User:Comiq
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Jujutsu Sorcerer[edit]
Users of cursed energies to fight curses and other unnatural entities within the world.
Jujutsu Sorcerer[edit]
The story of Jujutsu Kaisen is set in a world where Cursed Spirits feed on unsuspecting humans and fragments of the legendary and feared demon Ryomen Sukuna have been lost and scattered about. Should any curse consume Sukuna's body parts, the power they gain could destroy the world as we know it. Fortunately, there exists a mysterious school of Jujutsu Sorcerers who exist to protect the precarious existence of the living from the supernatural!
Creating a Jujutsu Sorcerer[edit]
A Jujitsu Sorcerer shows off his power, Source |
- Quick Build
You can make a Jujutsu Sorcerer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Athlete background.
Class Features
As a Jujutsu Sorcerer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Jujutsu Sorcerer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Jujutsu Sorcerer level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Dex and Cha
Skills: Choose two from Acrobatics, Athletics, History, Perception, 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) 10 Dart or (b) Sling p
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features | Cursed Points | Unarmoured Movement | Unarmed Strikes |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Martial Arts, Cursed Strikes | 6 | - | 1d4 |
2nd | +2 | Unarmored Movement, Cursed Path, Cursed Blast of Blow, Cursed Patient Defense, Cursed Wind Step | 8 | 10ft | 1d4 |
3rd | +2 | Cursed Path Technique | 10 | 10ft | 1d4 |
4th | +2 | Ability Score Improvement | 12 | 10ft | 1d6 |
5th | +3 | Extra Attack. Dash By | 13 | 15ft | 1d6 |
6th | +3 | Curse-Empowered Strikes, Cursed Path Technique | 14 | 15ft | 1d6 |
7th | +3 | Evasion | 15 | 15ft | 1d6 |
8th | +3 | Ability Score Improvement | 16 | 15ft | 1d6 |
9th | +4 | Improved Unarmoured Movement | 17 | 20ft | 1d6 |
10th | +4 | Cursed Path Technique | 18 | 20ft | 1d8 |
11th | +4 | Improved Cursed Strikes | 19 | 20ft | 1d8 |
12th | +4 | Ability Score Improvement | 20 | 20ft | 1d8 |
13th | +5 | — | 21 | 25ft | 1d8 |
14th | +5 | Cursed Path Technique | 22 | 25ft | 1d8 |
15th | +5 | — | 23 | 25ft | 1d8 |
16th | +5 | Ability Score Improvement | 24 | 25ft | 1d10 |
17th | +6 | — | 25 | 30ft | 1d10 |
18th | +6 | — | 26 | 30ft | 1d10 |
19th | +6 | Ability Score Improvement | 28 | 30ft | 1d10 |
20th | +6 | Cursed Path Technique | 30 | 40ft | 1d12 |
Unarmored Defense[edit]
Starting at 1st level, when not wearing armor or a shield, you add your Charisma modifier+your Dexterity modifier to AC.
Unarmored Movement[edit]
Starting at 1st Level, your 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. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.
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 unarmed and not wearing armor or wielding a shield: You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed attacks. You can roll a d4 in place of the normal damage from 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 an Unarmed Strike as a Bonus Action.
Cursed Strikes[edit]
At 1st level, you began to focus the cursed energies within you to apply them to your unarmed strikes. You can spend Cursed points this way equal to your proficiency mod, when you do so that Unarmed Strike deals an extra 1D8 damage per point you spend.
Cursed Path[edit]
At 2nd level, you chose a Cursed Path. Choose between Ten Shadows Technique, Cursed Speech, Limitless, Blood Manipulation, Tool Manipulation, Puppet Manipulation, Cursed Energy Manipulation, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 3rd, 6th, 10th, 14th and 20th level.
Starting at 2nd level, your training has allowed you to control the cursed energy of your chi. Your access to this energy is represented by a number of cursed energy points. Your jujitsu sorcerer level determines the number of cursed points you have, as shown in the Points column of the Jujutsu Sorcerer table. You can spend these points to fuel various traits.
You start by knowing three of these traits: Cursed Blast of Blows, Cursed Patient Defense, and Cursed Wind Step. You learn more cursed chi traits as you gain levels in this class.
When you spend a cursed chi point, it becomes unavailable until you finish a short or long rest, at the end of the rest, all chi points spent return to you. You must spend at least 30 minutes of rest meditating to regain your cursed chi points.
Some of cursed chi's traits require its target to make a saving throw to resist the trait's effect. The saving throw DC is calculated as follows:
Cursed Chi save DC = 8 + proficiency bonus + your Charisma modifier.
Cursed Blast of Blow Immediately after you take the Attack action on your turn, you can spend 1 cursed ki point to make two unarmed strikes as a bonus action.
Cursed Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Cursed Wind Step You can spend 1 ki point to take the Disengage or Dash Action as a bonus action on your turn, and your jump distance is doubled that turn.
Cursed Blast of Blows[edit]
At 2nd level, immediately after taking the Attack action on the your turn, you can spend 1 cursed point to perform two unarmed strikes as a bonus action.
Cursed Patient Defense[edit]
You can spend 1 cursed point to take the Dodge action as a bonus action on your turn.
Cursed Wind Step[edit]
You can spend 1 cursed point to take the Disengage or Run Action as a bonus action on your turn, and your jump distance is doubled that turn.
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.
Extra Attack[edit]
At 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Dash By[edit]
At 5th level. On your turn you don't provoke opportunity attacks from creatures if another enemy of the creature is within 10 feet of it.
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.
Improved Unarmoured Movement[edit]
At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.
Improved Cursed Strikes[edit]
By 11th level, you are so suffused with Cursed energy that all your Unarmed strikes carry cursed power with them. Whenever you hit a creature with a Unarmed Strikes, the creature takes an extra 1d8 damage. If you also use your Cursed Strikes with an Attack, you add this damage to the extra damage of your Cursed Strikes.
Cursed Paths[edit]
Ten Shadows Technique[edit]
The Ten Shadows Technique can summon up to ten powerful shikigami using shadows as an intermediary. When first manifested in a sorcerer, this technique begins by granting them two Divine Dogs. Other shikigami can be summoned through a ritual, but in order to use them, the sorcerer must make them submit in battle. This allows the user to gain more shikigami, which they can utilize to dominate and amass up to ten.
- Divine Dogs
At 2nd level, You have began to learn to summon Cursed Spirits from the shadows, you gain the ability to summon upto 2 Divine Hounds [1] for each hound you summon this costs you 2 Cursed Points. These cursed spirits last until they are destroyed or you dismiss them as a free action. You may keep them upto your level in hours.
- Toads
At 3rd level, You begin to gain access to other small Cursed Spirits, you can now summon upto 4 Toads (Use the stats for Giant Toad) for each Toad you summon costs you 1 Cursed Point.
- Great Serpent and Nue
At 6th level, You gain access to stronger cursed spirits, you can now summon 2 Great Serpent [2] or 2 Nue [3] for each of these you summon costs you 3 Cursed Points each.
- Max Elephant
At 10th level you have gained access to one of the strongest Cursed Spirits to summon, you can now summon 1 Max Elephant [4] this costs you 6 Cursed Points.
- The Well's Unknown Abyss
At 14th level, you have gained the ability to used Cursed Spirit Alteration this allows you to combine your spirits to give them different abilities whiles still alive. You can also make your spirits stronger after its twin is defeated by using your Cursed Totality features, doing so makes it so you cant summon the defeated Spirit till 1 week passes and limits you to 1 of that creature at a time. Additionally you have gained the ability to summon the strongest possible spirit in your arsenal You can summon 1 Eight-Handled Sword Divergent Sila Divine General Mahoraga [5]. You can do this once per day.
- Work with your DM to decide how your spirits get stronger.
Spirit | Cursed Spirit Alteration | Cursed Totality |
---|---|---|
Divine Dogs | Gives Pack Tactics ability | Becomes a Flesh Hound of Khorn[6] |
Toads | Gives the standing leap ability | - |
Great Serpent | Increase HP by 10 and gives 30ft Swim Speed | Becomes a Young Sea Serpent [7] |
Nue | Gives 80ft fly speed | Becomes a Roc[8] |
Max Elephant | Increase HP by 30 | - |
Eight-Handled Sword Divergent Sila Divine General Mahoraga | 2 additional attacks | - |
- Chimera Shadow Garden
At 20th level, you have gained the ability to create a Domain Expansion, while tasking on your body and devouring most of your cursed points its power to control the battlefield to your desire is almost unparalleled. As an action you may expend 20 cursed points to create a 100ft radius sphere centred from you of pure shadow for 1 minute, any hostile creatures within this space must make a DC = (8+Prof+Cha) dex save at the start of there turn or become restrained, they can make another Str save at the start of there next turn to break free, succeeding on the save doesn't make you immune to this effect and you will be subject to it until it ends or you leave the area.. The 100ft area is difficult terrain for all hostiles within it and you are under the affects of freedom of movement for the duration, you also gain the ability to dash as a reaction and a bonus action. You may also summon your shikagami without expending cursed points and you can have multiple out at the same time.
Cursed Speech[edit]
The Cursed Speech path infuses spoken words with cursed energy to increase the spirit of the words, forcibly compelling anyone who hears to follow his commands. The bigger the command, the larger the backlash on the user's vocal chords. The target's cursed energy compared to the user can increase this drawback as well.
At levels in the table below you gain access to the vocal abilities in the table, these require no Somatic or Material components for these Abilities. Each word requires a single word to use. using this word at any point uses the corresponding ability. Each of these abilities takes a toll on the user.
- Work with your DM to decide what these words and what the tolls are.
Level/Cost | Vocal Abilities | Spell levels |
---|---|---|
2nd/2 | Healing Word, Command, Thaumaturgy | Cantrip and 1st |
3rd/4 | Mass Healing Word, Animal Messenger, Magic Mouth | 2nd and 3rd |
6th/6 | Contact Other Plane, Legend Lore, Commune | 4th and 5th |
10th/8 | Divine Word, Word of Recall, Power Word Pain | 6th and 7th |
14th/10 | Power Word Kill, Power Word Heal, Power Word Stun | 8th and 9th |
At 20th level, you gain the ability to add extra effects to your Vocal Abilities, you may consume any spell scroll you find that has a Verbal components and add it to your arsenal. The spell fits into the table depending on the spell level. *Work with your DM to decide if these spells can fit this function
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.
At 2nd level, you have gained the ability to project your cursed energy into effects at range and master its use longer in combat. The saving throws for these effects in this cursed path is 8 + Proficiency + Charisma. You must spend at least 30 minutes of rest meditating to regain your cursed points.
- Cursed Technique Lapse: Blue
At 2nd level you gain the following ability. As an action, you can choose a radius of either 5 to 10 feet. All creatures within that sphere must make a Strength saving throw against your DC or be pulled into the sphere's center. This Technique costs 2 Cursed Points and lasts for 1 minute. Creatures that are pulled into the center of the sphere will be stunned. Each round, the creature can reroll its check. If they succeed, they can jump out of the sphere by half of their jump distance.
- Cursed Technique Reversal
At level 3rd you gain the following ability. As a bonus action, you can use your Cursed Energy to heal yourself equal to 1d8 + your Jujutsu Sorcerer Level. This Technique costs 4 Cursed Points.
- Cursed Technique Reversal: Red
At 3rd level you gain the following ability. As an action, you can aim at a point within 40 feet. All creatures within 5 feet of the point must make a Strength saving throw against your DC or be knocked back up to 20 feet. The creatures take 4d8 bludgeoning damage and and are knocked prone. If they succeed on their test, the damage is halved and they are not knocked prone. This Technique costs 2 Cursed Points. (You can choose to spend more Cursed Points up to a maximum of your proficiency bonus to increase your damage by +1d8 for each cursed points spent this way).
- Cursed Technique: Hollow Purple
At 6th level you gain the following ability. You combine the pull and push of your blue and red techniques to create a bolt of cursed energy that destroys everything in its path. It costs 4 Cursed Points to use this ability. (If you want to increase your damage, you can use the same bonus as for your Red technique.) As an action, you target a 30-foot line, and each creature within that line must make a Dexterity check against your DC. Each creature takes 8d8 force damage on a failed save and are moved to the end of the line and become exhausted, paralyzed, and incapacitated. On a successful save, they take half damage and are not moved and will not take the condition effects.
- Infinity
At 10th level, you gain 2+ AC permanently, and as a reaction you can use the ability to deflect projectiles by replacing the monk class with the Jujutsu Sorcerer class.
- Cursed Techniques Maximum Cursed Energy Output: Blue/Red
At 14th level, you've gained the ability to amplify your Blue and Red techniques, you can spend additional cursed points to make them more effective. For an additional 4 Cursed Points, you can increase the range of these abilities by 15 feet, and increase their effective duration on creatures affected by them. Any creature that fails a saving throw against these Abilities has its movement reduced to zero until the end of its turn. They can make another save against it at the end of their turn.
- Domain Expansion-Unlimited Void
At 20th level, you can create a void in space once per day as a action. It creates a metaphysical space that causes victims to receive all kinds of stimuli and information endlessly, restricting their thought processes and actions. Those you make physical contact with when you cast are immune to its effect. Everything in the 30-foot sphere centered around you takes 12d8 psychic damage and must make an Int saving throw against your save DC. On a failed save, the creature's Intelligence, Wisdom, and Charisma scores become 1 and the creature is unconscious. The creature cannot cast spells, attack, activate magic items, understand language, or communicate in any intelligible way. At the end of every 30 days, the creature can repeat its saving throw against this spell. If you succeed on your saving throw, the spell ends. The spell can also be ended by increased restoration, healing or wish
Blood Manipulation[edit]
Blood Manipulation allows the user to control blood inside and outside their body down to a cellular level. This technique is treasured for its overall balance and has few known weaknesses.
- Noritoshi's blood Arrows
At 2nd level when you take this Cursed Path you gain proficiency with all bows and crossbows and your hit die increases to a d10. Save DC (8 + Proficiency + Charisma) As a bonus action you may cut yourself with 3 arrows dealing 3 damage to yourself, You may have up to 12 arrows prepared this way at the any time and they last 8 hours until they become inert. Arrows prepared this way have if they miss a target you may roll 1d6 and add that to the attack modifier. You may also add your cursed strikes to you bow attacks to a maximum of 1/2 your proficiency mod rounded down.
- Crimson Binding
At 3rd level, As an action you may pull blood from the surrounding creating a net that envelops a target within 60ft of you. The target must make a Dex Save vs your save DC or become restrained until they break the net with a Str save vs your DC. This costs you 2 Cursed Points to use this feature.
- Your DM will let you know if there is enough blood to do this, if not this cost you 2d10 HP to use this feature.
- Flowing Red Scale
At 6th level, through this technique to increase the user's body temperature, pulse rate, and the number of red blood cells to give themselves greatly increased energy and physical capabilities. You may use 6 Cursed Points to give yourself the effects of haste without the needs of concentration.
- Piercing Blood
At 10th level you can focus blood into a piercing beam that deals massive damage to unarmoured targets. As an action you may use 4 Cursed Points to pull blood into your hands and fire it at a target within 60ft make a ranged attack with your bow attack mods, dealing 10d8 magical piercing damage. An armoured target take 1/2 damage.
- Your DM will tell you if there is enough blood around to use this feature, if not this costs you 3d10 HP.
- Slicing Exorcism
At 14th level you can create a Rotating wheel of blood at high speeds to use as a bladed projectile. As an action you may use 3 cursed points to pull blood together to create this wheel, It is 10ft disk that is 1ft thick, This wheel as a bonus action can move 30ft per turn and lasts 3 turns you may expend an additional cursed point to make this last another round. When this wheel moves through a creatures space the creature makes a dex save vs your save DC. On a failed save the target takes 8d10 Magical Slashing Damage and on a successful save the target takes 1/2 damage. You may hit a target once per turn with this feature.
- Your DM will let you know if there is enough blood to do this, if not this costs 4d10 HP.
- Convergence
At 20th level you compresses and condenses blood to its limit. You may give yourself the effects of the foresight spell once per day. For the Duration, the target can't be surprised and has advantage on Attack Rolls, Ability Checks, and Saving Throws. Additionally, other creatures have disadvantage on Attack Rolls against the target for the Duration. This spell immediately ends if you cast it again before its Duration ends.
Tool Manipulation[edit]
Tool Manipulation allows the user to freely manipulate their tools telepathically. This grants them different ability's depending on the tool used.
- Master Weapons Specialist
At 2nd level when you take this cursed path you gain proficiency with all weapons and you gain a +2 to con upto a max of 22. In addition to this all unarmed strike features apply to melee weapons.
- Megumi's shadow
At 3rd level After focusing with a weapon for 1 hour you may store it in an extra dimensional space within your shadow to summon as a free action for cursed points depending on the weapon. Attacks made with these weapons allow you to used you cursed strike feature through them.
Weapon H/D | Curse Points Cost |
---|---|
1d4 | 0 |
1d6 | 1 |
1d8 | 2 |
1d10 | 3 |
1d12/2d6 | 4 |
- Hot Swaps
Through your diligent training you have came to an understanding that people are surprised when a dagger becomes a great sword, and how to take advantage of that surprise. At 6th level you may make an additional attack in an attack action if you switch weapons mid attack. This attack is made at advantage if you swap to a larger weapon. Swapping to a larger weapon also grants you a bonus to ac till the start of your next turn equal to 1 damage roll of the weapon you switched to, you can only have 1 ac boost from this feature at a time.
- Heavenly Restriction
As a trade off for low cursed energy, you gain superhuman physical prowess. At 10th level your cursed points are capped to 15. However your Physical prowess drastically increases, you may dash as a bonus action and gain an additional attack in an attack action. To a total of 3, you may use your Hot Swaps feature for a 4th attack. You also gain access to the Action Surge Feature. You may expend 4 Cursed points to use this feature again. Action Surge Feature - As Described in the PHB.
- Barrage of Blades
At 14th level you have began to trust your allies to allow you to be more prevalent in combat. You gain the pack tactics feature - You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. During your turn as a bonus action you may have all allies within melee of your target make an attack against the creature if you rolled a critical hit against the target then all of these attacks benefit from your pack tactics feature. You can use this feature your Charisma mod time per day.
- Special-Grade Cursed Tool: Playful Cloud
At 20th level you have gained the ability to create a weapon from pure cursed power, Once per day for 1 minute you create a three-section staff that bolster's the user's physical strength with cursed energy. This staff acts as a +4 magic item and deals 3d6 Bludgeoning damage and may apply a 1 cost Cursed Strike per hit without expending a cursed point. This staff also increases the users AC by 2. When using this staff as part of an attack action you may make an additional strike. For a total of 4 strikes.
Puppet Manipulation[edit]
Puppet Manipulation allows users to freely control cursed puppets.
- Ultimate Mechamaru
At 2nd level when you take this cursed path you gain access to a Cursed Puppet Your Cursed Puppets starting ability scores are 16, 14, 13, 12, 10, 8. They may be applied in any way. Your Puppet has the following traits.
Your Puppet can only take an action if you use your bonus action to command it to. It cannot use its reaction unless you use your own reaction to command it to.
Your Puppet can speak all languages you know, and has the same alignment as you.
Your puppet is a humanoid with size of medium.
Your Puppet has a d8 hit die, and gains another die each time you level up in this class.
Your Puppet has 30 feet of walking speed, and its armor class is equal to 10 + its Dexterity modifier.
Your Puppet has the same proficiency bonus as you do.
Your Puppet can make a 1d6+Str bludgeoning damage melee weapon attack, which counts as an unarmed strike, these unarmed strikes cannot apply Cursed Strikes.
Your Puppet gains proficiency in all saving throws.
Your Puppet has 1 minor trait.
Your Puppet costs 1/2 of your total Cursed points to summon.
Traits level | Traits |
---|---|
Minor Traits | Hardened Hide. Your puppet's natural hide is thicker, scalier, or harder than normal. Its armor class is increased from 10 + it's Dexterity modifier, to 12 + it's Dexterity modifier.
Basic Weapon Training. Your puppet gains proficiency in simple weapons and shields. Stronger Strikes. Your puppet gains better natural weapons, changing its unarmed strikes to deal 1d8 piercing, slashing, or bludgeoning damage, based on the new weapons. Your puppet's unarmed strikes also count as magical. Your puppet can use dexterity or strength for these attacks. |
Lesser Traits | Extra Attack. Due to either an additional set of limbs, increased fighting knowledge, or heightened agility, when your puppet is commanded to attack, it may attack twice instead of once.
Improved Reach. Your puppet's arms elongate, it's agility heightens, or it grows tentacles, and your puppet's reach increases by 5 feet. Advanced Weapon Training. Your puppet gains proficiency in martial weapons. Minor Magic. Your puppet learns to cast one cantrip, and one 1st level spell, both from the wizard spell list. It uses its Charisma modifier for the spellcasting ability, and must take a long rest before casting the 1st-level spell again. |
Advanced Traits | Superior Strikes. Your Puppet's natural weapons improve further, growing stronger, harder, or sharper. Your puppet's unarmed strikes now deal 1d12 piercing, slashing, or bludgeoning damage. Your puppet's unarmed strikes also count as magical. Your puppet can use dexterity or strength for these attacks.
Energy Resistance. Your puppet's body changes to gain resistance to some elements. Choose one damage type from acid, cold, lightning, fire, poison, or thunder. Your minion gains resistance to that damage type. Blood Transfer. Your puppet is able to channel pain through itself, to restore another creature's hit points. Your creature can choose to deal damage to itself to a cap equal to twice your level, and restore the hit points of a creature within 5 feet of itself by the same amount. |
Greater Traits | Colossus. Your puppet's body increases in size in all dimensions, changing it's size to Large. This functions like the enlarge/reduce spell.
Flying Behemoth. Your puppet gains wings, jets, or some other way of flight, giving it 30 feet of flight speed. Major Magic. Your puppet learns to cast one cantrip, one 1st level spell, one 2nd level spell, and one 3rd level spell, all from the wizard spell list. It uses its Charisma modifier for the spellcasting ability, casts the three spells at 3rd level, and can only use each spell once before they must take a long rest to use it again. High Caliber Strikers. Your puppet's natural weapons improve further, growing stronger, harder, or sharper. Your puppet's unarmed strikes now deal 2d8 piercing, slashing, or bludgeoning damage. Your puppet's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks. |
Master Traits | Ultimate strikes. Your puppet's natural weapons reach their peak, growing stronger, harder, or sharper. Your puppet's unarmed strikes now deal 2d12 piercing, slashing, or bludgeoning damage. Your puppet's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks.
Armor Training. Your puppet gains proficiency in light, medium, and heavy armor. Energy Immunity. Choose one damage type from acid, cold, lightning, fire, poison, radiant, necrotic, psychic or thunder. Your puppet gains immunity to that damage type. |
- Lesser
At 3rd level you have began to slowly improve your puppet, it gains 1 Lesser trait
- Advanced Trait
At 6th level through the constant use of your puppet you have began to fix some of its down falls, it gains 1 Advanced trait
- Greater Trait
At 10th level you have began to perfect you puppet to its designed purpose, you gain 1 Greater trait
- Master Trait
At 14th level you have perfected your puppet for its desired uses you gain 1 Master Trait
- Ultimate Mechamaru - Mode: Absolute
At 20th level after perfecting your puppet for individual use you have found the higher form for it, One with you. Once per day you may expend 24 cursed points to summon the Absolute form of your Ultimate Mechamaru for 1 minute. You pilot it from inside its head as a cockpit.
This form has stats equal to the highest array from yourself and your puppet.
Proficiency in all saving throws.
Its HP equals 160.
It has the puppets traits and attacks
Size is Huge
It also has the additional attacks; Ultra Cannon, Miracle Cannon, Vision Viola and Ultimate Cannon
Ultra Cannon - As an action you generate a large amount of cursed energy in the palm of 1 hand, blasting it at a target make a ranged attack with Dex + Proficiency + 3, This attack deals 20d6 Force damage, Recharges on a 5/6 D6.
Miracle Cannon - As an action you generate a large amount of cursed energy in both palms, Blasting it at an 10ft sphere within 120ft creature within that sphere must make a DC 18 Dex save or Take 20D6 Force Damage on a successful save they take 1/2 damage. Recharges on a 5/6 D6.
Vision Viola - As an action you create 5 orbs made of cursed energy and blasts from them when released. Choose targets for each orb and make a ranged attack with Dex + Proficiency + 3, This attack Deals 6d6 Force Damage. Recharges on a 5/6 D6.
Ultimate Cannon - As an action a cannon protrudes from your mouth, Generating a large amount of energy into a beam attack firing in a 60ft line 5ft wide, all creatures must make a DC 18 Dex save or Take 20D6 Force Damage and be knocked prone on a successful save they take 1/2 damage and aren't knocked prone. Recharges on a 5/6 D6.
Cursed Energy Manipulation[edit]
Cursed Energy Manipulation allows its user to more destructively use its cursed strikes to deal huge damage with their unarmed strikes.
- Enhanced Speed and Reflexes
At 2nd level when you take this cursed path feature, through you Enhanced Speed and Reflexes you can never be caught of guard, you can no longer be surprised and have advantage on initiative checks.
- Enhanced Durability and Superhuman Strength
At 3rd level, through the durability and strength gained from constant training and combat. You have - your proficiency bonus resistance from all sources + your con mod to AC.
- Poison Resistance
At 6th level, through the toxicity of the cursed energy's within you, you have developed a resistance to poison damage and have advantage on saving throw against the poison condition. At 20th level this become immunity to poison damage and the poison condition.
- Divergent Fist
At 10th level you have gain the ability to more effectively manipulate your cursed strike to be more devastating. After landing a punch on a target, your cursed energy flows and makes a stronger second impact. When you land your first unarmed strike of a turn you and spend your maximum possible cursed points on the strike.(4 points at 10th level) Attacking this way gives you advantage on your next strike and critical hits deal 1/2 the damage dealt at the start of that creatures next turn.
- Black Flash
At 14th level you have developed to the mastery of Cursed strikes control. When you land an unarmed strike you use 6 cursed points to do a black flash, when attacking this way roll an additional D20 on a 1-10 you deal the normal cursed strike damage of 6 cursed points (6d8) on a 11-19 you deal critical damage (12d8) and on a 20 you deal (12d12) damage and get your cursed points back.
- Binding Vows
At 20th level the being that gives you your cursed powers can activate its vow, as a bonus action roll a D100 on a 1-20 you hear the words 'Enchain' through you. When this happen you become the being that has given you your powers for 1 minute Sukuna the King of Curses. Sukuna the King of Curses, His past appearance is described as a demon with four arms, and two faces. Currently, he appears similar to the host he is in, but with spiked hair and with special marks/lines on his forehead, nose, cheeks and torso. He also has a second pair of eyes under his normal eyes, which are usually closed. Sukuna also has two lines on both his wrists, upper arms, circles on both his shoulders with a dot in each, two segmented curve lines on his chest, and two lines are his stomach while possessing its host. Sukuna wears a light-colored kimono with a black edge, a black scarf, and black shoes.
Sukuna the King of Curses, stats are the same as yours however he gains additional features. Reverse Cursed Technique - Due to his nature as a Special Grade cursed spirit, Sukuna can easily use reverse cursed technique in order to regenerate lost limbs in an instant. Regained limbs maintain the same integrity as the rest of Sukuna's body. As a bonus action you may expend 2 Hit Die and heal that much + Double Con Mod.
Dismantle - Sukuna's default slashing attack. All unarmed strikes deal slashing damage.
Cleave - A slashing attack that adjusts itself depending on the target's toughness and cursed energy level to cut them down in one fell swoop. As an part of your unarmed strike you may spend 20 cursed points to cleave a target dealing an additional 20d8 damage to a target. Sukuna may do this attack Once per day.
Flames - Sukuna has been shown to be able to create and manipulate flames for long-range attacks. As a bonus action you coat your hands in fire giving your unarmed strikes a reach of 15ft and dealing an additional 2d8 fire damage. You may still apply your cursed strikes to these attacks.
Malevolent Shrine - Sukuna's Domain Expansion, creates a Buddhist shrine decorated with skulls. Malevolent Shrine is different from other types of Domain Expansion, in that it doesn't create a separate space using a barrier. By allowing an escape route, a binding vow is formed, which vastly increases the guaranteed hit's effective area with a maximum radius of nearly 200ft. As an action may create this space for 200ft with an exit at the very end. While in this space your cursed points are reset to full at the start of your turn. This space lasts for 1 minute and is concentration and is a action to create.
Multiclassing[edit]
You cannot Multiclass into this character, you must start as a Jujutsu Sorcerer and multiclass out.
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