Jujutsu Class

by TrevorAco

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Jujutsu Sorcerer

Contents

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.

Creating a Jujutsu Sorcerer

Quick Build:

You can make a Jujutsu Sorcerer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Athlete background. Third, choose 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: Dexterity and Charisma
  • Skills: Choose two from Acrobatics, Athletics, History, Perception, Religion, 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 or (b) 1 Katana
  • (a) 1 Simple Weapon or (b) 1 Martial Weapon or (c) 1 Backpack
  • If you are using starting wealth, you have 5d4x10 in funds.
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, Sensei's Present, 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 Cursed Tools 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 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
3

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 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 Cursed Techniques. Your choice grants you features at 1st, and again at 3rd, 6th, 10th and 20th level.

Cursed Techniques

Every Innate Technique grants you a cursed technique, which have lots of 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.
  • Your Innate Technique deal half as much damage against yourself.

Cursed Energy

Your training has allowed you to control the cursed energy within yourself. Your access to this energy is represented by a number of cursed energy points. You have a number of cursed 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 of your jujutsu sorcerer class features, including your Innate 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 of the rest, all Cursed Energy spent return to you. You must spend at least 30 minutes of rest meditating to regain your Cursed Energy.

Some of Cursed Energy traits require its target to make a saving throw to resist the trait's effect. The saving throw DC is calculated as follows:

Cursed Energy save DC = 8 + your proficiency bonus +

your Charisma modifier

Cursed Energy Attack Roll = your proficiency bonus +

your Charisma modifier

Alternate Feature: Sorcerer Path

Starting at 1st level, some sorcerers are just not lucky, and will happen to be 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, which will be all listed down below at the Sorcerer Paths section. Your choice grants you features at 1st, and again at 3rd, 6th, 10th and 20th level.

Unarmored Movement⁠

Also at 1st Level, your movement 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 gain the ability to move along vertical surfaces and across liquids on your turn without falling.

Unarmored Defense

Beginning at 1st level, while you are 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 the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes 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.

Cursed Energy Enhancement

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

Cursed Strike

When you make an unarmed strike, you may spend Cursed Energy up to your proficiency bonus, dealing an additional 1d8 necrotic damage per point spent.

Cursed Armor

As a bonus action for an amount of Cursed Energy up to your Charisma modifier, 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.

Cursed Weapon Enhancement

As an action, you can spend Cursed Energy up to your proficiency bonus to add to your weapon damage rolls for 1 minute. Whenever you hit a target with your 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.

In addition, if you do this 50 times or more to the same weapon, it becomes a Semi-Cursed Tool as a long as it's not already a cursed tool.

4

Cursed Martial Arts

At 2nd level, your jujutsu training has made you learn 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 is doubled until the end of your turn.

Jujutsu Schools

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

Tokyo Jujutsu High

You have come from a more liberal school, in which you decided not to focus on the basics but instead focus on improving your Innate Technique.

You will receive three enhancements which you can apply to your Cursed Technique. Only one enhancement may be applied to a single Cursed Technique.

  • Power Enhancement. You can now spend extra Cursed Energy on the technique equal to your proficiency bonus to add a damage dice to the technique.
  • Cursed Energy Economy. The Cursed Energy cost of the technique is now reduced by your proficiency bonus (to the minimum of 1 Cursed Energy).
  • Distance Enhancement. You can spend up to your proficiency bonus in additional Cursed Energy on the technique to add 10 ft. to the range for each additional Cursed Energy spent.

You may change which technique receives this effect at the end of an long rest, or change the current benefit of a technique in a short or long rest.

Kyoto Jujutsu High

You have come from a very conservative school, in which you learned to ignore your individuality as a jujutsu sorcerer to instead focus on mastering the basic jujutsu arts better than any other.

Your Cursed Martial Arts techniques now only cost 1 Cursed Energy, and you may choose an additional Cursed Energy Enhancement feature. In addition, one of your cursed martial arts is more refined than the average sorcerer's:

  • Cursed Blast of Blows. When you use this feature, you can now make three unarmed strikes instead of two.
  • Cursed Patient Defense. You gain advantage in Constitution and Charisma saving throws when you use the dodge action granted by this feature, as long as you benefit from the dodge.
  • Cursed Wind Step. When you take the dash action granted by this feature your movement speed triples for that turn, and when you take the disengage action granted by this feature your movement speed doubles for that turn.

You can change the refined martial art when you finish a long rest.

Sensei's Present

Starting at 3rd level, you have gained a cursed tool from one of the teachers of your school due to you arriving a little late. You gain the Slaughter Demon, Cursed Glasses or Cursed Revolver cursed tool.

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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

You may also ignore this increase to instead gain a Cursed Feat.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, when you use 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 contract. You can create vows during a short rest, choosing one of the following vows listed at Binding Vows. You can have a number of vows equal to 1 + your Wisdom modifier(minimum 2) at an time.

Curse-Empowered Strikes

At 6th level, you have began to focus more cursed energy into your strikes. Your Unarmed Strikes now count as magical and silvered for overcoming resistances. You may also add an extra necrotic damage dice to the total damage of your unarmed strike depending on your Charisma modifier.

5
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 damage type.

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 - Wisdom and Intelligence

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Advanced Studies

Starting at 7th level, you learned a new barrier technique. You receive one of the following depending on which school you chose:

Tokyo Jujutsu High

You have a favorite technique, which you have enhanced to it's maximum potential. This technique has become your specialized technique. The technique will gain the following benefits:

  • It's damage dice will increase by your Charisma modifier
  • It's range will increase by 30ft unless if it's touch range.
  • It's cursed energy cost will be halved(rounded up, minimum 1).

You may change your specialized technique at the end of a week.

Kyoto Jujutsu High

You have been improving your cursed energy usage, striving to master the basics. One of your Cursed Energy Enhancements will become your focus, choose one of the following:

  • Stronger Cursed Strikes. Creatures of your choice within 5 feet of the impact take a number of d12 of the same damage type equal to half of the cursed energy spent(rounded down). Objects take twice the damage from this effect.

  • Durable Cursed Armor. Your armor now also grants you a damage threshold equal to your Charisma modifier.

  • Precise Cursed Weapon. Half of the amount of cursed energy spent(rounded down) will add to the weapon's attack rolls.

You may change your focus at the end of a week.

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 per turn, up to your maximum. The combat must be one where your life is at risk.

Cursed Tools

Starting at 11th level, due to your extensive use of cursed energy, you can focus with normal objects for 1 hour to turn them into Cursed Tools. You learn how to create one of the following Cursed Tools:

Weapon You enhance the weapon greatly, making it deadly enough to cut even through evil spirits. Attacks with the item deal additional necrotic damage equal to its damage dice + your Charisma modifier. If a creature is killed by a cursed weapon, they cannot be turned into undead or revived by any means other than true resurrection or wish.

Sight Improvement You enhance glasses, lens or other forms of visual equipment to have access to the supernatural. A creature holding the item gains a bonus to Wisdom (Perception) or Intelligence (Investigation) checks equal to your Charisma modifier (minimum 1), and can see through illusions.

Armors You enhance the protection to being able to resist even powerful cursed attacks. While a creature is wearing the armor, they gain temporary hit points equal to 10 + 5 times your jujutsu sorcerer level. After the temporary hit points end, they are regained at the end of your next long rest. This can only be applied to clothes or armor.

After the alteration, they will become a grade 4 cursed tool.

Maximum Output

At 13th level, you have learned how to use your maximum output, which are techniques with the highest possible cursed energy output channelled into them. As an action you can start concentrating on an Innate Technique of your choice, staying concentrated for 1 round. The amplification needs to be very precise, if you are hit you must make a Wisdom saving throw against the DC 10 + Half the damage you have received. At your next round, you can spend an action to launch the Innate Technique spending twice the normal Cursed Energy, making the technique gain one of the following benefits in this instance:

6
  • The technique's range is doubled.
  • The technique's damage dice is doubled. (Ex: 3d6 becomes 6d6, and 10d4 would become 20d4.)
  • The technique's bonus to hit is doubled.
  • The technique's DC is increased by your proficiency bonus.

You cannot use this technique on Domain Expansions.

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 what school you have chosen:

Tokyo Jujutsu High You have graduated from the Tokyo Jujutsu High, becoming the best with your technique. You gain a unique technique exclusive to your Cursed Technique.

Kyoto Jujutsu High You have graduated from the Kyoto Jujutsu High, mastering the essence of what a Sorcerer should truly be. You gain one Feat from your experiences.

7

PART I

Ten Shadows Technique








The Ten Shadows Technique can summon up to ten powerful shikigami using shadows as an intermediary. When first manifested in a sorcerer, this technique begins by granting them two Divine Dogs. Other shikigami can be summoned through a ritual, but in order to use them, the sorcerer must make them submit in battle. This allows the user to gain more shikigami, which they can utilize to dominate and amass up to ten.

Divine Dogs

Lapse Technique

Starting at 1st level, you have the prized technique of the Zenin clan, the ten shadows earned to summon Shikigami from the shadows. As an action for 2 Cursed Energy you may summon up to 2 Divine Dogs anywhere within 5ft. of you. Any Shikigami summoned as part of this technique last until they are reduced to 0 hit points or you dismiss them at will. They regain all lost hit points after a long rest.

When the Divine Dogs are reduced to 0 hit points, they can only be summoned again after 1 minute. Divine dogs counts as 1 shikigami for summoning purposes.

Your shikigami cannot use actions on their own. You can spend a bonus action to command the shikigami to take an action, you may also spend an action to order them do something more specific, such as protect that creature, grab that, defend that area, etc. The number of Shikigami you can control at once is equal to half your jujutsu sorcerer level(rounded up).

Trial

Technique Improvement

Starting at 3rd level, you have gained access to your other spirits, and you must face them in combat alone to gain access to them. As an action, you may summon any cursed spirits that are on the table below within 5ft. of you. If you haven't battled against this shikigami and won, the cursed spirit will be under the berserk condition. If you have battled against the cursed spirit alone (does not include using your tamed shikigami) and reduce it to 0 hit points, you will now be able to summon the cursed spirit without it being berserk. You can summon a number of shikigami at a time equal to half your sorcerer level rounded up (with the exception of the Divine Dogs and Rabbits).
















Cursed Energy Shikigami
1 per summoned creature(up to 4) Gama
2 Rabbit Escape
3 Nue
6 Great Serpent
7 Round Deer Round Deer
8 Piercing Ox
9 Mourn Tiger
10 Max Elephant
20 Eight-Handled Sword Divergent Sila Divine General Mahoraga

Any shikigami summoned that are reduced to 0 hit points (excluding Divine Dogs) can only be summoned again after a long rest, with the exception of Rabbit Escape, which can be summoned at any time. When you reach 10th level, you may summon lost shikigami again after 1 minute.

Shadow Storage

Extension Technique

Starting at 6th level, you may store objects in an extra-dimensional space within your shadow. Putting objects on your shadow takes no cursed energy, however you must spend 1 Cursed Energy to interact with an object in this space, potentially removing it. All items on your shadow still count against your carrying capacity.

At 14th level, you got better at manipulating shadows, becoming able to connect to the shadows of others and even summoning your creatures from behind them. As a free action or during a short or long rest, you can connect to the shadow of a creature within sight range. As a bonus action for 4 cursed energy, you may teleport behind this creature's shadow from any distance, even on another dimension. If you have any of your shikigami summoned, you may spend another 4 cursed energy to make one of them also be teleported with you. In case you do this on a hostile creature, the creature makes a {Wisdom (Perception) check against your cursed energy DC, on a success they know you are behind them, on a failure they will be surprised. If you were completely hidden before teleporting to said creature's shadow, it makes the Perception check with disadvantage.

You can connect to the shadows of a number of creatures up to your proficiency bonus. Whenever you try to connect to a new shadow after reaching the maximum, you will lose the connection to your oldest shadow.

Summoning Techniques

When you defeat a spirit in battle, you gain a new special form to summon it.

Cursed Rabbits.

You may summon Cursed Rabbits for 3 Cursed Energy as a reaction to an attack made against you, you may add your Charisma modifier to your AC. If this causes the attack to miss, you reappear in any place within your movement speed range. This movement does not generate opportunity attacks.

To use the other special summoning techniques, you must choose a Ten Shadows Feat.

The Well's Unknown Abyss

Extension Technique

At 10th level, you can now combine your spirits and give them stronger forms. As an action, you may combine two of your summons you have summoned into a single creature, granting one of them the Cursed Spirit Alteration feature. They lose the Cursed Spirit Alteration if they are reduced to 0 hit points or you undo it as a bonus action.

Additionally, if one of your summons is reduced to 0 hit points, during a short or long rest you may perform a 1 hour ritual to grant one of your summons its Totality form. The sacrificed creature cannot be summoned for 1 week, after which the other creature loses its Totality form.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The Wells Unknown Abyss
Spirit Cursed Spirit Alteration Cursed Totality
Divine Dogs Gives Pack Tactics feature Becomes a Divine Dog Totality
Gama Gives Standing Leap feature Becomes a Gama Totality
Great Serpent Increase hit points by 10 and gives 30 ft. swim Speed Becomes a Great Serpent Totality
Nue Gives 80ft fly speed Becomes a Nue Totality
Round Deer Grants the Regeneration feature Becomes a Round Deer Totality
Piercing Ox It will grant the Trampling Charge feature Becomes a Piercing Ox Totality
Mourn Tiger It will grant the Sprint feature(It will apply to one of the creatures' attack actions) Becomes a Mourn Tiger Totality
Max Elephant Increase hit points by 30 Becomes a Max Elephant Totality

This feature cannot apply to the Eight-Handled Sword Divergent Sila Divine General Mahoraga'

9

Tokyo School Feature: Incomplete Shadows

Extension Technique

At 14th level, your technique has always been prestiged by the jujutsu world due to it's rarity and fame, you noticed a major problem however, the death of your Shikigami. To overcome this problem, you have developed a summoning technique to create shadow versions of your Shikigami that have lesser attack power in exchange of granting it an unstable form. Whenever you summon a tamed Shikigami, you may spend additional cursed energy up to your Charisma modifier to create an unstable form of it. In this unstable form, it will gain immunity to all non-magical damage except radiant. However, it's maximum hit points and all of it's damage will be halfed(rounded down). This form lasts a number of rounds equal to the cursed energy spent. You may end it early at will, making the Shikigami dissapear and reappear in his normal form within 5ft. of you.

Domain Expansion: Chimera Shadow Garden

Domain Expansion Finally at 20th level, you have learned how to expand your own domain from the shadows. Your domain is a huge shadow barrier, filling your surroundings with overwhelming darkness. Any hostile creatures that end their turn within your domain range must make a Dexterity saving throw or become restrained. They can make Strength saving throws at the beginning of their turns, ending this effect on a success. The area counts as difficult terrain to all creatures of your choice, and you are under the effects of freedom of movement as long as you are within the domain.

Shadow Clones. While inside the domain, as a bonus action you can spend a number of cursed energy up to your Charisma modifier to create a number of clones of yourself equal to the energy spent. The clones are identical to you, but don't keep your weapons or hit points, and cannot use Cursed Energy. Their hit points are equal to your Charisma modifier, and they become a shadow puddle once they're reduced to 0 hit points. You may use your reaction to switch places with a clone when you would be hit, making the clone take the hit instead.
















Shikigami Clones. Your domain allows you to summon copies of your shikigami to overwhelm your opponents. Whenever you summon a shikigami, you can spend additional cursed energy equal to the shikigami's cost(even if the shikigami costs 0 cursed energy, it will be treat it's price as if you were outside your domain) to summon a perfect copy of said shikigami alongside it. You can spend cursed energy this way a number of times up to your Charisma modifier on the same turn. You cannot create copies of Mahoraga with this feature.

In addition, your Shikigami won't cost you Cursed Energy.

Shikigamis



Divine Dog

Medium monstrosity (shikigami), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 5 (-3) 13 (+1) 10 (+0)
  • Saving Throws Str +5, Dex +4, Cha +2
  • Skills Athletics +5, Perception +3, Stealth +4
  • Proficiency Bonus +2
  • Damage Vulnerabilities Radiant damage
  • Condition Immunities charmed, frightened
  • Senses passive Perception 13
  • Languages Understands it's masters' languages but can't speak them.
  • Challenge 3 (700 XP)

  • Keen Hearing and Smell. The Divine dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The Divine dog has advantage on an attack roll against a creature if at least one of the Divine dog's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Magic Weapons. The Divine dog's weapon attacks are magical.

ACTIONS

  • Multiattack. The divine dog makes two bite attacks.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
10

Gama

Small monstrosity (shikigami), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 31 (7d6 + 7)
  • Speed 50 ft., Swim 30 ft..
  • Initiative +1

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 4 (-3) 14 (+2) 8 (-1)

  • Saving Throws Str +4, Con +3, Cha +1
  • Skills Acrobatics +7
  • Senses Passive Perception 12
  • Damage Vulnerabilities radiant
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Languages understands the languages of its summoner but can't speak
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

  • Amphibious. The gama can breathe air and water.
  • Magic Weapons. The gama's weapon attacks are magical.
  • Standing Leap. The gama's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Support Carry. When the gama has a medium sized creature or smaller grappled or Tongue Grabbed, it may swallow the creature granting the creature Full Cover in gama's mouth. While support carrying gama can only move.

Actions

  • Tongue. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gama can't make tongue attacks against different targets.
  • Tongue Slam. While the gama has a creature grappled it can slam them into a point within 30 feet of it, so long as that point possesses a solid surface or object of equal size to the creature, the creature grappled takes falling damage as if they had fallen the full distance they are thrown.













Rabbit Escape

  • Tiny monstrosity (shikigami), unaligned

  • Armor Class 11
  • Hit Points 42 (28d4 - 28)
  • Speed 35 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
  • Skills Perception +2, Stealth +3
  • Proficiency Bonus +2
  • Damage Vulnerabilities radiant
  • Senses passive Perception 12
  • Languages
  • Challenge 0 (10 XP)

  • Defensive Summoning. While Rabbit Escape occupies the same space as its summoner it grants the summoner total Cover, causing all damage or effects to instead target Rabbit Escape. (Rabbit Escape is difficult terrain)
  • Swarm. Using all rabbit's movement you may spend up to your charisma modifier in cursed energy to cause rabbits to swarm an area within 5 feet of rabbits. (Rabbits occupy 10ft per cursed energy point of your choosing)
  • Neverending. When desummoned the rabbit will immediately reset its hit points back to their maximum.

ACTIONS

  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
  • Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
11

Nue

  • Large monstrosity (Shikigami), unaligned

  • Armor Class 15 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 8 (-1) 13 (+1) 10 (+0)
  • Saving Throws Dex +5
  • Skills Perception +5, Stealth +5
  • Proficiency Bonus +2
  • Damage Vulnerabilities Radiant
  • Damage Resistances lightning
  • Senses passive Perception 15
  • Languages Understands the languages of its summoner, but cannot speak it.
  • Challenge 4 (1,100 XP)

  • Flyby. The Nue doesn't provoke an opportunity attack when it flies out of an enemy's reach.
  • Keen Hearing and Sight. The Nue has advantage on Wisdom (Perception) checks that rely on hearing or sight.
  • Magic Weapons. The Nue's weapon attacks are magical.

ACTIONS

  • Multiattack. The Nue makes two attacks: one with its Wings and one with its Talon.
  • Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage + 3 (1d6) lightning damage.
  • Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Lightning Charge (Recharge 5-6). Nue fires a bolt of lightning at a single target 60 feet away. The target must make a DC 14 Dexterity saving throw, taking 27 (5d10) lightning damage on a failed save and becoming stunned for 1 minute, or half as much damage and not becoming stunned on a successful one. The affected may make a DC 14 Constitution saving throw at the beggining of it's turns, on a success it will end the condition early.


Great Serpent

  • Huge monstrosity (shikigami), unaligned

  • Armor Class 15 (natural armor)
  • Hit Points 66 (7d12 + 21)
  • Speed 30 ft., swim 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1)
  • Skills Perception +3, Stealth +5
  • Proficiency Bonus +3
  • Damage Vulnerabilities Radiant
  • Damage Resistances poison
  • Senses blindsight 10 ft., passive Perception 13
  • Languages
  • Challenge 5 (1,800 XP)

  • Magic Weapons. The serpent's weapon attacks are magical.
  • Shadow Burrow. Great Serpent can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig.

ACTIONS

  • Multiattack. The serpent makes two attacks, only one of which can be to constrict.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage and the target must make a DC 16 Constitution saving throw, taking 10 (2d6) poison damage on a failed save, or half as much damage on a successful one.
  • Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 4) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the serpent can't constrict another target.
12

Round Deer

  • Large monstrosity (shikigami), unaligned

  • Armor Class 16 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 14 (+2) 10 (+0) 8 (-1) 12 (+1)
  • Skills Stealth +8, Survival +2
  • Proficiency Bonus +3
  • Damage Vulnerabilities Radiant
  • Senses passive Perception 9
  • Languages understands the languages of its summoner but can't speak
  • Challenge 6 (2,300 XP)

  • Regeneration. The deer regains 20 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

  • Multiattack. The Round Deer gives two Antlers attacks.
  • Antlers. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  • Reverse Cursed Technique (Recharge 5-6). The deer touches another creature. The target magically regains 18 (3d8 + 5) hit points.
  • Neutralize Energy (Recharge 5-6). Round Deer selects one spell within 30ft, and then attempts to cancel the effect with positive energy. You must pay cursed points equal to the rank of the spell, afterwhich the effect is dispelled/neutralized.

Piercing Ox

Large monstrosity (shikigami), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 18 (+4) 5 (-3) 5 (-3) 5 (-3)
  • Saving Throws Str +10, Con +7
  • Proficiency Bonus +3
  • Damage Vulnerabilities Radiant
  • Senses passive Perception 7
  • Languages understands the languages of its summoner but can't speak
  • Challenge 7 (2,900 XP)

  • Trampling Charge. If the ox moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the ox can make one attack with its hooves against it as a bonus action.
  • Battering Ram. When Piercing Ox hits a target with its Gore, it deals an additional 1d10 damage for every 20 feet travelled in a straight line towards the target.

ACTIONS

  • Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 7) piercing damage.
  • Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 10 (1d6 + 7) bludgeoning damage.

13

Mourn Tiger

Large monstrosity (shikigami), unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 14 (+2) 3 (-4) 8 (-1) 12 (+1)
  • Saving Throws Dex +9
  • Skills Acrobatics +9, Perception +2, Stealth +9
  • Damage Vulnerabilities Radiant
  • Senses passive Perception 11
  • Languages
  • Challenge 7 (2,900 XP)

  • Keen Smell. Mourn Tiger has advantage on Wisdom (Perception) checks that rely on smell.
  • Sprint. Once per turn, Mourn Tiger can move ten times its normal speed (500 feet) when it makes a pounce.

ACTIONS

  • Multiattack. Mourn Tiger is able to make 2 attacks, one bite and one claw attack.
  • Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d10 + 6) piercing damage.
  • Claw. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 6) slashing damage.
  • Pounce. If Mourn tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Max Elephant

Huge monstrosity (shikigami), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d12 + 48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 19 (+4) 3 (-4) 12 (+1) 6 (-2)
  • Proficiency Bonus +3
  • Damage Vulnerabilities Radiant
  • Senses passive Perception 11
  • Languages
  • Challenge 7 (2,900 XP)

  • Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
  • Magic Weapons. The elephant's weapon attacks are magical.

ACTIONS

  • Multiattack. The elephant makes two attacks: one with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack.
  • Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
  • Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 23 (3d10 + 7) bludgeoning damage.
  • Trunk. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. The target must succeed on a DC 10 Strength saving throw or be pushed back 10 feet and be knocked prone.
  • Water Spray. Ranged Weapon Attack: +3 to hit, range 20/40 ft., one target. Hit: 7 (2d6) bludgeoning damage.
  • Water Cannon (Recharge 4-6). The elephant sprays water in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
14

Mahoraga

Huge monstrosity (shikigami), neutral evil


  • Armor Class 23 (natural armor)
  • Hit Points 462 (28d12 + 280)
  • Speed 70ft, 70ft swim, 70ft burrow

STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 30 (+10) 10 (+0) 8 (-1) 10 (+0)
  • Saving Throws Str +18, Con +18
  • Skills Acrobatics +11, Athletics +18
  • Proficiency Bonus +8
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
  • Damage Immunities see Eight-Handled Wheel below
  • Condition Immunities see Conditional Adaptation below
  • Senses truesight 120 ft., passive Perception 9
  • Languages understands all languages but can't speak
  • Challenge 28 (120,000 XP)

  • Aura of Adaptation. When a living creature within 120 feet of the Mahoraga would regain hit points, Mahoraga regains half as many hit points.
  • Conditional Adaptation. When Mahoraga gains a condition, it recovers from that condition at the end of its next turn and becomes immune to that condition for 1 minute.
  • Eight-Handled Wheel. When Mahoraga takes damage, at the beginning of his next turn the wheel on the top of its head will spin. At the beginning of his 4th turn after that, Mahoraga will adapt and gain immunity to that type of damage for 1 hour (He cannot gain immunity to silver attacks, so instead of immunity, it becomes resistance). If he receives damage from that same type again during this period, it will be reduced by 1 turn (so from beginning of the 4th turn to 3rd > 2nd > next turn); when Mahoraga is 2 turns away from adapting to a type of damage he becomes resistant to it. Each type of damage will have a different counting.
  • Legendary Resistance (3/Day). If Mahoraga fails a saving throw, it can choose to succeed instead. It still gains the benefit of its Eight-Handled Wheel feature.
  • Magic Weapons. The Mahoraga's weapon attacks are magical.

  • Obstacle Adaptation. Mahoraga's ability to adapt to all phenomena, as it implies, extends to all phenomena. If Mahoraga encounters an obstacle such as a flying enemy, a barrier it can't trespass, or a special type of attack or spell used against it, it will start adapting to such as described in Eight-Handled Wheel, eventually adapting to it, be it by start flying, ignoring barriers, becoming immune to a specific ability, spell or effect or any other way to do so as decided by the DM.
  • Regeneration. The Mahoraga regains 40 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

  • Multiattack. Mahoraga makes four attacks.
  • Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (3d8+9) bludgeoning damage.
  • Sword of Extermination. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 9) Slashing damage and 19 (3d8 + 9) Radiant, against undead, fiends and cursed spirits the damage dice is doubled.

REACTIONS

  • Eight-Handled Wheel. When Mahoraga takes damage, the wheel on the top of its head spins and it gains immunity immediately to that damage type for 1 hour. The Mahoraga then makes one melee weapon attack against the attacker if it is within reach.
  • Resisting Adaptation. When Mahoraga is hit with an attack it previously had adapted to, it may spend its reaction to impose disadvantage against the attack hitting it. If it is a saving throw, Mahoraga may roll with advantage.

LEGENDARY ACTIONS

  • The Mahoraga 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 Mahoraga regains spent legendary actions at the start of its turn.
  • Attack. The Mahoraga makes one Sword of Extermination attack.
  • Move. The Mahoraga moves up to its movement speed without provoking opportunity attacks.
  • Adaptive Return(Costs 3 Actions). The wheel on the Mahoraga head begins to spin violently, and it makes one Sword of Extermination attack against each creature within 120 feet of it that has triggered his Eight-Handled Wheel in the past minute.

15

The Wells Unknown Abyss


Divine Dog Totality

Large monstrosity (shikigami), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 19 (+4) 8 (-1) 14 (+2) 12 (+1)
  • Saving Throws Str +10, Dex +8, Cha +5
  • Skills Acrobatics +8, Athletics +10, Perception +10, Stealth +8
  • Proficiency Bonus +4
  • Damage Vulnerabilities Radiant damage.
  • Damage Resistances non magical bludgeoning, slashing and piercing damage
  • Condition Immunities charmed, frightened
  • Senses passive Perception 20
  • Languages Understands the languages of it's master but can't speak.
  • Challenge 6 (2,300 XP)

  • Keen Senses. The Divine Dog has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
  • Magic Weapons The Divine Dog's weapon attacks are magical.
  • Pack Tactics. The Divine Dog has advantage on an attack roll against a creature if at least one of the Divine Dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

  • Multiattack The Divine Dog makes three attacks: One with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) piercing damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
  • Claw Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Gama Totality

Medium monstrosity (cursed spirit), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 35 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 8 (-1) 8 (-1) 13 (+1)

  • Saving Throws Str +7, Con +5, Cha +4
  • Skills Acrobatics +7
  • Damage Vulnerabilities Radiant
  • Damage Immunities poisoned
  • Condition Immunities poisoned
  • Senses passive Perception 9
  • Languages Understands the languages of its summoner but can't speak
  • Challenge 4 (1,100 XP)

  • Ultimate Totality. As a totality, Gama gains all features the previous shikigami used in the totality had.
  • Magic Weapons. The gama's weapon attacks are magical.
  • Standing Leap The gama's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
16

Actions

  • Tongue. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 13 (3d6 + 4) bludgeoning damage and the target is grappled (escape DC 17). Until the grapple ends, the gama can't make tongue attacks against different targets.
  • Tongue Slam. While the Toad has a creature grappled it can slam them into a point within 30 feet of it, so long as that point possesses a solid surface or object of equal size to the creature, the creature grappled takes falling damage as if they had fallen the full distance they are thrown
  • Swallow. The gama makes one tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gama, and it takes 10 (3d6) acid damage at the start of each of the gama's turns. The gama can have only one target swallowed at a time.
  • If the gama dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. The gama can choose to partly swallow a creature. If the creature is partly swallowed, it isn't blinded and doesn't take any acid damage.

REACTIONS

  • Tongue Grab. When an ally within 30 feet of the Toad would make a saving throw or take damage, the Toad can reach out and grab the ally out of harms way, pulling them next to the Toad's space. Causing the attack to miss or all damage/effects to be avoided so long as the Toad is outside the area of effect.

Great Serpent Totality

Gargantuan monstrosity (shikigami), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 145 (10d20 + 40)
  • Speed 45 ft., swim 45 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 13 (+1)

  • Saving Throws Str +11, Con +9
  • Skills Perception +6, Stealth +7
  • Proficiency Bonus +5
  • Damage Vulnerabilities Radiant
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 10 (5,900 XP)

  • Magic Weapons. The serpent's weapon attacks are magical.
  • Ultimate Totality. As a totality, the great serpent gains all features the previous shikigami used in the totality had.

Actions

  • Multiattack. The serpent makes two attacks, only one of which can be to constrict.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (4d6 + 6) piercing damage and the target must make a DC 19 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
  • Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 24 (4d8 + 6) bludgeoning damage and the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and the serpent can't constrict another target.
17

Nue Totality

Gargantuan monstrosity (shikigami), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 155 (10d20 + 50)
  • Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 8 (-1) 16 (+3) 12 (+1)
  • Saving Throws Dex +10
  • Skills Perception +11, Stealth +10
  • Proficiency Bonus +4
  • Damage Vulnerabilities Radiant
  • Damage Resistances lightning
  • Senses passive Perception 21
  • Languages Understands the languages of its summoner but can't speak it.
  • Challenge 8 (3,900 XP)

  • Ultimate Totality. As a totality, Nue gains all features the previous shikigami used in the totality had.
  • Flyby. The Nue doesn't provoke an opportunity attack when it flies out of an enemy's reach.
  • Keen Hearing and Sight. The Nue has advantage on Wisdom (Perception) checks that rely on hearing or sight.
  • Magic Weapons. The Nue's weapon attacks are magical.

ACTIONS

  • Multiattack. The Nue makes two attacks: one with its Wings and one with its Talons.
  • Wings. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage + 7 (2d6) lightning damage.
  • Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  • Lightning Charge (Recharge 5-6). Niue releases a multitude of lightning bolts in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save and becoming stunned for 1 minute, or half as much damage and not becoming stunned on a successful one. The affecteds may make a DC 18 Constitution saving throw at the beggining of it's turns, on a success it will end the condition early.

















Round Deer Totality

Large monstrosity (shikigami), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 115 (10d10 + 60)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 22 (+6) 10 (+0) 8 (-1) 24 (+7)
  • Skills Stealth +9, Survival +3
  • Proficiency Bonus +4
  • Damage Vulnerabilities Radiant
  • Senses passive Perception 9
  • Languages understands the languages of its summoner but can't speak
  • Challenge 10 (5,900 XP)

  • Regeneration. The deer regains 40 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

  • Multiattack. The Round Deer gives two Antlers attacks.
  • Antlers. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  • Reverse Cursed Technique (Recharge 5-6). The deer touches another creature. The target magically regains 40 (6d8 + 7) hit points.
  • Neutralize Energy (Recharge 5-6). Round Deer selects one spell within 60ft, and then attempts to cancel the effect with positive energy. You must pay cursed points equal to the rank of the spell, afterwhich the effect is dispelled/neutralized.
18

Piercing Ox Totality

Large monstrosity (shikigami), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 150 (12d10 + 84)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 5 (-3) 5 (-3) 5 (-3)
  • Saving Throws Str +12, Con +11
  • Proficiency Bonus +4
  • Damage Vulnerabilities Radiant
  • Senses passive Perception 7
  • Languages understands the languages of its summoner but can't speak
  • Challenge 10 (5,900 XP)

  • Trampling Charge. If the ox moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the ox can make one attack with its hooves against it as a bonus action.
  • Battering Ram. When Piercing Ox hits a target with its Gore, it deals an additional 1d10 damage for every 20 feet travelled in a straight line towards the target.

ACTIONS

  • Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (4d12 + 8) piercing damage.
  • Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 10 (4d10 + 8) bludgeoning damage.

Mourn Tiger Totality

Large monstrosity (shikigami), unaligned


  • Armor Class 18 (Natural Armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 28 (+9) 18 (+4) 3 (-4) 8 (-1) 12 (+1)
  • Saving Throws Dex +13
  • Skills Acrobatics +13, Perception +3, Stealth +13
  • Damage Vulnerabilities Radiant
  • Senses passive Perception 11
  • Languages
  • Challenge 10 (5,900 XP)

  • Keen Smell. Mourn Tiger has advantage on Wisdom (Perception) checks that rely on smell.
  • Sprint. Once per turn, Mourn Tiger can move ten times its normal speed (500 feet) when it makes a pounce.

ACTIONS

  • Multiattack. Mourn Tiger is able to make 3 attacks, one bite and two claws attacks.
  • Bite. Melee Attack: +14 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 9) piercing damage.
  • Claw. Melee Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 9) slashing damage.
  • Pounce. If Mourn tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
19

Max Elephant Totality

Huge monstrosity (shikigami), any alignment


  • Armor Class 19 (natural armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 3 (-4) 12 (+1) 6 (-2)
  • Proficiency Bonus +4
  • Damage Vulnerabilities Radiant
  • Senses passive Perception 11
  • Languages
  • Challenge 11 (7,200 XP)

  • Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
  • Realistic Weight. When Max Elephant falls to the ground, if it falls on any creatures they must make a Constitution saving throw, taking 1d8 bludgeoning damage for every 10 feet Max Elephant fell, maximum 25d8, and be knocked prone on a failure or half as much on a success.
  • Magic Weapons. The elephant's weapon attacks are magical.

ACTIONS

  • Multiattack. The elephant makes three attacks: Two with its gore and one with its stomp. In place of a stomp attack, it may make a trunk attack.
  • Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
  • Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one prone creature. Hit: 24 (3d10 + 8) bludgeoning damage.

  • Trunk. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. The target must succeed on a DC 10 Strength saving throw or be pushed back 10 feet and be knocked prone.
  • Water Spray. Ranged Weapon Attack: +4 to hit, range 20/40 ft., one target. Hit: 7 (2d6) bludgeoning damage.
  • Water Cannon (Recharge 4-6). The elephant sprays water in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
20

Chimera Beast Agito

Huge monstrosity (shikigami), unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 231 (22d12 + 88)
  • Speed 80 ft., swim 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 18 (+4) 12 (+1) 14 (+2) 10 (+0)
  • Saving Throws Str +12, Dex +10, Con +9
  • Skills Insight +7, Perception +12, Stealth +10, Survival +7
  • Proficiency Bonus +5
  • Damage Vulnerabilities Radiant
  • Damage Resistances lightning, bludgeoning, piercing and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 22
  • Languages the languages of its summoner
  • Challenge 14 (11,500 XP)

  • Ultimate Totality. As a totality between Round Deer, Nue, Great Serpent, and Mourning Tiger it gains all features the previous shikigami had.
  • Magic Weapons. The Chimera Beast Agito's weapon attacks are magical.
  • Regeneration. The Chimera Beast Agito regains 30 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

  • Multiattack. Chimera Beast Agito makes three attacks: one with its beak and two with its fists.
  • Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7) piercing damage.
  • Fists. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 7) bludgeoning damage.
  • Electrical Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 7) lightning damage, and the target must succeed on a DC 20 Constitution saving throw or be stunned until the end of their next turn.

  • Pounce. If Chimera Beast Agito moves at least 20 ft. straight toward a creature and then hits it with a Fists or Electric Fists attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
  • Reverse Cursed Technique (Recharge 5-6). The Chimera Beast Agito touches another creature. The target magically regains 18 (3d8 + 7) hit points.
  • Neutralize Energy (Recharge 5-6). The Chimera Beast Agito selects one spell within 30ft, and then attempts to cancel the effect with positive energy. You must pay cursed points equal to the rank of the spell, afterwhich the effect is dispelled/neutralized.
  • Lightning Charge (Recharge 5-6). The Chimera Beast Agito punches towards a target within 30 feet of it with it's fists, launching lightning at their direction. The target must make a DC 20 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save and becoming stunned for 1 minute, or half as much damage and not becoming stunned on a successful one. The affected may make a Constitution saving throw at the beggining of it's turns, on a success it will end the condition early.
21

PART II

King of Curses









  • Though the true name of this technique is unknown, it is known to be malevolent in nature. It creates invisible slashes which slice up unsuspecting targets, while it slowly turns you into a cursed spirit or object, enhancing your form.

Overwhelming Cursed Energy

You were born with a never-before-seen amount of cursed energy. Your Cursed Energy maximum is increased by 2 times your proficiency bonus + your Charisma modifier.

Dismantle

Lapse Technique

Starting at 1st level, you have learn the basics of your innate technique, which is to cut things so fast that people cannot even realize they're dead. When you take the attack action, you can spend Cursed Energy up to your proficiency bonus, to replace one of those attacks with an attempt to dismantle a creature or object within 150/600 feet of you. Make a ranged Cursed Energy Attack Roll against your target. On a hit, Xd8 slashing damage(with X being the number of cursed energy spent). You have advantage against creatures that can't see invisible objects when you attack this way.

When you gain the extra attack feature, you can replace multiple attacks with dismantle, but you must spend Cursed Energy for each attack. If your target can't see this attack, being within 5 feet of a hostile creature doesn't impose disadvantage on this attack roll.

Open

Lapse Technique

At 3rd level, you can utter an incantation to create an arrow of fire. As an action, you can spend a number of Cursed Energy up to your proficiency bonus times two, choosing a point within 150/600 feet of you. Each creature within X times 5 feets of that point must make a dexterity saving throw. On a failed save, they take Xd10 fire damage. On a successful save, they take half as much damage.

(Every time x is mentioned it's supposed to be your Cursed Energy spent)















Cleave

Lapse Technique

At 6th level, you learn how to cleave living targets apart in one fell swoop. As an action for up to 10 Cursed Energy you choose a target within 150 feet of you. Make a ranged Cursed Energy Attack. On a hit, the target takes a number of d12s equal to your proficiency bonus + the amount of Cursed Energy spent in slashing damage.

This attack ignores any kind of resistances, since it adapts to the targets body. You have advantage against creatures that can't see invisible objects when you use this technique, and being within melee range of a creature who can’t see this technique doesn’t impose disadvantage on the attack roll.

Perfect Form

Improved Technique

At 10th level, your body transforms as you begin to resemble the perfect sorcerer turned curse. Your race changes to Cursed Spirit, however you will still retain your creature type while you have a physical body and won't gain the racial traits of cursed spirit. Your Charisma, Strength, and Constitution scores all increase by 2, including their maximums.

Additionally, you will gain 2 extra arms right below your original ones, as well as a mouth on your stomach. They are fully functional, and can act independently of your original limbs. They give you the following benefits:

  • You can take an additional bonus action during your turns. You can grapple or shove a creature within this bonus action.
  • You can make an additional attack during your attack action, however it must be an unarmed strike or dismantle.
  • You reduce any of your cursed techniques action cost by 1. (Full Round Action->Action->Bonus Action->Free Action)

At 13th level, you can use Maximum Output on one of your cursed Technique without needing to wait a round or spend additional actions. You must still spend twice the number of cursed energy points, and you can only do this once per turn.

In addition, you gain the Cursed Object Transformation feat.

World Cleave

At 14th level, through your many experiences fighting powerful opponents, you have learned how to not only cut your target, but the world itself. You can use your action to use cleave or dismantle, spending an additional 5 cursed energy to also target everything within a 100 foot cone behind it, including objects, as you chant to strengthen the slash. Make a ranged Cursed Energy Attack. Roll your normal damage for the technique and apply the damage to all targets which were hit. If a target is reduced to 0 hit points by this attack, they are cleaved in twain, killed outright. Due to the sheer power of this technique, it bypasses barriers such as the infinity technique and armor class bonuses from spells or cursed techniques.

Domain Expansion, Malevolent Shrine

Domain Expansion

At 20th level, you have reached the pinnacle of your innate technique, making you finally be able to expand your domain expansion. You manifest a shrine behind you, as you manifest a barrier around it. At the beginning of each creature's turn except you, the shrine in the middle of the domain cuts everything with cleave and dismantle, causing whoever is within the area of ​​effect to take damage from a cleave and a dismantle, which both count as if the maximum amount of Cursed Energy was used in it.

Additionally, objects within the domain take this damage at the end of each of your turns.

PART III

Limitless








  • The Limitless technique is the most powerful Innate Technique in the jujutsu world. This technique uses jujutsu to bring the convergence and divergence of an infinite series into reality, allowing the user to freely manipulate and distort space. Only those who possess the Six Eyes can fully master the Limitless due to the complex cursed energy manipulation required to wield it.

Gravity Cursed Energy

Due to your innate technique you have grown quite attached to gravity, you will gain resistance to force damage when you activate your Cursed Armor Enhancmente. When you deal damage with the Curse-Empowered Strikes or Cursed Weapon Enhancement feature, it's type will be changed force damage.

Infinity

Lapse Technique

Starting at 1st level, you gain the ability to use your manipulation over gravity to protect yourself more effectively. As an action for 2 Cursed Energy, you can encase yourself in a gravitational field for 1 minute. Whenever you are targeted by a weapon, spell, cursed energy attack roll or any saving throws from sources outside your body, you may use a Reaction to spend 1 Cursed Energy and roll a d6. On a 4 or higher, any attacks or spells made against you automatically fail to hit or harm you in any physical way. At 6th level, you must roll a 3 or higher, and at 10th level you must roll a 2 or higher. Additionally, you gain a number of additional Reactions equal to your Charisma modifier + your proficiency bonus that can be used exclusively for this feature.

At 14th level, you may spend 6 additional Cursed Energy when using this feature to automatically roll a 6, spending 2 Cursed Energy at the beginning of each of your turns it is active this way. You may also activate this ability as a Reaction to being targeted by an attack or effect that would cause you damage that you can see.

When you take the Dodge action while Infinity is activated, you gain advantage on the d6 roll, and you may grant its benefits to any creatures within your reach.

This feature does not work on attacks that you cannot see until you reach 6th level, or against poisons or tiny objects. Additionally when you reach 6th level, as Infinity evolves to automatically protect you, you don't need to spend Reactions anymore, allowing you to spend Cursed Energy to protect yourself against as many attacks as you want.









At 6th level, you have learned how to imbue more cursed energy into your infinity, making it stronger. As a bonus action while infinity is active or while you activate it, you may spend Cursed Energy up to your Charisma modifier to increase it's density and sheer force. Every creature that starts their turn within 5ft. of you must make a Strength saving throw. On a failure, they take force damage equal to 5 times the amount of Cursed Energy spent and are pushed back 5 ft. and are knocked prone. On a success, they take half as much damage and are not prone. If knocked against a wall of stone or into a hard place (consult your GM), their saving throw becomes against being stunned and being crushed against the wall, and for every damage the creature suffers the object or wall behind it suffers the same damage in either situation on failure.

You must spend a number Cursed Energy equal to the amount spent at the beginning of your turns to keep this form of infinity active.

Cursed Technique Lapse: Blue

Lapse Technique

At 3rd level, you may directly manipulate gravity. As an action for 3 Cursed Energy, you may cause gravity to bend within 30ft of you causing a blue sphere with a 10 ft. circle radius to draw towards you for 1 minute. You can dispel this technique as free action. All creatures within this area must make a Strength saving throw. On a failure, they take 5d8 force damage, are restrained until the end of their next turn, and are pulled to an open space closest to the center of the sphere. A creature can retry this saving throw at the end of each of their turns. If they succeed, they exit the sphere.

At 13th level, when you use your blue technique in its Maximum Output form you may spend an bonus action to move the sphere anywhere within 30 ft. of the original place. All creatures currently stuck in the sphere will be moved as well, and any creatures caught in the range of the sphere moving must do the saving throw.

Teleport Technique

Extension Technique

At 6th level, you have learned how to manipulate the space-time around you and how to bend it. When you take the movement action, you can spend 1 cursed energy to teleport to the location, causing you to not provoke attacks of opportunity. The first attack roll you do after taking the teleport action is made with advantage unless the target has a higher passive perception than your cursed energy DC.

As a reaction for 5 Cursed Energy when you are targeted by an attack, you may teleport up to a empty space up to your movement speed in feet, causing the attack to miss. You can only use one of these teleport features per round.

As an action for 6 Cursed Energy, you can use blue as a way to propel you into the air, giving you flying speed equal to your walking speed for 1 minute. After this minute ends, you can spend another 1 Cursed Energy to keep this active for an additional minute, and so on. You can also grant this benefit to the other creatures you're sharing Infinity with or that you're currently holding.

At 14th level, due to your constant practice with the teleport technique, you can now cast teleport as an action for 10 Cursed Energy. If you have the Six Eyes you will always get the exact location you want to go.

Cursed Technique Reversal:Red

Reversal Technique

At 10th level, you may invert Limitless using Reverse Cursed Technique, creating a blast of raw gravity. As an action for 6 Cursed Energy, choose point within 40 feet. All creatures within 10 feet of the point must make a Strength saving throw. On a failure, they are knocked back up to 20 feet, take 10d8 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked prone.

In addition, you will gain the Reverse Cursed Technique feat. If you already have it, you will instead gain the Improved Reverse Cursed Technique feat.

Purple. Through accidental experimenting, you learned that using blue and red in the same location can become a deadly situation. If your red activates on the same spot your blue is currently active, it will create a reaction in gravity and explode into a huge purple ball. Every creature within 100ft. of the point must make a Dexterity saving throw. On a failure, they take 20d8 force damage and receive one level of exhaustion. On a success, they take half as much damage and do not receive the level of exhaustion.

Hollow Purple. At 15th level, you have learned how to mix blue and red, creating a purple bolt of cursed energy that destroys everything in its path. As an action for 12 Cursed Energy, every creature in a 100-foot line must make a Dexterity saving throw. On a failure, they take 20d12 force damage and are moved to the end of the line and gaining 1 level of exhaustion. On a successful save, they take half damage and do not take the additional effects.

Tokyo School Feature: Delayed Explosions

At 14th level, you have learned how to delay your Innate Technique to create surprise explosions. Whenever you use your action to use your blue or red techniques, you may reduce their size and make them not explode. All hostile creatures must make a Perception check against your cursed energy DC. On a success, they notice the blue or red is stopped in the air. On a failure, they don't notice it and think it just vanished. You may spend a bonus action to make them explode, doubling their effect's range and forcing the creature to make their saving throws with disadvantage and taking twice as much damage as they normally would.

Explosive Purple. If you make a red and a blue explode at the same time while being within range of eachother, a massive purple that erases everything will form. Every creature within a 200ft. circle centered on the circle must make a Dexterity saving throw. On a failure, they take 40d12 force damage and receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion.

Domain Expansion, Unlimited Void

Finally at 20th level, you have learned how to expand your own domain, showing the Unlimited Void to opponents. You can create a void in space that causes victims to receive all kinds of stimuli and information endlessly, restricting their thought processes and actions. Every creature caught in the domain expansion that is not touching you must attempt a Intelligence saving throw at the beginning of their turns. On a failure, they take 12d8 psychic damage and have their Intelligence, Wisdom, and Charisma scores become 1 and are unable to cast spells, attack, use magic items, understand language, or communicate in any intelligible way, and fall unconscious for 1 minute. At the end of every minute, the creature can repeat this saving throw, ending these effects on a success. This feature can also be ended by greater restoration or wish.

If this domain is used with the 0.2 Second Domain Expansion, the creatures can remake their saving throw at the beginning of their turns to end the condition early.

PART IV

Disaster Flames









  • This Innate Technique is based around creating immense heat and using said heat to destroy your enemies from a long or short distance, using flames or volcanoes to do so.

Burning Cursed Energy

  • Your Cursed Energy is powered up by your flames, you will gain resistance to Fire damage when you activate your Cursed Energy Armor. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, it's type will be changed fire damage. In addition, you can exhale a burning aura that's enough to burn up most people. As a free action for 1 Cursed Energy, you can make all creatures without levels in the Jujutsu Sorcerer class within 10ft. of you make a Constitution saving throw. On a failure, they take xd4 fire damage, on a success they take half as much.(With x being your proficiency bonus)

Disaster Flames

  • Starting at 1st level, you have learned the basic of fire manipulation, being able to launch a wave of fire through your hands. As an action for 1 Cursed Energy, you may force every creature in a 15 ft. cone to attempt a Dexterity saving throw. On a failure, they take 1d8 fire damage, taking half as much damage on a success. This can also be used as an bonus action after you make an unarmed strike. The fire ignites any flammable objects in the area that aren’t being worn or carried. Your damage dice increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

  • Each time you use a feature granted by this Innate Technique; you will gain 1 point of Purple Flames. You can have a number of purple flames points to a maximum equal to your proficiency bonus, which are lost at the end of a short rest. Purple Hands. When you use this feature, you may spend 2 Purple Flames points to change its damage die to a 3d10. Your damage dice increases to 4d10 at 5th level, 5d10 at 11th level, and 6d10 at 17th level.

















Erupting Volcanos

  • At 3rd level, with better understanding of the flames you possess, you can now create magma volcanos. As an action for 2 Cursed Energy per volcano you can create a number of volcanos up to your Charisma modifier within 120 ft. of you, with each volcano occupying a 5 ft. radius circle. As a bonus action, you may force every creature in a 30 ft. long, 10 ft. wide line originating from each volcano to make a Dexterity saving throw as the volcanos erupt. On a failure, they take 5d10 fire damage, and become restrained by the magma for 1 minute. On success they take half as much damage and are not restrained. The creature may make a Strength saving throw at the beginning of their turns, ending the condition early on success. Any area targeted by this feature becomes difficult terrain.

  • Purple Volcanos. When you create volcanos using this feature, you may spend 2 Purple Flames points to increase it to 60ft. long and 15ft. wide.

Ember Insects

  • At 6th level, you have learned how to create small insect shikigami from your head. As an action for 5 Cursed Energy, you may create 7 Ember Insects 5ft. around you.

  • Purple Insects. When you use this feature, you may spend 3 Purple Flames points to cause the insects to gain a +2 in all of their ability scores, and increasing their explosion damage die to 8d4.

Maximum Meteor

  • At 10th level, you have learned how to extract the maximum out of your Disaster Flames, creating your maximum technique. As an action for 10 Cursed Energy, you may fly up high in the air summoning a giant meteor which falls at high speeds. Every creature except you since you don't take the damage, in a 30 ft. radius up to 120 ft. from you must attempt a Dexterity saving throw. On a failure, they take 10d4 bludgeoning damage + 10d6 fire damage. On a success, they take half the damage. The affected area will be surrounded by your fire for 1 minute so the 30 foot radius of the meteors impact will be lit on fire and any creature inside take 1d6 fire damage, Your Innate Technique will be counted as their purple forms.
  • Purple Meteor. When you use this feature, you may spend 4 Purple Flames points to double this feature's damage dice, range, and radius.

Tokyo School Feature: Continuous Flames

  • At 14th level, with intense practice and study you have learned how to keep your purple flames burning your target continuously. Whenever you use one of your Innate Technique in their purple form, you can spend additional Cursed Energy equal to half the amount spent to force the target to make a Constitution saving throw. On a failure they will take fire damage equal to your level at the beginning of their turns, on a success they take half as much damage and do not keep receiving the damage. At the beginning of their turns, they must remake the Constitution saving throw, on a failure they receive the damage again and grant you 1 purple flame point. On a success, the flames stop.

Domain Expansion: Coffin Of The Iron Mountain

  • Finally at 20th level, you have learned how to expand your domain to create a massive magma dimension. Your domain is a huge magma like dimension, which irradiates extreme heat. While inside it, every creature except you must attempt a Constitution saving throw at the end of each of their turns. On a failure, they take 10d10 fire damage and receive one level of exhaustion. On a success, they take half as much damage and do not receive a level of exhaustion. Creatures inside the dome have disadvantage on attack rolls if they don't have immunity to fire damage.

PART V

Idle Transfiguration









Idle Transfiguration

  • Idle Transfiguration allows the user to reshape the soul of themselves or anyone they physically touch. The shape of the body is dependent on the shape of the soul, so if the soul is distorted, so too is the body. Therefore, someone using Idle Transfiguration can disfigure their target's body into something grotesque by warping their soul's shape with just a touch. This process creates what are known as "Transfigured Creatures".

Transfiguration Touch

  • Starting at 3st level, your touch can alter a creature's very own being, their soul. Whenever you hit a creature with an natural weapon, unarmed strike or touch them, you will deal an additional 1d6 Necrotic damage.

  • In addition, as an action for 1 Cursed Energy you may force said creature within your reach to make a Constitution saving throw. On a failure they will take 1d10 Necrotic Damage, which increases to 2d10 at 5th level, 3d10 at 9th level, 4d10 at 13th level and 5d10 at 17th level. On a success, the creature takes half as much damage.

  • If Necrotic damage from any features of your jujutsu sorcerer features reduces a creature total hit points to 0, the creature will become one of your Transfigured Creatures, gaining an horrific appearance and losing all of its free will.

  • This feature does not work against Constructs.

  • Transfigured Creatures. You can have a number of transfigured creatures equal to your Jujutsu Sorcerer level times your Intelligence modifier. All of your transfigured creatures are loyal to you and will follow all of your orders, their type changed to undead. Once you have gained a transfigured creature, while on a short or long rest you may modify the following things about the creature:

  • Size. You may reduce or increase their size to Tiny to Huge.

  • Scores. All of the creature's ability scores will remain the same but their Intelligence, Wisdom and Charisma score will be decreased to 4. You may redistribute the points removed from their Intelligence, Wisdom and Charisma into their Strength, Dexterity or Constitution scores, being able to surpass their maximum.










  • Primitiveness. Transformed creatures lose all their supernatural abilities (such as using spells or cursed techniques), they cannot gain proficiency in any skills and saving throws and lose any they had before, their armor class is 10 + Dexterity modifier. They can only use natural weapons or unarmed attacks. They can roll a d6 in place of the normal damage of their unarmed strike.

  • Altering Allies. You may also use your alteration on an willing creature, to alter them as you see fit. You alter a willing creature during a short or long rest, granting them one or more of the following benefit:

Alteration Description
Heightened Smell The creature will gain advantage in perception checks involving smell.
Heightened Hearing The creature will gain advantage in perception checks involving hearing.
Heightened Sight The creature will gain advantage in perception checks involving seeing.
Darkvision The creature will gain darkision up to 60ft. if the creature already has darkvision it will extend its range by 30 ft.
Size Increase The creature's size will increase by one.
Hardened Skin The creature will gain resistance to one of the following damage types: bludgeoning, slashing, piercing.
Gills The creature will gain swimming speed equal to its walking speed, and it will be able to breathe underwater.
Restraint Removal. The creature will have one of their physical features removed, or a specific part of said feature. It must be something that comes from their body, so a feature like fighting style wouldn't count.
  • You may grant a number of alterations to the same creature equal to your proficiency bonus.

Self Alteration

  • At 3rd level, you have learned how to shape your own form in many different ways. As an bonus action you can gain new enhanced body parts. You may choose to gain one of the following:
Body Slots
Head
Torso
Left Arm
Right Arm
Left Leg
Right Leg
Transformation Type Transformation Type Description Cursed Energy Cost Per Slot
Weapon All weapons you form with your body parts deal the normal weapon damage + your charisma modifier extra necrotic damage. All weapons you create must be non-magical melee weapons. 4
Size You can increase or decrease your body's size. For every 1 size tier above medium, your unarmed strikes deal 1 extra damage die tier to a maximum of huge. And weapons created by you deal an extra 1 damage die for every size tier above medium to a maximum of huge. 3
Shape You can distort your body's shape without fully transforming. You can increase your range by 5ft. for every 1 additional Cursed Energy spent and additionally, you're able to shape your body into mundane objects, such as a wooden or metal key. 2+
Partial Beast You can partially transform your body parts to mimic an animal without fully transforming into them, each form provides a different benefit. This grants a feature or an attack from a beast type creature with a CR up to a maximum of your proficiency bonus. 4
  • You cannot activate the feature more than once per turn. Each form's benefits are removed at the end of battle or if you deactivate them as a bonus action.

  • You can only use 2 Transformation Types on one body slot.

Body Clone

At 6th level, you have learned how to create an almost perfect clone of yourself. As an action for 10 Cursed Energy, you create a perfect copy of yourself with half of your maximum hit points and half of your max Cursed Energy. It is identical to you, is controlled by you, acts on your turn, and you can see through its eyes or hear through its ears. Your clone cannot use any of your Innate Technique features except self-alteration. You can't make another clone after the first one until it dies or you touch it and it automatically rejoins you granting you back the rest of your max hp and max cursed energy points.

Additionally, you gain resistance to non-magical piercing, bludgeoning, and slashing damage as you begin to learn more about your soul.

Soul Multiplicity

At 10th level, as an action for 5 Cursed Energy you may spend 2 or more of your Transfigured Creatures, fusing them together and creating one of the following effects:

Body Repel. You create a barrage of soul hands directed at one creature within 30 feet. Make an unarmed strike attack roll. On a hit, they take your unarmed strikes' damage and an additional 5d8 Necrotic damage. For each additional Transfigured Creatures, you will add 1d8 to the total Necrotic damage.

Polymorphic Soul Isomer. You create a Polymorphic Soul Isomoner.

When using this technique, you can spend 5 additional Cursed Energy to add another Transfigured Creature to the fusion(minimum of 2), and each transfigured creature counts as one soul.

Tokyo School Feature: Instant Spirit Body of Distorted Killing

At 14th level, you finally understood the true essence of your soul. As an action for 5 Cursed Energy, you can transform your body into a more monster like appearance, giving you the following benefits:

  • Your skin grows hard and durable, you will gain a +4 to your Strength, Dexterity, Charisma and Constitution scores.

  • Your charisma modifier determines how many minutes you can stay in this form.

  • Your Natural weapons and unarmed strikes deal one additional damage dice.

  • You will gain dark tendrils that sprout out from your body, you may use a reaction against an attack roll by rolling one unarmed strike attack roll. If you reach the number of the attack roll or higher you negate said attack.

  • You gain a tail with a range of 10ft, you may make a natural weapon attack with it using your Charisma modifier dealing 3d10 Bludgeoning Damage on a hit.

  • You can use your charisma modifier instead of strength or dextery for attacks.

  • You can use this form a number of times equal to your proficiency bonus.

You can deactivate this form as a bonus action.

Domain Expansion, Self-Embodiment of Perfection

Finally at 20th level, you have studied your powers and have finally learned your most powerful technique. You create a large dimension filled with your body parts, making escaping death almost impossible. All creatures except you must make a Constitution saving throw. On a failure, they will receive your transfiguration touch damage rolled twice. On a success, they take half as much damage.

Finally understanding how your soul works, you gain immunity to non-magical piercing, bludgeoning, and slashing damage.

PART VI

Private Pure Love Train









The Luckiest Sorcerer Alive

Starting at 1st level, luck has sided with you, and you may use it against your foes. Once per long rest you can force one of your rolls to be a critical. You can not proc a jackpot or black flash on this forced critical.

At 10th level, you may use this feature as much as your Charisma modifier before needing a rest.

Domain Expansion:Idle Death Gamble

Domain Expansion

At 3rd level, you gain access to your Domain expansion which is based on a romantic comedy manga. Once per long rest, as an action you and all creatures of your choice within 175 feet of you are taken to a demiplane that resembles a subway station as music starts playing. This domain cannot be reacted to unless if the opposing user has a domain with at least 400 refiniment points and has higher refiniment than you.

Design Note: You can change the appearance, events and music if you wish

You gain three types of Pachinko attacks that can be used as a bonus action, each attack increases the "expectation" by a percentage.

Green Balls. As an bonus action for 1 cursed energy, make a ranged cursed energy attack roll against a target within 30ft. On a hit, it deals 1d4 bludgeoning damage and raises expectation by 10%.

Red Rod. As an bonus action for 3 cursed energy, make a melee cursed energy attack roll against a target. On a hit, it deals 1d8 bludgeoning damage and raises expectation by 25%.

Golden Door Attack. As an bonus action for 4 cursed energy, make a ranged cursed energy attack roll against a target within 30ft. of you or a melee cursed energy attack roll. On a hit, the target takes 1d12 bludgeoning damage and must make a Strength saving throw or be knocked prone. This attack increases expectation by 50%.

You can choose to consume the expectation at any time by using your bonus action to place your bet and an event takes place.

There are 4 possible types of events, to know which event will happen you must roll a d20 + your expectation bonus. You get a +1 for every 10% in expectation, to a maximum of +19 at 190%.










Number Rolled Event Type Description Jackpot Die
1-9 Transport Gate "Will the main character be able to cross the gate before it closes?" If a jackpot happens, he passes the gate in time. d12
10-14 Passenger Seat Competition "Will the main character be able to take the seat and go seated??. If a jackpot happens he can sit down. d10
15-18 Bear The Squeeze For The Bathroom "The main character took the wrong train and he won't stop, will he hold the whole trip to go to the bathroom?" If a jackpot happens, the protagonist can take it and go to the bathroom. d8
19-20+ Last Train at Friday Night "The main character and his lover leave after work, but on the way home he ended up missing the train, did she manage to catch it?" If a jackpot happens, the heroine can't catch it either and they meet at the station. d6

Once an event starts, no creature can take any kind of hostile action until the end of the round. You roll a d10 to see how many rounds will the event last. For example, if it landed a 4 it would last for 4 rounds counting the round the event starts.

At the end of the event you must roll a d20 (also adding expectation to this roll as with the other one, 10% per +1) to find out if you win the multiplier bonus or the rare "Rainbow" bonus. You can reroll all jackpot dice an amount of times equal to your multiplier, if "Rainbow" lands you have an automatic jackpot in that event.

Number Rolled Multiplier
1-12 3
13-15 4
16-17 5
18-19 10
20+ Rainbow

At the end of the event you will roll 3dX, with the value of the dice will be defined by the event. If 3 equal numbers land, you will win a jackpot. When you hit a jackpot the domain expansion is undone, your cursed energy becomes infinite and you become immortal.

You will gain the following benefits for 1 minute:

  • You will regain an amount of cursed energy at the beggining of your turns equal to your Charisma modifier + your proficiency bonus.
  • You will receive the effects of Reverse Cursed Technique as if you have spent cursed energy up to your Charisma modifier at the beggining of your turns. In addition, you cannot go bellow 1 hit point.
  • You regain one free use of "Idle Death Gamble".

After you spent all of your uses, you may summon your domain again by spending 25 Cursed Energy.

In addition, you may use your domain attacks outside your domain, although while outside they would increase half as much expectation (rounded to the neareast 5). They are considered a Lapse Technique if done outside the domain.

Pseudo-scrolls & Golden Event

At 6th level, you have improved your domain expansion, and you can now perform "Pseudo-scrolls". After you roll the Jackpot dice, as an action, bonus action or reaction you can spend 5 cursed energy to choose to lock the result of two dice and reroll only one. For every roll saved this way the jackpot die tier increases by 1, up to a maximum of a d12.

Also, the fourth event of the day is considered an automatic jackpot. You can now bet on events as an action or reaction.

Probability Change & Time Savings

At 10th level, your luck is getting greater by the day! You now roll 2d20 when deciding your multiplier, and can choose one of the rolls. Also, whenever you activate "Idle Death Gamble" after getting a jackpot without any kind of bonus, you get the following bonus:

Change of Probability. The chance of your jackpot has increased by a lot. You win twice what you would normally gain when gaining expectation.

After you hit a jackpot with the above bonus, the next time you use "Idle Death Gamble" it will instead use the following bonus:

Time Saving. As soon as you activate your domain expansion you make a Jackpot roll using a d4, the events are finished in the same round you placed your bet.

After you hit a jackpot with this bonus, the next time you use Idle Death Gamble you won't get any bonuses.

(The sequence followed will always be this "Normal - Probability Change - Time Saving")




Tokyo School Feature: The True Luck is in Your Heart

At 14th level, while in Kyoto no one really trusted in your technique, since it's luck dependant. While in Tokyo, you have learned that the true luck lies in your heart, your fever. You will gain the following benefits:

Forced Luck. You have learned how to bend luck to your side. When you roll a jackpot dice, you may spend 10 cursed energy to make one of the dice to be ignored, so even if an unequal number lands it will count as equal for the jackpot purposes.

Showtime. You like to give your opponents a good show once you're in the jackpot state. As a bonus action while you're in jackpot mode, you can start vibing and showing off your moves to all hostile creatures that can see you. They must make a Charisma saving throw. On a failure, they join your vibe and will be motivated to fight you, giving you +5% of expectation for each creature who was cativated by you. On a success, they completely ignore you and become immune to this feature for 24 hours.

You Need Skill to Win at Luck!

Finally at 20th level, you have reached the peak of your technique, showing off to others that only with skill you can truly win at luck! You can now use Idle Death Gamble an amount of times equal to your Charisma modifier before needing to spend Cursed Energy. You now roll 3d20 when deciding your multiplier, and can choose which roll you want. Your reverse cursed technique makes you regain hit points as if you had spent a number of cursed energy equal to your Charisma modifier added twice, and you can use "Reverse Cursed Technique" as a free action while you have the jackpot bonus.

In addition, your jackpot duration will now be a number of minutes equal to your Charisma modifier.

PART VII

Cursed Speech








The Cursed Speech path infuses spoken words with cursed energy to increase the spirit of the words, forcibly compelling anyone who hears to follow his commands. The bigger the command, the larger the backlash on the user's vocal chords. The target's cursed energy compared to the user can increase this drawback as well.

Design Note:

You may also substitute any of the chosen words by a word of your choice. In addition, you may create new words with new effects with your GM's authorization.

Simple Words

Starting at 1st level, you have been born with the Inumaki clan seal over your mouth, and can now curse other people just by merely speaking. However, this takes extreme strain on your vocal cords. Your vocal cords have a number of hit points equal to 1/3rd of your hit point maximum(rounded up). You cant chant in this subclass due to being unable to spesk unless in terms of whatever concept you choose such as sushi ingredients or ect. For every Cursed Energy you spend in a cursed word, your vocal cords lose one hit point. Your vocal cords hit points all come back in a short or long rest. If your vocal chords reach 0 hit points, you won't be able to regain the hit points unless if you receive hit points from Reverse Cursed Technique or take a long rest. If you have 0 hit points you cannot use your cursed words, and will always be under one level of exhaustion. Unless your vocal chords are at 0 hit points, they will regain 1 hit point at the beggining of your turns. Any kind of hit point regain you receive, affect your vocal chords' hit points. You can do each one of the Cursed Words listed bellow:

Don't Move. As a bonus action or reaction for 1 Cursed Energy, you can force a creature within 60 ft. of you to make a Charisma saving throw. On a success, nothing happens, on a failure they will be stunned until the beggining of your next turn. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You spend another +1 at 6th, 10th and 20th level.

Sleep. As a bonus action for 1 Cursed Energy, you can force a creature within 60 ft. of you to make a Charisma saving throw. On a failure, they fall unconscious until they receive damage or a creature spends it's action to awake them. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You spend another +1 at 6th, 10th and 20th level.









Return. As a bonus action for 1 Cursed Energy, you force a Shikigami, Familiar, or summon within 60 ft. of you to make a Charisma saving throw. On a failure, they are desummoned. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You spend another +1 at 6th, 10th and 20th level.

Run Away. As a bonus action for 1 Cursed Energy, you force one target to make a Charisma saving throw. On a failure, they are forced to take the dash action on their next turn and run as far away from you as possible. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You can spend another +1 at 6th, 10th and 20th level.

Blast Away. As a bonus action for 10 Cursed Energy, you force one target to make a Charisma saving throw. On a failure, they will be launched 60 ft. back from the spot they were in, taking 1d8 force damage per 10ft. travelled. At 3rd level, you can spend 1 additional Cursed Energy to add +10 to the distance the target is blasted away. You can spend another +1 at 6th, 10th and 20th level.

Plummet. As a bonus action for 10 Cursed Energy, you force a target to make a Charisma saving throw. On a failure, they will receive xd10 force damage and will be knocked prone for 1 minute due to a field of intensified gravity crushing them. They can remove the prone condition early if they succeed on a Strength saving throw. At 3rd level, you can spend 1 additional Cursed Energy to add a d10 to the force damage. You can spend another +1 at 6th, 10th and 20th level.

Get Crushed. As a bonus action for 10 Cursed Energy, you force a target to make a Charisma saving throw. On a failure, they are imploded which makes them lose xd12 maximum hit points and become paralized. They will keep being imploded for 1 minute, this can be ended early if they succeed on a Strength saving throw, on a failure they will keep losing xd12 of their maximum hit points at the beggining of their turns. The hit points lost will be regained at the end of a long rest. At 3rd level, you can spend 1 additional Cursed Energy to add a d12 to the amount of hit points lost. You can spend another +1 at 6th, 10th and 20th level.

Get Twisted. As a bonus action for 10 Cursed Energy, you force a target to make a Charisma saving throw. On a failure one of their legs or arms of your choice will be twisted, breaking the limb. In addition, the target will lose hit points equal to their Constitution score times half your proficiency bonus(rounded down). At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You can spend another +1 at 6th, 10th and 20th level.

Broken Limb Consequence
Broken leg Halve the base walking speed of a character, -2 dexterity
Broken arm Unable to use any item in that arm, -2 strength

Explode. As a bonus action for 10 Cursed Energy, you force a target and every creature within 5ft. of it to make a Charisma saving throw. On a failure they will explode from the inside out making them receive 3d8 force damage + xd4 fire damage. At 3rd level, you can spend 1 additional Cursed Energy to add a d8 to the force damage. You can spend another +1 at 6th, 10th and 20th level.

Die. As a bonus action for 20 Cursed Energy, you force a target with 30 times your Charisma modifier hit points or less to make a Charisma saving throw. On a failure, they die instantly. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC and 10 hit points to the requirement. You can spend another +1 at 6th, 10th and 20th level.

Example. These are non-canonical words below so ask your DM if you are allowed to use them as options:

Calm Down. As a bonus action for 1 Cursed Energy, you speak a calming word to a willing creature to gain these effects, if unwilling force a creature to make a Charisma saving throw. On a failure, they gain advantage on Wisdom saving throws and cannot take reactions until the beginning of your next turn. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You can spend another +1 at 6th, 10th, and 20th level.

Relax. As a bonus action for 1 Cursed Energy, you speak a word of serenity, forcing a creature within 60 feet to make a Charisma saving throw. On a failure, the target becomes overwhelmed by a soothing presence, granting them disadvantage on attack rolls and ability checks until the beginning of your next turn. At 3rd level, you can spend 1 additional Cursed Energy to add a +1 to the DC. You can spend another +1 at 6th, 10th, and 20th level.

Heal. As a bonus action for 5 Cursed Energy, you utter a revitalizing word, targeting any creature. They regain hit points equal to your Jujutsu Sorcerer level times 2, and any ongoing conditions affecting them that can be cured by the Greater Restoration spell are removed. At 3rd level, you can spend 1 additional Cursed Energy to increase the healing by 2d6. You can spend another +1 at 6th, 10th, and 20th level.

(Every damage dice with x is your Charisma modifier) Each cursed word requires a single word to use, using this word at any point uses the corresponding Cursed Speech word. Targeted creatures don’t need to understand your language or have the ability to hear your words to be affected. Cursed words can be used as an action instead of a bonus action, making it affect every chosen creature in a 60ft. radius instead.

The effectiveness of your cursed words depends on your target's cursed energy. For every Cursed Energy they have above your maximum, it's the bonus they receive for your cursed words saving throw.

If no targets are affected by your Cursed Words, you don't spend any Cursed Energy nor do you receive any damage to your throat.

Quick Word

At 3rd level, you have learned how to say one specific word quicker than the others. You can choose one of your cursed words to use as a Free Action and or Reaction instead of a Bonus Action, and as a Bonus Action instead of an Action. You can change the chosen word at the end of a long rest.

Cursed Energy Superiority

At 6th level, due to your constant increase in cursed energy, it became easier to make foes with less cursed energy than you comply with your words. Creatures who have a lower Cursed Energy maximum than you have disadvantage on the saving throws caused by your cursed words.

Iron Chords

At 10th level, due to the constant usage of your vocal cords, they have gotten stronger. Your vocal cords' hit points increase to a 1/2th of your maximum hit points(rounded up). In addtion, when you reach 0 hit points on your vocal chords, you can make a DC20 Constitution saving throw. On a success, you are reduced to 1 hit point instead. You can use this once before needing to take a long rest.

Tokyo School Feature: Megaphone

At 14th level, due to studying at Tokyo for so long you have gained some benefits from your clan. At the end of a long rest, you can request a Cursed Megaphone to be sent to you. In addition, you will also receive one normal megaphone in your request. When using this megaphone, you cannot use your cursed words as free actions or bonus actions. Your cursed words' range is increased to 120ft. Also, whenever they are affected by your cursed words they will receive thunder damage equal to your level due to how loud you're speaking.

Words Master

Finally at 20th level, you have become a words' master, being one of the best Cursed Speech users of all time. Every cursed word you have will be under the effect of Quick Word, and the damage dice or dc is increased by 1 in all cursed words. In addition, any kind of damage your vocal cords receive is halved.

PART VIII

Blood Manipulation









Blood crystallization

You can freely change the shape and density of your blood, using it for both offense and defense. You will gain resistance to piercing, slashing and bludgeoning damage when you activate your Cursed Energy Armor, while also being able to spend Blood Points instead of Cursed Energy to activate it, spending 2 Blood Points per 1 Cursed Energy. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, you may change it's damage type will be changed piercing, slashing or bludgeoning damage (according to your choice). In addition, while your Cursed Energy Armor is activated your unarmed strike damage dice tier is increased by 1. Finally, this technique's damage deal twice as much damage against Cursed Spirits.

Blood Points

Blood Points are a currency used to power this Innate Technique's abilities, alongside Cursed Energy. You can expend your own hit points in order to get Blood Points, gaining 1 Blood Point per hit point lost, but usually users of this technique prefer to store blood in advance for their battles. You can use any blood in order to gain Blood Points, and may store it in any proper vial, flask, blood bag or other recipient. You start with 2 bags containing a pint of blood each, which translate to 6 Blood Points each. You can also use any blood within 10 feet of you to power your abilities, with the DM deciding a proper amount of Blood Points you can get.

In addition, if you are a Cursed Womb, you automatically gain the Energy to Blood feat.

Crimson Binding

Starting at 1st level, you have been blessed with the Innate Technique of the Kamo clan, making you begin with the most basic technique, the crimson binding. You may pull blood from the surrounding creating a net that envelops an a opponent. As an action for 1 Cursed Energy and 4 Blood Points, you must choose a target within 30ft of you. The target must make a Dexterity saving throw against your cursed energy dc or become restrained. The creature can spend it's action after being restrained to roll a Strength saving throw, breaking itself from the effect on a success.












Flowing Red Scale

At 3rd level, this technique increases the user's body temperature, pulse rate, and the number of red blood cells to give themselves greatly increased energy and physical capabilities. You may spend 3 Cursed Energy and 6 Blood Points as an free action to gain the following benefits for 1 minute:

  • Your speed is doubled.
  • You will gain a +2 bonus to your AC.
  • You will have advantage on Dexterity saving throws.
  • You will gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When you use Maximum Ouput on this ability, it will become Flowing Red Scale: Stack, increasing your physical capabilities to an even higher degree than usual.

  • You can add your movement speed one more time to the total number of feet you can move.
  • You will gain another +2 bonus to your AC.
  • Once per turn you can reroll a failed dexterity saving throw, and must use the new result.
  • You will gain an additional bonus action on each of your turns.
  • You will gain an additional Reaction per round.

Convergence

At 6th level, you compress and condense blood to its absolute limit. As a Bonus Action you can activate Convergeance for 1 minute, and during this time when you use a cursed technique, you can spend additional Cursed Energy(and an equal amount of blood points) up to your Charisma modifier to enhance the technique's potency. For each Cursed Energy you use, the technique will receive one additional dice of damage or 1 additional turn of duration. Also during Convergeance, you can use any of the following techniques:

Slicing Exorcism. You can create a Rotating wheel of blood at high speeds to use as a bladed projectile. As an action for 5 Cursed Energy and 6 blood points, you can pull blood together to create a small blood wheel for 1 minute, that is a 5ft circle. You can use a bonus action to move the Wheel of Blood to a place within 30ft of it's current location that you can see. When this wheel moves through a creature's space the creature must make a Dexterity saving throw. On a failed save the target takes 5d8 Slashing Damage, on a successful save the target takes half as much damage. You may force a creature to make this saving throw once per round.

Piercing Blood. you can focus blood into a highly pressurized piercing beam that deals massive damage to targets and structures. As an action for 8 Cursed Energy and 12 blood points, you can pull blood into your hands and fire it at a target within 60ft of you, make a cursed energy attack roll, on a hit you deal 7d10 piercing damage. If you have spent the maximum on your convergence before using the technique, it becomes a 5 foot wide, 60 foot long line that forces all targets in that line to make a Dexterity saving throw. On a failure, they will take the piercing blood damage, on a success they will take half as much damage. When you activate this ability in it's line form, you can create a new line during subsequent rounds by spending half the initial Cursed Energy and Blood Points as an action. You need to maintain this state as if concentrating in a spell.

Supernova

At 10th level, you can create small orbs of condensed blood that explode in dozens of piercing blood particles. As an Action for 3 Cursed Energy and 3 Blood Points, you create a small orb of blood that can fit in your hand at an unocuppied space that you can see within 30ft, which stays there for at maximum 1 minute. The orb explodes, forcing every creature within 10ft. of it to make a Dexterity saving throw. On a failure, the creature receives 4d10 piercing damage and is knocked prone. On a success they receive half as much damage and aren't knocked prone. You may create as many orbs at once as your proficiency bonus, spending additional Cursed Energy and Blood Points for each, and may choose for them to explode immediatly upon creation or manually later as a Reaction to a creature entering it's range of explosion.

Tokyo School Feature: Blood Meteorite

At 14th level, you have learned how to harden some of your blood and throw against your opponents. As an action for 6 Cursed Energy and 8 blood points, you target one or more targets within 30 ft. of you. Make a cursed energy attack roll, on a hit they will take your 6d12 bludgeoning damage and must make a Constitution saving throw. On a failure, they will become stunned until the beggining of your next turn, on a success they're not stunned.

Crimson Overflow

At 20th level, you have learned to condense, accelerate and launch your blood at maximum speed, efficiency and lethality. Every feature of this subclass now costs half the normal amount of Blood Points required, and every time you spend additional Cursed Energy in your features while Convergeance is active, you spend half the Cursed Energy for double the amount of damage for damaging abilities or tempory hit points for your Cursed Energy Armor. Finally, you gain an additional Reaction per round.

PART IX

Mythical Beast Amber









With this innate technique, you can transform your body to make any phenomena that can be manifested from lightning. However, it has a great price to pay for it's power.

Eletric Cursed Energy

You have been with a special cursed energy, granting you special properties that makes you easily stand out against sorcerers. Whenever you use your cursed energy weapon enhancement or Curse-Empowered Strikes features, you may change it's damage type to lightning. When you are under the effects of cursed energy armor, you will gain resistance to lightning damage. Whenever you are hit by a melee weapon attack while under the effects of cursed energy armor, the creature will receive lightning damage equal to your level.

In addition, whenever you deal damage with a unarmed strike while using cursed energy strike, you add lightning damage equal to your proficiency bonus.

Sparks

Starting at 1st level, you may not know your cursed technique yet, but you have gained insane mastery over your aura. Once per turn when you deal damage with a melee weapon attack, you can spend 1 cursed point to add 1d10 lightning damage to the total amount. This damage increases to 2d10 at 3rd level, 3d10 at 6th level, 4d10 at 10th level, to 5d10 at 14th level, and to 6d10 at 20th level.

In addition, if another one chosen hostile creature is within 5ft. of the targeted one, it will also receive the lightning damage. This range increases to 10ft. at 3rd level, 15ft. at 6th level, 20ft. at 10th level, to 25ft. at 14th level, and to 30ft. at 20th level.

Battle Ready

At 3rd level, your cursed energy is always electrifying your whole body, making you excited for battles. Your eyes will always have small sparks of lightning emitting from them, as a sign of your energy always reffiling you. You can add your Charisma modifier to your initiative rolls, and you may now do the sparks feature twice per turn.

Also, whenever you deal lightning damage you'll add one additional damage dice.













Lightning Body

At 6th level, your cursed energy reinforces every fiber of your being, making you become as fast and dangerous like lightning. Your unarmored movement will grant twice as many feets in movement speed, you will gain resistance to lightning damage even without cursed energy armor.

In addition, due to your lightning cursed energy electrifying your brain, you gain one additional reaction.

Lightning Discharge

At 10th level, you have become a master at manipulating your cursed energy, making use of it like eletric charges. Whenever you deal damage with your sparks feature, you may spend additional cursed points up to your Charisma modifier to apply a positive charge into the target. After a positive charge is applied, you may spend your bonus action to apply a negative charge to the ground. This creates a reaction, making lightning going straight to the target's head, dealing xd8 lightning damage(With x being your Charisma modifier + the amount of cursed points spent) and forcing the target to make a Constitution saving throw. On a failure, they are stunned for 1 minute. On a success, they're not stunned. They may remake the Constitution saving throw at the beggining of their turns, ending the condition early on a success.

You may also use lightning discharge around you, not being as guaranteed but being more powerful. As an action for 10 cursed points, you create lightning in a 30ft. circle around you, forcing all creatures within that range make a Constitution saving throw. On a failure, they take 8d12 lightning damage and are stunned until the beggining of your next turn. On a success, they take half as much damage and are not stunned.

Tokyo School Feature: Nyoi Staff

At 14th level, in your time at Tokyo, you have been granted a staff that can function as a lightning rod for your charges. This staff acts as a quarterstaff with the reach and versatile property, it will gain a +3 to it's attack and damage rolls and will count as a cursed tool. Whenever you use the sparks feature, you can choose to roll the extra lightning damage and save it inside the staff. Your staff can save up to six charges of your sparks. Whenever you hit someone with the Nyoi Staff, you can spend a charge to add the lightning damage saved on the charge times two to your damage roll.

If anyone but you try to hold the Nyoi staff while he has your charges, they will take 1d12 lightning damage at the beggining of their turns.

Mythical Beast Amber

Finally at 20th level, you have finally learned your innate technique, and it's terrible cost. Once activated, this technique reconstructs the user's flesh in order to manifest phenomena that can be created by electricity, which is converted from the user's cursed energy. However, since the technique causes the user's body to surpass the limits of a human, it can only be used once before their body collapses following the technique's conclusion. As an action for 20 cursed energy, your body will start getting filled with electric cursed energy, making you constantly grow in power by a short period of time. You can deactivate your form at any moment as a bonus action, however, depending on how much time it passes your deactivation causes more backlash. When it reaches 5 minutes, it instantly ends, making you die instantly:

Minutes Passed Benefits Form Deactivation
0 minutes +2 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 20ft. You must make a DC10 Constitution saving throw, on a failure you will gain one level of exhaustion. On a success, you will deactivate the form sucessfully.
1 minutes +3 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 40ft. You will gain a extra attack. You must make a DC15 Constitution saving throw, on a failure you will gain two levels of exhaustion. On a success, you deactivate the form sucessfully and will receive only one level of exhaustion.
2 minutes +4 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 60ft. You will gain a extra attack. You will gain an additional bonus action. You must make a DC20 Constitution saving throw, on a failure you will gain three levels of exhaustion. On a success, you deactivate the form sucessfully and will receive only two levels of exhaustion.
3 minutes +5 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 80ft. You will gain a extra attack. You will gain an additional action and bonus action. You must make a DC25 Constitution saving throw, on a failure you will gain four levels of exhaustion. On a success, you deactivate the form sucessfully and will receive only three levels of exhaustion.
4 minutes +6 to Strength, Dexterity, Constitution scores, including their maximuns. You will gain immunity to lightning damage. Your movement speed increases by 100ft. You will gain a extra attack. You will gain an additional action and bonus action. You will gain 100 temporary hit points. You must make a DC30 Constitution saving throw, on a failure your body cannot handle such power and breaks into pieces, making you instantly die. On a success, you deactivate the form sucessfully and gain five levels of exhaustion, falling to 0 hit points.

Your body will slowly alter itself while in this form, gaining the following as it progresses.

Cursed Claw. When you activate this form, your cursed energy will surround your hands and will increase your overral attack power. Your unarmed strikes now deal one of the following damage types: thunder, lightning, fire, force or cold and will deal one additional damage dice + 1d10 lightning damage.

Loud Blast(1 minute). When you reach 1 minute in this form, your mouth will start to get covered with cursed energy, allowing you to emit loud energy blasts from your mouth. Make a cursed energy attack roll against a creature within 30ft. of you, on a hit it will deal 6d10 lightning damage. Hitting or not, all creatures within 15ft. of the creature you aimed must make a Constitution saving throw. On a failure they take 6d6 thunder damage and are deafeaned until the beggining of your next turn due to how loud the attack is. On a success, they take half as much damage and are not deafeaned.

Lightning Armor(2 minutes). When you reach 2 minutes in this form, your torso and legs will start to get filled with cursed energy. You will gain damage reduction equal to your Charisma modifier.

X-Ray Vision(3 minutes). When you reach 3 minutes in this form, your head will get completely filled with cursed energy, even granting you new eyes. You will gain 120fts. of truesight, and will also be able to see every features one creature of your choice has.

Cursed Beam(4 minutes). When you reach 4 minutes in this form, your very cursed energy has been improved. As an action for 10 cursed energy, you launch a huge cursed energy beam in a 30ft. line, forcing every creature in that line to make a Dexterity saving throw. On a failure, they take 10d10 force damage and are blinded until the beggining of your next turn. On a success, they take half as much damage and are not blinded. You can spend additional cursed energy into this technique, with each one adding 1d10 force damage and a +1 to it's dc.

PART X

Sorcerer Paths









Perfect Vessel

The perfect vessel path is walked by almost no sorcerer, since it's a one in a million case. They have the power to hold cursed objects and gain part of their powers.

Human Prison

Starting at 1st level, you have been artificially created since your birth by someone, making you become a prison for any cursed object you eat. You have advantage against resisting any kind of Cursed objects you consume, with their DC being reduced by your proficiency bonus + your Constitution modifier.

A cursed object you consume cannot force you to submit your body, unless by a binding vow. However, if you consume more cursed objects than your level + your Constitution modifier or you fall unconscious, you must make a Wisdom saving throw as normal to not get possessed. In case the object possesses you while unconscious, you regain all of your hit points as the object is now fully in control.

You may "switch" the control with one of the Cursed Objects you have consumed, giving them the control of your body. You can switch back as an reaction by making a DC15 Wisdom saving throw, on a success you take the control back, on a failure you cannot take back control for 1 minute. The DC increases by 1 for each success you have, and is reduced by 1 whenever you take a long rest. After some time passes by the GM's choice but at maximum 1 year, you learn the Innate Technique of the first cursed object you have eaten.

In addition, you will gain the Strong Body feat.

Divergent Fist

Starting at 3rd level, you are terrible at using your cursed energy and because of this, your cursed strikes are delayed but come out stronger. Whenever you hit a target with a Cursed Strike, make a Charisma saving throw with DC 15. On a success, you can roll to hit another unarmed strike, but not actually making a second attack. If this second roll hits, it will cause a second impact as part of the first attack, dealing additional damage equal to your unarmed strike damage + all of the damage of the first attack. This technique's DC will be reduced to 10 when you reach 10th level or earlier if you unlock the Black Flash cursed feat.

Additionally, you will receive Cursed Strikes.










Past Choices

Starting at 6th level, you have not been recruited by jujutsu high as soon as possible, you have lived a normal life before entering the sorcerer world. Choose one of the options below:

Taido Martial Arts. You can use the Cursed Blast of Blows or Cursed Wind Step Cursed Martial Art without expending Cursed Energy once per turn.

Manji Kick. As part of an unarmed strike, you rotate your body down to give a massive kick in your opponent's face. On a hit, the opponent must make a Constitution saving throw (DC8 + your proficiency bonus + your Strength modifier). On a failure, the opponent will be stunned for 1 round and receives your unarmed die in bludgeoning damage. On a success he does not get the stunned condition and takes half as much damage. After you use your Manji Kick, you must wait 2 rounds before using it against the same target again.

At 14th level, you receive the feature you hadn't picked at 6th level.

The One Blessed by the Black Flashes

At 10th level, you have been blessed by the flashes of the Black Flash. You will gain the Black Flash cursed feat. As a bonus action you can take the concentration action to make your black flash DC become 13, being unable to change even if you land more black flashes as long as you keep concentrating. In case you receive damage from any source you must make a Wisdom saving throw against a DC of 10 + half the damage taken to keep concentrated. While concentrating, you may choose to guarantee your next melee attack to be a black flash, though you cannot do more black flashes at that turn.

In case you have the Personal Record cursed feat, the DC is instead set to 10.

Tokyo Feature:The One Truly Blessed by The Sparks

At 14th level, the longer you fight, the more you feel blessed by the sparks. When you set your Black flash DC to 13, it is set to 10 instead.

In case you have the Personal Record cursed feat, the DC is instead set to 7.

Devourer of Expansions

Finally at 20th level, you will gain the domain expansion of one of the cursed objects you have ingested.

Healer

The Healer path is focused around the Reverse cursed technique, specializing in fixing almost any type of wound.

Almost a Doctor

Starting at 1st level, you have been born with a great aptitude for healing others, despite never really studying medicine. You will gain the Reverse Cursed Technique feat. Your reverse cursed technique is stronger than normal, every 1 cursed energy spent will count as 2 instead.

In addition, you will gain proficiency in the Medicine skill, in case you already have proficiency you'll gain expertise instead. Whenever you make a medicine check to stabilize someone and succeed, the creature regains 1 hit point.

Good as New

At 3rd level, due to constant usage of your Reverse Cursed Technique, you have improved as a healer and makes the wounded feel rejuvenated. You will gain the Improved Reverse Cursed Technique feat. Whenever you make a creature regain hit points, they will regain half as much hit points as temporary hit points. They cannot gain temporary hit points from this feature again until the current temporary hit points vanish. Also, your reverse cursed technique healing pool is now 300 times your Charisma modifier.

In addition, due to the constant flow of reverse cursed technique on your body has made you regain cursed energy much quicker. You regain your Cursed Energy in a short rest.

Just Unbreak It

At 6th level, wounds have become a simple matter for you, it's simply just fixing something that is broken. Whenever you spend at least 10 cursed energy in your Reverse Cursed Technique, you can choose to end one of the conditions currently affecting the target, or reduce one level of exhaustion. For each additional 10 Cursed Energy spent, you can remove one condition or one additional level of exhaustion.

Perfect Body

At 10th level, due to the constant flowing of positive cursed energy through your body, you have become healthier than almost every creature in this world. Your body becomes immune to disease, and you whenever you make a Constitution saving throw or check you can spend 1 Cursed Energy to give yourself advantage on the roll.

In addition, your DC to force reverse cursed energy is now 15.




Tokyo School Feature: Beyond Their Limit

At 14th level, your studies at tokyo jujutsu high made you realize how much greater your healing can be, not only aiding others but also improving their capabilities above their own limit. Whenever you make a creature regain hit points with reverse cursed technique, you may spend 5 additional Cursed Energy to make said creature feel a surge of energy in their bodies. They will gain the following benefits for 1 minute:

  • Their movement speed increases by 10ft.
  • They can do an extra bonus action.
  • They will gain resistance to all damage but psychic.
  • Their damage rolls will always count as if they have used improved reverse cursed technique.

After the sudden surge ends, they must make a Constitution saving throw. On a failure their body will suffer backlash from the energy gained, making them gain 5 levels of exhaustion. On a sucess, their body does not suffer as much but will still receive 1 level of exhaustion.

Ressurection

Finally at 20th level, your reverse cursed technique has reached it's absolute peak, not even death scares you anymore. As an action for 25 Cursed Energy, you touch a creature that has been dead for no longer than 24 hours and that died for any reason except old age. This closes all wounds, and cures all diseases affecting the creature when it died. It also replaces damaged or missing organs and limbs, as it brings it back to life.

Weapon Master

The weapon master path is followed by sorcerers without Innate Techniques that wish to master themselves in the usage of cursed tools instead.

Weapon Specialist

Starting at 1st level, due to your innability to form a innate technique your superiors have given you a cursed tool to help you out. You will gain one Grade 4 Cursed Tool of your choice that counts as a melee weapon. When attacking with any kind of melee weapon, you will have a +1 bonus to your attack and damage rolls. reatures roll with disadvantage when trying to disarm you of your specialized weapon. The bonus for your weapons increases to +2 at 5th level, +3 at 11th level, and to +4 at 17th level.

Fighting Style

At 3rd level, due to your extended use of weapons you have acquired a fighting style. You must choose one of the following:

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Secret Techniques

At 6th level, you have developed secret techniques while training with your weapons, making you stand out as a jujutsu sorcerer.

Clean Cut. As an action for 4 Cursed Energy while you're wielding a melee weapon that deals slashing damage, you can go in a straight line of 10ft. and cut through all targets within that line. Make a single attack roll with your weapon, your proficiency bonus is added twice for this attack. On a hit, it will count as a critical and will make the target's unable to do reactions until the beggining of your next turn.

Perfect Parry. As an reaction to an attack roll for 5 Cursed Energy, you can block the attack perfectly. You will add your proficiency bonus to your ac, if the target still manages to hit you the damage is reduced by your weapon's damage die.

Strong Beat. As an action for 6 Cursed Energy while you're wielding a melee weapon that deals bludgeoning damage, you can beat down your weapon on the ground, making all creatures in a 10ft. cone in front of you make a Dexterity saving throw. On a failure, they take two damage rolls of your weapon in damage and are knocked prone. In addition, you will gain the Simple Domain feature from the Kyoto school, however if you're already from the Kyoto school, at 7th level you will gain the Batto Sword Drawing cursed feat.

Devastating Blows

At 10th level, with great pratice and training you have learned how to make all of your attacks deadly. Your attacks made with a melee weapon receive the benefits of Curse-Empowered Strikes, however it will scale with your Strength or Dexterity modifier instead. In addition, whenever you score a critical you roll three damage dices instead of two. This becomes four dices instead of three at 20th level.

Tokyo School Feature: Superiors Trust

At 14th level, the superiors have aknowledge you as a very skilled and valuable sorcerer despite your lack of a innate technique. You will receive one Special Grade Cursed Tool of the GM's choice.

Phisical Limit

Finally at 20th level, years of training and refiniment has made you reach the absolute pinnical of your body. Your Strength or Dexterity score increases by 4, and your maximum for one of these scores increases to 24. In addition, you will gain the Resistant feature of the score chosen, and will gain expertise with saving throws made with the chosen score.

Barrier Master

While you have no innate technique, you have specialized in barrier techniques to support your fellow sorcerers.

Specialist in Barriers

Starting at 1st level, you have learned a lot about barriers, specializing in them. You gain the Basic Barrier feat. Also, the amount of cursed energy you can spend into a barrier increases by your proficiency bonus.

Trapping Barriers

At 3rd level, with your time out in the field you have learned a few tricks you can do with barriers. Whenever you use a basic barrier, you may instead use a full round action to open it on the center of a creature within 15ft. of you. The creature must make a Dexterity saving throw, on a failure they are trapped in said barrier, on a success they may move a number of feet enough to get out of the barrier's range.

The use of trapping barrier is reduced to an action at 5th level, and a bonus action at 13th level.

Barrier Expert

At 6th level, your barriers are only getting stronger the more time it passes. You gain the curtain feature. You will gain all Binding Vows related to barriers without it counting towards your binding vow limit.

In addition, if you choose the Tokyo school at 7th level you will gain the Barrier Master feat.

Lasting Barriers

At 10th level, with training and practice, you have learned how to create barriers that last much more than normal. If you spend all the maximum amount of cursed energy, you may choose to double the amount of cursed energy spent to change the barrier's duration to days instead of hours or minutes. In the barrier case, you'll instead need to spend 10 cursed energy, increasing the number of days for every 2 extra cursed energy spent. You can come back to the barrier after some days and fill it with cursed energy, restoring the days it lasts for a duration.

Tokyo School Feature:Barrier Master

At 14th level, while Kyoto only valued your barriers for normal uses, you have used your barriers for new porpuses in Tokyo, making them grow in strenght. All of your barriers lose their vulnerability from the outside, while they are now immune to all damages from inside. Your barriers' hit points will double, and so will their range.






Empty Barrier

Finally at 20th level, you have learned the ultimate form of barrier, being one of the only sorcerers capable of executing it. As the name implies, these types of barriers are almost vacant inside their boundary. Their boundary is made of hexagon-shaped panels and they can be freely altered by a skilled barrier technique user. As an action for 20 cursed energy, you can make a giant empty space that covers a 4000ft. area radius. Inside this barrier, it will be filled with hexagon-shaped panels that you may alter. You will gain the following lair actions:

Switch Places. You may drop the hexagons bellow a creature, making it fall into the hole and reapear somewhere else in the barrier. This movement does not generate opportunity attacks, and due to the switch being unexpected, the first attack of the creature who got moved will be counted as a surprise attack.

Barrier Negation. You may drop your hexagons, making any kind of barrier that was being lifted within your own be negated, making the barriers not activate. This includes domain expansions, even the ones thad do not poccess barriers.

You may deactivate the Empty Barrier at will.

Shikigami Master

A shikigami master summoning a shikigami with a talisman, source [33]

Shikigami Collector

Starting at 1st level, you have been roaming far and wide for Shikigami, earning you the title of "Shikigami collector". You will gain the Shikigami Summon cursed feat.

In addition, for every level you gain in this class you will gain the Shikigami Summon feat once again. Finally, every time you make an ability check while trying to find or tame a shikigami, you may reduce it's DC by your proficiency bonus.

Quicker Summons

At 3rd level, with pratice comes experience, and with said experience you became better at drawing your shikigami out. You can now summon shikigami as a bonus action instead of an action. Additionally, you can summon a number of shikigami at once equal to your Charisma modifier.

Strong Summoning

At 6th level, you became an expert at taming shikigami. You may summon shikigami with CR higher than your own jujutsu sorcerer level up to your Charisma modifier.

Shikigami Coordenation

At 10th level, your Shikigami have become better at following your orders, becoming a great team. Whenever one of your shikigami is within 5ft. of another one of your shikigami it will gain advantage in it's attack rolls. You also benefit from this trait when you're next to your shikigami.

Tokyo School Feature:Improved Summons

At 14th level, while in Kyoto people saw your shikigami collection and thought you couldn't evolve further, in Tokyo they knew you had potential for it. Whenever you summon one of your shikigami, you can spend additional cursed energy up to your Charisma modifier to add a bonus to their Strength, Dexterity and Constitution scores equal to the energy spent.

Efficient Summons

Finally at 20th level, you have mastered the art of Shikigami summoning. The cursed energy needed to summon each Shikigami is halved(rounded down), and whenever you summon a shikigami, you may use a Free Action to immediatly summon another one that has a CR equal to or lower than 1/4 of the first one's.

Cursed Energy Manipulator

While you don't have a innate technique, your cursed energy control is on a whole different level.

Basic Manipulation

Starting at 1st level, you have trained your cursed energy manipulation since you became a sorcerer. You will gain the Cursed Energy Manipulator feat.

In addition, if you have the Cursed Weapon Enhancement cursed energy enhancement, or whenever you obtain it, you will gain the Cursed Energy Projectile feat.

Advanced Manipulation

At 3rd level, your cursed energy manipulation is getting more refined, to the point you can easily create huge blasts of cursed energy to small slashes. You will gain the Cursed Energy Ray feat. Whenever you use your Cursed Energy Ray, you may choose to compress it and launch it as a small beam, making a cursed energy attack roll against a creature within 30ft. of you. On a hit, they take the damage of the cursed energy ray.

In addition, if you have the Cursed Weapon Enhancement cursed energy enhancement, or whenever you obtain it, you will gain the Cursed Energy Slash feat.

Extremely Empowered Strikes

At 6th level, you always know how to apply your cursed energy at the right time, it's on the point of it being automatic. Whenever you roll the damage dice for your Curse-Empowered Strikes, you roll one additional dice.

In addition, you will gain the Curse-Empowered Strikes Versatility feat.

Top Tier Efficiency

At 10th level, you have become one of the best in the world when it comes to raw cursed energy manipulation. Whenever you spend additional cursed energy in your features it will count as if you have spent twice as many.

In addition, you will gain the Cursed Enhanced Body feat.

Tokyo School Feature:Cursed Energy Transfer

At 14th level, through intense studies at Tokyo, you have reached the maximum of cursed energy manipulation. By learning about reverse cursed technique and applying your experience in manipulating cursed energy you've done the unthinkable, you have learned how to transfer cursed energy to others without harming them. You gain the Reverse Cursed Technique and the Improved Reverse Cursed Technique feat. When you use reverse cursed technique on a creature, instead of granting them hit points you will grant them cursed energy equal to the energy spent. However, your healing pool still loses 10 hit points per energy spent.

Godly Cursed Energy Manipulation

Finally at 20th level, your cursed energy manipulation is considered something divine, something many sorcerers aspire to have but know they can't reach it even if they train all their life. You gain the One in a Billion feat. Also, you can cast a feature using 0 cursed energy using this feat a number of times equal to 2 + your Charisma modifier added twice before needing to take a long rest.

PART XI

Binding Vows









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

Anyone who violate the contract's terms, suffers dire consequences, gaining 3 points of exhaustion and warning the other creature of the violation.

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 Vows

Favorite Enemy

You focus for 1 hour preparing yourself to fight against a creature you know. You create a vow where you choose 1 creature as your "favorite enemy", after that you will choose one of the following benefits for your cursed techniques:

  • It will have advantage attack rolls against that target.
  • It will reduce the target's saving throws against the techniques by your Charisma modifier + your proficiency bonus. However, any other creature besides your "favorite enemy" adds their proficiency bonus on saving throws against your cursed techniques(even if they already did), and your cursed energy attack rolls will be with disadvantage against them.

When used while a barrier technique is active, the unchosen creatures cannot pass through it, while the chosen can just pass the barrier to enter.

Worst Case Scenario

Requires Simple Domain, Curtain or Domain Expansion to utilize it You have only one creature you fear, and you must make sure it doesn't mess with your planning. You choose one creature you know or at least heard of, and make that creature your "Worst Case Scenario". Whenever you cast curtain or domain expansion, that creature cannot forcibly enter those barriers unless by destroying it. However, any other creatures will be free to pass by the barrier.










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Cursed Energy Economy

You can accumulate a part of your cursed energy in an object that will become your battery. This battery can handle up to 3 times your maximum amount of Cursed Energy, but it can only be charged once per day, in which you can send an amount of Cursed Energy equal to your Charisma modifier. After the battery has reached it's Cursed Energy limit or at least half of your maximum Cursed Energy, you can use it as you wish, from fuel to any machine or to replenish your jujutsu points. You can draw the Cursed Energy from inside the battery as a bonus action, taking any number of Cursed Energy you wish. This cannot exceed your maximum with this extraction.

You can take this vow multiple times for mofe batteries.

Revealing One's Hand

You can reveal your innate technique to your opponent in a certain detail, making you increase your cursed energy output. As an action, you target one creature who can see and hear you to reveal your cursed technique. After you explain it, your cursed technique features will gain the following benefits:

  • Your cursed technique dice will be increased by 1.
  • Your cursed technique attack rolls will add your proficiency bonus an additional time.
  • Your cursed technique cost will be reduced by 1.
  • Your cursed energy dc is increased by your Charisma modifier. However, the creature now knows how your technique works, making it gain advantage against any of saving throws caused by your cursed techniques, and any cursed energy attack rolls are made with disadvantage against said creature. After the end of the battle, the affected creature will now be immune to Revealing One's Hand.

Overtime

You hate working overtime, which led you to make a vow to avoid this. You must choose a set of time in which you must be working(determine what is your "Job" with your GM), this will last 8 hours. During those 8 hours, your powers will be limited, making you suffer from following effects:

  • Your Cursed Energy maximum will be reduced by your Charisma modifier.
  • Your cursed energy attack rolls will not add your Charisma modifier.
  • Your cursed techniques' damage die will be reduced by one tier.

After the time passes, you will now be working overtime. For a number of hours equal to your proficiency bonus, you will lose the effects above and gain the following benefits:

  • Your Cursed Energy maximum will be increased by your Charisma modifier.
  • Your cursed energy attack rolls will gain a bonus equal to your Charisma modifier.
  • Your cursed techniques damage dies will be increased by two tiers.
  • You will regain Cursed Energy equal to your Charisma modifier at the start of your turns. After this effect ends, you must restart your working shift for it to take effect again.

Simple Domain Conditions

Requires you to have a Simple Domain You have customized your simple domain so that it has special conditions. You may add specific rules to your simple domain.

Example 1- You could make a vow that there is a non-violence condition in the simple domain area until a question is answered. After the question is answered, battle may proceed as normal. The simple domain will last until the question is answered.

Example 2- You could make a vow that your simple domain becomes a small sumo ring, where if a creature accepts your offer to do a sumo match with you both will be teleported to a dimension where only the sumo ring exists. You'll both can fight until one of you falls unconscious, making the simple domain vanish. This simple domain lasts for an undefinitive number of rounds, and times passes slowly inside, so while in the outside it has been a minute, inside it has been an hour. The simple domain will last until the offer to fight sumo is answered with a no, or until one of the sumo fighters win.

Barrierless Domain

Requires you to have a domain expansion, 1000 refinement points Your domain expansion has been refined to the highest point, you have achieved what many sorcerers cannot even grasp the concept of. You will now be able to use the Barrierless Domains options.

Blade Elbows

Prerequisites: Idle transfiguration innate technique, Needs to have Instant Spirit of Distorted Killing

While on your ultimate form, you decide as a precaution to arm yourself where it is least expected. You will gain sharp blade elbows, when you have the maximized destruction binding vow is active, you can only use Self-Alterations on the blade elbows. You may use them as part of an unarmed strike, dealing their normal damage + 4d10 slashing damage. You decide to take this vow when activating the form and it lasts until the form ends, you cannot take the vow during the form or discard it during the form.

In addition, all of your natural weapons or unarmed strike dice increase by your Charisma modifier.

Maximized Destruction

Prerequisites: Idle Transfiguration, Instant Spirit Body Of Distorted Killing feature, 20th level

Upon activating your Tokyo School feature, you may impose a binding vow to unleash maximized destruction. The Instant Spirit Body Of Distorted Killing now grants a +6 stat increase instead of +4. Additionally, the damage die increase is raised by 2 dice, and your speed gains a +10 increase.

However, with this binding vow, you forfeit the use of your Self-alteration feature. You are still able to utilize Transfiguration Touch.

Due to this binding vow, you can activate your Instant Spirit Body Of Distorted Killing as apart of initiative or as a bonus action on your turn.

Final Choice

Prerequesites: Vergeful Cursed Spirit, technique and not have released it.

As a conscious decision, you must perform a DC 30 persuasion check to convince your vengeful spirit that you will die with it at the end of 1 minute:

All attacks from your vengeful spirit double in damage. You gain the same amount of cursed energy as your vengeful spirit has. The vengeful spirit recovers all cursed energy. At the end of this minute, if you have failed the persuasion check, you will die with your vengeful spirit, but if you have succeeded, you will finally free yourself, but your spirit will die regardless. Your spirit can only be revived in this way if you gain the Freed Spirit feat, otherwise it is permanently dead regardless of whether or not you pass.

This vow has no effect if you gain or have gained the Freed Spirit feat.

Multiple Sorcerers Vows

Master and Servant

Requires two or more different Jujutsu Sorcerers. You have a deep adimiration and respect for someone, so much so that you can restrain yourself just to obey them. One of the members of the vow will be the "master" of the vow, while another will be the "servant". The servant will receive one of the following restrictions:

  • Their Cursed Energy' maximum will be reduced by a number decided by it's master.
  • Their technique's range is reduced by a number of ft. that the master decides.(Cannot go lower than 5ft.)
  • Their technique's damage is reduced by how many damage dice the master decides.(Cannot go lower than one dice.)
  • They cannot use simple domain or barrier.

The servant will have this restraint until the master allows the servant to unleash it's cursed energy as an action. The servant gains one the following benefits depending on his restraint:

  • Their cursed energy maximum doubles(counting the original value without the reduction), and they regain cursed energy equal to the cursed energy they lost.
  • Their technique's range doubles(counting the original value without the reduction). Their technique's damage dice doubles(counting the original value without the reduction).

This lasts for a number of rounds equal to the master's proficiency bonus, after which this vow can only take place after a long rest.

PART XII

Domain Expansion









Domain Expansion is the most supreme technique of any jujutsu user. It is achieved by expanding one's innate domain with cursed energy while using a barrier to construct it inside a separate space. The caster then imbues their cursed technique within the barrier to complete the expansion, allowing them to deploy their ability all throughout the domain.

Domain Basics

All domains are different from eachother, varying in it's hand signs or techniques. However, they all tend to follow the same base rules unless otherwise stated.

Expanding Your Domain All domains require a specific handsign for it's expansion to be activated, taking a Full Turn Action to activate. All domains cost 25 Cursed Energy unless specified, and takes all creatures of your choice in a 175ft. circle centered on you, creating a barrier for 1 minute. The insides of a domain expansion varies from user to user, since it's like showing your soul to your opponents. Outside of your domain, it's appearance is of a giant black sphere floating in the air.

All creatures outside your domain will receive xd6 bludgeoning damage(with x being your Charisma modifier) and be pushed to the edge of the barrier. They receive additional 1d4 bludgeoning damage per object they collided with as the domain pushed them. In case the domain forces them against a wall, they must start holding their breath until the domain is closed or shrinked.

Technique Burnout Even if the barrier or the environment aren't fully formed, casting domain expansion will cause the user's innate technique to become unstable for a short time afterward. Right after ending your domain expansion, you cannot use any of your cursed techniques and gain 2 levels of exhaustion for 1 minute.

Lethal Domains

Domains that are expanded to be lethal are constructed within a barrier imbued with the user's cursed technique. The caster's abilities are amplified and any cursed techniques deployed within the domain are guaranteed to hit their target. This sure-hit factor is derived from the barrier's embedded technique, which is what makes this type of domain considered lethal.

Sure Hit Effect While inside your domain radius, all of your cursed techniques will be affected by a sure hit effect. No matter what your cursed energy attack roll is it will be considered a hit. Creatures will automatically fail saving throws for your cursed technique.










Non-Lethal Domains

In the past, Domain Expansion was a more common technique because domains weren't constructed to be fatal. They only forced targets inside to obey the rules of the embedded cursed technique.

Peace Treat While inside Non-Lethal domains, no kinds of violence are allowed while a condition is not completely followed through. After the condition is completed, the domain will end.

Anti-Domain Clash Because of your domain having a peaceful condition, you cannot open it while another domain expansion is active, however letal domain expansions cannot be opened as a reaction to your domain opening. You may use your reaction to open your domain against a lethal domain, in which case the clash is different. The domain with more refiniment points instantly destroys the other. On the case of two non-lethal domains opening, the one with more refiniment points will instantly win.

Domain Refinement

As every technique Domain Expansion gets better with refinement and specializing. A refined domain and a normal domain are very different, while on the second case most semi-grade 1 or above sorcerers could escape, a refined domain can bring trouble to even special grade sorcerers.

Refinement Points The longer you refine your domain, the more it's refinement points will grow. You will start out with 1 refinement point, which defines diverse things about your domain. Domain expansions start with 0 refiniment points. Your refinement limit is 1000 refinement points, only the elite of the elite have ever reached said point.

Refiniment Benefits The more you refine your domain, the more versatile can you make it. Depending on your refiniment points, you will gain the following benefits:

Benefit Description Refinement Points Needed
Domain Durability Your domain will increase in it's durability the more refined it is. Your domain hit points is increased by +1 for every refinement point you have. 1+
Barrer Resistance The stronger is the barrier of a domain on the inside, the weaker it is on the outside. You have realized this, and has found ways to go around it. As part of expanding your domain, you may decide if you want to make your barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, you may spend additional 5 cursed energy when expanding your domain to make it perfectly balanced, making both outside and inside have no vulnerabilities kr immunities. 100
Quicker Expansion With lots of training, you have learned how to use your domain handsigns with more efficiency. Your domain now costs an action instead of a full round action. 200
Increased Potency While inside your domain is where your techniques are at their strongest. While inside your domain, your cursed techniques and domain damage if any have additional dice equal to your Charisma modifier. 300
0.2 Second Domain Expansion You have learned how to expand your domain so quickly that almost no one can react to it. As part of opening your domain, you can make it last only until the end of your turn. The cost for this domain expansion is halved, and it cannot be reacted to unless if the creature has a higher Dexterity score than your Charisma score. 400
Lasting Domain With great practice, you have learned how to make your domain last for far longer than it normally would. Your domain now lasts for 2 minutes instead of 1. 500
Domain Amplification You have learned how to utilize the power of a domain, without actively using it. As an action for half as much Cursed Energy your domain requires, you can cover your body to "wear" your domain in order to neutralize cursed techniques for 1 minute. Once activated, you automatically negate any defensive technique or spell, and can bypass barriers such as infinity. You will also negate a domain's sure hit effect in case you're inside one. In addition, you can not use your Innate Technique unless you dismiss Domain Amplification as a bonus action. Even if you dissmiss it, for the minute you can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output. 600
Efficient Expansions It is no secret that opening and mantaining a domain is a very complicated job, requiring lots of cursed energy quantity, practice and refiniment. You have refined this with training, reducing your domain expansion cost by your Charisma modifier. In addition, you only gain 1 level of exhaustion after your domain is over. 700
Durable Barrier Your domain barrier has become hard and quite unbreakable, making escape or forced entry almost impossible. Your 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. In addition, your domain's refiniment points are doubled when calculating your domain's hit points. 800
Compression You have found a method to make your domain take up less space while making it harder to hit from the outside. As a bonus action while on your domain, you can spend 5 cursed energy to compress it, making the outside become a small circle of 5ft. Inside however, will have the same size. Attack rolls against your domain on the outside are made with disadvantage, while barrierless domains must use this feature to target your domain on the outside. This lasts until the end of domain. 900
Mastered Domain You have reached the pinnacle of Jujutsu, mastering domain expansion. You have mastered your domain handsigns, and may expand your domain as a bonus action instead of an action. You may reduce your domain expansion's cost by your proficiency bonus, and while inside the domain techniques that use an action can now be used as a bonus action, and techniques that take a bonus action can now be used as a free action. In addition, your domain now lasts for 3 minutes. 1000

Ways of Refinement

There are multiple ways of refining your domain, from training with yourself to clashing with other people's domains. Down bellow is to list on how to gain refinement points:

Method Description Refinement Points Gained
Training Problably the slowest method, but every little progress counts. Once per day, you can spend a number of Cursed Energy up to your Charisma modifier to add to your refinement level. These Cursed Energy can only be regained at the next day. x
Domain Casualties One of the quicker methods of refining your domain is to destroy opponents with your cursed techniques while inside it. If you reduce a creature to 0 hit points while it's inside your domain expansion, you will gain refinement points. The refiniment points are only gained if the creature's cr was at least half of your Jujutsu Sorcerer level(rounded up). 20 per creature
Domain Supremacy The best form to refine your domain is to just subjugate another one with your own. If you win in a domain clash, you'll gain refiniment points from your domain superiority. You may only benefit from this once per singular domain. 100 refinement points

Breaking a Domain

Although Domain Expansion is a extremely powerful and refined technique that only the highest graded sorcerers possess, it can still be broken with enough force.

Barrier Hit Points

Your domain barrier has immense durability, being able to resist even the most damaging attacks. However, cursed imbued attacks can actually pierce through your barrier, despite not being very effective unless done from outside. Your domain barrier has an amount of hit points equal to 100 times your Charisma modifier + your refinement points.

Weak Spot

All kinds of barrier techniques have a weak spot, domain expansions could not be different. You can only deal damage to a domain's hit points once you've found it's weak spot, unless you're from outside the domain.

From Inside

Breaking a barrier from the inside is almost impossible, even if you do find the weak point of the barrier you'll still can be targetted by the domains' constant effects. To break a domain from the inside, you must find it's weak spot first by making a DC30 Perception check. On a failure, the target cannot find a weak spot. On a success you will find the domain's weak spot, now being able to target it for your attacks. The ac to hit the domain is equal to the sorcerer's cursed energy DC, and it automatically fails any saving throws.

From Outside

While breaking a barrier from inside is nearly impossible, breaking from the outside is a much easier task. You may target the domain for your attacks, it's ac is equal to half the sorcerer's cursed energy DC(rounded down). It automatically fails any saving throws, and it is vulnerable to every kind of damage you deal.


Domain Battle

Two domains expanding at the same time cause a domain clash, a battle solely defined by who has the most refined domain and the most talent as a sorcerer.

Domain Clash

Once a creature expands their domain, you may use your reaction to expand your own domain as well. The domain battle will be defined by the one with the most refinement points, being the defining factor in deciding the winner. However, even if you do have refinement points to destroy the opposing domain it will take a number of rounds equal to the amount of refinement points that you have above the opponent's domain. See the table bellow to see how much rounds it takes:

Refiment Points Above Rounds Needed To Overlap
10 9
20 8
30 7
40 6
50 5
60 4
70 3
80 2
90 1
100 0

While on the domain clash, the sure-hit effect of both domains will be negated. The domain expansions will create an 350 ft. area, where 175 ft. of it will be with one domain's area while the other 175ft. is for the other domain. The loser's domain area will shrink by 15ft. per round passed. Right after you break the domain, your sure-hit effect will come back into action.

Domain Escape

Sometimes even if your domain is weaker, you can still use it to escape from other domains. You can make a DC30 Wisdom (Perception) check, on a success they will find the domain's weak spot. After they find it, they can as an action for 10 Cursed Energy, you may cause a 10ft. by 10ft. hole to appear besides you. It lasts until the beggining of your next turn, any creatures that use their movement speed to reach the hole can get out of the domain. However, any creatures from outside may also enter through the same hole. You can only do this once you've found the domain's weak spot from the inside, as you need to expand your own domain right on top of it.

Equal Refinement Domain Clashes

Although an extremely unlikely scenario, that's almost impossible to happen in normal standards, when the top of the world fights this god-like scene might bestow itself to the eyes of outside viewers. When two Domain Expansions of equal refinement clash, they completely nullify eachother, not being able to overpower or be overpowered, so it's up to the two sorcerer's to maintain their domain while bringing the opponent's down. As soon as one of the domain casters reach 1/3 (rounded down) of their maximum hit points they need to succeed in a DC 15 roll with no modifiers to maintain concentration on their domain. On a success, the domain is kept stable and they can keep going. On a failure, their domain breaks, giving in to the opponent's, and they suffer the after effects of Burnout from Domain Expansion.

Multiple Domain Clashes

A battle of two domain expansions is already hard to describe, now one of three or more... When three or more domains are involved, the rules are the same, with the domains with less refiniment being destroyed as soon as the necessary rounds passes. The barrier is expanded by 175ft. per domain involved, with the weaker domains getting reduced by 15ft. at the beggining of each round.

Barrierless Domain

You have refined your domain expansion to new levels, making it become a true work of art.

Different Properties

When you expand your domain, you may choose to not get a barrier up and remove the time limit. Your domain expansion range increases to 655 ft., and it has a center at the middle. Your domain cannot be destroyed unless you receive 1/3rd of your maximum hit points in damage, in which you must make a DC15 + half the damage taken Wisdom saving throw. On a failure, the domain is destroyed. Your techniques are still sure hit effect, however due to not having a barrier your domain is much simpler to escape. Also on a domain clash, your domain effects and cursed techniques can target the outside barrier of the other domain directly.

PART XIII

Cursed Tools








Cursed Tools are weapons and support items used by jujutsu sorcerers or Heavenly Restricted users that are purposefully imbued with a curse. They can be found spread around the world, but most are owned by Jujutsu High or are being heavily guarded at the Zenin's or Kamo's clan warehouse of cursed tools. Cursed tools are counted as magic items.

If you're a Heavenly Restriction you may use your Constitution modifier instead of Charisma for all cursed tools.

Semi-Cursed Tools

A semi cursed tool is created from a sorcerer constantly imbuing cursed energy into their weapon, making it filled with cursed energy. The weapon will now add a bonus necrotic damage to it's damage rolls equal to your Charisma modifier.

Grade 4 Cursed Tools

Slaughter Demon















Weapon (Dagger), Common

When attacking with this dagger you will deal an additional d4 + your Charisma modifier of necrotic damage.
















Cursed Glasses


















Wondrous item, Common

While wearing this glasses, you will gain a bonus to your Perception and Investigation skills equal to your Charisma modifier. In addition, if you cannot see cursed spirits you may see them while wearing the glasses.

Cursed Revolver
















Weapon (Revolver), Common

When attacking with this revolver you will deal an additional d8 + your Charisma modifier of necrotic damage.

Cursed Katana




















Weapon (Katana), Common

When attacking with the Cursed Katana you will deal an additional d8(d10 versatile) + your Charisma modifier of necrotic damage.

Grade 3 Cursed Tools

Cursed Spear




















Weapon (Lance), Uncommon

When attacking with the Cursed Lance you will gain a +1 to attack and damage rolls, and deal an additional 2d6 + your Charisma modifier of necrotic damage.

Dark Sword




















Weapon (Scimitar), Uncommon

When attacking with the Dark Sword you will gain a +1 to attack and damage rolls, and deal an additional d8 + your Charisma modifier of necrotic damage.

Grade 2 Cursed Tools

Cursed Hand Sword












Weapon (Shortsword), Rare

When attacking with the Cursed Hand Sword you will gain a +2 to attack and damage rolls, and deal an additional d10 + your Charisma modifier of necrotic damage. In addition to this you can choose to remotely control it to move and attack as a bonus action. The weapon can move up to 25 feet in a single turn and can only go a maximum of 75 feet away from the user. When attacking remotely with this weapon you use your Charisma modifier for it's attack rolls, and deal 2d10 necrotic damage while not adding your ability modifier to damage.

Grade 1 Cursed Tools

Cursed Battle Axe









Weapon (Greataxe), Very Rare

When attacking with the Cursed Battle Axe you will gain a +3 to attack and damage rolls, and deal an additional 2d10 + your Charisma modifier of necrotic damage.

Chain of a Thousand Miles

















Item (Chain), Rare

The Chain of a Thousand miles possesses a virtually infinite length so long as at least one end cannot be seen. This chain can be attached to other weapons and extend the reach of said weapon as far as your Strength can allow. For every point your Strength modifier has the chain can extend a weapon's range by 20 feet. So for example if your strength modifier is a +4, the weapon's range can be extended by up to 80 feet.











Dragon Bone











Weapon (Longsword), Very Rare

When attacking with Dragon Bone you gain an additional +3 to attack and damage rolls, and deal an additional 2d10(2d12 versatile) + your Charisma modifier necrotic damage. Additionally this weapon has the ability of storing the force behind your attack. Each time you make an attack with this weapon against a creature record 1/3rd (rounded up) of the damage and half of any cursed energy spent which is stored into the blade. You can only store damage/cursed energy up to 3 times before having to release it as a bonus action. When released your next attack gains an +4 to hit on top of the +3 this weapon already gets. While dealing additional damage equal to the accumulated damage stored up +xd8 (x being the amount of Cursed Energy stored in the blade.) This additional damage cannot be stored.

Special Grade Cursed Tools

Serpent Eyes and Fang











Item (Megaphone), Legendary

This cursed tool is a megaphone imbued with the Cursed Speech technique, it allows the wielder to use the famous cursed speech technique. As a bonus action while wielding Serpent Eyes and Fang, you can use any of the cursed words on the cursed speech as long as you have Cursed Energy for it. You will suffer the same consequences a normal cursed speech user would. After you have spent 25 Cursed Energy, the item evaporates.

Playful Cloud














Weapon (Three-Section Staff), Legendary

This weapon must be wielded with two hands. While wielding this weapon, you will gain a +2 to your AC. When using playful cloud as part of an attack action you may make an additional strike with the weapon. In addition, due to the weapon being created to use your own might and power, you can add your Strength modifier four times, instead of once, to the damage rolled

Inverted Spear of Heaven












Weapon (Dagger), Legendary

When attacking with the Inverted Spear of Heaven you will receive a +4 bonus to attack and damage rolls. This weapon may ignore any kind of defenses originated from cursed techniques or spells, like AC increases, attack negation, disadvantage on attack rolls etc. In addition, as an reaction to receiving a cursed energy or spell attack roll or having to make a saving throw against any of these types you may negate the attack completely with your Inverted Spear of Heaven.









Black Rope









Item (Rope), Legendary

This item starts with a total of 200 Hp. While being wielded the you gain an additional reaction meant solely for defending with the rope. As a reaction to being hit by an attack imbued with cursed energy the you're able to use the rope in order to defend themselves and have the rope take the damage for them while the rope itself has resistance to all damage imbued with cursed energy. Additionally as an action you can attempt to restrain an enemy with the rope who can either make a dc 20 Dexterity save to avoid it, or a Strength save to break out of it. Upon being caught by the rope the target will be considered restrained and unable to use cursed techniques. They can attempt to break free from the rope at the start of each of their turns by making a dc 20 Strength save, escaping on a success and remaining trapped on upon failure.

Finally any particular rest the you can spend time imbuing cursed energy into the rope in order to restore it's lost hp. On a short rest you can imbue as much Cursed Energy as your charisma modifier, and on a long rest you can imbue as much as you'd like. The rope heals 15 hp per Cursed Energy spent and of course you finish the rest without however much cursed energy you spend healing the rope.

Split Soul Katana











Weapon (Katana), Legendary

When attacking with the Soul Split Katana you gain an additional +4 to your attack and damage rolls, and deal an additional 2d10 + your Charisma modifier necrotic damage. This damage directly cleaves the target’s soul ignoring the target’s resistances and immunities to the weapon’s damage. Finally as the attack directly damaged the soul this damage cannot be healed through supernatural means such as reverse cursed technique or anything of the sort. The creature can recover these hit points after a short or long rest.

PART XIV

Cursed Feats








The following feats are available to characters with levels in the Jujutsu Sorcerer and Heavenly Restriction classes. In addition, you may pick any standard dnd feat that's not magical or that your GM allows.

Body Feats

Artificially Created

Prerequisites: You must take this feat as part of your backstory, it cannot be obtained later by exchanging an Ability Score Improvement or a reward from the GM.

You were artificially created by a powerful sorcerer for a greater purpose, this trait has provided your abnormal properties. You will gain one of the following benefits:

Poisonous Blood. Your blood is akin to a particularly dangerous poison, making yourself a deadly weapon. If your blood comes into contact with a creature, it takes 1d12 poison damage at the start of it's turn until it is removed as an action or 1 minute has passed. If your blood enters the body of a creature that doesn't possess the Artificially Created Feat, it must make a dc20 Constitution saving throw or become paralized until the beginning of it's next turn. It will also become poisoned for 1 minute as well.

Otherworldly Strength. Your body has been reinforced to withstand very powerful attacks from all sources. You gain proficiency in Constitution saving throws and for every time you gain a level you'll gain 3 additional hit points towards your hit point maximum. Additionally, when you gain a level, your Strength score increases by +1 up to a maximum of 22 Strength. However, this trait causes you to be unable to use your Innate Technique until 12th level.

Athlete History

Prerequisites: Must have at least 15 Strength or more.

You have been born unnaturally strong, capable of destroying walls with just sheer brute force.

You will gain the following effects:

  • You have not been blessed in mind as you did in strength, your Intelligence score decreases by 2.
  • You have always been the best in physical activities, your Strength score increases by 2.
  • You are very good at throwing a punch, your unarmed die tier increases by 1(1->d4->d6).

Colossal Physique

Prerequisites: You must have a 18 Strength score or more, Athlete History









Either from peculiar and intensive physical training, innate talents and abilities, or a special trait bestowed by your cursed energy production, the strength you now possess is akin to the likes of giants or extremely mighty animals.

You will gain the following effects:

  • You have advantage on all Strength (Athletics) checks made to grapple or shove a creature.
  • You have learned how to launch your opponent a considerable distance after landing a hit. Once per turn as part of a successful melee weapon attack, you force them to make a Strength saving throw (DC8 + your proficiency bonus + your Strength modifier). On a failure, they are knocked back a number of feet equal to half of your Strength modifier(rounded down) times 10 in a direction of your choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 1d6 bludgeoning damage per every 10 feet the creature travelled prior to colliding with the surface. If it was another creature, they will both take damage equal to half of your melee attack’s damage die instead.
  • As an action whenever you are grappling a creature, you’ll be able to attempt a powerful throwing maneuver. You make a Strength (Athletics) check against the creature who contests via Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, your opponent is violently driven into the ground, taking damage equal to three times your unarmed strike damage roll and being knocked prone. On a failure, the creature prevents you from performing the technique and ends the grapple early.

Strong Body

Prerequisite: Must have 14 Constitution or more.

You have proven yourself to be very durable, making taking you down a very hard task. You will gain the following benefits:

  • Your Constitution score increases by 1.
  • You will now add your Constitution modifier twice when calculating your hit dice.
  • You will gain a damage threshold equal to your Constitution modifier, although cursed attacks or magic can bypass through it.(Unless if you are under the effect of cursed energy armor)

Human Wall

Prerequisites: You must have 18 Constitution or more, Strong Body

Your endurance is from out of this world, no matter what you're not going down in the battlefield. You will gain the following benefits:

  • You have advantage in Constitution saving throws.
  • Your hit point maximum increases by your level times 3.
  • As a reaction upon hitting 0 hit points, you can spend a hit die to fall to the amount rolled in hit points. This can be used as much as your Constitution modifier.

Resilient

Prerequisites: You must have at least 15 on your Constitution score.

Your resilience is no joke, enabling you to survive much more than normal sorcerers during long periods of fighting. All of your Hit Dice increase in size by one step, and as a result, your hit points increase by an amount equal to your level + 1. Whenever you gain Hit Die and hit points after you have acquired this feat, your newly gained Hit Die is treated as though it was one size larger. You can take this feat any number of times, but you cannot increase a Hit Die above d12.

Design Note:

The calculation should be as if you has that hit die from level 1 onwards. If you calculate it and you have more hit points than you would if you had the increased hit die from level 1, then you did it wrong(such as increasing the initial increase of hp for each level, or increasing your hp by level*2+2 to “account” for the hit die increase itself)

Normal HD Enhanced HD
d4 d6
d6 d8
d8 d10
d10 d12
d12 d12

Very Resistant

Prerequisites: At least 7th level.

You can choose one additional saving throw to gain the benefits of the Resistant feature.

You may take this feat multiple times.


Advanced Regeneration

Prerequisites: Must be a Cursed Spirit, having 14 Constitution or higher.

Your regeneration is far beyond that of a normal curse, being comparable to the reverse cursed energy. You gain the following benefits:

  • Your regeneration feature may now be used as a free action.
  • You may use a number of hit dice at once equal to your proficiency bonus.
  • The amount rolled for regaining hit points is doubled.

Evolution

Prerequisite: Must be a Cursed Womb, 12th level, have failed two death saving throws or experience psychological trauma(determined by the GM).

Due to a large degree of trauma, you have evolved into a new improved version of yourself. You will lose all of your subrace features, but you'll gain the following benefits:

  • You will gain +4 to all ability scores, including their maximums.
  • Your movement speed will double.
  • You can now add your proficiency bonus to all damage rolls.

Taijutsu

Black Flash

Prerequisites: Must have scored at least 3 critical hits in melee attack rolls in a single battle, need to have Cursed Energy Strikes

You have become more connected with your cursed energy, now being able to use the famous Black Flash technique, where your attack is raised by 2.5 times it's original damage (with the bare minimum being 2 from what gege said). In order to use this feat, the creature must be able to use cursed energy, while being able to use the Cursed Energy Strikes feature.

When you score a critical hit(it must be a nat 20 for it to count) with a melee attack roll you can choose to land a black flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage your black flash will add on the table below:

Number Rolled Damage Dealt
1 1 damage
2 6 damage
3 15 damage
4 32 damage
5 56 damage
6 88 damage

In addition, the amount of dice you roll from your critical with this attack will increase by one additional damage die and, if you are unable to use your cursed technique after using a domain expansion, you regain the ability to use it.

If you have more than one attack in the same turn and you land another one, you must roll a d20 with a of DC15 to see if you can land another black flash. On a success, you will add another black flash to the damage roll. On a failure, the Black Flash won't work. For every other Black Flash after you land one, the DC is increased by 1.

In The Zone. Hitting a black flash makes you get in the zone, leaving you in a state of 120% of your potential. You will gain the following benefits for a number of rounds equal to the black flashes you hit in the turn, the benefits will last from during the turn you landed the black flash until those number of rounds after it:

  • You will completely regain your reverse cursed technique pool.
  • You will receive a +2 to all of your ability scores, including their maximums.
  • Your cursed energy attack rolls will be made with advantage, while other creatures will make your cursed energy saving throws with disadvantage.(Unless they're also in In the zone)
  • Your cursed techniques will add an amount of damage dice equal to your proficiency bonus. (Ex: If you land a black flash and your technique deals 4d6, with a proficiency bonus of +3 it would become 7d6.)

Personal Record

Prerequisite: You must have Black Flash feat, and have landed a Black Flash at least 4 times.

Through your experience as a sorcerer, you have made a personal record of how many black flashes you have hit up to this point. Your Black Flash DC is reduced to 10.

Batto Sword Drawing

Prerequisite: You must have Simple Domain to pick this feat.

You have learned the fastest technique of the New Shadow Style. As an action while wielding a melee weapon, you can make one attack roll with advantage against a number of targets equal to your Dexterity modifier of your choice within half of your movement speed's reach. On a hit, it will be counted as critical. In addition, you end your turn behind the farthest target out of them all. This movement does not provoke attacks of opportunity.

Innate Technique Feats

Complete Totality

Prerequisite: Ten Shadows Technique Innate Technique, 14th level

You have now mastered control over the Well's Unknown Abyss, granting you access to combine most of your spirits into a new heightened totality. Once per long rest, as an action for 15 Cursed Energy, you may summon the ultimate totality, Chimera Beast Agito. Once it is defeated, you are unable to summon Nue, Great Serpent, Round Deer, or Mourn Tiger until you finish a long rest.

Adapt for the General

Prerequisite: Ten Shadows Technique Innate Technique, 16th level, you must have Mahoraga under your control.

  • You've learned to better utilize the greatest triumph of the strongest Shikigami ever seen. As an action for 10 Cursed Energy, you or a willing (or compelled) creature can keep the Eight-Handled Wheel on your head for one minute. The creature with the wheel will take double damage and conditions as usual, but the next time you summon Mahoraga, he will be adapted to all types of damage and conditions that the creature with the wheel had suffered for 1 hour.
  • The creature compelled to place the wheel on its head must make a Charisma saving throw against your cursed energy DC or will keep the wheel until Mahoraga is summoned or the user of the 10 shadows dispels it with a bonus action. On the creature's turn, it can choose to use an action to remove the wheel from its head by making another Charisma saving throw. On a success, the wheel disappears, and the user must summon it again using the 10 Cursed Energy.
  • Creatures that cannot have the Eight-Handled Wheel on their heads: Undead, cursed spirits, other Shikigami, and creatures without heads.

Six Eyes

Prerequisite: Limitless Innate Technique, must pick the Sorcerer family Gojo option background, and you must pick this feat as the beggining of your backstory.

Design Note:

This feature can be given to only one creature per caimpaign. This feature is extremely powerful, so take care when handing it out to a player.

You have the gift granted only to the strongest of the Gojo Clan, the Six Eyes. You will gain the following benefits:

Illuminated Vision. You will gain 60 ft. of Truesight while at your maximum Cursed Energy. You may not have any penalties for seeing through any thin, light and non rigid object, such as a blindfold, towel, or scarf, allowing you to use it as a way of protecting your eyes from the sheer amount of information your eyes capture.

Cursed Energy Economy. Due to your six eyes, the amount of cursed energy you spend in your techniques is ridicously less than the avarage sorcerer. Every feature that uses Cursed Energy, will instead cost 0.10 Cursed Energy.(Ex:If a feature costs 5 Cursed Energy, you'd spend 0.50 Cursed Energy.)

Information Overload. Due to the amount of information your eyes capture, if you're not wearing any light object to protect your eyes, you cannot mantain concentration in anything. At 14th level you will lose this detriment.

Amazing Student, Terrible Teacher. You have disadvantage in any rolls related to teach something to a creature, while on the other hand you have advantage in any rolls related to learning something.

Perceptive Eyes. Nothing escapes your watch, you will gain expertise in Perception, and can gain advantage on your next Perception check as a bonus action. You may use this feature once, regaining all uses at the end of your next short rest. You gain 1 additional use at 5th level, and again at 10th (3), 15th (4), and 20th level (5). At 6th level, you may spent a use of this feature as an action to cast detect magic with a range equal to your Truesight. At 14th level, you do not lose your Truesight while below your maximum Cursed Energy. You can spend 6 Cursed Energy as a bonus action to expand your range of Truesight to 120 feet for 1 minute in initiative, or 1 hour out of initiative.

Infinity Pressure

Prerequisites: Limitless Innate Technique.

You have learned how to imbue more cursed energy into your infinity, making it stronger. As a bonus action while infinity is active or while you activate it, you may spend Cursed Energy up to your Charisma modifier to increase it's density and sheer force. Every creature that starts their turn within 5ft. of you must make a Strength saving throw. On a failure, they take force damage equal to 5 times the amount of Cursed Energy spent and are pushed back 5 ft. and are knocked prone. On a success, they take half as much damage and are not prone. If knocked against a wall of stone or into a hard place (consult your GM), their saving throw becomes against being stunned and being crushed against the wall, and for every damage the creature suffers the object or wall behind it suffers the same damage in either situation on failure.

You must spend a number Cursed Energy equal to the amount spent at the beginning of your turns to keep this form of infinity active.

The 200% Purple

Prerequisite: Limitless Innate Technique, 16th level

You can surpass the lethality of yours most destructive technique, when you use your Hollow Purple, you can spend more 10 points to double the base damage of your Hollow Purple and double the range and size of it.

Quick Alterations

Prerequisite: Idle Transfiguration Innate Technique, 4th level

You have gotten a lot better when altering your body, making it a much simpler task. You will gain the following benefits:

You can now use Self Alteration as a free action instead of a bonus action. You do not need to undo a Self Alteration as a bonus action, you may now use your bonus action to simply change to another while removing the current one.

Polymorph

Prerequisites: Idle Transfiguration, 8th level

You can now transform your entire body into other animals. As an action for x cursed energy(with x being the beast's CR, minimum 1), you can transform yourself into a beast. The transformation lasts for 1 minute, until you use it again, or until you drop to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the your jujutsu sorcerer level. Your Strength, Dexterity and Constitution scores are replaced by the scores of the chosen beast. You mantain your alignment and personality.

You assume the hit points of yor new form. When you revert to your normal form, you return to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, it isn't knocked unconscious.

You gain the actions of the creature you've become, however you can still do all of your normal actions as long as the body allows it.

Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment.

Soul Manipulation Expert

Prerequisite: Idle Transfiguration Innate Technique, 8th level

You have learned new ways to manipulate people's souls, and you have become quite experienced with it too!

Cursed Awakening. As an action for 10 cursed energy, you touch a willing creature and messes with it's brain. The creature will gain a number of levels in the Jujutsu Sorcerer class up to your proficiency bonus, and will lose a number of levels on it's old class equal to the levels gained. If the creature has no levels, it will gain one level instead. You may only do this once per creature. Once awakened this way, the creature cannot take the Ten Shadows, Limitless, Cursed Energy Manipulation, Cursed Speech, Blood Manipulation, Projection Sorcery or Vengeful Spirit innate techniques.

Tools Creation. As a bonus action for 5 cursed energy, you may create a weapon or object with one of your transfigured creatures. If it is a weapon, you use your !Charisma modifier for it's attack and damage rolls. It cannot be a cursed object or weapon. Neither can it be magical.

Vocal Toughness

Prerequisite: Cursed Speech Innate Technique, 14 Constitution

You have amazing vocal chords, making them extra durable. Your vocal chords hit points are increased to 1/2th of your maximum hit points instead of a 1/3th. At 10th level, this increases to your maximum hit points.

Flowing Red Scale: Stack

Prerequisite: Blood Manipulation Innate Technique, 4th level

You have improved your flowing red scale technique to new heights, increasing your physical capabilities to an even higher degree than usual. As a bonus action for 4 Cursed Energy while Flowing Red Scale is active, you will gain these additional benefits until the technique ends:

  • You can add your movement speed one more time to the total number of feet you can move.
  • You will gain a +2 bonus to your AC.
  • Once per turn you can reroll a failed dexterity saving throw, and must use the new result.
  • You will gain an additional bonus action on each of your turns.

Accepted Cycle

Prerequisite: Cursed Spirit Manipulation Innate Technique, 4th level

The cicle of exorcising and consuming is a painful one, something most minds cannot handle. However, you have overcome this cicle and learned how to accept it. You will gain the following benefits:

  • You will have advantage on the Wisdom saving throw to resist becoming mad.
  • You will have advantage on the Constitution saving throw to consume curses.

Cursed Spirits Visions

Prerequisite: Cursed Spirit Manipulation Innate Technique, 8th level, must have Curtain or Basic Barrier feat.

You've learned to use the vision of your spirits as an extension of your own. By taking an object capable of generating or reflecting an image, such as a small mirror or a cellphone, you can spend 2 cursed points for each cursed spirit you can merge on your barrier, receiving the benefits below:

  • They track everyone within that barrier, revealing their locations.
  • When merging your spirits with the barrier, you gain +5fts blindsight for each cursed spirit merge and cannot be surprised while within the barrier, always knowing their whereabouts.
  • Your spirits cannot track Heavenly Restriction users as they have no trace of cursed energy in their bodies, so this feat does not work against them.

Freed Spirit

Prerequisites: Vengeful Cursed Spirit Innate Technique, 14th level

You and your spirit have finally made ammends, making it finally pass on to the afterlife. However, the spirit left you a present before going. Your Vengeful Spirit is now fully under your control, not being berserk when you summon it. It will still be considered a cursed spirit, despite now acting as a Shikigami. Although you can use it's action to give it a order, making it act on it's own to complete the order.

Reverse Cursed Energy Feats

Reverse Cursed Technique

Prerequisites: You must have failed two death saves or have picked this cursed feat as a Human, Variant. You cannot gain this cursed feat if you're creature type is undead monstrosity or construct.

After many battles and studies about your cursed energy, you learn to use your cursed energy in a completely opposite way, canalizing positive energy instead of negative. You have a pool of healing you can use with your reverse cursed energy that's equal to 100 times your Charisma modifier. As an action for x cursed energy, you can remove healing from that pool and regain an equal amount in hit points. For every 1 cursed energy spent, you regain 10 hit points. Depending on how much hit points you regain, you will regenerate a broken or missing limb with it.

Limb Hit Points
Hand 10
Foot 10
Leg 20(40 for both legs)
Arm 30(60 for both arms)
Neck 40
Torso 50

You can use your Reverse Cursed Technique until your healing pool ends before getting burnout. After the burnout starts, you'll regain 10 times your Charisma modifier of your healing pool at the end of each minute(10 rounds). This time is reduced by your Charisma modifier, for example if you had 1 minute left and +3 in Charisma, the wait would be reduced to only 7 rounds. Your healing pool automatically goes back to full at the end of an long rest.

You may try to force your reverse cursed technique to come out despite being without in burnout, forcing you to make a DC25 Constitution saving throw. On a failure, you will gain 1 level of exhaustion for 1 minute. On a success, you regain half as many hit points as you normally would.

Improved Reverse Cursed Technique

Prerequisites: You must have Reverse Cursed Technique.

You have mastered this new type of energy, becoming a high level sorcerer. You will gain the following benefits:

You may cause a creature within your reach to gain the benefits of reverse cursed technique instead of you. You may use your reverse cursed technique as an bonus action or reaction to receiving damage. Your reverse cursed technique healing pool has been increased to 200 times your Charisma modifier. You now regain 20 hit points per cursed energy spent. The DC to force reverse cursed technique will be reduced to 20. In addition, whenever you deal damage to a Monstrosity or Undead with an unarmed strike or natural weapon, you can spend cursed energy to remove hit points from your healing pool to add as radiant damage.

Burnout Recover

Prerequisites: You must have Improved Reverse Cursed Technique.

You realized that to solve the burnout power there is actually a simple equasion. You just need to substitute your brain for a new one!

After reaching burnout on your domain expansion, as a reaction for 8 Cursed Energy you can instantly regain your cursed techniques and remove your exhaustion gained from the burnout. For every time you use this feature you must make a DC5 Constitution saving throw. On a success, you regain your cursed techniques without major consequences. On a failure, you will take 7d6 psychic damage as your eyes or nose start to bleed.

The saving throw increases it's DC by 5 each time you pass, being reduced by 5 for every minute passed, and completely resetted at the end of an long rest.

Cursed Technique Reversal

Prerequisites: Reverse Cursed Technique

Through constant of reverse cursed energy, you have learned how to reverse your own technique. You will gain the reversal of your technique, detailed at the end of the cursed technique.

Barrier Techniques Feats

Basic Barrier

Prerequisites: Must have at least 14 Charisma score.

You have learned how to create basic barriers to protect areas or trap opponents. As an action for up to your Charisma modifier in cursed energy, you make a dome starting from yourself with a 5ft. radius and a 10ft. height. For each cursed energy spent, the barrier increases it's width 10ft. and it's height by 10ft. This barrier has 10 hit points times the amount of cursed energy spent, it has resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Psychic damage. This barrier lasts a number of minutes equal to your Charisma modifier.

Curtain

Prerequisites: Basic Barrier feat.

Emerge from the darkness, blacker than darkness. Purify that which is impure. As an action for 5 Cursed Energy, you cover the sky and the ground within a 2165foot radius. with a black dome for 10 minutes. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a half-sphere. The curtain changes the sky to night, provoking cursed spirits out of hiding. For each 1 extra Cursed Energy you spend, you add +1 minute to the curtain's duration. Those without levels in the Jujutsu Sorcerer class cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the ethereal plane or have levels in the jujutsu sorcerer path can see the black half-sphere. Your curtain has a number hit points equal to your Charisma modifier times your jujutsu sorcerer level.

Barrier Master

Prerequisites: Must have the Curtain feat.

You have studied barriers and their effects for a long time, making you become an extremely vital resource for the Jujutsu world.

  • Whenever you summon your curtain, it's hit points will now be your Charisma modifier times 100.
  • Your basic barrier's hit points will now be 20 times the amount of cursed energy spent.

Barrier Invader

Prerequisite: Must have at least 18 Charisma score, Barrier Master feat.

You have learned how to invade barriers without breaking them. You will gain the following benefits:

  • While outside a barrier, you can make a Charisma check against the cursed save dc of the sorcerer who created the barrier to invade it. On a failure, you won't be allowed to enter. On a success, you will enter the barrier although the creator will know a creature has entered.
  • While inside a barrier, you may make a Charisma check against the cursed save dc of the sorcerer to alter it's properties. On a failure, you cannot mess with the barrier. On a success, you may change the barrier's size, length, creatures allowed to enter or leave or any other properties you can modify. None of the features above affect domain expansions.

New Shadow Style:Simple Domain

Prerequisites:

The Domain for the weak. As an action or reaction for 10 Cursed Energy, you surround yourself with a 15 ft. circle for 1 minute. Any Innate Techniques that are not in their or maximum output forms are instantly negated as long as they are inside the circle, it also has an Antimagic Field effect. To use this technique, you must remain still without moving and must maintain concentration as if you were concentrating on a spell. If you are in a Domain Expansion you negate it's sure-hit effect, and the technique will last untilt the beggining of your next turn.

If the technique was used by a creature with CR or level difference of your jujutsu sorcerer level higher than your proficiency bonus, then you will only halve the damage of the technique.

Falling Blossom Emotion

Prerequisites: You must have domain expansion or simple domain. Or, you must have the Sorcerer Family Background.

Unlike Simple Domain, in which the user manifests their own domain to nullify a domain expansion's auto-hit attack, Falling Blossom Emotion shrouds the user in cursed energy that counter-attacks the moment a domain's guaranteed hit makes contact. As an action or reaction for 8 Cursed Energy, you will surround yourself in cursed energy, making any attack rolls that would automatically hit you or saving throws you would automatically fail be denied. This technique will last for 1 minute, however it does not work for melee weapon attacks.

You may also use this technique offensively while wielding a melee weapon. As an action for 10 Cursed Energy, you can surround yourself in cursed energy to get ready for an attack. When you would receive a attack roll, you can use your reaction to make a melee weapon attack with advantage. On a hit the target will receive necrotic damage equal to the total damage dealt by the weapon.

Incomplete Domain

Prerequisites: Must have a Cursed Technique, have the Basic Barrier feat, 16 Charisma score

Through great study of your technique and how to create barriers, you have reached an incomplete domain. You can as an action for 10 cursed energy expand your incomplete domain in a 90fts circle around you for 1 minute. You may choose if your domain has a barrier or not, having to spend additional 5 cursed energy to open a barrier alongside it.Since you haven't imbued a cursed technique within your domain it won't have a sure-hit effect, and instead of gaining a new technique you will just improve one of your own. With that technique gaining:

  • +10 ft. for it's range
  • +1 dice to damage die
  • Advantage on it's cursed energy attack rolls. This feature still follows all the rules of Domain Expansion.

Due to this being an unrefined domain, you will receive half as many refiniment points whenever you meet one of the requirements.

Domain Expansion

Prerequisites: Incomplete Domain feat, Barrier Master feat.

You have finally learned the trick to create a letal domain barrier, now having a complete domain expansion. This feature follows all rules of Domain Expansion. When you create your domain, you have two options depending on your cursed technique.

Known Domain. You will gain the domainyou would normally gain with your class at 20th level. However, when you reach 20th level all of your refiniment points will be doubled.

Created Domain. Some cursed technique never revealed to have a domain expansion, so you have trained with the technique to it's maximum to unlock it's domain. Talk with your GM about possible ways your domain may work.

Ex: A cursed straw user decides to create his domain expansion: Straw Doll World. While on this domain, all hostile creatures are affected by the resonance feature, not only that but they will also take twice as much damage. In addition, you have infinite nails inside the domain.

Cursed Energy Feats

Cursed Energy Celestial Restraint

Prerequisite: You must pick this feat as part of your character creation.

Your body has been born with a vow that makes you unable to travel on sunlight, in exchange on gaining enormous reserves of cursed energy. You will gain the following effects, depending on the severity:

  • Your Cursed Energy maximum increases by 10 in a minor severity. By 20 in a moderate severity, and by 30 on a major severity.
  • While on sunlight you will receive 1d12 radiant damage at the beggining of your turns in a minor severity. You will receive 2d12 radiant damage on a moderate severity, and 3d12 radiant damage on a major severity. This damage cannot be reduced.
  • Your hit die stay the same in a minor severity. It will be reduced to a d6 in a moderate severity, and to a d4 on a major severity.

Immense Cursed Energy

Prerequisites: Must have 15 Charisma or higher.

Your Cursed Energy has massive reserves, making you become a cursed energy powerhouse. You gain the following benefits:

  • You will gain +1 to your Charisma score.
  • You will add your proficiency bonus and you can add your Charisma modifier one additional time when determing your Cursed Energy.

Cursed Enhanced Body

Prerequisites: Immense Cursed Energy, 18 or higher Charisma score.

Your entire body is enhanced by cursed energy, making you excel in tasks people who train their bodies all their lifes can't. You gain the following benefits:

  • Whenever you make a Strength, Constitution or Dexterity saving throw, you may spend Cursed Energy up to your Charisma modifier as an reaction to add the number of energy spent as a bonus to the saving throw. If you have the Reverse Cursed Technique feat, you can also do this for your Intelligence or Wisdom saving throws.
  • When attacking with your unarmed strikes or weapons you are proficient with, you may use your Charisma modifier instead of Strength or Dexterity for your attack and damage rolls.

Dense Cursed Energy

Prerequisites: Must have 14 Charisma or higher.

Your cursed energy is far more denser than normal, making it's usage more powerful. You will gain the following benefits:

  • You will gain +1 to your Charisma score.
  • Your Cursed Energy Strike damage die is now a d10.
  • Your Cursed Energy Armor temporary hit point amount is now the amount of Cursed Energy spent times 10.
  • Your Cursed Energy Weapon Enhancement damage die is now your proficiency bonus times 3.

One in a Billion

Prerequisites: You must not have the Six Eyes feat, at least 20 on your Charisma score, have all features from Cursed Energy Enhancement, must have the Cursed Enhanced Body, 19th level.

You have some of the best cursed energy manipulation that the world has ever seen, it will take at least a century for another person like you to be born.

When you use any of your innate techniques, you may reduce it's cost by your proficiency bonus(to a a minimum of 1 cursed energy).

Cursed Energy Tracker

Prerequisites: You must have proficiency in Perception, and at least 14 or higher on your Charisma score.

You have learned how to track down remains of cursed energy. You may make a Perception check to see if there are any remains of cursed energy in the place you're at, if you succed you know exactly who the energy is from. In case you do not know who the person is, then you can only track down where does the cursed energy trail leads you to. The dc is equal to the cursed energy dc of the creature you're trying to track.

Cursed Energy Manipulator

Prerequisites: You must have at least 13 or higher on your Charisma score, a Cursed Enhancement Feature

You have been trying out new ways to use your cursed energy, and has managed to learn a new method to use it. You may choose a new Cursed Energy Enhancement from the list of choices. This feat may be taken multiple times.

Cursed Energy Slash

Prerequisites: At least 18 on your Charisma score, Cursed Energy Weapon Enhancement

As an action while Cursed Energy Weapon Enhancement is active, you can spend 5 Cursed Energy to give a huge cursed energy slash. You make all creatures in a 30ft. line make a Dexterity saving throw. On a failure, they take a number of rolls of your weapon damage dice equal to your Charisma modifier in necrotic damage, on a success they take half as much damage.

The damage type of this technique may change according to your innate technique.

Cursed Energy Ray

Prerequisites: At least 16 on your Charisma score, 4th level

You have learned how to create huge blasts out of pure cursed energy. As an action by spending 4 cursed energy, you can launch a cursed energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a Dexterity saving throw. On a failure, they take xd12 necrotic damage, taking half as much on a success. (The x is your Charisma modifier) You can spend additional cursed energy up to a maximum equal to your Charisma modifier to add 1 additional damage die per point spent.

The damage type of this feature may change like the Cursed Strike and Cursed Weapon Enhancement features.

Cursed Creations Feats

Cursed Blacksmith

Prerequisites: 11th level, proficiency with smith tools, you need an Innate Technique, must have Cursed Weapon Enhancement.

You have learned how to create incredible cursed tools, even reaching special grade. You can spend a long rest focusing with an object or weapon, imbuing your innate technique in it. Choose one of your cursed techniques features to put it in the weapon or object. Whenever you attack with the weapon or use the object, the technique will trigger.

Example: You imbue the hollow purple technique into a greatsword. Each time you make an attack roll with it, everyone in the line who you made the attack roll must make the Hollow Purple saving throw.

Your weapon or object can do said technique an amount of times equal to half of your Charisma modifier(rounded up) before needing a long rest to recharge. You cannot do this in Grade 4 or higher cursed tools. You can make as many of these cursed tools as your Charisma modifier.

Cursed Object Creator

Prerequisites: You must have at least 11th level, 20 on Charisma score.

With enough time and experience, you have learned how to create cursed objects.

During a long rest with a willing creature, you can turn them into a cursed object. To turn a creature into a cursed object, they need an object imbued with their cursed energy, even a body part will do. Once they've become a cursed object, all Cursed Spirits with an intelligence of 10 or less within (100 times the cursed energy of the creature in the cursed object) fts. must make a Wisdom saving throw. On a failure, they are drawn into the object and are going to use all of their action to try and consume them. On a success they won't detect it.

If a creature that's not a construct or cursed spirit consumes said object they'll have to make a Wisdom saving throw against the object's cursed energy DC before becoming an object. On a failure, they lose all of their mind and free will as the cursed object reincarnates in them, changing their race to Cursed Vessel. The reincarnated creature will retain all of it's previous features except racial ones, and will gain all the new features of their current body.

On a success, the creature will have control of it's body, having to share with said cursed object. Whenever the creature makes a initiative roll, it must make a Wisdom saving throw against the cursed object cursed energy DC, or have their body controlled by them for 1 minute. At the end of the minute, they may remake the saving throw.

Cursed Object Transformation

Prerequisites: Cursed Object Creator

You have gone beyond the knowledge of even the most experienced sorcerers, becoming able to transform yourself into a cursed object.

As an action you can expend 20 cursed energy to turn a part of your body into a cursed object. If someone consumes it, it will work the same as the cursed object creator feat explains.

Background Feats

All of these feats are only obtainable when creating your character, they do not spend a feat slot but you must ask your gm if you have permission to use them.

Artificially Created

You were artificially created by a powerful sorcerer for a greater purpose, this trait has provided your abnormal properties.

You will gain proficiency in Constitution saving throws and one of the following benefits:

Poisonous Blood. Your blood is akin to a particularly dangerous poison, making yourself a deadly weapon. If your blood comes into contact with a creature, it takes 1d12 poison damage at the start of it's turns until it is removed as an action or 1 minute has passed. If your blood enters the body of a creature that doesn't possess the Artificially Created Feat, it must make a DC20 Constitution saving throw or become paralized until the beginning of it's next turn. It will also become poisoned for 1 minute as well. Poison damage from this feature overcomes resistances and immunities.

Otherworldly Strength. Your body has been reinforced to withstand very powerful attacks from all sources. You'll gain 3 additional hit points towards your hit point maximum whenever you gain a level. Additionally, when you gain a level, your Strength score increases by +1. In addition, your Strength score limit is increased to 22. However, this trait causes you to be unable to use your Innate Technique until 12th level. Sorcerer Paths are unaffected by this.

Dense Cursed Energy

Prerequisites: Must not possess Unique Cursed Energy

Your cursed energy is far more denser than normal, making its usage more powerful.

You will gain the following benefits:

Your Cursed Strike damage die is now a d12. Your Cursed Energy Armor temporary hit point amount is now the amount of Cursed Energy spent times 15. Your Cursed Weapon Enhancement damage die is now your proficiency bonus times 4. Whenever you use a damage dealing feature that utilizes cursed energy it's damage dice will be increased by one tier.(d6->d8->d10)

Unique Cursed Energy

Prerequisites: Must not possess Dense Cursed Energy

Your cursed energy naturally possesses a unique trait, making it both rare and powerful.

You will gain the following benefits:

  • Choose one damage type excluding necrotic and radiant. The chosen damage type becomes your Cursed Energy Trait. When activating Cursed Armor, you gain resistance to your Cursed Energy Trait. When you deal damage with the Cursed Strike or Cursed Weapon Enhancement, its damage type becomes the same as your Cursed Energy Trait. Any features that may change their damage type depending on your selected Cursed Technique changes to match your Cursed Energy Trait.
  • Your Cursed Energy Trait naturally provide you with one of the following options:
  • Wellspring Of Energy. Your Cursed Energy maximum will increase by your proficiency bonus + your Charisma modifier. If you already possess a similar feature that is granted by your Cursed Technique or Sorcerer Path, your Cursed Energy maximum will instead increase by your Strength, Dexterity, or Constitution modifier (Your choice).
  • Dynamic Striker. Whenever you score a critical hit with an attack roll that uses a feature affected by your Cursed Energy Trait or a creature rolls 1 on the d20 against a feature affected by your Cursed Energy Trait, the creature is afflicted with a condition that depends on your Cursed Energy Trait excluding the incapacitated, paralyzed, and restrained conditions (Discuss with your DM as which condition is possible) that lasts for 1 minute. They can end the chosen condition early by succeed on a saving throw at the beginning of their turn (You may decide the save as apart of selecting this option)
  • At 14th level, you gain resistance to your Cursed Energy Trait and if you have Cursed Armor active, you become immune to your Cursed Energy Trait instead. Additionally, anytime you use a feature with its damage type changed to your Cursed Energy Trait, you can bypass the resistance that a creature or target may have against that damage type but not any immunities it could possess.

Design Note:

Variant Rule: This Technique Is Mine! If a player character possesses the Unique Cursed Energy background feat, the DM may allow for your Cursed Energy Trait to fundamentally alter how your Cursed Technique functions. This can be anything from damage-type alterations to even entire features being replaced with new ones. Discuss with your DM regarding potential changes or feature reworks if this variant rule has been allowed.

Cursed Energy Celestial Restraint

Your body has been born with a vow that makes you unable to travel on sunlight, in exchange on gaining enormous reserves of cursed energy. You will gain the following effects, depending on the severity:

  • Your Cursed Energy maximum increases by 10 in a minor severity. By 20 in a moderate severity, and by 30 on a major severity.
  • While your body is in direct sunlight you will receive 1d12 radiant damage at the beggining of your turns in a minor severity. You will receive 2d12 radiant damage on a moderate severity, and 3d12 radiant damage on a major severity. This damage cannot be reduced.
  • Your hit die stay the same in a minor severity. It will be reduced to a d6 in a moderate severity, and to a d4 on a major severity.

Six Eyes

Prerequisite: Must pick the Gojo Clan sorcerer family, must be a human.

Design Note:

This feature can be given to only one creature per campaign. This feature is extremely powerful, so take extreme care when handing this out to a player.

You have the gift granted only to the strongest of the Gojo Clan, the Six Eyes. You will gain the following benefits:

Illuminated Vision. You will gain 60 ft. of Truesight while at your maximum Cursed Energy. You may not have any penalties for seeing through any thin, light and non rigid object, such as a blindfold, towel, or scarf, allowing you to use it as a way of protecting your eyes from the sheer amount of information your eyes capture.

Cursed Energy Economy. You Due to your six eyes, the amount of cursed energy you spend in your techniques is ridicously less than the avarage sorcerer. Every feature that uses Cursed Energy, will instead cost 0.3 times the Cursed Energy(rounded down, minimum of 1). (Ex:If a feature costs 5 Cursed Energy, you'd spend 1 Cursed Energy.) This reduction cannot stack with any other reduction features.

Information Overload. Due to the amount of information your eyes capture, if you're not wearing any light object to protect your eyes, you cannot mantain concentration in anything. At 14th level you will lose this detriment.

Amazing Student, Terrible Teacher. You have disadvantage in any rolls related to teach something to a creature, while on the other hand you have advantage in any rolls related to learning something.

Perceptive Eyes. Nothing escapes your watch, you will gain expertise in Perception, and can gain advantage on your next Perception check as a bonus action. You may use this feature once, regaining all uses at the end of your next short rest. You gain 1 additional use at 5th level, and again at 10th (3), 15th (4), and 20th level (5). At 6th level, you may spent a use of this feature as an action to cast detect magic with a range equal to your Truesight.

Technique Reader. Normally trying to figure out your opponent's technique takes great deduction skills, however with six eyes you just get this info with one good look. As a free action, you can look into a creature and receive the following information: Their Jujutsu Sorcerer or spellcasting class level. Their cursed technique features and spells they currently have. And their cursed energy and spellslots remaining.

At 14th level, you do not lose your Truesight while below your maximum Cursed Energy. You can spend 6 Cursed Energy as a bonus action to expand your range of Truesight to 120 feet for 1 minute in initiative, or 1 hour out of initiative.

Jujutsu Genius

Prerequisite: Must have three Ability Scores of 15 or higher, one of which is Charisma

Design Note:

This feature is considerably powerful, take very careful consideration and care whenever this is handed out to a player or used with an NPC. It is noted to function on the same field of power as both the Six Eyes background feat and the One In A Billion cursed feat

Your potential is virtually limitless even when compared to other incredible Jujutsu Sorcerers or Cursed Spirits. You gain the following benefits:

Cursed Energy Abundance. Your Cursed Energy Maximum increases by half of your character level (rounded up) + your proficiency bonus. Once per long rest, you can grant yourself temporary cursed energy equal to twice your Charisma modifier (A minimum of 2) as a bonus action. This temporary cursed energy can only be expended on features found in your chosen Cursed Technique or Sorcerer Path.

Endless Possibilities. One prerequisite belonging to a feat or cursed feat can be ignored by you however you cannot ignore prerequisites that may require another feat or cursed feat to obtain them.

Skilled But Unmindful. Your skillset is diverse but your defenses against certain attacks are very limited. At 1st level, you do not gain your class skill and saving throw proficiencies. Instead, you gain three skill proficiencies and a +1 bonus to all of your saving throws (excluding death saving throws). Reaching the 14th level, you can select two skills of your choice to be proficient in. Furthermore your saving throw bonus increases to a +2 and you can choose two skills you were already proficient in to gain expertise instead.

Exemplary Student. You seamlessly acquire additional abilities that other sorcerers train tirelessly for. You gain the Basic Barrier and Cursed Energy Manipulator Cursed Feat at the 3rd level, ignoring their requirements. If you choose Tokyo High, you gain the Curtain Cursed Feat at the 7th level, ignoring its requirements. If you choose Kyoto High, you gain the New Shadow Style: Simple Domain Cursed Feat at the 7th level, ignoring its requirements. At the 14th level, if you had chosen Tokyo High, you choose between gaining either Reverse Cursed Technique or Chanting Cursed Feats, ignoring their requirements. At the 14th level, if you had chosen Kyoto High, you gain either Cursed Enhanced Body or Black Flash Cursed Feats, ignoring their requirements.

Jujutsu Pinnacle. If you have an Cursed Technique, you begin with 10 refinement points towards a Domain Expansion. If you are in a combat encounter against a hostile creature that has a level/CR which is a minimum of 5 levels above your character level and you survive, you gain refinement points equal 15 times your Charisma modifier. If you have a Sorcerer Path, you gain the Binding Vow class feature however your limit begins at 1. When you would gain the Binding Vow class feature at 5th level, the number of Binding Vows you can possess becomes 1 + your Charisma modifier + half of your proficiency bonus (rounded down). You cannot acquire the One In A Billion cursed feat.

PART XV

Backgrounds








Sorcerer Family

Sorcerer Families are clans of jujutsu sorcerers that pass down inherited cursed techniques through generations. These attributes make sorcerer clans prominent figures in the jujutsu world. This is especially true for the Big Three Sorcerer Families who hold the most prestige and influence due to their bloodlines' innate talent for jujutsu. The three great sorcerer families of the jujutsu world are the Zenin Family, the Gojo Family, and the Kamo Family. You have been born into one of the three great sorcerer families, having been raised by them since you were young.

Skill Proficiencies: Choose two between Athletics, Acrobatics, Deception, Performance, Persuasion, Religion.

Tool Proficiencies: One artisan's tools of your choice.

Equipment: 10gp, a simple weapon, a clan's uniform.

Clan

You have been born to one of the sorcerer clans, roll a d3 to choose.

d3 Clan
1 Kamo Clan
2 Gojo Clan
3 Zenin Clan

Kamo Clan Feature: Pure Bloodline

You were born in the family that values it's blood purity, making you learn to avoid the external jujutsu world but also giving you more knowledge about it. You have an easier time searching for or remembering information that involves the history of the jujutsu world, and due to your knowledge and wisdom the higher ups will be more complient to help you.

Gojo Clan Feature: The Strongest Clan

Due to being born in the family were the strongest sorcerers are born, your voice have maximum authority on others. Fellow Sorcerers will listen to your ideas more easily, and will not oppose to most of your actions. You'll also can stop conflicts more easily, since your mere presence already settles things down. However, the higher ups will dislike you despite being willing to hear your ideas.












Zenin Clan Feature: Power Above All Else

You were born in the family were power is the sole thing that defines your value, weakness is seen as shameful and will be ridicularized. You take half the time to learn a new combat skill, be it a spell, fighting style or a cursed technique (Example: While for a normal person learning martial arts would take a week, you can do it in 3 and a half days). You will also receive better treatment from your fellow Zenin clan members depending on your power status.

Additionally, a significant portion of the Special Grade Cursed Tools will be in possession of your clan, such as the Split Soul Katana and the Inverted Spear of Heaven.

Depending on the urgency and your status within the clan, you may either acquire them or steal them. These tools are strictly unknown to the rest of the world, and only blood members know where they are stored.

Alternate Feature: Exile

You have been exiled from your clan due to a terrible crime, breaking a rule, or simply because you decided to leave and never come. Whatever were your reasons, one thing is certain, you want nothing to do with your clan anymore. Due to your newfound neutrality since you left your clan, the other clans have become more acceptant of you. You may get information, ask for help, and even trade easier with any clans outside of your own.

Suggested Characteristics

d8 Personality Trait
1 I judge people by their strength, not only as a person but also as a fighter.
2 Give me the pay, and i'll do it.
3 I must spread positivity so the world can become a better place for those i care about to live in.
4 I just take it easy, there's no need to rush things.
5 I'm impulsive and tend to act more on my feelings than my thoughts.
6 I'll fight for it if i think it's right.
7 Rules are absolute, i won't disobey them.
8 I want to turn against my clan.
d6 Ideal
1 Judgement. I’m going to help the people I believe are good. (Neutral)
2 Freedom. I'd rather die than just be what they want me to be. (Chaotic)
3 Loyal. I will obey my clan's orders until the end. (Lawful)
4 Protector. Protecting those i care about is the most important thing for me. (Good)
5 Visionary. I will turn this world upside down, no matter the means. (Evil)
6 Dutiful. If the mission is given, i must accomplish it. (Any)
d6 Bond
1 My friends are my world.
2 I will get my revenge on those who wronged me at my clan.
3 My clan is sacred to me, i must defend it's members with my life.
4 I have unsolved business with my sibling and we ended up distancing from each other.
5 I couldn't care less about bonds, i live for myself and myself only.
6 I have few people who i can truly trust, and i value them a lot.
d6 Flaw
1 I don't see you as human if you're not a sorcerer, you're not a sorcerer if you're not from my clan.
2 I won't mind if any of the other clans go out of business, i only care about mine.
3 I believe our bloodline must be kept pure, which makes me not want to fall in love with outsiders and disapprove of those who do so.
4 No one is deserving of becoming the next head of the clan but me.
5 If your not strong i think you're as good as trash.
6 I am extremely proud of my bloodline, and can get physical if someone disrespects it.

PART XVI

Races
















Cursed Spirit

Physical Description

Cursed spirits bodies are entirely made up of cursed energy. Their metaphysical existence makes it impossible for non-sorcerers to perceive or touch them. Living humans who have been cursed can only tell they have strange symptoms without realizing a cursed spirit behind it. Non-sorcerers whose lives are put in danger by a curse may gain the ability to see it in that life or death situation.

Curses come in all kinds of grotesque shapes and sizes. Special grade cursed spirits with high intelligence tend to be bipedal creatures with shapes comparable to humans. They are capable of holding a normal conversation and working together as an organized group.

History

The origin of curses and jujutsu is largely unknown. However, it can be surmised that because cursed energy comes from negative emotion, curses have always existed alongside humanity. During the Heian Era, the golden age of jujutsu, the sorcerer Ryomen Sukuna was recognized as the undisputed King of Curses. His influence has lived on to greatly affect the current age.

In the modern-day, the number of unexplained deaths and disappearances in Japan exceeds ten thousand annually. These statistics are a direct result of the influence that curses have on normal society. Their existence has been kept secret from non-sorcerers, as they are invisible to them. jujutsu sorcerers act in secret to repel the threat of curses.

Attitudes and Beliefs

Cursed Spirits tend to linger around their point of origin and instinctively curse humans. Other than that, a curse's habits vary a great deal from spirit to spirit. Curses are most stable while possessing an item, and some curses can possess inanimate objects to become cursed corpses.

Cursed Spirits Names

Cursed Spirits rarely have gender, but they do have names. They all have names.

Names: Mahito, Jogo, Hanami, Dagon, Rika, Sukuna


Cursed Spirit Traits

Evil spirits created from human's negative emotions.

Ability Score Increase. Your Charisma score increases by 3. You cannot increase your scores above 20 this way.

Age. Since the day of your creation, you are cursed to live for as long as you are not exorcised.

Alignment. Cursed Spirits rarely mantain any level of intelligence, but when they do their aligment turns towards being more Chaotic or Evil.

Size. Cursed Spirits sizes vary a lot, some being gigantic while others being minuscule. Your size is your choice, you may choose to small up to large.

Speed. Your base walking speed is 30 feet.

Regeneration. Due to having a body fully made of cursed energy, any wounds can be solved with cursed energy. As an bonus action, you can spend a hit die and regain hit points equal to the amount rolled. In addition, you may instead regenerate a missing limb by spending one additional hit die and forgoing the hit point gain.

Undead Nature. You don’t need to eat, drink, or breathe. You don’t need to sleep. You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. Your creature type is undead, specifically cursed spirit.

Abnormal Body. As a cursed spirit, your body is bizzare and grotesque to the sight because of your unnatural formations. You have three points, you may spend it however you want on the parts listed at the Body Functions List.

Cursed Nature. You are a Cursed Spirit, which means having a cursed body made out of humanity's impure thoughts. You become vulnarable against radiant damage.

Invisible Force. You are entirely made out of cursed energy, meaning you cannot be seen by normal people. Creatures without levels in the Jujutsu Sorcerer class or who cannot see into the ethereal plane cannot see you. Although, if these creatures were in a life and death situation(less than half their maximum hit points), they gain the ability to see you.

Hard to Kill. If you are reduced to 0 hit points, you can choose to be considered stable due to your cursed body, even if the conditions would normally kill you. This feature does not work if the damage that reduced you to 0 hit points was Radiant. You may use this feature once per long rest.

Languages. You can speak, read, and write Common and one other language of your choice.

Subrace. You must choose what type of cursed spirit you are.

Vengeful Cursed Spirits

A cursed spirit created when humans become a curse after death. Those whose deaths are cursed have the possibility of having their spirit corrupted and transformed into a vengeful spirit. Sorcerers have an increased chance of turning into a curse after death, but this can be prevented by killing them with jujutsu.

Not Going Down. When you are reduced to 0 hit points, you may fall to 1 hit point instead. You may use this once per long rest.

Grudge. You have a grudge against something or someone. Choose a creature type, a size, then an aligment, whenever you deal damage or attack against creatures with the listed conditions you may add a +1 bonus.

Revenge. You have a great sense of vengeance, and can't stand when someone wrongs you. When someone hits you, you can choose to make your next attack against them with advantage. You may use this feature as much as your proficiency bonus.

Imaginary Vengeful Cursed Spirit

A cursed spirit manifested from the cumulative fear of the masses. When many people share an image of fear, such as famous yokai or ghost stories like the Nine Tailed Fox, an Imaginary Vengeful Spirit can form. They are widely feared by sorcerers and classified as such to distinguish them from other curses.

Famous Name. You are based on a real world fear, so people's fear for you is far greater than to other normal curses. Whenever you roll initiative, you may force every hostile creature that can see you to make a Wisdom saving throw(DC=8 + your Charisma modifier + your proficiency bonus). On a failure, they are frightened for one minute. They can reroll this saving throw in the beggining of their turns to end the condition early. On a success, they are immune to this feature for 24 hours. You may use this feature as much as your Charisma modifier(minimum 1).

Your Fears Become Real. Your source of fear has grown around the world, so you have learned a lot about it. Whenever you roll a skill check related to your source, you do so with advantage.

Sadism. You have immense sadism when beating your victims. Whenever you deal damage to someone who is frightened of you, half of the total damage will be converted in temporary hit points to yourself. These temporary hit points cannot go above your level.

Disease Cursed Spirit

Plague and general sickness are concepts constantly cursed by humanity, resulting in powerful disease curses. These type of cursed spirits can use cursed techniques to infect humans with their respective diseases to curse and kill them.

Born From the Plague. You have immunity against disease and the poisoned condition, and you have immunity to poison damage.

Disease Imbued Strikes. Your body is a living disease, and you may spread it just from a mere touch. Your natural weapons and Unarmed Strikes all add 1d4 poison damage, evolving to a d6 at 5th level. In addition, if you try to inflict the poisoned condition in a creature, they roll their saving throw with disadvantage.

Walking Plague. People fear you just from your mere presence, since they know one touch could be lethal. Starting at 5th level, every time you touch a creature with a body part of yourself they must make a Constitution saving throw(DC=8 + your Constitution modifier + your proficiency bonus). On a failure, they will be infected with the disease that most suit your Cursed Spirit. On a success, they will become immune to this effect for 24 hours. This effect happens only once per round. You must talk with your GM to reach a conclusion on what is the most fitting disease.

Cursed Womb

A Cursed Womb is the uterus-like evolutionary stage of an immature curse spirit. They are capable of producing powerful fully fledged curses after the metamorphosis is complete.

Undeveloped. You are like a newborn in the world of cursed spirits, not being as mature as the others. You cannot clearly speak any language, though you can read and write them.

Womb Protection. Due to being a cursed womb, your skin is harder and denser than most cursed spirits. Your natutal AC is 12 + your Constitution modifier.

Trauma. Cursed wombs grow stronger with trauma, be it phisical or phiscological. Whenever you take damage, you can add +1 to your melee weapon damage rolls. This goes up to a maximum equal to your proficiency bonus. This damage bonus is reseted at the end of a short or long rest.

Body Functions List

Curses all come in different sizes and shapes, but they're always a sight to behold.

  • Bite

1 body function point

You have sharp fangs on your mouth. On a hit, you deal 1d4 piercing damage and the enemy must make a Strength saving throw(DC=8 + your Strength modifier + your proficiency bonus). On a failure, he is grappled by you and you may not bite another creatures but the grappled creature.

  • Vicious Bite

Prerequisite: Bite Body Function, 1 Body Function Point

The fangs within your mouth are more lethal than even Cursed Tools. Your bite now inflicts a d6 instead of a d4 and any creatures grappled using your bite have disadvantage on breaking grapples with you.

  • Claws

1 body function point

You grow sharp claws in your hands. On a hit, you will deal 1d8 slashing damage.

  • Wicked Claws

Prerequisite: Claws Body Function, 1 Body Function Point

Your claws are jagged, serrated, hooked or perhaps a combination of the three which are suited for lethal attacks. Your claws inflict an extra damage die on critical hits you score with them. Additionally once per turn when you hit a creature with your claws you can reduce the speed of the target by 10 feet until the start of your next turn.

  • Tail

1 body function point

You have a large tail that you have many ways to use. Objects may be carried and manipulated with it, including fine manipulations. You cannot hold a weapon or shield using your tail. Due to the increased balance your tail grants you, you are proficient in the Acrobatics skill. If your tail is severed, you are no longer considered proficient in Acrobatics.

  • Prehensile Tail

Prerequisite: Tail Body Function, 1 Body Function Point

The large tail you possess is much more dexterous than what it once was. You are capable of holding weapons without the two-handed or heavy property and shield using your tail. You can use your tail to perform unarmed strikes, doing so will increase their reach by 5ft.

  • Wings

1 body function point

You have bizzare wings on your back that don't quite handle your body. As an action you can use your wings to fly, gaining flying speed equal to half your walking speed.

  • Strengthened Wings

Prerequisite: Wings Body Function, 1 Body Function Point

The bizarre wings that appear on your body have adjusted to accommodate your abnormal body. You can use your bonus action as opposed to an action in order to fly as it will now grant you a flying speed equal to your walking speed + 10ft. Whenever you are falling and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.

  • Elemental Body

1 body function point

Because of your legend, your body is filled with an element of some kind. You will gain resistance to one of the following types, fire, cold, lightning or acid. In addition, you may choose to deal an amount of the damage type chosen equal to your proficiency bonus to a creature you're grappling.

  • Apart Of Nature

Prerequisite: Elemental Body Body Function, 1 Body Function Point

Your body is more or less apart of nature itself rather than wielding a semblance of it. You gain immunity to the damage type chosen by Elemental Body. Your natural weapons and unarmed strikes can inflict the damage type that you are immune towards as opposed to its normal damage type (You can select whenever you rolling for damage).

  • Secondary Arms

1 Body Function Point

You have grown a pair of secondary arms that form beneath your primary set of 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 object, or even wield a weapon that has the light property. Due to the increased number of arms, you are proficient in the Athletics skill. If both of these lesser arms are severed, you are no longer considered as proficient in Athletics.

  • Empowered Frame

Prerequisite: Secondary Arms Body Function, 1 Body Function Point

Your mastery over these additional number of arms makes physically more imposing than others of your race. You will count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift whilst you have these secondary arms. If you make an unarmed strike, you can make an additional attack using one of these additional arms as apart of the same action once per turn. This additional attack using your arms has its damage (die) reduced by 2 damage tiers (To a minimum of 1).

  • Keen Sight

1 Body Function Point

The eyes that your supernatural body possess are not those of humans but an animal. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. You gain proficiency in the Perception skill.

  • Eyes Of The Supernatural

Prerequisite: Keen Sight Body Function, 1 Body Function Point

Your ability of sight goes beyond the likes of humans and animals but is a supernatural gift that can view through all kinds of phenomenon, natural or super. You can see in dim light within 100 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. You can see normally through darkness caused by supernatural and non-supernatural effects and you can see through barriers as well.

  • Fearsome Appearance

1 Body Function Point

Your body has an appearance with an absolutely frightening form which causes creatures to naturally feel fear in your presence. You gain advantage on all checks and saves to resist the Frightened condition. You gain proficiency in the Intimidation skill.

  • Devilish Form

Prerequisites: Fearsome Appearance Body Function, 1 Body Function Point

The form you possess resembles creatures of supernatural myth in ways that you might be the origin of such myth. So much so you do not bend to the influence of others. You gain advantage on all checks and saves to resist the charmed condition. You cannot be put to Sleep by non-magical or supernatural effects. Once per long rest, you can end a condition caused by failing either a Wisdom or Charisma saving throw.

  • Horn-Headed

1 Body Function Point

A pair of robust horns appear from your head. You can make unarmed strikes with these horns that inflict 1d6 + your Strength modifier as piercing damage.

  • Bull-Headed

Prerequisite: Horn-Headed Body Function, 1 Body Function point

The entirety of your head and neck has transformed to focus on wielding your horns as weapons. Your horns now inflict a d8 rather than a d6. Additionally after you land an attack using your horns, you may forgo your ability modifier from the damage roll to attempt a grapple or shove against the creature you attack as apart of the same action.

  • Cloven Feet

1 Body Function Point

Your feet and legs have transformed in a way that ideal for swift movements. Your walking speed increased by 10ft. You also gain an additional 10ft of walking speed whenever you take the Dash action.

  • Equine Physique

Prerequisite: Cloven Appendages Body Function, 1 Body Function Point

The entirety of your lower half has warped into an beastial masterpiece which provides you with incredible swiftness. Your walking speed is furthered increased by 10ft. When you use your action to Dash, you can use a bonus action to make one unarmed strike or shove against a creature. Your unarmed strike gains a bonus equal to half of your proficiency bonus, rounded down to their attack and damage rolls. Your shove attempt gains a bonus to the skill check equal to your proficiency bonus.

Cursed Vessel

Physical Description

Cursed Vessels have the appearance of the original race who has consumed the cursed object, but generally having markings around their face and arms, or having another unnatural features.

History

Cursed Vessels are born from incarnation, which happens the remains of a sorcerer have become a cursed object and are ingested by someone. It is best described as the fusion between a cursed object and human flesh. In most cases, the host's body is completely taken over and their consciousness is completely suppressed. The incarnated individual receives memories, knowledge and common sense from their vessel's brains.

Attitudes and Beliefs

Cursed Vessels almost aways have some form of objective, making sure that when they revive they will chase this goal even if it means killing everything in their sight.

Cursed Vessel Names

Cursed Vessels dont have a specific set of names, just using the name their original name that they had when alive.

Cursed Vessel Traits

Sorcerers who became cursed objects, and are now in a new body

Ability Score Increase. Your ability scores increases are the same of the race you have possessed.

Age. Your lifespan is the remaining of the body you have possessed.

Alignment. Cursed vessels are almost aways chaotic people, not caring about what happens to others around them and wanting to cause destruction.

Size. Your size is the same as the race you have possessed

Speed. Your base walking speed is the same as the race you have possessed. New Body Functions. You gain 2 features of your choice from the race you have possessed.

Body Properties. Your creature type is defined by the creature you have possessed. This Body Is Mine. You gain advantage against effects that would alter your form.

Languages. You can speak, read, and write Common and one other language of your choice.

Subrace. There are two forms of vessels, imcomplete vessels and complete vessels. You start as an imcomplete vessel and then become a complete vessel after erasing the will of the old body owner.

Incomplete Vessel

Owner's Will. When you possessed your body, the host wasn't willing to give the body to you so it will try to stop you by limiting your power. Whenever you use any of the features from your old body to cause harm to allies or things that the old body owner had affection for, you'll have a massive decrease in power. Your damage rolls are halved(rounded down) and the saving throws to your features are made with advantage.

Destruction of Will. You have found a way to remove the host's will to live completely, to submerge the body into darkness. The first thing you must do is submerge yourself in a pool full of blood during an entire short rest. The second thing is to kill a loved one of said creature using only it's features. After killing it, their soul will be sent to deep within the darkness and you will become a complete vessel.

Complete Vessel

Soul Damage. You have learned how to utilize the soul trapped inside of you to negate damage. You have a pool of hit points equal to the maximum hit points of the creature you're possessing used to have. Whenever you receive damage, you can spend cursed energy up to your Charisma modifier + your proficiency bonus to remove 10 hit points from the pool per cursed energy spent. Once those points run out you only regain the full hit points.

Perfect Reincarnation. You have done what's considered impossible by all, you have learned how to reincarnate in your body. As an action or reaction to being reduced to 0 hit points, you can transform into your original body, losing all the benefits and traits you have gained with the cursed vessel race. In addition, your hit points and cursed energy will be restored to it's maximum, and any conditions, diseases or harmfull effects affecting you are removed.

Practice

Safe

Homebrewing

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

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Cover Art: Skiorh

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All Credits to:

Shueisha from the page https://www.dandwiki.com/wiki/Jujutsu_Sorcerer_(Jujutsu_Kaisen_Supplement)#Brain_Technique

 

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