Heavenly Restriction (Jujutsu Kaisen Supplement)

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This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is intentionally overpowered, since it is planned to be used in a jujutsu kaisen setting only. Do not use it on normal campaigns unless if allowed.

Heavenly Restriction

Restrictions

The Heavenly Restriction only happens to living beings with phisical bodies, although even if someone meets those standards it's still extremely rare. When making a character for this class, make sure it's not one of the following creature types: An Undead, construct or elemental.

Pure Bodies

The creatures born with the Heavenly restriction have been denied the access to cursed energy or spellcasting, not having a single drop of both things. However, in exchange for that they have been blessed with an extreme phisique. Due to having no cursed technique talent, they are generally shamed by most of the jujutsu society and suffer a lot during their childhood. They tend to develop unique personalities due to the hardships they've encountered in life.

Creating a Heavenly Restriction

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The two strongest Heavenly Restriction users to date, [1]

When creating a Heavenly Rescrition, think about how were you treated because of it. Did your clan exile you? Have you been shamed for your condition by others? Did you just left everything behind to live on your own?

Quick Build

You can make a Heavenly Restriction quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Sorcerer Family background.

Class Features

As a Heavenly Restriction you gain the following class features.

Hit Points

Hit Dice: 1d12 per Heavenly Restriction level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Heavenly Restriction level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose two between the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Martial Weapons of your choice or (b) 1 simple weapon of your choice
  • (a) 1 dagger or (b) 1 Handgun
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Heavenly Restriction

Level Proficiency
Bonus
Martial Arts Features Unarmored Movement
1st +2 1d6 Restrained Body, Unarmored Fighter, Martial Arts 20 ft.
2nd +2 1d6 Body Improvements, Fighting Style 20 ft.
3rd +2 1d6 Mindset, Battle Master 20 ft.
4th +2 1d8 Ability Score Improvement 30 ft.
5th +3 1d8 Extra Attack 30 ft.
6th +3 1d8 Ability Score Improvement 30 ft.
7th +3 1d10 Improved Body, Resistant 40 ft.
8th +3 1d10 Ability Score Improvement 40 ft.
9th +4 1d10 Weapon Specialist, Mindset feature 40 ft.
10th +4 1d12 Celestial Body 50 ft.
11th +4 1d12 Extra Attack(2) 50 ft.
12th +4 1d12 Ability Score Improvement 50 ft.
13th +5 2d8 Mindset feature 60 ft.
14th +5 2d8 Improved Fighting Style 60 ft.
15th +5 2d8 Semi-Perfect Body 60 ft.
16th +5 2d10 Ability Score Improvement 70 ft.
17th +6 2d10 Mindset feature 70 ft.
18th +6 2d10 Extra Attack(3) 70 ft.
19th +6 2d12 Ability Score Improvement 80 ft.
20th +6 2d12 Matured Body, Extra Attack(4) 80 ft.

Restrained Body

Starting at 1st level, your body is simply built different than others, you have supernatural strenght, speed and durability. You will gain the following traits:

Supernatural Body. You will gain a +2 in your Strength, Dexterity and Constitution scores. These same scores increase by +1 at 5th, 9th, 13th and 17th level. In addition, your ability score limit will be increased to 40.

Supernatural Resilience. Your ac while unarmored is 10 + your Constitution modifier + your Dexterity modifier.

Perfect Health. You will gain advantage against disease and the poisoned or envenomed conditions. In addition, you will gain resistance to poison damage.

Supernatural Vision. You will gain proficiency in the Perception skill, or expertise if already proficient.

Invisible. You cannot be tracked by magical means and a resource that senses the presence of Ki, Energy, Magic or anything of the sort doesn't work for you.

Pure Body. Your body has no traces of any kinds of mystical energy, meaning you can't multiclass or learn about magic or cursed energy. (Ex: You can not multiclass into the Jujutsu Sorcerer class.

Unarmored Movement

Also at 1st level, your speed increases by 20 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Heavenly Restriction levels, as shown in the Heavenly Restriction table.

In addition, you gain the ability to move and run along vertical surfaces and across liquids on your turn without falling during the move.

Martial Arts

Also at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial weapons, though they cannot have the heavy property.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and martial weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike or martial weapon. This die changes as you gain Heavenly Restriction levels, as shown in the Martial Arts column of the Heavenly Restriction table.
  • When you use the Attack action with an unarmed strike or a martial weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Body Improvements

At 2nd level, your body is constantly growing and improving, becoming better by the day. You will have a number of body points equal to your Heavenly Restriction level. These points can be used to obtain body improvements, all listed down at the Body Improvements List section. You cannot change a body improvement once chosen.

Fighting Style

At 2nd level, due to your training and constant improving body, you have a newfound ability when wielding weapons. You can choose one of the fighting styles bellow:

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

In addition, you can choose another fighting style at 10th level. You may change one of your fighting style during a long rest.

Mindset

At 3rd level, due to bad life experiences, you have acquired a mindset. Choose between Prideful or Vengeful, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 13th and 17th level.

Battle Master

At 3rd level, you have been training your body a lot and that made your mastery with weapons increase, even making you learn some new tricks. You learn battle maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three Battle Maneuvers of your choice. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. You can change one of your battle manuevers at the end of a long rest.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. This die increases to a d10 at 10th level, and to a d12 at 17th level.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Battle maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Ability Score Improvement

When you reach 4th level, and again at 6th, 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 40 using this feature.

Extra Attack

At 5th level, you can now attack twice instead of once when you take the attack action. This increases to three times instead of twice at 11th level. It increases to four times at 18th level, and to five times at 20th level.

Improved Body

At 7th level, the longer you live the more you'll realize... your body has no limits. You will gain +4 to your Strength, Dexterity and Constitution scores. You will receive proficiency in Strength or Dexterity saving throws, you cannot choose a saving throw you're already proficient with.

In addition, you become immune to disease and the poisoned condition. You will also become immune to poison damage.

Resistant

At 7th level, your newfound abilities and body has allowed you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Wisdom and Intelligence

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 10th, 14th and 20th levels, you can choose one additional saving throw.

Weapon Specialist

At 9th level, as the time passes you have learned how to use the maximum potential of your weapons. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Celestial Body

At 10th level, your body is like a divine object none shall harm, not even god itself. You cannot be targetted by the effects of a Domain Expansion, and cannot be detected while inside one. (Ex: If you are trapped inside a domain that forces you to make a Constitution saving throw, you won't have to make the saving throw.)

In addition, you will gain resistance to non-magical bludgeoning, piercing and slashing damage.

Improved Fighting Style

At 14th level, with years of training you have developed improved versions of your fighting style. Whenever you use any of your fighting styles, they will give the benefits down bellow:

Improved Archery. You will now gain a +4 bonus on ranged weapons attack rolls.

Improved Blind Fighting. Your blindsight increases to 30 feet, and may see even creatures behind total cover.

Improved Dueling. The damage rolls bonus increases to 4, and you will gain +1 attack roll bonus when attacking with a melee weapon in one hand and no other weapons.

Improved Great Weapon Fighting. You cannot roll 1 or 2 in a damage die for an attack you make with a melee weapon that you are wielding with two hands, needing to reroll until you get at least a 3.

Improved Interception. The damage reduction increases to 2d10 + twice of your proficiency bonus, and you may use this with creatures in any distance, as long as the weapon can reach it.

Improved Two-Weapon Fighting. You can now choose to attack with both of your weapons in one attack action, still being able to use your bonus action to attack with the other. You may only use this with your first attack action.

Semi-Perfect Body

At 15th level, your body is almost reaching it's peak, however know it will take a long time until you get there. You can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur. In addition, the number of levels required for each levels of exhaustion are doubled.

Matured Body

Finally at 20th level, your supernatural body reaches its pinnacle. Your Strength, Dexterity, and Constitution scores increase by +4 each, these scores now have no limit. You will also gain the following benefits:

Inevitable Triumph. Once per long rest, when you are reduced to 0 hit points, you can choose to remain standing with 1 hit point instead. Additionally, you gain resistance to all non-magical damage types. In addition, you will gain immunity to non-magical bludgeoning, slashing and piercing damage.

Ultimate Mastery. You have mastered every aspect of combat. You gain proficiency in all saving throws and have advantage on all ability checks related to Strength, Dexterity, and Constitution.

Eternal Vigor. You cease to age, and your lifespan is doubled, however you do not suffer the frailty of old age. You become immune to any effects that age you magically.

Mindset

Prideful

putri-soekidin-899b0536-d575-4504-a5ff-c6c88569b3ef.jpg
Toji Fushiguro the sorcerer hunter, source [2]

You take great pride in your strenght as a Heavenly Restricted creature, wanting to show off to this world full of sorcery that a Primate can beat anyone.

Sorcerer Hunter

At 3rd level, you have grown a prideful stance against sorcerers, mocking them by saying things like they lost against a primate. You have become a sorcerer hunter, making you gain the following benefits:

  • When a creature within 5 feet of you casts a spell or uses a Cursed technique, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell or a Cursed technique, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells or Cursed techniques cast by creatures within 5 feet of you.
  • You may make one additional attack on the attack action if it's against a creature who has spellcasting or cursed energy.
Fighter's Drive

At 9th level, you have a will to fight that drives you beyond your limits, making you go further than what you could normally do for a moment. On your turn, you can take an additional action.

This may only be used once per long rest. You can use this two times per long rest but only once in the same turn at 18th level.

No... Everything's Okay

At 13th level, due to being experienced with killing sorcerers, dealing with their techniques has become an easy task for you. Whenever you are targetted by a spell or technique attack roll or saving throw, you learn how it works and adapt to it. After adapting to it, you may use your reaction to gain advantage on the saving throw or make the attack roll be with disadvantage.

The Primate Won!

At 17th level, no matter who they are, no matter what are their tricks, you can win. Once per round, you can turn one of your attacks into a critical.

In addition, whenever you reduce a creature to 0 hit points you gain temporary hit points equal to your level.

Vengeful

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Maki Zenin the murderer of the Zenin clan, source [3]

People have wronged you in the past, and despite that your body has healed from the damage they caused, the scars in your heart won't ever heal.

Unstoppable Rage

At 3rd level, you are filled with a deep hatred filled by vengeance, making you ignore everything and let anger consume you. As an bonus action you may enter your rage state if you're not wearing heavy armor, gaining the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus.
  • You have resistance to non magical bludgeoning, piercing, and slashing damage.
  • You deal one additional dice of damage whenever you score a critical with a melee weapon.

Your rage state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage state on your turn as a bonus action.

Once you have raged a number of times equal to your proficiency bonus, you must finish a long rest before you can rage again.

Bloodlust

At 9th level, you have immense bloodlust for those who have wronged you, even making it your personal task to hunt them down. As a free action for 1 minute, you may choose one creature within your sight range that has damaged you or an ally. Your weapon attacks against that creature will crit on a 19-20, will deal one additional dice of damage, and whenever you score a critical you may knock them prone.

You may use this feature as much as your proficiency bonus before needing to take a long rest.

Immense Anger

At 13th level, your rage is growing deeper, making you feel almost invincible. When you enter your rage, you will gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws, and may reroll one of your Strength checks or saving throws once per round.
  • When you make a melee weapon attack using strength, you gain a bonus to the damage roll equal to your proficiency bonus + half of your Strength modifier(rounded down).
  • You have immunity to non-magical bludgeoning, piercing and slashing damage.
  • You deal two additional dice of damage whenever you score a critical with a melee weapon.
Follow Your Wrath

At 17th level, you learned that nothing but your hatred against those that wronged you matters, and no one will stop you from going after them. When you enter your rage, you will gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws, and may reroll two of your Strength checks or saving throws once per round.
  • When you make a melee weapon attack using strength, you gain a bonus to the damage roll equal to your proficiency bonus + your Strength modifier.
  • You have immunity to non-magical bludgeoning, piercing and slashing damage.
  • You will gain a damage threshold equal half your level(rounded down).
  • You deal three additional dice of damage whenever you score a critical with a melee weapon.

Body Improvements List

Strenght Improvements

You can have a number of these improvements equal to your Strength modifier.

Superhuman Might

1 body point
Your strenght is beyond that of even trained martial artists. You count as one size larger for the purposes of grappling, shoving, disarming, and the weight you can carry, push, drag or lift.

Monstrous Might

Superhuman Might, 1 body point, 9th level
Your body strenght is increasing by the second, you could even be called a monster at this point. You now count as two sizes larger for the purposes of grappling, shoving, disarming, and the weight you can carry, push, drag or lift. In addition, your martial arts die increases by 1 dice.

Godly Might

Monstrous Might, 1 body point, 17th level
You are the pinnacle of strenght, some even consider you as athletic as a greek god. You now count as two sizes larger for the purposes of grappling, shoving, disarming, and the weight you can carry, push, drag or lift and your martial arts die increases by 1 dice again. In addition, you will now deal twice as much damage to structures and objects.

Speed Improvements

You feel like you could problably win against a puma in a race due to how fast you are now.

You can have a number of these improvements equal to your Dexterity modifier.

Sonic Speed

1 body point
Your speed has been increased dramatically. Your movement speed will double. In addition, you can take the dash action as a bonus action.

Sight Speed

Requires Sonic Speed, 1 body point, 9th level
You have become so fast, people blink and you're already in front of them. Your movement speed will double once again, and opportunity attacks against you are made with disadvantage due to your speed.

Light Speed

Sight Speed, 1 body point, 17th level

Durability Improvements

You're like a wall that cannot be moved, not even the hardest of blows will bring you down.

You can have a number of these improvements equal to your Constitution modifier.

Mind Improvements

Your body has been increased both phisically and mentally.

You can have a number of these improvements equal to your Wisdom modifier.

Minor Precognition

1 Body point
You have a minor sense of how to read your opponents, giving you a small advantage in battle. You will gain a +5 to your passive perception, and surprise attacks are now only rolled with advantage against you.

Medium Precognition

Minor Precognition, 1 Body Point, 9th level
Your precognition is getting better, now being able to even predict what your opponents will do. You cannot be surprised while conscious, and you have advantage in any Dexterity saving throws of attacks you can see, such as traps or spells. You can't receive this benefit if you're blinded, deafened or incapacitated.

Major Precognition

Medium Precognition, 1 Body Point, 17th level
Your precognition has evolved to the point you're almost seeing the future. Once per round, when a creature targets you for an attack you can use your reaction to force all of their attack rolls against you to be made with disadvantage. In addition, once per round you can give yourself advantage against one saving throw.

Minor Enhanced Senses

1 Body point
You do not need to have your eyes open to see, your instincts are enough. You have blindsight to a range of 30ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Medium Enhanced Senses

Minor Enhanced Senses, 1 Body point, 9th level
Your senses have been enhanced even more, your insincts have been getting better. Your blindsight increases to a range of 60ft. In addition, you will gain 30ft. of tremorsense.

Major Enhanced Senses

Medium Enhanced Senses, 1 Body point, 17th level
Your senses have reached their peak. Your blindsight increases to a range of 120ft and your tremorsense range increases to 60ft. You will gain advantage in Wisdom (Perception) checks involving hearing.

Battle Manuevers

Minor Manuevers

Agressive Sprint As a bonus action on your turn, you can expend one Superiority Die to draw upon your battle fury and move up to your full walking speed toward a hostile creature that you can see.

In addition, you can make a single melee weapon attack at the end of this movement.

Arresting Strike

When you hit a target with a weapon attack, you can expend one Superiority Die and force it to make a Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Exploit Die and its speed is 0 until the start of your next turn.

Disarming Attack

When you hit a creature with a weapon attack, you can expend an Superiority Die to force it to make a Strength saving throw. On a failed save, it takes additional damage equal to one roll of your Exploit Die, and it drops one item of your choice that it is currently holding on the ground at its feet.

Body Strength

When you make a Strength or Constitution ability check you can expend a number of Superiority Dice (up to your proficiency bonus), roll those dice, and add the result to your ability check.

Feint

As a bonus action, you can expend one Superiority Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn.

Unnatural Fortitude

Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw you can expend an Superiority Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.

Medium Manuevers

Major Manuevers

Multiclassing

You cannot multiclass into this class, you must start in it and multiclass it out.

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