Feats (Jujutsu Kaisen Supplement)
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Feats[edit]
The following feats are available to characters with levels in the Jujutsu Sorcerer and Heavenly Restriction classes. In addition, you may pick any standard DND feat that's not magical (unless your GM allows it).
Background Feats[edit]
You were artificially created by a powerful sorcerer for a greater purpose, this trait has reinforced to withstand very powerful attacks from all sources. You'll gain 3 additional hit points towards your hit point maximum whenever you gain a level. Additionally, when you gain a level, your Strength score increases by +1. In addition, your Strength score limit is increased to 22. However, this trait causes you to be unable to use your Innate Technique until you reach your Strength cap or 12th level. Sorcerer Paths are unaffected by this background feat. In addition, you gain proficiency in Constitution saving throws.
Prerequisites: Must be a Death Painting or a Cursed Spirit. Your blood has anomolous properties, being extremely toxic to the touch. You gain proficiency in Constitution saving throws and must choose one of the following options: Poisonous Blood. Your blood is akin to a particularly dangerous poison, making yourself a deadly weapon. If your blood comes into contact with a creature, it takes 1d12 poison damage at the start of it's turns until it is removed as an action or 1 minute has passed. If your blood enters the body of a creature, it must make a DC20 Constitution saving throw or become paralized until the beginning of it's next turn. It will also become poisoned for 1 minute as well. Poison damage from this feature overcomes resistances and immunities. Rotting Blood. Your blood rots your enemies on contact, being extremely dangerous. If your blood comes into contact with a creature, it takes 2d6 necrotic damage at the start of it's turns until it is removed as an action or 1 minute has passed. Necrotic damage from this feature bypasses resistances and immunities.
Prerequisites: Must be a Human, Must not be a Heavenly Restriction Your constitution is something to marvel at as you may consume Cursed Objects and suffer next to no afflictions from this act, a trait so rare that it appears in a human once every 1000 years. You have advantage on all checks and saving throws to resist any kind of Cursed Objects you consume, with their DC being reduced by your proficiency bonus + your Constitution modifier. If you fail a saving throw when consuming a Cursed Object which would kill you if you failed the save, you are instead treated as if you were knocked unconscious as opposed to the normal effects the Cursed Object inflicts on a failed save. Lastly, you also gain the Strong Body feat. A Cursed Object you consume cannot force you to submit your body over to them unless a Binding Vow has been made between you and the Cursed Object. If you consume more Cursed Objects than your level + your Constitution modifier or are knocked unconscious, you must make a Charisma saving throw as normal to not be possessed. In case the Cursed Objects possesses you while you were unconscious, you regain all of your hit points as the Cursed Objects is in control. A Cursed Object can only be in control this way for a number of minutes equal to their level/CR + their Charisma modifier. Finally, Cursed Objects cannot fully incarnate using your body as it naturally prevents you from becoming a Cursed Vessel for the objects you ingest. If a Cursed Object has such an effect and you would suffer from it, the Cursed Object gains control over your body as if you had consumed more Cursed Objects than your level + your Constitution modifier or are knocked unconscious. As an action, you may “switch” with a Cursed Object you have consumed, giving them temporary control over your body. At any time as a reaction, you can make a DC 15 Charisma saving throw. On a success, you take control back from the Cursed Object whereas on a failure, you cannot take back control for 1 minute. The DC for this save increases by 1 for every success and is reduced by 1 for every failure. The DC returns to its original difficulty when you take a Long Rest. Whenever some time has passed by the GM’s choice but a maximum of half of a year, your body has changed and adjusted to bearing two souls within a single physical form. You gain the following benefits:
When some time has passed by the GM’s choice but a maximum of a year, you learn the Innate Technique of a Cursed Object you have consumed.
Prerequisites: Must be a cursed spirit. You have been born from the deepest fears of humanity, becoming special grade since birth. You will gain the benefits of Special Grade, and of all the grades that come before it.
Prerequisites: Must not be a Heavenly Restriction Whether through your ancestry or through simply being born that way, your cursed energy reserves are naturally immense. Your cursed energy maximum increases by your Jujutsu Sorcerer level added twice + your proficiency bonus added twice.
Prerequisites: Must not possess Unique Cursed Energy Your cursed energy is far more denser than normal, making its usage more powerful. You will gain the following benefits:
Prerequisites: Must not possess Dense Cursed Energy Your cursed energy naturally possesses a unique trait, making it both rare and powerful. Choose one damage type excluding necrotic and radiant. The chosen damage type becomes your Cursed Energy Trait. When activating Cursed Armor, you gain resistance to your Cursed Energy Trait. Whenever you are hit by a melee attack while under the effects of Cursed Armor, you deal your Cursed Energy Trait as damage equal to your level towards the attacking creature. When you deal damage with the Cursed Strike or Cursed Weapon Enhancement, its damage type can be the same as your Cursed Energy Trait or remain the same. Any features that may change their damage type depending on your selected Cursed Technique can change to match your Cursed Energy Trait or remain the same. Your Cursed Energy Trait naturally provide you with one of the following options: Wellspring Of Energy. Your Cursed Energy maximum will increase by your proficiency bonus + your Charisma modifier. If you possess a Cursed Feat that increases your Cursed Energy maximum or a similar feature granted by your Cursed Technique or Sorcerer Path, your Cursed Energy maximum is increased further by your Strength, Dexterity, or Constitution modifier. Dynamic Striker. Whenever you score a critical hit with an attack roll that uses a feature affected by your Cursed Energy Trait or a creature rolls 1 on the d20 against a feature affected by your Cursed Energy Trait, the creature is afflicted with a condition that depends on your Cursed Energy Trait excluding the incapacitated, paralyzed, and restrained conditions (Discuss with your DM as which condition is possible) that lasts for 1 minute. They can end the chosen condition early by succeed on a saving throw at the beginning of their turn. (The saving throw depends on your energy trait) At 14th level, you gain resistance to your Cursed Energy Trait and if you have Cursed Armor active, you become immune to your Cursed Energy Trait instead. Additionally, anytime you use a feature with its damage type changed to your Cursed Energy Trait, you can bypass the resistance that a creature or target may have against that damage type but not any immunities it could possess.
Prerequisites: Cannot be a Heavenly Restriction. You were blessed, or to better put it, cursed with a fragile body but immense amounts of cursed energy. There are three different tiers of severity in the heavenly restriction, light, medium and major. You only gain the benefits of the tier of severity you have chosen. For example, if you choose a medium severity right arm you won't receive the benefits of light severity right arm. You can pick the ear, arm, leg and eye options twice. Down bellow will be the tables of all the minor, medium and major severities you can choose.
Increased Reach. Your cursed energy reach has increased because of your heavenly restriction. For every detriment this feat grants you, your range for your cursed energy features that are not touch range increases by 10ft.
Prerequisite: Cannot possess the Six Eyes Background feat, Must have two Ability Scores of 15 or higher, one of which is Charisma
Your potential is virtually limitless even when compared to other incredible Jujutsu Sorcerers or Cursed Spirits. You gain the following benefits: Endless Possibilities. One prerequisite that belongs to a feat or cursed feat may be ignored by you. You cannot ignore prerequisites that would require you to have another cursed feat, be a certain race, or possess a certain innate technique or be a particular level in order of obtaining them. For example, you can't pick the Reverse Cursed Technique if you are a Cursed Spirit.
Prerequisite: Must pick the Gojo Clan sorcerer family, must be a Human, and there must be a Star Plasma Vessel in the world.
You have the gift granted only to the strongest of the Gojo Clan, the Six Eyes. You will gain the following benefits: Illuminated Vision. You will gain 60 ft. of Truesight. You may not have any penalties for seeing through any thin, light and non rigid object, such as a blindfold, towel, or scarf, allowing you to use it as a way of protecting your eyes from the sheer amount of information your eyes capture. At 14th level, you can spend 6 Cursed Energy as a bonus action to expand your range of Truesight to 120 feet for 1 minute in initiative, or 1 hour out of initiative.
Prerequisite: There must be a Six Eyes user in the world, must be a Human and Female.
You were chosen by fate to be a vessel for an incredibly old Immortality user to assimilate you to keep them from evolving into an unimaginable horror. Because of this, when you reach the age of 14, you will awaken as a Star Plasma Vessel. You'll be able to see cursed spirits and shikigami even if you have never being introduced to cursed energy before. When awakening like this, you become easily identifiable to any Jujutsu Sorcerer or Curse User, which would be able to tell, at first glance, something is off with you and that you're in some way special. The Immortality user automatically knows of your existence as soon as you awaken as a Vessel. After awakening, you'll have 180 days to merge with the Immortality user you're meant to, and if you fail to do that in time, you will no longer serve as a proper vessel, and the assimilation will fail. |
Body Feats[edit]
Prerequisites: Must have at least 15 Strength or more. You have been born unnaturally strong, capable of destroying walls with just sheer brute force. You will gain the following benefits:
Prerequisites: Must have a 18 Strength score or more, Athlete History The strength you now possess is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. You will gain the following benefits:
Prerequisites: Must have at least 15 Dexterity or more You have an innate speed advantage over others of your kind or have trained intensely on your agility. You will gain the following benefits:
Prerequisites: Must have a 18 Dexterity score or more, 50 Meters In 3 Seconds! Even by the supernatural standards of the Jujutsu world, your agility is a trait that makes you just as fearsome as any other. You will gain the following benefits:
Prerequisites: Must have at least 15 Constitution or more Your body's immune system has naturally been superior to your peers or exposure to dangerous foreign elements has dramatically improved it. You will gain the following benefits:
Prerequisite: Must have 15 Constitution or more. You have proven yourself to be very durable, making taking you down a very hard task. You will gain the following benefits:
Prerequisites: You must have 18 Constitution or more, Strong Body Your endurance is from out of this world, no matter what you're not going down in the battlefield. You will gain the following benefits:
Prerequisites: You must have at least 15 on your Constitution score. Your resilience is no joke, enabling you to survive much more than normal sorcerers during long periods of fighting. All of your Hit Dice increase in size by one step, and as a result, your hit points increase by an amount equal to your level + 1. Whenever you gain Hit Die and hit points after you have acquired this feat, your newly gained Hit Die is treated as though it was one size larger. You can take this feat any number of times, but you cannot increase a Hit Die above d12.
Prerequisites: At least 7th level. You can choose one additional saving throw to gain the benefits of the Resistant feature. You may take this feat multiple times.
Prerequisites: Must be a Cursed Spirit, having 16+ Charisma score. Due to having a body fully made of cursed energy, any wounds can be solved with cursed energy. As a bonus action for x cursed energy or as reaction to receiving damage, you can use cursed energy to regain hit points once per round. For every 1 cursed energy spent, you regain 5 hit points. If you are suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 5 hit points healed with regeneration. The amount of Cursed Energy that can be spent on this feature is equal to your Charisma modifier + your Proficiency Bonus. Special Grades do not have a limit to the amount of Cursed Energy that can be spent on this feature.
Prerequisites: Must have the Regeneration feat. Your regeneration is far beyond that of a normal curse, being comparable to even reverse cursed energy. Your regeneration now makes you regain 10 hit points per energy spent. Additionally if you are Special Grade every 10 health healed fully heals one of your limbs by one damage stage, regardless of how much health it would’ve normally recovered.
Prerequisite: Must be a Cursed Spirit, Must Must have a Strength, Dexterity or Constitution score of 15 or higher Your biology is something of an abnormality, even by the supernaturally peculiar standards of Cursed Spirits. You gain the following benefits:
Prerequisite: Must be a Cursed Spirit with the Cursed Womb Subrace, 12th level, have failed two death saving throws or experience psychological trauma(determined by the GM). Due to a large degree of trauma, you have evolved into a new improved version of yourself. You will lose all of your subrace features, but you'll gain the following benefits:
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Taijutsu[edit]
Prerequisite: Must have a Strength or Dexterity score of 16 or higher, 2nd level Rather than focusing on the mental and energy aspects of sorcery, you have come to focus on the physical and martial aspects of sorcery instead. You will gain the following benefits:
Prerequisite: Must have a Strength score of 16 or higher Rather than a sequence of perfectly placed strikes of martial arts, sometimes you prefer to fight like a wild beast. Once per turn as part of an unarmed strike, you may make a grapple attempt against a creature. If you succeed, you may pick up the creature and slam them against a solid surface within 10 ft. of you, such as the ground or a wall, dealing another roll of your unarmed strike in damage. The surface takes as much damage as the creature, and if it breaks the creature takes another 2d6 damage of an appropriate type.
Prerequisite: Must have a Dexterity score of 16 or higher You've adopted a quick, swift and mobile fighting style, using your environment to your advantage.
Prerequisite: Must have an unarmed strike damage die of a d10 or higher, Must have the Cursed Strike enhancement, 8th Level Your expertise regarding unarmed combat exceeds those of a similar skill level through complex training and overall mastery of this martial practice. You will gain the following benefits:
Prerequisite: Must have a Strength or Dexterity score of 18 or higher, Must have Cursed Weapon Enhancement Or Must have reduced a creature to 0 hit points with three kinds of different weapons, 8th level Your mastery over all forms of weaponry has made you an ideal wielder for cursed tools that possess a higher status and greater power to them. You will gain the following benefits:
Prerequisite: Score of 12 Intelligence or higher, Score of 20 Charisma or higher, Deception Expertise, 12th level When an opponent can see through the moves of your body, the best way to beat them is to get in their head. When you roll initiative against a creature or make an attack roll/cause a saving throw against them for the first time, you may make a Deception check contested with their insight Check. If you win the roll, you may add your proficiency bonus to your attack rolls against that creature for 1 minute and their proficiency bonus as well as the resistant feature cannot apply to saving throws you cause. At the end of each minute, you may make another contested roll of the same nature to keep the effect going. Regardless of the result of the following rolls, you will also treat their passive and regular perception as if it is their passive and regular insight for the rest of the battle for the purposes of resisting your features and attacks. All bonuses and debuffs also apply to the attack roll or effect that initiated this feature. Additionally, if you spend 1 minute talking to a creature who can understand what you say, you can make a Charisma (Persuasion), or Charisma (Deception) check contested by the creature’s Wisdom (Insight) check, in an attempt to make a creature agree to something unintentionally, such that you can force them into a binding vow. The target automatically succeeds if you or your companions are fighting them. If your check succeeds, work with your DM to establish a binding vow appropriate for the situation in which you forced your target to agree to unintentionally. If your check fails, your target is aware of your tactics, and may become hostile, or seek revenge. Once you use this feat on a target and fail, you can’t use it again on the same target for as long as they remember the event.
Prerequisites: Must have scored at least 3 critical hits in melee attack rolls in a single battle, Must have Cursed Strike or Cursed Weapon Enhancement You have become more connected with your cursed energy, now being able to use the famous Black Flash technique, where your attack is raised to the power it's original damage to the power of 2.5 (with the bare minimum being 2 from what gege said). To use this feat, the creature must be able to using cursed energy and either Cursed Strike or Cursed Weapon Enhancement feature.
When you score a critical hit (It must be a Natural 20 for it to count) with a melee weapon attack that benefits from either Cursed Strike or Cursed Weapon Enhancement, or a ranged attack that benefits from Cursed Projectiles, you can choose to land a Black Flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage your Black Flash will add onto the damage roll using the table below:
In addition, the amount of dice you roll from your critical with this attack will increase by one additional damage die, and the Black Flash simply does not occur if the attack wouldn’t otherwise hit(such as if negated by an ability or the attack roll isn’t a crit and doesn’t hit the opponent’s AC). After you land a Black Flash, it becomes easier to land another. Your next attack on the same turn will trigger a Black Flash on a Natural 15 or higher, known as a Black Flash DC. For every other Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, beginning at the starting DC. In The Zone. Hitting a Black Flash puts an individual in the zone, temporarily bringing out 120% of their potential. You will gain the following benefits for a number of minutes equal to the black flashes you hit in the turn; the benefits will last from during the turn you landed the Black Flash until those number of minutes after it:
Prerequisite: You must have Black Flash feat, and have landed a Black Flash at least 4 times. The sparks of black do not choose who to bless, but you are the exception. Through your experience as a sorcerer, you have made a personal record of how many Black Flashes you have hit up to this point. Your Black Flash DC is reduced from 15 to 10 for consecutive Black Flashes. The DC increases by 1 for every successful Black Flash you land after the first when performing consecutive Black Flashes (Ex. 10 -> 11 -> 12 -> etc). |
Cursed Technique Feats[edit]
Prerequisites: Ten Shadows Technique Innate Technique, must have a score of 16 or higher on your Dexterity and atleast 14 or higher on your Charisma score, 4th level. You have been training to get used with fighting up and close as to not rely entirely on your shikigami, but to instead syncronize with them. While you are within 10 ft. of one of your shikigami, both you and them get advantage in attacking the same creature, and your Action cost to control them is reduced by 1 (Action>Bonus Action>Free Action).
Prerequisites: Ten Shadows Technique Innate Technique, Max Elephant Tamed You have learned to manifest the Max Elephant’s water Cursed Technique without summoning it. As an action for 5 cursed points while Max Elephant is not summoned you can use its Water Spray or Water Cannon actions. If your Max Elephant is in its totality form you use the totality’s version of those actions instead. Additionally at 6th level you learned to compress and pressurize the water to make it extremely deadly. While Max Elephant is not summoned, you may use it's Water Spray while turning it in a 5 foot wide, 120 foot long line that forces all targets in it to make a Dexterity saving throw. On a failure, they will take 6d10 damage, on a success they will take half as much damage. If you are using it's totality form, the damage is increased to 8d10.
Prerequisite: Ten Shadows Technique Innate Technique, 10th level You have now mastered control over the Well's Unknown Abyss, granting you access to combine most of your spirits into a new heightened totality. For 15 Cursed Energy, you may combine Round Deer, Great Serpent, Nue and Mourn Tiger to now summon the ultimate totality, the Chimera Beast Agito. It follows the same summoning rules as any other shikigami of this technique, and it counts as part of your Lapse Technique for the purposes of any enhancements applied to it. When the Chimera Beast Agito dies, all of the other shikigami composing it are also considered as defeated.
Prerequisite: Ten Shadows Technique Innate Technique, 16th level, you must have Mahoraga under your control.
Prerequisites: Must have Limitless cursed technique and Cursed Strikes, 3rd level While practicing with your cursed strikes, you have learned how to infuse your Blue in your strikes to increase their power. Whenever you hit an unarmed strike, you can spend up to 5 Cursed Energy to imbue blue into it, dealing an additional d6 force damage for every energy spent.
Prerequisites: Must have Limitless cursed technique, 3rd level. You learn to manipulate the gravity around you utilizing Blue to increase your speed. By spending Cursed Energy up to you Charisma modifier as a Bonus Action, you can increase your movement speed by 10 ft per energy spent. This last for a number of rounds equal to your Charisma modifier. This feat counts as a Technique Improvement from Blue for the purposes of class features.
Prerequisites: Must have Limitless cursed technique, 12th level You’ve learned to cast multiple Blue’s in extremely rapid succession without loosing output. When you cast Blue you may pay half it's cost an additional amount of times up to half your Charisma modifier (rounded down), creating an additional Blue within 5ft. of the initial blue for each additional time you pay the cost. The additional blues will deal only half the damage of the original and will not restrain the target. You may not use Delayed Explosions, Maximum Output, Chanting, or any damage increasing features or effects, including those from Domain Expansions or Tokyo School, on a Blue cast in this way.
Prerequisite: Idle Transfiguration Innate Technique, 4th level You have gotten a lot better when altering your body, making it a much simpler task. You will gain the following benefits:
Prerequisites: Idle Transfiguration, 8th level You can now transform your entire body into other animals. As an action for x cursed energy(with x being the beast's CR, minimum 1), you can transform yourself into a beast. The transformation lasts for 1 minute, until you use it again, or until you drop to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the your jujutsu sorcerer level. Your Strength, Dexterity and Constitution scores are replaced by the scores of the chosen beast. You mantain your alignment and personality. You assume the hit points of yor new form. When you revert to your normal form, you return to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, it isn't knocked unconscious. You gain the actions of the creature you've become, however you can still do all of your normal actions as long as the body allows it. Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment.
Prerequisite: Idle Transfiguration Innate Technique, 8th level You have learned new ways to manipulate people's souls, and you have become quite experienced with it too!
Prerequisite: Cursed Speech Innate Technique, 14 Constitution You have amazing vocal chords, making them extra durable. Your vocal chords hit points are increased to 1/2th of your maximum hit points instead of a 1/3th. At 10th level, this increases to your maximum hit points.
Prerequisites: You must be a Blood Manipulation user You have developed a method to have basically infinite blood for your cursed technique. Whenever you use one of your techniques that require blood points, you may spend additional cursed energy equal to the blood points needed for the technique, creating 3 blood points per cursed energy spent.
Prerequisites: You must be a Blood Manipulation user, 4th level By rotating your blood at high speed, you can increase it's strength and lethality by making a weapon out of it. You can spend up to your Charisma modifier in blood points to create any kind of non-magical melee weapon as a free action, although they count as magical for the purposes of overcoming resistances and have a duration of 1 minute. For every two blood points used the weapon gains one additional damage tier (d10->d12->2d8). This feat counts as an Extension Technique for the purposes of class features. This also means you can’t create melee cursed tools this way.
Prerequisite: Cursed Spirit Manipulation Innate Technique The cicle of exorcising and consuming is a painful one, something most minds cannot handle. However, you have overcome this cicle and learned how to accept it. You will gain the following benefits:
Prerequisites: Cursed Spirit Manipulation Innate Technique, 4th level In your experience you've learned and adapted to the habits and routines of generic cursed spirits, and have developed a method to find and hunt them quickly to get them to your arsenal. As part of a long rest, you spend 1 hour searching for weak cursed spirits and absorbing them. At the end of this period, roll a d6. The result is the number of random Grade 4 cursed spirits you managed to find and absorb during your stroll. When you reach 11th level, you'll be able to find and absorb Grade 3 cursed spirits this way. If you have the Cused Energy Tracker feat, you roll this d6 with advantage.
Prerequisites: Cursed Spirit Manipulation Innate Technique, 4th level Despite knowing it's extremely difficult to control tens of spirits precisely at once, you've experimented and tried to mitigate this weakness, and came to good conclusions. When you make a swarm out of a single type of cursed spirits (such as the Paralysis Curse), the swarm will be able to use the curse's unique traits, such as special actions or reactions or a special type of movement speed such as flight. When the swarm uses any feature that deals damage this way, it's damage dice number will be tripled. If the feature requires a saving throw to be made, the targeted creatures will roll it with disadvantage. For any features that require Cursed Energy, the swarm will have an amount of it equal to what a single curse composing it would have, and it spends the regular amount.
Prerequisite: Cursed Spirit Manipulation Innate Technique, 8th level, must have Curtain or Basic Barrier feat. You've learned to use the vision of your spirits as an extension of your own. By taking an object capable of generating or reflecting an image, such as a small mirror or a cellphone, you can spend 2 cursed points for each cursed spirit you can merge on your barrier, receiving the benefits below:
Prerequisites: Cursed Spirit Manipulation Innate Technique, 10th level. You have become the ultimate battle master of your cursed spirits, being able to perfectly integrate them into your combat style. You can now summon cursed spirits as a Reaction to being targeted by a weapon attack, spell, cursed energy attack roll or any saving throws from sources outside your body, and you gain additional Reactions equal to your Charisma modifier + your proficiency bonus that you can only use to summon your cursed spirits, use one for reducing damage or command them to take their Reaction. When summoning a cursed spirit as a Reaction, you can immediatly command them to perform a Reaction if they have one without expending another Reaction, and they can take their Reaction as if they were being targeted by whatever effect you were originally. Alternatively you can have them make one Action or Bonus Action, in which they can only make a single attack, spell, ability or technique, and can't open Domain Expansions if they have one. Additionally, when you use your Martial Arts to make an extra unarmed strike or one-handed weapon attack as a Bonus Action, you can command all of your cursed spirits within 10 ft. of you to also make one melee weapon attack as part of the same action, and when using your Cursed Blast of Blows you can instead command them to take their full Attack Action.
Prerequisites: Must have Auspicious Beast Summon Innate Technique, an experience of Nirvana, such as reaching enlightenment or going through an extreme clarification experience, as determined by your DM, level 14 You have intrigued the master of the beasts you call on the power of. A number of times per long rest equal to your Charisma Mod, as a bonus action you can summon Kaichi, Reiki, Kirin, and Ryu at the same time, paying their combined costs all at once. Additionally, if you have access to the feature "Auspicious Tendencies", then a number of times per long rest equal to your Proficiency Bonus-1(Min 1), you can use a "Dire" Auspicious Beast without paying the cursed energy cost.
Prerequisites: Vengeful Cursed Spirit Innate Technique, 14th level You and your spirit have finally made ammends, making it finally pass on to the afterlife. However, the spirit left you a present before going. You gain the following:
Prerequisites: Mythical Beast Amber Innate Technique, 8th level The thrill of fighting strong opponents progressively ramps up until you are practically overflowing with electricity and killer intent. Whenever you engage in a combat encounter against a creature whose level or CR is either equal or higher than your own, for 10 Cursed Energy you may use your bonus action to ramp up. This Ramped Up state forcibly provides all of the following benefits for a number of rounds equal to your Charisma modifier:
The next turn after the Ramped Up state ends, your body is then flashed-fried from the excessive amounts of electricity you had been generating in that state that causes you to suffer the paralyzed until the end of your next turn. The Ramped Up state can only be entered once per long rest.
Prerequisites: Private Pure Love Train Innate Technique, Must have used Domain Expansion:Idle Death Gamble three times in a single combat encounter, Must have landed Jackpot atleast three times in a single combat encounter, 8th level By continuously play, gambling, and winner during the midst of battle, you at times enter a state of absurd euphoria known as the Fever which makes obtaining that Jackpot all the more sweeter. Once per long rest whenever you are in Normal Mode, you can use a Full Round Action to break the rules of the game and enter a different mode for your Doman by rolling a d20. On a result of 1-10, you enter Riichi Mode. On a result of 11-17, you enter Time-Saving Mode. Finally on a result of 18-20, you enter Probability Change Mode. Additionally you gain the following benefits whenever you are in Probability Change Mode or Time-Saving Mode:
Finally if you score a Jackpot while under the effect of either Probability Change Mode or Time-Saving Mode, you gain the following benefits instead for your normal Jackpot Bonus:
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Barrier Techniques Feats[edit]
Prerequisites: Must have at least 14 Charisma score. You have learned how to create basic barriers to protect areas or trap opponents. As an action for up to your Charisma modifier in cursed energy, you make a dome starting from yourself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier increases it's width 10ft. and it's height by 10ft. This barrier has 10 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Psychic damage. This barrier has an AC equal to the caster's Cursed Energy DC and automatically fails saving throws. This barrier lasts a number of minutes equal to your Charisma modifier. You can deactivate your basic barrier with a free action. Curtain: Emerge from the darkness, blacker than darkness. Purify that which is impure. As an action for 5 Cursed Energy, you cover the sky and the ground within a 2165-foot radius dome of darkness for 10 minutes. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a half-sphere. The curtain changes the sky becomes dark despite the time of day, provoking any cursed spirits out of hiding. For each extra 1 Cursed Energy spent, you can add 1 additional minute to the curtain's duration and +10 hit points. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black half-sphere. Your curtain has a number hit points equal to your Charisma modifier times your jujutsu sorcerer level. This barrier has an AC equal to the caster's Cursed Energy DC and automatically fails saving throws. It is also immune to Psychic damage.
Prerequisites: Must have the Basic Barrier feat and at least 18 Charisma score You have studied barriers and their effects for a long time, making you become an extremely vital resource for the Jujutsu world.
Prerequisite: Must have at least 18 Charisma score, Barrier Master feat. You have learned how to invade barriers without breaking them. You will gain the following benefits:
None of the features above affect domain expansions.
Prerequisites: Basic Barrier feat. The main technique of the new shadow style, also known as "the domain for the weak." As an action or reaction against a cursed energy attack roll or saving throw, spell or domain expansion opening for 5 Cursed Energy, you surround yourself with a 15 ft. barrier for 1 minute. The circle has an amount of hit points equal to your proficiency bonus times your refinement points. Any cursed techniques or spells that target you, creatures inside your simple domain or targets an area that overlaps with your simple domain, will now target the barrier instead, reducing it's hit points by the damage it would cause. Your simple domain can be refined with time and practice, the more refined your simple domain is, the stronger it gets. You will start out with 1 refinement point. You have the following methods to refine your simple domain: Training. On a long rest, you can spend a number of cursed energy up to your proficiency bonus, gaining an equal number of refinement points. You cannot regain this cursed energy until the next long rest. Practice. Every time you activate your simple domain, you gain 1 refinement point. Resistance. For every 5 damage your simple domain receives, you gain 1 refinement point. You gain benefits the more refined your simple domain is. The refinement benefits for each refinement level are described bellow:
Your refinement points cannot go above 100. To use this technique, you must remain still without moving and must maintain concentration as if you were concentrating on a spell. You cannot use any innate technique features while concentrating on simple domain. If you are in a Domain Expansion then you negate its sure-hit effect on yourself, as it only affects the barrier.
Prerequisites: Must have a Charisma score of 20 or higher, New Shadow Style: Simple Domain, 50 Simple Domain Refinement You have gained enough skill with the Simple Domain technique that it no longer requires a binding vow to be made for it to be used. You can now freely move whilst concentrating on the Simple Domain as opposed to being unable to move without ending concentration. Furthermore, you can now use your Cursed Technique features whilst concentrating on Simple Domain.
Prerequisites: Must have a Charisma score of 20 or higher, New Shadow Style: Simple Domain, 50 Simple Domain Refinement You have learned how to imbue your own Simple Domain into objects as opposed to applying it to yourself. Whenever you finish a long rest, you can imbue your Simple Domain. in 1 melee weapon or up to 6 pieces of ammunition in your possession. Whilst imbued in this way, attacks from these weapons will ignore all defenses which come from features either made out of or require cursed energy such as the temporary hit points from Cursed Armor or the The Soul Dictates The Shape Of The Body feature from Idle Transfiguration found in Canon Changes as examples. The effect of imbuing Simple Domain lasts until an attack hits using the ammunition or it will last until a long rest for a melee weapon.
Prerequisites: Basic Barrier feat. A technique predating the new shadow style’s simple domain, most popular during the Golden Age of Sorcery; the Heian Era. As an action, bonus action, or reaction against being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, for 5 Cursed Energy, you surround yourself with a 15 ft. barrier for 1 minute. Within that radius, the sure hit effect of the domain is negated; anyone of your choice inside of the barrier is unaffected. The barrier has no effect on cursed techniques or other people entering the barrier; it simply negates sure hit effects.
Prerequisites: Must have a Cursed Technique, 16 Charisma score, 8th level. Through great study of your cursed technique and immense creativity, you have reached a state where an Incomplete Domain is possible for you. As an action for 15 cursed energy, you can manifest your domain in its incomplete state within an enclosed space for 1 minute. To do so, you must be surrounded by objects or barriers in all directions within 90ft since you have yet to learn how to apply a barrier towards your domain. As your incomplete domain does not have your cursed technique imbued onto it, it does not have a sure-hit effect however it will still improve your cursed technique. If your cursed technique has attack rolls, you make them with advantage and if your cursed technique has saving throws, creatures make those saving throws with disadvantage. Choose one of the following options for how you mold your incomplete domain: Known Domain. Your cursed technique already has a domain expansion therefore you already have a basis to start from. Your Incomplete Domain will have the same effects as it would at 3rd or 20th level however any damage dice, effect durations or cost reductions it may halve will be halved. In the case if your domain reduces your cursed technique’s features cost to 0, your Incomplete Domain cost will instead be halved. Created Domain. Your cursed technique may have scarce information regarding it, you are its very first user or you are an outlier amongst those who have used it. By using your creativity, you have crafted an Incomplete Domain special for you. A Domain Expansion is generally centered around a concept using your cursed technique’s Lapse technique as a guideline for how it is developed. You decide how your Incomplete Domain appears in if you acquire a Domain Expansion then it should resemble the appearance of your Incomplete Domain although in a much more complete state. Work with your DM on the effects which your Incomplete Domain has within its space; these effects are stronger than your cursed technique in its normal state however they are weaker than a proper Domain Expansion. This feature follows all the rules of Domain Expansion. However, it does not gain any bonuses from Domain Refinement. If you gain a Domain Expansion as a feature for your cursed technique, your current domain refinement will be doubled. Finally, whenever you gain a Domain Expansion as a feature for your cursed technique, you may replace this cursed feat with another feat or cursed feat you meet the requirements for providing it was not a Background or Body cursed feat.
Prerequisites: Incomplete Domain, Must have 400 domain refiniment points, Must have the Basic Barrier feat, 12th level. Through furthered experience, understanding and refining your domain itself, you have learnt how to imbue your very own cursed technique. This feature will follow all rules of Domain Expansion. Realizing the full potential of your Domain Expansion, you improve upon your previously selected option found in the Incomplete Domain: Known Domain. Having reached the point of actually imbuing your own cursed technique into a barrier, the Domain Expansion you have sought is now yours. Your Domain Expansion is the very same one you would normally acquire at 3rd or 20th level in this class. Created Domain. Continually refining your domain has enabled you to imbue your cursed technique onto a barrier, and your completely personalized Domain Expansion is brought into existence. By fully realizing the Incomplete Domain you once had into a true Domain Expansion, its effects are bolstered immensely from what they once were. Ideally, the effects of a Domain Expansion are very lethal, either dealing tremendous amounts of damage or dramatically weakening those caught unprotected in its grasp or a combination of the two concepts in a variety of ways. Work with your DMs on your completed Domain Expansion’s effects and features to determine how the very pinnacle of jujutsu sorcery is treated and wielded by you. If you gain a Domain Expansion as a feature for your cursed technique, your current domain refinement will be doubled. Finally, whenever you gain a Domain Expansion as a feature for your cursed technique, you may replace this cursed feat with another feat or cursed feat you meet the requirements for providing it was not a Background or Body cursed feat.
Prerequisites: Must have a Cursed Technique, Must have a Charisma score of 16 or higher, Must have the Basic Barrier feat, Must not have the Incomplete Domain or Domain Expansion feats Through the study of your technique and creativity regarding its’ abilities, you have discovered a trick which allows you to create a Domain Expansion which is centered around conditions and rules. This Domain Expansion has a set of rules and/or conditions which must be followed that you determine upon gaining this cursed feat. This can be a set of mini-games, complex scenarios, or very simple gaming mechanics for example - The condition and set of rules are determined by you. Once you have the conditions and/or set of rules for your Domain Expansion, you have a unique finalized condition as well. If this condition is met, your domain ends early with you not receiving Technique Burnout and gaining a certain benefit for a limited duration which depends on the strength of the benefit. Depending on the effectiveness of your domain, it may have its cursed energy cost changes that either provide a limited number of free uses, lower the domain expansion’s cost, have its cursed energy cost increase with each use to a maximum, or a combination of any of these options. Lastly, whenever you have completed the finalized condition which ends your domain early, you gain domain refinement points from Domain Casualties training section unless you want a differing condition to be completed in order to receive refinement points from that option and if your domain destroys another in a Domain Clash then you gain refinement points from Domain Supremacy training section. If you gain a Domain Expansion as a feature for your cursed technique, your current domain refinement will be doubled. Finally, whenever you gain a Domain Expansion as a feature for your cursed technique, you may replace this cursed feat with another feat or cursed feat you meet the requirements for providing it was not a Background or Body cursed feat. You cannot ignore the prerequisites of not having the Incomplete Domain or Domain Expansion feats through the use of class features, Cursed Techniques features, Sorcerer Paths features, feats or cursed feats you have.
Prerequisites: Must have a Charisma score of 18 Charisma or higher, Must have a Domain Expansion or New Shadow Style: Simple Domain Domains are a trait that few sorcerers come to understand, much less master as the process is time-consuming and some sorcerers don't ever see their true potential… But a very selective few sorcerers have an uncanny understanding of domains. If you have a Simple Domain, all methods of refining the domain will provide additional refinement points equal to half of your proficiency bonus, rounded down + 1. If you have a Domain Expansion, all methods of refining the domain will provide additional refinement points equal to your Charisma modifier + 1. Additionally, the Domain Expansion Training method can still be performed to refine your domain even if your refinement is at 500 threshold. |
Cursed Energy Feats[edit]
Prerequisites: Must have 15 Charisma or higher. Your Cursed Energy has massive reserves, making you become a cursed energy powerhouse. You gain the following benefits:
Prerequisites: Must have 17 Charisma or higher, Immense Cursed Energy Your Cursed Energy reserves are so absurdly massive that they seem practically endless at times even allowing you to perform great feats of Jujutsu when others run out of cursed energy. You gain the following benefits:
Prerequisites: Overflowing Cursed Energy, or Natural Sorcerer, or the Vengeful Cursed Spirit Cursed Technique. Your cursed energy is so immense, so overpowering, that it physically affects others just by its pressence. Whenever someone tries to track you or feel your cursed energy, they must make a Wisdom or Charisma(your choice) saving throw against your cursed energy dc. On a success, they can feel your cursed energy but are not shaken by it. On a failure however, they are frightened for 1 minute and receive the following detriments:
A creature remakes this saving throw at the end of each of their turns. If the creature's cr or level is equal to or higher than your Jujutsu Sorcerer level, they make this saving throw with advantage, and choose which yo make instead of you choosing. If the creature's CR or level is 3 or more below your level, they make this saving throw with disadvantage and their lower save bonus(including features and other bonuses) is chosen automatically. Once a creature passes this saving throw, they become immune to it for 24 hours, unless their CR or level is at least 3 or more below your level. Creatures do not have to feel your cursed energy or track you to feel the presence of your cursed energy. When you roll initiative, and as a free action on your turn, you can choose any number of creatures within 180 feet of you, or that can see you. They must make the Wisdom or Charisma saving throw, as though they tried to track you or feel your cursed energy.
Prerequisites: You must have proficiency in Perception, and at least 14 or higher on your Charisma score.
Prerequisites: You must have proficiency in Stealth, and at least 14 or higher on your Charisma score.
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Cursed Energy Manipulation Feats[edit]
Prerequisites: Must have an 13 or higher Charisma score, a Cursed Energy Enhancement You have been trying out new ways to use your cursed energy and managed to learn a new method of using it.
This feat may be taken multiple times.
Prerequisites: Must have an 18 or higher Charisma score, 12th level Your entire body is enhanced by cursed energy, making you excel in tasks people who train their bodies all their lives can't. You gain the following benefits:
Prerequisites: Must have two Physical Ability Scores (Strength, Dexterity or Constitution) of 16 or higher, Cursed Enhanced Body, 16th level Having been continuously running cursed energy through your body at such an efficient rate, you are capable of dynamically reinforcing it at an unconscious level. You gain the following benefits so long as you have at least 1 cursed energy:
Prerequisites: At least 16 on your Charisma score, Cursed Energy Weapon Enhancement As an action while Cursed Energy Weapon Enhancement is active on a weapon that deals slashing damage, you can spend Cursed Energy up to your Charisma modifier to produce a huge cursed energy slash. You make all creatures in a 30ft. line make a Dexterity saving throw. On a failure, they take the damage of your weapon + a number of rolls of your weapon damage dice equal to the amount spent in necrotic damage, on a success they take half as much damage. The damage type of this technique may change according to your cursed technique.
Prerequisites: At least 16 on your Charisma score You have learned how to create huge blasts out of pure cursed energy. As an action and by spending cursed energy up to your Charisma modifier, you can launch a cursed energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a Dexterity saving throw. On a failure, they take 1d12 + a number of additional dice equal to the amount spent in necrotic damage, and half as much on a success. The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.
Prerequisites: At least 16 on your Charisma score You are capable of releasing a destructive burst of Cursed Energy from your body. As an Action by spending Cursed Energy up to your Charisma Modifier, you can release a burst of raw Cursed Energy. Every creature within a 30ft circle of the caster must make a Dex Save. On a failure they take 1d12 + a number of additional dice equal to the amount spent in necrotic damage and are knocked back to the edges of the circle. They take half as much damage on a success and are not knocked back. The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.
Prerequisites: Must have an Charisma score of 18 or higher, 12th level Through a long and difficult process, you have managed to strengthen your cursed energy output which can now be used to amplify your Jujutsu techniques further. As apart of any feature which uses cursed energy, you can expend cursed energy equal to half of the feature’s original cost to amplify its output. Amplify a feature this way grants one of the following benefits:
If a feature benefits from either Maximum Output or Chanting that is already benefiting from this feat, it’s total cursed energy cost is reduced by your Charisma modifier. This cursed energy reduction does not apply for the purposes of the One In A Billion feat.
Prerequisites: Must have a Charisma score of 20 or higher, Must have atleast two Cursed Energy Enhancement, Improved Cursed Energy Output, 15th Level Your cursed energy output has become so efficient that the power you generate is legendary and your more generalized applications are something that only masters possess. You will gain the following benefits:
Prerequisites: Must have a Charisma score of 20 or higher, Must have all Cursed Energy Enhancement options, Improved Cursed Energy Output, 18th Level Gaining complete and absolute mastery over your cursed energy output enables you to alter the very capabilities of your jujutsu techniques and abilities. As apart of any feature that uses cursed energy, you can expend 8 cursed energy to drastically alter its functions as part of the same action you use the feature with. If the feature was a Cursed Energy Attack, the target of your attack or attack rolls has their AC treated as if it had been reduced by half of your proficiency bonus (rounded down) + 1. If the feature was a Cursed Energy save, you may change the saving throw to another depending on its original save. The changes are the following below:
Your Cursed Energy Enhancements are also affected by your unbelievably cursed energy output with the following: Reinforced Cursed Strike. Whenever you use a cursed strike, its damage tier will be increased by one. Reinforced Cursed Armor. While your cursed armor is active, you regain temporary hit points equal to your proficiency bonus at the beginning of your turns. These temporary hit points cannot go above the maximum amount of armor you can have. Reinforced Cursed Weapon Enhancement. Whenever you are attacking with a weapon that has been affected by cursed weapon enhancement, your reach increases by 5ft. The maximum cursed energy limit for the Cursed Energy Slash, Cursed Energy Ray or Cursed Energy Explosion feats is now doubled. Finally, if you have a Cursed Technique Reversal or Maximum Technique and amplify its output using either Improved Cursed Energy Output or then you can apply two benefits as opposed to one by expending cursed energy equal to the feature's cost (A minimum of 1).
Prerequisites: 20 Charisma score or higher, must have all Cursed Energy Enhancement options, Cursed Energy Reinforcement, Legendary Cursed Energy Output, 19th level. Your cursed energy manipulation is some of the best that the world has ever seen, it must take at least a couple of centuries for another person such as yourself to be born once again. You gain the following benefits:
Prerequisites: At least 15 on your Charisma score, 8th level, Curse-Empowered Strikes Through training and mastery over your cursed energy, your attacks are more lethal. Your Curse-Empowered Strikes feature can be applied both to unarmed strikes and weapon attacks.
Prerequisites: Cursed Weapon Enhancement, 2nd level. You have learned to imbue your cursed energy into ranged weapons, allowing you to manipulate any piece of ammunition shot from it. This also works with weapons with the thrown property. When using Cursed Weapon Enhancement, you can imbue a ranged weapon, which turns any pieces of ammunition shot from it for the duration into Cursed Projectiles, which also add your Charisma modifier to the damage instead of any other modifier you would use. When using these Cursed Projectiles, you make ranged Cursed Energy Attacks instead of what you would normally use to attack with them, and you control their trajectory while in the air, making so that attacks with them ignore cover. Additionally, they will stay in the air floating for a number of rounds equal to your Charisma modifier, allowing you to keep making attacks with them using a Bonus Action even after being shot until they hit a solid object or target, when they lose this property. You can only attack with a number of pieces of ammunition this way per turn a number of times up to your Charisma modifier. A creature in range may attack your Cursed Projectiles to destroy them; they have 1 hit point and 10 AC.
Prerequisites: Must have a Cursed Technique, Intelligence or Wisdom score of 14 or higher, Charisma Score of 17 or higher. 12th level You are now capable of creating recitations of chanting for your Innate Technique features. An example is… “Polarized light, crow and declaration, between front and back.” You may recite one of your chants as an action. If you use an Innate Technique feature which has a recitation within the next turn after chanting, it will gain the following benefits:
If your Innate Technique does not inflict damage initially, you choose one of the following options instead:
If your Innate Technique feature that benefits from Chanting allows you to make more than one attack roll or forces a target to make more than one save, the first attack roll or save benefits from Chanting. You cannot perform Maximum Output on an Innate Technique feature benefitting from Chanting. You cannot apply the benefits of Chanting towards a Domain Expansion. Rather than using an action, you can perform a more complex variation of Chanting that combines both complex handsigns and delicate recitations as a Full Round Action. This Complex Chanting empowers a number of your Innate Technique features of your choice equal to your Wisdom modifier (Minimum of 1) excluding Domain Expansion with the following benefits on your next turn:
Prerequisites: You must have the Sorcerer Family Background Unlike Simple Domain, in which the user manifests their own domain to nullify a domain expansion's auto-hit attack, Falling Blossom Emotion shrouds the user in cursed energy that counter-attacks the moment a domain's guaranteed hit makes contact. As an action or reaction against being affected by a sure hit effect of a Domain Expansion, or seeing a Domain Expansion open, for 10 Cursed Energy, you will shroud yourself in cursed energy for 1 minute. The sure-hit effect of the Domain Expansion is negated. This prevents any Cursed Energy attacks rolls from automatically hitting you and prevents you from automatically failing any Cursed Energy saves caused by the Domain Expansion. You gain a special damage threshold equal to your Charisma modifier times your proficiency bonus added twice plus your Charisma modifier times 4 for the duration of this technique. Anytime you would take damage from a Domain Expansion or a Cursed Technique, the damage total is reduced to a fourth of its original total. If the damage from the Domain Expansion or Cursed Technique does not exceed the damage threshold after it was reduced to a fourth of the damage total, its damage will be negated and any effects it would apply are negated as well. This feature cannot prevent the effects but can prevent the damage of the Unlimited Void domain expansion. This feature also does not apply and negate effects from Domain Expansions or Cursed Techniques that inflict conditions on successful or failed saves. You may also use this technique offensively while wielding a melee weapon. As an action for 5 Cursed Energy, you can surround yourself with cursed energy and prepare a counterattack for 1 minute. When you receive an attack roll, you can use your reaction to make one melee weapon attack with an advantage. On a hit, the attack is considered as a critical hit and will deal its weapon damage as necrotic damage. Once you have used this technique, you must use an action to prepare it before using this special attack. If your cursed energy alters damage types for features, it can also alter the damage type for Falling Blossom Emotion.
Prerequisites: Cursed Spirit, Special Grade or Psuedo-Special Grade, 18+ Charisma As a powerful cursed spirit you’ve figured out how to imprint your very soul on the world around you, manifesting your innate domain into reality. As an action for 5 cursed energy you manifest your innate domain in an enclosed space. Your innate domain fills the space and lasts until it is dispelled (which you can do at will with no action required), you fall unconscious, or you die. You choose how the inside of your innate domain looks, though if you could acquire a Domain Expansion it should bear a heavy resemblance to that. Work with your DM to determine the effect of your innate domain, such as being bigger on the inside with constantly shifting terrain you control or forcing those inside to answer a specific question and inflicting ill effects on them depending on their answer. If you have a Cursed Technique you may ignore the 400 domain refinement and Incomplete Domain requirements for the Domain Expansion feat. Additionally if you meet the requirements for the Domain Expansion feat and are in a combat encounter where your life is at risk at 1/4th of your maximum hit points or lower you may roll a Charisma saving throw at the beginning of each of your turns, with a DC equal to 10 + how many levels you are below 20th level. On a success you gain the Domain Expansion feat. Finally if you gain a Domain Expansion you may replace this feat with a feat or cursed feat of your choice that you meet the prerequisites for that isn’t a Body, Taijutsu, or Background feat. |
Cursed Creations Feats[edit]
Prerequisites: At least 16 on your Charisma score, one talisman(paper imbued with your cursed energy). You have obtained a talisman, a symbol or a seal used to summon Shikigami. You must choose one of the Shikigami listed at the Shikigami list, with a CR equal or lower than half of your level(rounded down). You can now spend an action to summon said shikigami by spending a number of cursed energy equal to it's CR(Minimum 1). The Shikigami fights on your initiative and is controlled by you. It regains all of it's hit points after a long rest. If the Shikigami dies, you cannot summon it again until you take a long rest.
You can take this feat multiple times.
Prerequisites: You need an Innate Technique, must have Cursed Weapon Enhancement. You have learned how to more efficiently create cursed tools out of your technique. When making a Technique Imbued Cursed Tool, you don't need to spend the maximum amount of energy every time, and only need to enhance the weapon 50 times instead of 100.
Prerequisites: You must have at least 11th level, 20 on Charisma score. With enough time and experience, you have learned how to create cursed objects. During a long rest with a willing creature, you can turn them into a cursed object. To turn a creature into a cursed object, they need an object imbued with their cursed energy, even a body part will do. Once they've become a cursed object, all Cursed Spirits with an intelligence of 10 or less within (100 times the cursed energy of the creature in the cursed object) fts. must make a Wisdom saving throw. On a failure, they are drawn into the object and are going to use all of their action to try and consume them. On a success they won't detect it. If the creature that is to consume the said object is a human, you need to do a Insight check to know if the creature has the The following prerequisites:
If the creature swallows the object and does not meet the Constitution prerequisite, the creature dies, and the object can be removed from its body. If the creature swallows the object and does not meet the Wisdom prerequisite, you have disadvantage on all saving throws to possess the creature's body, and the creature has advantage on all saving throws to retain control of its own body. Now, if the creature has met all the prerequisites and its Jujutsu Sorcerer level is lower than yours, it makes the Wisdom saving throw with disadvantage. If it has a level equal to or greater than yours, it makes the saving throw normally. If it has no levels in the Jujutsu Sorcerer class, it automatically fails (the creature cannot be Heavenly Restriction). On a failure, they lose all of their mind and free will as the cursed object reincarnates in them, changing their race to Cursed Vessel (Incomplete Vessel). The reincarnated creature will retain all of it's previous features except racial ones, and will gain the following features from their new body:
On a success, the creature will have control of it's body, having to share with said cursed object. Whenever the creature makes a initiative roll, it must make a Wisdom saving throw against the cursed object cursed energy DC, or have their body controlled by them for 1 minute. At the end of the minute, they may remake the saving throw.
Prerequisites: Cursed Object Creator You have gone beyond the knowledge of even the most experienced sorcerers, becoming able to transform yourself into a cursed object. As an action or bonus action you can expend 20 cursed energy to turn a part of your body into a cursed object. If someone consumes it, it will work the same as the cursed object creator feat explains. Additionally, you can make the Insight check with advantage and you can add your Charisma bonus to this roll. When attempting to possess a body, you can transfer all your energy to the body part you removed and turned into a cursed object, then make an Athletics check against the creature. On a success, you can force the creature to swallow the body part, possessing it and leaving its old body behind. |
Reverse Cursed Energy Feats[edit]
You cannot gain any of these cursed feats if you're a Cursed Spirit or a construct.
Prerequisites: You must be at least 8th level, have 17+ Charisma score, must have failed two death saves in the same combat and survive. After many battles and studies about your cursed energy, you learn to use your cursed energy in a completely opposite way, canalizing positive energy instead of negative. You have a pool of healing you can use with your reverse cursed energy that's equal to 5 times your level times your Charisma modifier. As a bonus action for x cursed energy, you can remove healing from that pool to regain hit points. You may also remove healing from the pool as a reaction to receiving damage once per round. For every 1 cursed energy spent, you regain 10 hit points, removing an equal amount from the pool. If you are suffering from a physical effect injury such as a concussion or something similar, one of these effects con be healed for every 10 hit points healed with reverse cursed technique. If you're not using the Limb System variant rule, you regrow back limbs for every 20 hit points you regain. You can use your Reverse Cursed Technique until your healing pool ends before getting burnout, during which you can't use RCT until your healing pool recovers. At the beggining of your turns while in a combat where your life is at risk, you regain 5 hit points of your healing pool back. Your healing pool automatically goes back to full at the end of an long rest, or short rest if you recover cursed energy on a short rest. Once per round, you may try to force your reverse cursed technique to come out despite being in burnout, forcing you to make a DC25 Constitution saving throw. On a failure, you will gain 1 level of exhaustion, which can be reduced upon taking a short or long rest instead of just upon taking a long rest. On a success, you regain half as many hit points as you normally would.
Prerequisites: You must have Reverse Cursed Technique feat. You have a great understanding of positive energy, becoming a high level sorcerer. You will gain the following benefits:
Prerequisites: Must have the Reverse Cursed Technique feat. Your output with reverse cursed energy has increased, allowing you to heal others instead of yourself. You may cause a creature within your reach to gain the benefits of reverse cursed technique instead of you. When used in this way, reverse cursed technique is half as efficient. The creature regains half as many hit points as you would. In addition, whenever you deal damage to a Cursed Spirit with an unarmed strike or natural weapon, you can spend cursed energy to remove hit points from your healing pool to add as radiant damage. You add 5 radiant damage per 1 cursed energy spent to a maximum of your charisma modifier cursed energy.
Prerequisites: You must have Reverse Cursed Technique, Must have a Cursed Technique Through constant use of reverse cursed technique, you have learned how to reverse your very own cursed technique. You gain the Reversal Form of your Cursed Technique, detailed at the end of the cursed technique's description. If you gain a Cursed Technique Reversal as a feature of your Cursed Technique, you may replace this cursed feat with another feat or cursed feat you meet the requirements for providing it was not a Background or Body cursed feat. |
Binding Vow Feats[edit]
Prerequisites: 5th level You became experienced in making vows with people or yourself, which led to you making them more and more. Your binding vows limit increases to 2 + your Wisdom modifier added twice (Minimum of 4).
Prerequisites: Must have 13 or higher Wisdom score, Binding Vow feature , 8th Level Your understanding of the concepts of Binding Vows has provided an uncanny amount of insight. So much so that certain Binding Vows no longer strain the user and even one binding vow that you possess is far greater than those of other sorcerers. You will gain the following benefits:
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Canon Feat Changes and Additions[edit]
While we can make most feats strong while keeping balance in check, some are just impossible to adapt without breaking the game. That's why we have canon feats for those who want the true jjk feeling
Background Feats[edit]
Prerequisite: Cannot possess the Six Eyes Background feat, Must have two Ability Scores of 15 or higher, one of which is Charisma
Your potential is virtually limitless even when compared to other incredible Jujutsu Sorcerers or Cursed Spirits. You gain the following benefits: Endless Possibilities. One prerequisite that belongs to a feat or cursed feat may be ignored by you. You cannot ignore prerequisites that would require you to have another cursed feat, be a certain race, or possess a certain innate technique in order of obtaining them. For example, you can't pick the Reverse Cursed Technique if you are a Cursed Spirit.
Prerequisite: Must pick the Gojo Clan sorcerer family, must be a Human, and there must be a Star Plasma Vessel in the world.
You have the gift granted only to the strongest of the Gojo Clan, the Six Eyes. You will gain the following benefits: Illuminated Vision. You will gain 60 ft. of Truesight. You may not have any penalties for seeing through any thin, light and non rigid object, such as a blindfold, towel, or scarf, allowing you to use it as a way of protecting your eyes from the sheer amount of information your eyes capture. At 14th level, you can spend 6 Cursed Energy as a bonus action to expand your range of Truesight to 120 feet for 1 minute in initiative, or 1 hour out of initiative. |
Taijutsu[edit]
Instead of rolling a D6, put the the cursed energy put into the weapon enhancement or cursed strike of your attack to the power of 2.5(rounded down), then that is the necrotic damage dealt by black flash. For example, if an attack has 9 cursed energy put into its enhancement, it deals 243 necrotic damage when you land a black flash.
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Cursed Technique Feats[edit]
Prerequisite: Ten Shadows Technique Cursed Technique, 14th level You will now be able to create totalities even when your Shikigami haven't been reduced to 0 hit points, and may use more than two on a totality.
Prerequisites: Must have Limitless cursed technique and Cursed Strikes, 3rd level While practicing with your cursed strikes, you have learned how to infuse your Blue in your strikes to increase their power. Whenever you hit an unarmed strike, you can spend 5 Cursed Energy to imbue blue into it, dealing an additional 5d6 force damage. This feat counts as an Extension Technique for the purposes of class features. |
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