Fanmade Innate Techniques (Jujutsu Kaisen Supplement)

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Innate Techniques[edit]

This is where all the non-official techniques will be listed, so you may put any kind of techniques here. 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.

Technique Creation Guide[edit]

While the base techniques present in jujutsu kaisen are fun and all, some people just want to get more creative with their choices and do what they want, there's where the fanamade techniques come into play! This guide will serve to aid you in creating a technique that's fit for the supplement.

Concept

When creating your innate technique, think about what you want to do with it. Do you want to use lazer beams? Do you want to manipulate gravity? Or do you wish to just create a funny shikigami? The possibilities are endless, however the first thing you need to think is set what does your technique does, which will be it's "lapse" state.

Lapse Technique

The 1st feature your technique gains will always be it's lapse. Lapse techniques generally cost from 1-3 cursed energy and do not deal more than 2 dices of damage at 1st level, with the die tiers never being lower than a d6. They tend to scale their damage for every subclass level you gain(3, 6, 10 etc). Your Lapse technique will be what defines the subclass, being it's main move.

However, if your technique's concept is far too broad and diverse(such as manipulating water), you can turn all of your technique's features into extensions instead.

Technique Improvements

When you have an empty level and you don't know what to put in, a technique improvement generally is the way to go. Technique improvements can be various types of small benefits, it could be a cursed feat that fits with the technique, a damage increase, or a new effect the technique does. It's really simple but very effective in many cases.

Extension Techniques

Extension techniques are new ways of applying your lapse technique but in a unique way to it's user. When making a extension, make it based around the lapse technique but give it some changes to make it do something different. You should avoid doing things such as doing the opposite of what your technique does, or things that are non-related to the technique. Extensions should deal more damage and cost more than their lapse counterparts, ranging from 2-10 cursed energy.

Maximum Techniques

Maximum techniques are the most powerful thing your cursed technique can have outside a domain expansion. When making a maximum technique use the same base you used for the extension technique, but do it in a greater scale. 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.

Domain Expansion

The most powerful technique a sorcerer could ever have is a domain expansion, there's no doubt in that. Domain expansions should only be obtained at 20th level, due to the sheer amount of power they pocess. Domain expansions always come with a constant effect, think of something related to your base technique and make a effect based on it. If you give damage overtime with your expansion, it needs to be at minimum 20 dices.

You may also choose to give domain expansions at 3rd level, but in these cases the whole technique must be centered around the domain expansion. These domain expansions are generally the non-lethal type, or deal small amounts of damage, since their focus is on their effects.

Cursed Technique Reversal

A cursed technique reversal is the inverse of what your technique would normally do. You must pick the concept of your lapse and revert it, for example, a technique that pushes people would instead pull in it's reversal. Due to cursed energy times two, cursed technique reversals have twice as many dice from their original technique and cost twice as many ce when using it.

Damage Scaling System

For this supplement, we use a system of determining damage scaling known as the "Hurt" system for lack of better terms. Whenever one of the following selections mentions 'per level', it represents the levels of 5th, 11th, 17th and 20th. Generally lower level and minor features obtained early in a Innate Technique have damage scaling whilst more advanced and powerful features have upfront and non-scaled damaging features.

"It Hurts A Bit." Damaging features that can deal damage but its focus is not primarily damage. Therefore, these features only increase by one damage dice per level

"Kinda Hurts." These techniques greatly deal considerable damage but it is not noticeable unless done by amplifying the feature. Therefore, these features increase by 2 damage dice per level.

"It Hurts Very Much." Techniques of this variety deal noticeable amounts of damage, and often inflict great injuries. Therefore, these features increase by 3 damage dice per level.

"It Hurts Me Alot." Very powerful techniques that are primarily intended for solely offensive destruction. These features increase by 4 damage dice per level.

"Hurts Til I Am Dead." The most devastating techniques, capable of destroying buildings and annihilating creatures. These features have the highest increase at 5 damage dice per level.

Original Innate Techniques[edit]

Offensive Techniques[edit]

Jasmine Dragon[edit]

A technique that harnesses the benefits of the reversed cursed technique to deal greater damage to foes while preserving their lives. This technique uses reverse cursed energy to reinforce the body to take it from flimsy flesh, to nigh unbreakable bone. Those who use this technique are rare, with those who live long enough to see its peak dying before they ever get the opportunity. Usually hailed as medics who are peerless to most healers. You must possess the Natural sorcerer feat.

Medic’s endurance

Starting at 1st level, you have been born with a great aptitude for healing others, despite never really studying medicine. You will gain the Reverse Cursed Technique feat. Your reverse cursed technique is stronger than normal, every 1 cursed energy spent will count as 2 instead. In addition, you will gain proficiency in the Medicine skill, in case you already have proficiency you'll gain expertise instead. Whenever you make a medicine check to stabilize someone and succeed, the creature regains 1 hit point. It takes twice as many points of exhaustion for you to be effected by it’s status conditions. You gain the immense cursed energy feat. In addition, due to the constant flow of reverse cursed technique on your body has made you regain cursed energy much quicker. Once on each of your turns as a bonus action you can gain 1 point of exhaustion to replenish half of your reverse cursed energy (rounded up) and ¼ of your cursed energy (rounded up).

Dragon’s fire

At 3rd level, due to constant usage of your Reverse Cursed Technique, you have improved as a healer and make the wounded feel rejuvenated. You will gain the Improved Reverse Cursed Technique and Improved Output feats. Whenever you make a creature regain hit points, they will regain half as many hit points as temporary hit points. They cannot gain temporary hit points from this feature again until the current temporary hit points vanish. You gain the improved cursed energy output feat. Also, your reverse cursed technique healing pool is now 15 times your level times your Charisma modifier You can survive twice as long without food or water. The maximum for your ability scores increases to 22, your Constitution, Charisma, Strength or Dexterity increase by 1.

Jade knuckles

At 6th level, wounds have become a simple matter for you, it's simply just fixing something that is broken. Whenever you spend at least 10 cursed energy in your Reverse Cursed Technique, you can choose to end one of the conditions currently affecting the target, or reduce one level of exhaustion. Your cursed energy from your cursed strikes shines green as you have used your reverse cursed technique to the point of mastery. When using your cursed strikes you may add up 4 reverse cursed energy per cursed energy spent, adding 1d6 force damade for every 2 reverse cursed energy spent. Attacks made using the jade knuckles feature are nonlethal and change your cursed strikes damage type to force damage. You can add up to 8 reverse cursed energy at 8th level. This increases again to 10 at 14th level.

From flesh to bone

At 10th level, due to the constant flowing of positive cursed energy through your body, you have become healthier than almost every creature in this world. Your body becomes immune to disease. Due to your exposure to reverse cursed energy, your body has exceeded the limits of a normal person. You gain the body improvements feature, ignoring ability score requirements, but following level requirements. (you use your jujutsu sorcerer level to determine these points). In addition, your DC to force reverse cursed energy is now 15 and you gain the Dense cursed energy and Cursed Enhanced body feats.

Tokyo School Feature: Jasmine Haze

At 14th level, your studies at tokyo jujutsu high made you realize how much greater your healing can be, not only aiding others but also improving to go beyond what others though possible. Your constitution, Charisma, and Dexterity or Strength scores increase by 2, including their maximum. You gain the overflowing cursed energy feat, if you already possess this feat, you gain the Overpowering cursed energy feat. Once during your turn you can choose to gain 6 levels of exhaustion and gain the following effects for 1 minute:

  • You are unaffected by poison, exhaustion, and cannot have your limbs forcibly amputated
  • You gain an extra bonus action.
  • You gain resistance to all magical damage
  • You gain 60ft of blindsight and tremor sense
  • Your reversed cursed technique heals others at the same rate you can heal yourself
  • A creature you choose within 10ft of you can be healed by your reverse cursed technique
  • You deal an additional d6 of damage equal to your levels of exhaustion to your cursed strikes.

After the sudden surge ends, you must make a Constitution saving throw. On a failure their body will suffer backlash from the energy gained, causing you to gain 4 levels of exhaustion. On a sucess, you body does not suffer as much but will still receive 1 level of exhaustion. At 17th level if you use this ability with 7 levels of exhaustion and do not reach 12 after it ends you gain the One in a billion feat

Jade Tail

Finally at 20th level, your reverse cursed technique has reached it's absolute peak, not even death scares you anymore. As an action for 25 Cursed Energy, you create a jade belt fastens itself to your waist and changes your Charisma, Dexterity or Strength, and Constitution scores to 25. The user can only use this ability after having at least 6 levels of exhaustion. The user gains 4 levels of exhaustion after making the belt. The belt attaches itself to a creature of your choice within 10 feet and lasts a number of hours equal to you charisma modifier. While attached it closes all wounds, and cures all diseases affecting the creature and replaces all missing limbs as well as removing the effects of exhaustion. After using this technique the user seems to halt aging indefinitely.


Design note: I designed this with the idea that the sorcerer could use their strength stat as their spellcasting stat for the sake of build diversity.

Stop the Clock![edit]

A technique designed around stopping time itself. Though it's immensely powerful, it's difficult to use and drains an amount of Cursed Energy that's just as insane as the benefits.

The Advantages of Stopping Time

This is a quick guide for any potential situations that have been set up during stopped time.

- If you make an attack that makes contact with the target during stopped time, ignore "attack rolls" and simply roll damage.

- If you make an attack that doesn't immediately make contact with the target during stopped time (for example, shooting off a projectile), your attack roll has advantage, or if the target has to roll a saving throw, the target has disadvantage.

- Nothing else yet. This list may be edited for additional situations.

Quick Stop

Starting at level 1, you have the ability to stop time as a reaction, at the cost of 7 Cursed Energy (or all of it, if you don't have that as your maximum Cursed Energy yet). First though, you must roll a DC 20 Dexterity saving throw, just to see if you're able to actually make this reaction. (This saving throw comes first before any others if the attack coming at the user requires a saving throw.) Time stops for what's equal to ONE SECOND, and you're allowed to use that limited amount of time as you see fit, as long as it makes sense for the small amount of time you're provided. (Talk with your DM for the dos and don'ts of Quick Stop.)

At level 6, this time increases to three seconds, and you may discuss limits with your DM once more.

Your Own World

Upon reaching level 3, you have the ability to stop time as an extension of your turn, costing 25 Cursed Energy (or again, if you don't have that much as your max, all of your remaining Cursed Energy). Either before your turn starts or after your turn is determined to be "over," you may stop time for six seconds (the average actual amount of time in the campaign's world during a turn). It's literally just another turn, but during stopped time. As you make your turn, keep this in mind, and refer to "The Advantages of Stopping Time."

Domination of Your World

After reaching level 10, you are now able to stop time for six seconds as a free action for the same Cursed Energy cost as "Your Own World." Same effects as before, basically a full turn within stopped time.

Tokyo School Feature: Enhanced Manipulation

"Quick Stop" now only costs 3 Cursed Energy, and "Your Own World" now only costs 10 Cursed Energy.

Mastery of Your World

Finally, upon reaching level 20, you are now able to spend another 25 Cursed Energy after time has already been stopped for six seconds (aka, you've used "Your Own World" or the "Domination of Your World" extension) to continue stopped time for another six seconds, making it twelve seconds total (or two turns of stopped time in all).

Disaster Winds Technique[edit]

Disaster Winds

Lapse Technique

At 1st level, you’ve learned how to use the disastrous nature of this technique in its simplest form. As an action, you can expend 1 cursed energy to force every creature in a 20 ft. cone to make a Strength saving throw. On failure, they are pushed back an amount of feet equal to (your proficiency bonus x 15) and take 2d6 slashing, bludgeoning or thunder damage, if they succeed they don’t get pushed back and they take half damage. You can also do this once per turn after you land a melee attack against a creature. Your damage dice increases to 4d6 at 5th level, 8d6 at 11th level, 12d6 at 17th level, and to 16d6 at 20th level.

Combative Currents

Extension Technique

At 3rd level, you’ve discovered multiple ways you can utilize your cursed technique in different combat encounters. You gain the following techniques: Updraft. As a bonus action, you can expend an amount of cursed energy up to your proficiency bonus to imbue yourself with your technique for an amount of turns equal to the cursed energy expended. You will act as if you’re concentrating on this like a spell. Updraft provides the following benefits:

  • You gain +30 ft. walking speed.
  • You gain Advantage on all Dexterity saving throws.
  • Your jump distance is multiplied by 2.
  • You can dash as a bonus action.

At 11th level, you can touch one creature and imbue them with updraft, you both will gain the benefits. Gust. As an action, you can use up to your Charisma modifier in cursed energy to make every creature in a 15 ft. wide x 100 ft. long line to make a Strength saving throw. On failure, they will be pushed back an amount of feet equal to (cursed energy used x 30) and will be knocked prone. If they succeed, they will only be pushed half the distance and will not be knocked prone.

Headwind.. As a reaction to a projectile attack, you can use 2 cursed energy to reduce the damage by xd6 (x being your level), if the damage is reduced to 0, the attack is sent in a direction of your choice.

Flight. You gain flying speed equal to your walking speed.

Ambush Tornadoes

Extension Technique

You’ve learned how to use your technique to quickly trap your enemies before they can react. At 6th level, as a free action, bonus action, or action, you can use 3 cursed energy to summon a 10 ft. x 10 ft. tornado anywhere within 50 ft. of you. You can have an amount of tornadoes at once equal to your Charisma modifier, and you can move these tornadoes as a free action, bonus action, action, or reaction. When an enemy moves into the tornado or starts their turn inside of the tornado they need to make a Strength saving throw to resist being grappled and taking 3d12 slashing, bludgeoning, or thunder damage. On success they will take half damage and will not be grappled. This damage die increases to 6d12 at 11th level, 8d12 at 17th level, and 10d12 at 20th level. Additionally, add another damage die to your techniques.

Ashen Hurricane

Maximum Technique

At 10th level, you’ve learned the strongest way of outputting your technique in terms of raw destructive power. As an action for 10 cursed energy, you can create a hurricane shrouded in ash within 30 ft. of you for an amount of turns equal to your proficiency bonus. Anything caught in the hurricane has to make a DC 15 Constitution save to avoid being blinded and deafened, anyone inside the hurricane takes 3d8 slashing, 3d8 bludgeoning, and 3d8 thunder damage, constructs take double damage. You can adjust the size of the hurricane as a free action, ranging from 20 ft. x 20 ft. to 50 ft. x 50 ft., you can also move the hurricane as a bonus action up to 20 ft. each turn. The inside of the hurricane is considered difficult terrain. This damage die increases to 4d8 at 11th level, 5d8 at 17th level, and 6d8 at 20th level.

Tokyo School Feature: Gale Winds

Technique Improvement

You’ve been refining your technique for so long that you found out how to produce more force behind your wind, increasing its maximum range and efficiency. At 14th level, you gain the following benefits from your innate technique:

  • The range for your techniques are doubled.
  • You can use Disaster Winds as a reaction after an enemy gets within 5 ft. of you.
  • You can command all your Ambush Tornadoes at once.
  • Your flying speed increases by 30 ft.
Domain Expansion: Tailwind of The World Serpent

Domain Expansion

Finally at 20th level, you’ve mastered the art of your cursed technique, and you’ve gained your domain. Your domain is a foggy abyss over an unending ocean that harbors a mythological beast of unfathomably large size. The World Serpent—Jörumngandr—quickly erupts from the ocean depths and it bites the end of its tail, causing a massive gust of wind to follow as he moves endlessly. All hostile creatures inside the domain have to make a Strength saving throw at the end of their turns. On failure, they will take 10d12 thunder, 10d12 cold, and 10d12 bludgeoning damage and will be stunned until they successfully make the save, in which case they would take half damage and not be stunned. The entire domain is considered difficult terrain.

Cursed Farming Technique[edit]

Cursed Farming

Lapse Technique

At 1st level, you have awakened your technique, Cursed Farming. You can produce cursed crops at unreal speeds, but only when there is ground below you. When you are on the ground, you can use your technique in one of the following ways:

Cursed Corn.. As a bonus action for 1 cursed energy, you can fire a kernel of corn with a range of 60 feet. On hit, the target takes 1d8 piercing damage. Whether the kernel hits or misses, it will blow up. Each creature within 5ft has to make a Dexterity saving throw or take 1d8 fire damage. The damage increases to 2d8 at 5th level, 3d8 at 11th level, 4d8 at 17th level and to 5d8 at 20th level.

Cursed Rice.. As a reaction to an attack being made against you or a creature within 10 feet of you for 2 cursed energy, you can cover the target in a protective shield of rice. This boosts the target’s AC by your proficiency bonus, if the attack misses the target has to roll a Strength saving throw against your cursed energy DC to avoid being restrained by the rice. They can repeat this saving throw at the beginning of each of their turns.

Cursed Wheat.. As a bonus action for 2 cursed energy, you can grow a 30-foot-radius field of wheat out of the ground within 100 feet of you. The area inside the wheat is heavily obscured, and the wheat lasts for 1 hour unless dismissed or destroyed. The wheat field’s health equals your proficiency bonus multiplied by your Charisma score and it is vulnerable to fire damage.

Cursed Potatoes.. As an action for 1 cursed energy, you can launch a flurry of potatoes with a range of 60 feet. Each creature within a 10-foot-radius sphere must make a Dexterity saving throw against your spell save DC or take 2d4 bludgeoning damage and be knocked prone. On a successful save, they instead take half damage and are not knocked prone. This area is considered as difficult terrain as the potatoes mash against the ground upon impact. The damage increases to 4d4 at 5th level, 6d4 at 11th level, 8d4 at 17th level and to 10d4 at 20th level.

Hay Bale Barrage

Extension Technique

At 3rd level, you’ve learned how to use your technique in a more destructive way. As an action for 5 cursed energy, you can send 3 hay bales barreling down a 120 feet line, these hay bales are Large. Anyone within this line has to make a Dexterity save against your cursed energy save DC to not be trampled by the barrage of hay bales. On a failed save, the target takes 1d10 bludgeoning damage for each hay bale and is moved along with the stampede until it covers all of its range, taking an additional 1d6 bludgeoning damage for every 10 feet moved from their original point. On a successful save, they only take half damage and are not moved. The damage increases to 2d10 at 5th level, 3d10 at 11th level, 4d10 at 17th level and to 5d10 at 20th level.

Animal Products

Extension Technique

At 6th level, you’ve learned how to utilize animal products into your technique. You gain the following extensions to your technique:

Cursed Milk.. You gain a swimming speed equal to your walking speed, this appears as you surfing on a wave of milk when you’re above the water. When you’re underwater, you can spend 2 cursed energy as a bonus action to encase yourself in milk and fire yourself like a rocket. You gain the benefits of the dash action and you can breathe underwater for 1 minute or until you crash into something. When you crash into something, they take 1d8 bludgeoning damage for every 10 feet traveled that turn, instead of the usual 1d6.

Cursed Eggs.. As a bonus action, you can expend an amount of cursed energy up to your Charisma modifier to produce an equal amount of eggs that each heal for 1d12 + your Charisma modifier upon consumption. These eggs can be consumed as a bonus action by anyone who has them, and they go away after 1 minute. When you eat an egg, you must make a DC 5 Constitution save, on failure, you will immediately be reduced to 0 hit points and be put on death saves. If someone fails this saving throw two times before taking a long rest, they will immediately gain 6 levels of exhaustion and die. Everytime someone eats an egg, the DC for their next egg goes up by 5, this gets reset once they’ve taken a long rest. At 11th level, this healing increases to 2d12 and the DC against heart disease is reduced to 4, gaining 4 more after each egg consumed.

Cursed Wool.. You gain proficiency with disguise kits. Additionally, you can spend 1 cursed energy and 1 minute of uninterrupted work to create an outfit that gives the wearer the benefits of the disguise self spell, this version of the spell has an unlimited duration as long as the clothes aren’t taken off or destroyed.

Quality Crops

Technique Improvement

At 10th level, your experience with farming has allowed you to harvest crops of the finest quality. Whenever you use your Lapse Technique, roll a d6, the number rolled determines how much the crop’s quality increases:

Cursed Corn.. The damage die, attack bonus, and save DC increase by the number rolled on the d6.

Cursed Rice.. The AC boost and Strength save DC increases by the number rolled on the d6.

Cursed Wheat.. The area the wheat covers increases by 10 feet multiplied by the number rolled on the d6. The health of the wheat also increases by 20 multiplied by the number rolled on the d6.

Cursed Potatoes.. The damage die and save DC are both increased by the number rolled on the d6.

Tokyo School Feature: 5-Star Fertilizer

Technique Improvement

At 14th level, you’ve learned to apply a cursed fertilizer that will grow your crops at even faster speeds. All your techniques will have their action cost reduced by 1. (Action>Bonus Action>Free Action).

Domain Expansion: Fields of Harvest

Domain Expansion

At 20th level, you’ve learned how to apply your technique in the most efficient way possible, a domain. Your domain is a vast farmland, with fresh crops, scarecrows, and farm structures. While in your domain, the Quality Crops die is changed to a d20 and your crops have infinite range. If a crop that does damage to a creature has a quality of 20, the attack will be a critical hit even if it’s an attack that forces the enemy to make a saving throw instead of you making an attack roll. Each damage die from a 20 quality crop will be rolled with advantage.

Support Techniques[edit]

Cursed Body Seal

At a very young age you've been able to understand the inner most workings of your own body as a seal for cursed energy allowing unfathomable things.

Seal Body

At 1st level you turn your body into a tall slender figure with multiple cursed seal paper sprouting from your body forming a flowing mummy look. For 1 cursed energy as a action you active your cursed seal body and you can spend an amount of turns in this form up to your charisma modifier. While in this form you gain a claw and bite attack, claw dealing 1d6+your strength modifier slashing and bite dealing 1d8+your strength modifier piercing damage, both of these deal double damage to undead and fiend type opponents and opponents of this variety hit by your attacks while transformed must make charisma saving throws against your save DC on a failure they cannot use any of their cursed techniques on thier next turn. You can only use this once per long rest.

Your damage dice increases to 1d8 slashing and 2d6 piercing at 5th, 2d6 slashing and 2d8 piercing at 11th and finally 2d8 slashing and 2d10 piercing at 17th level. You can also use this form twice per long rest at 5th level, three times at 11th level and as many times you like at 17th level with the duration being your charisma modifier in minutes.

Technique Sealing

At 3rd level you can lock cursed energy in you to increase your fighting prowess. While your Seal Body is active, you can spend 2 cursed energy after a creature hits you with an attack from thier innate technqiue or you attack them with your claw and bite attacks they must make a charisma saving throw against your save DC, if they succeed than they have nothing but a merely disadvantage on using their innate technique the next turn, if they fail however then until they succeed the save at the beginning of their turns they cannot use their innate technique. For every 5 cursed energy spent on a attack that hit your from thier innate technique you may increase the DC by 1 and this does not change after usage until you deactivate your technqiue.

This becomes for every 3 cursed energy at 5th level, for every 2 cursed energy at 11th level and for every 1 cursed energy at 17th level.

Adaptive seal

At 6th level you learn to enhance your own strength by consumption of cursed energy and further advancing your sealing arts. Whenever you use your bite attack you can choose to spend 5 cursed energy to add your charisma modifier to hit and if it lands you bite a chunk out of a creature, the amount is 1/5th of their maximum weight, for every 4 pounds you devoured you gain 1 cursed energy and can choose 1 positive aspect of theirs to choose from and use, e.g you can choose to use thier strength modifier instead of your own or gain their movement speed or use one of their innate techniques that you meet the level requirements for.

Anti Curse Seal

At 10th level you become an anomaly amongst curse technqiues as you gain an improved negation ability. You gain access to the Simple domain feat additionally it lasts indefinitely while you're transformed after paying the initial cost and at 17th level it's active after transforming instead of paying the initial cost and you always count as having concentration on it without the need of concentration

Tokyo School Feature: Improved Beneficial Sealing

At 14th level now when you use adaptive sealing you do not gain any one positive aspect from the creature, instead you gain an attack and damage bonus equal to their proficiency modifier and you gain a movement speed increase of their proficiency multiplied by 10. You cannot change this an cannot chose to gain a positive aspect, this costs 8 cursed energy extra with the 5 needed for adaptive sealing and you can use this more than once to gain the benefits on top of each other at 17th level.

Holy Cursed Body Chokusen-in

At 20th level you gain the precipice of your technique now becoming a seal unlike any before. Your transformation lasts indefinitely with no time limit and your bite and claw attacks deal an extra xd6 radiant damage, with X being cursed energy you spend up to your charisma modifier. Your AC is now calculated 14+your dexterity modifier+ your Charisma modfeir and you now whenever you make an attack or are hit with an attack creatures must make a charisma saving throw against your save DC and failing results in their cursed energy being stopped until you detransform, fiends and undead have disadvantage on the saves against these effects and you have advantage against attacks on creatures of this category.

Witchcraft Initiation[edit]

Witchcraft Initiation manipulates cursed energy at an extremely advanced level, enabling the creation of complex, ethereal structures, and a variety of spiritual weapons.

Ethereal Arsenal

Starting at 1st level, you can now use your cursed energy to form ethereal structures. As an action, for 3 cursed energy, you can construct a variety of spiritual weapons that use your spellcasting ability modifier for attack and damage rolls. You can also form shields that add +2 to your AC until the beginning of your next turn. The weapons and shields vanish after one minute or when dismissed as a bonus action.

Any weapon you form is made of cursed energy and it lasts for 1 minute. The weapon deals 1d8 + your Charisma modifier in force damage. The weapon damage increases to 2d8 at 6th level, 3d8 at 11th level, 4d8 at 15th level and 5d8 at 18th level.

Ethereal Blast

At 3rd level, you may now shape your cursed energy into powerful rays of cursed energy that "attack" the space around it, ignoring barriers such as Infinity. As an action for 5 cursed points, you can fire a blast, beam, or ball of cursed energy at a target within 120 feet. Target is forced to make a dexterity saving throw against your save DC, taking 2d10 + your Charisma modifier force damage and gaining the stunned condition on a failure. On a failure they only take halved damage. The damage increases by 1d10 at 6th level (3d10), 10th level (4d10), 14th level (5d10) and 20th level (6d10).

Armor of Amaravati

At 6th level, your mastery over witchcraft Initiation increases. As an action for 7 cursed points, you can summon an ethereal warrior, resembling a suit of armor, that protects you. The warrior appears in an unoccupied space of your choice within 30 feet and remains for 1 minute or until it drops to 0 hit points. The warrior uses your spell attack bonus for its attack rolls, and it has a number of hit points equal to 2x your level + your charisma ability modifier. You may only summon a number equal to your proficiency bonus, each costing 7 points.


Large automaton, unaligned


Armor Class 14 + your Charisma modifier (natural armor)
Hit Points 2x your level + Charisma
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 18 (+4) 2 (-4) 1 (-5) 4 (-3)

Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 3 (700 XP)


Cursed Blocker. When a creature makes an attack against another creature within 10 feet of you, you may use your reaction to move in between the attacker and your ally. The attack target is changed to you. If the attack deals damage to you, reflect 10 damage to the opponent.




Domain Expansion: Sacred City of Amaravati

At 10th level, you now can as an action for 20 cursed points, you can expand your domain to create a massive temple complex made of cursed energy. The domain encompasses a 165-foot radius centered on you and lasts for 1 minute or until you dismiss it as a bonus action. While inside your domain, your attacks cannot miss, and you can see everything within the domain. Creatures within the domain when it is created, or that enter the domain thereafter, must make a Wisdom saving throw. On a failed save, a creature takes 5d10 psychic damage and is stunned until the start of your next turn. On a successful save, a creature takes half as much damage and isn’t stunned.

Kyoto School:Samsara Cubes

At 14th level, as an action for 3 cursed points to trap a creature within a cube of cursed energy. The cube is a 10-foot square and can trap any creature within 60 feet of you. The creature must succeed on a Strength saving throw or be trapped within the cube, unable to move or take action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For the duration, the creature is counted as being restrained, and all attacks against it can be made with advantage.

Witchcraft Mastery

At 20th level, your mastery over your innate technique has increased, allowing the total manipulation of all objects. As an action for 10 cursed points, you can cover an object you can see within 60 feet in cursed energy and move it up to 30 feet in any direction. The object must be able to fit within a 10-foot cube, and can't be held or worn by another creature. If you use this feature to move an object into a creature, make a ranged spell attack. On a hit, the object deals force damage equal to 6d10 + your Charisma modifier.

Shrine Maiden[edit]

The innate technique Shrine Maiden is a defensive, technique that benefits allies more than the user themselves.

Shrine's Gate

Starting at 1st level, you can use your bonus action for 1 cursed point to mark a location within 60 feet as a Shrine's Gate. This location, a miniature Torii gate, appears floating in the air and lasts for 1 minute. You can teleport from one gate to another as long as they are both active, as a bonus action. You can only maintain a number of gates equal to your proficiency bonus. At 10th level, you can create and maintain up to 3 plus your proficiency bonus Shrine's Gates at the same time.

Okiku's Dolls

At 3rd level, the user can imbue their attacks with the energy of a vengeful curse. When you hit a creature with an attack, you can spend 1 cursed energy to cause the attack to deal an extra 1d10 psychic damage to the target. When you reach 11th level in this class, the extra damage increases to 2d10.

Additionally, as an action, The user can summon a number of these dolls equal to their proficiency bonus. As an action for 2 cursed points per doll, the user can activate a doll, which animates and acts on their initiative. The dolls are considered constructs, have HP equal to the user's level, AC equal to 10 + the user's proficiency bonus, and can make attacks using the user's Charisma modifier for damage. These dolls auto-hit the target, dealing 2d4 psychic damage. This damage increases to 3d4 at 6th level, 4d4 at 10th, 5d4 at 14th, and 6d4 at 20th.

When you use the dolls for attacking, they are destroyed and must be re-summoned.

Miko's Blessing:Solo Area

At 6th level, you can designate a Torii gate as a Sanctuary Shrine by spending 1 minute in prayer and expending 3 cursed points. Any creature of your choice that steps through the gate gains temporary hit points equal to your 5 times sorcerer level and has advantage on saving throws against curses and enchantments for 1 hour.

Additionally, you can designate this Shrine as a "Solo Area". As an action, any creature underneath this torii will have their cursed points replenished by 1d12+3 times your Proficiency Bonus. This increases to 2d12 at 10th level, 3d12 at 14th, and 4d12 at 20th.

Doll Transmigration

At 10th level, you can now transfer your consciousness into your Okiku doll as a reaction. While your consciousness is in the doll, you gain a +2 bonus to your AC, advantage on all Charisma checks and saving throws, and immunity to the Charmed and Frightened conditions. You can remain in the doll for up to 1 hour or until you decide to return to your body as a bonus action. Once used, this feature can't be used again until you finish a long rest.

Tokyo School Feature: Storm of the Gods

At 14th level, you may now channel your own abilities and embodiment of the god's to its height. As an action for 10 cursed points, you may summon a storm of a god's wrath to aid in battle. Roll a d6. Depending on the result you deal a specific damage type depending on the result of the role. All targets in a 45 foot cone must make a Charisma saving throw against your DC. On a failure they take the 3d10 + your Charisma modifier damage type and gain a condition based on the corresponding roll. On a success they only take half damage. On a failure they may repeat the saving throw at the end of their next turn.

1d6 Storm of the Gods
1 Izanami: Acid, poisoned
2 Izanagi no Okami Picaro: Cold, grappled
3 Konohana Sakuya: Fire, takes 1d10 fire damage
4 Tsukiyomi: Force, prone
5 Susano: Lightning, stunned
6 Amaterasu: Radiant, blinded
Domain Expansion: Enshrined Sanctuary of Okiku

At 20th level, you can create a domain that encapsulates Okiku's Dolls and the spiritual essence of the Torii Gates. As an action, you can expend 25 cursed points to activate your domain expansion, with a 165-ft radius. This looks like a massive Shinto shrine filled with numerous dolls Torii gates and a giant well. While in the Shrine, you have advantage on attack rolls, and other creatures have disadvantage on saving throws against your Cursed Technique spells.

Any target must make a Strength saving throw. On a failure, they are dragged by a woman into a well, 200 ft under water. The water is counted as tough terrain and must repeat the saving throw at disadvantage. The target is counted as restrained restrained While under water they will take 2d10 cold damage. Target must escape. within a number of rounds equal to their Constitution modifier or drown.

The domain lasts for one minute or until it is dismissed as a bonus action.

Yin and Yang[edit]

You are a balanced force of nature your curse energy allows you manipulate that balance within you.

Balanced Energy

Your curse energy is almost all the time at a perfect balance causing you to gain an understanding of both sides of your curse technique. You gain Reverse Cursed Technique and Cursed Technique Reversal

Yin

Technique Lapse

Starting at 1st level you can calm yourself to a degree that no one has witnessed. Has a bonus action for 3 curse energy you are now in the form “Yin” you add to your AC = 2 x Cha Mod. However whenever you attack someone whatever you attack them with it goes down a damage tier EX: you attack someone with an unarmed strike your unarmed strike goes down from a 1d6 - 1d4 (to a minimum of 1)This transformation would last an amount of rounds equal to your Charisma. If you wanted it to last longer you would have to use 3 curse energy per round to keep it.

Yang

Technique Reversal

Starting at 3rd level you can quickly turn into a murderous force to a degree that is considered dangerous for your enemies and you. You can spend 3 curse energy as a bonus action to gain the form Yang in this form you gain these benefits. Your unarmed strike die is increased by your charisma modifier but you must use your two lowest stats for your AC EX: if your two lowest stats are Int and Wis you would have to use them to replace your Cha and Dex. This transformation would last an amount of rounds equal to your Charisma. If you wanted it to last longer you would have to use 3 curse energy per round to keep it.

Reactive Change

Technique Improvement

Starting at 6th level you switch between Yin and Yang with relative ease. As a reaction you can switch to and from either yin and Yang for 6 curse energy (you can use Yang before an attack however you must declare you transform into Yang before the attack roll), additionally when you do switch between yin and Yang you restart the timer.

Transfered Peace

Technique Improvement

Starting at 10th level you can gift people with one side of your balanced energy. As an action you can give a creature your yin or Yang for 6 curse energy however you can only gift this to 2 creatures max.

Tokyo Feature: Selfless Gifts

At 14th level you give your gift to others but you choose to Martyr the consequences. You can now give out only the benefits of yin or Yang but you take the drawbacks. Ex: you give an ally Yang their unarmed strikes is increased by their charisma modifier but you now have to reduce your AC by your two lowest ability scores.

Equilibrium

You finally get a an understanding of mysterious curse energy leading into the understanding of how to balance it. At 20th Level as an action for 20 curse energy you use both aspects of yin and Yang. You add 4 x charisma modifier to your AC additionally your unarmed strike die is increased by twice your charisma modifier. You gain a +4 to your charisma score and your movement speed is increased by 30ft. This form last rounds equal to your charisma modifier however due to how long you have been simultaneously using your curse technique lapse and reversal your brain is getting heavily damaged when the form ends you gain 4 levels of exhaustion additionally your AC is now calculated by your two lowest ability scores. Your unarmed strike is now reduced by your charisma modifier this last until the end of a long rest.




Soul Train[edit]

You have the ability to use the foundation of someone soul

Soul Buffet

At 1st level Everytime you knock a creature unconscious you can choose to suck out its very soul as a bonus action 3 cursed energy killing the creature but giving you the following benefits for a minute and gain a soul.

A +1 in a ability score of your chose The ability to attack the soul directly meaning you ignore any resistance or immunities when you attack a creature You gain 10 temporary hit points This effect will stack with every kill at 6th level

Regel Spirit

At 3rd level you imbue your souls into things permanently. You can now choose 2 things to permanently imbue with your souls(you must imbue these out of combat). One will act as a battery and one other thing. You can imbue souls into an item to act as a battery for your souls. It can hold up to your cha mod amount of souls. You can choose one other thing to imbue with souls and it will have the following effect depending on what is imbued. A weapon will get a damage die increase every one soul you imbue into it ex:1d8-2d8 If you imbue your unarmed strikes with souls every one soul you imbue into it you will get a stage increase ex:1d8-1d10 and you bypass immunity and resistances If you imbue your body you gain 10 extra hit points to your maximum hit point and for every soul (after the first one) that gets imbued you gain 2 hit points to your maximum hit points. The number of objects you can imbue increase to 3 at 14th level

The Hand Of Sorrow

At 6th You can now make souls into physical matter. You can now for an action temporarily give up all the souls in your objects to make a shikigami. This shikigami is a hand with a mouth on its palm with the ghost on the dead making it stronger. This shikigami lasts for rounds equal to the amount of souls you put in it.

The Hand Of Sorrow
Large Unaligned Undead

Armor class 12 + cha mod + soul Hit points: Your level + cha mod x soul Speed: 40 ft Str(10+ cha mod + souls) Dex(12) Con(10+ cha mod +souls) Wis(10) Int(8) cha(0)


Actions: Slam: melee weapon attack: Str mod to hit, reach 10 ft,one target. Hit: Str mod (1d10) + Str mod bludgeoning damage.


Deadly Ghoul

At 10th level you are able to maintain the form of ghoul you can now mix your curse energy with the souls of the dead you can attack the very soul. For 6 curse energy you gain the following benefits for 1 minute. Your unarmed strikes add an additional damage die, this will increase by one for every soul you can put into this. You gain temporary hit points equal to 10 x how many souls you put into this You can spend 5 curse energy before you make an attack to treat your attack as vulnerability to the creature you attack. You can put the amount souls equal to your Cha mod

Tokyo Feature: Ghostly Aid

In Tokyo you learned that you can aid your allies with your curse technique. At 14th You can now spend 3 curse energy to give a soul to your allies. They get the same benefits as “Soul buffet”.

Domain Expansion: Soul Train

At 20th level you get to understand the sorrow of those you have taken. Your domain doesn’t have a sure hit but now you can now project their pain to those in your domain. When you expand your domain the creature is put to the back of the train and you are put to the front. The creature now has to face the pain of those who have suffered due to them. The creature now has to make a Wis save throw. They have to make this save for every train car they pass (there are 5 train cars) . There are penalties for every time the creature fails this save. 1st fail the creature is dazed for 1 minute 2nd fail the creature takes 2 levels of exhaustion 3rd fail the creature takes 3 levels of exhaustion 4th fail the creature takes 4 levels of exhaustion 5th fail the creature is incapacitated for 3 minutes If a creature fails all five saving throws, all attacks for the creature who opened the domain against the creature who failed the saving throw is treated as vulnerability.

Chrono Mystique[edit]

You can use your curse energy to affect time allowing you to view the future and maybe even change it.

Future Sight

1st level you are capable of uses your innate curse technique to see in the future for a few seconds. You can spend 1 curse energy per attack to give your next attack roll with advantage.

6th level you can use this as a reaction for 2 cursed points to give opponents disadvantage on their attack rolls for one attack.

Eno Surge

At 3rd level you now can use your innate technique even further extending and changing it truly making it your own. You can now touch your opponent and can slow them. For 4 curse energy you can touch your opponent and they will have to make a wisdom save on a fail. They take a -2 to their ac and dexterity saving throws, and it can’t use reaction.

On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Chrono Interruption

6th level you can now use your innate technique better in fact you can change the properties of it. you can make an attack hit an opponent from the future making it a guaranteed melee hit.

For 6 curse energy you can make a guaranteed melee hit but it will not count as a critical you will still need to roll to see that but it will be with advantage but the attack itself isn’t a critical hit

Time Carrade

At 10th You have learned how to truly use this one aspect of your innate technique to its fullest. You can hit a creature with the Eno Surge feature multiple times; they gain the slow effects stacked and if you hit them with it an amount of times equal to their strength modifier they get stopped for an amount of turns equal to your charisma modifier. Each hit will cost 4 curse energy

Tokyo Feature: Temporal Apex

Nobody understands how your curse technique works but you do. You understand just how malleable it is, time is your playground and you choose what role you play in it. At 14th level you can now have a zone of your where your Chrono Mystique is in effect. You can now choose up to 3 creatures that your innate technique can affect. You can choose one of the features Future Sight, Eno Surge and Chono interruptions to affect multiple creatures. You can choose to use different effects for each creature.

Domain Expansion:Quantum Cascade

You’ve unlocked it is the first sign of being someone that will be remembered beyond time. With this Domain Expansion. At 20th you choose to take the burden of time to truly utilize it against your foe. For 25 curse energy you can expand your domain it will last for 3 minutes. It has four long pillars white that seemingly never end. There is sand around you with a white tiled floor and an hourglass filled with sand floating in air 80ft from of you. The creature that is stuck in your domain has to make a wisdom save or be stunned until the start of their next turn. The hourglass will then flip and the creature will have 3 turns until it has to make a wis save again. The creature will have to destroy the hourglass before the domain ends otherwise sand will fill to the top incapacitating the creature.


The Hourglass has hp = cha mod x 5

Vector Mastery[edit]

The Vector Mastery, within the realm of mathematics, is a profound skill that taps into the fundamental forces of magnitude and direction. It empowers its adept to uncover the secrets of transforming the fabric of space and motion. With precision and allure, it grants control over vectors, enabling the reshaping of reality's geometric foundations.

Vector Fracture

Upon mastering the basics of Vector Manipulation at 1st level, you unlock the formidable technique known as Vector Fracture. This technique allows you to exploit the inherent versatility of vectors, enabling you to fracture and redirect their energy with precision. Much like your previously described abilities, Vector Fracture can adapt its properties and effects to suit different situations.

With Vector Fracture, you can expend 2 Cursed Points to harness the dynamic forces of vectors, dealing damage equal to 1d6 plus your Charisma modifier. The unique aspect of this technique evolves as you progress:

  • At 1st level, you can choose between slashing, piercing, or bludgeoning damage.
  • Upon reaching 3rd level, you gain the ability to deal fire, force, or lightning damage.
  • When you attain 6th level, you unlock the potential to deal cold or thunder damage.
Vector Fusion Surge

At 6th level, you unlock the extraordinary power of Vector Fusion Surge. This move allows you to merge and manipulate vectors with unparalleled finesse, creating a surge of energy that ripples through space itself. As with your Vector Manipulation techniques, Vector Fusion Surge offers remarkable adaptability in combat, enabling you to tailor its effects to suit various situations.

Unlike other cursed techniques, Vector Fusion Surge can be customized by choosing from a set of vector-based modifications, much like the range of techniques at your disposal with Vector Manipulation. Each modification empowers the surge with distinct attributes, making this signature move a truly versatile force on the battlefield.

  • Unique Example: Vector Fusion Surge - Quantum Flux Discharge

Cost: 10 Cursed Points

Range: 30 feet radius

By tapping into the quantum fabric of reality, you channel a disruptive discharge of energy, destabilizing the very vectors that bind matter. The target area is engulfed in a chaotic flux. Those within the radius must make a Dexterity saving throw or suffer 3d8 thunder damage and 3d8 force damage, as the conflicting vectors create a violent shockwave. On a failed save, affected creatures are also pushed 15 feet away from the center of the surge, their movement halved until the start of their next turn.

Vectorsense

Your deep connection with vectors allows you to perceive the world in an extraordinary way. Starting at 10th level, you can expend 5 Cursed Points to activate your Vectorsense. For the next minute, your senses become attuned to the flow of vectors around you. You gain blindsight up to 30 feet, allowing you to "see" the location of creatures and objects within that range. At 15th level, your blindsight range increases to 60 feet, and you can use your reaction to sense and evade incoming attacks, granting you a +2 bonus to your AC against a single attack.

Domain Expansion:Open Flux Unbound

At 20th level, you've reached the absolute pinnacle of jujutsu thus you've learned to cast a Domain Expansion, however, yours is far different than others. Instead of being a closed domain, this domain is left open with it only affecting the radius of 100ft.

As an action for 30 cursed points, you open your domain. While your domain is open, your attacks cannot miss and at the start of every creature's turn, they have to make a Dexterity saving throw or take 3d6 of every damage type you can make.

Additionally for every creature within the open domain except you, the ground is considered difficult terrain. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Tantalizing Gluttony[edit]

Tantalizing Gluttony is a unique cursed technique that manipulates the hunger and thirst of the target, sapping their cursed energy by exploiting their most primal desires.

Sapping Strikes

Due to your innate technique, you have now grown with the ability to eat away at another person, you will gain resistance to necrotic damage when you activate your Cursed Energy Armor. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, its type will be changed to necrotic damage.

Voracious Hunger

At 1st level, as an action for 4 cursed points, you can focus your cursed energy on a single target within 30 feet of you. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target becomes overwhelmed with hunger, gaining one level of exhaustion. Additionally, they take psychic damage equal to 1d6 + your Charisma modifier. If the target is already suffering from exhaustion, they instead take 1d10 psychic damage, and the exhaustion level increases by one. At 3rd level the damage increases to 2d6, 10th 3d6, 14th 4d6, and 20th 5d6.

Withering Thirst

At 3rd level, you gain the ability to make your targets extremely thirsty, sapping away the water and cursed energy from the target. When you hit a creature with an unarmed strike, your attack can sap its cursed energy. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target's hit points are reduced by an amount equal to your level, and you gain temporary hit points equal to the amount of hit points drained. On a success the target's hit points are not reduced and they only take half damage.

Additionally, as an action for 5 cursed points, you can fire out a burst of water toward a target. Within a range of 30 ft, the target must make a Dexterity saving throw. On a failure, they take 2d8 force + 3d4 cold damage and are knocked prone. On a success, they only take halved damage.

Energy Drain

Starting at 6th level, your mastery of your innate technique allows you to siphon your target's cursed energy while they are afflicted by hunger or thirst. When a target affected by your Voracious Hunger or Withering Thirst feature takes damage from any source, you can use your reaction to absorb a portion of their cursed energy, healing yourself for an amount equal to half the damage dealt.

Stark Vortex

At 10th level, you can create an aura of insatiable hunger and thirst around you, affecting all creatures of your choice within a 30-foot radius. As an action for 10 cursed points, you can force affected creatures to make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creatures take 6d6 necrotic damage and are incapacitated until the end of their next turn. You regain hit points equal to the total damage dealt by this ability.

Additionally, when you siphon cursed energy using the Energy Drain feature, you gain temporary hit points equal to a quarter of the target's current hit points.

Domain Expansion:Preta's Realm of Tantalus

At 20th level, you have reached the pinnacle of Jujutsu, allowing you to perform a domain expansion. As an action for 20 cursed points, you enclose a barrier around a target, covering a 165 ft radius. Within the domain, a fruit tree with tantalizing fruits hangs just out of reach, and a pool of water constantly recedes as anyone tries to drink from it. Any creature within the zone must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) at the start of their turn or become subject to the curse. While subjected to the domain, the targets take 10d10 psychic damage, and their maximum hit points are reduced by the same amount. This reduction in hit points lasts until they complete a long rest.

Any target reduced to 0 hit points within the sphere is not killed but instead falls into a state of eternal suffering, mirroring the curse of Tantalus until the domain expansion ends.

The domain expansion lasts for one minute or until it is dismissed as a bonus action.

Matching Scars[edit]

Matching scars is a cursed technique that takes the essence of pain to boost the user's own attacks.

Scarring Symbiosis

At 1st level, upon receiving a scar, you gain the ability to harness cursed energy associated with the nature of that scar. This energy allows you to create and manipulate specific manifestations of power. The more unique and diverse your scars, the more versatile your abilities become. At this level, choose a scar and gain access to the corresponding ability. The scar doesn't need to be fresh, but it must not have faded. You have a number of scar-based abilities equal to your charisma modifier (minimum of 1). You can switch your chosen scar during a long rest.

Additionally, when you take damage from an animal, fire, or slashing damage you gain access to a unique kind of amplified scarring abilities.

  • Cutting: If the user's primary scar is the result of a cutting injury (e.g., a knife wound), they can channel their cursed energy to create razor-sharp, spectral blades. As a bonus action for 2 cursed points, they can make a melee attack that deals slashing damage equal to 1d8 plus their Charisma modifier. This damage increases to 2d8 at 3rd level, 3d8 at 6th, 4d8 at 10th, and 5d8 at 20th level.
  • Burning: If the primary scar comes from a burning injury (e.g., a campfire burn), the user can generate flames from their body. Once per long rest, they can unleash a burst of cursed flames in a 10-foot radius, dealing 1d12 fire damage to all creatures within the area. This increases to 2d12 at 6th level, 3d12 at 10th, 4d12 at 14th, and 5d12 at 20th.
  • Animal: When the user's main scar originates from an animal attack (e.g., a dog bite), they can summon a spectral pack of three wolf-like shikigami for 3 cursed points. These shikigami have their own initiative in combat and can make bite attacks, an AC of 8 + the user's proficiency bonus + Charisma, and a number of hit points equal to 3 times the user's Charisma + 10. The user can command them to attack a target or defend, and their attacks deal 1d10 piercing damage.
Resilence of Scars

At 3rd level, your connection to your scars grants you resilience. You gain advantage on saving throws against effects that would cause you to become incapacitated or stunned. Additionally, your maximum hit points increase by an amount equal to your character level.

Mirroed Wounds

At 6th level, your scars not only reflect your past injuries but can also recall the pain endured. As an action for 5 cursed points, you can touch one creature, forcing it to experience the pain of one of your scars, dealing 6d6 psychic damage. The creature must succeed on a Wisdom saving throw or be stunned until the end of its next turn.

Additionally, you can channel your cursed energy to manifest your scars on others. As an action, you can force one creature you can see within 60 feet to make a Constitution saving throw. On a failure, the creature takes damage equal to your level and gains a scar identical to one of yours. This scar does not grant the creature any abilities. Once you use this feature, you cannot use it again until you finish a long rest.

True Scarring Mastery

The user's control over their scar's power reaches its peak. Their chosen ability now becomes more versatile and potent.

  • Cutting: The user's spectral blades can now be thrown up to a range of 30 feet. They can make a ranged attack, and on a hit, the target takes extra slashing damage equal to the user's Charisma modifier. Additionally, these attacks have the Vorpal property. On a natural 20 attack roll, they can decapitate the target instantly.
  • Burning: The radius of the cursed flame burst increases to 20 feet
  • Animal: The user's shikigami gains an additional ability. Once per long rest, they can perform a group attack, allowing each wolf to bite a different target in their immediate vicinity simultaneously. Additionally at 20th level, as a full turn action for 20 cursed points, the user melds with their shikigami, becoming a monstrous wolf-like creature with enhanced speed and strength. During this fusion, they gain temporary hit points, increased damage, and resistance to common damage types.

Additionally, when you roll a Hit Die to regain hit points, the maximum number of hit points you regain from the roll equals twice the number of scar-based abilities you have.

Domain Expansion:Malpracticed Emergency Room

At 20th level, you have reached the pinnacle of Jujutsu, allowing you to perform a domain expansion. As an action for 30 cursed points, you can enclose a 165ft space centered on you in a barrier. Inside the domain, it appears as a hospital setting with blood everywhere, and sitting in a chair are all targets trapped in the domain. Target must make a constitution saving throw. On a failure, they are considered incapacitated until their next turn. At the beginning of each turn, every creature must remake the saving throw, aside from those already successful. Those under the anesthetic created by the domain will receive 8d12 psychic damage, forced to relieve the effects of their previous injuries. The domain lasts for 1 minute or until you dismiss it as a bonus action.

Disaster Atomic[edit]

- You were the victim of a terrible incident: a devastating nuclear explosion that swept through a densely populated residential area. Barely escaping with your life, you now bear the marks of severe burns. Luck, however, seems to have favored your survival, despite facing death, or at least that's what you thought. The trauma of the experience and the physical scars persistently remind you of that fateful day. Your skin always carries traces of soot, and a strong odor of sulfur seems to relentlessly haunt you. One night, attempting to sleep, scorching heat disrupts your rest, and upon waking, you find a dozen humanoid figures surrounding your bed. Some cry for help, others seem confused, not understanding why they are there. However, the majority wishes that you suffer as much as they are in that moment. After all, you are the only one among them to whom luck has smiled. Surrounded by incandescent specters, it is up to you to decide: will you help them? Control them? Or succumb alongside them?



Radiant Presence

Your body now emits an intense and harmful wave of heat to those around you; your hair or scars glow for the duration of this ability. Starting at 1st level and by spending 3 cursed points for 1 minute, you gain the following benefits: All those within 5 feet of you must make a Constitution saving throw. On a failure, they suffer fire damage equal to your Martial Arts die, a number of times equal to your proficiency (e.g., 2d4), and are subjected to the poisoned condition. Those who pass the test take half the damage and are not affected by the conditions. You gain resistance to fire and ice damage. When making an attack roll, you can add half your level, rounded up, to the final damage.

Vengeful Spirit Manifestation: Anti-Life Phoenix

You embody the will of those who perished on that fateful day of fire in which you were present and survived. An ephemeral form of smoke with swirling, incandescent markings that shape itself into the semblance of what should be a majestic bird. At 6th level, you summon a vengeful spirit that provides support in combat. You expend 4 cursed points to summon it, and it acts immediately after you, requiring you to use your bonus action to mentally command it. If no command is given, it takes the Dodge action on its turn.


Medium elemental (vengeful spirit), chaotic neutral


Armor Class 12 (natural armor) + Charisma modifier
Hit Points 5 x your level + Charisma modifier
Speed 20 ft., 60 ft. fly


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 5 (-3) 10 (+0) 8 (-1)

Damage Vulnerabilities Cold
Damage Resistances Fire, Necrotic, Radiant
Condition Immunities charmed, exhaustion, frightened
Senses passive Perception 10
Languages


Form of Radiant. The phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the Phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) Radiant damage. Additionally, the phoenix can enter a hostile creature's space and stop there.

Illumination. The phoenix emits bright light in a 30-foot radius and dim light in an additional 30 feet.

Radiation. When creatures enter the 10-foot area near the phoenix for the first time in a turn or start their turn there, they are compelled to make a Constitution saving throw. On a failure, the creature's Constitution is reduced by 1d4; if the failure is 9 or less on the DC, the reduction is 1d6. If the creature's Constitution reaches 0 (or less) due to this ability, the creature will take damage that affects its maximum hit points equal to the damage received, and the jujutsu sorcerer will gain a Firefly Tears.

ACTIONS

Peck. Melee Weapon Attack: your Jujutsu Sorcerer Proficiency bonus + dex to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Radiant damage and the value of Constitution will be reduced by 1.



Firefly Tears. These are luminous shapes that represent remnants of energy left over from a creature killed by the phoenix. You can have a number of fireflies equal to your Jujutsu sorcerer level + Charisma. Depending on the number you obtain, it is possible to spend it on a set of your innate technique or when recasting your phoenix, granting extra effects.


Firefly Tears Innate Techniques Anti-Life Phoenix
3 When you activate your technique, you make your strikes more lethal, imbuing them with radiation. When an attack hits, any fire or radiant damage rolls automatically deal roll their maximum value until they regain at least 10 hit points from a single source. You can now choose where the phoenix will emerge. Choose a point from you within 30ft where you can see, when your phoenix is summoned at the chosen point, all creatures within 20ft must make a Dexterity saving throw. On a failure, they take 7d6 fire damage and any fire or radiant damage rolls automatically deal roll their maximum value until they regain at least 10 hit points from a single source. On a success, they take half as much damage.
5 lorem lorem


Atomic heat

At 10th level,


Tokyo School Feature: Overload

At 14th level,

Cursed Music[edit]

A Cursed Music exorcist is capable of flowing cursed energy into music and vice-versa. He is capable of making the emotions he feels on music come to life as he drops the mic and his curses to the ground, as well as turning beats into powerfull cursed spells to damage his foes.

Mutual Feeling

Starting at 1st level, you gain headphones and a music player with wich you can listen to music at all times. You also can channel cursed energy into your music player and make, not only you, but every creature around 30ft of you listen to the same music you hear. Choose a feeling the music gives you and choose up to your Charisma modifier creatures in a 30ft radius centered around you. The chosen creatures will feel what you feel, but literally.

Name Cursed Points Cost Effect
Heartbreaking 2 This sad music makes you feel heartbroken, and also breaks the heart of the creatures you chose. The creature must succeed against your Cursed Energy save DC or will take 1d8 of necrotic damage centered on their heart. You may increase the amount of damage dices every 2 cursed points used.
Irritating 2 This music is so bad it makes you sick, and also makes your enemies distracted. The creature gains a 1d4 penalty on their next attack.
Breakbeat 2 This music is hyped and fast, and so is your allies. The creature gains 10ft of moviment and a 1d4 bonus on Dexterity saving throws till the end of their next turn.
Calming 2 This music calms you in battle, and so does your allies. The creature gains temporary hitpoints equal to your Jujutsu Sorcerer level.
Electro 4 Such hype music, to hype up your allies. The creature does an extra 1d8 damage of your choice against creatures on their next attack.
Hard Rock 4 Make them hear your rage while the guitar solo turns up! The creature has -5 AC against the next attack made by you.
Ambience 4 This is the perfect background noise to help concentrate on the task, and so your allies think. The creature gains a 1d8 bonus to ability checks.
Lullaby 8 The song you hear as a child, making everyone feel safe. The creature gains the benefits of using the dodge action as if they've used that action on their turn.
Lofi 8 This music makes you so sleepy it may put your enemies to sleep. You may cast sleep without any components, with a reduced area of effect, but with an extra die on the die rolled againts hit points.
Phonk 8 You feel so powerfull with this song, and that scares your enemies. The creature makes a wis saving throw or becomes frightened by you till the end of your next turn.
Dubstep 16 The powerfull sounds and distorted vibes of this song get to your enemies. The creature must make a con saving throw. The creature takes 2d8+4 damage of a physical type of your choice and a 2d6 damage of a magical type of your choice. The creature takes no damage on a sucessfull save, but gains disadvantage on their next attack.
Prefered melody

Additionally at 1st level, you may choose the damage type of your Cursed Energy Ray and Cursed Energy Strike.

Focused Energy

You may focus your cursed energy into one of the elements of your song and disrupt the battle field with them. When you reach 3rd level, by spending 4 cursed points, you can choose one of the following effects to take place around your music while you concentrate, up to 1 minute, if the effect is not instant.

  • Chords. All your cursed point usage is halved.
  • Lead. You deal an adittional damage die with your cursed techniques and cursed weapons your attuned to.
  • Bass. Every start of your turn, all creatures around 10ft of you that you choose have to make a Constitution saving throw against your cursed DC or will be pushed 5ft away from you.
  • Percussions. You may use Cursed Energy Ray twice instead of once in a single action.
  • Drums (Instant). Choose a creature within 5ft of you. You make 4 unarmed strikes against that creature, with disadvantage, and deal double your martial arts die damage if you hit.
  • Vocals (Instant). Choose a creature within 60ft of you. The creature makes a Wisdom saving throw. It takes 2d6 + your Charisma modifier psyquic damage and can't take reactions. If suceed then half that damage and can take reations normally.
Feel the Drop, Feel this theme

You've built it up for this moment, now you may drop all you got! Once you reach 6th level, after 1 minute in battle, you gain a +2 bonus to AC, attack rolls, saving throws and ability checks. This effect ends imidiatelly once the current battle ends. Alternatively, you may listen to a song that fits the current mood to gain a 1d8 bonus to your next ability check. This bonus increases when you reach 10th level (+3 and 1d10), and again at 20th level (+4 and 1d12).

Random Playlist

When you reach 10th level, you now have a full random playlist of wich you can play at the cost of an action. Your song randomly generates a magical effect around a target you choose. When you use this characteristic, roll a d20, and then a d100. Then check the Wild Magic Surge Table, Variant to see the random effect you've gotten. You may use this characteristic a number of times equal your proficiency bonus and regain all uses spent in a long rest.

Boss Theme

You've gotten your own theme, your boss theme. Once you've reached 10th level, if you have half hitpoints, using an action and spending 18 cursed points, you may start your epic monologue as your boss theme starts playing on the battlefield. This trait stays active for 1 minute, or until you stop it with a free action. When your boss music starts playing, you gain the following benefits:

  • You may spend 2 of your hit dice to recover hit points.
  • You gain your bonus proficiency*3 of temporary hit points.
  • You regain 1d6 cursed points every start of your turn.
  • You can become resistant to a type of magical damage of your choice.
  • You gain 1 legendary action. A Legendary Action can be used at the end of another creature's turn. Spent Legendary Actions are regained at the start of each turn. You can forgo using them, and you can’t use them while Incapacitated or otherwise unable to take actions. If surprised, you can’t use them until after your first turn in the combat.
    • Attack. You may make a single attack against a creature in your reach.
    • Move You may move up to your moviment, you cannot be targeted by an opportunity attack while moving this way.
    • Resist If you are being affected by a condition or magical effect of wich you need to make a saving throw. You may roll that saving throw once more without drawbacks.

After using this trait, once your boss theme stops, you gain 2 points of exaustion and become unconscious. You may not use this trait again until you complete a long rest.

Domain Expansion: Complete Musical Arena

You've mastered the music making process and can now make music mixed with cursed energy become a whole new thing. Cursed energy molds itself and turns into powerfull pure cursed energy bolts, rays, blocks, slashes, waves and forms that move in perfect sink to the music that's playing on all of the domain. As an action and spending 25 cursed points, you create a 165ft musical dome. Every creature inside it, except you, makes a Dexterity saving throw. On failure, the creatures takes 6d6 force damage and is pushed 5ft to a direction of your choice. On sucess, the creature takes half as much damage and isn't pushed. Then, at the start of every creatures turn except yours, the creatures must succeed a Dexterity saving throw against the same effect. This goes on while your domain is active. If you've used your Boss Theme before, you regain its use. You may spend 1 cursed point to maintain your domain at the end of your turn as a free action, and you may dismiss your domain with a bonus action. Your domain is broken if you do not have cursed points to maintain it.

Oni Incarnation[edit]

An Innate Technique that is unlike any other, viewing past the veil of purity toes the chaos that resides within all of life, one can see their opposites. Users of this technique do not control Cursed Spirits or bind one to their world but become an entity of malice and ill intent - The Legendary Oni.

Veil Of Darkness Transformation

At 1st level, you gain the ability that shrouds yourself in black smoke from which you then emerge as a being similar to a cursed spirit that has been tainted by the darkness of your impure heart, the all-powerful Oni. As a bonus action for 1 cursed point, you may transform into an unholy creature, gaining the following benefits:

  • Your unarmed strikes damage die goes up by 1 stage and deals an additional die of damage (Ex. 1d4 > 1d6 and 1d6 > 2d6).
  • You may add your Strength modifier twice whenever you roll damage for an unarmed strike using Strength.
  • Your Strength, Dexterity, and Constitution scores increase by your proficiency modifier, and so do their maximums.
  • Your AC increases by 2.
  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.

You must spend 1 cursed energy at the beginning of your turns to remain in this state and you can end it early as a bonus action.

The Darkness In Life's Heart

At 3rd level, as one who harbours such great darkness and impurities, you've developed something of a sixth sense regarding the feelings others contain in their hearts. You gain proficiency in Insight and Perception and gain advantage on skill checks using these skills. If you are already proficient in these skills, you gain expertise in these skills instead.

Veil of Darkness Important: Orge King's Requiem

At 6th level, you unlocked a greater state of your transformation known as "Important: Orge King's Requiem." Shattering the veil of darkness as you break all worldly restraints it once held, enabling you to surpass those that have come before. You will transform into a massive two-armed vessel of destruction with jagged teeth and gnarled horns with skin of an abnormal coloration with black streaks plastered upon it. Either as a bonus action for 4 cursed energy whilst under the effects of Veil of Darkness or as an action for 5 cursed energy, you gain the benefits of the Veil Of Darkness Transformation and these following benefits for 1 minute:

  • You gain resistance to slashing, bludgeoning, and piercing damage.
  • Your movement speed is halved.
  • Your size becomes Huge, and while you are that size, your reach increases by 5 feet.
  • You gain temporary hit points equal to twice your level.
  • You are always under the bloodlust condition.
  • Your unarmed strikes gain an additional damage die.
  • You add your double proficiency modifier to your Strength, Dexterity, and Constitution scores and their maximums (This cannot exceed 35).
  • Your AC increases by 4 as opposed to 2.
  • Whenever you're wielding a weapon while in this state, it will increase in size to match your monstrous form, causing its damage die to improve by two tiers.
  • If your hit points has been reduced below half, Every creature that starts their turn within a 30-foot radius of you is scorched by black flames and must succeed on a Dexterity saving throw against your Cursed Energy save DC. On a failed save, they take 1d8 of fire damage and necrotic damage equal to your choice of Strength, Dexterity, or Constitution modifier. On a success, they take no damage. This effect can only occur once per Veil of Darkness Important: Orge King's Requiem.
Veil Of Darkness Mastery: Hybrid Body

At 10th level, by refining your transformation and the properties of its advanced state, you can enter a stable, and refined state. As a result, you may alter your physical shape just as an Oni is capable of and are mentally greater than what you once were. Whilst under the effects of Veil of Darkness Important: Orge King's Requiem, you gain the following benefits:

  • You are no longer under the effects of the bloodlust condition however you have advantage on saving throws to resist being charmed or frightened.
  • Upon activating Veil of Darkness Important: Orge King's Requiem, you may choose if you wish to remain your current size, increase by one size category or increase by two. If you are Large, you gain temporary hit points equal to level and your weapons have their damage die improved by one tier. If you are Huge, you instead gain temporary hit points equal to twice your level and your weapons have their damage die improved by two tiers.
  • You have your normal movement speed. If you are Huge, your movement speed is halved, and your reach increases by 5 feet.
  • As a free action, you may freely change your size as you can increase or decrease in size by one size category.
  • The black flames you expel will now inflict 1d8 + Charisma modifier of fire damage and necrotic damage equal to twice your choice of Strength, Dexterity, and Constitution modifier. The radius decreases by 5ft for every size category below Huge you are.
  • As a bonus action, you can focus your killer intent onto enemies that are near you. Every hostile creature that can see or hear you within 30ft must make a Wisdom save against your Cursed Energy save DC or be frightened until the end of their next turn. If the creature succeeds on its saving throw, they are unaffected by this feature for 24 hours.
Tokyo School Feature: True Oni King Shuten Doji

At 14th level, with your independent and otherwise supported studies into your ability, you have reached a state beyond the likes of An Oni but of the almighty and legendary Asura. Either as a bonus action for 10 cursed energy whilst under the effects of Veil Of Darkness Transformation, and Veil of Darkness Important: Orge King's Requiem/Veil Of Darkness Mastery: Hybrid Body or as an action for 15 cursed energy, you gain the benefits of all Veil Of Darkness Transformation features you have access to alongside the following benefits with the duration of the Veil Of Darkness Transformation being extended by 1 minute:

  • You gain resistance to Necrotic and Radiant damage. You also become immune to Poison, Fire, Cold, and Acid damage.
  • You cannot be knocked prone or suffer the effects of extreme heat and cold, as described in the Dungeon Master's Guide.
  • All of your ability scores increase by 2, and their maximum increases by 2 (This cannot exceed 35).
  • You grow two additional arms. Whenever you make an unarmed strike, you can make an additional unarmed strike as a part of the same attack. This can be done a number of times equal to half of your unarmed strikes ability modifier, rounded down per turn.
  • As a free action, you may freely change your size as you can increase or decrease in size by two size categories.
Great Demon God Manifestation

At 20th level, your Innate Technique has not awarded you with a Domain Expansion yet you've perfected it to a point that all Sorcerers and Cursed Spirits are fearful of you. Either as a bonus action for 10 cursed energy whilst under the effects of Veil Of Darkness Transformation, Veil of Darkness Important: Orge King's Requiem/Veil Of Darkness Mastery: Hybrid Body, and Tokyo School Feature: True Oni King Shuten Doji (If you selected Tokyo Jujutsu High as your Jujutsu School) or as an action for 25 cursed energy, you can reach the epitome of your Innate Technique's potential. You gain the benefits of all Veil Of Darkness Transformation features you have access to alongside the following benefits with the duration of the Veil Of Darkness Transformation becomes 1 hour:

  • Your movement speed is increased by 20ft. Additionally whenever a feature or effect moves you against your will, you can use your reaction to make yourself immune to all effects that forcibly move you against your will, including the feature or effect that triggered this reaction.
  • Your unarmed strikes increases by 1 damage die tier and gains an additional damage die.
  • All of your ability scores increase by 2, and their maximum increases by 2 (This cannot exceed 35).
  • Your weapon attacks score critical hits on a roll of 19 or 20 and your unarmed strikes on rolls of 18-20.
  • Your melee attacks have become so powerful that they knock back your opponents. Whenever you land an unarmed strike, the target must succeed a Strength saving throw or be knocked back 20ft.
  • You can become Gigantic when you enter this transformation or whenever you use a free action to increase in size. Whilst you are Gigantic, your movement speed is quartered, you gain temporary hit points equal to three times your level if it was done upon first entering this transformation, your reach is increased by 10ft, and your weapons have their damage die improved by three tiers.
  • At the start of each of your turns, you regain hit points equal to 5 + Charisma modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

You gain 3 levels of exhaustion as this transformation is far more taxing than any other, and it cannot be entered again until you complete a long rest.


Chaos Force[edit]

Your cursed technique is just extremely chaotic and uncontrollable. At level 1 when you're creating your character and you pick this subclass you must roll a base d20 and whatever you land on will be your chaos factor for however long your character is alive even if you are killed and resurrected you will still have the factor

  • 1 = Whenever you roll NAT 1’s roll a 1d4 one of your body parts will explode (1 is a eye, 2 is a hand, 3 is a arm, 4 is a leg) however anyone around you in a 15ft radius will be caught in the blast and take 4d8 force damage and you'll take double that damage
  • 2 = You are forced to take the cursed energy celestial restrained background feat
  • 3 = Your character swaps gender
  • 4 = You will never be able to hit a black flash but you gain a +15 to your cursed energy maximum
  • 5 = You suffer a -1 to attack roles but gain a +1 to damage rolls
  • 6 = All of your stats are inverted
  • 7 = 7 is the lucky number you will get the lucky feat for free
  • 8 = If you rolled this number than you must pick a different subclass
  • 9 = Your very sticky, whenever you touch a creature they must roll a dex saving throw on failure they are stuck to you until they die
  • 10 = Your very boring nothing happens
  • 11 = gain a +2 to your charisma stat
  • 12 = Your height is inverted
  • 13 = You can use fire arrow at triple the cursed energy cost
  • 14 = Every time your character talks you must change your voice every time
  • 15 = -5 to your intelligence stat +5 to your wisdom stat
  • 16 = Every time you hit an attack everything within a 20ft radius of you will get 5ft closer to you
  • 17 = You can force yourself to explode at any time dealing 2d100 force damage to anything within a 100ft radius this will also kill you immediately
  • 18 = Your size becomes huge and your unarmed hit dice tier goes up by 2
  • 19 = Your DC to hit a black flash goes down by your proficiency bonus
  • 20 = For some reason you manifested another technique you may pick another subclass but you must treat it as if you were multi-classing

Chaotic Event

At level 3 as an action for 5 cursed energy can cause a chaos event if you do roll a d12 whatever it lands on is what happens for 1 minute

  • 1 = Every creature in initiative will become invisible
  • 2 = Every creature in initiative will be unable to use there technique
  • 3 = A berserk owlbear will appear and join initiative
  • 4 = Every creature in initiative’s cursed energy will be infinite
  • 5 = Your attacks do 1.5x more damage
  • 6 = Your cursed strikes do double damage
  • 7 = Every creature in initiative will become 1’0 feet tall
  • 8 = A meteor will strike the position of any creature you choose dealing 8d8 bludgeoning damage and 12d6 fire damage
  • 9 = every creature in initiative has 1 guaranteed black flash
  • 10 = Everyone in initiative will be transported anywhere the GM/DM decides
  • 11 = You can summon any non technique shikigami of your choice wherever you want within a 100ft radius however they will be berserk
  • 12 = You will gain the benefits of PPLT’s jackpot

Chaos Blast

At level 6 as an action for 4 cursed energy you can create a chaotic blast in a 25ft area around you every creature in the radius must roll a dexterity save, on a failure they take full damage and are knocked prone, on a success they take half damage. for the damage roll a 1d4

  • 1 = 2d6
  • 2 = 4d6
  • 3 = 5d8
  • 4 = 10d8

At level 14 the damage will be 1 = 4d6, 2 = 8d6, 3 = 10d8, 4 = 20d8

Chaos Condition

At level 10 as an action for 5 cursed energy you can cause a random condition to any creature you choose for 4 turns (you can not spam this, you must wait until the 4 turns is over to reuse this). Roll a d6 for the condition

  • 1 = The condition backfires and instead hits you roll the d6 again whatever it lands on effects you, if you roll another 1 keep on rerolling until you get something higher than a 1
  • 2 = Frightened
  • 3 = Charmed
  • 4 = Blinded
  • 5 = Stunned
  • 6 = Paralyzed

Tokyo school feature: Extra Chaos Factor’s

At level 14 this can be either a blessing or a curse roll 2d20 to gain 2 more chaos factor’s. If you roll one you already have simply roll again until you get a new one

Domain Expansion: Eclipsed Expanse

Finally at level 20 everyone within range will be transported to a realm of pure chaos and you must roll a d8 chaos upgrade when the domain starts that will last until the domain ends

  • 1 = Your unarmed hit dice tier goes up by 4 tiers
  • 2 = You gain a +10 to AC
  • 3 = Every attack you have will have infinite range within your domain
  • 4 = You gain a special grade weapon of your DM/GM’s choice
  • 5 = You will get 4 sakigami of your choice to summon and fight in battle
  • 6 = You gain a bottomless amount of cursed energy and your charisma stat becomes 30
  • 7 = Every physical attack you make is a guaranteed black flash
  • 8 = You can cause an explosion so devastating it does 20d20 force damage to everything in your domain and you will take half damage this will also dig a 1,000ft deep and 500ft wide hole if you choose to cause the explosion

Inspired Innate Techniques[edit]

These techniques take inspiration from other fictional works, however they have some base changes.

Offensive Techniques[edit]

Shadow Armor Technique[edit]

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A shadow armor user with it's fully armored shadow, source [1]

The shadow armor technique focuses around in using your own shadow as a giant shadow creature who protects your body.

Shadow Skeleton

Lapse Technique
Starting at 1st level, your own shadow protects your body as it covers your body in a dark skeleton around you. As an action for 2 cursed energy, you will gain the following benefits:

  • You count as one size larger than you actually are, as a giant shadow appears around you with that size.
  • You will use your Charisma modifier for your unarmed strikes and grapple checks.
  • You will deal one additional damage tier with your unarmed strikes.
  • Your reach is increased by 5ft.
  • You will gain a damage threshold equal to your Charisma modifier.
  • You will gain temporary hit points equal to your Charisma modifier times 5.
  • You cannot move while your shadow is active.

Shadow Crush. As an action for 1 cursed energy while you are grappling someone with your skeleton shadow, you can deal 1d12 bludgeoning damage. This damage increases to 2d12 at humanoid shadow, to 3d12 at Armored Shadow, to 4d12 at Fully-Armored Shadow, and to 5d12 at Maximum:Divine Shadow.

Once the temporary hit points run out or you deactivate it as a bonus action, the form deactivates. While your Shadow Skeleton is active, you can use your cursed energy armor to regain temporary hit points of the skeleton, however you must spend twice you would normally need.

In addition, you start out with the cursed armor cursed energy enhancement.

Humanoid Shadow

Technique Improvement
At 3rd level, you have evolved your skeleton into a more humanoid form, furthering your precise technique. As an action or bonus action while on the shadow skeleton form for 4 cursed energy, you will cover your body with the new humanoid shadow and will gain the following benefits:

  • You count as two sizes larger than you actually are, as a giant shadow appears around you with that size.
  • You will use your Charisma modifier for your unarmed strikes and grapple checks.
  • You will deal two additional damage tier with your unarmed strikes.
  • Your reach is increased by 5ft.
  • You will gain a damage threshold equal to your Charisma modifier times 2.
  • You will gain temporary hit points equal to your Charisma modifier times 10.
  • You cannot move while your shadow is active.

Shadow Slam. As an action for 2 cursed energy, you choose a 5ft. circle within your Humanoid Shadow. All creatures in that area must make a Dexterity saving throw, on a failure they take two rolls of your unarmed strikes with the shadow damage tier increases and are knocked prone. On a success, they take half as much damage and are not prone. This increases to three rolls of your unarmed strikes when in Armored Shadow, to four rolls when in Fully-Armored Shadow, and to five rolls at Maximum:Divine Shadow.

These temporary hit points do not stack with the previous ones from the skeleton shadow. You lose all benefits from the skeleton shadow but the Shadow Crush feature.

Armored Shadow

Technique Improvement
At 6th level, with many battles you have realized something, you lacked defenses. As an action or bonus action while on the human shadow form for 6 cursed energy, you will cover your whole body with the giant armored shadow. You will gain the following benefits:

  • You count as two sizes larger than you actually are, as a giant shadow appears around you with that size.
  • You will use your Charisma modifier for your unarmed strikes and grapple checks.
  • You will deal three additional damage tiers with your unarmed strikes.
  • Your reach is increased by 5ft.
  • You will gain a damage threshold equal to your Charisma modifier times 3.
  • You will gain temporary hit pointe equal to your Charisma modifier times 15.
  • You can now move while your shadow active.

Shadow Protection. You learned that other creatures can also enter your shadow's body. You can as a free action allow a creature inside your shadow armor, making everything that would target them target you instead. Every time you move they move alongside you as well. They can leave your shadow as a free action.

These temporary hit points do not stack with any of the previous shadows hit points. You lose all the benefits from the previous shadow except the shadow crush and shadow slam feature.

Fully Armored Shadow

Technique Improvement
At 10th level, after countless battles, you've have discovered another flaw of your technique, that you are essentially a sitting duck hence why you decided to remedy that. As an action or bonus action while in the armored shadow form for 8 cursed energy, you will cover your whole body with the giant armored shadow with now having being fully plated in armor and gaining legs. You will gain the following benefits:

  • You count as two sizes larger than you actually are, as a giant shadow appears around you with that size.
  • You gain resistance to non-magical bludgeoning, slashing and piercing damage.
  • You will use your Charisma modifier for your unarmed strikes and grapple checks.
  • You will deal four additional damage tiers with your unarmed strikes.
  • Your reach increases by 10ft.
  • You will gain a damage threshold equal to your Charisma modifier times 4.
  • You will gain temporary hit points equal to your Charisma modifier times 15.
  • You gain a movement speed bonus equal to your movement times your proficiency bonus while your shadow is active.

Shadow Weapons. You have learned how to create weapons out of your pure shadows. As a bonus action for 5 cursed energy, you create any non-magical martial weapon of your choice. This weapon will be the shadow's size, cannot be disarmed off the shadow, and deal a number of additional damage tiers equal to the current unarmed strikes tier increases. In addition, the weapon's attacks are magical.

These temporary hit points do not stack with any of the previous shadows hit points. You lose all the benefits from the previous shadow except the shadow crush, shadow slam and the Shadow Protection feature.

Armor Compression

Extension Technique
At 14th level, you have trained in tokyo to make your shadow more pratical and powerful in exchange for more usage of cursed energy. As an action for 10 cursed energy while on Fully Armored Shadow or Maximum:Divine Armor, your shadow gets shrunk down to fill your body, turning into a shadow samurai armor. They lose the shadow protection feature and the reach benefits, but will gain the additional benefits listed down bellow in addition with the current armor benefits:

  • Your Charisma, Dexterity and Strength scores increase by 4, and so does their maximum.
  • Your movement speed doubles.
  • You deal one additional damage dice to your shadow weapons and unarmed strikes.
  • You receive advantage in Dexterity saving throws.

You must spend 1 cursed energy at the end of your turns to mantain this armor. Once you deactivate this armor, you receive one level of exhaustion.

Maximum:Divine Armor

Maximum Technique
Finally at 20th level, you have developed your fully armored shadow to a whole new level, creating a giant being of might. As an action or bonus action while in the Fully Armored Shadow form for 8 cursed energy, you will create a giant armored being made purely of cursed energy. You gain the following benefits:

  • You count as two sizes larger than you actually are, as a giant shadow appears around you with that size.
  • You gain immunity to non-magical bludgeoning, slashing and piercing damage.
  • You will use your Charisma modifier for your unarmed strikes and grapple checks.
  • You will deal four additional damage tiers with your unarmed strikes.
  • Your reach increases by 15ft.
  • You will gain a damage threshold equal to your Charisma modifier times 5.
  • You will gain temporary hit points equal to your Charisma modifier times 20.
  • You gain a movement speed bonus equal to your movement times your proficiency bonus added twice.

Divine Resistance. Your shadow has become refined beyond most people's understanding. You gain resistance to non-magical fire, cold, thunder, poison and acid damage.

These temporary hit points do not stack with any of the previous shadows hit points. You lose all the benefits from the previous shadow except the shadow crush, shadow slam and the Shadow Protection feature.

Technique Discs[edit]

A technique that's able to steal and store Innate Techniques within completely indestructible discs labeled "DISC" in bold white letters. The disc also has the basic application of the Innate Technique imprinted behind the text. For the sake of convenience, we're calling these discs "Technique Discs."

Basic Stealing

Starting at level 1, you are able to temporarily seal away people's Innate Techniques within Technique Discs. When making an attack roll, and it is determined to be a success, you are able to then choose the option to create a CD player-like hole in the side of the target's head and have their Technique Disc pop out of it, and only for the cost of Cursed Energy equal to your Jujutsu Sorcerer level (maximum of 10).

Upon the disc being fully removed from the target's head, the hole disappears. Anybody's able to pick up the Technique Disc and move it around, and even insert a Technique Disc into any humanoid creature who does not have an Innate Technique. (This also means that the target could simply pick the disc up and insert it back into themselves and instantly revert the effects of the disc being removed.) If a creature does indeed gain an Innate Technique temporarily due to a Technique Disc being inserted, their Jujutsu Sorcerer level for this time is equal to the level of the original bearer of the Innate Technique.

As for how long this effect lasts... It's the amount of minutes equal to your Jujutsu Sorcerer level, with a maximum of 3. Upon this amount of time passing, the Technique Disc fades to dust and the Innate Technique is returned to the original bearer. If the Technique Disc was inserted into another creature, then the Innate Technique disappears from the person and returned to the original bearer as usual.

Robin Hood

Upon reaching level 3, if a person who had not had an Innate Technique or the potential to use Cursed Energy properly had a Technique Disc inserted into them, they gain a brand new Innate Technique and a Jujutsu Sorcerer level equal to your Charisma modifier divided by 2 (rounded down) upon the disc being removed from their body. More likely than not, the new Innate Technique shall be the one inserted into the creature, but something else may arise if the creature is lucky enough.

Disc Copy

After reaching level 6, you now have the option to remove Technique Discs from a target without removing the Innate Technique itself, creating a disc-based copy of the Innate Technique to use. This action costs 10 Cursed Energy, and you must have explicit permission from the creature. Though the object is present until the creator of it dies or manually removes the disc from existence, upon being inserted into somebody, it only lasts an amount of minutes equal to your Jujutsu Sorcerer level. After this time limit is up, the CD slot reappears and the disc is pushed out of their head. Alongside that, the Jujutsu Sorcerer leveling for the creature the disc has been inserted into follows the same ruling as in "Basic Stealing."

You are only allowed to make an amount of copied Technique Discs equal to your Charisma modifier.

Boon of the Disc

Amazingly, at level 10, if you have a Technique Disc on hand, you are now able to insert it into a person who already has an Innate Technique, giving them two Innate Techniques total. This action costs 15 Cursed Energy, and of course, needs permission from the creature targeted here. The maximum amount of Innate Techniques that's allowed in one person via this method is two, and instead of the level of the technique being equal to the original bearer's Jujutsu Sorcerer level, it's equal to the current Sorcerer's level.

Tokyo School Feature: Ultimate Combination

At 14th level, when using "Boon of the Disc," you may now insert a third Technique Disc into a willing creature, but as a trade-off, they spend 5 Cursed Energy per turn upon the third disc being inserted. If they cannot have any more Cursed Energy be drained, then the third Technique Disc is pushed out of their head.

Permanent Removal

You are now able to permanently remove Innate Techniques from the target. This automatically works if the target is at under one tenth of their maximum health, however, if they are beyond that point, they must roll a Wisdom saving throw.

Support Techniques[edit]

AT-Field Manipulation[edit]

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Every living being has an AT-Field, the barrier that protects their soul. AT-Fields Manipulation allows it's user to manipulate it's own AT-Field with great precision, even being able to cancel the AT-Fields of others.

AT-Field

Lapse Technique
Starting at 1st level, you have learned the basics of your technique, manipulating your AT-Field. As a bonus action for up your Charisma modifier cursed energy, you expand your own life force to create a gravity field around you for 1 minute. The gravity field is completely invisible unless if touched, which then appears as a transparent wall with a orange colour. While the AT-Field is active, you gain a damage threshold of the amount spent +1 times your jujutsu sorcerer level(minimum 3), and you become resistant to all non-magical damage. Psychic damage ignores your AT-Field damage threshold, but does not destroy it.

The AT-Field ends when it's duration is over or when a creature reaches it's damage threshold.

At 10th level, you also become resistant to magical damage.

AT-Field Penetration

Extension Technique
At 3rd level, your mastery over manipulating AT-Field is increasing, so much so that you learned how to erase the AT-Field of other creatures. When you take the attack action, you can spend 4 cursed energy to make all of your melee weapon attacks or unarmed strikes ignore damage thresholds, damage reductions and temporary hit points until the beggining of your next turn.

At 10th level, this also ignores resistances.

Angel Wings

Extension Technique
At 6th level, you became a specialist in manipulating your own AT-Field, even using it to give you flight. As a free action for 4 cursed energy, you create two large orange pattern energy wings behind you, granting you flying speed equal to your walking speed. These wings last until you touch the ground again after already taking flight. Your flying speed can only be stopped if a creature restrains you.

Anti AT-Field

Reversal Technique
At 10th level, manipulating your own life force made you discover a terrible secret, AT-Fields serve to hold the bodies of all living creatures together, even their souls. With this newfound knowledge, you learned Reverse Cursed Technique and managed to create a Cursed Technique Reversal.

As an action for up your Charisma modifier added twice in cursed energy, you target a number of creatures equal to the amount spent within 10ft. times the amount spent. These creatures are forced to make a Constitution saving throw. On a failure, they take xd12 necrotic damage and are Stunned until the beggining of their next turn as their own body starts breaking down. On a success, they take half as much damage and are not Stunned. The X is the amount of cursed energy spent in the technique.

If damage caused by this reversal reduces a creature to 0 hit points, they don't die but became a puddle of orange liquid called LCL, as their AT-Field is completely destroyed, making their being not being able to hold itself together. While in this state, they are considered unconscious and incapacitated. The only method to leave this state is by the powers of a wish spell or greater forces.

Tokyo School Feature:Fabricated Mirages

Technique Improvement
At 14th level, it's very hard to transform creatures back into their original form, that's why you evolved your technique to find a way around it! When you use Anti AT-Field on a creature, you may spend 4 cursed energy to also force that creature to make a Wisdom saving throw. On a failure, illusions of their loved ones or deepest desires appear to them, making them roll the Constitution saving throw with disadvantage. On a success, they roll the Constitution saving throw normally. You may only do this once per turn.

Domain Expansion:Third Impact

Domain Expansion
Finally at 20th level, you have done what many sorcerers deemed impossible, creating a domain based on a technique reversal. Your domain is a giant orange sea filled with LCL, it has a red sky filled with stars and an ominous aura around it. While inside your domain, your size increases to gargantuan and you're always under the effect of Angel Wings, as you become the mother of creation Lilith. All creatures inside of the domain of your choice must make a Wisdom saving throw. On a failure, they take 30d12 psychic damage and are stunned until the beggining of your next turn. On a success, they take half as much damage and are not stunned. Everything inside your domain is considered difficult terrain.

If damage caused by your domain reduces a creature to 0 hit points, they don't die but became a puddle of orange liquid called LCL, as their AT-Field is completely destroyed, making their being not being able to hold itself together. However, instead of just remaining as a puddle, they will be absorbed by you. For every creature absorbed by you this way, you gain 10 temporary hit points. These temporary hit points last until the end of your domain, but come back every time you expand your domain.

Innate Techniques Based on Existing Fiction[edit]

Spider Technique[edit]

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The spider technique revolves around enhancing your body with the abilities and powers of spiders, while using your webs to entrap foes and for movement.

d3037623792723.56328e4c7cace.jpg
A Spider Technique user swinging it's web, source [2]
Webbed Energy

Your cursed energy is very different due to the webs constantly flowing through you, making it gain a sticky property. When you hit someone with your Cursed Energy Strike, you may choose to ignore the additional damage to instead force the target to make a grapple check against you, with the amount of cursed points spent in the cursed energy strikes being the amount that is reduced from their roll. When you hit someone with your Cursed Energy Ray, the target must make a Strength saving throw or become restrained by webbing until the beggining of your next turn. While using your Cursed Energy Armor, you will gain the following benefits:

Sticky Arms. Creatures that are your size or smaller will have disadvantage in escaping your grapple checks.

Wall Crawling. You will gain climbing speed equal to your walking speed.

Spider Sense

Starting at 1st level, you have improved senses due to the spider genes you have been imbued in your cursed energy. You will gain a +5 to your passive perception, you can't be surprised while you are conscious, and creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

In addition, you will gain one additional reaction.

Web Shooting

At 3rd level, with your webbed cursed energy you have learned how to launch Webs out of your body. As an action for 2 cursed points, you make a cursed energy attack roll against a target within 60ft. of you. On a hit, they will take your unarmed strike damage die and must make a Strength saving throw or become restrained by webs. At the end of each round, the dc for escaping the web decreases by 1.

In case you hit the same creature with web shooting, it's next saving throw to escape will be with disadvantage and it's dc will be increased by 1.

Your web has a limit to the size of creature that can be restrained. That limit is defined by your power as a jujutsu sorcerer, becoming stronger with your Charisma:

Charisma Creature Size
10 Tiny
12 Small
14 Medium
16 Large
18 Huge
20 Gargantuan

In addition, you have also gained the ability to swing with your webs. Provided there is terrain for you to swing on, you can spend 1 cursed point to move up to 60 feet in any direction, including vertically, by swinging yourself to to the new point. Doing so counts as your movement action on this turn. At 14th level, this movement extends to 120ft. and does not generate attacks of opportunity.

Web Throw

At 6th level, you have learned how to throw objects or even creatures against your opponents while using your webs. As an action for 4 cursed points, you can throw an object of up to your carry weight that is within 30 feet of you and fling it at any target also within 30 ft of you. This can include furniture, rocks, weapons, or any other object that is not being held by another creature. The target must makes a Dexterity saving throw against your cursed energy dc. On a failure, they will receive 4d8 bludgeoning damage, and fall prone depending on their size. On a successful save, they take half as much damage, and do not fall prone.

It takes a lot of effort and strenght to make your opponents fall to whatever you're throwing at them. The size you're able to knock them prone depending on your Strength modifier. Also, your strenght will also increase the technique's damage, as shown in the table bellow:

Strength Creature Size Damage Increase
10 Tiny -
12 Small 4d10
14 Medium 4d12
16 Large 5d8
18 Huge 5d10
20 Gargantuan 5d12

In addition, you can throw any creature size Medium or smaller that have been restrained by your Web Shooting. The creature can be thrown at a wall or object, or another creature. If the target is another creature, both are affected as if hit with an object normally. If the target creature fails their save, the webbing is also transferred to them, restraining them as if the Web Shooting technique has been used on them.

Improved Spider Sense

At 10th level, your spider sense has been improved to something almost comparable to the six eyes, giving you senses beyond the greatest sorcerers. Your passive perception will increase by another +5, you are aware of enemies and their locations within a 15 foot radius of yourself, even if as they are invisible.

In addition, you will gain 30ft. of blindsight.

Tokyo School Feature:Web Wings

At 14th level, due to your studies at the tokyo school you have developed a new more effecient way to move around. As an action for 1 or more cursed points, you can make web wings that stick by your torso and arms that grants you hovering speed equal to your movement speed. This web wings last for an hour, but it's duration increases by 1 by every cursed point spent.

Domain Expansion: Spider Den

Finally at 20th level, you have finally become a true spider, and every spider has it's den. As an action for 25 cursed points, you trap all creatures within 175ft. of you into a giant spider den full of webs for 1 minute. Every creature must make a Strength saving throw against your cursed save dc at the beggining of their turns, on a failure they will be restrained. Also, every place of the domain will count as difficult terrain. Your cursed techniques will always hit the target, and they will always fail their saving throws.

Atomic Re-evolution[edit]

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The unending pain of being riddled with radiant stems from the root of this technique, to adapt, evolve and punish all those who've made you so is your goal, one you can never abandon. Adapt and Evolve.

Nuclear Cursed Energy

Your Cursed Energy is powered up by the nuclear energy you generate, you will gain resistance to Acid and Poison damage when you activate your Cursed Energy Armor and whenever you deal damage with youe Curse-Empowered Strikes, Cursed Energy Ray or Cursed Weapon Enhancement, the damage will become either poison or acid damage(your choice)

Adaption

Lapse Technique
Your Cursed Energy possesses a property that allows it to perfectly adapt to phenomena targeting you. At 1st level, whenever an effect causes you to take damage, your Cursed Energy begins to adapt to the effect over time. At the beginning of your 4th turn after that, you will have adapted and gain resistance against that damage type. If you receive damage from the same type again during this period, it will be reduced by 1 turn (from the beginning of the 4th turn to the 3rd, then 2nd, then the next turn). You can only adapt to a number of damage types equal to half your Charisma modifier.

This technique however has a downside, and that is, it is permanently active. At the end of your turns you must spend 1/8th of your maximum Cursed Energy (rounded down to a minimum of 1). If you are reduced to 0 Cursed Energy, the technique resets and you lose resistance to the damage types you have adapted to. Due to the way your adaptation works and because of the deadly nature of your cursed energy, you also lose 0.5 hp per turn.

The amount of damage types you can adapt to increases to your charisma modifier at 11th level and the damage you take becomes 0.3 and the number of damage types you can adapt to increases to your charisma modifier + half your charisma modifier at 17th level and at 20th level, you can adapt to an amount of damage types equal to twice your charisma modifier and the damage you take becomes 0.1.

Evolution

Technique Improvement

With your body constantly adapting, it eventually reaches a stage in which it changes itself completely into a new form. Once you reach 3rd level, you gain the Evolution feat, one of your bodily functions turns into its improved version and you gain a new one as well, additionally, you retain the damage resistances of the last time you received any from Adaptation before evolving.

At 11th level, your second Evolution occurs and you gain a +1 to all ability scores, your movement speed increased by 10ft and if you are a Cursed Spirit you gain the Regeneration feat, you instead gain the Advanced Regeneration feat if you already have Regeneration. If you already have the Advanced Regeneration feat you recover 15 Hitpoints instead of 10 Hitpoints per CE spent from it. At 17th level your third Evolution occurs, you gain another +1 to all ability scores and an additional+10ft to your movement speed additionally you gain the Improved Bodily Functions feat and the Resilient feat. You also count as one size larger for every evolution and may shrink to your previous original size as a free action.

Bodily Fluids

Extension Technique

Due to the radiation coming from your Cursed Energy, the fluids of your body became deadly. At 6th level, you receive the Rotting Blood variant of the Toxic Blood feat, with the damage being acid instead of necrotic. Additionally, as an action for 8 CE and 10 HP, you may vomit a large quantity of your blood in a 20ft cone, forcing everyone on the area to make a dexterity saving throw saving throw or take 6d12 acid damage on a failure and half on a success.

This damage increases to 8d12 and the cone to 40ft at 11th level, 10d12 and 60ft at 17th level and 12d12 and 100ft at 20th level

Atomic Channeling

Extension Technique

At 10th level you’ve finally learned to somewhat control the radiation you create. As an action for 12 CE, you may let out a large amount of smoke from your mouth, covering a radius of 100ft with it, you may then ignite this smoke as a free action, forcing everyone on the smoke excluding you to make a constitution saving throw or take 10d12 fire damage. The turn after this, you may then, as an action for 4 CE, condense this fire into a 120ft long, 5ft wide beam of pure radiation that forces everyone on its range to make a dexterity saving throw or take 12d12 fire damage + 3d10 acid damage, you may change the direction of the beam as a bonus action every turn, maintaining the beam costs 5 CE per turn.

This damage increases to 14d12 + 4d10 and the line to 140ft long 10ft wide at 11th level, 16d12 + 5d12 and 160ft/15ft at 17th level and 18d12 + 6d12 and 200ft/20ft at 20th level

Additionally, once you evolve at 17th level, you grow dorsal plates that may also be used to fire the beams behind and above you as a bonus action, although they cannot be maintained like the main one and deal two less dice tier in damage.

Your technique now drains an amount of CE equal to 1/10th of your maximum cursed energy, rounded down to a minimum of 1.

Tokyo School Feature: Phased Array Radar

Extension Technique

At 14th level, due to your increased control of your technique from training, you’ve mutated to be capable of detecting incoming threats. You receive the following benefits:

  • You have advantage on perception and investigation checks, and gain proficiency in them if you didn’t have it before
  • Your passive perception increases by 5
  • You gain a blindsight of 80ft
  • Your AC increases by 2
  • You gain an additional reaction
  • You cannot be surprised
Supreme Evolution

Technique Improvement

At 20th level, your abilities have reached their peak, your body evolves with each second to become more and more powerful. You now adapt to damage in two turns and may adapt to the same type again to become immune to it. Additionally, you now have the ability to adapt to conditions, if you are inflicted with a condition, after two turns you will adapt to the condition for the duration of the entire fight.

The cursed energy per turn you lose is now 1/16th.

The World[edit]

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Vampiric like Background

Starting at level 1, you have donned a mysterious stone mask and gained its strange powers. Your strength, constitution, and dexterity scores all go up by 1 to a maximum of 20. You gain a climbing speed equal to your walking speed. You also have the ability to suck the blood out of a creature by first making a normal attack roll with your fist, and you may choose to suck the blood of the creature, forcing it to make a constitution-saving throw. DC = 10 + proficiency bonus on a failure; they take 2d4 necrotic and you gain health equal to what you rolled (At level 6 it does 2d6 necrotic, level 10 2d8 necrotic, level 14 2d10 necrotic, finally at level 20 it does 4d12 necrotic). Additionally, you are vulnerable to radiant damage.

“For a moment, it looked like everything had stopped.”

Lapse Technique

At level 3 you have figured out your true technique. As a bonus action for 2 cursed energy you can stop time just enough to move yourself anywhere within a 20ft radius. Additionally if you used this ability and you moved within range of another creature your first attack has advantage, if you try this on the same creature they must make a wisdom saving throw on a success they are able to predict your sudden teleportation and you will not get advantage. Additionally you can use this ability as a reaction for 3 cursed energy.

(The range of this ability at level 6 becomes 30ft, at level 12 40ft, at level 16 50ft, finally at level 20 the range will be 60ft.)

"Muda! Muda! Muda! Muda Muda!"

Extension Technique

At level 6, you have found other ways to make yourself useful. As a bonus action for 8 cursed energy, you may summon x amount of small cursed knives (x being your charisma modifier + your proficiency bonus). Each knife individually does 1d4 piercing + dexterity modifier, but you may also throw all of them at once if you desire to. You also gain proficiency in thrown weapons, and if you already have proficiency in thrown weapons, you gain expertise. Additionally, you can use cursed blast of blows for no cursed energy cost.

(At level level 12 the knives do 1d6 piercing + dexterity modifier, level 16 they do 1d8 piercing + dexterity modifier, finally at level 20 they do 1d10 piercing + dexterity modifier)

“Za Warudo!”

Technique Improvement

At level 10, you have truly mastered your time ability to the point where you can stop time for 6 seconds!. As an action for 15 cursed energy, you can cast Combat Time Stop for 1 turn. Every ranged attack you made in time stop has advantage to hit when time resumes. You may also extend stopped time by spending another 15 cursed energy. (At level 15, you stop time for 2 turns instead of one; this does not count for extending it.)

Tokyo school feature: CHARISMA

At level 14 you have a knack for talking and convincing people. You will gain expertise in persuasion, and deception if you already have expertise in one of these simply add your charisma modifier a extra time when rolling for the outcome.

The World Over Heaven

Maximum Technique

Finally, at level 20, you read through your journal, studied, and finally achieved heaven. The cursed energy cost for stopping time is reduced to 10, and your cursed energy maximum is increased by 3 times your current maximum. You also gain the ability to warp reality as an action for 50 cursed energy. You can attempt to touch a creature and warp them; they must make a wisdom-saving throw on a failure you may pick one of the following to happen to the creature:

  • The creature takes 10d20 radiant damage
  • The creature loses a limb at your choice
  • The creature teleports to a location of your desire
  • You may pick a effect to permanently affect the creature the effect can be removed with a wish spell

Eight-Handed Sword Divergent Sila Divine General[edit]

The Divine General’s technique surpasses the heights of most sorcerer’s with their few abilities. This technique allows the user to adapt to any and all phenomena.

32208604152ac0577487871d3ee0128e.jpg
A user of the Divine General technique, source [3]
Sword of Extermination

Lapse Technique
At 1st level, you gain the Sword of Extermination. This item is bound to your body and cannot be removed intentionally or unintentionally. The Sword of Extermination is equivalent to your Martial Arts, and is considered magical for the purpose of overcoming resistances. You gain the Cursed Weapon Enhancement feature when making attacks with this weapon. Instead of dealing additional necrotic damage, you deal radiant damage.

The Burden of Adaptation

Improved Technique Technique

At 3rd level, an incomplete wheel begins to hover over your head. As an action for 4 Cursed Energy, you can summon the wheel for 1 minute. Whenever you are targeted by a weapon, spell, cursed energy attack roll, or any saving throws you may use a Reaction to begin adaptation. After two turns pass, you become resistant and or gain advantage against the effect or damage type. On your 4th turn after beginning adaptation you fully adapt, and cannot take damage from that source. If you begin adapting to another feature before finishing your current adaptation, you lose all progress on that adaptation. All adaptations are lost after the wheel disappears. You can use this feature 2 times before becoming unavailable until you finish a long rest. This increases to 4 at the 8th level, 6 at the 11th level, and 8 at the 17th level.

Body of the General

Extension Technique

At the 6th level, your body begins to become stronger due to your adaptation. Your size increases by one category to a maximum of large, you deal twice as much damage to objects and structures, and you attack twice when taking the attack action. You also gain resistance to all non-magical bludgeoning, slashing, or piercing attacks.

Experienced Adaptation

Improved Technique

At 10th level, you’ve learned to speed up the process of adaptation. You’ve also learned to adapt to phenomena not dangerous to you. When taking damage from a source you’re currently adapting to, you can spend 4 cursed energy to speed up the adaptation. After this, you’re considered 1 round closer to full adaptation. Alternatively, you can spend 2 cursed energy to impose disadvantage against your attacker. If you’re adapting to a saving throw, you gain advantage. Additionally, you can now adapt to obstacles. If something would prevent you from reaching your target, you can spend 8 Cursed Energy to adapt to it as a bonus action (If an enemy flies away, you gain flying speed. If an enemy goes under water, you may gain a swim speed and water breathing). At 11th level, you can spend 10 Cursed Energy as part of completing an adaptation to heal half of the damage dealt to you.

Adaptations are no longer lost when the wheel ends, you carry over all adaptations between wheel usages until a long rest. You can now replace overwrite your adaptations with new ones for 4 Cursed Energy once your wheel has reached capacity, overwriting your oldest adaptation with your newest.

Positive Energy Output

Technique Improvement

At 14th level, your attacks with the Sword of Extermination become refined. Attacks with this weapon are always considered Cursed Weapon Enhancement attacks, but no longer cost Cursed Energy. In addition, attacks against Domains you’ve adapted to are always considered critical hits. You benefit from the extra attack feature once more.

The Divine General

Maximum Technique

Finally at 20th level, you’ve fully learned how to utilize your techniques. The cost of adaptation is halved from all sources (rounded up). When completing adaptation, you regain all hit points lost against that source. As an action, bonus action, or reaction you can choose to forfeit all current adaptations and immediately make an attack with your Sword of Extermination. This attack deals an additional 2d12 per forfeited adaptation. You can also choose to carry over adaptations between long rests.

Shoulder the Burden of Adaptation

Must have the Cursed Technique Reversal cursed feat
Rather than taking on the burden of adapting yourself, you can allow someone else to use the wheel. As a free action when activating the wheel, you can select one other creature within 100ft to gain your adaptation. They will gain all actions and reactions granted to you by the wheel. The cost for this technique is double the cost of summoning the wheel.


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