Ruler Curse (Jujutsu Kaisen Supplement)
Pharaoh[edit]
large undead (Cursed spirit), lawfull evil Armor Class 18 (natural armor, Pharaoh's Coffin)
Saving Throws Dex +11, Wis +11, Cha +16 Invisible Force. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see Itami. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see it. Improved Cursed Energy Recovery. Pharaoh gains 10 Cursed Energy at the beginning of each of his turns. Cursed Energy. Pharaoh has 134 cursed energy. All of the cursed energy, when used, is unavailable until it takes a long rest. Sadism. Whenever Pharaoh deals damage to someone who is frightened of it, half of the total damage will be converted in temporary hit points to itself. These temporary hit points cannot go above 25. Gravekeeper’s Command Pharaoh can command and strengthen summoned creatures, granting them Advantage on attacks & immunity to fear (frightened) while within 120 feet. Famous Name. Whenever Pharaoh rolls initiative, they may force every hostile creature that can see them to make a DC 24 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours. Human Wall The curse has advantage on Constitution saves. Dunes Of Sand The curse always carry's mass amount of sands with it, 30ft radius of sand can always be found around the curse. The sand will count as difficult terrain for everything that isn't the curse. And the curse may cast any of its Cursed Techniques as if it was anywhere inside the Dunes Of Sand radius. Pharaoh's Coffin The curses body is made from decaying skin and bones, the curse found a way to make its skin sand makeing it lighter and protective towards blunt attacks. Aslong as Pharaoh is above 1/2 hitpoints (...), then it gain resistance to magical bludgeoning, it also gain +2 AC and + 30ft movement speed. But also gains a weakness to cold damage. (All this is already accounted for in the sheet). the curse can gain Pharaoh's Coffin back after being destroyed by regaining hitpoints back. Pharaoh's Coffin will try to activate at the start of each of the curses turns, it will fail if the curse still haves under 1/2 of its maximum hit points or if it's active, it will also fail if Pharaoh's Coffin was destroyed last turn. Strong Body Pharaoh reduce all damage it takes but psychic or thunder by 8. Attacks using Cursed Energy or magic can bypass this, unless Pharaoh under the effects of cursed energy armor. Famous Name. Whenever Pharaoh rolls initiative, they may force every hostile creature that can see them to make a DC 24 Wisdom saving throw. On a failure, they are frightened of it for one minute. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours. Golden Mace. Twice per turn when making a Swing, Jab or Slam the curse may switch it for the Golden Mace. It is made to hurt and to agitate people, when a creature gets hit by the mace they will need to make a DC 24 Wisdom not to be Berserk until the creature takes damage. The Golden Mace's damage is 22 (4d8+4) Bludgeoning damage + 7 (1d12) necrotic damage. Golden Rod Once per tun when making a Swing, Jab or Slam the curse may switch it for the Golden Rod. It's a weapon made for fear, and the rod does its job well. When a creature gets hit by an attack by the rod they will take 36 (5d10+8) Piercing damage + 7 (1d12) necrotic damage. And haves a reach of 15f. If they gets hit they will need to make a DC 20 Strength save, if failed then they will be grappled until they break out of it. If they gets grappled then the grappled target will need to make a DC 24 Wisdom save, if failed then the creature will be frightened for 5 turns. Cursed Essence The Cursed Essence, with a range of 75 feet, can shape and mold sand. When using its Cursed Technique, the Pharaoh can use the Cursed Essence by spending the cost of the technique an additional time. When using the Cursed Essence, the technique will gain two of the following benefits:
Cursed Disonance. Pharaoh has advantage on saving throws against cursed techniques and other cursed energy effects. Cursed Weapon Wielder. Any attacks Pharaoh makes with its Golden Mace or Golden Rod has its critical hit range increased by 1. In the event Pharaoh rolls a nat 20 on an Golden Mace or Golden Rod rattack roll it makes another attack with the same weapon with advantage, this attack counts as a part of the same action of the original strike. Cursed Armor. Pharaoh can spend up to 8 cursed energy to give itself temporary hit points equal to the cursed energy spent times 10 for 1 minute (no action required). Pharaoh can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0. Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Pharaoh can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:
Eyes Of The Supernatural The curse can see in dim light within 160 feet of it as if it were bright light, and in darkness as if it were dim light. Secondary Arms The secondary arms can manipulate an object, including fine manipulations such as opening or closing a door or container, pick up or set down a Tiny or Small object, or even wield a weapon that doesn't have the heavy property. Due to the increased number of arms, it are proficient in the Athletics skill. If both of these lesser arms are severed, it are no longer considered as proficient in Athletics. Empowered Frame Pharaoh will count as one size larger when determining its carrying capacity and the weight it can push, drag, or lift whilst it have these secondary arms. If it makes an unarmed strike, it can make an additional attack using one of these additional arms as apart of the same action once per turn. This additional attack using its arms has its damage (die) reduced by 1 damage tier (To a minimum of 1). Additionally, once per long rest, it may reduce the action cost of a technique feature by 1. Curse Enhanced Body. Whenever the curse has 1 or more cursed energy they may add +3 to its weapon or unarmed strike attacks damage and hit die. Fearsome Apperance Pharaoh gains advantage on all checks and saves to resist the frightened condition. It gains proficiency in the Intimidation skill (Already applied). Creatures have disadvantage on checks against being frightened by it if it roll Intimidation. Devils Form Pharaoh gains advantage on all checks and saves to resist the charmed condition. It cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, it can end a condition caused by failing either a Wisdom or Charisma saving throw. Additionally, it gain expertise in Intimidation and proficiency in Persuasion (already apllied). Speed Supremacy. Creatures below Pharaoh amount of power have a harder time reacting to it and it can react to them easier. It gain one additional reaction per round. Additionally, once per round, when it can take an action, bonus action, or reaction, or its movement, it can blind its enemies in a quick burst of speed. The feature used will require twice as many reactions to react to. If a creature also possesses this feature, they can expend their use of it for the round to make reactions function as normal. If a feature or action allows it to make multiple attacks or force multiple saving throws, only one of them will receive the benefit of speed supremacy. ACTIONSMulti Attack Pharaoh makes 4 attacks, two Swings and two Slams, it may switch ether of the one for a Jab. Jab. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (3d12 + 8) Piercing damage. Swing. Pharaoh swings in a 15ft cone in front of itself, everything inside the cone must make a DC 20 Dexterity save if failed then they take 25 (3d10+8) Bludgeoning damage. Slam. Pharaoh slams in a 10ft radius in front of itself, everything there is within a 10ft radius around Pharaoh must make a DC 20 Dexterity save if failed then they take 33 (6d10+) Bludgeoning damage. Whispers of the Endless Dunes (8 Cursed Energy). Pharaoh summons cursed sands up to 60ft away that swirl around a target’s head, creating a blinding, psychic barrage. All creatures within a 15-foot radius of the target must make a DC 24 Wisdom saving throw. On a failure, the target is blinded for 2 turns and takes 17 (3d10) psychic damage as Pharaoh invades their mind with haunting whispers. They are also dealt 11 (2d10) necrotic damage, as the sands drain a small piece of their life force. On a success, the target only takes half the damage and is not blinded. Sands of Binding (6 Cursed Energy). Pharaoh summons thick, constricting sand that forms into binding coils, wrapping around a target’s limbs up to 30ft away. The target must make a DC 24 Strength saving throw to break free. On a failure, the target is restrained by the sand and takes 11 (2d10) bludgeoning damage as the sands crush their limbs. On a success, the target is only restrained until the start of Pharaoh’s next turn, taking half the damage. The restrained condition can only be broken by a creature using an action to attempt a DC 24 Strength check. If the creature remains restrained for 3 turns, it begins to suffocate from the sand's grip, taking an additional 7 (1d12) bludgeoning damage each turn. Golden Rod of Binding Sands (10 Cursed Energy). Pharaoh summons uses its Golden Rod infused with the power of the desert. The rod sends forth sand tendrils that lash out at the target up to 35ft away, grappling them in an unbreakable hold. The target must make a DC 24 Strength saving throw or become grappled by the sands. Once grappled, the target must also make a DC 24 Charisma saving throw or become frightened for 1 minute as they feel the desert consume them. While grappled, the target is pulled 10 feet closer to Pharaoh and takes 22 (4d10) bludgeoning damage at the start of their turn as the sands constrict. The target can attempt to escape with a DC 24 Strength or Dexterity save at the end of their turn. On a successful escape, the frightened condition ends. Golden Mace of Destruction (10 Cursed Energy).Pharaoh uses its Golden Mace with sand flowing around it, and swings it downward with devastating force. The strike channels the ferocity of the desert, causing the target to be overtaken by an insatiable rage. All targets inside a 25ft radius of Pharaoh must make a DC 24 Wisdom saving throw. On a failed roll they become berserk for 1 minute. While berserk, the target must attack the nearest creature on its turn and gains advantage on melee attack rolls, but itself will take 28 (5d10) bludgeoning damage from the strain on their body. On a successful save, the target takes half the damage and is not affected by the berserkcondition. BONUS ACTIONS'Cursed Weapon Enhancement (1-8 Cursed Energy). For the next 1 minute whenever Pharaoh hit a target with the weapon, the target will take extra Magcial Bludgeoning damage equal to 2 time of the Cursed Energy spent. Pharaoh can only use this enhancement again after 1 minute has passed. REACTIONSHuman Wall (8/long rest). Upon hitting 0 hit points, Pharaoh can spend a hit die to fall to the amount rolled in hit points. All uses are restored on a long rest. The Pharaoh Curse has 8 additional reactions exclusively for this feature. LEGENDARY ACTIONSThe Ruler Curse can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ruler Curse regains spent legendary actions at the start of its turn. |
Domain Expansion Zeth's Eternal Black DesertThe Domain is Pharaoh’s rage and sorrow twisted this fear into an inescapable purgatory, a land where the dead are forgotten and the living are condemned to join them. Teleportation, flight, and burrowing effects fail within the Domain. There is no sun, no moon, no stars—only an infinite void above, swallowing light and hope. The air is thick with an unnatural stillness, making it impossible to gauge time. Throughout the desert, gaping pits of shifting sand wait beneath the surface. Any creature that falls prone must make a DC 24 Strength save or be dragged underground, buried alive within seconds. being dragged 25ft under grounds and must use swimming movement speed to come up again, if they start their action underground they take 28 (8d6) bludgeoning damage. Every turn, all trapped creatures inside the Domain must make a DC 24 Charisma save. On a failure, a massive, cursed pyramid (15 ft × 15 ft) manifests above them and crashes down, dealing 165 (30d10) force damage as they are crushed beneath its divine weight, and this is the domains sure hit effect. If a creature is already prone or restrained, they automatically fail the saving throw. The pyramid remains, acting as difficult terrain and Pharaoh can use its lapse as it where there. At the start of each turn, enemies must make a DC 24 Constitution save or take 65 (10d12 piercing) damage, as the Maiden slowly closes around them. Every 3 turns after the domain opens the maiden will close and open up again If a creature is still inside when the maiden closes, they will be taking 299 (40d12 piercing + 6d12 necrotic)damage this is the domains sure hit effect. Refinement Points Pharaoh has 800 Refinement. Domain Durability. Pharaoh's domain has 1600 hit points. Cursed Technique Technique Efficiency Pharaoh cursed technique is already infused into its barrier using it becomes almost effortless to it. Pharaoh may choose to reduce the cost of its lapse technique to 0 while it cast it inside its domain. Enhanced Technique Efficiency While within its domain, Pharaoh does now reduce the cursed energy cost of its Extension techniques by 5. Increased Potency While inside its domain, Pharaoh cursed techniques haves 8 additional dice equal, gain a +5 bonus to their DCs and a +5 bonus to hit. Lasting Domain Pharaoh domain last 2 minutes. 0.2 Domain Expansion As part of Pharaoh's opening its domain, it can make it last only until the end of it turn. The cost for this domain expansion is halved, and creature’s caught inside it must make a Dexterity saving throw. On a failure reacting to this domain takes double the amount of reactions it normally would, while on a success they can react as normal. This save is made at disadvantage unless the creature has a higher Dexterity score than Pharaoh's Charisma score. When Pharaoh opens its domain this way, all creatures inside it will be targeted by its effects, it don't have the option to choose. Any of its Domain Expansion's effects that would happen at the start of any creature's turn, be it its or another creature's, happens immediately when it expand its domain this way. Efficient Expansions' Pharaoh reduces its domain expansion cost by 10. In addition, Pharaoh only gain 1 level of exhaustion after its domain is over and the DC to use its Technique while in Burnout is reduced to 15. Durable Barrier Pharaoh's domain barrier has become hard and quite unbreakable, making escape or forced entry almost impossible. Its domain will gain immunity to non-magical damage from both sides, however it will still be resistant to all damages from the inside and vulnerable to all damages from the outside. Barrier Properties None of these features can be used by a barrierless domain.
Jujutsu Sorcerer Pharaoh has 25 levels in the Jujutsu Sorcerer class. Technique Alteration Stronger Summons Pharaoh summons have grown stronger. They gain the following benefits:
Summon Empowerment Pharaoh can spend up 16 in cursed energy to grant the summons one of the following bonuses:
All benefits end once the respective creature is de-summoned or after a short or long rest. Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the NPC Feats This is Pharaoh's feats Immense Cursed Energy, Overflowing Cursed Energy Improved Durability. Pharaoh uses the Improved Durability rule. Not Canon. Pharaoh is not an official cursed spirit demonstrated in the Jujutsu Kaisen franchise, it was completely made up by the people working behind this supplement. It is intended to populate campaigns in an absence of enough official material, and as such was properly balanced for any DM to use in their Jujutsu Campaign. |
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