Variant Rules (Jujutsu Kaisen Supplement)
Supplement Rules[edit]
These rules are baselines of the supplement. All gameplay within the supplement is designed around using these rules, and so playing without them will undoubtedly create problems.
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.
Additional Weapon Properties[edit]
The supplement utilizes additional properties for weapons, more specifically for firearms.
- Long Reload - Similar to the reload property, a limited number of shots can be made with a weapon that has the long reload property. A character must then reload it using an action, or may use their bonus action to reload a single shot.
- Spread - A weapon with the spread property fires multiple projectiles with a single pull of the trigger. On a hit, roll the die listed in the weapon's spread property. The weapon's damage is dealt to the target a number of times equal to the spread die's roll.
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 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.
For example, 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 2nd 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. If they had, say, Strong Body, that increase would be applied as well.
More Actions[edit]
This rule serves to give more variety in what you can do on your turn.
Controlled Accuracy Regulation[edit]
When certain ability scores get too high, some effects will come into play. This occurs for ability scores over 30. Save DCs and saving throw bonuses cannot gain more than a +10 modifier from scores or other score related methods. You still benefit from those scores though. For every save bonus from a score over +10, you gain a damage reduction of 5 per modifier point over 10. Save DCs are also affected, gaining 5 points of damage per modifier over 10.
Armor class is also affected. If you have two ability scores contributing to your armor class, only one of them can have a modifier higher than +10 that is contributing to your armor class. For the other ability score, every modifier above a +10 grants a 2 damage reduction against attacks.
Proficiency bonus is also lowered if you add your proficiency bonus twice or more to something. If you would add your proficiency bonus to anything an additional time the extra proficiency bonus cannot surpass +6. If you were to add half your proficiency bonus you can only add up to +3.
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.
Sixth Sense[edit]
As naturally as one can see, sorcerers can sense cursed energy from a distance. The ease of sensing cursed energy will depend on the intensity of the cursed energy you are sensing. A sorcerer will give off cursed energy signatures in a radius in feet equal to 5 times their maximum cursed energy. When you enter a creatures radius you will sense their cursed energy, and know in what direction they are relative to you. The Overpowering Cursed Energy feat multiplies this radius by 24.
If a creature is hiding, you must make a Perception check against their Stealth check to track them if you are within the radius. A creature with the Six Eyes feat automatically succeeds on this check.
The Cursed Energy Tracker feat will allow you to add your Charisma modifier to the Perception check, and make it with advantage. The Cursed Energy Concealer feat will allow you to act as if you have 1/8th the Cursed Energy reserves, and make the Stealth check with advantage.
A creature with levels in the Heavenly Restriction class is completely immune to being tracked this way.
Finally, sorcerers senses can be overwhelmed by a large amount of cursed energy around them. If there are at least double your passive perception cursed energy remains or signatures close to each other you can't tell them apart from each other, only knowing that it's cursed energy and not any other details about it.
Summon Commanding Rules[edit]
Many sorcerers and curses have the capability to summon familiars or other types of creatures to help them in battle, such as shikigami or cursed spirits. The following rules describe how playing with these extra creatures works.
Your summons cannot use actions on their own. You can spend a bonus action to control the summon with a Simple Command, or with an action to order them a Complex Command. Whichever command you use, you can command multiple summons at the same time, giving them different orders or the same, but you can only control a number of summons individually per round equal to your Charisma modifier (or Constitution modifier if you are a Heavenly Restriction), while the others you didn't control will just keep doing something they were doing (such as fleeing, holding an object, concentrating on a spell or technique or grappling a creature) or defend themselves to the best of their ability, such as taking the Dodge action. You can de-summon any of your summons for no action required on your turn or as a reaction to them being attacked, as long as they normally need to be summoned or manifested in the first place.
Simple Command. You control the summon's actions for that turn.
Complex Command. You command the summon to perform a specific objective or task, which it will try to accomplish with the best of it's ability. This can be anything such as protect that creature, grab that, defend that area, etc. The summon will continue to try to achieve this task on subsequent turns, without the need to be further controlled by you until it finishes it or otherwise becomes unable to continue it (such as if it dies or if it's trying to attack a creature it doesn't know where it is). If it becomes able to resume the task again, it will do so.
Reaction Command. Your summons can take reactions out of their own will as long as you allow them, with no action cost on your part.
Supplement Variant Rules[edit]
These are optional rules, who don't necessarily need to be enforced. They bring different and additional mechanics to the table and can be selected at anyone's personal preference.
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.
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.
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.
Cursed by Someone[edit]
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.
Grade System[edit]
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.
High Caliber Fights[edit]
Battles with special grade level participants can get out of control quickly. If your DM/GM wants to run some special rules to make these battles seem more epic they can use the following.
When a cursed energy attack roll is made against a creature, the targeted creature can use its reaction to clash with that attack. To clash, the reaction attack must be the same type of cursed technique. If both attacks use a cursed energy attack roll or a saving throw, both attacks need to roll damage. The attack with the higher amount of damage wins the clash, and the creature who lost takes the amount of damage leftover (Higher amount of damage minus the lower amount of damage). For melee attacks, both attacks roll to hit, and for damage as usual. The creature being attacked just gets to react. Creatures under the special grade fights rule gain a number of reactions to clash equal to their proficiency bonus.
Additionally, the ranges and area of effects for curse techniques and battle maneuvers are multiplied by 10. The movement speeds, jump height, and jump distance are also multiplied by 10. Fall damage has also changed. If you jump over 10 feet, you will only take damage if you fall an amount of feet greater than the amount you jumped. For example, if you jump 50 feet up and fall 70 feet you would only take damage for the 20 feet you fell.
Melee attacks also knockback creatures. The distance that creatures are knocked back is equal to the attacker’s strength modifier times 10 feet. If the person being knocked back hits an object, the ground, or a wall, they will take damage. This damage is Xd6 bludgeoning for ever 10ft they had left to move after encountering the thing they hit.
Knockback is also multiplied by 10. Fall damage is instead calculated as if they had fallen a 10th of the distance.
Anything which has its damage or damage dice based on how much you or another creature moves or has moved treats it as if they moved 1/10th the amount.
Barriers, such as simple domain and domain expansions, are not affected by the range and area increase.
When this rule is in effect during a combat encounter, only special grades, pseudo-special grades, or anyone the DM/GM chooses gains the benefits.
Merging Shikigami with your Technique[edit]
An experienced sorcerer can turn a simple Shikigami into their personal familiar, imbuing their technique into said Shikigami. At the end of a long rest, you can spend up to your Charisma modifier in cursed energy. For every 5 cursed energy put into this, you gain one attunement point with one Shikigami of your choice.
After having achieved a number of attunement points equal to the Shikigami’s CR, it becomes imbued with your Innate Technique. Work alongside your GM to make a number of unique features to your Shikigami up to your proficiency bonus that your Shikigami can utilize that are related to your technique.
You can only have one Shikigami imbued with your technique at once, so choose wisely.
If you use the Extension technique variant rule, you can now make Extensions that use your Shikigami.
Taming Shikigami and Cursed Spirits[edit]
Shikigami and cursed spirits are similar 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, while 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. On 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 are now able to summon it through it's catalyst as in the Shikigami Summon feat, which you gain for each shikigami you tame.
- Taming a Cursed Spirit
In the case of cursed spirits, instead of creating it you must find one to tame. When you do so, you may try to tame it in the same ways you would tame a shikigami as described above in Taming a Shikigami. However, you can't tame any Grade 1 or above cursed spirits, and you also can't seal them in a catalyst like a shikigami to summon later, instead you have to find a way to keep it under your control at all times. For that reason, some sorcerers prefer to only tame extremely weak cursed spirits that are easy to keep at bay, like Grade 4 ones, or attach them to chains or other more extreme means in the case of stronger ones. Of course, a cursed spirit under a binding vow with a sorcerer is much more controllable, but even the ones that are subjugated don't usually rebel against their masters.
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 Enhancements 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 Special Grade Cursed Tool.
A creature does not need to possess Cursed Energy in order to use the technique imbued into the weapon. Each Technique Imbued Tool may have varying effects depending on the Innate Technique imbued within them. For example, a technique imbued with the Idle Transfiguration Technique very likely would require Soul Outline Awareness to use.
Only the first Cursed Weapon Enhancement performed outside of combat each day counts towards creating a tool like this, unlike in combat where all are counted as normal. Only one technique can be imbued within a tool.
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.
Slow and Steady[edit]
Often for players, their characters are limited to improvement through avenues of power such as level, equipment, racial bonuses and similar features, yet there is often little place for training these skills by themselves. Perhaps you are an apprentice to an old retired soldier, sworn to teach you his tricks, or you are a student at a greatly esteemed magical academy, or perhaps you are an independent learner, only needing old dusty tomes and notes to learn your craft. There is one constant across these scenarios, and that is training.
Thus, whenever you wish to train a feature, you may spend some time to start honing your craft with it. For this, pick a feat of your choosing. Depending on the quality of your teaching, and the strength and skill needed for the feature, your DM will assign a length to your training sessions, and a Mastery die to the feat, ranging from a D4, all the way to a d20. Difficult feats that need more training will require higher die, and vice versa. For example, a very difficult feat may require a d20, and two to three hour sessions, or more if a campaign’s in-game time flows particularly faster or any other reason.
After your first training session, you now possess the feature, and may attempt to use it. However, whenever you try this, you must roll your mastery die, and land the highest possible result. On a success, you use the feat as usual, and on a failure, the attempt is a whiff, and you produce no effect, losing any resources that would be spent by the feature (such as actions, class resources, etc.). Additionally, you are unable to attempt to use this feature again for one round. If the feat grants passive benefits, you do not obtain them until you finish training.
To amend this, you may continue your training, decreasing the DC for this roll by 1 for each subsequent session. Once the DC reaches 1, you do not need to roll, and instead possess the feat as if you had obtained it through natural means. You will need to wait one day to train again after each session.
You may choose any feats of which you meet the requirements to train. You may spend more time or take a higher Mastery Die, to ignore one requirement for the feat, if allowed by your DM. This cannot be a race, an innate technique, or a level requirement, and it may not be a prerequisite requiring you possess another cursed feat. Additionally, players may be allowed to train features that are not feats, at the DM's discretion.
Slower Cursed Energy Recovery[edit]
Jujutsu Sorcerers regain their cursed energy at a much slower rate. They have to be very careful not to exert all their energy or else they may have to spend a few days recovering it. This variant rule now makes it to where jujutsu sorcerers regain only an amount of cursed energy equal to their Charisma modifier added twice at the end of a long rest.
Speedy Cursed Energy Recovery[edit]
While not in combat you regenerate an amount of cursed energy equal to Half of your Charisma modifier every hour.
Domain Reserve Significance[edit]
Whenever a creature uses Domain Expansion in its complete or incomplete form, their cursed energy maximum is reduced by the amount spent after reductions are applied. The creatures cursed energy maximum will recover an amount equal to their Charisma modifier per day until it is back to its original state.
This rule will apply to Non-Lethal Domain Expansion as well, however does not apply to Private Pure Love Train or the Law.
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