Fanmade Innate Techniques (Jujutsu Kaisen Supplement)

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Innate Techniques[edit]

This is where all the non-official techniques will be listed, so you may put any kind of techniques here. Most of these are not made by the original creator of the class, so don't expect for them to be constantly monitored or changed by them.

Technique Creation Guide[edit]

While the base techniques present in jujutsu kaisen are fun and all, some people just want to get more creative with their choices and do what they want, there's where the 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]

Moon Ark[edit]

Disaster Winds Technique[edit]

Cursed Farming Technique[edit]

Firearm Manipulation[edit]

Conjure Gun[edit]

Impact Packer (Kyo's Variant)[edit]

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.

Eldritch Embodiment Technique[edit]

Lifeless Enlightenment[edit]

Support Techniques[edit]

Thread of Fate[edit]

House of Cards[edit]

Cursed Sealing Technique[edit]

Witchcraft Initiation[edit]

Maiden Sorcery[edit]

Yin and Yang[edit]

Soul Train[edit]

Chrono Mystique[edit]

Tantalizing Gluttony[edit]

Matching Scars[edit]

Cursed Music[edit]

Oni Incarnation[edit]

Chaos Force[edit]

Armory[edit]

Spirit Division[edit]

Mimicry Masks[edit]

Pay To Win[edit]

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]

Hollowfication[edit]

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A Hollow mask being used to cypher a spirits energy

God Of Destruction[edit]

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Nephilim Technique[edit]

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Burden of the Weak[edit]

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Heavenly Stances[edit]

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The first user of Heavenly Stances utilizing White Tiger Crescent Moon, source [3]

Support Techniques[edit]

AT-Field Manipulation[edit]

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Innate Techniques Based on Existing Fiction[edit]

Spider Technique[edit]

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A Spider Technique user swinging it's web, source [4]

Atomic Re-evolution[edit]

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The World[edit]

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Pandora[edit]

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A user of the Pandora technique using The Curse armor, source [5]

Eight-Handed Sword Divergent Sila Divine General[edit]

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A user of the Divine General technique, source [6]

Eight-Handed Sword Divergent Sila Divine General (Penats Variant)[edit]

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A user of the Divine General technique, source [7]

Worm Lord[edit]

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A sorcerer fighting a group of shikigami from the Worm Lord technique, source [8]

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]
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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]
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Senescencia[edit]

Senescencia.gif
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]
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Spirit Spear Chastiefol[edit]

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A user of Chastiefol with its many forms, source [12]
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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]
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Six Paths Technique[edit]

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A Sorcerer's Six Paths of Pain heading to battle, source [14]
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Thousand Cherry Blossoms[edit]

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A user of this technique activating it, source [15]
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Palmyra[edit]

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A user of Palymra ready for combat, vibrating his hand, source [16]
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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]

Contact Force Manipulation[edit]

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A Sorcerer who's activated the Maximum Technique of Contact Force Manipulation , source [18]

Magecraft[edit]

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A Magecraft user with his grimoire summoned casting spell, source [19]]

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]

Possession Sorcery[edit]

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A Possession Sorcery user wielding a sniper rifle.

Pan Summoning Technique[edit]

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A Pan Summoning Technique user using Trick Lid to trap an opponent.

Dragon's Palm[edit]

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A powerful jujutsu sorcerer using the Dragon's Palm technique to attack an opponent.



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