Darkness Curse (Jujutsu Kaisen Supplement)
Darkness Curse[edit]
Large undead (Cursed Spirit), chaotic evil Armor Class 26 (Unarmored Defense)
Saving Throws Dex +11, Wis +12, Cha +15 Cursed Energy. The Darkness Curse has 133 Cursed Energy to spend on its features. Improved Cursed Energy Recovery. The Darkness Curse gains 4 Cursed Energy at the beginning of each of its turns. Cursed Attack. The Darkness Curse's attacks are considered magical. Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see the Darkness Curse. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see the Darkness Curse. Hard to Kill(1/long rest). If the Darkness Curse were reduced to 0 hit points, they can choose to drop to 1 hit point instead and are considered stable, even against effects or features that would normally kill them outright. This feature does not work if the damage that had reduced them to 0 hit points was radiant damage. Famous Name. Whenever the Darkness Curse rolls initiative, they may force every hostile creature that can see them to make a DC 23 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours. Sadism. Whenever the Darkness Curse deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to themselves. These temporary hit points cannot go above 20. Cursed Armor. Darkness Curse can spend up to 9 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). The Darkness Curse can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Curse Resistance. The curse has advantage on saving throws against spells, cursed techniques, and other magical/cursed energy effects. Legendary Resistance(3/day). If the Darkness Curse fails a saving throw, it can choose to succeed instead. Speed Supremacy/50 Meters In 3 Seconds! Once per turn, when Darkness takes an action, bonus action, or reaction, or uses his movement, he can blind his enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows him to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. Additionally, The Darkness Curse has 3 reactions per round. Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Darkness Curse can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Cursed Enhancement. Whenever The Darkness Curse use a damage dealing feature that utilizes cursed energy its damage dice will be increased by one tier,(d6->d8->d10). This does not apply to Cursed Energy Enhancements. Dark Love. Whenever the Darkness Curse is within a place with dim light or total darkness, in an encounter in which its life is threatened, it gains the following benefits: Dark Heal. The Darkness Curse regains 50 hit points at the beginning of their turns. Dark Movement. The Darkness Curse's movement speed is doubled, and it doesn't generate opportunity attacks. Dark Protection. The Darkness Curse gains resistance to all damage types but radiant. Natural Obscurity. Any melee attack rolls made against the Darkness Curse are reduced by 2, unless the target has magical Darkvision. Light Vulnerability. Whenever the Darkness Curse takes radiant damage, it takes thrice as much damage rather than twice from its normal vulnerability. Sunlight Hypersensitivity. The Darkness Curse takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ACTIONSMultiattack. The Darkness Curse can make three melee weapon attacks. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage + 13 (2d12) necrotic damage, the target must make a DC 16 Strength saving throw with disadvantage or become grappled by the Darkness Curse. The Darkness Curse cannot bite another creature until the creature is freed from the grapple. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage + 13 (2d12) necrotic damage. Darkness Incarnate (10 Cursed Energy). The Darkness Curse chooses a point within 120 feet, a 60 foot-radius sphere fills said space for 1 minute. The darkness spreads around corners. A creature with darkvision can’t see through this darkness (not counting the Darkness Curse). Nonmagical light, as well as light created by spells of 8th level or lower, or cursed techniques that aren't in Maximum Output can't illuminate the area. Whenever a creature starts its turn in the sphere, it must make a DC 23 Wisdom saving throw. The creature takes 110 (20d10) psychic damage on a failure and is Hallucinating of the Darkness Curse until it leaves Darkness Incarnate, and takes half as much damage and avoids becoming Hallucinating} on success. The sphere ends after the duration, the Darkness Curse deactivates it at will (no action required), or if the Darkness Curse is reduced to 0 hit points. Mind Darkening (8 Cursed Energy). The Darkness Curse forces a creature within the Darkness Incarnate sphere to make a DC 23 Wisdom saving throw. On a failure, they take 65 (10d12) psychic damage and are Hallucinating until they leave Darkness Incarnate. On a success, they take half as much damage and are not Hallucinating. If a creature fails this saving throw by 5 or more, they are Confused as well. Supreme Art: Abyss Manifestation (20 Cursed Energy). As an action, the Darkness Curse can begin concentrating until the beginning of its next turn to use its maximum technique. If it successfully maintains concentration until the beginning of its next turn, as an action for 20 Cursed Energy, he can transform into a massive force of pure Darkness. Its size becomes Gargantuan, and it becomes unable to take any damage that is not radiant or psychic, but it cannot attack creatures. Once per round, when a creature becomes fully engulfed by Darkness in this form, they must make a DC 23 Wisdom saving throw, on a failure they take 165 (30d10) psychic damage, and are Hallucinating. On a success, they take half as much damage and are not Hallucinating. This form lasts until the end of the Darkness curse's next turn. Domain Expansion (30 Cursed Energy). The Darkness Curse opens its Domain Expansion. BONUS ACTIONSAdvanced Regeneration. The Darkness Curse can spend any amount of Cursed Energy, regaining hit points equal to 15 times the amount spent. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, the Darkness Curse can perform two claw attacks as a bonus action. Cursed Patient Defense (3 Cursed Energy). The Darkness Curse can take the Dodge action on it's turn. Cursed Wind Step (3 Cursed Energy). The Darkness Curse takes the Disengage or Dash action, and it's jump distance is doubled until the end of its turn. Step of the Night (4 Cursed Energy). The Darkness Curse can teleport to any space that is in total darkness that it can see within its movement speed range. REACTIONSAdvanced Regeneration. As a Reaction to suffering damage, the Darkness Curse uses it's Advanced Regeneration. Untraceable Speed. Darkness can use one of the following reactions:
Cursed Enhanced Body. Whenever the Darkness Curse makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, it may spend up to 8 cursed energy modifier to add the number of energy spent as a bonus to the saving throw. Smothering Veil (3 Cursed Energy). As a reaction to being targeted by a melee attack roll, the Darkness curse can attempt to darken the area near it defensively, adding its proficiency bonus (+7) to his armor class against that attack. A creature that does not rely on sight is unaffected by this feature. LEGENDARY ACTIONSThe Darkness Curse can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Darkness Curse regains spent legendary actions at the start of its turn. Advanced Regenaration. The Darkness Curse uses it's Advanced Regeneration. Retreat. Darkness may move up to his movement speed without provoking opportunity attacks. Darkness Incarnate (Costs 2 actions). The Darkness Curse uses Darkness Incarnate. Domain Expansion: Terror of the Unseen (Costs 3 actions). The Darkness Curse opens its Domain Expansion. |
The Darkness Curse has been born from the negative emotions felt towards the dark. The Darkness Curse has 24 levels in the Jujutsu Sorcerer class.
When a feature refers to the Darkness Curse's cursed technique, it refers to Darkness Incarnate, Step of the Night, Smothering Veil, Abyssal Manifestation, and Mind Darkening. Darkness is constantly reinforcing his body with cursed energy, granting himself the following benefits as long as he has at least 1 Cursed Energy:
50 Meters In 3 Seconds!, Untraceable Speed, Regeneration, Advanced Regeneration, Strong Body. Immense Cursed Energy, Overflowing Cursed Energy. Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output.
Improved Cursed Energy Recovery Domain Expansion: Terror of the UnseenThe Darkness Curse's Domain Expansion is a empty space filled with pure darkness. Not a single light survives inside the domain, as the domain instantly removes all light. Every creature but the Darkness Curse is blinded inside the domain, unless they have true sight. At the beginning of every creatures' turns, they must make a DC 28 Wisdom saving throws. On a failure, they take 247 (38d12) psychic damage and are Hallucinating. On a success, they take half as much damage and are not Hallucinating. The sure hit effect of this domain is making creatures blinded and the Wisdom saving throw.
The Darkness Curse's domain has the following properties. Refiniment Points. The Darkness Curse's domain has 500 refinement points. Domain Durability. The Darkness Curse's domain has 1400 hit points. Increased Potency. The Darkness Curse's cursed techniques damage dice are increased by 8 while they are within their Domain Expansion. Improved Durability. This creature uses the Improved Durability rule. |
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