Fanmade Innate Techniques (Jujutsu Kaisen Supplement)
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.
Contents
- 1 Innate Techniques
- 2 Original Innate Techniques
- 2.1 Offensive Techniques
- 2.2 Support Techniques
- 2.2.1 Thread of Fate
- 2.2.2 House of Cards
- 2.2.3 Cursed Sealing Technique
- 2.2.4 Witchcraft Initiation
- 2.2.5 Maiden Sorcery
- 2.2.6 Yin and Yang
- 2.2.7 Soul Train
- 2.2.8 Chrono Mystique
- 2.2.9 Tantalizing Gluttony
- 2.2.10 Matching Scars
- 2.2.11 Cursed Music
- 2.2.12 Oni Incarnation
- 2.2.13 Chaos Force
- 2.2.14 Armory
- 2.2.15 Spirit Division
- 2.2.16 Mimicry Masks
- 2.2.17 Pay To Win
- 3 Inspired Innate Techniques
- 4 Innate Techniques Based on Existing Fiction
- 5 Nato335's Techniques
- 6 Jujutsu Kaisen: Minus One Techniques
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 fanmade techniques come into play! This guide will serve to aid you in creating a technique that's fit for the supplement.
- Pitfalls
Chances are you aren’t a professional designer or well versed with the game, so your innate technique won’t be perfect first try. That’s fine, but you can better ensure that it’s good by avoiding a few pitfalls.
1. Never steal a feature, especially from Heavenly Restriction in this case, but really from anything. Chances are you’re not going to consider why that feature is only for that thing inherently, thus not going to be able to recognize when using it is appropriate. Plus, you want your innate technique to occupy its own niche rather than being directly worse or better at something else’s niche.
2. Stick with your theme. Anything you add to your innate technique which is a generic improvement and not directly tied to the technique should be avoided. For example, granting one in a billion to a technique built around time manipulation. Sticking to this rule will help avoid your technique turning into a themeless wishlist as opposed to a proper innate technique.
3. Avoid anything granting infinite resources. Turning hit points into cursed energy is fine, for instance, but doing so in a way which allows a cursed spirit to regenerate more hit points than they lose per cursed energy is a no-go. Similarly, sacrificing exhaustion levels for cursed energy is fine, but if you let those levels then be removed for less cursed energy than they gain from the feature is a no-go. No matter what, your technique should NEVER allow for infinite gain of resources of any kind.
4. Stick with standardized rules. Things like the general rules for domains, scaling points, and especially balancing with other options. You shouldn’t break such general rules without genuinely good reason beyond “I want my technique to be strong”.
- 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 not be given by Innate Techniques, unless the whole technique is 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 A Lot." 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]
Twilight[edit]
Lapse Technique Starting at 1st level, you’ve awakened your technique, allowing you to call upon the stars. As an action for up to your Charisma modifier in cursed energy, you can create a star for each cursed energy you spent, each star will circle around you until used. You can have a number of stars surrounding you equal to three times your proficiency bonus. When you take the Attack action, you can replace a number of attacks equal to half your proficiency bonus (rounded down) on your turn with a cursed energy attack roll against a creature within 50 feet of you. Shooting a single star from the collection, if you don’t have any stars left, you may spend 2 cursed energy to make a star exclusively for the attack. Alternatively, as a reaction to a creature coming within x feet of you (x = your level times 10), you can make a cursed energy attack roll against the creature. Once a star hits a creature, the star is destroyed. Each star deals 1d8 force damage. This damage increases to 2d8 at 5th level, to 4d8 at 11th level, to 6d8 at 17th level and to 8d8 at 20th level. Additionally, while you have at least 1 star surrounding you, you gain a flying speed equal to your walking speed.
Technique Improvement At 3rd level, you made improvements on your control over your stars, allowing for you to put more power with their attacks. Whenever you attack with one of your stars, you may spend a number of cursed energy up to your proficiency bonus to increase the potency of the attack. For every additional cursed energy spent in the attack, the attack will have a +1 to hit and a +1 to damage. If the max amount of cursed energy is used to boost the attack, the attack will deal additional damage dice equal to half your proficiency modifier (rounded down). At level 10, the amount of additional damage dice increases to your proficiency bonus.
Reversal Technique At 6th level, you learnt how to manipulate the essence of space in a different manner, instead of using the light of the universe, you instead use the darkness. As a bonus action for 10 cursed energy, you can create a thick layer of magical darkness that covers an x feet circle with you as the center (x = your level times 10). When a creature other than you starts its turn within this darkness, it must make a Constitution saving throw, on failure the creature will take 5d12 necrotic damage that cannot be reduced. As a free action on your turn, you may use 1 cursed energy to grant a creature a star, preventing them from taking damage. In addition, you will gain the Reverse Cursed Technique and Cursed Technique Reversal feats. If you already have Reverse Cursed Technique, you will instead gain the Improved Reverse Cursed Technique.
Technique Improvement At 10th level, you’ve learnt how to protect yourself using the stars that may surround you. For every two stars that you have actively around you, you’ll gain +1 to your armor class, and all damage except psychic will be reduced by 1 per star.
Extension Technique Through the knowledge of the universe, you’ve unlocked a new way to use your stars. At 14th level, if you reach the maximum number of stars that can surround you at once, you gain advantage on all saving throws, creatures of your choice within 20 feet also gain these benefits. Additionally, your stars may now deal radiant damage instead of force.
Extension Technique At 20th level, you’ve learnt how to destroy your stars, creating devastating effects. While at your maximum number of stars, you may spend 20 cursed energy as an action to create one of the following attacks. Dwarf Blast. By combining 6 stars, you fire a small dwarf star pushing through every creature in its path. Every creature in a 30-foot wide 300-foot long line must make a dexterity saving throw. On a failure, they take 30d12 force damage and are moved to the end of the line. On a successful save, they take half damage and do not take the additional effects. Star Collapse. By combining 12 stars, you create a black hole centered on yourself, forcing every creature of your choice in a 100 ft. radius centered on you to make a Strength saving throw. On a failed save, the creature takes 25d12 necrotic damage and is pulled to within 5 feet of the black hole. A creature that’s within 6 feet of the black hole at the start of its turn must make a successful Strength saving throw or take 8d10 necrotic damage and have its speed reduced to 0 until the start of its next turn. Star Shine. By combining all your stars together, you create a supernova. All creatures within 60 feet of you must make a constitution saving throw, if the creature has less than 100 hit points, they make the save at disadvantage. On failure, the creature will take 30d12 fire and 30d12 force damage. After performing this attack you will be affected by technique burnout. |
Moon Ark[edit]
You have been born with a special cursed energy, granting you special properties that make you easily stand out against sorcerers. You gain the Unique Cursed Energy feat and have poison damage as your Cursed Energy Type. Poison damage dealt by your technique and shikigami bypasses immunity and resistance.
Lapse Technique Starting at 1st level, you have learned how to summon a poisonous jellyfish like shikigami. As an action for 3 cursed energy, you can summon Moon Dregs within 5ft. of you. It acts on the same turn as you and you can control it at will. You can only have 1 Moon Dregs at a time. Once it's reduced to 0 hit points, it is un-summoned. You can summon it again for the same cost, but when it has been reduced to 0 hit points a number of times up to your proficiency bonus, you gotta take a short or long rest to summon it again. Finally, you may choose to make it any size smaller than it is when you summon it, or after summoning it as a bonus action. You can also choose to make its size Huge at 6th level, and Gargantuan at 20th level. Your shikigami cannot use actions on their own. You can spend a bonus action to command the shikigami to take an action, you may also spend an action to order them do something more specific, such as protect that creature, grab that, defend that area, etc. The number of shikigami you can control per round is equal to your Charisma modifier, while the others you didn't control will just keep doing something they were doing (such as fleeing, holding an object of grappling a creature,) or defend themselves to the best of their ability. Shikigami Empowerment. Moon Shikigamis grow stronger alongside you. They will gain the following benefits:
Technique Improvement Starting at 3rd level, you have gained access to your other shikigami, and you must face their deadliest feature, the poison within them. For a number of rounds equal to the creature’s Constitution Modifier, you must be affected by the creature’s poison or venom, you must make a saving throw at the beginning of your turns for the duration, on failure you suffer any penalties of the poison. If you drop to zero hit points or suffer a status effect, the ritual fails and you don’t gain access to the chosen shikigami. If you succeed in the trial, you can summon the corresponding shikigami for the amount of cursed energy.
After taming a shikigami, you’re immune to any poisonous effects it may have. All shikigami disappear after you take a short or long rest. This restriction does not apply to Moon Dregs or Calisto Catfish. Ganymede Dragon. Due to this shikigami’s mere power, you only need to last 2 rounds to unlock this shikigami. Additionally, only one of these shikigami may be active at any given time.
Extension Technique Starting at 6th level, you gain the ability to call upon your shikigami to share their poison with you. Whenever you summon a shikigami from this technique, you may choose to spend an additional amount of cursed energy equal to half the shikigami’s original cost to add their poison effect onto your cursed-empowered strikes. Your cursed enhanced strikes gain the following effects for a number of rounds equal to your charisma modifier + your constitution modifier:
You can only have one instance of this technique active at a time.
Reversal Technique Starting at level 10, you’ve learnt how to improve your time in battle, by turning your shikigami’s biggest offensive weapon into a support asset. While you’re within 10ft. of one of your shikigami from this technique. As a bonus action you may activate Anti-Venom, for a number of turns equal to your constitution modifier. While Anti-Venom is active, any poison damage that you or a shikigami within 10ft. of you deal, will be converted to health. Healing an amount of hit points equal to the damage dealt. These restored hit points will drain from your reverse technique pool. Other damage that you deal such as slashing or piercing, will be replaced by poison damage while this ability is active. In addition, you will gain the Reverse Cursed Technique and Cursed Technique Reversal feats. If you already have Reverse Cursed Technique, you will instead gain the Improved Reverse Cursed Technique.
Extension Technique After realizing your shikigamis’ biggest weakness was their life essence, through sheer determination you’ve learnt how to prevent this issue. At the beginning of a long rest you may choose one of the shikigami that you’ve acquired and turn them into a cursed tool. Whenever you attempt to summon the chosen shikigami, its cost will be halved, and in its cursed tool form will appear in your hand or in the grasp of a creature within 30ft. of you. The cursed tool will disappear during your next long rest. Whenever you select a new shikigami cursed tool, the old choice will be returned to its normal state and cost. The descriptions of these cursed tools can be found at the end of the subclass description.
Finally at level 20, you’ve learnt how to manifest your domain into reality, appearing as a large swamp filled with nightshade flowers and other poisonous plants as the predominant fauna with a giant spider lily growing from the center. While inside this domain a creature must make a DC 25 constitution saving throw or take 12d8 at the beginning of their turns, this poison damage will ignore resistance and immunities. While in your domain, you are passively under the effects of the Anti-venom and Toxic Touch techniques, without the need of a shikigami. While using Toxic Touch inside your domain, you may create your own unique poison, deadlier than any of the poisons of your shikigami. If a creature fails the save to resist the effects of Toxic Touch, they will suffer 1 point of exhaustion and gain vulnerability to poison damage, and every time they take poison damage directly from you, they will have to succeed the Toxic Touch saving throw or gain another point of exhaustion. As an action inside your domain, you may spend 10 cursed energy to afflict a creature of your choice within the domain with a poison from one of your shikigamis, you may choose which shikigami the poison effect will come from. A creature is affected by this poison until the domain ends. A creature can be afflicted by a number of different shikigami poisons at once equal to 12 minus their constitution modifier. This counts as the sure hit of your domain. Moon Ark - Cursed Tool Forms[edit]Moon Joist Armor, Handaxe, Legendary When attacking with the spear you can add your constitution modifier to your attack and damage rolls, and deal an additional 2d6(2d8 versatile) poison damage. Whenever you hit an enemy with this weapon, for every point above the target’s armor class you hit them by, the creature must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions) or have their movement speed reduced by 10 ft. per additional point above the target’s armor class until the end of their next turn. Aegeon Splitter Armor, Handaxe, Legendary When attacking with the tomahawk you can add your constitution modifier to your attack and damage rolls, and deal an additional 2d6 poison damage. If you score a critical hit with this weapon, it will split into two hand axes with the same attributes as the original. After 4 rounds, the two axes will be fused back together into one hand ax, that deals twice the amount of damage as the original, and its throwing range tripled. Additionally, if a creature is hit by this upgraded ax, its armor class will be reduced by 2 for 1 round. Miranda Arc Armor, Longbow, Legendary When attacking with the bow you can add your constitution modifier to your attack and damage rolls, and deal an additional 3d8 poison damage. The bow starts with 100 hundred arrows, whenever you hit a creature with one of these arrows they will stick inside of the creature, at the start of the creature’s turns they must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions) or take 2d4 poison damage per arrow currently inside them. The creature can use its action to remove a number of arrows equal to their strength modifier. If a creature were to roll a nat 1 on the saving throw, their strength score will be reduced by 1 until they have no more arrows inside of them.
When attacking with the maul you can add your constitution modifier to your attack and damage rolls, and deal an additional 4d6 poison damage. Whenever you hit a creature with an attack, the target must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions), on failure you can take the attack action a second time, with all the attacks having advantage. If you roll a critical hit with this weapon, the target must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions) or take 8d8 poison damage and fall prone. Crust of Io Armor, Plate Armor, Legendary While wearing the armor, you gain immunity to poison damage and the poisoned condition. Additionally, your strength and constitution increases to 21 and your martial arts die tier increases by 3 tiers, but your speed is reduced to half its original amount. You may add your charisma modifier on top of the armor granted by this cursed tool. Mimas Coil Weapon, Whip Katana, Legendary |
description=When attacking with the katana you can add your constitution modifier to your attack and damage rolls, and deal an additional 2d8 poison damage. Whenever you hit a creature with the weapon, they must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions) or take 15d4 poison damage, if the target fails the save by 5 or more the creature will have one of it’s limbs reduced to 0 hit points.
Cover of Calisto Armor, Shield, Legendary While you have the shield equipped, you gain a +4 to your armor class and whenever a creature hits the shield, they must succeed on a constitution saving throw with a DC equal to your cursed energy save DC (battle maneuver for heavenly restrictions), on failure their movement speed is reduced to 0 until the end of its next turn. Additionally, as an action you may fasten the shield into the ground causing it to be stuck, but while standing behind it you are under the effects of full cover. If the shield is stuck in the ground of a domain expansion, it creates the effects of a fully refined simple domain in a radius of 10ft.
When attacking with the greatsword you can add your constitution modifier to your attack and damage rolls, and deal an additional 4d6 poison damage. (The following ability is exclusive to sorcerers) As a bonus action for all your cursed energy, you enter a bloodthirsty rage. You can the following features:
These effects last for a number of rounds equal to your new constitution modifier. |
Disaster Winds Technique[edit]
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.
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:
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.
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.
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.
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:
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]
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 a melee 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.
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 3d10 bludgeoning damage 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 6d10 at 5th level, 9d10 at 11th level, 12d10 at 17th level and to 15d10 at 20th level.
Extension Technique At 6th level, you’ve learned how to utilize very unique plant life, some of which are typically not considered edible or very beneficial, but you have found a usage for them nonetheless. You gain the following extensions to your technique: Cursed Plum. Through experimentation, you have been able to draw out the healing properties of your Technique. As a reaction to a creature within 10ft suffering a condition (excluding Bleeding, Cleansed, Grappled, Incapacitated, Petrified, Prone, Restrained, Stunned, Unconscious), you may spend 8 Cursed Energy to feed them a Plum. Upon consuming, they gain a bonus to all savings throws equal to your Charisma Modifier until the beginning of their next turn. If given the Exhaustion condition, treat the downsides as one stage below until you reach 6 levels of Exhaustion. Cursed Nightshade. You have begun to unlock the ability to create poisons, specifically the Belladonna flower. You may create one within 60ft for 4 Cursed Energy as an Action. Creatures that walk within 30ft of the Belladonna or Start their turn in it must make a Constitution saving throw. On a failure, they suffer the Poisoned condition. If they fail a second time, they gain the Hallucinating Condition. If they fail a third time, they gain the Paralyzed condition. Everytime they succeed the saving throw, they end the last condition they gained from Belladonna. Belladonna lasts for 1 minute, takes up a 5ft space, and has an AC of 10 and HP equal to their User’s Charisma Score. Cursed Cotton. 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.
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. At 17th increase it to a d8.
Extension Technique In Kyoto they found your technique simple and even useless, but in Tokyo they saw the potential in the sheer variety you could possess. Starting at 14th level, you gain the following extensions to your technique: Cursed Milk. As an Action for 5 Cursed Energy, you can supply someone within 30ft milk, giving them an increased amount of Calcium and Protein, making their bones stronger and muscle fibers tighter. When sustaining damage (excluding Psychic, Thunder, Poison, and Force), the creature reduces the amount taken by your Charisma modifier. This lasts for 1 minute and can be applied to 1 creature at a time. At 17th level, it reduces by an amount equal to twice your Charisma modifier. Cursed Eggs. As a bonus action, you can expend an amount of cursed energy up to your Charisma modifier to produce a raw egg. The egg lasts for 1 minute and when consumed heals an amount of HP equal to 1d12+a number of d12 equal to the amount spent. Cursed Honey. As an Action for 10 Cursed Energy, you may apply the Haste spell to an ally within 30ft. The User must keep Concentration and the ally must stay within an amount of feet equal to the caster’s Charisma Score multiplied by 10. The effect ends after 1 minute.
Maximum Technique Starting at 20th Level, your Farming Technique has reached a new peak, allowing for you to grow rare and exotic fruits. Each fruit can only be created once per day. Durian. As a Reaction, the user may spend 18 CE to summon a transparent durian shell around an ally with 90 ft. Upon casting, the creature targeted by this ability gains an increase to AC equal to the caster’s Proficiency Bonus and develops a thorns effect, dealing a quarter of the damage the creature received back to the attacker (after resistances). The thorns only activate if it damages the creature's main health pool. This effect lasts for 1 minute or until dispelled as a Free Action. The attacks must be melee for the thorns to apply. Dragon Fruit. When the user rolls for initiative, as a Reaction, they may create and eat the Dragon Fruit for 20 CE, any allies within 80 feet of the user gain +1 bonus to all checks and attack rolls, and any enemy within that area must succeed a Cursed Energy Wisdom saving throw or take disadvantage on all checks and attack rolls for 1 minute. Creatures may remake the Saving Throw at the beginning of each turn to end the effect early. Lychee. The User, as a bonus action, may create a Lychee berry for an amount equal to their Charisma Mod+Proficiency Bonus. Upon falling to 0 CE, a person with this item may eat it and gain an amount of Temporary CE equal to the caster’s Charisma Mod+Proficiency Bonus. Miracle Berry. The User, as an Action for 25 Cursed Energy, creates a Miracle Berry. This berry lasts for 1 minute and upon being consumed, heals the consumer for an amount of HP equal to half the caster's Charisma score times their Proficiency Bonus. When being consumed, the caster can instead use it to restore a limb of their choice.
Domain Expansion Your domain is a vast farmland, with fresh crops, scarecrows, and farm structures. If you grow 10 crops during the domain (these can be Extension techniques as well), then the domain ends early. When the domain is ended by meeting the conditions, you gain Temp CE up to the amount spent while inside the domain and increase the damage dice tier of your Lapse Technique by your Proficiency Bonus for 1 minute. The Domain costs 10 to use, and after every use it increases by 10 up to a maximum of 30 until you take a Long Rest, resetting it to 10. While inside Domain, if you have Quality Crops, you automatically get the highest roll. You do not benefit from the Technique Efficiency feature for Domain Expansions. |
Firearm Manipulation[edit]
Due to the inner workings of your technique, your Cursed Energy Armor also undergoes changes. Whenever it is active you gain resistance to piercing damage, if the damage was dealt by a firearm it counts as immunity instead. At 11th level you gain immunity to all piercing damage.
Lapse Technique At 1st level your technique allows for inhuman manipulation of how the bullets fired by you work, you will gain the Gunner feat you also will gain the following features: Homing Bullets As part of the attack action you may replace one of your bullets with a homing one. For 1 cursed energy your attack will gain the following benefits: It will ignore all cover except total cover. It gains a +2 bonus to it's attack roll. You may freely change it's trajectory (to hit an enemy behind a wall for example). Invisible Bullets As part of the attack action you may make one of your bullets invisible for 1 cursed energy, giving it the following benefits: An enemy who the bullet is aimed at is forced to make a perception check equal to your cursed energy dc, upon failure you gain advantage on the attack roll, the attack goes as normal upon a success. The shot is silent, preventing you from being immediately detected (while in stealth for example). It's critical range is increased to 19 and above. Explosive Bullets As part of the attack action for 2 cursed energy you may cause one of your attacks to become explosive, causing it to force any creature within 5 feet of the one struck to do a dexterity saving throw equal to your cursed energy dc, dealing the weapon's full damage on a failure and half as much on a success. You may only use this feature an amount of times equal to half your proficiency bonus (rounded down) per turn.
Extension Technique At 3rd level you begin to notice just how much of an issue not having a gun on hand is, so why not just make one? As a bonus action for 5 cursed energy you may create any firearm that you have at least a basic understanding of, the weapon created gains a +2 bonus on it's damage and attack rolls, deals an additional d8 of necrotic damage, does not need to be reloaded and lasts an amount of hours equal to your proficiency bonus (minimum of 2). You may only have one firearm created at a time. You additionally gain the ability to fully reload regular firearms for 1 cursed energy as a free action.
Technique Improvement At 6th level your mastery with firearms pays off granting you the following benefits: You may now create a second firearm with the Firearm Creation feature as long as both are from the sub-machinegun or pistol variety. You may now use a firearm in your offhand to attack once as a bonus action after taking the attack action. You can use the Gunslinger feature an extra amount of times equal to your charisma modifier per turn, but must use twice the usual amount of cursed energy for each time you use it.
Extension Technique At 10th level it's beginning to look like being able to do anything with guns really does mean anything. You will gain the following abilities: Deadeye Requires the use of a semi-automatic or slower firing weapon. As an action for 10 cursed energy you may concentrate and enter the Deadeye state, in this state you can target up to half your proficiency bonus creatures (rounded down), causing all of your attacks against them to automatically hit, count as critical hits and are treated as if every attack rolled maximum damage. You may not attack on the same turn Deadeye was used, the Deadeye state is canceled early upon losing concentration or turning it off as a free action and lasts for 1 minute or until you take the attack action, ending once it's finished. You may not use any of the Gunslinger features while Deadeye is active. Temporal Blossom Requires a semi or fully automatic weapon to be used. As an action for 10 cursed energy you may fire wildly in every direction a number of times equal to your proficiency bonus added twice -2, the bullets seemingly disappearing upon being shot. On your next turn every enemy you can see within your weapon's range is hit with the bullets fired (the attacks are spread evenly between each enemy in range) make an attack roll for each bullet shot, upon a hit the enemy takes the damage of the weapon that you made the attack with. There must be at least 2 targets in range for Temporal Blossom to take effect. Additionally you may now freely modify the features of the guns you create with the Firearm Creation feature (such as adding a scope to an assault rifle or changing the position of the trigger on a revolver). Each modification costs you 1 additional point of cursed energy and you may have a maximum of your charisma modifier modifications at once.
Technique improvement In Kyoto you were shunned for your usage of conventional weaponry but in Tokyo they taught you that the weapon is just an extension of self, at 14th level you will gain the following features: Deus Ex Machina Maximum Technique You may now choose to only target a single enemy with your Temporal Blossom feature, if used this way the attack comes out immediately and each bullet deals an additional d10 of damage, this damage can be increased by spending up to your charisma modifier of cursed energy, up to a maximum of 6d10 extra damage. Superior Focus Maximum Technique If you choose at least 2 attacks to target single a creature with your Deadeye feature active you may spend 5 more cursed energy for the attacks to gain additional 4d10 force damage and ignore both resistances and immunities of the target. You may now also use the Gunslinger features with both the Deadeye and Temporal Blossom features.
Domain Expansion Finally at 20th level you learned how to expand your domain, the domain takes the shape of an enclosed room with bullets bouncing off of it's walls wildly, each creature inside except yourself takes your currently created (or held) gun's damage 5 times at the start of their turns, additionally every attack you make or cursed technique feature you use that includes firearms counts for the sure-hit effect of the domain. |
Conjure Gun[edit]
Lapse Technique At 1st level, as an action you gain the ability to summon a Tier 1 firearm from the table. This weapon’s damage and range is determined by the weapon chosen. You gain a Tier 2 weapon at level 6, a Tier 3 weapon at level 10, and a Tier 4 weapon at 14. Weapons summoned this way cost an amount of Cursed Energy to summon equal to their tier.
Lobbing – Ignores cover if projectile can be fired over it Targeting – for a bonus action and 5 cursed energy you can lock on to a target with cursed energy When reloading a weapon, it cost an amount of cursed energy equal to the weapons tier x 3 and you reload as a free action. At level 5, this becomes only times 2. At level 11, reloading no longer has an action cost. At level 17, reloading only cost an amount equal to the weapons tier. Your summoned firearms are counted as magical for the purpose of overcoming resistances. Additionally, you gain the Cursed Weapon Enhancement ability. At level 3, you are able to add additional damage equal to your proficiency bonus to your damage rolls with your summoned guns. At level 10, this increase becomes equal to your proficiency + charisma modifier.
Technique Improvement At 3rd level, you gain the ability to summon and add attachments to your weapon. As part of a long rest, you are able to choose and add a number of attachments equal to your proficiency bonus to your weapons. At level 10, this number is increased to twice your proficiency bonus. These attachments remain equipped to your weapons even when the weapons are unsummoned.
Technique Improvement At level 6, your combat experience has led you to developing a new style of martial arts. Whenever you would make an unarmed strike, you can instead choose to fire your equipped firearm instead. You may now swap between your summoned firearms as a bonus action. If you do not have any guns summoned, you increase your martial arts die by one tier.
Extension Technique At 10th level, your accuracy and timing has reached even greater lengths. You gain a passive +2 bonus to your attack rolls with ranged weapons. This increases to +3 at level 14 and to +4 at level 20. As a reaction, when targeted by a ranged attack or while within the area of a line attack, you can attempt to lessen the damage or destroy it completely. Roll the damage of your currently equipped weapon, reducing the damage of the incoming attack by that amount. If this would reduce the damage to 0, the attack is nullified. You gain a number of reactions equal to your Dexterity modifier. If you have the Athlete History feat, you may use your Strength modifier instead. If you have the Cursed Energy Reinforcement feat, you can use your Charisma modifier instead.
Technique Improvement Your experience has led you to favor a certain combat style and weapon. Choose one of the firearms that you can summon and it becomes your favorite weapon. Your favorite weapon gains the following benefits:
Extension Technique At 20th level, you’ve reached the pinnacle of firearm mastery. By spending 20 cursed energy, for a minute you enter a state where your cursed energy control is at its peak. All unequipped weapons float behind you and act as pseudo equipped. Whenever you make an attack with your equipped weapon, you can also make an attack with one of your pseudo equipped weapons. In addition, your AC increases by an amount equal to your proficiency modifier while in this state. At the end of the minute, this forms ends and you gain a level of exhaustion. For, 10 cursed energy, you can instead extend this mode for another minute. For every 2 minutes beyond the first, you gain an additional level of exhaustion.
Must have the Cursed Technique Reversal cursed feat With your mastery of Reverse Cursed Technique, you have learned Conjure Gun’s reversal. You may spend 5 cursed energy to swap to the alternate weapon of the currently equipped weapons tier and immediately add attachments equal to half your proficiency. This swap lasts for one minute and then the gun will be unsummoned. |
Impact Packer (Kyo's Variant)[edit]
You have been born with a special cursed energy, granting you special properties that make you easily stand out against sorcerers. You gain the Unique Cursed Energy feat and have Force as your Cursed Energy Type. You also gain both the Wellspring Of Energy and Dynamic Striker features from the background feat.
When you crit someone, they must make a con save with disadvantage. Fail and they become stunned for 18 seconds. Succeed and They simply take full damage (ignoring the resistant feature) and can't be stunned by this feature for 18 seconds. When an opponent is stunned, hits performed on them have their crit range increased by 1. If you are stunned at the end of your turn each round you may redo your con save, succeed and you are no longer stunned and cannot be stunned for what would be the rest of the duration of the ability. Fail and you remain stunned.
Lapse Technique When an impact is stored you keep it inside of your body. You may now release it at any time as either a free action during your turn or a reaction during someone else's turn. It has a 100% chance of hitting. You can maintain stored impacts equal to your charisma modifier, these impacts can at max only be maintained for a single round
Technique Improvement” You gain 2 martial arts dice Naturally at level 11, 3 martial arts dice at level 17, and 4 at level 20. This can be increased by the Tokyo buffs. If boosted by level 3 tokyo power Enhancement, you gain an extra martial arts dice. If boosted by level 7 Tokyo feature, you now instead gain 2 extra martial arts dice. If you boost it by both, you gain 3 extra martial arts dice per round. These Enhancements give no extra cost to your lapse.
Technique Improvement You also gain the ability to reabsorb stored impacts instead of using them, Regaining any cursed energy spent on the impacts. This can be used as a Reaction or Bonus action.
Technique Improvement
Extension Technique
Extension Technique
Technique Improvement
Extension Technique |
Impact Frames[edit]
This technique allows you to harness your martial potential by allowing you to massively enhance your strikes with cursed energy to the point that they leave behind impact frames when you hit.
Lapse Technique
Before making an Unarmed Strike, you may spend Cursed Energy up to half your Charisma modifier to deal 2d8 Bludgeoning damage per Cursed Energy spent if the attack hits. If the attack misses, the effect stays until you hit a creature or until 1 minute has passed. At 5th level, you may spend an amount equal to your Charisma Modifier. At 11th level, you may spend an amount equal to your Charisma Modifier added twice. At 17th level, you may spend an amount equal to your Charisma Modifier added thrice.
When you take damage from something that deals Bludgeoning, Slashing, Piercing, or Force damage, you may spend 2 Cursed Energy as a Reaction to hold onto half that damage dealt to you. On your next Unarmed Strike, you may spend 2 Cursed Energy before making the Unarmed Strike to put that power into the punch. The damage source must have Kinetic energy.
Before making an Unarmed Strike, you may lower the dice tier by 1. On a hit, the creature must make a Constitution saving throw or become Stunned until the end of their next turn.
Technique Improvement
Extension Technique
You may end this ability as a Free Action.
Technique Improvement
Extension Technique
Extension Technique
Technique Reversal
When you would miss an Unarmed Strike roll, you may spend 3 Cursed Energy to make the roll again.
Before making an Unarmed Strike, you may target a specific part of the body for 6 Cursed Energy. When attacking a limb, you may halve the reduction.
As a Reaction to a creature missing a melee attack roll against you, you may spend 3 Cursed Energy to make an Unarmed Strike against them with Advantage. Erasure Technique[edit]This cursed technique allows the user to erase anything; Matter, space, time, and enemies. However, it is incredibly taxing and exhausting to use frequently. This technique functions as a sort of opposite to Gojo’s Limitless cursed technique.
Upon choosing this innate technique, you choose whether you obtain the Cursed Strikes or Cursed Armor cursed energy enhancement. While cursed strikes or cursed armor is in use, you have the ability to make a charisma check against the user’s cursed energy save DC to break through techniques that are meant to stop or slow you by affecting the space around you, like Infinity or Barrier.
Lapse Technique
Lapse Technique
Extension Technique
Reversal Technique
Lapse Technique
Technique Improvement
Rolling a critical hit doubles the effect and its duration..
Reversal Technique
Maximum Technique |
Eldritch Embodiment Technique[edit]
You have been born with a special cursed energy, granting you special properties that make you easily stand out against sorcerers. You gain the Unique Cursed Energy feat and have psychic as your Cursed Energy Type. You also gain both the Wellspring Of Energy and Dynamic Striker features from the background feat. In addition, whenever you deal damage with an unarmed strike while using Cursed Energy Enhancement, you add psychic damage to your damage roll equal to your proficiency bonus.
You have gained a special sight due to your ability to perceive a bit beyond what the average person cannot. You gain a bonus of +5 to your insight and perception checks. At 5th level, your eyes can begin to peer through surfaces. You may ignore cover when making Perception and gain Advantage on Perception and Insight checks.
Lapse Technique This is where your true lapse shines, you are able to transform your body to become an eldritch horror of some sort. As a bonus action for 4 cursed energy, you gain the following benefits for an amount of rounds equal to your charisma modifier:
At 5th level, it lasts for an amount of turns equal to your Charisma modifier added twice. At 11th level, your transformation lasts until dismissed or you take a long rest. At 17th level, your transformation is now considered as if you were a Special Grade Curse. Free Flowing Form. Due to your body being constantly morphing and filled with chaotic cursed energy, you are unable to gain the Reverse Cursed Technique feat. At 3rd level, your abilities have morphed further, making it unknown if you are truly human, you may take the Regeneration feat if you qualify for it. You may only use it whilst transformed. At 5th level, your descent from humanity is further prominent. You may take the Advanced Regeneration feat if you qualify for it. You may only use it whilst transformed. At 11th level, the line between you and monstrosity really weakens, making you question if you were human to begin with. You may take the Improved Body Functions feat if you qualify for it. You may only gain the benefits of this feat whilst transformed. At 17th level, you show others that you truly were a monster to begin with. You may take the Cursed Biology feat if you qualify for it, for the purposes of this feat, you count as an imaginary cursed spirit born from the negative emotion of the eldritch. You may only gain the benefits of this feat whilst transformed.
Extension Technique At 5th level, your alteration of the mind causes the deterioration of the mind. Whenever a creature is charmed or frightened by you from this feature, they take 4d10 psychic damage at the beginning of their turns. At 11th level, they take 6d10 psychic damage at the beginning of their turns and at 17th level they take 8d10 psychic damage. Mind Link. At 5th level, your ability to invade the mind is now able to be used to share with others. While a willing creature within a 120 ft radius is within sight range, you may spend 2 cursed energy as a free action to connect with their minds. For the next hour, you are able to speak telepathically with the creature as long as they are within your charisma scores times 10 feet range. Shared Slumber. At 11th level, while a willing creature is sleeping within 120ft of you, for 4 Cursed Energy as a free action, you may also fall asleep and enter their dreams, allowing you to manipulate and distort their dreams however you see fit. During this, you may also bring other willing sleeping creatures with you. If this is used on unwilling creatures, they must make a wisdom saving throw. On a failure, you invade their dreams and you can manipulate and distort them. On a success, nothing happens.
Extension Technique When you strike a creature with a melee weapon attack within the fog, you may force them to make a charisma saving throw for 6 cursed energy. On a failure, you may teleport them up to their movement within the fog. When teleported this way, their next attack against a creature within the fog has disadvantage. At the end of the minute, you may spend 2 cursed energy to extend the duration for this feature for another minute. Absorbing Fog. At 11th level, you have become aware how much you crave negative energy. When activating The Darkness That Prowls Unknown, you may spend an additional 4 cursed energy to instead lose the ability to teleport creatures and yourself within the fog. In exchange, while hostile creatures of your choice are within the fog, they lose an amount of cursed energy equal to your charisma modifier at the beginning of their turns. At 17th level, they lose an amount of cursed energy equal to your charisma modifier added twice.
Technique Improvement Play Of Madness. You may craft a sigil that causes all who gaze upon it to go mad. For 8 cursed energy, you may inscribe this sigil. Any creature who lays their eyes on this sigil must make a wisdom save, on a failure they are berserk and bloodlusted for 1 minute. On a success, nothing happens. A creature may repeat the saving throw at the beginning of their turns. Play Of Terror. You may craft a sigil that causes all who lay their eyes onto it to go mad with fear in their system. For 8 cursed energy, you may inscribe this sigil. Any creature who lays their eyes on this sigil must make a wisdom saving throw. On a failure, they are now frightened and paralyzed with fear for 1 minute or until they take damage for the paralyzed condition to end. On success, nothing happens. A creature may repeat the saving throw at the beginning of their turns. Play Of Infliction. You may craft a sigil that causes all who lays their eyes on this sigil to have their minds ravaged with incomprehensible knowledge. For 6 cursed energy, you may craft this sigil, a creature who lays their eyes upon this sigil must make a wisdom saving throw. On a failure, they take 8d12 psychic damage and on a success, they take half as much damage. At 11th level, they take 12d12 psychic damage and at 17th level, they take 16d12 psychic damage. Upon a creature being affected by the Glyph, it fades away. A glyph will be destroyed after 1 hour of being placed or by the user dismissing it. The user can create a glyph in the air in front of them, in which case, all creatures the glyph is facing in a 120 ft cone must make the save. Golden Robe Of The Theatre. At 17th level, you have begun to distort reality further, and have even given your cursed energy a physical form. As a Bonus Action for 10 cursed energy while transformed, your cursed energy has become a Golden Cloak that covers all but your face. This Cloak provides a bonus to your AC and saving throws equal to half your proficiency bonus rounded down. A creature may attempt to peer inside the robe or you may show creatures what's inside the robe. When done so, the creature must make a wisdom saving throw. On a failure, they are stunned until the beginning of their next turn as their mind can't comprehend the unknown within and on a success, nothing happens. If they fail by 5 or more, they are paralyzed instead. The Cloak is considered a Special Grade Cursed Tool. If it is destroyed completely, all creatures in a 90 ft radius of the user must succeed a Wisdom Saving Throw, and on a failure, they take Xd12 Force damage and be knocked back X times 5 ft. Afterward, your Cursed Energy is reduced to 0. (X is equal to your current cursed energy.)
Extension Technique
Additionally, as an action for 5 cursed energy while Transformed, you may target a creature within 90ft of you and try to bind them in chains. The creature must make a Wisdom saving throw, or become Restrained. On the beginning of each of their turns, they may make the save again. Upon succeeding the saving throw, the creature cannot be affected by them for 1 minute.
Maximum Technique
Domain Expansion Nyarlathotep. All creatures in the domain must make a DC 20 Wisdom Saving Throw. On a failure, the creature gains the Berserk Condition for the rest of the domain’s duration. This repeats every other turn. Cthulhu. All creatures must make a DC 20 Wisdom saving throw, or become stunned until the end of their next turn and take 20d12 Psychic damage. Darkness. All creatures become blinded for the duration and take 5d12 Necrotic damage every turn. Hastur. The entire domain is considered difficult terrain except for the user. Creatures that attempt to teleport or fly in some way must make a DC 20 Wisdom Saving Throw or be stunned for 1 turn. When using The King in Yellow, it affects all creatures inside the Domain. Yog-Sothoth. All creatures become restrained and cannot use cursed energy inside the domain. They may make a DC 25 Strength saving throw to escape the chains, however, they still cannot use Cursed Energy. Azathoth. The eldritch horror himself comes approaching at great speed. All creatures at the start of every turn must make a DC 30 Wisdom saving throw or become frightened. If the domain is shattered due to its duration, every creature within the domain not under the effect of an anti-domain defense must make a DC 25 Dexterity saving throw, or having the horror slam down into them, trying to swallow them whole. They will take 60d12 Force damage which ignores resistances and immunities, and if they do not survive their bodies will be erased, having been devoured by Azathoth. On a success, they take half the damage. If they used a Domain canceling effect, they are fully immune to the effect of this horror as it will simply pass right through them. The various saving throws and their effects are the sure-hit of this domain. The user and everyone touching them cannot be targeted by the sure-hit. |
Lifeless Enlightenment[edit]
Domain Expansion Once per turn when damaged by you, creatures inside the Domain must make a Charisma saving throw or gain the Cleansed Condition, as the Realm of the Lifeless tries to bring them beyond their current form of being. Dark Craft. Your Domain grants you the capability to fire blasts of cursed energy. one of those attacks with a ranged cursed energy attack roll against a creature within the domain. On a hit, the target takes 1d8 force damage per cursed energy spent and must make a Strength saving throw. On a failure, they are knocked prone. On a success, they receive no additional conditions. You can replace multiple attacks with Dark Craft, but you must spend appropriate cursed energy for each attack. This cannot replace attacks from features such as Cursed Blast of Blows. At 5th level, you can spend up to your Charisma modifier when using Dark Craft. At 11th level, you can spend up to your Charisma modifier + half of your Charisma modifier(rounded down). At 17th level, you can spend up to your Charisma modifier added twice. At 20th level, you can spend up to your Charisma modifier added thrice. Cursed Corpses Of Amaravati. Your Domain Expansion allows you to summon all those who have died due to being accused of being a witch from the graves of Amaravati. As an action for 4 cursed energy, you can summon an ethereal warrior, resembling a tortured soul, 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 modifier. You may only summon a number equal to double your proficiency bonus, each costing 4 energy, these warriors act during your turn. When creating, you may summon them with 1 of 3 weapons.
Technique Improvement
Technique Improvement
Extension Technique
Extension Technique
Extension Technique
After the time ends, you gain 2 levels of Exhaustion. This feature cannot be used while you have the Exhaustion condition. When used inside Domain, all creatures have Disadvantage on attack rolls against you and you gain Advantage on saves caused by hostile creatures |
Support Techniques[edit]
Thread of Fate[edit]
Lapse Technique Starting at 1st level, you’ve learnt your innate technique and its possible power. As an action for a number of cursed energy up to your proficiency bonus, you may attach a spectral thread to an ally within 100ft feet of you, this thread grants your ally a number of temporary hit points equal to your charisma modifier times your proficiency bonus per cursed energy spent. While these temporary hit points are active, as a reaction to the targeted creature being targeted by an attack you may spend 1 cursed energy to make the attacker roll at disadvantage, or if they’re targeted by a saving throw you may spend 2 cursed energy to have the targeted creature roll at advantage. These temporary hit points will last for a number of turns equal to your sorcerer level + your charisma modifier, or if the target moves . You can have a number of active threads equal to half your dexterity modifier (rounded up).
Technique Improvement You’ve realised that your enemies keep trying to disrupt the future told for your allies. Upon reaching 3rd level, if your targeted ally is subjected to the poisoned, petrified, frightened, deafened, blinded, paralyzed, or stunned conditions you may expend 3 cursed energy to end one of these conditions.
Technique Improvement Starting at level 6th, you’ve learnt how to increase the speed and efficiency of your threads. You may have a number of threads active at once equal to your Dexterity modifier, and may now expel a thread as a bonus action or reaction.
Extension Technique You’re tired of waiting for fate to work its magic, so you’ve learnt how to take the wheel and make it more entertaining. At 10th level, you may spend a bonus action to spend a number of cursed energy up to your charisma modifier to enhance the targeted creature’s Armour Class, Saving Throw modifier, and attack modifier equal to amount spent. This will last for a number of rounds equal to your proficiency bonus.
Technique Improvement People at Kyoto were fearful of your possible manipulation of fate, but your Tokyo teachers were far too interested in your potential. Whenever you would hit a Natural 20 and hit a Black Flash, any and all creatures you’re connected to will also be put under the effects of In the Zone. Additionally, if a creature you’re connected to hits a Black Flash you will be put under the effects of In the Zone. If you don’t already have the Black Flash feat, you gain it as a part of this
Technique Improvement You’ve learnt over the course of your life, that fate doesn’t exist, for you control life and death. Upon reaching level 20, if an ally within 100ft. of you is reduced to zero hit points, or would take damage that would reduce them to zero hit points, you may use your a reaction to expend 20 cursed energy to instantly stabilise that creature and restore a number of hit points equal to your charisma modifier times the target’s constitution modifier. Additionally, if you may add your cursed energy attack modifier to your death saving throws. |
House of Cards[edit]
House of Cards is a technique that utilizes cursed energy to manifest effects or creatures based off of the different suits and values in a deck of playing cards, allowing its user a versatile and flexible style of combat, if luck is on their side.
Lapse Technique Starting at 1st level, you have a deck of cards containing a standard set of four suits and two jokers, one black and one red. Additionally, you gain proficiency in the Sleight of Hand skill, if you already have proficiency you gain expertise. Cards in the spades suit are more melee oriented, cards in the clubs suit are more defensive, cards in the hearts suit are for healing, and cards in the diamonds suit are for ranged damage. Draw. Once per turn, you may spend 1 CE as a free action to draw two cards from your deck, rolling 1d4 for the suit, and rolling 1d14 to decide the card, with aces being a 1 and jokers a 14. 1 for Clubs(♣), 2 for Diamonds(♦), 3 for Hearts(♥) and 4 for Spades(♠) The roll becomes 1d14-1 for that suit if you have one summon of its type active or defeated, 1d12 for two, and so on, decreasing in tier for every two persistent cards of that suit played until it becomes 1d4-1 when only effect cards remain. This persists until you reshuffle the deck, which you may do as a Bonus Action. You may draw an additional card at levels 3, 6, 10, and 16. Depending on the rank of the card the action and CE cost may vary, as shown in the list below. You may play the card in order to summon creature(s) if the card is a number card from 5 to 10, a face card, or a joker, or in order to trigger an effect if it is a 2 through 4.
If you play a 2, 3, or 4, an effect is triggered based off the value of the card. A 2 will apply a stronger touch ranged damage (spades) or defense (clubs) buff, or a touch range healing (hearts) or damage (diamonds) effect. A 3 lets you apply a weaker buff an ally or to heal or do damage at a 60 ft range. A 4 creates an aura applying a moderate effect, that is weaker than the 2 but stronger than the 3, in a 15 ft radius around you that can buff or heal allies or damage enemies. All summoned cards disappear after you take a short or long rest. Shikigami that are reduced to 0 hit points can only be summoned again after a long rest.
Technique Improvement
Extension Technique
Technique Improvement If the creature is willing, they enter the card and may stay as long as they wish, exiting the card when they decide to leave if you permit it or are removed by you. If the creature is unwilling, they must make an Intelligence save against your curse save DC. On a success, nothing happens. On a failure, they are stored in the card for 10 rounds minus their con mod, with a minimum of 1 round. They may repeat this check each round at the end of their turn to escape early. If the card is attacked or torn, the creature is simply released into an adjacent square to the card holder and takes no damage. |
Cursed Sealing Technique[edit]
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.
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.
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.
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.
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
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.
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]
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.
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).
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.
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.
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.
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. |
Maiden Sorcery[edit]
Your Torii Gates aren't ethereal objects but physical, as such they can be targeted. They have an AC equal to your cursed energy DC and automatically fail all saving throws and are resistant to bludgeoning, slashing and piercing damage and are immune to psychic damage. They have an amount of hit points equal to half your maximum hit points. At 10th level, this becomes equal to your maximum hit points. For every size your Gates are above the normal Torii Gate, which is small, you multiply their hit points by the number of size tier they are above small. (Ex. Huge is 4 tiers above small, counting small and as such you multiply the hit points by 4.) If your Torii Gates are destroyed, you cannot teleport using that Torii Gate until you resummon it again.
Lapse Technique When you create another Torii Gate, you may choose to teleport with a bonus action for 2 cursed energy as long as the gates are within 100 ft of each other as if casting the teleport spell, always reaching your desired location as the Torii Gates act as beacon. You may have an amount of Torii Gates up to your proficiency bonus active all at once. Additionally, you're aware of all creatures within the range of your Torii Gates, no matter which variation as if you were using the cursed energy tracker feat, as they are now within your God's Sanctuary. At 3rd level, you may designate an amount of locations at once equal to half your proficiency bonus, rounded down. At 5th level, you may have an amount of Torii Gates up to your proficiency bonus + half your proficiency bonus, rounded down. At 11th level, you may have an amount of Torii Gates up to your proficiency bonus added twice. At 17th level, you may have an amount of Torii Gates up to your proficiency bonus added thrice.
Technique Improvement Shrine Gates increase the range of your teleportation to (your Charisma modifier + your proficiency bonus + your Jujutsu Sorcerer level) x 100 feet, and you can now use the teleport as a reaction to an attack. You still need to have other Torii Gates manifested in order to teleport. You gain an amount of reactions equal to your proficiency bonus for the purposes of this feature. Titan’s Gates. At 5th level, you've improved your creation of Shrine Gates, being able to make them quicker in exchange for them being smaller. When using Torii Gates, you may choose to increase its action cost by 2, making it a full turn action and 4 cursed energy, to create a large Torii Gate, called a Titan's Gate. When created this way, Titan Gates count as 2 Torii Gates for the purposes of the amount of Torii Gates you can maintain and last for 12 hours instead of a week. Titan Gates increases the range of your teleportation to (your Charisma modifier + your proficiency bonus + your Jujutsu Sorcerer level) x 50 feet, and you can now use the teleport as a reaction to an attack. You still need to have other Torii Gates manifested in order to teleport. You gain an amount of reactions equal to half your proficiency bonus, rounded down for the purposes of this feature. Sentinel Gates. At 11th level, you've improved the creation of your Shrine Gates to the upper most limit you could, thus making it even smaller. When using Torii Gates, you may choose to increase its action cost by 1, making it an action and 2 cursed energy, to create a large Torii Gate, called a Sentinel Gate. When created this way, Sentinel Gates count as 2 Torii Gates for the purposes of the amount of Torii Gates you can maintain and last for 6 hours instead of 12. Sentinel Gates increases the range of your teleportation to (your Charisma modifier + your proficiency bonus + your Jujutsu Sorcerer level) x 25 feet, and you can now use the teleport as a reaction to an attack. You still need to have other Torii Gates manifested in order to teleport.
Extension Technique This technique’s damage increases to 10d12 at 11th, 14d12 at 17th, and 22d12 at 20th level. Okiku’s Dolls. Additionally, you're able to summon Dolls that become your faithful servant, as if sent by your Gods. As an action for 2 cursed energy for every doll, you may summon a number of doll up to your proficiency bonus for 1 minute. These Dolls are considered constructs and act during your turns. They have an amount of hit points equal to double your jujutsu sorcerer level and have an AC equal to your cursed energy DC. These Dolls use your cursed energy attack roll to attack creatures within the range of your Torii Gate Teleportation range and deal Maiden Sorcery’s damage on a hit. When you use these Dolls to attack, they are immediately destroyed after they hit or miss and must be summoned again in order to be used.
Extension Technique You may also choose to designate the Sanctuary as a “Solo Area” instead, causing the Gate to fly 60ft up and decrease to a small size. Any creature of your choice (with the same limit as a Sanctuary) underneath this Torii Gate within a 20ft radius will regain an amount of cursed energy equal to half your charisma modifier, rounded down at the beginning of their turns to a minimum of 1.
Extension Technique This Doll now lasts as long as it has hit points above 0 and has an amount of hit points equal to half the current hit points you had before transferring. You gain a bonus to your AC equal to half your charisma modifier rounded down. Additionally, you gain advantage on charisma checks and saving throws and are considered immune to the frightened and charmed conditions. You can still use any of your cursed technique features. You stay in this body as long as the Doll has hit points or you choose to return to your body as a bonus action, destroying this doll.
Technique Improvement Additionally, any of your Torii Gates last longer. Your Torii Gates now last for 6 hours instead of 1 minute. Your Shrine Gates now last for 1 month instead of 1 week. Your Titan Gates now last for 1 week instead of 12 hours. And your Sentinel Gates last for 12 hours instead of 6 hours. |
Yin and Yang[edit]
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
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.
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 gets additional damage equal to your charisma modifier and your unarmed strike die increase by 1 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.
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), however when you do your timer stays the same as if you didn’t switch.
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.
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 damage is increased by their charisma modifier but you now have to reduce your AC by your two lowest ability scores.
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 your charisma modifier to your AC 3 times additionally your unarmed strike damage is increased by twice your charisma modifier and your unarmed strike is increased by your proficiency bonus. 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 die is now reduced by your charisma modifier this last until the end of a long rest. |
Soul Train[edit]
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 when you attack a creature You gain 10 temporary hit points This effect will stack with every kill at 6th level. You also gain 1 soul knowledge every time you use this
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.
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, if it dies you lose all the souls you imbued into it. The Hand Of Sorrow Large Unaligned Undead Armor class 12 + cha mod + soul Hit points: (12d12 it gains another 2d12 every time the user gains a level) Speed: 40 ft Str(10+ cha mod + souls) Dex(12) Con(10+ cha mod +souls) Wis(10) Int(8) cha(0)
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 or you can chose to deal damage to the soul. You can put the amount souls equal to your Cha mod.
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” but not the soul knowledge.
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 until the start of their next turn 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]
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.
At 3rd level You can now choose to rewind time to attack you opponent multiple times. When you make an attack action you may choose to spend 8 curse energy to make 2 attacks that will be make on the same attack afterwards you may not be able to do this until the start of your next turn
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 which makes it a guaranteed hit. For 6 cursed energy you can make a guaranteed melee hit but it will not count as a critical.
At 10th You have learned how to truly use this one aspect of your innate technique to its fullest. You may spend 10 curse energy to enter Time Carrade and you gain the following benefits: you gain an advantage to all your melee attacks, your ac is now increased by +2, you advantage to dexterity saving throws and when you use emo surge you may make 3 attacks instead of two.
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 to fine the benefits of 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.
You’ve unlocked it is the first sign of being someone that will be remembered beyond time. You may whenever you are hit with an attack you may choose spend 7 curse energy to rewind time and cause this attack to auto miss (this doesn’t work on domain sure hits) you may now make 4 attacks with eno surge. Your Time carrade now causes all attacks against you to be at disadvantage and now you ac increase by your charisma modifier instead of by two. |
Tantalizing Gluttony[edit]
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.
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.
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.
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.
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.
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]
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.
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.
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.
The user's control over their scar's power reaches its peak. Their chosen ability now becomes more versatile and potent.
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.
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. |
Cursed Music[edit]
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.
Additionally at 1st level, you may choose the damage type of your Cursed Energy Ray and Cursed Energy Strike.
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.
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).
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.
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:
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.
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]
Lapse Technique
You can only activate this technique again after the full duration has passed. At 5th level, you can now spend up to your Charisma modifier + half your Charisma modifier (rounded down) in your technique, this increases to your Charisma modifier added twice at 11th level, to your Charisma modifier added thrice at 17th level and to your Charisma modifier added four times at 20th level.
Extension Technique If they fail by 5 or more, they get second degree burns. At 5th level, you may spend up to your charisma modifier. At 11th level, you may spend up to your charisma modifier + half your charisma modifier rounded down. At 17th level, you may spend up to your charisma modifier added twice and at 20th level, you may spend up to your charisma modifier added thrice. Nova Flames. At 11th level, your flames evolve from a deep orange to a blueish black flame, giving you a new mastery of it. You may now use your Flames Of The Oni feature whilst untransformed and it now makes creatures gain second degree burns on a failure. If they fail by 5 or more, they get third degree burns.
Extension Technique
When this feature deactivates, you must make a constitution saving throw. On a failure, you gain three levels of exhaustion and on a success, you gain two levels of exhaustion. At 11th level, if you fail, you gain two levels of exhaustion and on a success, you gain one. At 17th level, on a failure, you gain two levels of exhaustion and on a success, you gain one; however, if you have Endurance from the Resistant feature, you gain no levels of exhaustion.
Technique Improvement
Additionally, you may now activate Oni Incarnation as a free action.
Technique Improvement Nuclear Range. Your technique’s range, width, and radius increases by 5ft times half your charisma modifier to a minimum of 1. If it has a range of touch, its range instead becomes 5ft times half your proficiency bonus to a minimum of 1. Nuclear Winter. Your technique’s duration increases drastically. If the technique lasts 1 round, then it is increased by a number of rounds equal to your half Charisma modifier, rounded down to a minimum of 1. If the technique lasts a number of minutes, then it is increased by half your Charisma modifier minutes, rounded down to a minimum of 1. Controlled Nuke. You are able to use your technique more carefully, allowing you to avoid certain creatures. You may select any number of creatures equal to half your Charisma modifier (rounded down to a minimum of 1.) to not be affected by it for its duration. Nova Targeting. You are now able to target an additional number of creatures equal to half your charisma modifier, rounded down to a minimum of 1. This only works on features that are only able to target one creature originally. Nova Seeking. You're able to make your flame manipulation be able to lock onto creatures. When you use Flames of the Oni, you may designate an amount of creatures equal to your charisma modifier. If it is an attack roll, you reroll the attack again with advantage if the original attack missed. If it is a save, the creature has to reroll the save with disadvantage if it passed the first save. You may only apply one manipulations on Flames of The Oni. At 20th level, you can apply two manipulations.
Technique Improvement
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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
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
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
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
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
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Armory[edit]
At level 1 the user can summon a total of 9 different, grade 2, cursed weapons. With these weapons he is able to combine them into more complex and advanced ones. Each weapon is unique, with its own name and possibly special ability (Only for the special grade weapons such as a trident(Staff + Dagger + Sword) gaining hydromancy) If the weapons are destroyed, they reform in the innate domain within 4 hours The Basic weapons are as follows:
Moves:
Lapse Technique The user is able to call forth weapons from his innate domain; by spending 1 cursed energy, you can summon 1 grade 2 cursed weapon from above, but the more the user summons the more cursed energy he burns through, for every extra weapon you summon past the first spend the amount of weapons summoned + 1 cursed energy. This can also be used to send a weapon back to the user’s hand if he is disarmed as a bonus action. These weapons allow you to add 1d6 to attack and damage rolls made with them. Increasing by 1 at levels 3, 6, 10, 14, & 20.
Extension Technique At level 3, by pooling Cursed energy into their unique weapons, the user is able to evolve the weapon into a further state, kicking it up a tier in grade (grade 2 > grade 1 > Special Grade) But the user can evolve it differently each time or use one created before. (I.e. Turning Sever into Gore, a massive greatsword) It costs 3 Cursed energy to amplify it the first time and 5 Cursed energy to amplify it the final time. This increases the damage by 1 for each evolution (maximum 2). You cannot Amplify a Special Grade weapon. Note: You can only amplify at the DM's discretion, meaning if it isn't obvious how it's being directly amplified, you have to run it past the DM
At level 6, you gain the Cursed Weapon Enhancement feat.
Maximum Output At level 14, by colliding Cursed energy, the user is able to combine two weapons to create a new one. Each combination goes up in complexity and you can’t combine two special grade weapon’s This ability costs 7 Cursed energy to create a grade 4 and 10 Cursed energy to create a Special Grade weapon. Increasing the damage die by 2 & 4, respectively.
At 16th level, you automatically gain the Cursed Weapon Wielder feat
Domain Expansion Beginning at level 20, you reach the pinnacle jujutsu, A barrierless domain, where a massive Japanese tower arises in the middle. With this, the user can summon weapons throughout the terrain and do things, like showering the opponent with hundreds of Fiend-Stings or causing Foe-breakers to burst forth from the ground. All abilities cost half of what they normally do for you (Rounded down) and summoning basic weapons is free.
Reversed Cursed Technique Requires: Reverse Cursed Energy Feat Through the use of RCT (Reverse Curse Technique) the user can invert their technique and disarm anyone using a cursed tool, however the target can coat the weapon in cursed energy and attempt to stop the technique, the stronger the opponent the likelier it is to fail. It costs 10 Cursed Energy to attempt to disarm someone in this fashion. They must be welding a Cursed tool, and you must roll to beat the Cursed Tools DC. You succeed against Grade 1 Cursed Tools automatically, the DC is 10 + the grade of the Cursed Tool (Special Counts as 5) If your opponent chooses to do so, they can coat the weapon in Cursed Energy, the DC increasing by 1 for every 2 Cursed Energy spent. You can spend Cursed Energy and add half of it (Rounded up) to your roll. |
Spirit Division[edit]
You were born with an extremely unique type of cursed energy. When under the effects of Cursed Armor, you gain resistance to Force damage. Additionally, and Necrotic damage you would deal is converted to Force damage (Black Flash, Cursed Strikes, Cursed Weapon Enhancement, etc.)
Starting at 1st level, you are completely aware of your own soul, an ability only rivaled by the Idle Transfiguration technique. This allows you to view your own Spirit Calculation. Add your Charisma modifier and your Jujutsu Sorcerer level then consult the table below with this number to find your maximum Spirit Calculation. You may use the Spirit Calculation of all calculations under your maximum. When an ability involves your Spirit Calculation, you must spend cursed energy relevant to your Spirit Calculation seen below (unless specified).
Lapse Technique Starting also at 1st level, you learn how to invoke Spirit Calculation to divide the negative outcomes of effects that you fall victim to. As a reaction to when you take damage, you may spend your required cursed energy to divide that damage by your Spirit Calculation (rounded down). If the attack or effect also is/was affecting other creatures along with yourself, that damage is divided as well. If the effect is not instantaneous, the divided damage lasts until the start of the creature’s next turn. ``(Ex. A wizard casts cloud of daggers on your space and deals 10 slashing damage. You use your 1.5 Spirit Calculation by using your reaction and 2 cursed energy to divide the 10 damage by 1.5. After rounding it up, the damage is now 7 slashing damage. If another creature goes through the Cloud of Daggers before the wizard’s next turn, the damage it would take is also divided by 1.5.)``
Extension Technique At 3rd level, you have learned how to overwrite other creature’s Spirit Calculation of 1 with yours. When a creature within 30 feet of you takes damage, you may invoke a division of that damage as a reaction. When you do this, the damage is divided as if you used your Spirit Calculation to invoke a division.
Technique Improvement At 6th level, you are able to extend a single division to several different attacks. When you divide the damage of an effect, all attacks and effects that damage you will have their damage divided by the Spirit Calculation you used for the division before with no additional cost for cursed energy until the end of the current turn.
Technique Improvement At 10th level, you are able to pour more cursed energy into your Spirit Calculation in order to grow its potency. You may spend extra cursed energy up to your proficiency modifier whenever you use an ability that involves your spirit calculation, increasing your spirit calculation for that ability by 0.2 for every cursed energy spent.
Technique Improvement At 14th level, you have learned to not waste the value divided when using your Spirit Calculation against damage. When you used your Invoke Division ability, you may use an additional cursed energy to one or two of the following: • You gain an amount of temporary hit points equal to half the amount of damage reduced from the original damage value (rounded down). • You may damage the source of the damage by an amount equal to half the reduced damage of the original damage value (rounded down).
Technique Improvement At 20th level, you are finally able to invoke your Spirit Calculation against things that normally would not be able to be divided. For the cost along with a reaction, you may divide healing a creature would receive within 30 feet of you, the duration of an effect that effects an area within 30 of you, or an attack roll a creature rolls within 30 feet of you (must be declared BEFORE the roll is said to hit or miss). Additionally, you have learned how to divide the space between you and the space around you, allowing you to seemingly teleport. As a bonus action for 1 cursed energy, you may teleport to a space you can see within 120 feet of you.
Must have the Cursed Technique Reversal cursed feat Your mastery over Reversed Curse Technique has allowed you to multiply your own outcomes. When you deal damage, you may choose to multiply that damage by your Spirit Calculation by using double the cursed energy required to used that Spirit Calculation. This multiplier is applied at the end of damage calculation (after immunities, resistances, etc.)
Must have Domain Expansion This beautiful domain features a Gold and Teal Spiral infinitely going into itself, perpetually rotating. The glass is a smooth glass that, if perceptive enough, creatures can see it’s made up of countless tiny fractals. Aside from you, all Ability Checks, Saving Throws, and Damage rolls are divided by your maximum Spirit Calculation as if you had invoked a division. If you are able to Invoke Multiplications, every damage roll you roll is multiplied by your maximum Spirit Calculation as if you invoked a multiplication. Each round, creatures other than you take force damage going down the list of the Fibonacci sequence starting at 0 (ex: 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233.) This domain is immune to force damage. Spirit Division Feats
Spirit Division Binding Vows
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Mimicry Masks[edit]
Lapse Technique At 1st level, you know your technique gives you no powers of your own, that is why you must mimic the powers of others. Your mimic technique is conditional, to copy other creature’s cursed techniques you must see them be used and touch the user's face. As a reaction to seeing a cursed technique, you can attempt to replicate it by making a Charisma saving throw. Additionally, you can use a bonus action within 1 minute of seeing it to also make the Charisma saving throw. On a success, you gain knowledge of the creature’s Cursed Technique. On a failure save, you do not understand the cursed technique and must wait to see the technique again before you can attempt to decipher it. The DC to understand a Cursed Technique is equal to the Cursed Energy DC of the Sorcerer you're trying to copy. Once you gain the knowledge of a technique, you must also touch the face of the technique's user to extract it. The difficulty of this can be decided by your DM, but typically against an opponent with no face coverings, landing a melee hit would be enough. It costs 3 CE to extract a technique. You may only extract a technique from a living individual. Once you gain knowledge and the mask, whenever you have that mask equipped, you gain all things innate to the technique as if you had that technique at that level (Cursed Energy modifiers, technique rules, technique improvements, etc), and the feature you copied. However, analysis doesn't stop here. Any additional features you didn't see you cannot utilize. Whenever you see a new feature used, even before you acquire the mask, as a reaction or as a bonus action up to 1 minute later you may make a Charisma Save against the sorcerer's Cursed Energy DC. On a success you gain access to the feature at its lowest level, on a failure you don't understand it and must try again when you see it next. Everytime you fail the DC for that specific feature reduces by 3. You may also learn technique Chants this way if you have the feature Chanting. Also, you are unable to copy these. Reversal techniques Maximum techniques Domain Expansions. Because of the strain multiple techniques have on the human brain, your techniques are instead stored externally in the form of masks. You may have up to your proficiency Bonus (masks) in the world at once, if you copy a new technique and it puts you above your maximum masks, you must choose a mask to be destroyed. These masks cannot leave a radius of (100 x Cha mod) feet of the sorcerer without also being destroyed. To utilize the techniques these masks contain, you must spend an action to equip the mask. It also costs an action to swap masks, but may unequip them as a free action on your turn. Due to the external storage of your techniques, they are vulnerable to outside forces. Every mask you have has an HP of (¼ CE + Cha Mod) this hp is restored upon long rests. Whenever you take damage, any mask you are currently wearing takes the same amount of damage, upon hitting 0 hp, your mask breaks. Do also note that masks are physical things in the world, they can be dropped, taken, thrown, stolen as if they were real objects. Whenever you use a copied cursed technique you will act as though you are first level with said cursed technique for the purposes of features that scale with your level. Upon seeing a feature you have copied used in combat as a bonus action you can attempt an DC 20 Charisma saving throw (Or against their CE DC, whichever is higher) to bring that feature of your own up to the next level of scaling such as the damage of that feature for you going from 1st level to 5th level with that feature. Alternatively, on a short or long rest, you may make this save to improve the feature and the DC will decrease by 5 for that feature every long rest you attempt to train it. This cannot be used to improve a feature beyond your current level. You may also improve the DC on failed feature rolls for future encounters, however you may not learn it this way. If you have the Jujutsu Genius or Six Eyes feats you have advantage to go up in levels, learn an extension, and learn incantations. While an active duration which affects yourself from one of your masks (such as Limitless’ one minute Infinity or Hakuna Laana’s one minute dance) is active you may not take off the mask, doing so will immediately end the duration. You also only gain technique specific actions, bonus action and reactions while that mask is equiped. When you copy a cursed technique, you must spend as much Cursed Energy as the technique’s Lapse requires. In the case that a mask breaks you do not lose your knowledge, getting the mask is as simple as touching the user's face once again. (Do Note that this means that killing a Technique user would mean that you cannot gain their technique once lost.) You cannot imbue copied techniques into weapons using the Technique Imbued Cursed Tools rule. Getting a technique explained through the binding vow Revealing One's Hand instantly gets you knowledge of their basic Lapse Technique.
Technique Improvement At 3rd level, you have learnt to work better with your masks. You may now switch masks as a bonus action, and unequip your mask as a reaction to being hit. Your masks are also more durable, Their Hp goes up to (½ CE + Cha Mod). Your Mask Capacity is now (Proficiency Bonus + 1).
Technique Improvement At 6th level, due to your techniques nature you’ve learnt how to efficiently break down a technique to better understand it. Whenever you make a Cha Save to understand a technique, you may add your proficiency bonus to the roll. You also gain an additional reaction you may ONLY USE to attempt to decipher a technique. You cannot use 2 reactions to decipher on the same turn.
Technique Improvement At 10th Level, you have achieved a level of mastery with your masks. You may choose one mask and keep it stored internally, this mask cannot be broken and you can use other masks while it’s equipped, however it has double CE cost for ALL FEATURES. Your masks also have an Hp of (CE + Cha Mod).
Extention Technique At 14th level, due to Tokyo High’s liberal teaching style, you’ve learnt how to get the most out of your masks. Whenever a mask would typically be destroyed, you may instead choose to spend 7 CE to create a Technique Singularity. These highly unstable, baseball sized orbs are created wherever the chosen mask was located. Then, when they take 1 Damage, collide with a surface, whenever the sorcerer wills it (on their turn) or after 3 turns, the orb explodes into a 15-foot radius blast of the technique's Lapse Technique. Anybody caught within the radius makes a Charisma saving throw, on a failure they take 7d8 force damage (increased to 10d8 at Level 17 and 13d8 at Level 20) and take an additional effect based on what the lapse was. (For Example, they might take additional fire damage if it was Disaster Flames or be swapped around if it was Boogie Woogie). On a success they take half the damage and no additional effect.
Technique Improvement At 20th level, you have mastered the art of Mimicry, becoming the ultimate copycat You can now swap and unequip masks as a free action on your turn. Your Masks HP is now ((1.5 * CE) + (2 * Cha Mod)) You have advantage on Charisma Saving throws to understand a Technique. Your Maximum mask capacity is now (Proficiency Bonus + 3).
Must have the Reverse Cursed Technique feat Coming with your mastery over Reverse Cursed Technique, you may now copy the reversal features of cursed techniques.
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Pay To Win[edit]
Lapse Technique Starting at 1st level, you learn to convert physical currency into cursed energy enhancements. Whenever you use a subclass feature, you can choose to spend cursed energy and an amount of currency to enhance that feature. You can use each of the following options once per turn. Curse Blast of Blows. When you make an unarmed strike, you can enhance the attack and damage rolls. Choose one of the following options before you roll: +1 bonus: 1 copper piece and 1 cursed energy +2 bonus: 1 silver piece and 2 cursed energy +3 bonus: 1 electrum piece and 3 cursed energy +4 bonus: 1 gold piece and 4 cursed energy +5 bonus: 1 platinum piece and 5 cursed energy Cursed Patient Defense. When you take the Dodge action, you can enhance your defenses until the start of your next turn: +1 AC: 1 copper piece and 1 cursed energy +2 AC: 1 silver piece and 2 cursed energy +3 AC: 1 electrum piece and 3 cursed energy +4 AC: 1 gold piece and 4 cursed energy +5 AC: 1 platinum piece and 5 cursed energy Curse Wind Step. When you take the Dash action, you can increase your speed for that movement: +10 feet: 1 copper piece and 1 cursed energy +20 feet: 1 silver piece and 2 cursed energy +30 feet: 1 electrum piece and 3 cursed energy +40 feet: 1 gold piece and 4 cursed energy +50 feet: 1 platinum piece and 5 cursed energy Cursed Strike. When you use your Cursed Strike feature, you can spend additional currency and cursed energy to increase the number of damage dice: +1 die: 1 copper piece and 1 cursed energy +2 dice: 1 silver piece and 2 cursed energy +3 dice: 1 electrum piece and 3 cursed energy +4 dice: 1 gold piece and 4 cursed energy +5 dice: 1 platinum piece and 5 cursed energy Cursed Armor. When you use a feature that multiplies a total value (such as your Cursed Armor), you can add to that total before it is multiplied: +1: 1 copper piece and 1 cursed energy +2: 1 silver piece and 2 cursed energy +3: 1 electrum piece and 3 cursed energy +4: 1 gold piece and 4 cursed energy +5: 1 platinum piece and 5 cursed energy Cursed Weapon Enhancement. When you spend cursed energy on a weapon enhancement, you can increase the total spent beyond your proficiency bonus by paying additional cost: +1: 1 copper piece and 1 cursed energy +2: 1 silver piece and 2 cursed energy +3: 1 electrum piece and 3 cursed energy +4: 1 gold piece and 4 cursed energy +5: 1 platinum piece and 5 cursed energy
Extension Technique At 3rd level, when a creature you can see within 60 feet uses a Paid Access feature, you can use your reaction to grant them the same bonus. To do so, you must pay double the currency and cursed energy cost that the creature spent.
Extension Technique Beginning at 6th level, when you lack the required currency to activate a Paid Access feature, you can invoke a binding vow to substitute cursed energy and bodily sacrifice. For each coin you are missing, you must spend the appropriate amount of cursed energy and take damage based on the coin’s value (see the table below). This damage: Ignores resistances and immunities. Cannot be reduced or prevented in any way. Cannot be absorbed by temporary hit points. Reduces your actual hit points (not your hit point maximum), but cannot be healed by any means until you finish a short or long rest. The damage and energy cost per missing coin are as follows: Copper: 1d4 + 1 cursed energy Silver: 1d6 + 2 cursed energy Electrum: 1d8 + 3 cursed energy Gold: 1d10 + 4 cursed energy Platinum: 1d12 + 5 cursed energy
Technique Improvement Starting at 10th Level, you unlock new Paid Access options: Cursed Empowered Strikes. When you use your Cursed Empowered Strikes feature, you can further increase the number of additional damage dice: +1 die: 1 copper piece and 1 cursed energy +2 dice: 1 silver piece and 2 cursed energy +3 dice: 1 electrum piece and 3 cursed energy +4 dice: 1 gold piece and 4 cursed energy +5 dice: 1 platinum piece and 5 cursed energy
Maximum Technique At 14th level, when you use a Paid Access feature, you can choose to double its effect. Once you do so, you can only use that same Paid Access option for the next minute. You can't double down again until the minute has passed.
Extension Technique You can temporarily amplify your physical and mental abilities by spending money and cursed energy. Starting at 20th level, at the start of your turn, you can spend currency and cursed energy to increase one ability score and its maximum by the listed amount for 1 minute. You can use this feature once per turn. When the effect ends, you may spend the same amount again as a reaction to reapply the effect. Bonus Currency + Cursed Energy +2: 2 copper + 4 cursed energy +4: 4 silver + 8 cursed energy +6: 6 electrum + 12 cursed energy +8: 8 gold + 16 cursed energy +10: 10 platinum + 20 cursed energy
Must have the Reverse Cursed Technique feat You learn to inflate the value of your currency by reversing cursed energy into wealth. When you use a Paid Access feature, you may spend additional cursed energy to increase the value of the coin used without changing its type. Silver: 5 cursed energy + copper Electrum: 10 cursed energy + silver Gold: 15 cursed energy + electrum Platinum: 20 cursed energy + gold |
Inspired Innate Techniques[edit]
These techniques take inspiration from other fictional works, however they have some base changes.
Offensive Techniques[edit]
Shadow Armor[edit]
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A shadow armor user with it's fully armored shadow, source [2] |
Lapse Technique
You must spend 1 cursed energy after every minute that passes to keep your Shadow Skeleton active. At 3rd level, you can spend up to your charisma modifier + half your charisma modifier, rounded down. At 5th level, you can spend up to your charisma modifier added twice. At 11th level, you can spend up to your charisma modifier added twice + half your charisma modifier, rounded down. At 17th level, you can spend up to your charisma modifier added thrice. Once the hit points run out or you deactivate it (no action required), the Shadow form deactivates. While any of your shadow forms are active, you can use your cursed armor to regain hit points; however, you must spend twice as much cursed energy. Whenever you activate a new tier of shadow armor, the previous benefits are lost in exchange for the new ones, however you keep the previous techniques obtained, generally enhancing them with your new form. Additionally, you gain the following technique while under the effects of your shadow skeleton: Shadow Crush. While you are grappling a creature with your skeleton shadow, you can spend 1 cursed energy as a bonus action to force the target to make a Constitution saving throw. On a failure, they take 1d12 bludgeoning damage. On a success, they take half as much damage. This damage increases by one die per Shadow Armor tier you are. The damage of this technique increases to 2d12 at 5th level, 4d12 at 11th, 7d12 at 17th and to 11d12 at 20th level. While you are under Flesh Shadow, the Shadow crush technique now makes creatures with a Constitution score lower than your cursed energy dc to make the saving throw with disadvantage. While you are under Fully Humanoid Shadow, the shadow crush technique now ignores Endurance if the creature fails the saving throw by 5 or more. While you are under Divine Armor, the shadow crush technique overcomes resistance to bludgeoning damage, but not immunity.
Technique Improvement
You must spend 2 cursed energy after every one minute that passes to keep your Flesh Shadow active. Additionally, you gain the following technique while under the effects of your flesh shadow: Shadow Slam. As an action for 2 cursed energy, you can beat one of your huge hands into the ground. All creatures in that area must make a Dexterity saving throw. On a failure, they take two rolls of your unarmed strikes (after the Shadow Armor bonus) in bludgeoning damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. The total damage increases by one die per Shadow Armor tier you are. This technique's damage rolls increases to three at 5th level, to four at 11th, to five at 17th and to six at 20th level. While you are under Fully Humanoid Shadow, the shadow slam technique now ignores Evasion if the creature fails the saving throw by 3 or more. While you are under Divine Armor, the shadow slam technique overcomes resistance to bludgeoning damage, but not immunity. Humanoid Shadow. At 5th level, your Flesh Shadow evolved, gaining skin and having a more humanoid appearance. You now gain the following benefits during Flesh Shadow:
Shadow Protection. You learned that other creatures can also enter your shadow's body. You can as a free action allow a creature within reach 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 by using half their movement.
Technique Improvement
You must spend 3 cursed energy after every one minute that passes to keep your Fully Humanoid Shadow 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 is considered magical. On a hit, they deal necrotic damage and roll one additional damage die. You may have only one weapon at once, and ranged weapons don't need ammunition to fire. While you are under Divine Armor, the shadow weapon overcomes resistances but not immunities.
Extension Technique At 20th level, this extension is automatically activated for no cost.
Extension Technique
You can deactivate this at will.
Maximum Technique
You must spend 4 cursed energy after every one minute that passes to keep your Fully Humanoid Shadow active. |
Hollowfication[edit]
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A Hollow mask being used to cypher a spirits energy |
Lapse Technique
Technique Improvement Alternatively at 5th level, you may use this ability in a different way. The technique variant "Mask Clockout; Hollow-Maki" may be performed by using this sacrificial technique on a mask and directing the discharge at an opponent. For 10 Cursed Energy, you can destroy a mask and shoot out a cursed energy projectile. This projectile will deal 1d10 phycic and 1d10 fire damage per CR level of the cursed spirit sacrificed, destroying the spirit within. Costs 8 Cursed Energy and is an action. Finally Mask Clockout's final variant unlocked at level 13 is known as "Mask Clockout; Rook Placement" This ability allows the user to time a Mask Clockout while the mask is placed. Exploding the creatures cursed energy and physcal matter traits from it in the form of a wall. This wall lasts 1 minute and covers the space that the creature would have but in a square. (So if the spirit was 5 ft tall then the wall will be 5 ft tall. if the widest part of the creature was 4ft then the walls 4ft wide) This is done as an action and costs 12 Cursed Energy
Technique Improvement
Extension Technique At 20th level, this extension is automatically activated.
Extension Technique
Maximum Technique
Must have the Cursed Technique Reversal cursed feat |
God Of Destruction[edit]
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Your Cursed Energy is powered up by pure destruction, when a creature attacks you they take an equal amount of d12’s equal to your level added 4 times when you have your Cursed Energy Armor active. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, you can change its type to true damage.
As a destroyer god you usually have to hold back to not accidentally destroy anything you didn't mean to. You are able to freely decrease your AC, Plus to hits, saving throws, Damage reduction with no action required. You may also raise these scores back up to their maximums with no action required.
Being a destroyer might sound nice but it's secretly incredibly boring, causing you to get more lazy at your job. You must spend at least 10 years completely asleep to gain the benefits of a long rest, and need to spend at least 2 months sleeping to gain the benefits of a short rest.
Every destroyer has an angel assistant. This assistant can look however the DM wants and acts however the DM wants, however the angel must not directly interfere with any conflicts or take any sides. This assistant also always has powers and abilities convenient to the situation such as rewinding time, fast space travel, etc.
Lapse Technique Starting at 1st level, you have been born as this world's god of destruction, needing to maintain balance in the universe. You gain the following benefits as long as you have at least 1 cursed energy:
These effects always may not be taken away other than the complete drop to zero cursed energy (This is for the purpose of domain amplification, binding vows, etc).
Extension Technique Starting at 3rd level, you have learned different ways to utilize your destructive power. You gain the following Destruction Techniques: Destruction Ball: As an action for 1 cursed energy, you create and launch a small purple ball anywhere within 1 light year. If you are attacking a creature you must roll a cursed energy attack roll, on hit it deals 100d12 true damage and explodes in a 1,000 ft radius and everything (except you) have to make a dexterity saving throw at disadvantage or take the damage. If you use maximum output on this feature then it works a little differently. You create a giant ball of pure destructive above your head and launch it towards any direction within 1 light year. The creature, object, or celestial you throw this at will take 500d12 true damage and anything within 500,000 miles also take the same amount of damage (except you). Projectile Eraser: Whenever you are targeted by a projectile, you can spend 1 cursed energy and use a reaction to instantly erase that projectile from existence thus ending the attack roll or saving throw. Destructive Tap: As an action for 3 cursed energy, you can tap any part of the celestial body you are standing on and instantly destroy the whole celestial body or just half of it.
Extension Technique Starting at 6th level, you have learned to focus your destructive power against your enemies, completely erasing anything this technique is used on. As an action for 10 cursed energy, you can use your “Hakai” against anything within 5ft of you and the thing that is targeted is immediately reduced to 0 hit points and is completely erased from existence. If you use this feature on an immortal then you are unable to completely reduce the immortal to 0 hit points.
Technique Improvement Starting at 10th level, you have achieved the peak of your destroyer power, being able to tap into your all powerful destroyer form. As a free action for 50 cursed energy, you can tap into your destroyer form for 1 minute giving you the following benefits:
Finally at 20th level, you have been informed by the Grand Zeno to gather the strongest warriors of your universe! You have 48 hours to assemble 10 of your universe's strongest fighters, and if you fail to do so then you and your entire universe get erased. |
Nephilim Technique[edit]
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Your technique has mutated your body to match that of a textbook angel. You gain a halo above your head and two wings on your back. You gain a flying speed equal to your movement speed. Additionally, your wings have a certain durability. Your wings have an amount of hit points equal to half your maximum hit points. At 10th level, this becomes equal to your maximum hit points. If your wings reach 0 hit points, you lose your flying speed and if you're healed by the Regeneration or Reverse Cursed Technique features, your wings regain hitpoints too. They also regain all lost hitpoints at the end of a long rest. Your halo however is the most important thing for this technique. You can only use the Lifespan Weapon feature if you still have this halo connected to you.
Your technique comes with a terrible but needed flaw, whomever you make direct contact with has their lifespan siphoned and stored within you. If you're in direct contact with a creature's skin (something like cloth prevents this ability from activating) while using Lifespan Necrosis, you siphon 1 month from a creature's lifespan for every cursed energy spent on it. You can have an amount of years stored equal to your cursed energy maximum.
Lapse Technique At 5th level, you can spend up to your Charisma modifier when using Lifespan Necrosis. At 11th level, you can spend up to your Charisma modifier + half of your Charisma modifier(rounded down). At 17th level, you can spend up to your Charisma modifier added twice. At 20th level, you can spend up to your Charisma modifier added thrice.
Lapse Technique As an action for 2 Cursed Energy and 2 Months of lifespan, you can create a non-magical weapon you know. However, for every 5 pounds a weapon weighs, you must spend 1 additional cursed energy and 2 additional months in its creation. You can spend Cursed Energy and Lifespan this way up to your Charisma modifier. You may spend up to your charisma mod + half charisma modifier at 3rd, Charisma modifier added twice at 5th, charisma modifier added twice + half charisma modifier at 11th and charisma modifier added thrice at 17th. When you create a weapon, it may have as many properties as your proficiency bonus (This means you can't create objects with a number of properties greater than your proficiency bonus). When you create a weapon, you may choose to exclude any properties it may possess (While creating a Heavy Crossbow, you can choose to create it without the Heavy property. Additionally, you cannot put contradictory properties on one weapon, such as putting light and heavy properties on the same weapon). Your weapons last indefinitely, only disappearing if you choose so at will or if they are destroyed. You can have a number of creations equal to your Sorcerer level + your proficiency bonus at once, becoming unable to create anything new while at your limit. Years Gone By. Whenever a weapon has 1 or more years used in its creation, it gains a +1 to its damage. You can only have spent an amount of years up to your proficiency bonus.
Improvement Technique
Improvement Technique
Extension Technique As an action, you can launch two or more of your Blessed Lifespan Weapons at a target, at the cost of 2 Cursed Energy plus twice your Charisma modifier. Each additional Cursed Energy spent adds another weapon to the attack. You make a ranged Cursed Energy attack roll against a creature within 100/400 feet. On a hit, the target takes damage equal to the weapon's damage plus your Charisma modifier. After the hit, you may spend the appropriate amount of Cursed Energy to activate the effect of the weapon if it so has it. If the effect targets a single creature, you choose whether it targets the creature you hit or the weapon itself. If the effect creates a circular area of effect, the area is centered on the creature hit by the weapon. For line or cone-shaped areas of effect, the effect starts from the weapon and extends directly towards the creature hit. If the effect enhances the weapon’s damage, the damage dealt to the target is calculated with the enhancement applied. At 17th level, you can spend 2 plus four times your Charisma modifier in Cursed Energy, allowing you to launch even more Blessed Lifespan Weapons in a single attack
Maximum Technique if Usage:1000 Years reduces a creature to 0 hit points, it kills it outright by obliterating its entire torso. Usage:1000 Years deals twice as much damage to objects and structures. Also, Usage:1000 Years ignores resistance to piercing damage. |
Burden of the Weak[edit]
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Lapse Technique Dragonfly. As a bonus action for 2 Cursed Energy, you can shape your Cursed Energy into a pair of wings that hover above your back and are similar to that of the mighty dragonfly. For 1 minute, you gain a flying speed equal to double your walking speed. In addition, you can now use your free action to dash. Dragonfly will last a number of rounds equal to your Charisma modifier + your proficiency bonus. Beetle. As a bonus action for 4 cursed energy, by transmuting your cursed energy you can manipulate the black liquid into a pair of Rhinoceros Beetle horns around your arms. These horns allow the user to deal both powerful internal and external damage to an opponent. Your unarmed strikes now deal double damage and force a creature to make a Constitution saving throw. On a failure, they take 2d10 necrotic damage and are stunned until the beginning of your next turn. On a success, they take half as much damage and are not stunned. Beetle will last a number of rounds equal to your Charisma modifier + your proficiency bonus. This damage increases to 4d10 at 6th level, 6d10 at 10th level, and 8d10 at 14th. The horns can also help defend against attacks that are targeting your hands. When using the Limbs System variant rule, if a creature tries to target your hand or arm and deals damage to them, the horns will block and take the damage instead. Each horn has an amount of hit points equal to 4 x your sorcerer level, and as a bonus action, you can refill the health of the arm, spending cursed energy to heal it. For every cursed energy spent it regains 10 hit points, up to its original hit points. Centipede. As an action for up to your Charisma modifier + your proficiency bonus cursed energy, you can bring forth Centipede, a large centipede-like construct made up of several circular structures around you, from the concentrated cursed energy around your hands. As a bonus action, while Centipede is active, you may make a melee cursed energy attack against a target within 45 ft. On a hit, it deals xd10 necrotic damage (x = the amount of CE spent), and for the purposes of other features, the attacker is considered to be the centipede itself. The centipede has an AC of 10 + the amount spent on the technique and hit points of 15 times the amount spent. While the Centipede is still alive you can keep using your bonus action to attack. The centipede lasts until it dies, is dismissed, or after 1 minute. The x is two times the amount spent on activation. Mantis. As a bonus action for 1 cursed energy, you can shape your black liquid into a pair of razor-sharp claws that can cut through even the most durable of targets. For 1 minute your unarmed strikes, cursed strikes, and Curse-Empowered Strikes deal slashing damage. On a hit with a natural dice of 18 or more, the target gains the bleeding condition. Wasp. As a bonus action, you can shape your cursed energy into a pair of yellow/black finger claws on both your index and middle fingers. While using Wasp, your unarmed strikes range increases to 10 ft. and their damage tier increases one, and when you hit a target, you can force them to make a Constitution saving throw. On a failure, the target becomes poisoned. On a success, nothing happens. This damage increases to two tiers at 6th level and three tiers at 14th level.
Technique Improvement Spider. As a bonus action for 3 cursed energy, by transmuting your cursed energy you can create an extra pair of arms on your body, completely black in appearance and unnerving to the touch. When you take the Attack action on your turn, you can make an additional attack as a part of the action. This additional attack can only be a melee attack. Spider will last a number of rounds equal to your Charisma modifier + your proficiency bonus.
Scorpion. As a bonus action for 3 cursed energy, you can condense the black liquid into around your tailbone and create the shape of a scorpion tail. This tail comes with a stinger at the end, from which poison can be injected. Whenever you hit a creature with your scorpion, the target must make a Constitution saving throw. On a failure, they take 3d10 poison damage and are poisoned. On a success, they take half as much damage and are not poisoned. They may remake the Constitution saving throw at the beginning of their turns, ending the condition on a success. Additionally, When making attacks with scorpion, your reach increases by 10ft. This damage improves to 5d10 at 5th level, 7d10 at 10th level, and 10d10 at 15th level.
Technique Improvement Dragonfly - Compound Vision. By filling your sclera with a strange black liquid, you can temporarily replicate the compound vision of a dragonfly, enhancing your dynamic vision and visual perception. While using Dragonfly, you gain a +4 to your armor class and an advantage on Wisdom (Perception) checks that rely on sight. Beetle - Cursed Exoskeleton. Solidifying your Cursed Energy, you begin to replicate the extra durable exoskeleton of the Beetle. As a reaction for 3 Cursed Energy and while using Beetle, you can create a highly durable shell to protect yourself, gaining the following benefits:
Centipede - Barbed Legs. A centipede's legs allow it to move across any kind of surface with ease. Researchers of this creature have found them to be akin to spikes or barbs. While using Centipede, you can manifest blades that represent its hundreds of tiny legs. When Centipede hits a target(s), they suffer an additional 6d6 slashing damage from the bladed barbs on the body. The user may also spend 1 cursed energy to make Centipede wrap itself around a target it hits, making it become grappled. This means it loses the ability to make attacks, but only while it's grappling the target. Creatures grappled this way are also considered restrained. The target may try to leave the grapple by making a Strength (Athletics) or Dexterity (Acrobatics) against Centipede using the sorcerer's Cursed Energy DC at the beginning of their turns. On a failure, they remain grappled and receive the damage from Barbs. On a success, they leave the grapple, and Centipede goes back to within 5ft. of its summoner instantly. Mantis - Reflexive Limbs. Mantis are known for their limb formations. The way they can twist and bend at angles that no normal human could ever replicate. When attacking with Mantis, your critical range is decreased to 18. Additionally, you can use these pincers as a reaction to being attacked by a melee weapon, increasing your armor class for that action by your proficiency bonus. Wasp - Potent Venom. Your stinger can be changed from a yellow color to a more unnerving black/purple, reflecting its increased lethality. Whenever a creature is hit by this technique, you can spend 5 Cursed Energy to force them to make a Constitution saving throw. On a failure, they are envenomed for an amount of time equal to your proficiency bonus. On a success, they are immune for 24 hours. The target can repeat this saving throw at the beginning of their turns, becoming poisoned on a success.
Extension Technique Golden Ringed - Hare Coursing. This ability is common among all manner of dragonfly yet combined with the Compound vision of the Golden Ringed Dragonfly, you become even more proficient with your already fast movement. You move at speeds that are nearly impossible to perceive, and strike before the can react. As an action for 6 Cursed Energy, whilst using Dragonfly, you rush towards a creature within your movement speed and make an Unarmed Strike against them. On a hit, you deal your Unarmed Strike's damage + Xd10 force damage, with X being your proficiency bonus. When you use this Complex, before anything else the target creature must make a Dexterity saving throw. On a failure, they need to spend two reactions to react to the attack. Bombardier Beetle - Grenade. Similar to the Bombardier Beetle, you can secrete an acidic and highly combustible fluid that bursts with immediate exposure to the air. While using Beetle and for 4 Cursed Energy, you can create a small orb of combustible fluid that can fit in your hand, placing it in an unoccupied space you can see within 30 feet. The orb remains for up to 1 minute. The orb explodes, forcing each creature within 10 feet to make a Dexterity saving throw. On a failure, a creature takes 11d10 fire damage and is knocked prone. On a success, they take half as much damage and are not knocked prone. Gigantea Centipede - Supersize. The Gigantea Centipede is perhaps one of the largest Centipedes in the world and known for their power. As an action for 6 Cursed energy and while using Centipede, you can temporarily augment your physical power, giving you a +4 to Strength, Dexterity, and Constitution. During this time, you also gain a damage reduction of 8 and double damage with your Unarmed Strikes. Additionally, as a reaction you can make the Centipede manifest and coil around you as a defensive measure. As a reaction, the user can absorb damage, reducing it by an amount equal to five times their Constitution modifier. Orchid Mantis - Mimicry. The Orchid Mantis is one of the most predatory among the female species, simply for their ability to mimic the form of things around them. Prey and Predator are fooled by this mechanism. As an action for 6 cursed energy, you can change your skin and change color to blend in with your surroundings, granting you advantage on Dexterity (Stealth) checks made to hide in all environments and on a success, you count as invisible. Targets must make a Wisdom (Perception) check against your Cursed Energy save DC to detect you. While under the benefits of this technique, you can make an Unseen Strike with a damage dice of your Unarmed Strike plus 10d8 necrotic damage. Murder Hornet - Venom Synthesis. Wasps are well known to be able to survive having their stingers removed after striking a target, making them capable of causing major harm. While using Wasp, you can spend a bonus action to roll a 1d4 and attempt to switch the poison carried within it. The saving throw and conditions to force it remain the same as Wasps. The results are as followed:
Extension Technique At 14th level, your education at Tokyo Jujutsu Tech has given you a new insight to using your Cursed Technique. As an action, you may spend an amount of Cursed Energy up to your Charisma modifier to create an equal number of Insect based Shikigami from the bestiary. These Shikigami must be based on an insect within your Cursed Technique and must have a CR equal to half your proficiency. At 20th level this feature allows you to spend up to your Charisma modifier plus half your Charisma modifier (rounded down).
Maximum Technique At 20th level, you have come to fully understand it. That your Cursed Technique does not manifest the strengths of the weakest, but the strengths of the strongest. Now with this understanding, you are able to use two traits at once in order to get maximum efficiency from your power. For 10 Cursed Energy, you can take on the traits of two different insects for an amount of minutes equal to your proficiency. During this time you can use their Complexes and can swap insect traits with an action. However, when you swap traits, you must spend the appropriate Cursed Energy. |
Heavenly Stances[edit]
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The first user of Heavenly Stances utilizing White Tiger Crescent Moon, source [3] |
Your eyes are special, sporting a starry sky, large star or another effect of your choice, granting you the capabilities to see through others' flow of cursed energy. You gain the Cursed Energy Tracker feature from the Advanced Energy Usage class feature, and whenever you successfully read the sparks of energy emitted by people, you can see their complete Constellation. While their Constellation is in view, you may add a bonus to your attack rolls against them equal to half your proficiency bonus. At 5th level, you may add your proficiency bonus to all checks related to Cursed Energy Tracker.
Lapse Technique Heavenly Hand of Defense. As a reaction taken by being targeted by an attack roll for cursed energy up to your charisma modifier, you may try to redirect the force of an attack into a mighty counter-attack. Extending your open palm towards the strike, you may reduce the damage of it by the spent CE times double of your proficiency bonus. If you reduce the damage to 0, the attack is considered as if it had missed, allowing for heated rebuttal as you may deal half of the damage back towards the attacking creature if it was a melee attack. If it was a ranged attack with a projectile, you may shoot it back, dealing ⅓ of the damage back. Damage dealt from Heavenly Hand of Defense counts as force damage. For the purposes of Chanting, this damage reduction would count as damage for percentage increasing. At 5th level, the amount of cursed energy you may spend is now your charisma modifier added twice. At 11th level, it is now your charisma modifier added thrice. At 20th level, you now may spend up to your charisma modifier added four times. Mount Tai Dragon Claw. When you take the attack action, you may spend 4 cursed energy to substitute one of your attacks with a special unarmed strike, doing a powerful piercing motion with your fingers as if they were claws. On a hit, the attack’s damage is entirely converted to magical piercing damage, the target takes the damage of your unarmed strike die + 4d10 and is forced to make a constitution saving throw. On a failure, the target is bleeding. You may only change one of your attacks from your attack action with a Mount Tai Dragon Claw. You don’t spend energy if the attack misses. At 5th level, the damage of this technique is increased to 6d10. At 11th level, it is increased to 10d10. At 17th level, it is increased to 14d10. At 20th level, it is increased to 18d10. Tortoise Ripple. As a bonus action for 2 cursed energy, you may target a creature which Constellation is exposed within 60 feet with a ranged cursed energy attack roll, launching a bubble of air infused with cursed energy at their stars. This attack is made with advantage against targets that don’t have a way to see the sphere. On a hit, the target takes no damage and is forced to make a charisma saving throw. If they fail, their flow of energy is severely disrupted, making them receive the following conditions until the end of their next turn:
If they succeed on the saving throw, they aren’t affected. White Tiger Crescent Moon. When you take the attack action, you may spend cursed energy up to your charisma modifier to substitute one of your attacks with a special unarmed strike, striking with a devastating crescent arc kick and launching your target into the air. On a hit, the creature takes the damage of your unarmed strike dice + a number of d12 of necrotic damage equal to the cursed energy spent and is forced to make a strength saving throw. On a failure, they are sent flying directly back a number of feet equal to 5 times the energy spent plus your proficiency bonus and are knocked prone. On a success, they take half as much damage, are pushed half as far and are not knocked prone. You may only change one of your attacks from your attack action with a White Tiger Crescent Moon. You don’t spend energy if the attack misses. At 5th level, you can spend up to your Charisma modifier + half of your Charisma modifier (rounded down). At 11th level, you can spend up to your Charisma modifier added twice. At 17th level, you can spend up to your Charisma modifier added twice + half of your charisma modifier (rounded down). At 20th level, you can spend up to your Charisma modifier added thrice. If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet left to travel, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take half the damage of the White Tiger Crescent Moon and be pushed as well. On a success, it takes no damage and isn’t pushed. Shi Huang Yan Cut. As an action and cursed energy up to your strength or dexterity modifier + your charisma modifier, you may attack with a melee weapon that deals slashing or piercing damage with all your might, unleashing your entire power within a single, simple cut. On a hit, the target takes the weapon damage die + d10 necrotic damage per cursed energy spent. You don’t spend energy if the attack misses. At 5th level, the additional damage is increased to d12 per CE. At 11th level, it is increased to 2d6 per CE. At 17th level, it is increased to 2d8 per CE. At 20th level, it is increased to 2d10 per CE.
Technique Improvement At 17th level, you now can use 20 stored damage per cursed energy. At 20th level, you may use Heavenly Hand of Defense against saving throws if it would be applicable to launch it back.
Technique Improvement If you use White Tiger Crescent Moon first, you may choose to follow up with Mount Tai Dragon Claw in an unrelenting charge. After the first strike, you may dash in their direction without using your movement and not activating any opportunity attacks, stopping your movement as you are 5 feet away from the target. All creatures in a line feet wide and with a length equal to the distance the target of the kick was sent must make a dexterity saving throw, taking the damage of your Mount Tai Dragon Claw in a failed save or half as much on a successful one. The original target does not need to make a saving throw, as they’re the target of a normal Mount Tai Dragon Claw. When using Mount Tai Dragon Claw this way, you spend energy even if you miss it. At 17th level, the critical threshold of White Tiger Crescent Moon and Mount Tai Dragon Claw is reduced by one.
Extension Technique Constellation of Slashes. As an action for 8 cursed energy, you may target a creature with an exposed Constellation to cut them to smithereens. Using a melee weapon that does slashing or piercing damage, you may attack your target a number of times equal to your dexterity or strength modifier + half of your proficiency bonus, with each strike dealing extra necrotic damage as if you had spent your charisma modifier in cursed energy for Shi Huang Yan Cut. For this sequence, the attack bonus of Constellation of Energy is doubled. At 17th level, the critical threshold of Constellation of Slashes and Shi Huang Yan Cut is reduced by one.
Technique Improvement
If you were to encounter yourself in a situation in which you are alone and meet the CR prerequisites, the challenge to your title brings you excitement, as the battle will decide who the True King of Sorcerers is. Instead of the benefits described above, you receive the following benefits:
Extension Technique Shi Huang Guard and Yan Cut. Combining Armor and Sword, you now are able to perfectly turn your enemies offense into a devastating counter-attack. Once per short rest, as a reaction to being targeted by a melee attack, 5 cursed energy and a bonus of up to your charisma modifier added 4 times CE, you may clash your strike with the tip of your opponent’s weapon or fist and convert their power onto yours, reducing their attack’s damage as if you spent the cursed energy with Heavenly Hand of Defense and adding your weapons damage with a bonus damage equal to the energy spent as if it had been spent in Shi Huang Yan Cut to the damage reduction (it still follows its limit). If the attack’s damage is reduced to 0, you can completely redirect the strike towards them, dealing their attack’s entire damage back to them and their weapon, plus your counter-attack damage. |
Support Techniques[edit]
AT-Field Manipulation[edit]
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Lapse Technique 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.
Extension Technique At 10th level, this also ignores resistances.
Extension Technique
Reversal Technique 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.
Technique Improvement
Domain Expansion 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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A Spider Technique user swinging it's web, source [4] |
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.
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.
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:
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.
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:
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.
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.
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.
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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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)
Lapse Technique 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. 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 take 0.5 acid damage every turn, you can only gain resistance against this damage and never immunity. The amount of damage types you can adapt to increases to your charisma modifier at 11th level and the acid 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 acid damage you take becomes 0.1.
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 not bypassing your maximum, 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 gain another cursed feat from Body Feats ignoring requirements that aren't race and class. At 17th level your third Evolution occurs, you gain another +1, not bypassing your maximum, 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 that occurs to a maximum of the gargantuan size.
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 30ft at 11th level, 10d12 and 40ft at 17th level and 10d12 and 60ft at 20th level
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.
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:
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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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.
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.)
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)
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 25 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 25 cursed energy. (At level 15, you stop time for 2 turns instead of one; this does not count for extending it.)
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.
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:
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Pandora[edit]
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A user of the Pandora technique using The Curse armor, source [5] |
Lapse Technique At 1st level, you have developed an abnormal technique based around literally cursing your opponents. As a free action for 2 cursed energy you may summon a briefcase-like cursed tool. This tool has the finesse and heavy properties, you may use your Charisma modifier for its attack and damage rolls, and on a hit it deals 1d6 + your Charisma bludgeoning damage. It counts as a grade 4 cursed tool due to its nature and as an unarmed strike. You cannot use the benefits of cursed strikes on Pandora’s Box. You may desummon it at will. The nature of this technique is to manifest a Cursed Tool that summons forth Curses as weapons. At 5th level, Pandora's Box counts as a Grade 3 cursed tool. At 11th level, Pandora's Box counts as a Grade 2 cursed tool. At 17th level, Pandora's Box counts as a Grade 1 cursed tool. At 20th level, Pandora's Box counts as a Special Grade cursed tool.
Extension Technique At 3rd level, you’ve learned how to release a portion of the evil held within Pandora’s Box. Whenever Pandora’s Box is manifested, whenever you hit a melee attack you force the target to make a Constitution saving throw. On a failure, the target receives 1d10 poison damage and is poisoned. On a success, they take half as much damage and are not poisoned. They may remake the Constitution saving throw at the beginning of their turns, ending the condition on a success. This number increases to 1d12 at 3rd level, to 2d8 at 6th, to 2d10 at 10, to 2d12 at 14th, and to 3d8 at 20th level.
Extension Technique You’ve learned how to manifest and even enhance yourself with more of Pandora’s energy. At 6th level, as a bonus action or action for 7 Cursed Energy, you can alter your body. Your hair grows to thigh length, and you gain a wedding shawl with goat ears, additionally your right eye begins to glow a menacing red. Upon using this feature, you become unable to use it again until it has recharged after 5 minutes. You also gain the following benefits for 1 minute:
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.
Extension Technique At 10th level, you have developed a means of replicating an enemy's Cursed Technique and storing it within Pandora’s Box to use. To use this technique you must take damage from the Cursed Technique, whether that be its Lapse, Extension, or Reversal. You must then make a Charisma saving throw with the DC being equal to the enemies Cursed Energy DC. On a failure, you fail to absorb the technique into Pandora’s Box. On a success, you can replicate the technique that damaged you from within Pandora’s Box. If you have multiple Techniques stored, you must roll a dice with a number of sides equal to the techniques to randomly generate it. You must spend the same amount of Cursed Energy as the Techniques themselves and after storing the technique you have 1 minute to use it before it becomes extinguished and must be stored again. These Techniques can only be used while Pandora’s Box is manifested in your hands. At 14th level you can use this with The Curse equipped.
Technique Improvement Through diligent training you have expanded on The Veils' strengths and made them even more frightening, and through this you have gained the power to summon and coat yourself in more of Pandora’s malice. Its Curse. At 14th level, you gain a strapless black leotard with a sweetheart neckline, blue sleeves with dark blue gauntlets, and a crown with black horns. The armor also has thigh-length hose with metal knee braces and blue tipped boots. You can summon this armor as an action for 10 Cursed Energy, causing The Curse to assimilate Pandora’s Box. You gain the following benefits while this armor is manifested:
You can deactivate this armor early as a bonus action
Domain Expansion Finally at 20th level, through great study of your curses and how best to control them, you have achieved a power that allows you to create a domain. Your domain is an ancient Greek temple surrounded by an endless void. At the center of the temple is an ornate, ebony box - the original Pandora’s Box - emitting a faint, ominous glow and a purple mist that fills the domain. The temple’s columns are engraved with intricate patterns detailing the user’s past enemies, both sorcerers and non-sorcerers. If you have The Curse active, you gain three angelic wings on one side of your body and one on the left. While inside your domain, you may apply a technique that is stored within Pandora’s box to your unarmed strike (Ex. if you release Shrine, on hit you deal your unarmed strike plus Dismantle or Cleaves additional damage) and grant it a sure hit property, doubling only the techniques damage for this purpose. You may use these techniques without expending Cursed Energy until the start of your next turn and you can make use of Lapse techniques used in the Domain as if you had succeeded the saving throw for The Awakening.
Must have the Cursed Technique Reversal cursed feat After realizing the capabilities of Reverse Curse Technique, you have developed a way to force the cursed energy within another's body to become inactive temporarily. You can make a touch attack against a target, and for 10 Cursed Energy, you can disable their cursed technique or force a limit on their cursed energy output. The target becomes unable to use any Cursed Technique features for 1 minute. Alternatively, you can force the target's standard use of cursed energy to be strained, and all Cursed Energy fueled features will cost double the cursed energy. |
Eight-Handed Sword Divergent Sila Divine General[edit]
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A user of the Divine General technique, source [6] |
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.
Improved 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.
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. Additionally, as a reaction for 4 Cursed Energy, or as a bonus action while the wheel is active for 2 Cursed Energy, you enhance your adaptation to be more immediate. When targeted by a feature that would force you to make a Saving Throw, you take half damage on failure, and negate the feature on success. This lasts until the beginning of your next turn. The cost of adaptation is halved from all sources (rounded up).
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 once your wheel has reached capacity, overwriting your oldest adaptation with your newest.
Technique Improvement At 14th level, your abilities become permanent manifestations of you rather than temporary manifestations. Your wheel is permanently above your head, no longer needing to spend energy to bring it forth. Additionally, attacking an enemy with a weapon (or unarmed strike) will cause you to adapt to their weakness. As a free action for 2 Cursed Energy when attacking a creature with an immunity or resistance, you may begin to adapt past their defenses. After two rounds, their immunity is reduced to resistance, or their resistance is removed. This counts against your number of adaptations. Attacks with your Sword of Extermination are always considered Cursed Weapon Enhancement attacks, but no longer cost Cursed Energy. When making an attack against a Domain which you are currently adapted to, all attacks against it are considered critical hits. This does not count as a black flash, but may stack with it.
Maximum Technique Finally at 20th level, you’ve fully learned how to utilize your techniques. 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+1 per forfeited adaptation. You may use this to clash with any Cursed Technique as with the High Caliber Fights variant rule even if your weapon attack does not match their attack. When clashing with another creature's Cursed Technique which you have adapted to, your damage against the Cursed Technique is doubled, but not against the user after dispelling their attack. You may choose to carry over adaptations between long rests, and you may choose which adaptation to replace when gaining a new one rather than overwriting your oldest adaptation.
Must have the Cursed Technique Reversal cursed feat |
Eight-Handed Sword Divergent Sila Divine General (Penats Variant)[edit]
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A user of the Divine General technique, source [7] |
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 does 1d4 slashing damage and is considered magical for the purpose of overcoming resistances and immunities. This damage can be replaced with your unarmed strikes damage dice if it is higher (including Curse Empowered Strikes). Additionally you gain the Cursed Weapon Enhancement feature, you may use it on the Sword of Extermination but the Sword of Extermination cannot become higher than a semi cursed tool from it. When making an attack with the Sword of Extermination against a cursed spirit, add 1d4 of radiant damage. At 5th level this is increased to 2d4, at 11th level this is increased to 3d4, at 17th level this is increased to 5d4 and at 20th level this is increased to 6d4.
Lapse 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 2 minutes. Whenever you are targeted by a weapon, spell, cursed energy attack roll, or any saving throws from a hostile creature, you may use a Reaction to begin adapting to that feature (extremely similar features such as cleave and dismantle will count as the same feature for adaptation). Every two turns the wheel spins, bringing you into the next stage of your adaptation. Stages of Defense Adaptation:
At 11th level your damage reduction also increases by your Charisma modifier at the second stage of adaptation. Your adaptation is not as effective on simplistic phenomena. Basic physical attacks such as unarmed strikes or attacks made with a ranged or melee weapon cannot progress past the second stage of adaptation and Cursed Energy Enhancements such as Cursed Strike or Cursed Weapon Enhancement cannot progress past the third stage of adaptation. You may have a number of defensive adaptations at once equal to your proficiency bonus. If you begin adapting to another feature before finishing your current adaptation, you lose all progress on that adaptation. At 5th level you will instead be set back by one stage of adaptation. At 11th level you will instead be set back to the beginning of your current stage of 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.
Extension Technique At the 6th level, your body begins to become stronger due to your adaptation. You gain the following benefits:
Technique Improvement 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. Once per round, as a reaction to taking damage from a feature you’re currently defensively adapting to, you can spend 3 Cursed Energy to speed up the adaptation. The cursed energy cost of this reaction cannot be reduced. After this you are considered 1 round closer to full defensive adaptation. If you have Offensive Adaptation, you may instead use this reaction with the same conditions as the reaction to begin offensive adaptation to the feature you are adapting to. After this you are considered one round closer to full offensive adaptation. Additionally, you can now adapt to obstacles. If a hostile creature you are at the third stage of adaptation or higher against is flying, you may jump to them without using any movement speed regardless of distance. If there is a barrier (that is not a domain expansion) between you and them, you may use an action to create a hole in the barrier, this hole cannot be bigger than yourself and lasts until the start of your next turn. At 11th level, you can spend 10 Cursed Energy as part of reaching the fourth stage of defensive adaptation to heal damage taken by the feature you were adapting to. You heal hitpoints equal to the amount of damage you received from the feature minus any hitpoints you have gained (both measured from when you used the reaction to start adapting). Defensive and offensive adaptations are no longer lost when the wheel ends, being lost on a long rest instead. You can now replace your adaptations once your wheel has reached capacity, overwriting your oldest adaptation with your newest.
Technique Improvement At 14th level, your abilities become permanent manifestations of you rather than temporary manifestations. Your wheel is permanently above your head, no longer needing to spend energy to bring it forth and attacks with your Sword of Extermination automatically have the maximum you can spend on Cursed Weapon Enhancement applied to them for no CE cost (this does not stack with manually applying Cursed Weapon Enhancement). Additionally your abilities have become more effective against domains. If you start adapting to a domains sure hit, you begin at the second stage of adaptation, and when using your Sword of Extermination to make an attack against a Domain which you are past the second stage of adaptation against, the attack is considered a critical hit and its damage dice are doubled a second time on a Natural 20. Adaptations are still lost on a long rest with the permanent wheel.
Technique Improvement Finally at 20th level, your regenerative abilities have increased significantly. It no longer costs cursed energy to heal when reaching the fourth stage of defensive adaptation.
Must have the Cursed Technique Reversal cursed feat Every two turns the wheel spins, bringing you into the next stage of your adaptation. Stages of Offensive Adaptation (Damage Reduction):
Stages of Offensive Adaptation (Temporary Hitpoints):
Stages of Offensive Adaptation (Resistances and Immunities):
Stages of Offensive Adaptations (Defensive Cursed Techniques):
Durability/Life/Defense/Technique/World Cutting Slash: As an action you may spend cursed energy up to your Charisma modifier to make a ranged cursed energy attack roll at a creature within 320 ft. of you. On a hit the target takes dealing 2d12 magical slashing damage per cursed energy spent. (DM is encouraged to let this attack target non lethal limbs).
At 11th level, you can spend up to your Charisma modifier + half of your Charisma modifier (rounded down) on this feature. At 17th level, you can spend up to your Charisma modifier added twice. At 20th level, you can spend up to your Charisma modifier added thrice. Your adaptation is not as effective on simplistic phenomena. If you adapt to temporary hitpoints or damage reduction from Cursed Armor, you cannot progress past the second stage. You may only be offensively adapted to a number of features at once equal to half your proficiency bonus. If you begin adapting to another feature before finishing your current adaptation, you lose all progress on that adaptation. At 5th level you will instead be set back to the beginning of your current stage of adaptation. At 5th level you will instead be set back by one stage of adaptation. At 11th level you will instead be set back to the beginning of your current stage of adaptation. All adaptations are lost after the wheel disappears. You cannot use offensive and defensive adaptation at the same time. |
Worm Lord[edit]
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A sorcerer fighting a group of shikigami from the Worm Lord technique, source [8] |
Lapse Technique Starting at 1st level your lapse technique allows you to create countless tiny worm shikigami which can shapeshift and combine together on mass to create a colony in the form of an individual creature with it’s own abilities. These creatures are controlled using the Summon Commanding Rules. As an action you can spend Cursed Energy up to your proficiency bonus to summon one Thrall form per Cursed Energy per spent. Growth. Your worms feed on death and decay, you can take advantage of this to make them grow stronger and learn new forms. Whenever a creature with a CR equal to or higher than that of the next form you haven’t unlocked dies within a minute of taking damage from you or your worm forms, you may roll a Constitution saving throw with disadvantage and a DC equal to the Cursed DC of that form, except Xol, Will of the Thousands. If you succeed you can now use an action to summon the form for the corresponding amount of Cursed Energy, this unlocks the form permanently. If you fail you enter technique burnout for 5 rounds, your currently summoned forms remain and can still be controlled by you.
Additionally, your worms grow alongside you. Once you hit the required cursed energy max and charisma modifier, you gain a stack of Growth, making your forms more powerful.
Growth stacks grant the following benefits to your shikigami:
All your summoned forms disappear on a long rest. Quantity vs Quality. Stronger forms are larger, requiring more worms and time to produce. This limits the amount of strong forms you may have, but also means smaller forms are easier to produce and manage in mass numbers.
These limits are shared between all types of forms, and forms summoned indirectly (e.g a form summoned by a Wizard or a domain.) When a form’s sheet mentions the form’s “creator” it refers to the Worm Lord user that made them, regardless of whether they were created through other means (e.g a Wizard or a domain). Replication. When one of your forms is desummoned, the next time you summon that form before taking a long rest, summon the same one without rolling for any features upon its creation and in the same state it was desummoned (same health, cursed energy, conditions, etc), this still applies if multiple of the same form are desummoned. For example if you desummon a Hallowed Knight with a Cleaver and then a Knight with a Shredder, the next time you summon a Knight before taking a long rest, do not roll for your Armament or Mutations features. Instead summon the Hallowed Knight with the Cleaver. The time after that, instead of rolling for your Armament or Mutations features, summon the Knight with the Shredder. Xol, Will of the Thousands. You may choose to create this form during a long rest after you have unlocked the Ogre form. However this is risky as a form of such size will have enough worm shikigami to become self-sustaining and gain an individual personality, which will likely have no interest in remaining as your servant. This personality will remain even if Xol is killed as both it and his memories are passed down to the next worms that create the form. To unlock the Xol, Will of the Thousands form you must summon it (which can be done during a long rest) and kill it. You may receive outside help from up to 2 other creatures that are no more than 2 levels/CR above your own. Your summons and the other creature’s summons do not count towards this. If you succeed you may summon and control Xol, Will of the Thousands the same as your other forms, since it has decided to serve you out of respect for you (and/or) your allies strength.
Extension Technique At 3rd level you have learnt to enhance your worm shikigami’s shape shifting capabilities to turn them into weapons for some of their forms. If used by anything other than the form it was made with, the worms making up the weapon will reject the new user, separating from each other and destroying the weapon. When summoning an Acolyte, roll a d100, it gains one of the following weapons depending on the roll:
When summoning a Knight, roll a d100, it gains one of the following weapons depending on the roll.
These weapons benefit from Growth and count as semi cursed tools.
Technique Improvement At 6th level your increasing cursed energy has begun to cause some of your worms to mutate, causing them to create more powerful forms. When you summon a form other than Xol, Will of the Thousands, roll 1d20. If you roll a 15 or higher, you instead summon one of the stronger versions of the form, called a Hallowed Form.
In extremely rare circumstances the mutations can result in unique forms far stronger than the Hallowed Forms, these forms are powerful enough to gain individuality like Xol, Will of the Thousands, but retain their loyalty to you. If you roll a natural 20, instead of summoning a Hallowed Form you summon the corresponding unique form instead:
Unique forms do not benefit from the Armament extension and each may only be summoned once per long rest.
Technique Improvement At 10th level you have learnt to create a form that utilises a complex binding vow. As an action for 3 cursed energy you may create one Shrieker which levitates in on the ground in a spot of your choice within 20 ft. of you. This form may also mutate, as described in the Mutations feature, turning into either a Hallowed Shrieker or it's unique form: Warwatcher, Eye of Xol. You may only make a number of Shriekers up to half your proficiency bonus (rounded up) per long rest.
Tokyo Feature
You may only create each Lightbearer form once per long rest, they do not benefit from the Armament Extension and you may only have one Lightbearer form at a time. Lightbearer forms still count towards their limit for their respective forms.
Technique Improvement
Cursed Technique Reversal With great mastery over Reversed Cursed Technique, you have found the reversal of your technique. You have learnt to temporarily turn your body into countless worms. This may be done as a bonus action or reaction to an attack roll being made against you, costing 5 Cursed Energy for each. Reaction. You turn into worms and burrow into the ground at the moment of the attack, making it miss. After this you quickly return to the surface and reform into your original body in the same location. You can only use this if you are standing on a material you can burrow through (e.g sand, dirt, mud or ice) or if the material you are standing on has a hole big enough for a worm to fit through. Bonus Action. You turn into worms until the end of your turn, you no longer provoke opportunity attacks when moving, you gain burrow speed equal to your movement speed and you are able to move through any space small enough for a worm to fit through. However you are unable to take any actions, bonus actions or reactions during this time. |
Nato335's Techniques[edit]
This are Techniques made by Nato335 or mymaingoalistobust on the anime 5e server for the Jujutsu Kaisen Supplement.
Innate Techniques Based on Existing Fiction[edit]
Accelerator[edit]
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A sorcerer using Vector Reflection allowing him to reflect a truck coming at him, source [9] |
Due to the complex immense calculations needed for this technique, it is practically almost impossible to efficiently use it. You may not apply any cursed energy reductions on this technique unless you have the Six Eyes background feat, Flawless Fundamentals cursed energy manipulation feat with all categories or the Clonoth background feat.
Lapse Technique Whenever you are targeted by a weapon, grapple, spell, melee cursed energy attack roll, ranged cursed energy attack roll or any saving throws from sources outside your body, you may use a reaction to spend 1 Cursed Energy and make an Intelligence (Arcana) check against the roll if it is an attack roll or against the attacker’s Cursed Energy DC if it is a saving throw. If the Arcana check is equal to or higher than the roll, the attack is reflected in a direction of your choice, potentially targeting new creatures based on the DM. If the Arcana check is equal to or higher than the Save DC, the attack is reflected in a new direction of your choice, potentially targeting new creatures. Additionally, you gain an additional amount of reactions for this feature exclusively equal to your Charisma modifier + half your proficiency bonus, rounded down. You may also activate this ability as a Reaction to being targeted by an attack or effect that would cause you damage that you can see. Regardless of level, this feature only works on things that travel and can be reflected via vectors. Abilities that do not physically travel and that do not have vectors will not be stopped by Reflection. For example, Eye contact, mind control, basilisk stare, making things explode with your mind, etc. If you use this feature more than your Intelligence modifier amount of times in a turn, you gain burnout of the brain due to calculations frying it, losing access to this feature for 1 minute.
Lapse Technique
Technique Improvement You may spend 6 cursed energy as a bonus action to gain a blindsight and tremorsense of 60ft. Additionally, your limit for the amount of times you can use the feature is raised to 1.5 times your Intelligence modifier, rounded down. At 17th level, the limit raised to 2 times your Intelligence modifier.
Lapse Technique
At the end of your turns, you must make a Wisdom saving throw. On a success, nothing happens and you may continue to use this feature. However on a failure, the constant stream of information causes you to lose your mind, you gain the Berserk condition with the exception that it doesn't end if there's no creatures in sight or hearing range for the duration of Vector Wings. You may repeat the saving throw at the beginning of your turns to end the condition. On a success, you end the Berserk condition and the Vector Wings feature.
Extension Technique
Technique Improvement
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Thunder God Technique[edit]
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A user of the Thunder God Technique having summoned both Mjølnir and Stormbreaker, source [10] |
Your Cursed Energy is powered up by your lightning, you will gain resistance to Lightning damage when you activate your Cursed Energy Armor. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, you can change its type to lightning damage.
Lapse Technique (S-1) When created this way, Mjølnir’s thrown range is doubled.
At 2nd level, Mjølnir now uses your martial arts dice for damage rolls. At 5th level, Mjølnir counts as a Grade 3 cursed tool. At 11th level, Mjølnir counts as a Grade 2 cursed tool. At 17th level, Mjølnir counts as a Grade 1 cursed tool. At 20th level, Mjølnir counts as a Special Grade cursed tool.
Lapse Technique Thunder Bomb. (S-1) Once per round when you attack with Mjølnir for 4 Cursed Energy, you focus lightning into your weapon, enhancing both the weapon and lightning's power. On a hit, the creature takes an additional amount of damage equal to Mjølnir's damage dice in lightning damage and must make a Constitution saving throw. On a failure, they are {{5c|stunned until the end of your turn. On a success, they aren't stunned. Stormbreaker Strike. (S-1) As an action for 4 Cursed Energy, you leap into the air and slam your hammer down, releasing a surge of lightning. All creatures within a 15-foot radius must make a Dexterity saving throw. On a failure, they take 2d10 lightning damage. On a success, they take half as much damage. At 5th level, the creature's now take 4d10 lightning. At 11th level, the creature’s now take 6d10 lightning. 17th level, the creature’s now take 8d10 lightning. Lightning Reaction. Whenever an attack you can see is made against you, you can spend 1 cursed energy as a reaction to increase your AC by your Charisma modifier (A minimum of +1) against the triggering attack. This bonus lasts until the start of your next turn and does not stack if this reaction is used multiple times. Lightning Blast. (S-1) You're able to channel an immense amount of lightning through Mjølnir and blast it out. As an action for an amount of cursed energy up to your Charisma modifier, you may force creatures in a 15-foot long, 10-foot wide line to make a Dexterity saving throw. On a failure, they take 1d12 for every cursed energy spent and are pushed back to the end of the line. On a success, they take half as much damage and aren't pushed back.
Extension Technique At 11th level, the damage reduction increases to 1.5 times your Charisma modifier. At 17th level, it increases to 2 times your Charisma modifier. At 20th level, it reduces to 3 times your Charisma modifier. This armor has an amount of hit points equal to 10 times your Charisma modifier. A creature must first reduce the armor to 0 hit points in order to properly damage you.
Technique Improvement Additionally, Mjølnir may now make the additional damage it deals as a Cursed Tool as lightning damage.
Extension Technique (S-1) You may Dual Wield Mjølnir and Stormbreaker as if you had the Dual Wield fighting style. Lightning Amplification. When using your Thunder God Emulation features while wielding storm breaker, you may spend an additional amount of cursed energy up to 1.5 times your Charisma modifier to add an additional 1d10 lightning damage to the feature's damage. At 17th level, Stormbreaker counts as a Grade 1 Cursed Tool. At 20th level, Stormbreaker counts as a Special Grade Cursed Tool.
Maximum Technique (S-2) At the beginning of your turns, you may force all creatures within a 100 ft circle radius to make a Constitution saving throw. On a failure, they take 30d12 lightning and 30d12 fire damage and are paralyzed until the beginning of their next turn. On a success, they take half as much damage and aren't paralyzed. You must maintain concentration this feature as if concentrating on a spell. |
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Senescencia[edit]
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A sorcerer using Senescencia to slow and intercept an attack and using it to accelerate the age of an enemy to the point their bones become brittle, source [11] |
Lapse Technique Whenever you're targeted by an attack roll, grapple, spell, melee cursed energy attack roll, ranged cursed energy attack roll or from saves from sources from outside your body that enters the radius, you may spend 1 cursed energy as a reaction to make the effect be rolled at disadvantage. If the effect is a saving throw, you roll any Strength, Dexterity and Constitution score saving throw and check with advantage. Additionally, you gain an additional amount of reactions equal to your proficiency bonus that can be used exclusively for this feature. You may also activate this ability as a Reaction to being targeted by an attack or effect that would cause you damage that you can see. If you take the Dodge Action and you're within 5ft of another creature, you may apply Senescencia to them, forgoing the benefits it gives for them to gain the benefits of it. When affected by a condition that is considered external but isn't restrained, grappled, stunned, paralyzed and incapacitated, you may reduce slow down its effect. How this occurs is up to the DM, for example, when under a condition such as bleed, you may fall effect to it at the end of your turn rather than the beginning. Regardless of level, this feature only works on things that travel and can be stopped. Abilities that do not physically travel will not be slowed by Senescencia. For example, Eye contact, mind control, basilisk stare, making things explode with your mind, etc.
Lapse Technique (S-1) This technique’s damage increases to 6d12 at 5th level, 8d12 at 11th, 14d12 at 17th, and 16d12 at 20th level. This feature does not work against creatures who cannot die of old age. Necrotic damage from this feature bypasses resistances and immunities. If you are using the Limb System Variant Rule, reducing a creature’s limb to 0 hit points allows you to choose to naturally age it to dust, making it be lost. A limb that has been aged to dust has had its lifespan reduced, and as such, regaining hit points will not undo the loss of the limb. Presence of Decay. At 11th level, you've grown the power of your Lapse Technique. Whenever you have Senescencia active, you may spend 4 cursed energy as a bonus action to incorporate Touch of Decay into it. When incorporated this way, creatures that enter or start their turns in the range of Senescencia must make a Constitution saving throw. On a failure, they take the damage of Touch of Decay. On a success, they take half as much damage. Additionally, objects and structured are now targeted by Touch of Decay. At the beginning of your turns, any structures or objects in the area if Senescencia take the damage of Touch of Decay. If reduced to 0 hit points, they crumble into dust.
Extension Technique (S-1) Any creature that enters or starts their turn in the area of the miasma must make a Constitution saving throw. On a failure, they must take 6d12 necrotic damage and start decaying for 1 minute. When decaying, they take ¼ of the necrotic damage at the beginning of their turns, this effect is stopped if the creature heals through the Reverse Cursed Technique, cuts off the affected part or succeeds the saving throw. On a success, they take half as much damage and do not start decaying. Necrotic damage from this feature bypasses resistances and immunities. A decaying creature may repeat the saving throw at the beginning of their turns. You are able to control the speed of Respira. As a bonus action while Respira is active, you may spend an amount of cursed energy up to your Charisma modifier to increase the radius by 5ft per cursed energy spent until the effect ends. At 11th level, creatures take 12d12 necrotic damage. At 17th level, creatures take 18d12 necrotic damage. At 20th level, creatures take 24d12 necrotic damage.
Technique Improvement At 20th level, you may use the additional reactions from Senescencia for this feature.
Extension Technique (S-1) A Weapon of Ruin counts as a Grade 3 Cursed Tool. At 17th level, it counts as a Grade 2 Cursed Tool. At 20th level, it counts as a Grade 1 Cursed Tool. You may have only one Weapon of Ruin created and may dismiss it at will. While you have a Weapon of Ruin created, the range of Respira cannot be increased past its radius.
Technique Improvement They take double damage from Respira. Additionally, you may now target barriers and such abilities. When Respira is overlapping with the area of a barrier such as a Basic Barrier or a Domain Expansion, you may use it to target and destroy these barriers. At the beginning of your turns, the barrier takes Respira's damage. This effect is not prevented by nor affects the hit points of Hollow Wicker Basket and Simple Domain however it may be reduced by Simple Domain as per normal rules. |
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Spirit Spear Chastiefol[edit]
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A user of Chastiefol with its many forms, source [12] |
Lapse Technique(S-1) You may make a ranged cursed energy attack with Chastiefol against a creature within 120 feet of you, replacing an attack when you take the attack action. Bumblebee. As an action for 2 cursed energy, you may make rapid attacks with Chastiefol. Creatures within 5ft of you must make a Dexterity saving throw. On a failure, they take Chastiefol’s damage a number of times equal to half your proficiency bonus, rounded down, minimum of 2 times. On a success, they take no damage as they dodge the attack. Nagiharai. As an action for 3 cursed energy, you may now done creatures in a full line. You may force creatures in a 5ft wide, 15ft line to make a Dexterity saving throw. On a failure, the creatures take Chastiefol's damage. On a success, they take no damage as they dodge the attack. At 2nd level, Chastiefol now uses your martial arts die for damage rolls. At 5th level, Chastiefol counts as a Grade 3 cursed tool. At 11th level, Chastiefol counts as a Grade 2 cursed tool. At 17th level, Chastiefol counts as a Grade 1 cursed tool. At 20th level, Chastiefol counts as a Special Grade cursed tool. You are unable to use more than one form at the same time unless stated otherwise.
Technique Improvement (S-1) Spirit Spear Form Two:Guardian. As a bonus action for 4 Cursed Energy while Chastiefol is summoned, you may cause Chastiefol to change into Guardian. Guardian is a shikigami you control using the Summon Commanding Rules. If Guardian is reduced to 0 hit points, it returns to being Chastiefol and you're unable to use the Guardian form until you take a long rest.
Spirit Spear Form Three:Fossilization. As a bonus action for 3 Cursed Energy while Chastiefol is summoned, you may change Chastiefol into its fossilization form, making it form as a twin headed spear with a spearhead shaped like the claws of a crab. Once per round when you hit a creature with Chastiefol, you may spend 5 Cursed Energy to force them to make a Charisma saving throw. On a failure, they are petrified for 1 minute. On a success, they aren't petrified. At the beginning of their turns, creatures may repeat the saving throw. You may use this feature while Guardian is summoned through it. You may disable these forms at will.
Technique Improvement (S-1) Spirit Spear Form Five:Sunflower. As a bonus action while Chastiefol is summoned, you may spend 6 Cursed Energy to cause Chastiefol to burrow into the ground and emerge as a massive sunflower. This sunflower slowly gathers energy from the sun. At the start of each of your turns, it absorbs energy, increasing its damage by 1d12 radiant damage to a maximum of 15d12. During your turn, you can use your action to unleash the sunflower’s accumulated energy in a blinding beam. The beam forms a 20-foot-long, 10-foot-wide line. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d12 radiant damage for each turn the sunflower has absorbed energy and is pushed to the end of the line. On a successful save, a creature takes half damage and is not pushed. You may accelerate this process by spending additional cursed energy. On your turn, without using an action, you may spend an amount of cursed energy up to your Charisma modifier to increase the sunflower’s damage by that many d12s, respecting the 15d12 maximum. If the sunflower reaches 15d12 damage, it blooms fully. When this happens, creatures that fail their saving throws are also blinded until the end of their next turn. After firing the beam, you may choose to return Chastiefol to its normal form. Spirit Spear Form Five:Increase. As a bonus action while Chastiefol is summoned, you may spend 6 Cursed Energy to transform Chastiefol into an army of small kunai. When you take the Attack action, you can replace any number of your attacks with Chastiefol kunai attacks. Each kunai is a ranged cursed energy attack made using Chastiefol’s normal range. On a hit, the target takes damage equal to Chastiefol’s damage dice. For each attack you replace, you make one additional kunai attack.
You may disable these forms at will.
Technique Improvement(S-1) Spirit Spear Form Six:Yggdra Cloth. As a bonus action for 10 Cursed Energy while Chastiefol is summoned, you may transform Chastiefol into the form of armor that wraps around you. You gain the following benefits as long as Yggdra Cloth has hit points:
As a reaction to Yggdra Cloth taking damage or with no action required during your turn, you may spend an amount of cursed energy up to your Charisma modifier to make it regain 15 hit points for every cursed energy spent. Spirit Spear Form Seven:Luminosity. As a bonus action for 4 Cursed Energy while Chastiefol is summoned, you may transform Chastiefol into a luminescent, ringed sphere that illuminates the surrounding area. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You and creatures of your choice within the bright light radius gain advantage on Wisdom (Perception) checks that rely on sight. Creatures invisible or affected by magical/cursed darkness do not benefit from those effects while within the light radius. Additionally, you have advantage on saving throws against effects that cause the blinded condition while Luminosity is active. You may dismiss these forms at will.
Technique Improvement(S-1) This form creates a Green Dome that envelops creatures of your choice within a 15-foot radius. While within the dome, affected creatures regain temporary hit points equal to 2 × your Charisma modifier, up to their maximum amount, and regain cursed energy equal to 1.5 × your Charisma modifier, up to their maximum, at the start of each of your turns. The Green Dome has hit points equal to 15 × your Charisma modifier. If the dome is reduced to 0 hit points, all effects from this feature end immediately, and creatures within no longer regain temporary hit points or cursed energy. You may dismiss this barrier at will.
Maximum Technique(S-1) As an action for 15 Cursed Energy while Chastiefol is summoned, you may make it bloom turning it into True Spirit Spear Chastiefol, thus gaining the following benefits for duration that Chastiefol is summoned:
Finally, you may now have an amount of forms equal to half your proficiency bonus active at once. |
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Cursed Energy Armament[edit]
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A Sorcerer within Six Path Cursed Armament ready to battle his opponents, source [13] |
Lapse Technique
At the beginning of your turns, you may spend 1 Cursed Energy to keep this mode activated.
Technique Improvement (S-1) Serpent Arms. You're able to use the cloak to increase the ranges of your attacks. When you make a melee weapon attack, you may spend an amount of cursed energy up to your proficiency bonus to increase the reach by 5ft for every cursed energy spent. At 11th level, you can spend up to 1.5 times your proficiency bonus. At 17th level, you can spend up to 2 times your proficiency bonus. Giga Drill. You're able to shape the form of the cloak into a drill. As an action for 5 Cursed Energy, you may make a melee weapon attack. On a hit, the target takes 4d8 piercing damage. If the attack was a critical hit, they are now Bleeding until the beginning of their next turn. At 5th level, the damage increases to 6d8 piercing damage. At 11th level, it increases to 8d8 piercing damage. At 17th level, it increases to 10d8 piercing damage. At 20th level, it increases to 14d8 piercing damage. Coiling Defense. You're able to change the cloak into tails and wrap it around yourself. As a reaction to an attack, you may spend 2 Cursed Energy to double the damage reduction you receive from Cursed Armament. If the attack is a melee weapon attack, you can make the tails bouncy, forcing the target to make a Strength saving throw or be pushed 2 times your Charisma modifier feet back.
Technique Improvement
At the beginning of your turns, you may spend 1 Cursed Energy to keep this mode activated.
Technique Improvement
Cursed Energy Arms. While Cursed Energy Armament is active, you may spend an amount of Cursed Energy up to your Charisma modifier to create an additional arm for every 2 Cursed Energy spent. These arms function like your normal arms and you may use any features you'd use with your normal arms through these arms. These arms have a natural reach of 15 feet. At the beginning of your turns, you may spend 1 Cursed Energy to keep this mode activated.
Extension Technique(S-2) Tailed Beast Bomb. You're able to make your Cursed Energy Armament form a large ball of cursed energy at the expense of forgoing some of its benefits. As an action for an amount of Cursed Energy up to your Charisma modifier added twice, you may force creatures within a 30 feet long, 15 feet wide line to make a Dexterity saving throw. On a failure, they take 1d12 force damage for every cursed energy spent and are pushed back to the end of the line. On a success, they take half as much damage and aren't pushed back. For every 2 Cursed Energy spent, you lose a benefit from Cursed Energy Armament, and if you lose all benefits, Cursed Energy Armament deactivates. You may choose to lose a value within Cursed Energy Armament instead of the whole benefit (Ex. Speed increase going from 3 times Charisma modifier to 2 times). You may choose to instead target creatures within a 30 feet cone or 30 feet radius. When targeted this way, they are knocked prone on a failure. At 20th level, you can spend up to your Charisma modifier added thrice and you no longer forgot benefits in order to use Tailed Beast Bomb.
Technique Improvement
Cursed Energy Arms. While Cursed Energy Armament is active, you may spend an amount of Cursed Energy up to your Charisma modifier to create an additional arm for every Cursed Energy spent. These arms function like your normal arms and you may use any features you'd use with your normal arms through these arms. These arms have a natural reach of 15 feet. Cursed Armament Transfer. You're able to transfer Cursed Energy Armament to another creature to boost them a little. As a bonus action to a creature within your reach, you may give the creature the benefits of Cursed Energy Armament at ¼ of the value benefits (¼ of 8 is 2 so they'd gain a +2 to their scores). At the beginning of your turns, you may spend 1 Cursed Energy to keep this mode activated. |
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Six Paths Technique[edit]
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A Sorcerer's Six Paths of Pain heading to battle, source [14] |
Lapse Technique(S-1) When revived this way, the corpse has ¼ of its original maximum hit points and its Intelligence, Wisdom and Charisma scores are reduced to 6 and you may distribute the total number from the reductions to their Strength, Dexterity or Constitution scores up to the maximum of 20 however you would like. The corpse cannot access any of its class features but keeps its level and proficiencies. When Commanding Corpses, you may control them if they're within 100 feet of you. As a bonus action for an amount of cursed energy up to your Charisma modifier, you may increase that range by 25 feet for every cursed energy spent for 1 minute. At 5th level, it increases to 50 feet for every cursed energy spent. At 11th level, it increases to 75 feet for every cursed energy spent. At 17th level, it increases to 100 feet for every cursed energy spent. You're able to see, hear and speak through the corpses. You cannot embed the rod on a corpse that's destroyed. You must maintain concentration on this feature in order to keep controlling the creature. You may have a maximum amount of 2 corpses embedded at once. The dead humanoid cannot be one with a CR or level higher than 1 above your sorcerer level.
Technique Improvement Additionally, the corpse’s CR or level cannot be higher than 2 above your sorcerer level.
Technique Improvement Additionally, corpses now have ¾ of their original maximum hit points. A corpse's CR or level now cannot be higher than your sorcerer level plus half your proficiency bonus, rounded down.
Technique Improvement Corpses now get access to their class features, however, they count as if their level was reduced by your proficiency bonus. In order to use any cursed energy features, you must spend cursed energy from your own pool in order to use the corpses cursed energy features. When placing any Tokyo reductions or increases through this technique, their effects are halved. Your corpses cannot use any Reverse Cursed Energy Feats and lose any they had, however you may use any Reverse Cursed Energy Feats through them.
Technique Improvement Additionally, if four or more of your revived corpses are within 10 feet of a hostile creature, that creature makes all saving throws against your cursed techniques with disadvantage.
Technique Improvement Their maximum is now 22 for their ability scores. And finally, a Corpse cannot have a CR or Level higher than your sorcerer level plus your proficiency bonus. |
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Thousand Cherry Blossoms[edit]
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A user of this technique activating it, source [15] |
Lapse Technique(S-1) The weapon now occupies a 5 foot radius and you may move it anywhere within 5 times your Charisma modifier feet. Whenever a creature enters the radius or starts their turns within the radius, they must make a Dexterity saving throw. On a failure, they take your weapon's damage dice. On a success, they take half as much damage. As a free action, you may recreate the weapon from the handle, allowing you to use it as its petal form and the normal form at once. Objects and structures take double damage from this feature. Blades of A Thousand. Due to your weapon becoming a thousand, any attack rolls with it now count as ranged cursed energy attack rolls and have the range equal to how far you can move the radius form. Additionally, if a creature has a passive perception lower than your Cursed Energy DC, you make the attack rolls with advantage and they make their Dexterity saving throws with disadvantage.
Technique Improvement Petal Defense. Whenever an attack you can see is made against you, you can spend 1 cursed energy as a reaction to increase your AC by your Charisma modifier (A minimum of +1) against the triggering attack. This bonus lasts until the start of your next turn and does not stack if this reaction is used multiple times. Petal Blast. (S-1) As an action for 4 Cursed Energy, you may force creatures within a 10 feet long, 5 feet wide line to make a Dexterity saving throw. On a failure, they take 4d8 piercing damage and are pushed back to the end of the line. On a success, they take half as much damage and aren't pushed back. At 5th level, this deals 6d8 piercing damage. At 11th level, this deals 8d8 piercing damage. At 17th level, this deals 10d8 piercing damage. Petal Cover. (S-1) As a bonus action for 3 Cursed Energy, you can swirl your petals within a 10 feet radius circle. Creatures of your choice within this circle gain total cover and the petals when used this way have an amount of hit points equal to 5 times your Charisma modifier. If the hit points are reduced to 0, the creatures lose the benefits of total cover. At 5th level, they have an amount of hit points equal to 10 times your Charisma modifier. At 11th level, they have an amount of hit points equal to 15 times your Charisma modifier.
Technique Improvement (S-1) The weapon now occupies a 10 foot radius and you may move it anywhere within 10 times your Charisma modifier feet. Whenever a creature enters the radius or starts their turns within the radius, they must make a Dexterity saving throw. On a failure, they take your weapon's damage dice. On a success, they take half as much damage. Objects and structures take double damage from this feature. Blades of A Billion. Due to your weapon becoming a thousand, any attack rolls with it now count as ranged cursed energy attack rolls and have the range equal to how far you can move the radius form. Additionally, if a creature has a passive perception lower than your Cursed Energy DC + half your Charisma modifier, you make the attack rolls with advantage and they make their Dexterity saving throws with disadvantage.
You may use Petal Manipulation through Vibrant Display of a Thousand Cherry Blossoms. Burdensome Manipulation. Keeping your technique in this state is a complicated manner, requiring your utmost focus. You must maintain concentration to keep this feature active. For a saving throw to be required, the attack must have successfully reduced your actual hit points, not temporary hit points. The DC for the saving throw is 10 or 1/4 of the damage taken, whichever is higher. When you fail the concentration saving throw you can spend 1 cursed energy to succeed instead.
Extension Technique Gokei. (S-1) As an action for 10 Cursed Energy, you target a point within the range you can move your weapon. All creatures within a 30 foot-radius of that point must make a Dexterity saving throw as millions of petals swirl around them and fly into them from every possible angle, before collapsing in on themselves. On a failure, they take 10d10 slashing damage. On a success, they take half as much damage. At 17th level, they take 16d10 slashing damage. At 20th level, they take 22d10 slashing damage. Ikka Senjinka. (S-1) As an action for 12 Cursed Energy while Senkei is active, you can get all swords within it to target someone with them. You may force one creature within Senkei to make a Dexterity saving throw. On a failure, they take 12d12 piercing damage and are Bleeding until the beginning of their next turn. On a success, they take half as much damage and aren't bleeding. At 17th level, they take 18d12 piercing damage. At 20th level, they take 24d12 piercing damage.
Extension Technique(S-2)
While this is active, Senkei is deactivated. You may still use Vibrant Display of a Thousand Cherry Blossoms and Petal Manipulation.
Technique Improvement
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Palmyra[edit]
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A user of Palymra ready for combat, vibrating his hand, source [16] |
Due to your innate technique, your cursed energy has been altered in essence. Whenever you deal damage with a cursed energy feature you can change the damage type to bludgeoning instead of necrotic. In addition you gain resistance to bludgeoning damage when your Cursed Armor is active.
Lapse Technique (S-1) You may disable this feature at will (no action required). If you're from Tokyo Jujutsu High, you cannot increase the damage of this feature using any of its enhancements. Additionally, when using Improved Cursed Energy Output on this feature, you may not pick the same benefit twice for the purposes of damage. At 5th level, you now deal 1d8 bludgeoning damage per cursed energy spent. At 11th level, you now deal 1d10 per cursed energy spent. At 17th level, you now deal 1d12 bludgeoning damage per cursed energy spent. At 11th level, you can spend up to 1.5 times your Charisma modifier.
Extension Technique (S-1) Objects and Structures take double damage from this feature. At 5th level, you can spend up to 1.5 times your Charisma modifier, rounded down. At 11th level, you can spend up to 2 times your Charisma modifier. At 17th level, you can spend up to 3 times your Charisma modifier.
Lapse Technique (S-1)
Extension Technique (S-1) Objects and Structures take triple the damage from this feature. At 17th level, you can spend up to 3 times your Charisma modifier. At 20th level, you can spend up to 4 times your Charisma modifier.
Technique Improvement If you managed to affected the creature with piercing damage, and you use this feature as part of that same attack, it now bypasses resistances and immunities for the piercing damage.
Maximum Technique (S-2) You force every creature within a 200 feet radius, including yourself, to make a Constitution saving throw. On a failure, they take 30d12 bludgeoning and 30d12 force damage, are knocked prone and are stunned until the beginning of their next turn. On a success, they take half as much damage and do not gain any additional conditions. Objects and Structures take triple damage from this feature. |
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Original Techniques[edit]
Poison Armada[edit]
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A swordswoman considered to be a user of Poison Armada, source [17] |
Your technique has drastic benefits and detriments, giving you a balanced tune. Natural Chaos. Your body’s fluids have changed with time, making it manifest various types of poison. When any of your saliva or blood hits a creature, it has to make a Constitution saving throw or be poisoned for 1 minute. At the beginning of their turns, they may remake the save to end the effect early. If they are poisoned, they then gain disadvantage on saves against any of your features in this Technique. Additionally, you're immune to the poisoned condition. Natural Vaccination. Your poisons are potent that's for sure, but the human/curse body has its own countermeasures against invasive effects like these. If a creature manages to pass a Constitution saving throw against any of your features, they are immune to that feature's poison for an amount of rounds equal to their Constitution modifier added twice. If you use Maximum Output, you can bypass this immunity.
Lapse Technique(S-1) When a creature is poisoned by Poison Armada, you're able to transmute your cursed energy into a poison of your choice. You may choose one of the poisons below to affect the creature for the duration of the poisoned condition:
All these poison effects last as long as the poisoned condition from this feature. However, the affected creature may remake the Constitution saving throw at the beginning of their turns, on a success, ending the poisoned condition and thus the poison. A creature may only be affected by one poison at once.
Extension Technique (S-1) You may choose one of the following delay types:
Technique Improvement (S-1) At 11th level, the damage increases to 12d10. At 17th level, the damage increases to 18d10.
Technique Improvement Additionally, your poisons have grown potent. A creature may only be immune for an amount of rounds equal to their Constitution modifier.
Extension Technique
These venom effects last as long as the creature is affected by Poison Armada. If the creature passes and is unaffected by the feature, they lose the effects from the venom. You may now use Antidote Master if you're envenomed.
Technique Improvement A creature may no longer be immune to the effects of Poison Armada by passing the save and you may now apply two Poisons at once. Finally, you may reduce the action cost of Poison Armada by 1 (Action → Bonus Action → Free Action). |
Contact Force Manipulation[edit]
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A Sorcerer who's activated the Maximum Technique of Contact Force Manipulation , source [18] |
Lapse Technique(S-1)
At the end of the minute, you may spend 1 Cursed Energy to extend the duration by another minute. Finally, you gain an additional amount of reactions equal to your Charisma modifier + your proficiency bonus to use exclusively for Contact Force Manipulation.
Extension Technique Slip Zone (S-1). You're able to make the ground beneath you frictionless, turning it into something like oiled glass. As an action or as a reaction to being targeted by an attack for 5 Cursed Energy, you may create a 15 feet radius centered on you and it moves with you. Creatures that enter the radius or start their turn and move within the radius must make a Strength saving throw. On a failure, the creature must spend twice the amount of movement in order to move and makes melee attacks with disadvantage and fall prone on a miss. On a success, they aren't affected. When you move, you must make a Dexterity (Acrobatics) check against a DC of 15. On a success, you spend half as much movement to move with it being a minimum of 5 feet. On a failure, you spend twice as much. Lock Points (S-1). You can drastically increase friction between a creature or object and a surface, anchoring them in place. As an action or reaction by an attack roll for 5 Cursed Energy, choose a point within 30 feet of you and target a creature or unattended object in contact with a solid surface. The target must succeed on a Strength saving throw or becoming anchored, reducing its movement speed to 0 until the end of their next turn. Ranged weapon attacks against or made by a creature anchored in this way are made with disadvantage, as sudden stiffness distorts fine movement. On a successful save, the creature’s movement is halved until the beginning of their next turn. A creature restrained by this effect may attempt to free itself as an action on its turn by repeating the saving throw.
Extension Technique Elastic Limbs. (S-1) Through mastery of Contact Force Manipulation, you gain the ability to stretch and contort your limbs with unnatural elasticity. When you make a melee weapon attack, you may spend an amount of cursed energy up to your proficiency bonus. For every cursed energy spent, you increase your reach by 5 feet. If you're grappling a creature or holding to a surface, you may as a reaction retract your limbs, forcing your body to be drawn to where your hand currently is without expending movement. Slippery Escape. (S-1) By subtly manipulating the friction between your body and other surfaces, you become nearly impossible to hold onto. As a reaction for 5 Cursed Energy when making a contested check against a grapple, you may make the check with advantage. If you're grappled, you may make the save or check to escape it with advantage. Additionally, when escaping a grapple, the creature must make a Strength saving throw. On a failure, the creature falls prone. On a success, they remain standing.
Extension Technique Balloon Flight. You're able to control your own buoyancy in order to achieve a psuedo flight. As a bonus action for 6 Cursed Energy, you may gain a flying (hover) speed equal to your movement speed for 1 minute. While in the air, you may spend an amount of cursed energy up to your proficiency bonus to make a number of long or high jumps equal to the amount spent. These jumps count as if you had a running start. At the end of the one minute, you may spend 1 cursed energy to extend it for another minute. Balloon Defense (S-1). You're able to control the buoyancy of an enemy to throw them off their attack patten. As a reaction for 3 Cursed Energy to being targeted by a melee attack, you may force the creature to make the attack roll with disadvantage. On a miss, they fly an amount of feet into the air equal to 10 times your Charisma modifier which after they fall. Superhumn Strength (S-1). You can manipulate the buoyancy of objects, making them much easier to lift. As a free action for an amount of cursed energy up to your Charisma modifier, you may treat an object or structure you're touching one size smaller for every cursed energy spent, to a minimum of tiny. When treated this way, the weight of the object or structure is halved for every size reduction. You may throw the object at a creature within 100 feet of you, making them take 1d8 bludgeoning damage for every 10 feet the object or structure travels.
Extension Technique (S-1) Additionally, you may spend an amount of cursed energy up to your Charisma modifier + your proficiency bonus. For every cursed energy spent, you increase your movement speed by 10 feet. This lasts an amount of rounds equal to your proficiency bonus.
Maximum Technique
Additionally, the environment within a 200 feet radius centered on you radically changes to act as if it's been infused with elastic, frictional and reactive forces. Creatures are affected by the following effects:.
Additionally, you may use the additional reactions from your lapse technique on other reaction features in the technique. This also applies when the maximum isn't active. |
Magecraft[edit]
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A Magecraft user with his grimoire summoned casting spell, source [19]] |
Your cursed technique gives you the sense of wizardry innately, being able to pick up magical effects rather quickly. When picking a feat, you may now choose feats of a magical nature that are from base 5e, without unofficial sources or sources like Unearthed Arcana. You cannot pick feats that would allow you to pick spells from any other spell list than the wizard spell list.
Lapse Technique (S-1) For the purposes of health and damage reduction, your Grimoire counts as a Grade 4 Cursed Tool. At 5th level, it counts as a Grade 3 Cursed Tool. At 11th level, it counts as a Grade 2 Cursed Tool. At 17th level, it counts as a Grade 1 Cursed Tool. At 20th level, it counts as a Special Grade Cursed Tool. If your Grimoire is reduced to 0 hit points, it is desummoned and you must wait 5 - your proficiency bonus rounds in order to summon it once more (minimum 1 round). When your Grimoire is summoned, you may now use Magecraft, you're allowed to choose cantrips and 1st spells from the wizard spell list. You cannot choose spells that are from sources like Unearthed Arcana. You must consult your DM for the spells you choose, at which they have extreme discretion on what to and what not to allow. Cantrips. The lowest form of spellwork still stains the pages of every grimoire. They’re the finger-paintings of mages long dead—simple, repeatable, unworthy of praise, but undeniably essential. When you cast a Cantrip, you must spend 1 Cursed Energy in order to be able to cast the spell. Cantrips do not count towards the number of spells your grimoire is able to hold, instead, you may have a number of cantrips equal to half the number of spells you may have. Spells. True Magecraft is not a whisper, but a declaration. It is writing your soul’s intent into the world with ink made of cursed energy and binding it to reality by force of will. Spells have a different cost in cursed energy when it comes to casting them, in order to cast a spell, you must use your Specialized Craft to figure out the cost of the spell. You must meet the requirements to cast the spell such as components, action cost, duration and any other effects the spell might require. You are unable to upcast spells. Spells that use spell attack now use ranged or melee cursed energy attack rolls and you use your Cursed Energy DC for any saving throw effects.
Learning Spells. Spells do not exist naturally in the world of Jujutsu Kaisen. As a Magecraft user, you develop spells through cursed energy theory and personal insight. During a long rest, you may spend 1 hour per spell and attempt to learn a spell of your choice from the wizard spell list. To do so, make a Intelligence (Arcana) check with a DC equal to 15 + the spell’s level. You may attempt to learn a number of spells equal to your Intelligence modifier per long rest. You cannot attempt to learn spells that are higher than the level of spells you can currently cast. You may not learn spells from Unearthed Arcana or unofficial sources unless permitted by your DM. If you possess the Jujutsu Genius or Six Eyes feats, you have advantage on this check. Spells learned this way count toward the number of spells your Grimoire can hold, as determined by your features.
Extension Technique
Technique Improvement Additionally, you may now choose 2nd level spells from the wizard spell list.
Technique Improvement Additionally, you may now choose 3rd level spells from the wizard spell list.
Extension Technique Blood Echo. When you cast a damaging spell, you may spend 3 cursed energy to create a lingering cursed imprint. On your next turn, as a bonus action, you can release this imprint at a creature within 30 feet. It deals damage equal to half the original spell’s total damage. If the target succeeded on their saving throw against the original spell or you missed, this imprint repeats the full effect against them. Double Bind. When you cast a spell that targets only one creature and doesn’t require concentration, you can spend cursed energy equal to the spell's level to also target a second creature within range. Both effects occur simultaneously, using the same cursed energy attack roll or Cursed Energy DC. Ritual Weave. When you cast a spell with a duration of 1 minute or longer, you may spend 2 cursed energy to double its duration, to a maximum of 24 hours. Spells requiring concentration still need it, but become more resistant to dispelling; casters trying to dispel this effect must succeed on a Intelligence (Arcana) check against your cursed energy DC. Seeking Thread. When you make a spell attack roll and miss, you can spend 2 cursed energy to reroll the d20 and must use the new result. In addition, if the spell forces a saving throw, the target gains no benefit from half or three-quarters cover. Dissonant Pulse. When casting a damaging spell, you may spend 2 cursed energy to alter its damage type to acid, cold, fire, lightning, poison, or thunder. This reflects a redirection of your cursed energy into a new elemental format. You may apply this only once per casting. Silent Flow. You can spend 1 cursed energy to cast a spell without any verbal or somatic components. The casting manifests as subtle cursed energy distortions, invisible to non-sorcerers and nearly imperceptible to others. Reverb Casing. When casting a spell with a duration other than "Instantaneous," you may spend 3 cursed energy to embed a latent repeat. At the start of your next turn, the spell is cast again from the same location or at the same target. If the original required concentration, it still does. Crush Format. When casting a spell that affects an area and deals damage, you may spend 2 cursed energy to compress the area by half and automatically maximize the damage dice. If you're within the area, you're targeted by the spell too. Split Equation. You may spend 2 cursed energy when casting a spell with a range of touch or greater to divide its effect between two targets or locations within range. Each receives half of the spell’s effects (rounded down or GM’s discretion). Twinned Cast. When you cast a spell that targets only one creature and does not have a range of self, you can spend cursed energy equal to the spell’s level to duplicate the spell onto another target within range. Each target is affected as if they were individually targeted. At 17th level, you may choose another spell customization and at 20th level, you may choose another. You may only use one spell customization on a spell.
Technique Improvement Additionally, you may now choose 4th and 5th level spells from the wizard spell list. |
Jujutsu Kaisen: Minus One Techniques[edit]
These are Techniques based on Techniques that appear in the AO3 fanfiction Jujutsu Kaisen: Minus One by Plug01 for the Jujutsu Kaisen Supplement. Link to the fanfiction: https://archiveofourown.org/works/53578576/chapters/135623998
Photographic Telekinesis[edit]
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A Photographic Telekinesis user utilizing her innate technique to move herself and a fellow sorceress, source [20] |
Your technique allows you to take photos with a Cursed Tool Cell Phone capable of altering the position of creatures and things to your whim. You start out with one of the following cellphones depending on your financial condition, which is determined by you and your GM on your character creation. Design Note: If you are playing in a campaign that is set far into the past, such as the Heian era or a world where cellphones wouldn't exist, you may instead choose for the technique function as the ability to funnel cursed energy into glass or any reflective surface, and the ability to alter the captured light with cursed energy, or at your DM's discretion, have the ability to summon a cellphone or cellphone equivalent similar to G Warstaff’s ability to summon the G Warstaff.
The cellphone now counts as a Grade 4 Cursed tool for the purposes of the cursed tool durability rule.
As a reaction to a hostile action from a creature, or as a free action for 1 cursed energy, you can take a picture with your cellphone that captures a x ft. cone. You can alter the picture as a bonus action or reaction, or as part of using it as a reaction. After a long rest, you stop being able to alter the photo.
Lapse Technique At 5th level, this action becomes a bonus action, and a free action at 11th level.
Technique Improvement At 5th level, this action becomes a bonus action, and a free action at 11th level.
Extension Technique Snapshot: Panoramic. As an action for 4 cursed energy, you may bring your arms into an X-shape and gathering energy before returning them to your sides, you are able to subject a large area around you to your telekinesis, instead of having a specific threshold with a normal picture or a Snapshot. The Snapshot Panoramic captures everything in a x times 100 ft. circle, with x being your Charisma modifier. All uses of Photographic Telekinesis used through Snapshot Panoramic cost two additional cursed energy.
Extension Technique
Extension Technique |
Possession Sorcery[edit]
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A Possession Sorcery user wielding a sniper rifle. |
Lapse Technique Your Cursed Technique can assign a label of possession to anything in the world, under a certain level of circumstances. When an object is of your possession, you can call upon said object at any time, even teleporting the item to your current position for 1 Cursed Energy. In order to have something be your ‘possession’, you must abide by certain rules:
Technique Improvement
Extension Technique Objects. You can manipulate a number of objects you have summoned telepathically. You may move them in the air up to your sight range, and can use them normally from afar. After they're used, they fall to the ground.
Vehicles. You can order a vehicle to ride up to a certain distance, after it does this it stops and must be driven manually.
Extension Technique
Technique Improvement
Maximum Technique
Must have the Reverse Cursed Technique feat You can select an item of choice to be given a collective property to a select group of creature of his choice for 2 Cursed Energy per creature, with a maximum number of people equal to your Charisma Modifier. This makes it so all people that the item has been shared by can use it much like yourself, with the same costs of Cursed Energy for each creature. The usage of Collectivize is limited to the level of each creature. The effects of Collectivize end after a long rest, upon which all items affected by it are considered your possession. |
Pan Summoning Technique[edit]
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A Pan Summoning Technique user using Trick Lid to trap an opponent. |
Lapse Technique
Technique Improvement
Technique Improvement
Extension Technique
Extension Technique
Extension Technique |
Dragon's Palm[edit]
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A powerful jujutsu sorcerer using the Dragon's Palm technique to attack an opponent. |
Lapse Technique At 5th level, this increases to 3d6, 5d6 at 11th level, 7d6 at 17th level, and 9d6 at 20th level.
Technique Improvement At 5th level, the damage reduction is increased to your Charisma modifier plus your Constitution modifier, double your Charisma modifier plus your Constitution modifier at 11th level, double your Charisma modifier plus double your Constitution modifier at 17th level, and double your Charisma modifier plus double your Constitution modifier plus your proficiency bonus at 20th level.
Lapse Technique (S-1) At 11th level, this increases to 11d10, 16d10 at 17th level, and 21d10 at 20th level.
Extension Technique (S-2) At 17th level, this increases to 32d10, and 42d10 at 20th level.
Extension Technique (S-1)
Extension Technique (S-1) |
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