Variant Rules (Jujutsu Kaisen Supplement)

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Variant Rules[edit]

The following are writeups and links to various variant rules this campaign should use.

Further Beyond[edit]

This rule is used for campaigns going above 20th level.

More Actions[edit]

This rule serves to give more variety in what you can do on your turn.

Additional Status Conditions[edit]

These rules serves to make using different types of attacks being worth it, instead of just using the same attacks over and over again.

Limbs System[edit]

In the Jujutsu Kaisen series, limbs are constantly lost due to the sheer amount of damage sorcerers receive at once. This system is here so that we can have that in dnd.

Grade System[edit]

Grades.png
The Grading System, source [1]

Sorcerers, curses, and cursed tools, are ranked in power according to grade, where a higher grade number means less power. The requirements to reach each grade at detailed below.

Sorcerers Grading System[edit]

For sorcerers, the grading system is not only to determine their strenght but also their value as sorcerers. The higher your Grade the harder the missions you will be sent to, but the rewards will be greater.

Grade 4

Prerequisites: Having at least one level in the Jujutsu Sorcerer or Heavenly Restriction class.

Outside of special cases, a grade 4 is close to a regular human. In terms of modern weaponry, a wooden bat would be enough to defeat one if they’re unarmed.

Grade 3

Prerequisites: Having exorcised at least 40 Grade 3 curses.

Above a regular human, akin to a master martial artist or peak human. In terms of modern weaponry, if they’re unarmed, a handgun should be enough.

Semi-Grade 2

Prerequisites: Having exorcised at least 20 Grade 2 curses.

Just as powerful as a Grade 2, but less versatile. A Grade 3 sorcerer with an innate technique or sufficient skill should be able to kill one.

Grade 2

Prerequisites: Having exorcised at least 30 Grade 2 curses.

Significantly above peak human. In terms of modern weaponry, a Shotgun would be a close call against one.

Semi-Grade 1

Prerequisites: You must be reccomended by two Grade 1 sorcerers to one of the jujutsu higher ups, after being reccomended you will be assigned to go in 3 missions with another Grade 1 sorcerer. The Grade 1 sorcerer cannot be the same one that reccomended you. If the majority of the missions are successful, you will be promoted to Semi-Grade 1.

Just as powerful as a grade 1, but less versatile. A grade 2 sorcerer with an innate technique or sufficient skill should be able to kill one.

Grade 1

Prerequisites: After receiving the Semi-Grade 1 rank, you will be sent on a alone mission to exorcise a Grade 1 curse alone. On a success, you will be promoted to Grade 1. On a failure, you'll stay as a Semi-Grade 1. You may do another one of these missions after some time passes.

Something fundamentally beyond human limits. In terms of modern weaponry, a tank *might* kill one.

Special Grade

Prerequisites: This grade must be given by your GM, being decided by events that happened during the campaign.

For such monstrous beings, a carpet bomb barrage has the slightest chance of killing them. Far more powerful than anyone who lacks this grade or the next grade.

Some sorcerers claim that it’s an outdated system given by the jujutsu elders. Never given to a Heavenly Restriction user by intent, and usually requires a large amount of cursed energy.

Pseudo-Special Grade

Prerequisites: Defeat a special grade sorcerer, shikigami, or cursed spirit in one on one combat.

Usually a heavenly restriction user(otherwise they would just be special grade most of the time). Just as dangerous as a normal special grade despite lacking the official classification.

Curses Grading System[edit]

For curses, the grading system serves to tell how much danger the curse might impose.

Grade 4

Prerequisites: Having at least one form of attacking.

In terms of modern weaponry, a wooden bat would be enough to defeat one if they’re unarmed.

Grade 3

Prerequisites: Being at least CR3 or more.

Above a regular human, akin to a master martial artist or peak human. In terms of modern weaponry, if they’re unarmed, a handgun should be enough.

Semi-Grade 2

Prerequisites: Being at least CR6 or more.

Just as powerful as a Grade 2, but less versatile. A Grade 3 sorcerer with an innate technique or sufficient skill should be able to kill one.

Grade 2

Prerequisites: Being at least CR10 or more.

Significantly above peak human. In terms of modern weaponry, a Shotgun would be a close call against one.

Semi-Grade 1

Prerequisites: Being at least CR14 or more, having a innate technique or spellcasting ability.

Just as powerful as a grade 1, but less versatile. A grade 2 sorcerer with an innate technique or sufficient skill should be able to kill one.

Grade 1

Prerequisites: Being at least CR18 or more, having a innate technique or spellcasting ability.

Something fundamentally beyond human limits. In terms of modern weaponry, a tank might kill one.

Special Grade

Prerequisites: Having a particularly dangerous or incalculable innate technique or spellcasting ability, or having ingested a special grade cursed object, or having a domain expansion.

For such monstrous beings, a carpet bomb barrage has the slightest chance of killing them. Far more powerful than anyone who lacks this grade or the next grade. Some people in the jujutsu world says that the special grade system is outdated, and therefore cannot calculate things right.

Special Grade Battles[edit]

Once a special grade is on the battle, expect the unexpectable, think the unthinkable, and doubt the undoubtable.

When the the initiative is being rolled, if the GM wishes to make a battle including special grades into a wide scale spectacle, they may use the following rule active for that battle.

Whenever an attack is made against a target, the target may use their reaction to make the same type of attack(cursed energy attack, melee weapon attack, etc.) in return. Instead of rolling to-hit, both creatures immediately roll damage. The higher number wins the clash, and the creature who rolled the lower number takes the amount of damage the winner rolled minus the amount of damage they rolled. This rule also applies to damaging saving throws so long as both the reaction and its trigger were damaging saving throws, skipping making saving throws like you would skip making a to-hit roll. Furthermore, each creature which is currently affected by this rule has a number of additional reactions that can only be used for special grade battles equal to their proficiency bonus.

For example, creature A punches creature B with a cursed energy strike, and creature B returns the favor with a strike from playful cloud. Creature A rolls 55 damage, and creature B rolls 64, so creature A takes 64 minus 55 or 9 damage.

Example B. Jogo uses maximum meteor, so in response, Gojo uses a Hollow Purple. Gojo rolls 72, Jogo rolls 70, thus, Jogo takes 2 damage from hollow purple.

Additionally, for the purposes of cursed techniques and battle maneuvers, areas of effect and ranges are multiplied by 100, as are the speeds and jump heights and distances of all creatures affected by the rule. If you jump up more than 10 feet, you take fall damage as if you had fallen an amount of feet less equal to the amount you jumped.

Melee attacks, on hit, may send the target a number of feet away equal to the attacker’s strength modifier times 10, or any lower increment of 5 feet. If the target is stopped early by the ground or a wall, they take a number of d6s of bludgeoning damage equal to the number of feet they had left to move divided by 10(rounded down), as if hit by fall damage.

Furthermore, existing knockback is multiplied by 100 when inflicted by someone using this rule.

The fall damage of creatures for the purposes of this rule is calculated as though they full an 100th of the distance they fell.

When this rule is in effect for a battle, only special grades or psuedo special grades gain the benefits.

Grade 1

Optionally, a DM may grant these benefits to grade 1s as well because of them reaching the limit of a normal sorcerer. However, they only deal half strength modifier times 10 knockback, gain half proficiency bonus additional reactions, and 10 times speed, knockback, jump distance, jump height, range, and area of effect sizes, and take a divide their falls by 10, instead of 100.

Taming Shikigami[edit]

Shikigami are similar to cursed spirits in that they are made out of cursed energy and can't be seen by non-sorcerers, but are different in the sense that normal cursed spirits will usually form naturally. Shikigami are created by sorcerers to be summoned as familiars through the usage of mediums like talismans. However, shikigami are hard to produce, and even after creating one you must tame it.

Making a Shikigami

As part of a long rest, you may spend 2 hours constructing a Shikigami. Make a DC25 Arcana check. On a failure, you can't create any. On a success, you are able to create a potentially tamable shikigami. The DM must roll a d100 to decide the rarity and strength of the shikigami:

Number Rolled Shikigami Type
1-40 Grade 4 (CR 1 or 2)
41-60 Grade 3 (CR 3 to 5)
61-70 Semi-Grade 2 (CR 6 to 9)
71-80 Grade 2 (CR 10 to 13)
81-90 Semi-Grade 1 (CR 14 to 17)
91-99 Grade 1 (CR 18 to 20)
100 Special Grade (CR 20+)
Taming a Shikigami

After forming a Shikigami, there are two most common ways in which you can tame it, being by beating it or by forming a Binding Vow with it. Regardless of the way you use, you need to have a catalyst ready beforehand, like a talisman or other items your DM may allow.

Beating a Shikigami. In this way of taming, you fight the shikigami and beat it into submission. Fight it normally, and when you would reduce it to 0 hit points, you can instead reduce it to 1 and perform an Intimidation check with the DC being the shikigami's Charisma ability score. If you fought the shikigami alone, you have a +5 bonus to this check, and if you had someone else help you you have disadvantage on it. On a successful check, you tame the shikigami and attune it to the catalyst. On a failure, it can keep fighting normally.

Vowing with a Shikigami. You may try to convince a Shikigami to be your familiar as part of a Binding Vow by being successful in a Persuasion check, with the DC being the shikigami's Charisma ability score. In a success, you convince the shikigami to become your familiar, attuning it to a catalyst. Alternatively, you may form a Vow with a shikigami that is an exchange between you two, up to the DM's decision. Creating a Binding Vow with a Shikigami this way does not count towards your maximum amount of Binding Vow.

After successfully taming a shikigami in any way, you must wait 7 days before being able to summon it through it's catalyst as in the Shikigami Summon feat, which you gain for each shikigami you tame. This waiting period is reduced in days by your Charisma modifier.

Canon Cursed Spirits[edit]

Cursed spirits are such a threat to the world because killing them requires jujutsu, which the majority of the population lacks. If a creature tries to damage a Cursed Spirit without having levels in the jujutsu sorcerer class or without utilizing cursed tools or magic means their damage is reduced to 0.

A Curse Upon Death[edit]

The most important thing when killing a jujutsu sorcerer is to always kill them with jujutsu, or they could come back as a cursed spirit. If you die by means that aren't fueled by cursed energy while being a human with levels in the Jujutsu Sorcerer class, you come back to life as a cursed spirit one week after your death. You will suffer the following changes:

  • Your race is changed to Cursed Spirit, gaining all the benefits of said race and lose all the benefits your previous one. Additionally, your GM must roll a d4. On a 1 to 2 you become a simple Vengeful Spirit, on a 3 to 4 you become a Cursed Womb.
  • You will gain 1 level in the Jujutsu Sorcerer class. In case you were already level 20, you will gain one Cursed Feat of your choice that you meet the requirements of.
  • You will lose all feats related to Reverse cursed technique, however for every feat lost this way you gain one body feat of your choice.
  • Due to your body being more resilient, your Strength, Dexterity, Constitution and Charisma scores will increase by 2, including their maximum. However, your mind has been greatly affected by your transformation. Your Intelligence and Wisdom scores are reduced by 4.

When you come back to life you must roll a DC25 Wisdom saving throw. On a failure, you will gain one level of indefinite madness and must repeat the save at the end of the week. You will keep getting more indefinite madness levels on subsequent failures, and on a success, you don't get a madness level, lose any madness level previously obtained and won't have to repeat this save ever again.

Cursed by Someone[edit]

Design Note: This variant rule is very RP focused and DM dependant, take care when using it on your games.

Sometimes due to not being able to cope with someone's death, sorcerers or people with the capabilities for jujutsu can curse creatures on accident. Whenever a human dies in sight range of a sorcerer that had an extremely big bond with them, said sorcerer must make a DC 25 Wisdom saving throw. On a failure, they will curse the creature, making them come back as a cursed spirit. The DC is reduced by your Wisdom modifier. They will gain the following features:

New Form. Their form will get distorted, turning into a horrible being. They will lose all traits and features from their old race, becoming a Cursed Spirit. They must pick the Vengeful Spirit subrace.

Jujutsu Mind. The creature gains levels in the jujutsu sorcerer class equal to the sorcerer's Charisma modifier, to a maximum of 20.

Distorted Mindset. When the creature becomes a curse, they gain one level of indefinite madness. Additionally, their alignment will change to evil.

Cursed Body. The creature loses all feats related to Reverse cursed technique, however for every feat lost this way they gain one body feat of their choice. Additionally, they gain additional cursed energy equal to your Charisma modifier times their proficiency bonus.

Yearly Progression[edit]

The dangers of missions and school life will naturally allow Jujutsu High students to advance by methods of self-study and intense training during the time they would advance from year to year as normal high school students. This rule is centred around that concept of progression as a Jujutsu Sorcerer or Heavenly Restriction can further themselves in ways they would not be able to normally.

Any time that a DM wishes to invoke a Yearly Progression, a player may choose to gain one of these two options:

Ability Score Improvement. The character may increase one ability score by 2 or increase two ability scores by 1 each, to a maximum of 20. This represents any additional training which the character subjects themselves towards to prepare for the new ‘school’ year.

New Feat. The character gains a new feat or cursed feat which has been chosen by the player but this feat is subject to your approval. This represents new talents or traits the character has acquired to better themselves as a defender of Japan. The total number of times that a character can benefit from Yearly Progression is four times.

Design Note: This rule can provide both unique and strong characters. If a DM so wishes, they can lower the number of times a character can benefit from Yearly Progression

Improved Durability[edit]

This optional rule is intended to provide a boost to the character's durability and endurance considering the nature of the Jujutsu Kaisen Supplement reflects huge damage numbers and significant bonuses that can occur every turn within a combat encounter. This optional rule may mitigate that issue by improving characters' hit points and their maximums.

Starting at 1st level when a player selects either the Jujutsu Sorcerer or Heavenly Restriction classes, they gain an additional hit die to their hit die total. This additional hit die will provide extra hit points equal to the die's maximum rolled result + your Constitution modifier. For every 5th level you gain as a Jujutsu Sorcerer or Heavenly Restriction, you gain an additional hit die towards your hit die total. The additional hit die then provides as if you gain a level in your class.

(Ex. a Jujutsu Sorcerer that benefits from this rule will begin with 2 hit die as opposed to 1 at 1st level. Their starting hit points are increased by the maximum rolled result of their hit die (d8 = 8) + their Constitution modifier. When this Jujutsu Sorcerer reaches 5th level, they gain an additional hit die to their total and their hit point maximum increases by their Hit Points at Higher Levels found in the Hit Point section within the class description.)

Sorcerer Weapons[edit]

Sorcerers are trained to use variety of weapons in order to fight and exorcise cursed spirits. Any Cursed Tool or Semi-Cursed Tool counts as a Sorcerer Weapon. A sorcerer may make attack and damage rolls with it's Dexterity modifier instead of any other modifier they would normally use. If a sorcerer has a 16 Strength score or higher and is using Strength to make the attack, they may add their proficiency bonus to their damage rolls with Sorcerer Weapons.

Technique Imbued Cursed Tools[edit]

This variant rule serves to allow players to obtain cursed tools more easily, imbuing their innate technique into it. After a creature has imbued a weapon with Cursed Weapon Ehancements at least 100 times, while having spent the maximum energy possible in it all the times, it's Innate Technique in it's Lapse form will be imbued into the weapon, which will gain the following properties:

  • A creature can use said technique without spending Cursed Energy a number of times per day equal to the Charisma modifier of the creature who imbued the technique into the weapon.
  • The weapon is now considered a Cursed Tool.

A creature does not need to possess Cursed Energy in order to use the technique imbued into the weapon.

Bounded Accuracy Enforcement[edit]

When you get ability scores above 30, some accuracy-related numbers change in effect. For save DCs and saving throw bonuses, you cannot add more than a +10 modifier from scores or score-related abilities to either. Instead, every save bonus from a score that would result in a bonus beyond 10 gives damage reduction, 3 per modifier point beyond +10. Save DCs get a similar boon, 3 additional damage per modifier beyond +10.

Attack rolls and armor class work a little differently. When 2 ability scores contribute to your armor class, only one of them can add a modifier beyond a +10 to your armor class value. Instead, a modifier point beyond a +10 grants 1 damage reduction against attacks.

Profiency bonus for all values works similarly. If you would add your proficiency bonus to any of these(attack rolls, armor class, saving throws, and save DCs) twice or more, the additional proficiency bonus only scales up to +6 at most. If you add half proficiency, it only scales up to +3 at most.

Design Note: This rule is meant to balance numbers past 30 to be relatively playable when opponents are equal-level, similar in feal to pathfinder 2e. It is well suggested to use it.

Canon Variant Rule Changes and Additions[edit]

While we can make most rules and mechanics strong while keeping balance in check, some are just impossible to adapt without breaking the game. That's why we have canon rules for those who want the true jjk feeling.

Technique Imbued Cursed Tools[edit]

The properties the weapon gains are now:

  • A creature can use said technique without spending Cursed Energy.
  • The weapon is now considered a Cursed Tool.

A creature does not need to possess Cursed Energy in order to use the technique imbued into the weapon.


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