Fanmade Cursed Feats (Jujutsu Kaisen Supplement)
Contents
Barrier Techniques Feats[edit]
Prerequisites: Must have a Charisma score of 20 Charisma or higher, Must have a Domain Expansion, and 800 Domain Refinement Through great study of your domain and combative practices, you managed to combine the aspects of domain amplification and domain expansion to create a new type of technique, Domain subtraction. A domain subtraction involves you covering yourself in your domain creating a physical manifestation centered on yourself, unlike domain amplification you may still use your innate technique with domain subtraction is active. The effects of a domain subtraction are unique to every user, but they should all improve the user’s lapse technique or physical capabilities. You may activate your Domain Subtraction as a full turn action for 30 cursed energy, while it is active you gain a number of the following subtraction effects equal to your half your proficiency bonus + 1 (rounded down)to be part of your domain subtraction:
Your domain subtraction lasts for a number of minutes as your normal domain plus a number of rounds equal to your sorcerer level. Once your subtraction ends, you must make a Charisma saving throw with a DC equal to twice your level reduced by your Charisma modifier (or twice your Charisma modifier if you have Cursed Energy Reinforcement). If you fail this saving throw, you will suffer the effects of Technique Burnout but only with 1 level of exhaustion. Due to the complexity of this technique, you may only do this once per day. Twice if you have Legendary Cursed Energy Output. If you attempt to do this more than your daily limit, you will make the save at the end of the subtraction at disadvantage, and take 4 points of exhaustion. |
Cursed Energy Feats[edit]
Prerequisites: Must have 19 Charisma or higher, Overflowing Cursed Energy Your Cursed Energy reserves have become so expansive that you can use multiple high-level techniques in succession without breaking a sweat. You gain the following benefits:
Prerequisites: Must have 20 Charisma or higher, Enormous Cursed Energy Your Cursed Energy reserves are at a point that they rival those of natural-born wells of cursed energy. You gain the following benefits:
Prerequisites: Must have 21 Charisma or higher, Gigantic Cursed Energy You are a legend of Cursed Energy, with your reserves being one of the highest in history. You gain the following benefits:
You can take this feat multiple times
Prerequisites: Must have 23 Charisma or higher, Monstrous Cursed Energy You are a true titan of Cursed Energy, your reserves of the highest ever recorded, surpassing even the levels of Ryomen Sukuna himself. You gain the following benefits:
Prerequisites: Must have 25 Charisma or higher, Titanic Cursed Energy Your Cursed Energy reserves are considered godly, surpassing anything thought possible previously. You gain the following benefits:
Prerequisites: Must have 27 Charisma or higher, Godly Cursed Energy Your Cursed Energy reserves are so absurdly massive that it is more than the collective Cursed Energy reserves of the entire population of the nation combined. You gain the following benefits:
Prerequisites: Must have 29 Charisma or higher, Mountainous Cursed Energy Your Cursed Energy reserves are larger than the collective reserves of everyone else on Earth together. You gain the following benefits:
Prerequisites: Must have 30 Charisma or higher, Planetary Cursed Energy Your Cursed Energy reserves are comparable to the masses of celestial bodies. You gain the following benefits:
Prerequisites: Must have 30 Charisma or higher, Cosmic Cursed Energy Your Cursed Energy reserves are endless and near infinite. You gain the following benefits:
You may take this feat multiple times. |
Background Feats[edit]
Prerequisites: Must have the Accelerator Technique and must have at least an 18 Intelligence score. Upon birth, a miracle happened, and that was a unique array in your brain forming, allowing you to calculate, analyze and comprehend vectors at breakneck speed without any burden. This feat is powerful for those who have the Accelerator Technique, be careful to giving it to your players. Automatic Calculation. Your unique array automatically allows you to subconsciously calculate and analyze vectors, eliminating the need of conscious reaction and spending. When using Vector Reflection, you no longer spend reactions or cursed energy for it. Additionally, the limit for the amount of times you can use the feature is removed. Filtered Analysis. The calculation used for your Vector Wings is filtered through Clonoth, allowing you to use it without strain. You automatically succeed on the wisdom saving throw to not become Berserk. Reflexive Calculations. Clonoth gives your brain the ability to calculate at incredible speeds, allowing you to fix your need of overspending to cover the calculations. When using your Accelerator Technique, you may reduce the cursed energy cost by your proficiency bonus to a minimum of 1.
Prerequisites: Must be a Human Due to a traumatic event in your past, a loved one has since come to haunt you. You were unable to cope with their death and now they have returned as a curse. You have a Vengeful Spirit bound to you at all times, however the majority of the time it will be in a dormant, non physical state. Summoning Energy. Summoning and maintaining a creature requires you draw on their reserves. You gain a number of summoning points equal to twice your proficiency bonus times your Charisma modifier. After summoning your Cursed Partner, you lose 1 summoning point per round at the end of your turn. When your Cursed Partner manifests as Berserk, all drain from this pool is doubled. You regain half your maximum at the end of a short rest, and all points at the end of a long rest. Innate Technique. If your Vengeful Spirit possessed an Innate Technique in its life, even if it had been a non-sorcerer, it will still possess one as a spirit. Work with your DM to determine it’s innate technique, with your DM determining a level for your vengeful spirit to be for the purposes of it using its innate technique. When your spirit is not dormant, it has two forms: Partially Manifested. While in this form, the spirit has a physical form that is partly a shadowy visage, and it is not at full power. It takes double the damage from all sources, and any damage it deals is halved (rounded down), and it cannot use its Innate Technique if it possesses one. Your vengeful spirit can be partially manifested in the following ways: Danger Manifestation. Your life is very stressful, being a sorcerer is filled with danger and trouble. When these times of danger come, your Vengeful Spirit may manifest into the physical world. Whenever you take damage from one instance of damage above your level + twice your Charisma modifier (minimum of 2), or are otherwise shown hostility, you must make a DC 20 Wisdom saving throw. This damage must reduce your hit points, not taking into account any temporary hit points that are reduced. On a success, you can handle yourself and don't let your spirit get out. On a failure however, your Vengeful Spirit will partially manifest itself into the world to protect you. At 11th level, you no longer are forced to make the Wisdom saving throw, and you may call upon your spirit to appear in its partially manifested form as a bonus action for 4 summoning points, appearing within 10 feet of you. You may summon the spirit to be partially manifested a number of times equal to half of your proficiency bonus(rounded down), regaining all uses after a long rest. If your spirit is reduced to 0 hit points in its partially manifested form, it is desummoned, returning to its dormant state. You may call upon it again, with it regaining 1 hit point when being summoned. Fully Manifested. In its full form, the spirit is now at its full power, and can act with its full might. In order to fully manifest your spirit, you must directly call on it, attempting to channel the curse’s power. As an action for 10 summoning points, you may make a DC 25 Charisma saving throw. On a failure, nothing happens. On a success, your spirit is summoned in its Fully Manifested form, appearing within 10 feet of you. If you have the Cursed Partner Variant feat, then your spirit may only be Fully Manifested for at most five minutes a day, after which it cannot be Fully Manifested again until you finish a long rest. So long as the curse that binds you and your spirit together persists, your spirit cannot be exorcised. If it is reduced to 0 hit points or killed, it will regain 1 hit point and become stable, going back into its dormant state, and being unable to manifest again in any way until you complete a long rest, including additional maneuvers such as Vengeful Spirit Protection. If you die or the curse is broken in some other way, your spirit can be exorcised. Regardless of which form the curse is in, it will act in the following ways: The spirit will prioritize your safety, possessing the Berserk condition. The spirit will remain berserk even if unable to see a target. It acts on the same turn as you do, it is charmed by you (ignoring the immunity to the condition), and it follows your orders as long as they do not contradict the Berserk condition. The spirit will not attack any creatures that are friendly to you. As a free action, you may make a DC 20 Charisma(Persuasion check against it, on a success it will stop attacking and go back to its dormant state, on a failure it will keep attacking until there are no more creatures but you in sight. Spirit Persuasion. At 5th level, your control over your curse has improved. The Charisma (Persuasion) check is lowered to a 15. Spirit Extensions. At 6th level, if you use the Extension technique variant rule, you can now make extensions that use your vengeful curse. If your spirit possesses an innate technique, you cannot make extensions that directly intertwine your innate technique with its innate technique. Spirit Control. At 11th level, you have gained more control over your cursed spirit. The spirit is now Bloodlusted against any creatures showing you hostility rather than Berserk. It will follow your orders as long as it does not go against the Bloodlusted condition. Tamed Spirit. At 17th level, your spirit now fully obeys you. You can now desummon your spirit as a reaction to it being attacked, and they obey your orders even if it goes against the Bloodlusted condition. Conduit. A curse is in its most stable form when possessing an item. Determine an item or medium that is significant between you and your spirit in its life. This item serves as a channel for you to control the curse. When you have the conduit in your possession, you can manifest your vengeful spirit easier, calling upon it to fully manifest for 4 summoning points instead of 10, and you will automatically pass the Charisma saving throw. Additionally, if you possess Cursed Weapon Enhancement, then when using it while you have the conduit in your possession you may spend your Vengeful spirit’s cursed energy instead, and if your spirit would otherwise possess the ability to spend more cursed energy on the enhancement than you, you can instead spend that amount. As you grow in power, you may find new ways to utilize your spirit's energy with your Conduit. Work with your DM to come up with ways you can use your vengeful spirit’s cursed energy with your ‘’’Conduit’’’. Vengeful Spirit Strike. Once per round on your turn, (no action required), you may call upon this spirit to aid you in combat by spending 1 summoning point. Make a melee attack roll against a creature within 10 feet of you. This additional attack inflicts slashing damage equal to your currently-wielded weapon's damage die. If you are not wielding any weapons, they take damage equal to your unarmed strike or martial arts (Whichever is higher). This cannot be used while your spirit is Fully Manifested or Partially Manifested. Vengeful Spirit Protection. As a reaction to a melee attack roll for 1 summoning point, your spirit can manifest and protect you, granting you a +2 to your armor class for this attack. This cannot be used while your spirit is fully manifested. If the spirit is partially manifested it must spend its movement speed in order to get in front of you for the purposes of this reaction. Additionally, at 14th level, your spirit will gain the Cursed Biology feat.
Prerequisites: Vengeful Cursed Spirit Innate Technique or Cursed Partner Variant, and 14th level You and your spirit have finally made amends, making it finally pass on to the afterlife. However, the spirit left you its cursed body to continue fighting alongside you. You gain the following:
Additionally, if you have both the Vengeful Cursed Spirit Innate Technique and Cursed Partner Variant background feat, then your spirit now gains an aspect of your sorcerer path if you have one. The spirit counts as your path for meeting feat prerequisites and ignores level prerequisites. |
Cursed Technique Feats[edit]
Prerequisites: You must be a Blood Manipulation user, 14th level, and have the Supernova Feat. You have become a master at hardening your blood. As a bonus action before firing Piercing Blood, for 4 Cursed Energy and 4 Blood Points, you create a small orb of hardened blood that can fit in your hand, placing it in front of Piercing Blood. After hitting a creature with Piercing Blood, the orb explodes, causing the creature to take an additional 4d12 piercing damage and stunning them. At 17th level, the damage increases to 7d12 If you miss with Piercing Blood, the orb explodes, forcing each creature within 10 feet to make a Dexterity saving throw. On a failure, a creature takes 11d10 piercing damage and is knocked prone. On a success, they take half as much damage and are not knocked prone. At 17th level, the damage increases to 16d10. You can choose for the orbs to explode immediately upon missing or manually trigger their detonation as a reaction when a creature enters the explosion range. This counts as an extension technique for the purposes of other features.
Prerequisites: You must be a Blood Manipulation user, 10th level and 20+ Constitution score. You have discovered the lengths you will go to in order to gain strength. As a free action for 10 Cursed Energy, you super heat your blood for a number of rounds equal to your Charisma modifier. When Maximum: Avici is active, all attacks that use your blood deal an additional 6d6 fire damage. For every turn Maximum: Avici is active, you take 2d6 fire damage. If you use Flowing Red Scale, you instantly gain the Burned Condition and the damage per round increases to 2d8 while still gaining the benefits of Flowing Red Scale. If you use Flowing Red Scale: Stack, the damage increases to 4d8. At 14th level, the fire damage increases to 10d6, and 14d6 at 17th level. At 20th level, the damage you take is reduced to 2d4, 2d6 for Flowing Red Scale and 2d8 for Flowing Red Scale: Stack. This counts as a Maximum Technique for all other purposes.
Prerequisites: Rot Technique, 6th level, 16+ Constitution score. You have figured out how to mimic the performance-enhancing qualities of Flowing Red Scale. You may spend 6 Cursed Energy and 2 Blood Points as a free action to gain the following benefits for 1 minute:
You cannot use Maximum Output on Overflow. This counts as an Extension Technique for the purposes of other features.
Prerequisites: You must have the Disaster Flames or Blazing Courage Innate Technique. You have realized that your flames do not have to be a source of destruction. If you are within 10 feet of a creature with the Bleeding condition, you may use an Action to spend 1 Cursed Energy to create a small flame that you attempt to use to cauterise the creatures bleeding wound. The creature must make a dc12 Constitution Saving Throw. On a failure, the creature takes 2d4 fire damage, loses the Bleeding condition and gains the Burned Condition. On a success, the creature takes half the damage, loses the Bleeding condition, and does not gain the Burned condition.
Prerequisites: You must have the Cursed Illusions Innate Technique, be 10th level. You have learnt to imbue your technique into certain objects. During a long rest, you may imbue your Cursed Technique into a powder or liquid for 4 Cursed Energy. Any creature who inhales or drinks these substances will experience hallucinations decided on by the GM.
Prerequisites: You must have the Pain Killer Innate Technique, be 8th level. You have learned to apply your technique in combat. When attacking a creature with Cursed Strike or Cursed Weapon Enhancement, you may apply only the part of your Technique that stops pain to it. When a creature is hit with Anesthetic Strike, they make a DC10+Charisma modifier+proficiency bonus Perception check. On a failure, they do not notice that they have taken damage and believe the attack missed. On a success, they realise that they have taken damage. If a creature fails a Perception check three times when being hit by a weapon that does Piercing or slashing damage, they gain the Bleeding condition.
Prerequisites: You must have the Pain Killer Innate Technique, be 10th level. You have learned to to apply your technique to yourself. When being hit by an attack, you can take a reaction to use Pain Killer on yourself, halving the damage. Additionally, if you drop to 0 Hit Points, you can stabilise yourself to 1 Hit Points, and if you are killed, you can bring yourself to 0 Hit Points.
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!
Prerequisites: Ten Shadows Technique Innate Technique, one of the following Shadows tamed: Divine Dog, Nue, Great Serpent, Max Elephant Round Deer. You have learned to manifest the powers of some of your shadows through utilizing cursed energy. While the respective shadow is not summoned, you may use its technique materialization. Divine Claws. As a bonus action for 3 cursed energy, you form the Divine Dogs claws on your fingers, adding an additional number of d6 equal to your Charisma modifier in slashing damage to your Cursed Strikes. You can have your Divine Claws active for a number of rounds equal to your Charisma modifier, increasing to double your Charisma modifier at 11th level. Lightning Powers. As an action for 5 cursed energy, you can use the Lightning Charge action. Venom Coating. As a bonus action for 5 cursed energy, you coat yourself in Great Serpents venom. Whenever you strike a creature with Cursed Strike or a creature strikes you in melee range, they must make a Constitution saving throw. On a failure, they take a number of d6 poison damage equal to your Charisma modifier and are poisoned. On a success, they take half as much damage and are not poisoned. Water Ejection. As an action for 6 cursed energy, you can use the Water Spray or Water cannon actions. Deer's Blessing. You gain the Reverse Cursed Technique and Improved Output feats. At 11th level, you gain the Improved Reverse Cursed Technique feat. These techniques are both affected by Stronger Shadows and Totality. You must have the respective shadow tamed in order to use its technique materialization, and they must not be summoned in any form, including Totality. At 11th level, you have learned how to enhance the powers of your shadows with Jujutsu. Divine Slash As an action for 6 cursed energy while you have Divine Claws active, you force all creatures in a 15 foot wide, 30 foot long square to make 3 Dexterity saving throws. On a failure, they take a number of d8 slashing damage equal to your Charisma modifier. On a success, they take half as much damage. Lightning Ray. As an action for 10 cursed energy, you make a cursed energy attack roll against a creature within 60 feet of you. On a hit, the creature takes lightning damage equal to the Lightning discharge damage die increased by a number of dice equal to your Charisma modifier. Venom Spray As an action for 10 cursed energy, you force all creatures in a 10 foot wide, 60 foot long line to make a Constitution saving throw. On a failure, they take a number of d8 poison damage equal to your Charisma modifier and are poisoned. On a success, they take half as much damage and are not poisoned. Pressurized Beam. As an action for 12 cursed energy, you force all creatures in a 5 foot wide, 120 foot long line to make a Dexterity saving throw. On a failure, they take the Water cannon damage die increased by a number of dice equal to your Charisma modifier in piercing damage. On a success, they take half as much damage. Deer's Will. As an action you may select one spell, active cursed energy effect or Cursed Technique within touch range that costs less than 20 cursed energy before reductions, and use the Neutralize Energy action on it. When using a materialization, you can use Shikigami Output on the respective shikigami as if you were summoning it, increasing the dice of its respective technique and adding Stronger Shadows counters as well.
Prerequisites: Ratio Technique Innate Technique, 10th level. After a creature is struck by a critical hit by you, you may use a bonus action to imbue your Cursed Technique into their body for 6 cursed energy. This has the following effects: At the start of their turn, the affected creature must roll 3d10. If they roll a 3 or a 7, they take xd8 necrotic damage, with x being your Charisma modifier. This damage is repeated for every die that rolls a 3 or a 7. If 2 or more die roll a 3 or a 7, the creature must make a DC15 Constitution saving throw. On a failure they suffer 1 level of exhaustion (The maximum exhaustion you can put on a creature while using this, is to a maximum of 4). On a success, On a success, they do not suffer exhaustion and lose all other instances of exhaustion suffered due to Golden Ratio. If a creature fails the Constitution saving throw while having 5 levels of exhaustion, they instead take 3d10 necrotic damage. Golden Ratio lasts a number of rounds equal to your Charisma modifier. After this time has passed, you must spend 2 cursed energy to maintain Golden Ratio at the start of your turn. This counts as an Extension Technique for all other purposes.
Prerequisites: Brain Technique Innate Technique, 17th level. You have discovered the ultimate heights of your technique. After your body is reduced to 0 hit points or you suffer the effects of Soul Separation, you may spend 20 Cursed Energy to reconstruct the last body you spent 10 years in, returning to the full hit points of that body, gaining all its attributes and gaining 2 levels of exhaustion. If you have the Necessary Precautions Cursed Feat, your "retained" Technique remains the same until you Back Up to its original body, where it will become the base technique once again, with you regaining access to the previous "retained" Technique until you once again change bodies. You cannot use Maximum: Backup in a body you directly killed. This counts as a Maximum Technique for all other purposes.
Prerequisites: Sugar Manipulation, 4th level, 16+ Intelligence score. You have pushed the boundaries of your technique. As a bonus action, you may spend up to your Charisma modifier to create candy insect shikigami equal in number to ten times the cursed energy spent. You can create a number of either Jelly Formicid, Jam Apid or Cider Dipterid. At 11th level, you have figured out that their is strength in numbers. the number of shikigami created increases to a hundredtimes the cursed energy spent, and you can group your summons in either Jelly Formicid Swarms, Jam Apid Swarms or Cider Dipterid Swarms. This counts as a Extension Technique for all other purposes.
Prerequisites: Sugar Manipulation, 4th level. You have found a new use for your technique. As a free action, you may spend 2 cursed energy to expel either gaseous morphine or alcohol for 1 minute. All creatures within 15 ft. of you must make Constitution saving throws. On a failure, they gain the Confused condition. If the creature fails by 5 or more they will gain an additional effect depending on if they inhaled morphine or alcohol: Morphine. If a creature fails a Constitution saving throw by more than 5 while inhaling morphine, they also gain the Hallucinating condition. Alcohol. If a creature fails a Constitution saving throw by more than 5 while inhaling alcohol, they also gain the poisoned condition.
Prerequisites: You must be a Sugar Manipulation user, and either have Reverse Cursed Technique, or be a Death Painting You have developed a method to have basically infinite sugar for your cursed technique. Whenever you use an amount of cursed energy greater than your Constitution modifier on one of your techniques, you may spend 1 point from your Reverse Cursed Technique pool to avoid the the drawbacks of using your technique. In addition, every use of 10 points of Reverse Cursed Technique not related to Energy to Sugar adds a +1 to the number of cursed energy you can expend without suffering the aftereffects of your techniques. These bonus points last until the end of a long rest.
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Taijutsu Feats[edit]
You have mastered how the impact of your cursed energy reinforces your blows, and have learned to improve upon it. When using Cursed Strike on an opponent, you spend an additional 2 Cursed Energy to create a shotgun-like blast of energy against them, causing an additional 2d6 force damage. |
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