Limitless, Variant (5e Class)

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Limitless[edit]

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.

Original[edit]

This variant class is made from these two class combine into one class:

Limitless_(5e_Class)

Jujutsu_Sorcerer_(Jujutsu_Kaisen_Supplement)#Limitless


Creating a Limitless[edit]

Quick Build

You can make a Limitless quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. You can choose whichever background you want.

Class Features

As a Limitless you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Dexterity and Charisma
Skills: Arcana and choose two from Acrobatics, Athletics, History, 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) 1 Martial Weapon or (b) 1 Simple Weapon
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Limitless

Level Proficiency
Bonus
Features Cursed Points Unarmored Movement Martial Arts
1st +2 Unarmored Defense, -Martial Arts, Unarmored Movement, The Six Eyes, Cursed Energy, Cursed Energy Enchantment 4+Cha 10 ft. 1d6
2nd +2 Infinity, Cursed Martial Arts 6+Cha 10 ft. 1d6
3rd +2 Cursed Technique Lapse: Blue, Cursed Tools 8+Cha 10 ft. 1d6
4th +2 Ability Score Improvement 10+Cha 15 ft. 1d6
5th +3 Teleport Technique, Extra Attack,Additional Cursed Technique 13+Cha 15 ft. 1d6
6th +3 Cursed Technique Reversal: Red, Curse-Empowered Strikes 15+Cha 15 ft. 1d6
7th +3 Evasion, Cursed Techniques 17+Cha 20 ft. 1d6
8th +3 Ability Score Improvement 19+Cha 20 ft. 1d6
9th +4 Teleportation Technique Improvement 21+Cha 20 ft. 1d6
10th +4 Cursed Techniques Maximum Cursed Energy Output, Awakening 23+Cha 25 ft. 1d8
11th +4 Cursed Strikes Improvement, Extra Attack(2), Additional Cursed Technique 25+Cha 25 ft. 1d8
12th +4 Ability Score Improvement, Jujutsu Aura 27+Cha 25 ft. 1d8
13th +5 Black Flash 29+Cha 30 ft. 1d8
14th +5 Hollow Purple 31+Cha 30 ft. 1d10
15th +5 Reversed Cursed Technique 33+Cha 30 ft. 1d10
16th +5 Ability Score Improvement 36+Cha 35 ft. 1d10
17th +6 Extra Attack(3), Additional Cursed Technique 38+Cha 35 ft. 1d10
18th +6 Reversed Cursed Technique Improvement 40+Cha 35 ft. 1d12
19th +6 Ability Score Improvement 43+Cha 40 ft. 1d12
20th +6 Domain Expansion: Unlimited Void 45+Cha 40 ft. 1d12

Unarmored Defense[edit]

Starting at 1st level, you learn to channel energy in your body for strength. While you are unarmored and not wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.

Martial Arts[edit]

At 1st level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain jujutsu sorcerer levels, as shown in the Martial Arts column of the Jujutsu Sorcerer table.
  • Your unarmed strikes now deal force damage
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one handed weapon as a bonus action.

Unarmored Movement[edit]

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.

Everyone Loves the Gojo Clan[edit]

You're loved by all and can make any situation calm when you're around, you're mere presence can control any situation, at 1st level when walking into a room you can gain everyone's attention by merely calling them over, (Creatures that are considered enemies are not affected). If there's any conflict and it doesn't involve you, you can spend 3 cursed points to stop any violence with a cold glare, Creatures must succeed in your saving throw (if you are using this ability in an outdoor setting the range is 45 feet, this ability covers an entire room). You gain expertise in all Charisma skills and gain an additional +2 to your charisma stat and so it's maximum

The Six Eyes[edit]

You have the gift bestowed only on the strongest of the Gojo Clan, the Six Eyes. You gain 60 feet of Truesight and 120 feet of Blindsight and you naturally can see things the ordinary couldn't, any form of magic can be seen and you can look into multiple realities without any negative effects. At the start of each of your turns, you regain cursed points equal to your proficiency bonus+ Charisma modifier. You may incur no penalty for seeing through any thin, light, non-rigid object such as a blindfold, towel, or scarf, allowing you to use it as a way to protect your eyes from the vast amount of information your eyes are taking in. You also gain expertise in Perception and can gain advantage on your next Perception check as a bonus action. You can use this feature once, regaining all uses at the end of your next short rest. You gain 1 additional use at 5th level and again at 10th (3), 15th (4), and 20th (5) level. At 6th level, you can use this feature as an action to cast detect magic with a range equal to your Truesight.Additionally, you gain the Cursed Energy Tracker feat, and may use it to, instead of it's normal effects, detect any remains of Cursed Energy in a 240 ft. radius, detecting it even if you can't see it directly.

Cursed Energy[edit]

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 for an addition you add your Charisma modifier one additional time + proficiency bonus to determine your Cursed Points. You can spend these points to fuel various traits. Cursed energy points can also be used in other point systems similar of that to a Monk (EX; 1 cursed point = 1 Chi point)

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 Enhancement[edit]

At 1st level, you began to focus your cursed energy to better manipulate. You learn these following features:

Cursed Strike

Before you make an unarmed strike, you may spend up to your proficiency bonus in cursed energy to empower your next strike. This enhancement lasts until you hit a creature with your unarmed strike, or until a minute passes. On a hit, you deal additional necrotic damage equal to 1d8 per point spent. You can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike, or landing a black flash, instead of beforehand. You can only use this enhancement again after it has ended. At 11th level, you further improve your hit, the cap is now equal to twice your Charisma modifier, and the die increases with your martial arts die (d8>d10 at 14th level, d10>d12 at 18th level.). At 1st level,you may also add your Charisma Modifier to your unarmed strikes on top of your Dexterity or Strength Modifier

Cursed Armor

As a bonus action or a Reaction to being targeted by an attack or damaging saving throw, and for an amount of cursed energy up to your Charisma modifier, you can surround yourself with cursed energy for one minute. You gain temporary hit points equal to the amount of cursed energy spent times 10 for the duration. You can only benefit from this feature again after 1 minute or having your temporary hit points reduced to 0. You also gain resistance against force damage while these temporary hit points last.

Cursed Weapon Enhancement

As a bonus action, you can spend cursed energy up to your proficiency bonus to add to your melee weapon damage rolls for 1 minute. Whenever you hit a target with your weapon, it takes extra force damage equal to the amount spent times three. You can only use this enhancement again after 1 minute has passed. You may also add your Charisma Modifier to your melee weapon attack on top of your Dexterity or Strength Modifier

In addition, if you do this 50 times or more to the same weapon, it becomes a Semi-Cursed Tool as long as it's not already a cursed tool.

Cursed Martial Arts[edit]

At 2nd level, your jujutsu training has made you learn advanced martial techniques. You can now execute all the following:

Cursed Blast of Blows

Immediately after taking the Attack action on your turn, you can spend 1 cursed point to perform two unarmed strikes as a bonus action. Additionaly you can spend 3 cursed points to perform two unarmed strikes as a bonus action even if you didnt take the Attack action.

Cursed Patient Defense

You can spend 1 cursed point to take the Dodge action as a bonus action even reaction on your turn.

Cursed Wind Step

You can spend 1 cursed point to take the Disengage or Dash action as a bonus action on your turn, and your distance is tripled until the end of your turn.

Infinity[edit]

Starting at 2nd level, you gain the ability to use your manipulation over gravity to protect yourself more effectively. As an action, you can encase yourself in a gravitational field for 1 minute. Whenever you are targeted by a weapon, spell, cursed energy attack roll or any saving throws from sources outside your body, you may use reaction to roll a d6. On a 4 or higher, any attacks or spells made against you automatically fail to hit or harm you in any physical way. At 6th level, you must roll a 3 or higher, and at 10th level you must roll a 2 or higher. Additionally, you gain a number of additional Reactions equal to your Charisma modifier + your proficiency bonus. At 14th level, you may spend 6 Cursed Energy when using this feature to automatically roll a 6, spending 2 Cursed Energy at the beginning of each of your turns it is active this way. You may also activate this ability as a Reaction to being targeted by an attack or effect that would cause you damage that you can see.

When you take the Dodge action while Infinity is activated, you 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. Additionally when you reach 6th level, as Infinity evolves to automatically protect you, you don't need to spend Reactions anymore, allowing you to protect yourself against as many attacks as you want.

mugen-gojo-vs-jogo.gif
Gojo Satoru using Infinity against an attack, Source [1]
Infinity Pressure.

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

You must spend a number Cursed Energy equal to the amount spent at the beginning of your turns to keep this form of infinity active.

Cursed Technique Lapse: Blue[edit]

At 3rd level, as an amplification of limitless, you may directly manipulate gravity. As an action for 5 Cursed Energy, you may cause gravity to bend within 30ft of you causing a blue sphere with a 10 ft. circle radius to draw towards everything towards it for 1 minute. All creatures within this area must make a Strength saving throw. On a failure, they take 5d8 force damage, are restrained until the end of their next turn, and are pulled to an open space closest to the center of the sphere. On a success, they take half as much damage and are not restrained. A creature can retry this saving throw at the end of each of their turns. If they succeed, they take half the damage and exit the sphere. If they fail, they remain there without being able to move and retake the damage. Any creatures that enter the sphere's range must also make the Strength saving throw. You can dispel this technique as free action. At 6th level this technique’s damage will increase to 6d8, then again at 10th level (7d8), 14th level (8d8), and 20th level (9d8).

Blue Infused Strikes

At 5th level you have learned how to infuse your Blue in your strikes to increase their power. Whenever you use your cursed strikes, you can spend 5 additional cursed energy to imbue blue in them. All creatures within 30ft. of you will be pulled towards you, being targeted by the unarmed strike as well. If the target is hit, they take additional 5d8 force damage.

Blue Manipulation

At 6th level, you have learned how to use blue to manipulate your blue to move space more precisely. As an action for 10 Cursed Energy, you can use precisely manipulate your Blue in order to cast telekinesis. The distance you can move anything you've grabbed is equal to your base movement speed;

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

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

HP: 120 - AC: 8 STR: 22 - DEX: 4 Throw Attack: The creature must make a DC 15 Dexterity saving throw, on a failure they take 4d12+6 bludgeoning damage and half as much on a success. If you attempt to throw a person at another person or object, they will be treated as a medium object regardless of size, and the damage dealt will be dealt back onto them.

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

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

Multi-Blue

At 12th level you’ve learned to cast multiple Blue’s in extremely rapid succession without loosing output. When you cast Blue you may pay it's cost an additional amount of times up to your Charisma modifier, creating an additional Blue within 5ft. of the initial blue for each additional time you pay the cost.

Cursed Tools[edit]

At 3rd level, due to your extensive use of cursed energy, you can focus with normal objects for 1 hour to turn them into Cursed Tools. When you turn something into a Cursed Tool, you may give it one of the following attributes:

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 form o visual equipment to have acess to the supernatural A creature holding the item gains a bonus to Wisdom (Perception) checks equal to your Charisma modifier (minimum 1), and can see through illusions.

Armors

You enhance the protection to being able to resist even powerfull cursed attacks While a creature is wearing the armor or clothing, they gain temporary hit points equal to 10 + 5 times your jujutsu sorcerer level and a +2 to AC. After the temporary hit points end, they are regained at the end of their next long rest.

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. You may also ignore this increase to instead gain a Cursed Feat.


Design Note: You cannot take any of Background,Cursed Techniques,Reversed Cursed Techniques,Binding Vow Barrier Technique feats and Black Flash feats

Teleport Technique[edit]

At 5th level, you have learned how to manipulate the space-time around you and how to bend it. When you take the movement action, you can spend 1 cursed energy to teleport to the location, causing you to not provoke attacks of opportunity. The first attack roll you do after taking the teleport action is made with advantage unless the target has a higher passive perception than your cursed energy DC.

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

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

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

Extra Attack[edit]

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 11th level and to four when you reach 17th level in this class.

Cursed Technique Reversal: Red[edit]

At 6th level, you may invert Limitless using Reverse Cursed Technique, creating a blast of raw gravity. As an action for 10 Cursed Energy, choose point within 40 feet. All creatures within 10 feet of the point must make a Strength saving throw. On a failure, they are knocked back up to 20 feet, take 14d8 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked prone. At 10th level this damage increases to 16d8, then again at 20th level to 18d8. Though with the lack of experience and understanding in reverse uses of curse technique you'll have to make a Charisma saving throw with advantage DC equal to your Curse Energy DC every time you use this technique if you failed the technique will deal only half damage and the target creature do not take the knock back. You can use the technique without making saving throw when you acquire Reverse Curse Technique

Purple

Through accidental experimenting, you learned that using blue and red in the same location can become a deadly situation. If your red activates on the same spot your blue is currently active, it will create a reaction in gravity and explode into a huge purple ball. Every creature within 100ft. of the point must make a Dexterity saving throw. On a failure, they take 28d8 force damage and receive one level of exhaustion. On a success, they take half as much damage and do not receive the level of exhaustion.At 14th level this technique’s damage will increase to 32d8, and then again at 20th level to 36d8.

Curse Empowered Strikes[edit]

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.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Cursed Techniques[edit]

At 7th level, you begin to learn advanced jujutsu techniques, each different for certain situations. You gain one of the following:

Curtain

As an action for 5 cursed points, you can cover the sky with a 100 ft. radius black dome for 1 minute. While inside the dome no one from outside it can see what is happening inside, and all the enemies inside will be revealed for you and your allies.

Simple Domain

As a 5 cursed point action, you can surround yourself with a 20 ft barrier until the end of your next turn. Any attack that comes from outside the dome is immediately negated even if it's something that changes the rules like a domain expansion, but it is not able to nullify a melee attack.

Anti Domain Barrier

As a reaction for 5 cursed points, you may create a cursed circle around yourself until the end of your next turn. Any spells or cursed techniques that would target you have a -2 penalty to their attack rolls and have disadvantage. You may spend 5 cursed points when this would end to extend its duration to the end of your next turn.

At 17th level, you gain one more of the above.

Cursed Techniques Maximum Cursed Energy Output[edit]

At 10th level, you've gained the ability to amplify your Blue and Red techniques, you can spend additional cursed points to make them more effective.

Blue

You may spend 5 additional points to increase the damage dice by half it's current dice and you can spend bonus action to move the sphere anywhere within 30 ft. of the original place. All creatures currently stuck in the sphere will be moved as well, and any creatures caught in the range of the sphere moving must do the saving throw.

Red

You may spend 6 additional points to increase the range for an additional 45 ft., double its damage after rolling it and every creature failed its saving throw have their movement speed reduced to 0 until the end of their turns.

Awakening[edit]

You are limitless, You have the potential to be the strongest jujutsu sorcerer in the world, you cannot lose before you truly understand the power you have. At 10th level you can awaken if your hit points reduced to 0 in a battle.

When you awaken you will be dead for a minute, after a minute passes you will comeback to life with full health with +4 in all of your stat permanently as well as their maximum and you will unlock Hollow Purple and Reverse Curse Technique earlier. If you already have Hollow Purple then you will unlock Domain Expansion Instead. You can only awaken once in a campaign.

cfac01e5d6a4da9999c71838fa8a506b.jpg
Source [2]

Jujutsu Aura[edit]

At 11th level, your cursed energtly radiates from your body, surrounding you and giving both defensive and offensive upgrades to your fighting style. While you have at least half of your maximum cursed points, your AC, attack rolls, and damage rolls gain a bonus equal to your Charisma modifier.

Black Flash[edit]

By 13th level, You have become more connected with your cursed energy, now being able to use the famous Black Flash technique, where your attack is raised to the power it's original damage to the power of 2.5 (with the bare minimum being 2 from what gege said). To use this feat, the creature must be able to using cursed energy and Cursed Strike or Cursed Weapon Enchantment feature.

Early Black Flash You can have an access to Black Flash early by complete these "prerequisites:" You have to land a critical 3 times in a single fight.

ito6uzdljjb61.jpg
The rules

When you score a critical hit (It must be a Natural 20 for it to count) with a melee weapon attack that benefits from either Cursed Strike or Cursed Weapon Enhancement, or a ranged attack that benefits from Cursed Projectiles, you can choose to land a Black Flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage your Black Flash will add onto the damage roll using the table below:

Number Rolled Damage Dealt
1 1 damage
2 6 damage
3 15 damage
4 32 damage
5 56 damage
6 88 damage

In addition, the amount of dice you roll from your critical with this attack will increase by one additional damage die, and the Black Flash simply does not occur if the attack wouldn’t otherwise hit(such as if negated by an ability or the attack roll isn’t a crit and doesn’t hit the opponent’s AC).

After you land a Black Flash, it becomes easier to land another. Your next attack on the same turn will trigger a Black Flash on a Natural 15 or higher, known as a Black Flash DC. For every other Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, beginning at the starting DC.

In The Zone. Hitting a Black Flash puts an individual in the zone, temporarily bringing out 120% of their potential. You will gain the following benefits for a number of minutes equal to the black flashes you hit in the turn; the benefits will last from during the turn you landed the Black Flash until those number of minutes after it:

  • If you have used your domain expansion and become unable to use your cursed technique, you regain the ability to use your cursed technique once again even after In The Zone ends.
  • You receive a +2 to all your ability scores, including their maximums.
  • Your unarmed strike damage dice tier is increased by 1 (d8>d10>d12>2d6...)
  • Your cursed energy armor, if any, gives 5 more temporary hit points per cursed spent.
  • Your cursed energy attack rolls will be made with advantage, while other creatures will make your cursed energy saving throws with disadvantage.(Unless they're also in In the zone)
  • Your cursed techniques will add an amount of damage dice equal to your proficiency bonus. (Ex: If you land a black flash and your technique deals 4d6, with a proficiency bonus of +3 it would become 7d6.)

Hollow Purple[edit]

At 14th 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 22 cursed points, every creature in a 100-foot line must make a Dexterity saving throw. On a failure, a creature takes 32d12 force damage and are moved to the end of the line, becoming paralyzed and incapacitated until the end of their next turn and gain 1 level of exhaustation. On a successful save, they take half damage. At 20th level this technique’s damage increases to 36d12. (The DM/GM must decide what the creature loses after a creature suffers from this attack) Determine what limb the creature loses if not killed by this feature, The missing limb cannot be regenerated by any means, If the creature attempts to replace it with a prosthetic, any actions done with that arm have disadvantage and can no longer benefit from the Two-Handed Property. If a leg is replaced with a prosthetic then that creature has a walking equal to half. At 19th level you unlock 200% Hollow Purple dealing 2x the amount of damage but costing an additional 10 Cursed Points

Reversed Cursed Technique[edit]

At 15th level, after so may battles and life or death experiences, you learn a new type of energy that is the extreme opposite of cursed energy. As an action, may spend cursed points to regain 1d6 + your Charisma in hit points per cursed point spent. You can only do this a number equal to your Charisma modifier, and you cannot heal other creatures. You regain all uses at the end of a long rest.

At 18th level, you have mastered this new type of energy. You may use this feature any number of times, you can cause a creature you touch to regain these hit points instead, and by spending 10 cursed points as a bonus action to regenerate a lost limb If this limb lost limb has similar effects as Hollow Purple, it ignores it. Also, whenever you deal damage to a Fiend, Aberration or Undead, you can spend 5 cursed points to enhance an non-spell attack or feature from this class to deal double damage.

Delayed Explosion[edit]

At 17th level, you have learned how to delay your Innate Technique to create surprise explosions. Whenever you use your action to use your blue or red techniques, you may reduce their size and make them not explode. All hostile creatures must make a Perception check against your cursed energy DC. On a success, they notice the blue or red is stopped in the air. On a failure, they don't notice it and think it just vanished. You may spend a bonus action to make them explode, doubling their effect's range and forcing the creature to make their saving throws with disadvantage and taking twice as much damage as they normally would.

Explosive Purple

If you make a red and a blue explode at the same time while being within range of eachother, a massive purple that erases everything will form. Every creature within a 200ft. circle centered on the circle must make a Dexterity saving throw. On a failure, they take 64d12 force damage and receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion. At 20th level this technique’s damage increases to 72d12.

Domain Expansion: Unlimited Void[edit]

When you finally reach 20th level, you have reached the pinnacle of jujutsu, learning the most powerfull technique a sorcerer can learn, the Domain Expansion. Your domain expansion is a giant area where you will get a sure hit effect, so that no matter what you will hit your opponents with your attacks, and in case of saving throws, they automatically fail.

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 not currently touching you in a 165-foot radius sphere centered on you must attempt an Intelligence saving throw at maximum difficulty(Roll 3 d20's take the lowest roll + at disadvantage + -2). On a failure, they take 16d8 psychic damage and have their Intelligence, Wisdom, and Charisma scores become 1 and are unable to cast spells, attack, use magic items, understand language, or communicate in any intelligible manner and are rendered unconscious for 1 minute. At the end of each 30 days, the creature can repeat this saving throw, ending these effects on a success. This feature can also be terminated by restoration or greater desire.

Domain expansion last for 1 minute, and for any round above that you must spend 2 Cursed Points.

allcharacterswhocanusedomainexpansioninjujutsukaisengojosatoru4943964073929797426..jpg
Gojo Satoru's Domain Expansion, Source [3]

Multiclassing[edit]

Prerequisites. You cannot Multiclass into this character, you must start as a Limitless and multiclass out.

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