Jujutsu Sorcerer, Game Breakers Variant (5e Class)

From D&D Wiki

Jump to: navigation, search

Jujutsu Sorcerer[edit]

tio2rdovmxwc1.png
Miwa Kasumi, hailed as the strongest jujutsu sorcerer in history, and the protagonist of the Jujutsu Kaisen series. [1]

Negative emotions from individuals such as grief and anger can accumulate and ferment to form a curse. Most unexplained deaths and disappearances in the world are a direct result of the influence that curses have on normal society.

By harnessing this "cursed" energy for themselves, jujutsu sorcerers are able to manifest supernatural abilities that let them exorcise these curses and defend humanity.

Class Features

As a Jujutsu Sorcerer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Jujutsu Sorcerer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Jujutsu Sorcerer level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Choose one type of artisan's tools
Saving Throws: Wisdom, Dexterity
Skills: Choose two from Acrobatics, Athletics, Perception, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Jujutsu Sorcerer

Level Proficiency
Bonus
Features Cursed Energy
1st +2 Cursed Energy Manipulation (1d4, 5 ft) 15
2nd +2 Innate Technique 16
3rd +2 Binding Vows 17
4th +2 Ability Score Improvement 18
5th +3 Cursed Energy Manipulation (2d4, 10 ft) 19
6th +3 Additional Technique (x1) 20
7th +3 Technique Refinement (x1) 21
8th +3 Ability Score Improvement 22
9th +4 Cursed Energy Manipulation (3d4, 15 ft) 23
10th +4 Additional Technique (x2) 24
11th +4 Technique Refinement (x2) 25
12th +4 Ability Score Improvement 26
13th +5 Cursed Energy Manipulation (4d4, 20 ft) 27
14th +5 Additional Technique (x3) 28
15th +5 Technique Refinement (x3) 29
16th +5 Ability Score Improvement 30
17th +6 Cursed Energy Manipulation (5d4, 25 ft) 31
18th +6 Additional Technique (x4) 32
19th +6 Ability Score Improvement 33
20th +6 Technique Refinement (x4) 34

Cursed Energy Manipulation[edit]

All beings capable of negative emotions produce cursed energy, but only jujutsu sorcerers are able to use this energy to enhance their physical abilities or to fuel their techniques.

At 1st level, you have 15 points of cursed energy, and gain an additional point every subsequent level. You recover 1d8 cursed energy points after a short rest, and recover all points after a long rest. You can only recover up to your maximum cursed energy (as shown in the jujutsu sorcerer table) and will not recover any points if your current cursed energy is equal to or higher than this maximum.

Cursed Reinforcement[edit]
By enveloping themselves with cursed energy, jujutsu sorcerers can harden their body to defend from attacks that would've otherwise been lethal.
Beginning at 1st level, your AC while not wearing armor or wielding a shield is equal to 10 + your Dexterity modifier + your Wisdom modifier. Additionally, as a reaction to taking damage (from an attack, a spell save, etc.), you can use a point of cursed energy to reduce the incoming damage by 1d4 + your Wisdom modifier. At 5th, 9th, 13th, and 17th level, you gain an additional 1d4 for this roll.
Cursed Strike[edit]
By channeling cursed energy into a hit, jujutsu sorcerers can augment the strength of their strikes, enough to deal potentially lethal damage to their opponents even when unarmed.
Beginning at 1st level, you can treat your unarmed strike as if it has the finesse and light properties, and can use a 1d4 in place of its normal damage. Additionally, you can use a point of cursed energy as an action to deliver a cursed-infused blow. Make a melee weapon attack and add your Wisdom modifier to the attack roll. On a hit, the attack deals an additional 1d4 force damage. At 5th, 9th, 13th, and 17th level, you gain an additional 1d4 for this roll.
Black Flash is a distortion in space that occurs when cursed energy is applied within 0.000001 seconds of a physical hit, causing cursed energy to flash black, and the destructive power of the strike to increase exponentially. If you land a critical hit with a cursed strike, the damage dice are tripled instead of doubled, you regain a number of cursed energy points equal to your Wisdom modifier, and your attack rolls until the end of your next turn will be critical on a 19 or 20 on the d20.
Cursed Step[edit]
By channeling cursed energy into their feet, jujutsu sorcerers can augment their speed and agility, allowing them to nimbly escape or quickly catch up to fleeing opponents.
Beginning at 1st level, your speed increases by 5 feet while you're not wearing armor or wielding a shield. At 5th, 9th, 13th, and 17th level, you gain an additional 5 feet for this unarmored speed. Additionally, as a bonus action in your turn, you can use a point of cursed energy to take the Disengage or Dash action.

Cursed Techniques[edit]

Cursed energy is the main source of power for cursed techniques. If cursed energy is comparable to electricity, cursed techniques are the appliances that use that power to function.

Cursed techniques are spells exclusive to the jujutsu sorcerer class. They do not use spell slots but use cursed energy points instead. Each technique has its own cursed energy requirement that can be decreased by refining that technique.

Spell Save DC = 8 + Proficiency bonus + Wisdom modifier

Spell Attack Bonus = Proficiency bonus + Wisdom modifier

Innate Technique[edit]
A unique ability congenitally engraved into a jujutsu sorcerer's body, which manifests around the age of five or six, and continually carves its formula into the user over time. At 2nd level, you're granted an innate technique of your choice. You gain all the features and spells under your chosen innate technique (see Innate Techniques).
Additional Technique[edit]
Other than the innate technique sorcerers are born with, there exist cursed techniques that can be obtained through knowledge and skill at manipulating cursed energy. At 6th, 10th, 14th and 18th level, you can choose to learn one of these additional techniques (see Additional Techniques).
Technique Refinement[edit]
Jujutsu sorcerers constantly hone their skills and techniques through painstaking training and practice, to the point where using their abilities become as natural as breathing. At 7th, 11th, 15th, and 20th level, you can decrease the cursed energy requirement of a technique of your choice (either from your innate technique or a learned additional technique) by 2, or decrease the requirement of two techniques of your choice by 1. You can't decrease the cursed energy requirement of any technique to 0 using this feature.

Binding Vows[edit]

A binding vow is a contract created through cursed energy that sorcerers can make with themselves. The act of abiding by the rules agreed upon in these vows can result in a greater power or the achievement of a goal. However, breaking a binding vow can have uncanny repercussions.

Beginning at 3rd level, you can make up to two binding vows, which are in effect until your next long rest. After which, you can make up to two vows again. You can prematurely end a binding vow before a long rest, but doing so will give you 2 levels of exhaustion. If the conditions required by a vow cannot be physically met, the vow prematurely ends but won't impose any penalty.

  • Revealing One's Hand: At your first turn for all combat encounters, you must verbally announce a general description of your innate technique including it's range/s, effect/s, and possible drawbacks. If there is any creature within 30 feet that can comprehend your revelation and hasn't heard it before, your proficiency bonus increases by 1 until the end of the encounter.
  • Overtime: At the start of all combat encounters, you lose 5 points of cursed energy. In exchange, at the beginning of the 11th round, you gain 15 points of cursed energy. If the encounter ends before the 11th round, you gain the 5 points of cursed energy you lost in the 1st round.
  • Greater Scope: Choose a ranged spell attack that you can make. This attack is guaranteed to miss at its normal range. In exchange, it will no longer suffer disadvantage when used at its long range, and gains advantage instead.
  • Full Execution: Choose a spell from your innate technique. You must use its default cursed energy requirement and its default spellcasting components. In exchange, the attack bonus or save DC for that spell is temporarily increased by the number of cursed energy points and components you didn't need to include.

Ability Score Improvement[edit]

At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

Innate Techniques[edit]

Unique abilities congenitally engraved into a jujutsu sorcerer's body which manifests around the age of five or six, and continually carves its formula into the user over time. At 2nd level, you're granted an innate technique of your choice. You gain all the features and techniques under your chosen innate technique.

Hell's Kitchen[edit]

JUqC0q8.gif
Hell's Kitchen: Dismantle

A technique that transforms the battlefield into the user's personal galley, and anyone within it akin to nameless fish. Careless enemies will find themselves carved, filleted, and burnt at a blink of an eye.

Dismantle: You manifest an invisible slash that indiscriminately bisects anything on its path. As a bonus action, you can make a ranged spell attack (15/30 feet) against a target. On a hit, they take 1d8 slashing damage. This attack does not suffer disadvantage in melee range. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d8.

Hell's Kitchen: Cleave
Evocation - 5 CE points

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous   

You manifest invisible slashes capable of adjusting their strength to the durability of their target.

You have three slashes with each having its own target. The targets must make a Dexterity saving throw for each slash against them. On a fail, they take 1d8 slashing damage, and half as much on a success. At 5th, 9th, 13th and 17th level, you gain an additional slash with its own target.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Hell's Kitchen: ■ - Open
Evocation - 15 CE points

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous   

At your fingertips, you manifest a wisp of fire shaped like an arrow that will reduce anything it hits into cinders.

The arrow travels in a straight line towards a location of your choice within range. It violently explodes upon impact, and any creature within a 20-foot radius must make a Dexterity saving throw. On a fail, they take 5d12 fire damage, and half as much on a success. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d12 and the radius of the impact area expands by 5 feet.

Domain Expansion: Malevolent Shrine
Evocation - 20 CE points

Casting Time: 1 action
Range: Self, 20-foot radius
Components: V, S
Duration: Concentration, 1 minute         

To use this technique, you must first learn Simple Barrier.

You deploy a barrier centered around you with a radius of up to 20 feet and within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand atop a demonic feretory, as you watch every creature within minced by an endless shower of unseen slashes.

This technique is an extension of a containing barrier and inherits its function and effect. The following effects also apply inside your domain:

  • Beginning at 2nd level, all creatures within (except you) must make a Wisdom saving throw at the start of their turns. On a fail, they take 5d8 slashing damage.
  • Beginning at 8th level, your proficiency bonus is doubled, all spell attacks you make have advantage, and all saving throws against your spells suffer disadvantage.
  • Beginning at 14th level, you gain advantage when rolling for your concentration.
  • Beginning at 20th level, all attacks made with your technique automatically hit, and all saving throws against your technique automatically fail.

At 5th, 9th, 13th, and 17th level, the maximum radius of your barrier increases by 10 feet.

Limitless[edit]

gojo-gojo-satoru.gif
Limitless: Infinity

A technique that brings the concept of "infinity" into reality, allowing the user to manipulate and distort space at will. The convergence and divergence of an infinite sum become realized into forces of attraction and repulsion.

Infinity: You apply your technique to the space around you, causing any object traversing that space to infinitely slow down. As a reaction to an attack roll against you or a Dexterity saving throw you have to make, you can roll a 1d20 + your passive Perception modifier. If the result is higher than the attack roll or the save DC you have to beat, the attack or spell deals no damage to you.

Limitless: Amplified - Blue
Evocation - 5 CE points

Casting Time:    1 action   
Range:    30 feet   
Components:    V, S   
Duration:    Instantaneous   

By applying the maximum amount of cursed energy into your technique, you realized the impossibility of negative distance. You cast a glowing blue orb that violently pulls in anything on its path.

The orb travels to a spot of your choice within range. All creatures within 15 feet of the orb are crammed into a 5-foot area and must make a Dexterity saving throw. On a fail, they take 5d4 bludgeoning damage, and half as much on a success. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d4.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Limitless: Reversal - Red
Evocation - 10 CE points

Casting Time:    1 action   
Range:    30 feet   
Components:    V, S   
Duration:    Instantaneous   

To use this technique, you must first learn Reverse Cursed Technique.

By applying positive energy into your technique, the concept of a diverging infinite sum is realized as a repulsive force. You cast a glowing red orb that violently explodes at its destination.

The orb travels to a spot of your choice within range. All creatures within 15 feet of the orb are pushed out of the 15-foot radius, knocked prone, and must make a Dexterity saving throw. On a fail, they take 5d8 force damage, and half as much on a success. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d8.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Limitless: Hollow - Purple
Evocation - 15 CE points

Casting Time:    2 actions   
Range:    120 feet   
Components:    V, S   
Duration:    Instantaneous   

To use this technique, you must first learn Reverse Cursed Technique.

The fusion of Amplified - Blue and Reversal - Red. The combination of these two expressions of infinity generates a purple orb of imaginary mass that atomically destroys anything it touches.

The orb travels 60 feet to a direction of your choice. Any object along that path is instantly destroyed, and any creature in that same path takes 5d12 force damage. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d12.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Domain Expansion: Unlimited Void
Evocation - 20 CE points

Casting Time: 1 action
Range: Self, 20-foot radius
Components: V, S
Duration: Concentration, 1 minute         

To use this technique, you must first learn Simple Barrier.

You deploy a barrier centered around you with a radius of up to 20 feet and within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand in the center of an unending void, as the minds of every creature within get flooded with unending information.

This technique is an extension of a containing barrier and inherits its function and effect. The following effects also apply inside your domain:

  • Beginning at 2nd level, all creatures within (except you) must make a Wisdom saving throw at the start of their turns. On a fail, they are stunned until the start of their next turn.
  • Beginning at 8th level, your proficiency bonus is doubled, all spell attacks you make have advantage, and all saving throws against your spells suffer disadvantage.
  • Beginning at 14th level, you gain advantage when rolling for your concentration.
  • Beginning at 20th level, all attacks made with your technique automatically hit, and all saving throws against your technique automatically fail.

At At 5th, 9th, 13th, and 17th level, the maximum radius of your barrier increases by 10 feet.

Ratio Technique[edit]

Nanami_breaking_Mahito%27s_arm.gif
Ratio Technique: Divide

A technique that grants the user the ability to divide their chosen target with lines and forcibly create a weak spot at the ratio point of seven to three. The lines don't have to measure up to the target's full length or wingspan. Their head, torso, biceps, and forearms are all among applicable limbs for division.

Divide: You divide your target along a line and a weak spot is created at the ratio point of 7:3. As a free action, roll a 1d10 after your missed melee attack. If the result is a 7 or a 3, the attack is changed from a miss to a hit. At 5th, 9th, 13th, and 17th level, you can reroll this 1d10 an additional time.

Ratio Technique: Reversal - Multiply
Evocation - 1 CE point

Casting Time:    1 reaction   
Range:    Self   
Components:    V, S         
Duration:    Instantaneous           

To use this technique, you must first learn Reverse Cursed Technique.

By pouring positive energy into the ratio technique, the 7:3 ratio point is reinforced instead of weakened. Any attack that lands on that point becomes nullified.

As a reaction to a successful attack against you, you can roll a 1d10. If the result is a 7 or a 3, the attack is changed from a hit to a miss. At 5th, 9th, 13th, and 17th level, you can reroll this 1d10 an additional time.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Ratio Technique: Collapse
Transmutation - 10 CE points

Casting Time:    1 action   
Range:    Self, 30-foot radius
Components:    V, S   
Duration:    Instantaneous   

You infuse the ground with cursed energy before creating a weak spot and striking it. This causes the earth to violently explode, sending debris infused with cursed energy flying from the point of impact.

Each creature in a 30-foot radius (including you) must make a Dexterity saving throw. On a fail, they take 5d8 bludgeoning damage, and half as much on a success. You have advantage on your own Dexterity saving throw. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d8.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Domain Expansion: Caliper Cemetery
Evocation - 20 CE points

Casting Time: 1 action
Range: Self, 20-foot radius
Components: V, S
Duration: Concentration, 1 minute         

To use this technique, you must first learn Simple Barrier.

You deploy a barrier centered around you with a radius of up to 20 feet and within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand in the middle of countless symmetric headstones, as every creature within becomes vulnerable to even the slightest of forces.

This technique is an extension of a containing barrier and inherits its function and effect. The following effects also apply inside your domain:

  • Beginning at 2nd level, all creatures within (except you) must make a Wisdom saving throw at the start of their turns. On a fail, they will take 1d6 bludgeoning damage for every 5 feet they move, and have all attacks against them automatically hit until the start of their next turn.
  • Beginning at 8th level, your proficiency bonus is doubled, all spell attacks you make have advantage, and all saving throws against your spells suffer disadvantage.
  • Beginning at 14th level, you gain advantage when rolling for your concentration.
  • Beginning at 20th level, all attacks made with your technique automatically hit, and all saving throws against your technique automatically fail.

At 5th, 9th, 13th, and 17th level, the maximum radius of your barrier increases by 10 feet.

Straw Doll Technique[edit]

Resonance.gif
Straw Doll Technique: Resonance

A voodoo-like technique that remotely inflicts harm to a victim using an effigy and nails infused with cursed energy. Anyone unlucky enough to be impaled can expect a gaping wound at best, or an assault to the soul at worst. You gain a light hammer, a straw doll, and 30 metal nails as part of your equipment to supplement your technique. You can use darts in place of nails.

Cursed Nails: You levitate and strike cursed-infused nails towards your opponents. As an action, make up to three ranged spell attacks (30/60 feet) with their own targets, each using up a nail. On each hit, they take 1d4 piercing damage. At 5th, 9th, 13th and 17th level, you can make an additional attack with another nail.

Straw Doll Technique: Hairpin
Evocation - 5 CE points

Casting Time:    1 bonus action
Range:    30 feet
Components:    V, S      
Duration:    Instantaneous      

With a snap of your fingers, you send an explosive surge of cursed energy into one of your nails within range, causing it to violently skewer whatever it's currently impaling.

Choose a creature or an object that you've successfully hit with your cursed nails attack within your turn. That target takes 3d6 piercing damage. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d6.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Straw Doll Technique: Resonance
Evocation - 5 CE points

Casting Time:    1 reaction
Range:    5 feet
Components:    V, S
Duration:    Instantaneous            

You strike one of your nails that's currently impaling an effigy, and the soul of whatever that effigy represents is assaulted with a surge of cursed energy.

As a reaction to:

  • A successful attack with your light hammer against a creature that you've hit with a cursed nails attack in your previous turn, or
  • An item interaction where you impale a nail through your straw doll and a body part of your target (hair, fluids, dismembered limb, etc.)

The target of your attack or the owner of the body part must make a Constitution saving throw. On a fail, they are stunned and take 1d6 piercing damage, or incapacitated on a success. The condition lasts until the end of your next turn. At 5th, 9th, 13th and 17th level, the condition lasts for an additional round.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Domain Expansion: Forgotten Doll House
Evocation - 20 CE points

Casting Time: 1 action
Range: Self, 20-foot radius
Components: V, S
Duration: Concentration, 1 minute            

To use this technique, you must first learn Simple Barrier.

You deploy a barrier centered around you with a radius of up to 20 feet and within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand within a child's bedroom filled with numerous dolls, as every creature within is trapped in a miniature body of cotton and buttons.

This technique is an extension of a containing barrier and inherits its function and effect. The following effects also apply inside your domain:

  • Beginning at 2nd level, all creatures within (except you) must make a Wisdom saving throw at the start of their turns. On a fail, they are turned into a doll (their size changes to tiny, they are stunned, and their AC drops to 5). These conditions last until the end of your next turn.
  • Beginning at 8th level, your proficiency bonus is doubled, all spell attacks you make have advantage, and all saving throws against your spells suffer disadvantage.
  • Beginning at 14th level, you gain advantage when rolling for your concentration.
  • Beginning at 20th level, all attacks made with your technique automatically hit, and all saving throws against your technique automatically fail.

At 5th, 9th, 13th, and 17th level, the maximum radius of your barrier increases by 10 feet.

Blood Manipulation[edit]

Choso_using_Piercing_Blood_on_Yuji_%28Anime%29.gif
Blood Manipulation: Piercing Blood

A technique that allows the user to control and shape their blood beyond its natural form or motion for a variety of effects. It can be used to manipulate every aspect of the user's blood, including blood composition, plasma, and red blood cells.

Flowing Red Scale: You augment your physical abilities by manipulating the blood within your body. As a bonus action, an ability modifier of your choice increases by 1 until the start of your next turn. At 5th, 9th, 13th, and 17th level, this increase increases by 1.

Blood Manipulation: Piercing Blood
Transmutation - 5 CE points

Casting Time:    1 action
Range:    120 feet
Components:    V, S
Duration:    Instantaneous             

You compress an orb of blood to its limits and release it as a pressurized stream of blood that surpasses the speed of sound.

Lose 1 hit point and choose a direction. Any creature along 120 feet of that direction must make a Dexterity saving throw. On a fail, they take 5d4 piercing damage, and half as much on a success. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d4.

At 3rd level, this technique loses its verbal component.

Blood Manipulation: Slicing Exorcism
Transmutation - 3 CE points

Casting Time:    1 action
Range:    30/60 feet
Components:    V, S        
Duration:    Instantaneous             

You hurl a fast-moving rotating disc of compressed blood towards your opponent.

Lose 1 hit point and make a ranged spell attack against a target within range. On a hit, they take 3d4 slashing damage. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d4.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Boogie Woogie[edit]

Yuji_and_Aoi_switch_to_fight_Hanami_%28Anime%29.gif
Boogie Woogie: Boogie Woogie

A technique that switches the positions of two targets chosen by the user. Valid targets for this technique include the user and isn't limited to just creatures, but anything that possesses some amount of cursed energy (e.g. cursed-infused objects).

Boogie Woogie: As a bonus action, you clap your hands and switch the positions of two valid targets within 30 feet of you. A switched creature you deem an ally (or you if you switched yourself) gain advantage to their attack rolls and Dexterity saving throws until the start of your next turn. Conversely, a switched creature you deem an opponent suffer disadvantage to their attack rolls and Dexterity saving throws until the start of your next turn. You need two free hands for this technique.



Divine Intervention[edit]

Nobara_using_Hairpin_on_Shigemo_%28Anime%29.gif
Divine Intervention: Miracle

A technique that stores the little miracles that the user experiences throughout everyday life. Something as simple as seeing all the same digits on a clock would count as one of these little miracles. The markings under their eyes show how many miracles the user has. When a miracle has been released, the markings lose their color.

Miracle: You have a total number of miracles equal to your proficiency bonus. With the use of a miracle, you can make a successful attack against you miraculously miss, or a failed saving throw/skill check miraculously succeed. Performing this technique does not require any action/reaction. You restore one miracle after a short rest, and two after a long rest.



Additional Techniques[edit]

Other than the innate technique sorcerers are born with, there exist cursed techniques that can be obtained through knowledge and skill at manipulating cursed energy. At 6th, 10th, 14th and 18th level, you can choose to learn one of these additional techniques.

Simple Barrier
Conjuration - 10 CE points

Casting Time:    1 action
Range:    Self, 10-foot radius
Components:    V, S
Duration:    Concentration, 1 minute    

Barriers are forcefields made with cursed energy that are used to conceal, contain, or deny entry to others. Anyone with enough cursed energy is capable of learning to deploy a simple barrier.

You deploy a barrier centered around you with a radius of up to 10 feet. Once deployed, a barrier cannot be moved out of place. You can deploy three types of barriers:

  • Concealing Barrier:
  1. Function: This barrier hides creatures within from creatures outside.
  2. Effect: Creatures within the barrier are considered hidden.
  • Conserving Barrier:
  1. Function: This barrier denies entry to any creature outside.
  2. Effect: Creatures outside cannot use their movement to enter the barrier. Creatures inside have total cover against attacks/spells coming from outside.
  • Containing Barrier:
  1. Function: This barrier denies exit to anything inside.
  2. Effect: Creatures inside cannot use their movement to exit the barrier. Creatures outside have total cover against attacks/spells coming from inside.

At 5th, 9th, 13th, and 17th level, the maximum radius of your barrier increases by 5 feet.

Reverse Cursed Technique
Transmutation - 4 CE points

Casting Time:    1 bonus action
Range:    5 feet
Components:    V, S
Duration:    Instantaneous   

A technique that processes negative energy into positive energy by taking two sources of cursed energy and multiplying them by one other. As a result, the energy that destroys becomes energy that creates.

You regain a number of hit points equal to 1d8 + your Wisdom modifier, or half of which if used on another creature within range. To apply this technique to others, you must first make a successful Medicine skill check with a DC of 15. At 5th, 9th, 13th, and 17th level, you gain an additional 1d4 for this roll.

At 5th level, this technique loses its verbal component. At 7th level, this technique loses its somatic component.

Falling Blossom Emotion
Evocation - 8 CE points

Casting Time:    1 action
Range:    Self
Components:    V, S
Duration:    Concentration, 1 minute  

A technique that shrouds the user in a veil of cursed energy. The cursed energy defends the user automatically, and counterattacks the moment a spell or a cursed technique makes contact.

While this technique is active, any damage you take that originates from a spell (either via a spell attack or a spell save) is reduced to 0.

At 5th level, this technique loses its verbal component.

Cursed Infusion
Transmutation - 1 CE point

Casting Time:    1 item interaction
Range:    5 feet
Duration:    1 hour    

A technique that infuses an object with cursed energy. Doing so augments its material properties, allowing it to endure damage much better.

As an item interaction, you choose a tiny or small object within reach to infuse with cursed energy. Any attack made against that object suffers disadvantage. This object remains infused for 1 hour.

Simple Shikigami
3rd level Conjuration

Casting Time:    1 action
Range:    10 feet
Components:    V, S, M (body part from user)
Duration:    1 hour    

Shikigami are monstrous creatures resembling cursed spirits that are conjured to serve as familiars for jujutsu users. Shikigami themselves are incarnated by their summoner's cursed energy. Summoning shikigami normally requires an intermediary, such as a common talisman.

You manifest a simple shikigami using a strand of your hair, a drop of your blood, or another body part as an intermediary. You can summon one of the following creatures:

  • Stirge: A bat-like shikigami. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks to feed on the blood of living creatures.
  • Giant Fire Beetle: A beetle-like shikigami. Its name comes from a pair of glowing glands right under its elytra that give off light.
  • Blood Hawk: A bird-like shikigami. It fearlessly attacks any living creature within its range, stabbing it with its daggerlike beak.

Your shikigami acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Your shikigami shares its senses with you, and you will telepathically know if it has taken damage or has been killed. If the shikigami drops to 0 hit points, if it's been more than 1 hour since it was summoned, or if you simply will it, the shikigami disappears and leaves behind no physical form.

At any given time, you can manifest a number of simple shikigami equal to your proficiency bonus.

4.00
(4 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: