.
Fast Recharge[edit]
At 5th level, you understand how to hold more cursed energy within your own body. As a bonus action, you can regain a number of curse points equal to your Charisma modifier × 2.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
Cursed Weapon[edit]
At 6th level, you can curse a weapon you are proficient with and make it a cursed weapon for you by spending 1 hour meditating with it. This weapon counts as a magic weapon for the purpose of overcoming resistances and immunities.
A specialist can curse a cloth or armor, one of the following effects is applied:
Armor. You gain temporary hit points equal to 10 + double your jujutsu sorcerer level, recovering at the end of a long rest, and cannot be combined with Cursed Energy. You can also choose, instead of temporary hit points, to receive resistance to one element while you are in armor, namely: acid, cold, fire, lightning or thunder.
Tool. If it's something you can wear on your face, you gain +2 to Wisdom (Perception) and Intelligence (Investigation) and can see through illusions while wearing the object.
An object, armor, or weapon cannot be cursed twice or more times.
Barrier Techniques[edit]
At 7th level, you learn barrier techniques, simple cursed techniques that can be used on some special occasions. Choose one from the list below. You gain another one at 14th level, and you can swap them during a long rest.
- Barrier: As an action, you can raise up to 6 walls within 30 feet of you. Each barrier is 5 feet tall, and has health equal to 10 times your Charisma modifier and an AC of 10, each wall costs 2 cursed point. You can make them disappear as a free action.
- Curtain: As an action, you spend 10 curse points and at a point within 30 feet of you a black sphere measuring up to 120 feet is created from the sky covering the entire region. Any magically invisible creature or object with a lower level than you is revealed within this sphere.
- Simple Domain: You can use your reaction and spend 8 curse points to create a space 3 meters in radius from you. You do not suffer the effects of a domain expansion within that area, and all area magic is negated in that space. You must spend 5 points at the start of each turn to maintain Simple Domain.
- Domain Amplification: As an action, you spend 5 curse points and wrap your innate domain around your fists. Every attack you make against a creature has disadvantage, but any magical effect is negated if you hit it, functioning as an anti-magic field. You must spend 2 curse points every turn start to maintain the Domain Amplification, while you have it, you cannot use domain skills (Prerequisite: Have a Domain Expansion).
Black Flash[edit]
At 11th level, you are more connected to your cursed energy than ever before. When you crit, you can attempt a Black Flash by spending points of cursed energy equal to your proficiency. Make a second attack, if the die is 10 or less, you add +10 to the result, possibly scoring another critical hit.
Reverse Cursed Energy[edit]
At 15th level, you learn how to turn your cursed energy from negative to positive. Positive cursed energy has healing effects, as an action, you can treat your own wounds for 1d10 per 2 points of cursed energy. This die increases by 1d10 for every 2 points spent, with the maximum being your proficiency bonus.
At 18th level, you have no dice limit, and you can use this feature on others as well. For 10 points, healers can use the regeneration spell.
Innate Domains[edit]
Jujutsu sorcerers are born with a natural gift, and are usually discovered and sent to a school specialized in turning these people into veritable machines to hunt the paranormal. We call these powers "Innate Domain".
Limitless Domain[edit]
The Limitless domain imparts the cursed technique Limitless, which comes from the Gojo family. The Limitless allows the user to bring the concept of "infinity" to reality, allowing him to control and distort the space around him. Although anyone in the family can obtain the Limitless technique, only those who also possess the "Six Eyes" can truly master this skill.
A Limitless Domain user using Cursed Technique Hollow: Purple, source [1] |
- Six Eyes
1st-level limitless domain feature
Your eyes are refined like a high-quality camera, you can see cursed energy. You gain proficiency in Perception and Investigation, if you already have it, you become an expert, and you can see magic up to 18 meters from you, as if it were the detect magic spell, but it is not magic.
The cost of all your class abilities is reduced by an amount equal to half your Charisma modifier rounded up + your proficiency bonus. You must still spend at least 1 curse point.
- Infinity
2nd-level limitless domain feature
A barrier of infinite distance runs through your body. As an action and 5 curse points, you activate Infinity, it lasts 1 minute. You gain resistance to all damage types except poison while it is active. If you are the target of an attack, you can perform a Dexterity test against the required DC, use the result of the attack as the DC (maximum 20) if there is no DC, on a success, the attack fails to hit you.
- Cursed Technique Lapse: Blue
3rd-level limitless domain feature
You manipulate gravity and perform a pull with Blue. As an attack action and 5 curse points, select 1 creature within 30 feet of you. On a hit, the creature takes 12 (3d8) + your Charisma modifier force damage and must succeed on a Strength check or be pulled 20 feet closer or further away from you.
The damage increases on 1d8 when you reach 6th level (4d8) and 10th level (5d8). Non-magical objects and structures take double damage.
- Cursed Technique Lapse: Teleportation
6th-level limitless domain feature
As a bonus action and 6 curse points, you pull yourself to a point within 30 feet that you can see; moving in this way does not cause attacks of opportunity. You can use your reaction when being targeted by an attack and spend 5 curse points to teleport and make the attack miss. Teleporting this way limits you to just 10 feet in range.
- Cursed Technique Lapse: Compress
10th-level limitless domain feature
You concentrate gravity at a single point, compressing that space. As an action and 10 curse points, select a point within 60 feet of you, every creature within 20 feet of the point must succeed on a Strength check or take 24 (6d8) + your Charisma modifier force damage and be pulled as close to the center of the point, remaining stunned until the end of your next turn. For an additional 6 points spent, you make that entire area stay that way for the next minute.
- Cursed Technique Reversal: Red
14th-level limitless domain feature
You reverse the effects of Blue, creating an overwhelming force of repulsion. As an action and 10 curse points, select one point within 60 feet of you. Everyone within 10 feet of it must make a Strength check or take 40 (10d8) + your Charisma modifier force damage and be pushed 40 feet in a straight line from the original point. On a success, they take only half damage and are pushed only 20 feet.
- Cursed Technique Hollow: Purple
14th-level limitless domain feature
By combining both red and blue techniques, you create an imaginary mass that destroys everything. As an action and 15 curse points, you fire a 15-foot-diameter sphere up to 60 feet in a straight line. Every creature targeted by the sphere must make a Dexterity saving throw or take 60 (12d10) force damage, 2 points of exhaustion and enter the paralyzed and stunned condition until the end of its your turn.
- Domain Expansion: Unlimited Void
20th-level limitless domain feature
You learn the pinnacle of cursed techniques: the domain expansion. Your expansion is based on your Limitless technique, and causes infinite stimuli to be imposed on everyone in it.
Spending your action and 20 curse points, you create a sphere centered around you with a 60-foot radius with a barrier at the end for the next minute. Everyone except you and anyone you are touching within the sphere must succeed on a Constitution check every start of their turns or take 12d6 psychic damage and be paralyzed for 6d4 + 6 days for each turn it's stay on the domain. The barrier has 100 hit points on the inside and an AC of 20, and 25 on the outside and an AC of 10. If it is broken, the domain ends sooner.
All your attacks while you are in the domain are guaranteed hits, after your domain expansion ends you gain 1 point of exhaustion and can't use any of your innate domain abilities for the next minute.
Sanctuary Domain[edit]
The Sanctuary is a domain without much knowledge about, being, Ryoumen Sukuna, its only holder so far. The main use of this domain is to create slashes and flames using cursed energy.
Ryoumen Sukuna using his fire arrow, source [2] |
- Sanctuary
You can shape your cursed energy into slashes or flames. When using the Cursed Energy trait, you can choose to have slashing or fire damage instead of necrotic, and you learn the produce flame cantrip, which you can use at no cost of curse points.
- Dismantle
At 2nd level, you learn the standard cuts of your domain. As an action and for 2 curse points, you make one melee or ranged attack within 30 feet of you against one or up to 2 creatures in range. On a hit, they take 2d6 slashing damage, you cannot attack the same target twice on Your turn with Dismantle unless via Extra Attack.
At 6th level, you can, as an action and for 4 curse points, target an area by the same range, in that area, in a 15-foot cube, all creatures must succeed on a Dexterity check or take 4d6 slashing damage, half if they pass. Inanimate objects take double damage when Dismantle is used.
- Cleave
At 3rd level, you learn to shape your slash and make it more powerful to take down foes in a single strike. As an action and for 3 curse points, you attack a creature within 20 feet of you, on a hit, the creature takes 3d6 slashing damage, ignoring any types of resistances to slashing damage it might have. You can increase the technique's damage by spending 2 curse points to add 1d6 each, the cap being your proficiency bonus.
At 10th level, Cleave becomes 4d6 normally, and treats slashing immunities as resistances.
- Fire Arrow
At 6th level, you improve your fire abilities with your domain. As an action and for 6 curse points, you make a ranged attack up to 60 feet, on a hit, the creature takes 2d8 fire damage, and an explosion with a 10-foot radius occurs where the arrow strikes, every creature within range of the blast must succeed on a Dexterity check or take 2d8 fire damage, half damage on a success. You can increase the explosion's damage by spending 2 curse points to add 1d8 each, the cap being your proficiency bonus.
- Dismantle: Spiderweb
At 10th level, you create a variation of Dismantle, attacking an area and exploding it into pieces. As an action and for 5 curse points, you strike the ground and create, within 30 feet, an explosion of debris that flies to all corners. Every creature in the area must succeed on a Dexterity saving throw, on a failed save, they take 4d6 slashing damage and 4d6 bludgeoning damage and are knocked prone. On a success, they only take half damage and are not knocked prone. The attacked location becomes difficult terrain.
- Cursed Technique Maximum Output: Dismantle
At 14th level, you create a region of slashes that dismantle anything that enters the area. As an action and 10 points of cursed energy, you select a point within 60 feet of a 30-foot cube of the region you chose, all creatures within must make a Constitution check, on a failure, take 6d6 slashing damage, and have speed reduced by half until the start of your next turn. On a success, they only take half damage.
- Domain Expansion: Malevolent Shrine
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.
At 20th level, as a 24 cursed point action, you can create a 120-foot-radius domain consisting of a Buddhist shrine decorated with skulls with an exit in a single 5-foot-radius area along the edge of the domain that lasts for the next minute, requiring concentration. While in this space, your cursed points are regained at the start of each of your turns and you can attack any creature inside the domain with Dismantle or Cleave, despite the range. You can also use your action to attack everything with Dismantle or Cleave inside the domain at once, when you do this, all creatures and structures must make a Constitution check at every start of their turn or take 8d8 slashing damage until the end of the domain, ignoring any type of slashing damage. On success, they only take half damage.
All your Innate Domain attacks while in the domain are guaranteed hits, after your domain expansion ends, you gain 1 point of exhaustion for the next minute.
Electric Domain[edit]
As with the Sanctuary Domain, not much is known about the Electric Domain other than it being extremely powerful, granting the user the ability to control electrical energy from their cursed energy.
A Eletric Domain user showing off his powers, source [3] |
- Electric Cursed Energy
Your energy naturally has special characteristics. When you use the Cursed Energy ability, your damage becomes lightning type instead of necrotic. In addition, you gain resistance to lightning damage when you use cursed energy armor.
- Electric Strike
At 2nd level, you learn to wrap your fist in dense electrical energy. As an action and 3 curse points, make a melee magic attack against a creature, on a hit, it takes an extra 3d6 lightning damage and must make a Constitution save, on a failure, it is paralyzed until the start of your next turn. On a success, the creature loses it's reaction for the same amount of time.
At 10th level, the damage increases to 5d8, and now, if the creature succeeds on the save, it also has speed reduced to 0 until the start of its next turn as well.
- Lightning Bolt
At 3rd level, you can use your attacks to deposit positive electricity into your opponent's body, then deliver a slash of negative electricity drawn by the positive energy. Whenever you land a strike that deals lightning damage to a creature, you can spend 1 curse point to deposit 1 point of positive energy in your foe, for a maximum of 4 + double your proficiency bonus.
When the 4 points are reached, you can as an action spend all of them to deal a bolt of lightning that deals 3d10 thunder damage automatically to the creature, making it paralyzed until the start of your next turn, resetting the positive points to 0. Damage increases by 1d10 for every 2 more positive points above 4.
- Positive/Negative Armor
At 6th level, you begin to surround yourself and your opponents in positive energy, creating a repelling effect between the two, or add negative energy to you or it, creating a pulling effect. As a bonus action, spend 3 curse points and envelop your body and the body of a creature you just hit with a positive-energy strike. Attacks you make against the creature are made with disadvantage, while attacks from it are as well. Or, surround your body with positive energy, and its with negative energy, attacks against the creature are made with advantage, as well as attacks from it against you also gain advantage.
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