Office Work Curse (Jujutsu Kaisen Supplement)
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Office Work Curse[edit]
Medium undead (cursed spirit), chaotic evil Armor Class 23 (Unarmored Defense)
Saving Throws Dex +12, Int +11, Cha +13 Cursed Energy. The Office Work Curse has 105 Cursed Energy to spend on its features. Cursed Energy Recovery. The Office Work Curse gains 1 Cursed Energy at the beginning of each of its turns. Cursed Armor. Office Work Curse can spend up to 7 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Office Work Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Cursed Strikes. When making an Unarmed Strike, the Office Work Curse may spend up to 6 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used when the creature hits a Nat 20. This energy persists until a creature hits a target or 1 minute has passed. Discernment/Evasion. Whenever the Office Work Curse makes a Dexterity or Intelligence saving throw, it takes half as much damage on a failure and no damage on a success. Cursed Attacks. The Office Work Curse's attacks are considered magical. 50 Meters In 3 Seconds. The Office Work Curse can use 2 reactions per round. Untraceable Speed(3/round). Whenever the Office Work Curse takes a reaction, it may move up to 55 feet as a part of the reaction. Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Office Work Curse can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
The Boss. The Office Work Curse is empowered by its workers. The Office Work Curse gains 100 temporary hit points per Worker it currently has. Those temporary hit points regain 20 per worker at the beginning of its turns, though they cannot go above the maximum. After one of its workers leaves its control, the Office Work Curse temporary hit points maximum is reduced by 100. Additionally, while within 5 feet of one of its workers attack rolls against it have disadvantage. ACTIONSMultiattack. The Office Work Curse makes four claw attacks. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage + 6 (1d12) necrotic damage. Contract Offer(10 cursed energy). The Office Work Curse summons a paper with a job offer and shows it to a Humanoid creature within 5 feet of it, forcing them to make a DC 21 Intelligence saving throw. On a failure, they accept the contract and become charmed for the Office Work Curse, turning into one of its workers. On a success, they become immune to this feature until they rethink about the offer. While they are charmed this way, they cannot end the condition through non-magical means or until the Office Work Curse dies. A creature may choose to fail this saving throw willingly. The Office Work Curse can have up to 7 workers at once. BONUS ACTIONSAdvanced Regeneration. The Office Work Curse can spend any amount of Cursed Energy, regaining hit points equal to 10 times the amount spent. Cursed Blast of Blows(3 Cursed Energy). Immediately after taking the Attack action on their turn, the Office Curse can perform two claw attacks as a bonus action. Cursed Wind Step(3 Cursed Energy). The Office Curse takes the Disengage or Dash action, and its jump distance is doubled until the end of its turn. Untraceable Speed. The Office Work Curse can take the dash action or make a skill check on a skill it is proficient in. Termination(8 Cursed Energy). The Office Work Curse ends the charmed effect on one of its workers, dealing 165 (30d10) psychic damage and forcing them to make a DC 21 Constitution saving throw. On a failure, they receive one level of exhaustion. On a success, they receive no exhaustion. If they fail by 5 or more, they receive 2 level of exhaustion. REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the Office Work Curse uses its Advanced Regeneration. Fired. Office Work Curse can use its Termination cursed technique as a reaction to a creature trying to end the charmed condition on one of their workers. Cursed Enhanced Body. Whenever the Office Work Curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 7 cursed energy to add the number of energy spent as a bonus to the saving throw. It may use this reaction once per round without spending a reaction. LEGENDARY ACTIONSThe Office Work Curse can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Office Work Curse regains spent legendary actions at the start of its turn. Advanced Regeneration. The Office Work Curse uses its Advanced Regeneration. Contract Offer(Costs 2 actions). The Office Work Curse uses Contract Offer. Innate Domain(Costs 3 actions). The Office Work Curse opens its Innate Domain. |
The Office Work Curse was born from the negative emotions formed from office work. It has the objective of enslaving all of humanity and curse a like to become their workers, essentially forcing the whole world to work for it. Like any terrible boss, it has no respect for its workers and will use them for its own ambitions until they are discarted. Not Canon. The Office Work Curse is not an official cursed spirit demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign. The Office Work Curse has 20 levels in the Jujutsu Sorcerer class.
Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Office Work Curse. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the Darkness Curse. Hard to Kill(1/long rest). If the Office Work Curse were reduced to 0 hit points, they can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright. This feature does not work if the damage that had reduced them to 0 hit points was radiant damage. Famous Name. Whenever the Office Work Curse rolls initiative, they may force every hostile creature that can see them to make a DC 21 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours. Sadism. Whenever the Office Work Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 17.
When a feature refers to the Office Work Curse's cursed technique, it refers to Contract Offer, Termination and Fired.
50 Meters In 3 Seconds!, Untraceable Speed, Regeneration, Advanced Regeneration. Immense Cursed Energy, Cursed Energy Reinforcement, Overflowing Cursed Energy, Overpowering Cursed Energy. Cursed Enhanced Body, Improved Cursed Energy Output, Innate Domain. Innate Domain: Corporate BusinessThe Office Work Curse's Innate Domain is a large office filled with shadow people working on computers. It is seemingly endless, with lots of papers flying around. Every creature that's not one of the Office Work Curse's workers must make a DC 21 Intelligence saving throw at the beginning of their turns. On a failure, they suffer the effects of contract Offer. On a success, they don't suffer its effects however they now must make a DC 21 Wisdom saving throw. On a failure, they take 195 (30d12) psychic damage and are frightened of the Office Work Curse due to losing a job offer. On a success, they take half as much damage but are not frightened. Inside the domain, all creatures of the Office Worker curse's choice are under the effects of Mind Games. |
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