Fanmade Extension and Maximum Techniques (Jujutsu Kaisen Supplement)
Extension and Maximum Techniques[edit]
This is where suggesstions for non-official extension and maximum techniques you can gain using the Extension Techniques Variant Rule will be listed, so you may put any kind of extension or maximum technique for any Innate Technique. Most of these are not made by the original creator of the class, so don't expect for them to be constantly monitored or changed by them.
Explanation of Extension Techniques[edit]
Based on a Jujutsu Sorcerer’s Cursed Technique and abilities, they are capable of creating Extension Techniques which further the efficiency of this style of Jujutsu. A character can only have a total number of Extension Techniques equal to their Charisma modifier + their proficiency bonus. Extensions should deal more damage and cost more than their lapse counterparts, ranging from 2-10 cursed energy. Players can discuss with their DMs when creating an Extension Techniques to determine their features and how much cursed energy they should cost.
Aditionally, you may ask permission from your DM to add a new property to an already existing technique when you use Maximum Output on it. Examples of this are when using Maximum Output on Blue one is now able to move it around, and when using it on Flowing Red Scale it becomes Flowing Red Scale: Stack, which gives new benefits.
Explanation of Maximum Techniques[edit]
Additionally, you can create an Extension Technique that realizes the greatest potential of a Jujutsu Sorcerers’ derived Innate Technique known as a Maximum Technique. They are the most supreme art of any sorcerer who possesses a Cursed Technique outside domain expansions. You can only have one Maximum Technique at a time which is treated as five Extension Techniques for the purposes of determining your current limit for Extension Techniques . A Maximum technique should at minimum be a 10th level feature and deal 10 dices of damage. In case it deals less than said damage, you must compensate it by making a very strong effect such as paralizing your opponent. Maximum techniques cost at minimum 10 cursed energy, and at maximum 20. Reasonably, Maximum Techniques are extremely powerful and equally costly so discuss with your DM regarding what may be allowed in terms of a Maximum Technique creation based around your Cursed Technique.
Original Extension Techniques[edit]
Projection Sorcery Extension Technique: 128 Frames[edit]
Recommended Level: 10th level
You have learnt to compress and shorten the frames of your technique, granting more of them per second. However, all actions will now cost more frames. As a full turn action for 6 Cursed Energy, you are able to split your turn into 128 frames. Allowing you to predetermine what you do for your turn. The following are a list of actions you can take and the frame amount you need to use in order to carry out said action:
Action | Frame Amount | Description |
---|---|---|
Movement | 2 Frame | You may move 10 feet in a direction of your choice. If you pick this frame multiple times, the maximum amount of feet you may move is equal to your speed. If you try to move faster than this you fall under the 24 FPS Rule. |
Attack | 6 Frames | You may make 1 attack roll against a creature of choice. |
Action | 18 Frames | You may make 1 action. You cannot make a number of actions higher than your Charisma modifier with this feature. |
Bonus Action | 6 Frames | You may make 1 bonus action. You cannot make the same bonus action twice with this feature. |
Free Action | 4 Frames | You may make 1 free action. You cannot make the same free action more than once with this feature. |
Reaction | 4 Frames | You may make a reaction. You must still predetermine the trigger for this reaction or it will be wasted. |
All other aspects of Projection Sorcery are unchanged while using 128 frames.
Projection Sorcery Extension Technique: 255 Frames[edit]
Recommended Level: 20th level
Requires 128 Frames
You have learnt to compress and shorten the frames of your technique, granting more of them per second. However, all actions will now cost more frames. As a full turn action for 10 Cursed Energy, you are able to split your turn into 255 frames. Allowing you to predetermine what you do for your turn. The following are a list of actions you can take and the frame amount you need to use in order to carry out said action:
Action | Frame Amount | Description |
---|---|---|
Movement | 5 Frame | You may move 10 feet in a direction of your choice. If you pick this frame multiple times, the maximum amount of feet you may move is equal to your speed. If you try to move faster than this you fall under the 24 FPS Rule. |
Attack | 15 Frames | You may make 1 attack roll against a creature of choice. |
Action | 25 Frames | You may make 1 action. You cannot make a number of actions higher than double your Charisma modifier with this feature. |
Bonus Action | 15 Frames | You may make 1 bonus action. You cannot make the same bonus action twice with this feature. |
Free Action | 10 Frames | You may make 1 free action. You cannot make the same free action more than once with this feature. |
Reaction | 10 Frames | You may make a reaction. You must still predetermine the trigger for this reaction or it will be wasted. |
All other aspects of Projection Sorcery are unchanged while using 255 frames.
Technique Extinguishment Extension Technique: Extinguishing Blade[edit]
Recommended Level: 6th level
Requires Cursed Weapon Enhancement
You have discovered a way to partially imbue your technique within a weapon, extinguishing jujutsu wherever it may strike. When you activate your Cursed Weapon Enhancement, you may spend an additional 2 cursed energy (which does not contribute to increasing its damage) to coat your weapon with beams of light along its length.
Whenever you hit a creature with the imbued weapon, you apply a stack of Extinguishment. Upon reaching 3 stacks, the creature is Extinguished, taking half the damage of your Technique Extinguishment and making a Charisma saving throw. On a failure, the creature suffers the effects of Extinguishment for half the duration. On a success, the creature only takes the additional damage.
Rot Technique Extension Technique: Overflow[edit]
Recommended Level: 8th level
You have figured out how to mimic the performance-enhancing qualities of Flowing Red Scale. You may spend 6 Cursed Energy and 6 Blood Points as a free action to gain the following benefits for 1 minute:
- Your movement speed increases by 20 feet.
- You will gain a +2 bonus to your AC.
- You will have advantage on Dexterity saving throws.
- You will gain an additional action on each of your turns. That action can be used only to take the Attack (one melee weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- Any melee attacks that hit you will force the attacker to make a Constitution saving throw, receiving the effects of failing a Rot Technique saving throw on a failure and the effects of succeeding on it on a success.
- Any melee attacks that you make will function as though you used Crimson Augment on them without an additional cost.
You cannot use Maximum Output on Overflow.
Rot Technique Extension Technique: Convergence Imitation[edit]
Recommended Level: 10th level
you've learned to push your imagination. As a Bonus Action, you can activate an imitation of your fellow counterpart technique, Blood Manipulation's Convergence to compress and condense blood to its absolute limit for 1 minute. During this technique's duration, whenever you use one of your cursed techniques you can spend additional Cursed Energy(and an equal amount of blood points) up to your Charisma modifier to enhance the technique's potency. For each Cursed Energy you use, the technique will receive one additional dice of damage or 1 additional turn of duration. Additionally, you can now gain the Supernova, Blood Edge and Piercing Supernova Cursed Feats.
Additionally, during Convergence, you can perform any of the following techniques:
- Piercing Blood. You focus blood into a highly pressurized beam that tears through targets. As an Action, you spend 8 cursed energy and 15 blood points to fire at a target within 60 feet. Make a ranged cursed energy attack roll with advantage. On a hit, the beam deals 11d12 piercing damage.
- At 17th level, damage increases to 15d12; at 20th level to 19d12.
- Blood Caltrops. You summon floating caltrops of blood that punish enemy movement. As an Action, you may spend cursed energy up to your Charisma modifier and twice the amount of Blood Points to create Caltrops. For each cursed energy and 2 blood points spent, you create two caltrops. These caltrops hover in a 30-foot radius for 1 minute. Any enemy entering or starting their turn in the area must make a Dexterity saving throw. On a failure, they take 2d8 piercing damage per caltrop (max 4 caltrops affect a creature at once) and have their speed reduced by 20 feet per caltrop hit. On a success, half damage and no speed reduction.
- At 17th level, damage per caltrop increases to 4d8; at 20th level to 6d8.
- Blood Meteorite. You have learned how to harden some of your blood and throw it against an opponent. As a bonus action for 6 Cursed Energy and 8 blood points, you target one target within 30 ft. of you. Make a ranged cursed energy attack roll, on a hit they will take your 6d12 bludgeoning damage and must make a Constitution saving throw. On a failure, they will become stunned until the end of your turn, on a success they're not stunned.
- This technique's damage increases to 10d12 at 17th level and 15d12 at 20th level. This technique can be used without convergence being active and is not affected by Water Dilution.
Straw Doll Technique Extension Technique: Thorn Spray[edit]
Recommended Level: 14th level
As an action for 6 cursed energy, you slam your hammer into a nail and destroy it, scattering its shrapnel and forcing all creatures in a x-ft. cone to make a Dexterity saving throw, with x being your Charisma modifier times ten. On a failure, they take 9d8 piercing damage; on a success, half.
Damage increases to 12d8 at 17th, and 15d8 at 20th.
Straw Doll Technique Extension Technique: Thorn Drill[edit]
Recommended Level: 14th level
As a full turn action for 8 cursed energy, you launch a spinning nail at an opponent, dealing 12d8 piercing damage.
Damage increases to 16d8 at 17th, and 20d8 at 20th.
Cursed Speech Extension Technique: Boomburst[edit]
Recommended Level: 12th level
You’ve discovered that you can forsake your orders to simply deal damage with your technique. As an action for 6 cursed energy, you create a blast of destructive sound, forcing all creatures within a 60ft. cone to take 4d10 thunder damage and make a Strength saving throw. On a failure, they are knocked back 10 times your Charisma modifier (minimum of 1) feet back, taking 1d10 force damage per 10 feet traveled. On a success, they are not knocked back.
The thunder damage increases to 8d10 and the force damage to 1d12 at 17th level, and 12d10 and 2d6 at 20th level.
Ratio Technique Extension Technique: Golden Ratio[edit]
Recommended Level: 14th 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.
Sugar Manipulation Extension Technique: Frosting Illusions[edit]
Recommended Level: 6th level
You have learned to create convincing imitations from frosting. You can do this in 2 ways:
Frosting Walls. Upon entering a room, you may spend 10 cursed energy to create a false wall made of frosting as a free action. You may pass freely through this wall, while other creatures cannot unless they are touching you. You are completely aware of any movement on the other side of the Frosting Wall. If a creature enters a room after you have created a Frosting Wall, they may make an investigation check, with the DC equal to your cursed energy DC. If they fail and you are on the other side of the Frosting Wall, you get an opportunity attack against the creature.
Frosting Summons. As a bonus action, you may spend 3 cursed energy to create a Frosting Summon. You can control the appearance of the summons for no additional cursed energy when creating them, making them resemble pre-existing people if you wish. you may have a number of Frosting Summons equal to your Charisma modifier. Frosting Summons cannot deal damage, so you can either spend an additional 1 cursed energy when summoning them to embed gobstoppers in their hands and feet, giving their Cursed Strikes 2d8 necrotic damage + your Charisma modifier, or give them any Cursed Tools in you possession, with the damage being calculated as though you were wielding those tools.
At 11th level, the amount of Frosting Summons you can create is equal to your Charisma modifier + your proficiency bonus.
Sugar Manipulation Extension Technique: Candy Control[edit]
Recommended Level: 3rd level
You can increase the sugar levels in your own body and output it into a physical form. This allows you to manipulate sweets and candy in a variety of ways.
Gum Binding. You may generate gum, creating a net that envelops an opponent. As an action for 3 Cursed Energy, you must choose a target within 30ft of you. The target must make a Dexterity saving throw against your cursed energy DC or become restrained. The creature can spend its action after being restrained to roll a Strength saving throw, breaking itself from the effect on a success.
Gobstopper Bludgeon. You create a solid gobstopper in your hand, increasing your striking power. As a bonus action for 2 cursed energy, you create a gobstopper in your hand, increasing the damage dealt by your cursed strikes by 2d8 necrotic damage + your Charisma modifier.
Sugar Manipulation Extension Technique: Candied Swarms[edit]
Recommended Level: 3rd level
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.
Original Maximum Techniques[edit]
Blood Manipulation Maximum Technique: Avici[edit]
Recommended Level: 10th level
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.
Brain Technique Maximum Technique: Backup[edit]
Recommended Level: 20th 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 4 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.
Projection Sorcery Maximum Technique: Frame Freeze[edit]
Recommended Level: 10th level
You have learnt to apply the paralysis effect of your cursed technique over a wide area. As an action for 15 cursed energy, you paralyse everything within x ft. of you, with x being your Charisma modifier times ten for one minute. Any creatures and objects caught in Maximum: Frame Freeze becomes paralyzed, resembling stopped time.
Creatures caught in Maximum: Frame Freeze that are capable of using Domain Amplification may activate it as a reaction to avoid the paralysis. If they stop using Domain Amplification while Maximum: Frame Freeze is active, they become paralyzed.
At 17th level, at the end of the minute, you may spend an additional 5 cursed energy to extend Maximum: Frame Freeze for another minute.