Limitless (5e Class)
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.
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: None
Weapons: Simple Weapons, Martial Weapons
Tools:
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.
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 13 + 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.
- 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 you're charisma stat modifier
The Six Eyes[edit]
You have the gift bestowed only on the strongest of the Gojo Clan, the Six Eyes. You gain 40 feet of Truesight and 60 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. 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.
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. 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 Armor[edit]
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.
Cursed Strikes[edit]
At 1st level, when you deal damage with unarmed strikes, you can spend 1 Cursed Point to deal additional d8 force damage, the limit of dice you can spend on one attack is equal to your Charisma modifier. 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 you're Charisma Modifier to your unarmed strikes on top of your Dexterity or Strength Modifier
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]
You learn to manipulate spacetime at the atomic level by creating infinite distance between you and the object. At 2nd level, you can spend 4 cursed points to activate the technique and protect yourself with Infinity for the desired time out of combat. Whenever you suffer an attack while the technique is active, you can roll a 1d6, on a 4 or more, the attack or any other form of damage misses you regardless. You can roll the 1d6 a number of times equal to your Charisma modifier, regaining all uses at the start of your turns. Any creature within 5 feet also has the effects of infinity.
This ability improves at certain levels. At 5th 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 to activate this feature to automatically roll a 6, amd have as many dice as you want but you must spend 4 points at the start of each turn to maintain it.
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.
Gojo Satoru using Infinity against an attack, Source [1] |
Cursed Technique Lapse: Blue[edit]
At 3rd level, you learn how to use Blue: an impossible force that pulls everything to its center, forcing the world itself to fill that space.
As an action, you can choose an area to cast the "Blue" in a distance of up to 90 ft. for 3 cursed points. All creatures except you within 10 ft. of the point of choice must make a Strength saving throw. If they fail, all creatures and objects are pulled to the center taking 4d8 force damage and becomes stunned. If they succeed, they take half the damage and are not stunned. The creature can make a saving throw at the end of their turn, if they succeed this way they dont take any damage and can jump out of the sphere by half their jump distance. Area that blue affects is considered rough terrain. You must spend 1 cursed point to keep this ability active at the end of turn.
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.
Teleport Technique[edit]
At 5th 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 10 feet, causing the attack to miss. Also, you can spend 15 cursed points to use the "teleport" spell. This feature recharges after a long rest.
At 9th level you can hover in the air.
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 learn how to reverse Blue's effects and how to add overwhelming force that pushes everything away from a chosen spot: Red.
As an action, you can choose an area to cast the "Red" up to 45 ft. for 5 cursed points, creatures within 10 ft. of the chosen point will be thrown 30 ft. in a straight line and must make a Strength saving throw, on a failed save, the creatures take 5d8 force damage and are knocked prone. You can increase damage by spending more curse points, for each cursed point spent, the number of feet creatures are thrown increases by 5 feet, and the number of additional dice increases by 1 (the limit to spend is equal to your Charisma modifier). On a success, they only take half damage, are thrown only half a of the distance away and are not knocked prone. At level 10, the spending cap becomes twice your Charisma modifier.
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. You may also add your Charisma modifier to the damage roll of your unarmed strikes. You also gain Your Charisma Modifier points per turn instead of your proficiency bonus.
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 range and the are for an additional 20 ft., double its damage after rolling it and disadvantage on the affected creatures saving throws.
- 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 and you will unlock Hollow Purple earlier. If you already have Hollow Purple then you will unlock Domain Expansion Instead. You can only awaken once in a campaign.
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 +10 bonus.
Black Flash[edit]
By 13th level, you may cast a powerful technique that requires extreme concentration. On a hit with an unarmed strike, you may spend 6 cursed points to release cursed energy within one-millionth of a second. Roll 1d20. An a roll of 1-10, you deal an additional 6d8 damage. On a roll of 11-19, you deal an additional 12d8 damage. On a roll of 20, you deal an additional 16d8 damage. This attack does not benefit from Cursed Strikes or Jujutsu Aura.
Damage dice of these attacks increases with your martial arts die (d8>d10 at 14th level, d10>d12 at 18th level).
You can use this feature equal to your proficiency bonus, regaining use at the end of a long rest.
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 10 cursed points, every creature in a 60-foot line must make a Dexterity saving throw. On a failure, a creature takes 12d12 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. For each extra cursed points you spend you can add a d12 to the damage roll and 5 ft. to the range with the limit being twice your Charisma modifier. (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 8 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.
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.
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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