SubClass Jujutsu Geto

by TrevorAco

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Geto

Jujutsu Kaisen Subclasses!

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 is often used to signify their alignment to Jujutsu High. Evil jujutsu sorcerers are known as Curse Users while humans who cannot use jujutsu are called Non-Sorcerers. All jujutsu sorcerers are trained in their youth at one of the two jujutsu educational facilities in either Tokyo or Kyoto. There they are taught about jujutsu and how to use their abilities to exorcise cursed spirits.

GMBinder Specific

Innate Techniques

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

Cursed Spirit Manipulation

Cursed Spirit Absorption

  • Starting at 3st level, you know the taste that no one will ever know, the one of curses. As an action for 1 Cursed point, you may exorcise a creature with 0 hit points being within 120 feet of you and transform it's soul into a small black orb for you to eat. You may also ignore the condition that the creature must be at 0 hit points if it's CR is lower than your proficiency bonus. After it you can summon it as an ally to fight for you.

  • You may only consume orbs without phisical detriments if the creature consumed has a CR lower or equal to your Jujutsu Sorcerer level. If you try to eat an orb out of a creature with a CR higher than your level, you must roll a DC 5 + the creature's CR Constitution Saving Throw. On a success you can absorb the creature and may use it after a short or long rest, on a failure you gain 2 levels of exhaustion and receive xd12 Necrotic Damage, with "X" being the creature's CR.

  • You're also able to absorb other sorcerer's curses as long as you kill the master first. You can have as many cursed spirits as you want, but for every 10 cursed spirits you consume you must make a DC10 Wisdom saving throw. On a success you will gain no aftereffects and the DC will be increased by 1. On a failure, you will gain short term madness if you failed by 4 or less, you will gain Long-Term Madness if you failed the save by 5 or more, you will gain Indefinite Madness if you failed the save by 10 or more.

  • Each absorbed creature gains the following atributes:

  • It's Strength, Constitution and Dexterity scores will gain a bonus equal to your Intelligence modifier.

  • They will regain all of their hit points at the end of a long rest.

  • They become immune to being frightened or charmed.

  • All attacks of these creatures become magical.

  • They lose their free will and follow each and every command you give them.

  • If they are reduced to 0 hit points they die instantly, and cannot be revived by any means.

  • They gain immunity for necrotic damage and resistance too non magical attacks

  • They cannot use actions on their own, needing you to spend a bonus action to command one creature at once. You may also spend your action to give a more specific command. Ex: "Protect that creature, attack that creature, watch that area, etc."

  • You may summon them as an action and spending "X" Cursed Points, with x being the CR of the creature(minimum 1 cursed point).

Cursed Infused Spirits

  • At 3rd level, your cursed energy is being constantly imbued into your spirits. As part of your action while summoning one of your cursed spirits, you may spend a number of cursed points up to your Intelligence modifier to increase the potency of your cursed spirits. The cursed spirit will gain a +X to their attack and damage rolls for 1 minute.(With X being the amount of cursed points.)

  • In addition, as a reaction for x cursed points you may sacrifice a cursed spirit in exchange for reducing incoming damage by xd12, with x being the CR of the creature sacrificed in the process.

Perfect Spirit Control

  • At 6th level, you have grown experienced with your cursed technique, giving you perfect control over your spirits. You will gain the following benefits:
  • The amount of cursed spirits it takes for you to make a Wisdom saving throw will be increased to 20.
  • Your cursed spirits cost is reduced by your Intelligence modifier (minimum 1 cursed point).
  • Your DC for eating cursed spirits with a CR higher than your level is decreased by your Intelligence modifier

Cursed Spirits Commander

  • At 10th level, you have gained better control over your spirits and may now use multiple at the same time. You can now summon a number of spirits at once equal to your Intelligence modifier.

  • In addition, you may command a number of spirits at once equal to your Intelligence modifier.

Maximum Uzumaki

  • At 14th level, your mastery with the cursed spirit manipulation technique had made you develop it's most powerful technique. As an action you can put any number of your cursed spirits on a spiral like pattern(minimum 2), turning them into a dark spiral that you can use in a attack. Every creature in a 5ft. wide 30ft. cone must make a Dexterity saving throw, on a success they take half damage, on a failure they take 2d12 necrotic damage. For every cursed spirit above 2 the width and range will be increase by 5ft., and the necrotic damage dice will be increased by 1d12 (you can get a maximum of 40d12 of damage on this).

  • All of the cursed spirits that were used in the uzumaki cannot be used anymore since they will be spended. However, you will obtain any actions, bonus actions, reactions or legendary actions they have.

  • The cost for the actions is listed bellow:

Type of Action Cursed Points Cost
Bonus Actions 3
Normal Actions 4
Reactions 5
Legendary Actions 10

If the action required any kind of weapon (not counting natural weapons) or item you don't currently pocess, it doesn't work.






















Domain Expasion: Womb Profusion

  • Unlike many domain expansions, yours has no barrier. A barrier-free domain is the same thing as an artist drawing a work of art without paper or canvas, but in the air. Thanks to this, a forced binding vote is formed, increasing your domain's guaranteed hit area.

  • Finally at 20th level, you have learned how to expand your domain on a radius of 330ft on you. As a action for 25 cursed points, on this domain A tree of souls surrounded by four seated Buddhas at the cardinal points emerges behind you for 2 minutes. Every creature needs to do one dexterity saving throw or become restrained, and another Strength saving throw or become Paralyzed. The area target by this feature counts as difficult terrain for all creatures. You and the creatures of you choice are under the affects of freedom of movement. You can use any of your cursed spirits as a Lair Action. Creatures and Cursed spirits need to do one Constitution saving throw or they are instantly transformed on a small orb to be absorbed by you.

 

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