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Jujutsu Sorcerer
\pagebreak # 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 |
\pagebreak ### 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 + proficiency bonus + your Charisma modifier.** **Cursed Energy Attack Roll = 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. \pagebreak ### 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. \pagebreak | 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: \pagebreak * 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. \pagebreak
# 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 Starting at 1st level, you have learned 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, you dismiss them at will, or a number of minutes equal to your Charisma modifier passes. If your Charisma score is 18+, you may now instead have your spirits out for a number of hours equal to half of your Charisma modifier (rounded down). You may control them using a bonus action, though it can use its reactions at will. When the Divine Dogs are reduced to 0 hit points, they can only be summoned again after 1 minute. #### Trial 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 Starting at 6th level, you may store objects in an extra-dimensional space within your shadow. You may spend 1 Cursed Energy to interact with an object in this space, potentially removing it. All the items still count against your carrying capacity. At 14th level, you can connect to the shadows of a number of creatures up to your Charisma modifier. As a bonus action for 1 cursed energy, you may teleport behind this creature's shadow from any distance, even on another dimension. In case you do this on a hostile creature, the creature makes a Perception check against your cursed energy DC, on a success they know you are behind them, on a failure they will be surprised. #### 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. \pagebreak #### The Well's Unknown Abyss 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 Cursed Totality form. The sacrificed creature cannot be summoned for 1 week, after which the other creature loses its Cursed Totality feature. ##### 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 | Eight-Handled Sword Divergent Sila Divine General Mahoraga | Multiattack action increases to 6 attacks |
\pagebreak #### Tokyo School Feature: Incomplete Shadows 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 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. You may also spend a bonus action to create a number of clones of yourself equal to your Charisma modifier, 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. 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. In addition, your Shikigami won't cost you Cursed Energy. ## Shikigames
___ > ## 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. \pagebreak ___ > ## 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.
\pagebreak ___ > ## 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.
\pagebreak ___ > ## 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. ___
\pagebreak ___ > ## 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.
\pagebreak ___ > ## Mahoraga > Huge monstrosity (shikigami), neutral evil > ___ > - **Armor Class** 23 (natural armor) > - **Hit Points** 337 (25d12 + 175) > - **Speed** 70 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |28 (+9)|16 (+3)|24 (+7)|10 (+0)|8 (-1)|10 (+0)| > - **Saving Throws** Str +15, Con +15 > - **Skills Athletics** +21 > - **Proficiency Bonus** +6 > - **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** 20 (25,000 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, the wheel on the top of its head spins. When Mahoraga's turn arrives, he will gain immunity to all damage taked so far for 1 hour (He cannot gain immunity to silver attacks, so instead of immunity, it becomes resistance.) > - **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. > - **Regeneration.** The Mahoraga regains 20 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's head begins to spin violently, and it makes one Sword of Extermination attack against each creature within 120 feet of it that it has used Eight-Handled Wheel against in the past minute. ___
\pagebreak ## 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. \pagebreak ___ > ### 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.
\pagebreak ___ > ## 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. \pagebreak ___ > ## 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. \pagebreak ___ > ## 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.
\pagebreak ___ > ## 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.
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# 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. ### Slashing Cursed Energy Your innate technique makes you a master of cutting. You gain resistance to slashing damage when you activate your Cursed Energy. When you deal damage with the Curse Strikes or Cursed Blast, it's type will be changed slashing. ### Immense Cursed Energy At 3st level, 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 Intelligence modifier. ### Dismantle Starting at 3st 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 30 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. At 10th level all of your slashes now have a range of 150/600 feet. If your target can't see this attack, being within 5 feet of a hostile creature doesn't impose disadvantage on this attack roll. ### Perfect Form At 3rd 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. * You reduce your domain expansion 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.
\pagebreak ### Open At 6th 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 2 times your proficiency bonus, 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) ### Cleave At 10th 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 150/600 feet of you. Make a Cursed Energy Attack. On a hit, the target takes a number of d10s equal to your proficiency bonus + the amount of Cursed Energy spent. This attack ignores any kind of resistance or immunity, since it adapts to the targets body. You have advantage against creatures that can't see invisible objects when you use this technique. ### World Cleave At 14th level, you've figured out how to not only cut your opponents, but the world itself. When you use your action to cleave a creature, you can spend an additional 10 cursed energy points to target everything within a 50 foot cone behind them, along with them, including objects. Each creature must make the save consitution save, taking damage as though they were also your target. Objects in the area take this damage, and are cleaved in 2 if they're reduced to 0 hit points. Finally, this effect bypasses barriers such as the infinity technique. \columnbreak ### Domain Expansion, Malevolent Shrine At 20th level, you have learned how to manifest your domain, the Malevolent Shrine. For 20 cursed points, as an action, you can manifest a shrine behind you, as you manifest a barrier around the shrine, trapping everyone in a 175ft. radius in your domain. When a creature starts their turn within this radius, they take Xd8 slashing damage, where X is your proficiency bonus, as the domain attempts to cleave them apart. Additionally, objects within the radius take this damage at the end of each of your turns. Additionally, if a creature or object within this range has resistance to slashing damage, this domain and all of your innate technique abilities ignore that resistance. Finally, creatures within this range have disadvantage on their saving throws against your innate techniques, and your dismantle attacks automatically hit.
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# 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 Energy Armor. When you deal damage with the Curse-Empowered Strikes or Cursed Energy Ray feature, it's type will be changed force damage. ### Infinity * Starting at 1st level, you gain the ability to use you manipulation over gravity to protect yourself more effectively. As an action for 4 Cursed Energy, you can encase yourself in a gravitational field for 1 minute. When you are targeted by an attack or spell, you roll a d6. On a 4 or higher, any attacks or spells will not affect you until the beginning of your next turn. At 6th level, you must roll a 3 or higher, and at 10th level you must roll a 2 or higher. 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.
### Cursed Technique Lapse: Blue * 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 3d8 force damage, are stunned 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 can jump out of the sphere by half their jump distance. At 13th level, when you use your blue technique in its Maximum Output form you may spend 1 Cursed Energy 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 * At 6th level, you have learned how to manipulate the space-time around you and how to bend it. When you move, you can choose to teleport to the location, causing you to not provoke attacks of opportunity. As a reaction for 5 Cursed Energy when you are targeted by an attack, you may teleport up to 30 feet, causing the attack to miss. You can only use one of these teleport features per round. Additionally, you can get a flying speed equal to your normal speed as an action for 6 Cursed Energy. Though you must spend 1 Cursed Energy at the beginning of your turns to keep this active. At 14th level, you can cast teleport as an action for 15 Cursed Energy. ### Red * 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 5 feet of the point must make a Strength saving throw. On a failure, they are knocked back up to 20 feet, take 6d8 Force damage, and are knocked prone. On a success, the damage is halved and they are not knocked prone. You may spend additional Cursed Energy to a maximum equal to your proficiency bonus to increase this feature's damage by 1d8 for each Cursed Energy spent this way. In addition, you will gain the Reverse Cursed Technique feat. \pagebreak * **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 10d12 force damage and are moved to the end of the line, becoming paralyzed until the end of their next turn, 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, forcing the creature to make their saving throws with disadvantage and taking twice as much damage on a failure. ### 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 30 days, 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.
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# 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. \pagebreak * 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.
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# 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. * **Improved Reverse Cursed Technique** Prerequisites: You must have **Reverse Cursed Technique**.
\pagebreak > You have mastered this new type of energy. You may use this feature any number of times, and may cause a creature you touch to regain these hit points instead. You can spend 10 cursed points as a bonus action to regenerate a lost limb. Also, whenever you deal damage to a Fiend, Aberration or Undead, you can spend 5 cursed points to enhance an non-spell attack or feature from this class to deal double damage * 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 darvision up to 60ft. if the creature already has darkvision it will extend it's 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 it's walking speed, and it will be able to breathe underwater. * You may grant a number of alterations to the same creature equal to your proficiency bonus. * **When Magnified**: You ignore resistance. You also treat immunity as resistance. ### 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: | Alteration | CP Cost | Description | Restrictions |-------------|--------------------|-------------|------------- |Wings | 2 | You create wings out of your arms, they will grant you a flying speed of 60ft. While you are at least 15 feet from any surface, you gain a +2 bonus to AC. | You cannot use this alteration while Sword Arms, Spike Hands or Long Arms are active. |Sword Arms | 2 | You turn your arms into sharp swords. Your unarmed strikes damage type changes to slashing, and now also count as a light martial melee weapon. | You cannot use this alteration while Wings or Spike Hands are active. |Spike Hands | 3 | You turn your hands into large spike balls. Your unarmed strikes will now deal additional piercing damage equal to their current damage dice. | You cannot use this alteration while Wings or Sword Hands are active. |Long Arms | 3 | Your arms are enlongated, giving you more range. Your reach is increased by 10 fts. | You cannot use this alteration while Wings or Spike Hands are active. |Horse Legs | 3 | You transform your legs into horse hooves, granting you more speed. You will add +10 to your walking speed, and can now use the dash action as a bonus action. | None |Spiked Skin | 4 | Your skin will become filled with sharp spikes, increasing your defenses. Whenever you receive bludgeoning, slashing or piercing damage from a creature within 5ft. of you, you may spend your reaction to deal piercing damage equal to your unarmed strike die. | * You cannot activate the feature more than once per turn. Each form's benefits are removed at the end of an long rest or if you deactivate them as a bonus action. \pagebreak * In addition, when you use two alterations or more at once they can grant you new alterations. They are listed down bellow: | Alteration | Requirements | Description | |-------------|-------------|-------------| | Arm Whip | Sword Arms, Long Arms | By altering your arm's sharpness and size, you made a deadly whip. Your unarmed strike's damage will be changed to slashing and will increase their damage die by one tier, and your reach will increase to 15fts. | | Spiked Wings | Wings, Spiked Skin | Your wings are filled with spikes that you may launch at your opponents. You may throw spikes in your attack action using your cursed energy modifier, on hit they deal your unarmed damage die in piercing damage + your Intelligence modifier. | | Distorted Pegasus | Wings, Horse Legs | You transform your arms to become another pair of horse hooves while your wings go into your back, making you turn into a bizzare pegasus. You will gain flying speed equal to your walking speed, and your walking speed will increase by 20 fts. In addition, you may take the dash action as a bonus action. Also, an ally the same size or smaller than you may mount on your back. | ### 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 points 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 large sized creature out of the fusion of two or more Transfigured creatures. The creature will have the following features: * >It will fuse their Strength, Dexterity and Constitution scores.(Not going above 25) * >It will have the higher movement speed of all creatures. * >It will have the same Armor Class as yourself. * >It will lose all of their features, but will gain your Martial Arts, Evasion and Cursed Technique features. * > It will lose all of it's resistances and immunities. * > It will have 1/4 of the maximum hit points of all creatures used in the fusion. * > All of it's damage dice will increase by one for each creature used in the fusion. When using this technique, you can spend 2 additional Cursed Points to add another Transfigured Creature to the fusion. ### Instant Spirit Body of Distorted Killing At 14th level, you finally undestood the true essence of your soul. As an action for 3 Cursed Points you can transform your body into a more monster like appearance, giving you the following benefits: \pagebreak * >Your skin grows hard and durable, you will gain a +4 to your Armor Class, Strength, Dexterity and Constitution score. * >You will also gain resistance to non-magical bludgeoning, piercing and slashing damage. * >Your Natural weapons and unarmed strikes deal three additional damage dice. * >You gain a tail with a range of 10ft, you may make a natural weapon attack with it using your Intelligence modifier dealing 4d10 Bludgeoning Damage on a hit. * >You cannot use your Self Alteration feature. 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. \pagebreak
# PART VI ##### Private Pure Love Train
This Innate Technique focus around making bets and hitting jackpots, winning your fights with pure skill at luck. ### Fateful Advantage Starting 1st level, you have unlocked the secrets of manipulating fortune to gain a fateful advantage in your endeavors. Once per short rest, when you make an attack roll, ability check, or saving throw, you can choose to invoke your fateful advantage. Doing so allows you to roll an additional d20 and choose the higher of the two rolls, enhancing your chances of success. At 10th level, your mastery over luck improves, and you can now use this feature a number of times equal to your Charisma modifier before requiring a short rest. ### Domain Expansion:Idle Death Gamble 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 within 30 feet of you are taken to a demiplane that resembles a subway station as music starts playing. (You can change the appearance and events and music if you wish) You get 3 types of new attacks that can be used in an Attack Action, you can use different attacks or repeat the same one in an Action, each attack increases the "expectation" by a percentage. **•Green Balls Ranged Attack.** You throw up to 30 feet a green ball at the opponent that deals d4, this attack increases expectation by 10%. (Costs 1 Cursed Energy) **•Red Rod Attack.** You hit the opponent with a reddish rod that tails d8, this attack increases expectation by 25%. (Costs 3 Cursed Energy) **•Golden Door Attack.** You throw up to 30 feet or land a blow with a golden door that deals d12, this attack increases expectation by 40%. (Costs 4 Cursed Energy) 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 event, to know which event will happen you must roll d20 + your expectation bonus, you get +1 for every 10% in expectation. **Event 1- 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. The jackpot die is d12. (1-9)
**Event 2- Passenger Seat Competition.** Will the main character be able to take the seat and go seated??. If a jackpot happens he can sit down. The jackpot die is d10. (10-14) **Event 3- Bear the Squeeze for the Bathroom on the Express Train.** 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. The jackpot die is d8. (15-18) **Event 4- Last Train of 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. The jackpot die is d6. (19-20+) Whenever an event starts, no creature can make an attack or anything that affects another creature, the event lasts a number of turns equal to d10, that is, if it falls 4 on d10, it will last 24 seconds. At the end of the event, before rolling the jackpot dice, you must roll d20(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 or "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 play 3dX, 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 semi-plane is undone, your cursed energy becomes infinite and you become immortal. You earn 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".
\pagebreak All creatures can't leave the demiplane until you choose to dismiss it, drop to 0 hit points, or hit a jackpot. After you spent your use, you may summon your domain again by spending 25 Cursed Energy. ### 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, you can spend 5 Cursed Energy and your action bonus or reaction to choose to lock the result of two dice and reroll only one, but for each roll the die scale increases by 1 up to a maximum of d12. Also, the fourth event of the DAY is considered an automatic jackpot and you can bet on your events with a action bonus 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 which roll you want. You will get two bonuses for your expansion, when you activate "Idle Death Gamble" after getting a jackpot without bonus, you get the following bonus: **•Change of Probability.** The chance of your jackpot increases by a lot, you win twice what you normally would expectation. After you hit a jackpot with the above bonus, the next time you use "Idle Death Gamble" it will win 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 turn 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: Fortuitous Finale At 14th level, your expertise in luck takes on a grander scale, culminating in a Fortuitous Finale that elevates the excitement of your successful gambles. When you successfully hit a jackpot and activate your "Idle Death Gamble," you can choose to unleash the Fortuitous Finale as a bonus action on subsequent turns during the jackpot's duration. During the Fortuitous Finale, you gain the following benefits: **•Encore Surge.** As a bonus action, you can perform an additional attack using any of the three attacks available in your "Idle Death Gamble." This attack does not consume additional Cursed Energy and does not increase the expectation. **•Double Down.** Once during the Fortuitous Finale, you can choose to reroll any one jackpot die when determining the outcome of an event. This allows you to influence the events in your favor and potentially achieve a better outcome. If the reroll results in a jackpot, you gain an additional use of "Idle Death Gamble" without expending Cursed Energy. ### 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. You can choose which creatures will be taken with you to your doamin expansion, and you can use "Reverse Cursed Technique" as a free action while you have the jackpot bonus.
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# 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. \pagebreak ## 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.
\pagebreak ## 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.
\pagebreak ## 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.
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# 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.
>
#### 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: \pagebreak * 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: \pagebreak * 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. \pagebreak
# 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: \pagebreak
| 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: \pagebreak
|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. \pagebreak #### 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. \pagebreak
# 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. \pagebreak
# PART XIX ##### 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) \pagebreak ### 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.
\pagebreak 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. \pagebreak
##### 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. \pagebreak 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. \pagebreak 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.