User:Astel
Frenzied Flame[edit]
Every time a creature is hit with the Frenzied Flame technique, they gain a point of Frenzy. The maximum amount of Frenzy a creature can accumulate is determined by 4 + Wisdom modifier, with a minimum of 3. All points of Frenzy are lost on a short or long rest. Once a creature meets its Frenzy maximum, it will suffer 1d8+2 psychic damage, and be stunned until the beginning of its next turn. While stunned in this way, the creature’s Frenzy is reset to 0, and it cannot gain more until it is no longer stunned.
Creatures defeated using the Frenzied Flame technique have one of their eyes partially melted. Over a 10 minute period, the user may carefully extract a Shabriri Grape from the cranium of a fallen enemy. Alternatively, this may be done as an action, with a high likelihood of destroying the Grape. Roll a d4. On a 4, the Grape is recovered successfully. On a 1, 2, or 3, the Grape is destroyed. The user may consume a Shabriri Grape to recover 1d4 hit points or 1d4 cursed energy. If another creature consumes a Shabriri Grape, they are subject to a Wisdom saving throw. On a success, they regurgitate the Grape, resulting in its destruction. On a failure, the creature is enticed by the Frenzied Flame, and will attempt to seek out another Grape. A creature seeking Grapes that succeeds the saving throw on two consecutive attempts no longer seeks more. Conversely, a creature that fails six of these saving throws will be charmed by the Frenzied Flame user and will attempt every order given to the best of their ability. Every long rest the creature takes, they may take a Wisdom saving throw to end this condition.
Lapse Technique This technique’s damage increases to 4d6 at 5th level, 8d6 at the 11th level, and 12d6 at the 17th level. Unendurable Frenzy. At 5th level, whenever you cast Flame of Frenzy on two consecutive turns, you may turn the second cast into a radius of 15 feet by spending double of the initial cast. Creatures caught in this radius must succeed a Dexterity saving throw or take 8d6 + Charisma modifier fire damage and gain two levels of Frenzy. On a success, they take half the damage, and gain no Frenzy. The damage of this technique increases to 16d6 at the 11th level, and 24d6 at the 17th level.
Extension Technique Cursed energy is not spent if this attack misses. At the 7th level, you can spend up to your Charisma modifier. At the 11th level, you may spend up to twice your Charisma modifier. At the 17th level, you may spend up to thrice your Charisma modifier.
Extension Technique
Technique Improvement
A technique feature cannot benefit from a Tokyo school damage increase and from the Howl of Shabriri simultaneously. You are allowed to choose which you wish to benefit from for each feature during a long rest.
Technique Improvement Solar Flare. For 1 cursed energy, you may make a cursed energy attack roll that replaces an attack you make in the Attack action. On a hit, this attack deals 2d6 + Charisma fire damage and inflicts a level of Frenzy.
Maximum Technique
Technique Reversal
After spending the initial cost of 2 cursed energy, you may spend additional cursed energy up to your proficiency modifier.
Domain Expansion The Wisdom save and its effects are the sure-hit of this domain. |
Sensory Amplification[edit]
This innate technique utilises a Wisdom save called Sensory. The difficulty class for this save is determined by the user’s Curse Save DC in conjunction with the affected creature’s Perception modifier.
Lapse Technique
A creature can only have one of their senses overloaded at a time. You may end this technique’s effect early, which subsequently lifts any benefits or detriments gained from it.
Technique Improvement
You can only benefit from one of these at a time. You can gain two benefits as part of the same bonus action at the 11th level, and three benefits at the 17th level.
Extension Technique
Technique Improvement
Extension Technique
Technique Improvement
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Zoltraak[edit]
Your cursed energy output is incredibly high. At 11th level, your output has only gotten better with time. You gain the Improved Cursed Energy Output cursed feat. At 17th level, your output is known throughout the history of jujutsu! You gain the Legendary Cursed Energy Output cursed feat. If you already had said feat, you gain the Divine Cursed Energy Output cursed feat.
Some of this subclass's features can be used in technique burnout. This is due to the fact that with or without your technique, your output remains the same. These features are Cursed Energy Discharge and Give It Your All. You cannot split your rays while in burnout, though. However, while in burnout they count as cursed energy manipulation features instead of technique features, and thus they are not affected by cursed technique enhancements such as Tokyo School, Maximum Output, Chanting and others. Additionally, due to this, you can use those features while in technique burnout without needing to make the saving throw. Any innate technique features still need the saving throw. Also, due to these features not being only from your technique, you can use them at any other time you are not able to use your technique. They cannot benefit from features that boost your innate technique, like while in burnout when used in this way. If you have the Flawless Fundamentals cursed feat certain features count towards different things while you are in burnout. Cursed Energy Discharge and Give It Your All count as Cursed Energy Manipulation and not Innate Technique features while you are in burnout or any other time you cannot use your technique. Therefore, they would not be reduced if you do not also reduce Cursed Energy Manipulation costs.
Class features, and feats granted by the class except Cursed Energy Ray are unavailable without your staff. The Cursed Energy Ray you have access to without your staff is the base feat, with no reductions, improvements, et cetera, granted by the technique.
Lapse Technique (S-1 or M (Staff)) Using this staff, you gain the ability to fire high-power beams of cursed energy. You gain the Cursed Energy Ray cursed feat. Furthermore, the amount of Cursed Energy you can spend on this feat is doubled, and so is its range. While using the feat with your technique, it counts as a cursed technique feature. Additionally, the feat acts as a 5 foot wide line, and does not end in an explosion. Whenever you produce a ray, a sigil is summoned, which sheds dim light in a 5 foot radius, making it obvious that you will attack. If you spend more than your Charisma modifier on a Ray, small butterfly shikigami will emanate from the sigil, before flying away and disappearing out of sight. Mini Beams. Whenever you are using this feature, you may split it into a number of beams up to your Charisma modifier (minimum of 1). This makes their range double, and you must make a ranged cursed energy attack roll for each. When you split your Cursed Energy Ray you may choose to distribute the total damage as evenly as possible across however many rays you are creating. For example, if a Cursed Energy Ray deals 5d12 Necrotic damage and you split it into two beams, one of them could deal 2d12 while the other deals 3d12.
Technique Improvement Additionally, if you make two or more Ranged Cursed Energy attack rolls using your Innate Technique against a single target, the Crit range for all of those attacks is lowered by 1 (This bonus does not stack for every 2 beams).
Technique Improvement
Extension Technique When using this technique, you may spend additional cursed energy up to your Charisma modifier, adding a d12 to the total necrotic damage and a +10 to the total range per energy spent. At 11th level, you can spend additional cursed energy up to your Charisma modifier + half your Charisma modifier (rounded down), this is increased to your Charisma modifier added twice at 17th level and to your Charisma modifier added thrice at 20th level.
Technique Improvement
Technique Improvement
Must have the Cursed Technique Reversal cursed feat |
I have also made this.
test
- test
- test
table[edit]
Size | Damage |
---|---|
Tiny | d4 |
Small | d6 |
Medium | d8 |
Large | d10 |
Huge | d12 |
Gargantuan | 2d12 |