Pain Curse (Jujutsu Kaisen Supplement)
Itami[edit]
medium undead (Curse Spirit), chaotic evil Armor Class 17 (natural armor)
Saving Throws Con +19, Int +11, Cha +19 Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Itami. However, if these creatures were in a life-and-death situation(less than half their maximum hit points), they gain the ability to see it. Improved Cursed Energy Recovery. Itami gains 10 Cursed Energy at the beginning of each of his turns. Cursed Energy. Itami has 172 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest. Cursed Dissonance. Itami has advantage on saving throws against cursed techniques and other cursed energy effects. Sadism. Whenever Itami deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to itself. These temporary hit points cannot go above 29. Unstable Cursed Energy Once per turn the curse can change the saving throw any target will do by one of its features.
Famous Name. Whenever Itami rolls initiative, they may force every hostile creature that can see them to make a DC 27 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. Born From Suffering The curses Cursed Energy is full with pain and suffering, the curses cursed energy is built up from the curses everlasting pain, When the curse deals damage with its cursed technique the target needs to make a DC27 Wisdom saving throw, if they fail then the take 34 (3d8+20) Psychic damage. Curse Enhanced Body. Whenever the curse has 1 or more cursed energy they may add +3 to its weapon or unarmed strike attacks damage and hit die. Superior Regeneration the curse gain 5 reactions to use Superior Regeneration Cursed Energy Reinforcement.When the curse makes a Strength, Dexterity or Constitution ability check, it may add 10 to it. Speed Supremacy Creatures below Itamis amount of power have a harder time reacting to it and it can react to them easier. It gain one additional reaction per round. Additionally, once per round, when it can take an action, bonus action, or reaction, or its movement, it can blind its enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows it to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. 120% Technique Itami can now increase its output while using a technique. As part of using a technique, it may spend an extra amount of cursed energy equal to 1/2 (rounded down) of its original cost before reductions. This makes the technique more powerful and it will deal more damage dice equal to 1/2 (rounded down) of the original damage dice of the technique. Strong Body Itami reduce all damage it takes but psychic or thunder by 10. Attacks using Cursed Energy or magic can bypass this, unless Itami under the effects of cursed energy armor. Torment Cycle The curse has a ingravig on its back of a circle with 5 closed eyes, This curse is born from suffering and pain made from the hate and fears of getting hurt. When this curse gets hit by an attack that deals a damage type that the curse doesn't resist. It then makes a DC10 Constitution save, if it succeeds then one of the five eyes will open. The curse will then resist this damage type. For every time this happens the DC well increase with 5, this save resets back to 10 when Itami takes a long rest. Whenever curse gains a new resistens its body moves and twists to make it stronger, this is shown on the table below. And when all eyes are open then the curse won't be able to use Torment Cycel. this may only happen once each turn. ( The curse may not gain a resisstens to necrotic and radiant. And since the curse is immune it Psychic it cant gain the abliliy to resistit)
The curse is spiteful even when its body resists the damage type. That it absorbs the damage and feeds on it. When a creature deals damage to the curse and it is a damage type that the curse is resisted to the curse then gains 6 Cursed Energy, this can only happen once each turn. When the curse reaches below 1/4 of health it then screams in agony and all the eyes and the circle disappear, the curse regains 60 health for open eyes. It then loses the ability to use any features from Torment Cycle. Weapons Of Misery The curse has the ability to alter its body to better reflect the damage that it has gotten used to, on the other side the curse can also change its body to reflect the damage it has taken. It does this by changing the damage type on its attacks. As long as the curse resists a damage type it may then for 5 Cursed Energy when making an attack using Cursed Energy change the damage type to one that it resists. After doing this Itami then loses the resistens to that damage type. Since the curse always resists the common three, Slashing, Piercing, and Bludgeoning damage types, it can use these without losing them. The same with Poison. Wicked Claws Itami's claws inflict an extra damage die on critical hits. Additionally once per turn when it hits a creature with its claws it can reduce the speed of the target by 10 feet until the start of Itami's next turn. Additionally, once per turn per creature, Itami may force a creature it hit with its claws to make a Constitution saving throw, gaining the Bleeding condition on a failure, nothing happens on a success. Build Up For every turn in combat that the curse takes 0 damage, it then gains an extra 9 (2d8) necrotic damage on every attack. This will only last until the curse takes damage again in a combat turn. ( This will stack, so if the curse has two turns where it doesn't take damage. It will then deal 18 (4d8) necrotic damage on every attack until the curse takes damage.) Secondary Arms The secondary arms can manipulate an object, including fine manipulations such as opening or closing a door or container, picking up or setting down a Tiny or Small object, or even wielding a weapon that doesn't have the heavy property. Due to the increased number of arms, it is proficient in the Athletics skill. If both of these lesser arms are severed, it are no longer considered as proficient in Athletics. Empowered Frame Itami will count as one size larger when determining its carrying capacity and the weight it can push, drag, or lift while having these secondary arms. If it makes an unarmed strike, it can make an additional attack using one of these additional arms as a part of the same action once per turn. This additional attack using its arms has its damage (die) reduced by 1 damage tier (To a minimum of 1). Additionally, once per long rest, the action cost of a technique feature may be reduced by 1. Cursed Strikes. Before making a Claw or Punch attack, Itami may spend up to 9 Cursed Energy, adding 1d8 Necrotic damage to its damage. This may also be used as a response to the curse hitting a Nat 20. This energy persists until Itami hits a target or 1 minute passes. Cursed Armor. Itami can spend up to 10 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Itami can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Eyes Of The Supernatural The curse can see in dim light within 160 feet of it as if it were bright light, and in darkness as if it were dim light. Improved Body Functions'
Improved Cursed Energy Output. As part of any feature that uses cursed energy, Itami can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Endurance. Whenever Itami makes a Constitution saving throw, he takes half as much damage on a failure and no damage on a success. Cursed Attacks. Itamis's attacks are considered magical. Human Wall The curse has advantage on Constitution saves. Fearsome Apperance Itamis gain advantage on all checks and saves to resist the frightened condition. It gains proficiency in the Intimidation skill. Creatures have disadvantage on checks against being frightened by it if it rolls Intimidation, ( already applied). Devils Form Itami gains advantage on all checks and saves to resist the charmed condition. It cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, it can end a condition caused by failing either a Wisdom or Charisma saving throw. Additionally, it gain expertise in Intimidation and proficiency in Persuasion ( already applied). Hard to Kill. If Itami is reduced to 0 hit points, it can choose to be considered stable due to its cursed body, even if the conditions would normally kill it. This feature does not work if the damage that reduced Itami to 0 hit points was Radiant. Itami may use this feature twice per long rest. And one of them on a short rest. ACTIONSMultiAttack Itami uses 5 Claws it may swap two of them out with ether Hollow Beam or Shared Pain Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 7) Slashing damage + 7 (1d12) necrotic. Punch. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) Bludgeoning damage + 7 (1d12) necrotic. Hollow Beam (6 Cursed Energy) The curse mouth lights up with a red glow and fires a beam of cursed energy. Every creature in a 120ft line in front of the curse needs to make a DC27 Dexterity save if they fail the take 53 (6d10+20) Necrotic damage. If they fail by 5 or more then the beam bypasses resistance. If they succeed then they take half. Shared Pain (1-12 Cursed Energy) The curses share the suffering that it went through. It may use Cursed Energy equal to the number of damage it took the last turn from damage types the curse resisted, with a max of 12. Every creature in a 10ft radius makes a DC 27 Constitution save. If they fail then for every 1 Cursed Energy used it deals 11 (2d10) Necrotic Damage in a 10ft radius around itself. If they succeed then they take half. Heart Stop (1-10) The curse sends a projectile out towards a target in a 50ft range. the target makes a DC27 Dexterity save, if they fail then they take 24 (4d6+10) Psychic damage + 14 (2d8+5) necrotic damage. Pain Perfect Pentagram (40 Cursed Energy) This is Itami's Ultimate Extension. It is a more advanced version of Needle Of Agony. A red bloody skull breaks free from the needle and curses everything. When the curse uses this technique it creates a Pentagram on itself, and every creature in a 40ft radius around Itami needs to make a DC27 Charisma save if failed then a Pentagram also appears on the creature. For every creature that gets a Pentagram, including the curse. The curse will gain immunity to a damage type. The damage type that it gains immunity towards is chosen for by with damage type that that creature has done in combat. If a creature was done more than one damage type then the curse may be chosen. The Pain Perfect Pentagram is active as long as the curse is above 1/2 of the hitpoints it had when casting it. The curse gains the following benefits when under the effect of the Pain Perfect Pentagram.
Absorption And Return (4 Cursed Energy) the curse uses uses a full turn action. To stand and absorb damage, the curse then delays all that damage by 2 turns. After the 2 turns it shoots out all the damage in a 10ft radius around it. Every creature inside the radius besides the curse makes a DC27 Constitution save, if they fail. Then damage will be disturbingly evenly among every creature in that radius. and if they fail by 5 or more then they become stunned. If they succeed then they only take half of the damage they would have taken and the rest will the curse take. Needle Of Agony (20 Cursed Energy) The curse creates a needle above itself inside the needle a reddish purple liquid drips out working as a time glass. The curse chooses up to two resisted damage types. For the next 3 turns the curse gains immunity to the damage types, After the time is up, then the curse loses resistance to one of the chosen damage types and becomes prone. ( The curse can't use Needle Of Agony while one is already up, the curse can only use this feature while no other instance of it is active by this curse) Acupuncture (6-12 Cursed Energy) The curse makes a number of needles, with a maximum of damage types resisted, when making the needles the curse makes every needle different each one has a different damage type. It then launches all the needles out. It may choose a number of targets equal to the number of needles created. For every needle, the curse makes a ranged curse energy attack roll. When a needle hits a creature the curse chooses a damage type that it resists and that needle will then do 60 (6d12+20) of that damage type. If the curse misses with a needle then it loses that damage type resistance. If the curse uses the maximum then it gains advantage on the attack roll. Domain Expansion (21 Cursed Energy) the curse uses its Domain Expansion Trapping every creature within 55ft radius inside its domain. BONUS ACTIONSSuperior Regeneration. Itami can spend any amount of Cursed Energy, regaining hit points equal to 20 times the amount spent. Cursed Blast of Blows Immediately after taking the Attack action on its turn, it can spend 3 cursed energy to perform two unarmed strikes. Cursed Patient Defense Itami can spend 3 cursed energy to take the Dodge action. Cursed Wind Step Itami can spend 3 cursed energy to take the Disengage or Dash action and its jump distance is doubled until the end of its turn. Connection Between Damage (8 Cursed Energy) The curse expands some cursed energy to make a bond with the target creature in a 40ft range. The target makes a DC 27 Charisma save. If they fail then the curse and the target will "share" a bond. The curse will be resisted to every damage type that the target is and the target will be resisted toward one damage type that the curse is until the bond breaks. The bond lasts 1 minute but can be broken by the curse by spending 10 Cursed Energy. ( The curse may only have one of these bond active at a time) Voodoo (5 Cursed Energy) The curse places a needle on a target within a 35ft range. The target will make a DC 27 Charisma save. If they fail then the needle lands on them and will stay for 1 minute. As long as the needle is in the target they will receive 1/2 of the damage that the curse taken (After the curse reduces it). If they succeed then the curse gets half of the Cursed Energy spent back, rounded down. Scream Of Anger (4 Cursed Energy) The curse lets out a scream that shivers the spines of everything that hears it. Every creature in a 25ft cone in front of the curse makes a DC 27 Wisdom save, if they fail they become frightened for 1 minute. And on the start of their turns, they may re-roll the save. If they succeed then nothing happens. Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) Bludgeoning damage + 7 (1d12) necrotic. If the Slam lands then the target needs to make a DC 24 Strength save if it fails, then the curses two other hands will hold the target, they target will be grappled until the end of the curses next turn or if it breaks out, if they succeeds then nothing happens. REACTIONSSuperior Regeneration. Itami uses Superior Regeneration. Numb (3 Cursed Energy) as a reaction to seeing an incoming attack, the curse shuts off nerves in the area. The curse will only take half damage and the rest of the damage will be taken at the end of the curse's next turn. Human Wall (10/long rest). Upon hitting 0 hit points, Itami can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest. The Itami Curse has 6 additional reactions exclusively for this feature. LEGENDARY ACTIONSVoodoo (1 Legendary Action). The curse uses Voodoo Superior Regeneration (1 Legendary Action). The curse uses Superior Regeneration. Domain Expansion (3 Legendary Actions). The curse uses its Domain Expansion. Pain Perfect Pentagram (3 Legendary Actions). The curse uses Pain Perfect Pentagram. |
The Pain Curse also known as Itami, is a curse made from the hate for pain. This curse is one of the oldest. This curse feeds on the pain of others normally torturing its victims before eating them whole, the curse has an abnormal circle on its back, with 5 eyes covering the outer part of the circle. It doesn't like to talk since it's always in pain and words feel like sharp swords running through its soul. But when it spoke everything paralysis with fear, a man told the story about "The Silent Scourge" now known as the pain curse, and the story goes as follows.
Domain Expansion Withering Eternal WoundsWhen the curse uses its Domain Expansion a field of black roses appears, and a greyish cursed energy fills the air in the domain that emerges from the ground as a garden of bloody ground with roses growing from corpses. In the domain's center, the curse resides. When the domain is cast and the air fills with the cursed energy an abnormal effect happens. Everything inside the domain will be cursed, and every living thing inside will take 110 (20d12) Necrotic damage at the start of each of their turns, this is the sure-hit effect. When the domain is cast everything inside will also need to make a DC 27 Charisma saving throw If failed then the creature can't gain hitpoints or temporary hitpoints as long as the domain is up and it is within the radius of the domain. As long as the domain is up then the curse will gain the conditions prone, restrained and every action or bonus action will be a full-turn action. Refinement Points Itami's has 750 Refinement. Domain Durability. Itami's domain has 2750 hit points. Cursed Technique When mention the curse technique it is talking about, (Needle Of Agony, Shared Pain, Suffering Cinema, Pain Perfect Pentagram, Connection Between Damage, and Voodoo.) With the laps being Acupuncture and Connection Between Damage. And the rest as extensions. Technique Efficiency Itami's cursed technique is already infused into its barrier using it becomes almost effortless to it. Itami may choose to reduce the cost of its lapse technique to 0 while it casts it inside its domain. Enhanced Technique Efficiency While within its domain, Itami does now reduce the cursed energy cost of its Extension techniques by 5. Increased Potency While inside its domain, Itami's cursed techniques have 9 additional dice equal, gain a +5 bonus to their DCs and a +5 bonus to hit. Lasting Domain Itami's domain last 2 minutes. 0.2 Domain Expansion As part of Itami's opening its domain, it can make it last only until the end of its turn. The cost for this domain expansion is halved, and creatures caught inside it must make a Dexterity saving throw. On a failure reacting to this domain takes double the amount of reactions it normally would, while on a success they can react as normal. This save is made at disadvantage unless the creature has a higher Dexterity score than Itami's Charisma score. When Itami opens its domain this way, all creatures inside it will be targeted by its effects, it doesn't have the option to choose. Any of its Domain Expansion's effects that would happen at the start of any creature's turn, be it its or another creature's, happens immediately when it expands its domain this way. Efficient Expansions' Itami reduces its domain expansion cost by 10. In addition, Itami only gains 1 level of exhaustion after its domain is over and the DC to use its Technique while in Burnout is reduced to 15. Durable Barrier Itami's domain barrier has become hard and quite unbreakable, escaping or forced entry almost impossible. Its domain will gain immunity to non-magical damage from both sides, however, it will still be resistant to all damages from the inside and vulnerable to all damages from the outside. Domain Superiority. The refinement thresholds which determine how long it takes Itami to destroy another domain in a clash are halved. Mastered Domain. While inside his domain, techniques that use an action can now be used as a bonus action, and techniques that take a bonus action can now be used as a free action. In addition, Itami's domain now lasts for 3 minutes. Barrier Properties None of these features can be used by a barrierless domain.
Jujutsu Sorcerer Itami has 29 levels in the Jujutsu Sorcerer class. Technique Alteration Design Note: This feature isn't applied to the stat block, as it is up to the GM what would be best for the npc Multi-Targeting. As part of using one of Itami's techniques it can spend 10 extra cursed energy. It is now able to target up to 10 additional creatures. Careful Manipulation. As part of using one of Itami's techniques it can spend 5 extra cursed energy. It is able to use its technique more carefully, allowing it to avoid certain creatures. it may select any number of creatures, excluding itself, to not be affected by it for its duration. Long Lasting. As part of using one of Itami's techniques it can spend 10 extra cursed energy. Its technique’s duration increases drastically. If the technique lasts 1 round, then it is increased by 20 rounds. If the technique lasts a number of minutes, then it is increased to 20 minutes. If the technique lasts an amount of hours, then it is increased by 20 Hours. Feats This is Itami's feats Immense Cursed Energy, Overflowing Cursed Energy
Superior Regeneration, Improved Cursed Energy Recovery. Improved Durability. This curse uses the Improved Durability rule. Not Canon. Itami 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 the absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign. |
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