Reading Comprehension Curse (Jujutsu Kaisen Supplement)
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Reading Comprehension Curse[edit]
Large undead (Cursed Spirit), chaotic evil Armor Class 20 (Natural Armor)
Saving Throws Con +11, Int +14, Wis +11 Cursed Energy. The Reading Comprehension Curse has 121 Cursed Energy to spend on its features. Improved Cursed Energy Recovery. The Reading Comprehension Curse gains 4 Cursed Energy at the beginning of each of its turns. Cursed Attack. The Reading Comprehension Curse's attacks are considered magical. Cursed Strikes. When making a Claw attack, the Reading Comprehension Curse may spend up to 6 Cursed Energy, adding 1d8 Necrotic or Cold 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. Cursed Armor. Reading Comprehension Curse can spend up to 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Reading Comprehension Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Endurance/Discernment/Intuition. Whenever the Reading Comprehension Curse makes a Constitution, Intelligence, or Wisdom saving throw, it takes half as much damage on a failure and no damage on a success. Curse Resistance. The Reading Comprehension Curse has advantage on saving throws against cursed techniques. Legendary Resistance(3/day). If the Reading Comprehension Curse fails a saving throw, it can choose to succeed instead. Words of Confusion. Creatures within 30 ft of the Reading Comprehension Curse that have an Intelligence score of 12 or lower must make a DC 22 Intelligence saving throw at the start of each of their turns. On a failure, their ability to understand language and written words is impaired. Affected creatures must roll a d4 whenever they attempt to use a Cursed Technique feature, a Cursed Energy Feature, or a feature that would require them to speak, hear a language, or perceive written language. On a 1, the feature fails and they waste any resources spent on said feature. Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Reading Comprehension 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:
ACTIONSMultiattack. The Reading Comprehension Curse makes 3 Claw or Mind Probe attacks Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) slashing damage and 13 (2d12) Necrotic/Psychic damage. Mind Probe (1 Cursed Energy). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 14 (1d12 + 8) piercing damage and 13 (2d12) Necrotic/Psychic damage. On hit, the target is forced to make a DC 22 Intelligence saving throw. On a failure, they have disadvantage against their next attack roll. The Curse of Reading Comprehension (5 Cursed Energy). The Reading Comprehension curse chooses a number of targets up to its Intelligence mod forces them to make DC 22 Intelligence saving throws. On a failure, they take 65 (10d12) Psychic damage and become Confused for 1 minute. Creatures can remake this saving throw at the end of each of their turns to end this condition early. False Knowledge (3 Cursed Energy). The Reading Comprehension Curse can force one creature within 60 ft to make a DC 22 Intelligence saving throw. On a failure, the target is affected by a suggestion effect for 1 minute, believing a piece of false information to be true (Ex. An ally is an enemy, a harmless object is dangerous, etc). On a success, the creature takes 36 (8d8) Psychic damage but resists the false knowledge. Cognitive Overload (10 Cursed Energy). The Reading Comprehension Curse creates a wave of unintelligible symbols and mental fog, targeting all creatures within a 60 ft radius. Each creature must make a DC 22 Intelligence saving throw. On a failure, they take 82 (15d10) Psychic damage and are paralyzed until the end of their turn. On a success, they take half damage and are not paralyzed. This attack does an extra 1d10 for every time a hostile creature fails an Intelligence saving throw, capping at a total of 60d12. This resets after a short or long rest. Domain Expansion: World Without Knowledge (30 Cursed Energy). The Reading Comprehension Curse opens its Domain Expansion. (This Action may only be used if the Reading Comprehension Curse Completes its Domain Expansion) Domain Amplification (15 Cursed Energy). Once activated, the Reading Comprehension Curse automatically negates any defensive technique, offensive technique, or spell that affects it, and they can bypass barriers such as infinity for 1 minute. In addition, the Reading Comprehension Curse cannot use its Innate Technique unless it dismiss Domain Amplification as a bonus action. Even if they dismiss it, for the minute it can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output or with a cost of 10 or more cursed energy before reductions if the user has 51 or higher refinement than the Reading Comprehension Curse. If they are within 50 refinement of the Reading Comprehension Curse, you have resistance to their technique, and if they have 51 or less refinement than you, you are immune to their techniques even if they use Maximum Output or a technique of sufficient cost. The Reading Comprehension Curse cannot use Domain Amplification while your Domain Expansion is active Basic Barrier (1-8 Cursed Energy). The Reading Comprehension Curse opens up a barrier centered around itself. The barrier is 5 ft in radius and 10 ft tall, but increases in maximum radius and height by 10 ft per Cursed Energy spent. The Barrier's HP is equal to 10 times the amount of Cursed Energy spent. It has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Psychic damage. This barrier a 19 AC and automatically fails saving throws. This barrier lasts 5 minutes. The curse can deactivate its basic barrier at will (no action required). BONUS ACTIONSUnreadable Command (1 Cursed Energy). The Reading Comprehension Curse may force a creature who can hear it to make a DC 22 Intelligence saving throw. On a failure, they are forced to obey a simple but unclear command, but misinterprets the command in the worst possible way, taking a dangerous or counterproductive action (Ex. Saying "Go there" could lead the target to talk into a trap or an enemy). On a success, the creature takes 36 (8d8) Psychic damage and has disadvantage on Intelligence saving throws until the end of their next turn. Advanced Regeneration. The Reading Comprehension Curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent. Cursed Blast of Blows(3 Cursed Energy). Immediately after taking the Attack action on their turn, the Reading Comprehension Curse can perform two Unarmed Strikes as a bonus action. Cursed Patient Defense(3 Cursed Energy). The Reading Comprehension Curse can take the Dodge action on it's turn. Cursed Wind Step(3 Cursed Energy). The Reading Comprehension Curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn. Maximum Output. The Reading Comprehension Curse can spend Cursed Energy equal to twice the original cost of one of its cursed techniques to amplify its cursed energy output, making it gain two of the following benefits the next time its cast:
REACTIONSInformation Disruption. Whenever a a creature within 30 feet of the Reading Comprehension Curse passes an Intelligence saving throw, this creature can use its Reaction to force the creature to reroll that saving throw with disadvantage. If they fail this new saving throw, they also take 36 (8d8) Psychic damage. Advanced Regeneration. As a Reaction to taking damage, The Reading Comprehension Curse uses it's Advanced Regeneration. Cursed Enhanced Body. Whenever the Reading Comprehension Curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 8 cursed energy modifier to add the number of energy spent as a bonus to the saving throw. LEGENDARY ACTIONSThe can take 4 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 regains spent legendary actions at the start of its turn. Mind Probe. The Reading Comprehension Curse uses moves up to half its movement and makes one Mind Probe attack. Advanced Regeneration. The Reading Comprehension Curse uses it's Advanced Regeneration. Reading Comprehension Technique (Costs 2 actions). The Reading Comprehension Curse uses one of its Cursed Techniques. Domain Expansion: World Without Knowledge (Costs 3 actions). The Reading Comprehension Curse opens its Domain Expansion. |
The Reading Comprehension Curse was born from the inadequacy that people feel when they are unable to read something properly, as well as the frustration that people feel when they have to watch others read things incorrectly. These feelings of torture festered and grew, affecting many people, turning this beast into what it is. Domain Expansion: World Without KnowledgeThe area inside the Domain is filled with ever-shifting walls of written symbols, floating incomprehensible text, and layers of false information. The writing constantly changes and morphs, overwhelming the senses of anyone caught within it. Creatures who begin their turn inside the domain must make a DC 27 Intelligence saving throw. On a failure, they take 97 (15d12) Psychic damage, become Confused, and lose the ability to read or understand any language for 1 minute. On a success, they take half damage, are not Confused, and can still read and understand languages. Once they are no longer inside of the Domain, creatures may make an Intelligence saving throw at the beginning of each of their turns to end the effects. This saving throw and effects caused by it are the sure-hit effect of this domain. The terrain inside the Domain is a twisting maze of unreadable symbols, paragraphs of shifting text, and warped writing. Any creature trying to move within the Domain must make a DC 27 Intelligence check before using their movement. On a failure, the creature’s movement is halved, and it must use the rest of its movement in a random direction. Words of Control (1/Turn). During its turn, the Reading Comprehension Curse can select one creature within the domain and force it to make a DC 27 Intelligence saving throw. On a failure, it becomes charmed by the spirit for 1 minute. The charmed creature will believe any command or false information the Cursed Spirit provides, potentially turning against allies or acting irrationally. This charmed condition ends early if damage is dealt to the target.
The Reading Comprehension Curse's domain has the following properties. Refinement Points. The Reading Comprehension Curse's domain has 500 refinement points. Domain Durability. The Reading Comprehension Curse's domain has 1300 hit points. Technique Efficiency. While inside of its Domain, the Reading Comprehension Curse may use The Curse of Reading Comprehension for 0 Cursed Energy. Increased Potency. The Reading Comprehension Curse's cursed techniques damage dice are increased by 8 while they are within their Domain Expansion. Lasting Domain. The Reading Comprehension Curse's Domain Expansion lasts for 2 minutes. The Reading Comprehension 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 Reading Comprehension 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 Reading Comprehension Curse. Hard to Kill(1/long rest). If the Reading Comprehension 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 Reading Comprehension Curse rolls initiative, they may force every hostile creature that can see them to make a DC 22 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 Reading Comprehension 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 20. Superior Knowledge (1/Turn). When a creature fails an Intelligence saving throw as a result of one of this creature's features, the Reading Comprehension Curse gains Cursed Energy equal to its Intelligence modifier.
When a feature refers to the Reading Comprehension Curse's cursed technique, it refers to Mind Probe, The Curse of Reading Comprehension, False Knowledge, Cognitive Overload, Unreadable Command, Information Disruption, and World Without Knowledge.
50 Meters In 3 Seconds!, Untraceable Speed, Strong Body, Resilient, Regeneration, Advanced Regeneration. Immense Cursed Energy, Overflowing Cursed Energy, Overpowering Cursed Energy, Cursed Energy Tracker. Cursed Enhanced Body, Improved Cursed Energy Output. Basic Barrier, Domain Expansion Improved Durability. This creature uses the Improved Durability rule. Intellect Over Will. This creature may use their Intelligence rather than Charisma for the class, and vice versa(for their own features). Not Canon. The Reading Comprehension 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. |
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