Jujutsu Sorcerer (Jujutsu Kaisen Supplement)

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Jujutsu Sorcerer

Jujutsu Sorcerers are individuals secretly trained and employed by the government in Japan to defend humanity from cursed spirits. The race of humans capable of using Jujutsu are colloquially known as Sorcerers, and the Jujutsu prefix usually signifies their alignment to Jujutsu High. Evil Jujutsu sorcerers are called Curse Users, while humans who cannot use Jujutsu are called Non-Sorcerers. All Jujutsu sorcerers are trained in their youth at one of the many educational facilities for Jujutsu in Tokyo, Kyoto, Hiroshima, Ainu, or Sendai. There, they learn about Jujutsu and how to use their abilities to exorcise cursed spirits.

Note:

Damage Dice Progression: When a feature says you increase the damage dice of an attack by 1 step or tier, it follows some variation of the following progression. 1d4>1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12… and so on, whereupon reaching d6s again the dice count doubles.

Creating a Jujutsu Sorcerer

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Three Jujutsu Sorcerers on their 120% due to hitting a Black Flash, Mappa Studio, [1]
Quick Build

You can make a jujutsu sorcerer quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Charisma. Second, choose the Sorcerer Student, Sorcerer Family, Curse User, or the New Shadow Style Student background. Third, choose the Cursed Spirit, Cursed Vessel, or Human race.

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, Martial Weapons
Tools: Choose one type of artisan's tools or one musical Instrument
Saving Throws: Strength or Dexterity and Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Perception, Religion, Intimidation, and Stealth

Equipment

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

  • (a) Dungeoneer's pack or (b) Explorer's pack
  • (a) 1 Handgun and 20 rounds or (b) 1 Katana
  • (a) 1 Simple Weapon or (b) 1 Martial Weapon
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Jujutsu Sorcerer

Level Proficiency
Bonus
Features Cursed Energy Unarmored Movement Martial Arts
1st +2 Cursed Technique, Unarmored Movement, Unarmored Defense 2 + cha +10 ft. -
2nd +2 Martial Arts, Cursed Energy Enhancement, Cursed Martial Arts 4 + cha +10 ft. 1d4
3rd +2 Jujutsu Schools, Sorcerer Training, Cursed Technique feature 6 + cha +10 ft. 1d4
4th +2 Ability Score Improvement 8 + cha +15 ft. 1d6
5th +3 Extra Attack, Binding Vow 10 + cha +15 ft. 1d6
6th +3 Curse-Empowered Strikes, Cursed Technique feature 12 + cha +15 ft. 1d6
7th +3 Resistant, Advanced Studies 14 + cha +20 ft. 1d6
8th +3 Ability Score Improvement 16 + cha +20 ft. 1d6
9th +4 Cursed Energy Recovery 18 + cha +20 ft. 1d8
10th +4 Cursed Technique feature 20 + cha +25 ft. 1d8
11th +4 Advanced Energy Usage, Exorcise 22 + cha +25 ft. 1d8
12th +4 Ability Score Improvement 24 + cha +25 ft. 1d8
13th +5 Maximum Output 26 + cha +30 ft. 1d10
14th +5 School Graduation 28 + cha +30 ft. 1d10
15th +5 Ability Score Improvement 30 + cha +30 ft. 1d10
16th +5 Ability Score Improvement 32 + cha +35 ft. 1d10
17th +6 Near The Pinnacle, Extra Attack(2) 34 + cha +35 ft. 1d12
18th +6 Ability Score Improvement 36 + cha +35 ft. 1d12
19th +6 Ability Score Improvement 38 + cha +40 ft. 1d12
20th +6 Cursed Technique feature 40 + cha +40 ft. 1d12

Cursed Technique

Starting at 1st Level, you were born with a cursed technique. Cursed techniques are unique abilities congenitally engraved into the user's body, specifically in the brain's right prefrontal cortex. Most jujutsu sorcerers are born with an innate technique that manifests around the age of five or six, continually carving its formula into the user over time. You must choose one innate technique, all detailed under Cursed Techniques. Your choice grants you features at 1st, 3rd, 6th, 10th, and 20th Levels.

Cursed Techniques

Every innate technique grants you a cursed technique with many different uses.

  • Anything that prevents you from casting spells, such as an Antimagic Field, also prevents you from using innate techniques unless they are in their Reversal or Maximum Output forms.
  • Techniques typically require somatic and verbal components to cast, represented as S or V followed by a number. For S, the number represents the number of free hands necessary; for example, something with S-1 requires one hand, and V represents the number of free mouths required. When a technique's action cost is reduced to a free action or lower, you may reduce its S by 1, and at the DM's discretion, you may lower a technique's V by 1 at the cost of increasing S by 2. If a technique involves physically touching something to be used, its S cannot go below 1.
  • If you possess more than one Innate Technique, only one can be used at a time. If you are actively using one of your cursed techniques, such as a summoned shikigami, a duration-based ability (e.g., Limitless’ one-minute Infinity or Hakuna Laana’s one-minute dance), or any other ongoing effect tied to that technique, activating a different cursed technique will immediately end all effects of the currently active technique. Some passive effects of a technique will remain, such as absorbed spirits from the Cursed Spirit Manipulation technique. Work with your DM to determine which effects would be dispelled and which effects would remain passively. Imbuing a cursed technique into a Domain Expansion does not count towards using more than one innate technique.
Cursed Energy

Your training has allowed you to control the cursed energy within yourself. Charisma is your cursed energy modifier for your cursed energy fueled features. A number of cursed energy points represent your access to this energy. You have a number of cursed energy points equal to twice your Jujutsu sorcerer Level + your Charisma modifier, as shown in the cursed energy column of the Jujutsu sorcerer table. You can spend these points to fuel various Jujutsu sorcerer class features, including your cursed techniques, which are the features you gain from your innate technique.

When you spend cursed energy, it becomes unavailable until you finish a long rest; at the end, you regain all spent cursed energy.

Some cursed energy applications require their target to make a saving throw to resist the application's effect. The saving throw DC is calculated as follows:

Cursed Energy save DC = 8 + proficiency bonus + your Charisma modifier.
Cursed Energy attack roll = proficiency bonus + your Charisma modifier.

Your own cursed energy deals half as much damage to yourself.

Alternate Feature: Sorcerer Path

Starting at 1st Level, some sorcerers are not lucky and are born without an innate technique. However, this hasn't stopped them from pursuing their ambitions as sorcerers, and so they adapted. You must choose a sorcerer path listed below in the Sorcerer Paths section. Your choice grants you features at 1st, 3rd, 6th, 10th, and 20th Levels.

Unarmored Movement⁠

Also, at 1st Level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Jujutsu Sorcerer Levels, as shown in the Jujutsu Sorcerer table. At 9th Level, you can move along vertical surfaces and across liquids without falling.

Unarmored Defense

Beginning at 1st Level, while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Martial Arts

At 2nd Level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for your unarmed strikes' attack and damage rolls.
  • You can roll a d4 in place of the normal damage of your unarmed strike. The damage die increases as you gain Jujutsu Sorcerer Levels, as shown in the Martial Arts column of the Jujutsu Sorcerer table.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one-handed weapon as a bonus action.
  • You gain access to Sorcerer Weapons. You may use your martial arts damage die instead of the sorcerer weapon damage die if you choose to.

Cursed Energy Enhancement

At 2nd Level, you began to focus your cursed energy to manipulate it better. Choose one of the following to learn:

Cursed Strike

Before you make an unarmed strike, you may spend up to your proficiency bonus in cursed energy to empower your next strike. This enhancement lasts until you hit a creature with your unarmed strike or until a minute passes. You deal additional necrotic damage equal to 1d8 per point spent on a hit. Depending on your Innate Technique, your additional damage changes to a specific type. You can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike or landing a black flash instead of beforehand. You can only use this enhancement again after it has ended.

Cursed Armor

On your or another creature's turn, and for an amount of cursed energy up to your Charisma modifier (no action required), you can surround yourself with cursed energy for one minute. You gain temporary hit points equal to the amount of cursed energy spent times 5 for the duration. You can only benefit from this feature again after 1 minute or having your temporary hit points reduced to 0. Depending on your Innate Technique, you also gain resistance against a specific damage type while these temporary hit points last. You cannot use this enhancement if you cannot take actions due to a condition or effect.

The temporary hit point value becomes 10 instead of 5 at 11th Level.

Cursed Weapon Enhancement

As a bonus action, you can spend cursed energy up to your proficiency bonus to add to a melee weapon or improvised weapon you are wielding for 1 minute. Whenever you hit a target with the weapon, it takes extra necrotic damage equal to twice the amount spent. Depending on your Innate Technique, your damage bonus changes to a specific damage type. You can only use this enhancement again after 1 minute has passed.

In addition, if you do this 25 times or more to the same weapon, it becomes a Semi-Cursed Tool as long as it's not already a cursed tool.

Cursed Martial Arts

At 2nd Level, your Jujutsu training has taught you advanced martial techniques. You can now do any of the following Cursed Martial Arts:

Cursed Blast of Blows

Immediately after taking the Attack action on your turn, you can spend 3 cursed energy to perform two unarmed strikes as a bonus action.

Cursed Patient Defense

You can spend 3 cursed energy to take the Dodge action as a bonus action on your turn.

Cursed Wind Step

You can spend 3 cursed energy to take the Disengage or Dash action as a bonus action on your turn, and your jump distance doubles until the end of your turn.

Jujutsu Schools

Starting at 3rd Level, you have begun to learn from a jujutsu school or teacher how to improve your cursed energy. Choose between Tokyo Jujutsu High, Kyoto Jujutsu High, Hiroshima Jujutsu High, Ainu Jujutsu High, and Sendai Jujutsu High.

Tokyo Jujutsu High
Kyoto Jujutsu High
Hiroshima Jujutsu High
Ainu Jujutsu High
Sendai Jujutsu High

Alternate Feature: Straightforward Improvement

At 3rd Level, if you have a Sorcerer Path rather than a Cursed Technique alongside selecting Tokyo Jujutsu High as your Jujutsu School, your focus has been on improving your traits.

You gain the following benefits dependent on your Sorcerer Path:

  • Taijutsu Master. Your unarmed strikes gain a bonus to their attack and damage rolls. This bonus is half of your proficiency bonus, rounded down.
  • Cursed Corpse Expert. You now add half your proficiency bonus (rounded down) in additional modifications for every Cursed Corpse you make.
  • Positive Energy Master. You gain expertise in the Medicine skill. If you already have expertise in Medicine, you make all Medicine checks with advantage. Additionally, you may make Medicine checks using your Charisma modifier for those checks. You can take the Stabilize action as a free or bonus action once per turn. Lastly, all creatures you stabilize regain hit points equal to 1 + Charisma modifier.
  • Barrier Master. The amount of cursed energy you can spend into a barrier further increases by half of your Charisma modifier, rounded down.

Sorcerer Training

At 3rd Level, you have been focusing on improving yourself as a sorcerer, trying to focus on your strength. You will gain one of the following feats that you meet the requirements of (you may ignore one prerequisite when picking a body feat):

Body Feats

Athlete History, 50 Meters In 3 Seconds!, Reinforced Immune System or Resilient

Taijutsu Feats

Taijutsu Sorcery, Slam Master, or Acrobatic Fighter

Barrier Technique Feats

Basic Barrier

Cursed Energy Feats

Advanced Energy Usage

Cursed Energy Manipulation Feats

Cursed Energy Manipulator or Cursed Projectiles

Cursed Creations Feats

Shikigami Summon

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 15th, 16th, 18th, and 19th Level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As usual, using this feature, you can't increase an ability score above 20. You may also ignore this increase to gain a Cursed Feat that you meet the prerequisite of.

Extra Attack

Starting at 5th Level, you can attack twice, instead of once, when you take the Attack action during your turn. The number of attacks increases to three when you reach 17th Level.

Binding Vow

Starting at 5th Level, you can create a binding vow with a willing creature or yourself, entering into a strict contract formed by Jujutsu. At any point, you can create one binding vow and choose one of the following vows listed in the Binding Vows. During a combat encounter, once per round, you can make a Binding Vow (no action required). You can have a maximum number of binding vows equal to 1 + your Intelligence modifier, a minimum of 2 at a time. During a Short or Long rest, you can end a number of Binding Vows equal to your Intelligence modifier (minimum of 1).

Design Note: Because binding vows are free in player creativity, many custom vows can be inherently unbalanced without the DM knowing it. Because of this, we have created a list of binding vow rules so the DM knows what to look out for and so the players know what to build their vows more fairly Binding Vow Rules.

Curse-Empowered Strikes

At 6th Level, you have begun focusing more cursed energy into your strikes or weapon. Your attacks with weapons or unarmed strikes, your choice when you gain this feature, now count as magical for the purposes of overcoming resistances and immunities to damage from nonmagical attacks. Depending on your Charisma modifier, you may add an extra necrotic damage dice to the total damage of your choice.

Jujutsu Density Damage Dice
If you have a +1 in Charisma d4
If you have a +2 in Charisma d6
If you have a +3 in Charisma d8
If you have a +4 in Charisma d10
If you have a +5 in Charisma d12

Depending on your Cursed Technique, your extra damage die changes to a specific type.

At 11th Level, the attacks with the option you haven't chosen at 6th Level are now considered magical and will deal the additional die.

Resistant

At 7th Level, your strength as a sorcerer allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Intelligence
  • Intuition - Wisdom

You can only choose the option associated with a specific ability score if you have a 16 or higher in that ability score. If none of your ability scores except Charisma are at or above 16, you may only choose the one that is your highest or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability only to take half damage, you take no damage if you succeed on the saving throw and only half damage if you fail.

Advanced Studies

Starting at 7th Level, your talents have been refined by the teachings of your Jujutsu High. You receive one of the following depending on which school you chose:

Tokyo Jujutsu High
Kyoto Jujutsu High
Hiroshima Jujutsu High
Ainu Jujutsu High
Sendai Jujutsu High

Alternate Feature: Advanced Sorcerer Training

At 7th Level, you have furthered your focus on improving the strengths you have already been developing.

You gain one of the following feats that you meet the requirements of but excluding their Level requirements, if any:

Body Feats

Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Reinforced Immune System, Strong Body, Human Wall or Resilient.

Taijutsu Feats

Taijutsu Sorcery, Slam Master, Acrobatic Fighter, Cursed Martial Artist, or Cursed Weapon Wielder

Barrier Technique Feats

Basic Barrier, Barrier Master, New Shadow Style: Simple Domain, or Hollow Wicker Basket

Cursed Energy Feats

Advanced Energy Usage, Immense Cursed Energy, or Overflowing Cursed Energy

Cursed Energy Manipulation Feats

Cursed Energy Manipulator, Cursed Projectiles, Cursed Energy Slash, Cursed Energy Ray or Cursed Energy Explosion

Cursed Creations Feats

Shikigami Summon or Cursed Blacksmith

Binding Vow Feats

Vows Master or Favored Vows

Cursed Energy Recovery

At 9th Level, due to extended periods of use, your cursed energy constantly recovers itself from the adrenaline of battle. While in combat, you regain 1 cursed energy at the beginning of your turn, up to your maximum. The combat must be one where your life is at risk.

Advanced Energy Usage

At 11th Level, you have learned some more basic principles any sorcerer should apply, whether in battle or investigation. You will gain two of the following Cursed Energy Uses:

Exorcise

At 11th Level, you've learned to eliminate weaker cursed spirits without spending effort or energy. As an Action, you can automatically destroy a cursed spirit within 30 ft. of you that you can see that has a CR equal to or lower than half of your proficiency bonus (rounded down).

Maximum Output

At 13th Level, you have learned how to use your maximum output, techniques with the highest possible cursed energy output channeled into them. As a bonus action, you must spend Cursed Energy equal to the original cost of one of your lapse, reversal, extension, or maximum techniques twice. The first time you pay this cost, any reductions that apply to the technique are used; the second time, none are applied. Doing this will amplify its cursed energy output, making it gain two of the following benefits the next time it's cast:

  • The technique's range and area of effect are increased by half its original range, rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch-based techniques.
  • The technique's damage dice is increased by half of its original dice or damage bonus if the technique is a flat damage rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
  • The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
  • The technique's DC is increased by half of your proficiency bonus rounded up.
  • The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.

You cannot choose the same benefit twice.

Alternate Feature: Explosive Blow

Reaching 13th Level, certain sorcerers never came to grasp the concept of the Maximum Output ability but have focused on releasing an explosive burst of cursed energy. As a bonus action, you can concentrate on channeling a very condensed portion of your cursed energy into either your limbs or a weapon for 6 cursed energy. For 1 minute after you perform this bonus action, the next unarmed strike or melee weapon attack you land adds half of your attacks' damage dice (rounded down) as extra damage onto the damage roll for your attack. If you receive damage from any source, you must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrated. Alternatively, as a bonus action when you land a melee attack, you may expend 8 cursed energy to add half of your damage dice (rounded down) to the damage roll of your attack.

For 12 cursed energy instead of 6 or 8 cursed energy, the melee attack that you use with this feature will add your attacks' damage dice to the damage roll instead of only half.

On a successful melee attack that benefits from Explosive Blow, the creature must succeed a Strength saving throw, or be knocked back a number of feet equal to either your attacks' ability modifier or Charisma modifier times 10 in the direction of your choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d10 bludgeoning damage per every 5 feet the creature has left to travel after colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of your attack's damage roll instead.

School Graduation

Starting at 14th Level, you have finally graduated from your Jujutsu School, now becoming a full-on Jujutsu Sorcerer. You gain one of the following depending on which school you have chosen:

Tokyo Jujutsu High

You have graduated from Tokyo Jujutsu High and are becoming the best with your technique. You gain a unique technique exclusive to your Cursed Technique or Sorcerer Paths.

Kyoto Jujutsu High

You have graduated from Kyoto Jujutsu High, mastering what a Sorcerer should be. You gain three cursed feats you meet the prerequisites of from your experiences.

Hiroshima Jujutsu High

You have graduated from Hiroshima Jujutsu High, mastering the art of cursed creations. You gain 1 Cursed Creations Feat and the following benefit:

  • Quicker Creation. When you are making something considered a cursed creation, such as a cursed corpse or a shikigami, it takes ¼ less time to create it.
Ainu Jujutsu High

You have graduated from Ainu Jujutsu High, mastering the usage of barriers. When you use any features that use barriers, you may choose to reduce their action cost by 1(full turn action->action->bonus action->free action). If this would reduce a reaction's action cost, you gain 1 additional reaction only for using said reaction. This buff cannot reduce the action cost of a domain.

Sendai Jujutsu High

You have graduated from Sendai Jujutsu High, mastering the essence of being a defensive sorcerer. You gain three cursed feats you meet the prerequisites of from your experiences.

Near The Pinnacle

At 17th Level, your strength grows by the moment; you'll soon reach the pinnacle of a normal sorcerer. You gain a +4. You may distribute this +4 in your scores. For example, you can put 2 in Strength and 2 in Dexterity.

Also, you must choose one of the following peaks to reach:

Peak of Might. Your Strength score maximum increases to 24. The increase is lost if your Strength maximum is or would become equal to or higher than this. Additionally, you may shove or grapple the creature whenever you hit a critical with a melee weapon attack that uses Strength.

Peak of Speed. Your Dexterity score maximum increases to 24. The increase is lost if your Dexterity maximum is or would become equal to or higher than this. Additionally, you can take the dash action as a bonus action. If you already could do that, you may do it as a free action instead.

Peak of Endurance. Your Constitution score maximum increases to 24. The increase is lost if your Constitution maximum is or would become equal to or higher than this. Additionally, your maximum hit points increase by your Jujutsu sorcerer level added twice.

Peak of Intellect. Your Intelligence score maximum increases to 24. The increase is lost if your Intelligence maximum is or would become equal to or higher than this. Additionally, you can now ignore one prerequisite before taking a cursed feat. You cannot ignore prerequisites requiring you to have another cursed feat, be a certain race, possess a specific innate technique, possess an innate technique in general, or be a certain class to obtain them.

Peak of Wisdom. Your Wisdom score maximum increases to 24. The increase is lost if your Wisdom maximum is or would become equal to or higher than this. Additionally, you gain one cursed feat that you meet the prerequisites of, proficiency in one skill or tool of your choice, and expertise in one skill.

Peak of Sorcery. Your Charisma score maximum increases to 24. The increase is lost if your Charisma maximum is or would become equal to or higher than this. Additionally, your Cursed Energy maximum increases by 20.

Cursed Techniques

Ten Shadows Technique

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The various hand signs for the numerous shikigami granted by the ten shadows technique, source [2]

Shrine

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The strongest sorcerer in history, source [3]

Limitless

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The strongest sorcerer of today using Hollow Purple, source [4]

Straw Doll Technique

strwa.jpg
A Straw Doll technique user, Source [5]

Disaster Flames

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A Disaster Flames user preparing to make a fireball attack, Source [6]

Disaster Plants

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A Disaster Plants user with its roots, Source [7]

Ratio Technique

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A powerful jujutsu sorcerer using the ratio technique, Source [8]

Idle Transfiguration

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A Special Grade curse using idle transfiguration to create a polymorphed soul, source [9]

Moon Dregs

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Moon Dregs and its user, source [10]

Puppet Manipulation

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A Puppet user behind many of its creations, source [11]

Cursed Speech

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A Cursed Speech user preparing a powerful word attack, source [12]

Tool Manipulation

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A Jujutsu Sorceress flying on her chosen Tool, source [13]

Construction

juctug8lteoa1.jpg
A construction user with bug like wings on her back, source [14]

Blood Manipulation

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A Jujutsu Sorcerer controlling his blood, source [15]

Black Bird Manipulation

f18145b8d35fe4a5d6f3a8bea8874270.jpg
A sorcerer utilizing their Ravens, source [16]

Boogie Woogie

1f9fa8c4326715d0b3f6493d350c6d3c.jpg
A powerful Boogie Woogie user showing off his power, source [17]

Sound Amplification

Gakuganji_faces_off_with_Juzo_%28Anime%29.png
A Sound Amplification user, source [18]

Rot Technique

Eso_takes_a_hostage_%28Anime%29.png
A Rot Technique user rotting a victim's body, source [19]

Cursed Spirit Manipulation

__getou_suguru_and_getou_suguru_jujutsu_kaisen_drawn_by_sashiyu__sample-999e6d9124ec0b0001f8769c67461be2.jpg
A Cursed Spirit Manipulation user with a curse above himself, source [20]

Cloning Technique

Cloning_Technique.png
A cloning technique user, source [21]

Brain Technique

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Kenjaku, the mastermind of the Heian era, source [22]

Auspicious Beast Summon

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A representation of the Auspicious Beasts Summon technique, source [23]

Séance Technique

Ogami_reviving_Toji_Zenin_%28Anime%29.png
A curse user shapeshifting as part of the Séance Technique, source [1]

Inverse

jujutsukaisen.jpg
An Inverse user resisting a powerful attack, source [24]

Gravestone Technique

JJK-Ep-36.8.png
A Gravestone Technique User using Coffin, source [25]

Projection Sorcery

projection.png
A powerful Jujutsu Sorcerer activating Projection Sorcery, source [26]

Disaster Tides

9046792-main-qimg-13aed58cf714e5a08cbee64353c7bc32-pjlq.jpg
A Disaster Tides user using Death Swarm, source [27]

Cursed Doll Creation

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A user of Cursed Doll Creation, source [[28]]

Picture Alteration

Nanako%27s_cursed_technique_%28Anime%29.png
A Picture Alteration user utilizing her cellphone, source [29]

Miracles

Miracles_%28Anime%29.png
A Miracles user with all of his Miracle Marks active at once, source [30]

Ice Formation

bcf421c5b37fd62a9c8a2eb78300d997.jpg
An Ice Formation user from the Heian Era utilizing frost calm, Source [31]

Pain Killer

Arata_using_his_technique_on_Yuji_%28Anime%29.gif
A Pain Killer user stopping someone's injuries, Source [32]

Vengeful Cursed Spirit

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Yuta Okkotsu standing with the queen of curses Rika, source [33]

Blazing Courage

ogi-zenin-by-jujutsukaisenfan112-df8makr-fullview.jpg
Ogi Zenin in a battle stance, source [34]

Earth Arms

arms.png
Stone Arms, source [[35]]

Paralyzing Sight

Maki_is_restrained_by_Ranta%27s_technique.png
A woman being affected by the Paralyzing Sight technique, source [36]

Missile Fists

Jinichi_Zenin%27s_technique.png
A missile fists user using his innate technique, source [37]

Immortality

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Tengen, the immortal sorceress, source [[38]]

Love Rendezvous

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A Love Rendezvous user, source [39]

Jet Plane Hair

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A Jet Plane Hair user flying with her hair, source [[40]]

Helicopter Hair

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A user of Helicopter Hair, source [[41]]

Sugar Manipulation

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A user of the sugar manipulation technique creating a flan, source [[42]]

The Law

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Higuruma, the sorcerer genius, source [[43]]

Claw Technique

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A claw user, source [44]

Contractual Re-Creation

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A Contractual Re-Creation user, source [45]

Explosive Flesh

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A explosion caused by a Explosive Flesh user, source [46]

Scorpion Hair

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A scorpion hair user, source []

Comedian

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The funniest thing that has ever existed, source [47]

Technique Extinguishment

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A technique extinguishment user floating with its wings, Source [48]

Star Dictator

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The shikigami of a Star Dictator user, source [[49]]

Earthen Insect Trance

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A Earthen Insect Trance user summoning their shikigami, source [[50]]

Sky Manipulation

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A Sky Manipulator using the sky itself as clothes, source [51]

Cursed Energy Discharge

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A Cursed Energy Discharge user firing a blast of cursed energy, source [52]

G Warstaff

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A G Warstaff user attacking, Source [53]

Private Pure Love Train

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A Punter showing off his style, Source [54]

Obstacle Removal

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A curse with the innate technique Obstacle Removal, source [55]

Antigravity System

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An antigravity user activating their reversal, source [56]

Star Rage

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A Star Rage user increasing her mass before an attack, Source [57]

Solo Forbidden Area

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A Solo Forbidden Area user beginning the ritual, source [58]

Mythical Beast Amber

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The God of Thunder in his peak, Source [59]

Drill Hair

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The drill hair technique, Source [60]

Teleportation

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A user of the teleportation technique being ready to teleport himself out of danger, Source [61]

Heart Catch

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A user of the Heart Catch technique, Source [62]

Hakuna Laana

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A sorcerer using Hakuna Laana to dodge attacks, Source [63]

Cursed Illusions

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A illusion made by a cursed illusions user, Source [64]

Sorcerer Paths

Taijutsu Master

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One of the greatest Taijutsu Masters of his time, source [65]

Cursed Energy Manipulator

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Two sorcerers considered to excel in manipulation of cursed energy [1]

Cursed Corpse Expert

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A cursed corpse expert and some corpses, source[66]

Positive Energy Master

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Shoko Ieiri one of the best healers in the Jujutsu World, source [67]

Weapon Master

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Kasumi Miwa, a Weapon Master who's also a student of the New Shadow Style, source [68]

New Shadow Style Master

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Kusakabe in his Simple Domain stance, source [69]

Low Reserves Sorcerer

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Mai Zenin a low reserves sorcerer, source [70]

Shikigami Master

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A shikigami master summoning a shikigami with a talisman, source [71]

Master of Vows

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A Master of Vows exposing his true identity

Barrier Master

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Tengen a barrier master, source [72]

Binding Vows

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A Binding Vow example, [73]

If you violate the contract's terms in a vow with yourself, you'll only lose the benefits gained.

Anyone who violates the terms of a binding vow between two or more sorcerers suffers dire consequences. The DM may decide the nature of these penalties, which could include:

  • The creature who broke the contract permanently loses an amount of maximum hit points decided by the DM.
  • The creature who broke the vow permanently loses an amount of maximum cursed energy decided by the DM.
  • The creature who broke the vow suffers a reduction in one or more ability scores, determined by the DM.

Design Note: All of the binding vows here are examples, you may. create your own binding vows alongside your GM.

Here is the list of binding vows you can make with yourself or other sorcerers:

Solo Binding Vows

Cursed Technique Binding Vows

Multiple Sorcerer Binding Vows

Jujutsu Sorcerer Variant Rules

Jujutsu Sorcerer Variant Rules

Optional rules that don't necessarily need to be enforced but affect the class introduce variations and additional mechanics that can enhance or modify the way this class operates. These optional rules allow players to adjust and personalize their experience with the Jujutsu Sorcerer class, offering new ways to approach abilities, techniques, or progression.

Canon Changes

While we keep most of what we do as close to the canon as possible, sometimes it's impossible to be fully faithful to the source material. These are changes you can apply if you're unsatisfied with some things at the class.

Main Class

Binding Vows

Limitless Binding Vows. You can make as many binding vows as you wish.

Cursed Techniques

All

Lapse Techniques. A Lapse Technique that would be gained at a level after first level is gained at first level instead. This does not apply to features that are considered to count as a lapse technique.

Ten Shadows

Stronger Shadows The total number of Stronger Shadows counters that can be applied to a shikigami at any given time is now 20 instead of 10.

The Well's Unknown Abyss The size adjustment can be performed up to the summoner’s full proficiency bonus, not half.

Shrine

Dismantle and Cleave. You need Object Perception in order to see the slash.

Dismantle. Is now d10s instead of d8s. When you use dismantle, you may choose to make three ranged cursed energy attack rolls or only one. You make three in case you aim for two or more targets, with each dismantle dealing a third of the dice of your normal dismantle(rounded down) slashing damage.

Cleave Now does 10 slashing damage per cursed energy spent and can bypass cursed armor by expending a higher cursed energy cost during casting that that of the targets cursed armor. E.g. If you fire a Cleave for 5 Cursed energy and the target has spent 4 cursed energy on cursed armor your cleave will deal damage to them as if it were cast at 1 cursed energy ignoring their cursed armor and nullifying it. If you possess Dense Cursed Energy, and it would increase the damage die tier of Cleave, then Cleave will instead do 12 slashing damage per cursed energy spent.

If you use Tokyo School or Technique Specialist to increase the damage dice of Cleave, each dice added will instead count as another cursed energy spent. (Ex. Specialized Technique adding 5 damage dice would count as 5 more cursed energy spent, and add 50 slashing damage.)

Limitless

Six Eyes Dependent Due to the infinite extremes of your cursed technique it cant be used without the Six Eyes.

Infinity. The infinity technique cost is increased to 10 cursed energy, however it has no duration, only needing for you to spend 1 cursed point at the start of your turns while it is active to maintain it. Additionally if you have infinity optimization you do not have to pay the 1 cursed energy per turn to maintain the infinity technique.

If you don't have the Six Eyes your feature will change.

You roll 2d20 when rolling for the infinity, picking up the lowest number.

Infinity Pressure. You must have Improved Cursed Energy Output feat in order to use Infinity Pressure, and the damage becomes 2d8 force damage for every cursed energy spent.

Blue. The cursed energy cost is 12, and the force damage is 8d10 which becomes 11d10 at 5th level, 14d10 at 11th level, 17d10 at 17th level, and 20d10 at 20th level.

Blue Augmented Speed. You may instead spend up to your level in cursed energy, gaining 15ft of movement per cursed energy spent, and lasts a number of rounds equal to half the amount spent.

Blue Infused Strikes. Your blue infused strikes now cost the same as Blue and when a strike is infused with Blue Infused Strikes it will instead be considered a critical for its damage. Additionally, once per round you can spend 6 more cursed energy as a part of a Blue Infused Strike to force a target within 15 feet to make a Strength saving throw. On a failure, they are pulled into your reach. On a success, they are not moved.

If you have the Six Eyes and use a Blue Infused Strike then, its Black Flash Range will be increased by 1.

Red. The cursed energy cost is 24, and the force damage is now a number of d10s equal to twice that of blue without Tokyo school enhancements.

Disaster Flames

Erupting Volcanoes. When using magma blasts, the affected creatures take the damage of all of the volcanoes combined, not just one.

Idle Transfiguration

Transfigured Creatures. You can have as many transfigured creatures as you want.

Idle Transfiguration. Those who were not blessed in the realm of souls can still grasp it through use of this technique. If a creature who does not possess Idle Transfiguration as their Innate Technique uses this technique 20 or more times, they will gain Soul Outline Awareness.

Soul Maintenance. Now simply 1 cursed energy to set your Body Hit Points to the same value as your Soul Hit Points.

Instant Spirit Body of Distorted Killing. The score bonus of this form are +6 to your Strength, Constitution, Dexterity and Charisma scores.

Cursed Speech

Cursed Speech. Due to the odd nature of how to defend from Cursed Speech, not everyone knows how to do so. If you have the Sorcerer Family background or have been told by someone who is from a sorcerer family, you know how to defend and make the Charisma saves as normal. However, if you do not know then you make a Intelligence saving throw instead. The DC of this save is reduced by 1 every time you have to make it as you slowly learn how to defend. If you succeed the Intelligence saving throw then you know how to defend and can make the Charisma save as normal.

Additionally, there is a way to actively defend. If you know how to defend from speech then you also have this defensive ability. As a bonus action for 1 cursed energy, you can cover your ears and brain with cursed energy until the start of your next turn. You must maintain concentration on this feature, but while you do so Cursed Speech has no effect on you.

Creatures with no cursed energy cannot defend against cursed speech and automatically fail the saving throw.

Losing Vocal Cord Hit Points. You now lose 3 hit points per cursed energy spent in words.

Construction

Construction. You have no limit on the number of items created at a time. You are unable to desummon created objects. You do not need to have a material analyzed to create using that material or its properties, you only need to recognize the material. What is considered recognizing a material is ultimately the DM’s decision, but generally even a low level of familiarity is still enough to recognize the material.

Liquid Metal. No longer has a time limit, although the cost to create it is now 10 instead of 5.

Black Bird Manipulation

Bird Strike. Bird strike instead costs 4 cursed energy, and its damage is 16d12. It becomes 24d12 at 17th level, and 32d12 at 20th level.

Gravestone Technique
  • Countdown. A creature affected by countdown no longer takes damage and instead is reduced to 0 hit points while inside of your domain. Countdown outside of the domain still deals damage.
Projection Sorcery
  • Projection Sorcery. Rather than a full turn action Projection Sorcery is activated as a free action or as a reaction to a significant stimulus which you can perceive, as determined by the DM. You cannot activate Projection Sorcery more than 6 times per round. Additionally the frame cost of actions, after The Fastest Sorcerer is applied if you possess that feature, is doubled. The maximum amount of feet you may move is equal to 4 times your movement speed for the movement frames option. Additionally, you may move up to 80 feet per movement frame.
Cursed Spirit Manipulation
  • Cursed Spirit Absorption. You can now only absorb cursed spirits, however you don't need to make the Constitution or Wisdom saving throws whenever you absorb a new spirit. Additionally, you can automatically absorb cursed spirits ignoring the low hit points condition if they are at least 2 Grades lower than you. Finally, whenever a cursed spirit is dropped to 0 hit points by any features related to cursed energy, they're exorcised and can't be absorbed this way.
  • Now you can control and summon as many cursed spirits as you want.
  • You can choose to create a swarm directly instead of summoning the number of curses you want (above 10) and then creating one. The cost of each Swarm is their CR
Cursed Spirit Grade Swarm of Curses CR of each swarm. Cost reduction benefits reset every 10 cursed spirits summoned for a single swarm (10 = 1 CE, 20 = 2 CE, 30 = 3 CE)
Grade 4 Swarm of Grade 4 Cursed Spirits 2 cursed energy
Grade 3 Swarm of Grade 3 Cursed Spirits 5 cursed energy
Semi-Grade 2 Swarm of Semi-Grade 2 Cursed Spirits 9 cursed energy
Grade 2 Swarm of Grade 2 Cursed Spirits 13 cursed energy
Semi-Grade 1 Swarm of Semi-Grade 1 Cursed Spirits 17 cursed energy
  • Maximum Uzumaki. You can put as many spirits as you want in the Uzumaki.
  • Minimum Uzumaki You can put as many spirits as you want on your Minimum Uzumaki.
Clone Technique

Perfect Clones. Starting at 1st level, your clones will always be created with as many hit points as your maximum.

Vengeful Cursed Spirit

Copy. You no longer need to make a Charisma saving throw if your spirit has consumed a body part that meets your copy’s conditions, instead automatically copying the technique so long as the lost limb or lethal body part was successfully consumed.

Unconditional Copy. If you do not possess the Freed Spirit feat, then the sheer potency of your curse has changed the functionality of your Copy technique. Your technique will now function as follows:

Your copy technique is unconditional and you can copy other creature’s cursed techniques after simply seeing them be used. 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 can copy the creature’s Cursed Technique. On a failure save, you do not copy the cursed technique and must wait to see the technique again before you can attempt to copy it. You can have a number of techniques copied at once equal to your proficiency bonus.

Using Copied Techniques. In order to use a copied technique, you must be within reach of your spirit, and your spirit must not be incapacitated. As a free action, you may have your spirit give you a technique you have copied in the form of an item, with your spirit using its action to do so. While you possess the item, you may use the Lapse Technique and any technique improvements that apply to the lapse, which you qualify for with your level, of the copied technique once, before the item disappears and you must use a free action to gain another copied technique again. You may have any number of copied items out at once, with each one disappearing one minute after they have been created. Any durations or effects from techniques used in this way last as they normally would, but will be immediately ended if your spirit ever becomes no longer Fully Manifested.

You may not use more than one cursed technique, if you are actively using one of your cursed techniques, such as a summoned shikigami, a duration-based ability (e.g., Limitless’ one-minute Infinity or Hakuna Laana’s one-minute dance), or any other ongoing effect tied to that technique, activating a different cursed technique will immediately end all effects of the currently active technique. This includes any summoned entities, sustained abilities, or residual effects tied to the initial cursed technique. Additionally, you cannot use additional actions, reactions, or bonus actions granted by one cursed technique (e.g., the extra reactions from Projection Sorcery) to activate or utilize another cursed technique. All of the following effects of a technique being deactivated also occur when Copy is no longer active.

You do not gain the Technique Analysis feature in this form of copy. When you do gain the Freed Spirit, your technique will function as normal, and you will lose all techniques you have copied using unconditional copy.

The Law

Domain Expansion: Deadly Sentencing Whenever the Judge applies a Death sentence or Confiscates on the creature and it is carrying a special-grade tool, that tool will be confiscated instead of the technique.

Death Penalty When you hit someone with the Executioner's sword they die instantly.

Private Pure Love Train

Domain Expansion. Your jackpot will now last for 4 minutes, and instantly after you take damage, you will receive the effects of Reverse Cursed Technique as if you have received just enough to regenerate all limbs and get back to your maximum hit points. Your cursed energy amount becomes infinite for the duration of the jackpot, and you cannot be reduced to below 0 hit points.

Antigravity System

Antigravity System. The height of the lapse is now 20 feet and does not increase as you level.

Gravity System. The damage is now 10d12 force and increases to 16d12 at 11th level, to 24d12 at 17th level, and to 32d12 at 20th level. It also has a height of 20 feet.

Unstable Output. If you use Gravity System on your turn, you can not use it as a reaction until the start of your next turn. Additionally, if you use it as a reaction, you cannot use it on your next turn.

Star Rage

Star Rage. The amount of cursed energy you can spend on Star Rage is unlimited, with what would normally be the limit as described in the Lapse being instead the amount of cursed energy that, if you spend more than, triggers Black Hole. This replaces the 20 cursed energy threshold of Black Hole.

Claw Technique

Claw Formation.' You can only use this Technique on your left hand, if you do not have a left hand or you lose your left hand, you cannot active this technique in anyway.

Sorcerer Paths

Cursed Energy Manipulator

Expert of Manipulation. You can now ignore level requirements on cursed energy manipulation feats.

Multiclassing

Prerequisites. To qualify for multiclassing into the Jujutsu Sorcerer class, you must meet these prerequisites: 14 Charisma

Discord Server

If you have any questions or suggestions, refer to our Discord Server!

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