Jujutsu Sorcerer (5e Class)

Jujutsu Sorcerer

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Jujutsu Sorcerer

The story of Jujutsu Kaisen is set in a world where Cursed Spirits feed on unsuspecting humans and fragments of the legendary and feared demon Ryomen Sukuna have been lost and scattered about. Should any curse consume Sukuna's body parts, the power they gain could destroy the world as we know it. Fortunately, there exists a mysterious school of Jujutsu Sorcerers who exist to protect the precarious existence of the living from the supernatural!

Creating a Jujutsu Sorcerer

A Jujitsu Sorcerer shows off his power, Source


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.

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: None
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Dex and Cha
Skills: Choose two from Acrobatics, Athletics, History, Insight, 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) 10 Dart or (b) Sling
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Jujutsu Sorcerer

LevelProficiency
Bonus
FeaturesCursed PointsUnarmoured MovementUnarmed Strikes
1st+2Unarmored Movement. Martial Arts, Cursed Strike510ft1d4
2nd+2Cursed Path610ft1d4
3rd+2Cursed Path Technique710ft1d4
4th+2Ability Score Improvement810ft1d6
5th+3Extra Attack. Dash By915ft1d6
6th+3Curse-Empowered Strikes, Cursed Path Technique1015ft1d6
7th+3Evasion1115ft1d6
8th+3Ability Score Improvement1215ft1d6
9th+4Improved Unarmoured Movement1320ft1d6
10th+4Cursed Path Technique1420ft1d8
11th+4Improved Cursed Strikes1520ft1d8
12th+4Ability Score Improvement1620ft1d8
13th+51725ft1d8
14th+5Cursed Path Technique1825ft1d8
15th+51925ft1d8
16th+5Ability Score Improvement2025ft1d10
17th+62130ft1d10
18th+62230ft1d10
19th+6Ability Score Improvement2330ft1d10
20th+6Cursed Path Technique2440ft1d12

Unarmored Movement⁠

Starting at 1st Level, your 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 during the move.

Martial Arts

At 1st level, your practice of Martial Arts 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 as a Bonus Action.

Cursed Strikes

At 1st level, you have began to focus the cursed energies within you into applying it on your unarmed strikes. You can do this a number of time relating to the Jujutsu Sorcerer table. You spend Cursed points this way equal to your proficiency mod to make your first strike that hits per round to deal an extra 1D8 damage per point you spend.

Cursed Path

At 2nd level, you chose a Cursed Path. Choose between Ten Shadows Technique, Cursed Speech, Limitless, Blood Manipulation, Tool Manipulation, Puppet Manipulation, Cursed Energy Manipulation, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 3rd, 6th, 10th, 14th and 20th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th 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.

Extra Attack

At 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Dash By

At 5th level you may move into combat range with a creature that is in combat with an ally and leave its combat range on the same turn without provoking an attack of opportunity.

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.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Improved Unarmoured Movement

At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Improved Cursed Strikes

By 11th level, you are so suffused with Cursed energy that all your Unarmed strikes carry cursed power with them. Whenever you hit a creature with a Unarmed Strikes, the creature takes an extra 1d8 damage. If you also use your Cursed Strikes with an Attack, you add this damage to the extra damage of your Cursed Strikes.

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

At 2nd level, You have began to learn to summon Cursed Spirits from the shadows, you gain the ability to summon upto 2 Divine Hounds for each hound you summon this costs you 2 Cursed Points. These cursed spirits last until they are destroyed or you dismiss them as a free action. You may keep them upto your level in hours.

Toads

At 3rd level, You begin to gain access to other small Cursed Spirits, you can now summon upto 4 Toads (Use the stats for Giant Toad) for each Toad you summon costs you 1 Cursed Point.

Great Serpent and Nue

At 6th level, You gain access to stronger cursed spirits, you can now summon 2 Great Serpent or 2 Nue for each of these you summon costs you 3 Cursed Points each.

Max Elephant

At 10th level you have gained access to one of the strongest Cursed Spirits to summon, you can now summon 1 Max Elephant this costs you 6 Cursed Points.

The Well's Unknown Abyss

At 14th level, you have gained the ability to used Cursed Spirit Alteration this allows you to combine your spirits to give them different abilities whiles still alive. You can also make your spirits stronger after its twin is defeated by using your Cursed Totality features, doing so makes it so you cant summon the defeated Spirit till 1 week passes and limits you to 1 of that creature at a time.

  • Work with your DM to decide how your spirits get stronger.
The Wells Unknown Abyss
SpiritCursed Spirit AlterationCursed Totality
Divine DogsGives Pack Tactics abilityBecomes a Flesh Hound of Khorn
ToadsGives the standing leap ability-
Great SerpentIncrease HP by 10 and gives 30ft Swim SpeedBecomes a Young Sea Serpent
NueGives 80ft fly speedBecomes a Roc
Max ElephantIncrease HP by 30-
Eight-Handled Sword Divergent Sila Divine General Mahoraga

At 20th level, you have gained the ability to summon the strongest possible spirit in your arsenal You can summon 1 Eight-Handled Sword Divergent Sila Divine General Mahoraga . You can do this once per day.

Cursed Speech

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

At levels in the table below you gain access to the vocal abilities in the table, these require no Somatic or Material components for these Abilities. Each word requires a single word to use. using this word at any point uses the corresponding ability. Each of these abilities takes a toll on the user.

  • Work with your DM to decide what these words and what the tolls are.
Voice Spells
Level/CostVocal AbilitiesSpell levels
2nd/2Healing Word, Command, ThaumaturgyCantrip and 1st
3rd/4Mass Healing Word, Animal Messenger, Magic Mouth2nd and 3rd
6th/6 Contact Other Plane, Legend Lore, Commune4th and 5th
10th/8Divine Word, Word of Recall, Power Word Pain 6th and 7th
14th/10Power Word Kill, Power Word Heal, Power Word Stun8th and 9th

At 20th level, you gain the ability to add extra effects to your Vocal Abilities, you may consume any spell scroll you find that has a Verbal components and add it to your arsenal. The spell fits into the table depending on the spell level. *Work with your DM to decide if these spells can fit this function

Limitless

The Limitless technique is the most powerful innate cursed 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.

At 2nd level, you have gained the ability to project you cursed energy into effects at range. The saving throws for these effects in this cursed path is 8 + Proficiency + Charisma.

Cursed Technique Lapse: Blue

At 2nd level you gain the following ability. As an action you may target a 15ft sphere within 60ft of you all creatures within that sphere must make a Str save vs your dc or be pulled to the centre of the sphere. This Technique cost 2 Cursed Points.

Cursed Technique Reversal: Red

At 3rd level you gain the following ability. As an action you may target a 5ft Square within 60ft of you all creatures within 15ft of that point must make a Str save vs your dc or be pushed upto 15ft away from the square. This Technique cost 2 Cursed Points.

Cursed Technique: Hollow Purple

At 6th level you gain the following ability. You combine the pull and push of your blue and red techniques and create a beam of cursed energy that destroys everything in its path. It costs 4 Cursed Points to use this ability. As an action you target a 30ft line and every creature within that line must make a Dex save vs your dc. They take 8d8 magical bludgeoning damage on a failed save and are move to the end of the beam. On a successful save they take half damage and are not moved.

Infinity

At 10th level you gain the ability to use you manipulation over gravity to protect yourself more effectively. It costs 4 Cursed Points to use this ability. As an action you may coat yourself in a gravitational field for the next minute that makes you harder to hit, When you are hit by an attack you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Cursed Techniques Maximum Cursed Energy Output: Blue/Red

At 14th level you have gained the ability to amplify your Blue and Red techniques you may expend addition cursed points to make them more effective. For an additional 4 Cursed Points You can increase the range of these abilities by 15ft and increase their effective duration on the creatures effected by it. Any creature that has failed their save against these Abilities has their movement halved for upto you proficiency mod of turns. They can make another save against this at the end of their turn.

Domain Expansion-Unlimited Void

At 20th level you can create a void in space once per day. It creates a metaphysical space that causes the victims to receive all kinds of stimuli and information endlessly, restraining their thought processes and actions. Those you make physical contact with upon casting are immune to its effect. Everything in 30ft sphere centred around you take 4d8 Psychic Damage and must make an Int saving throw vs your save DC. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.

Blood Manipulation

Blood Manipulation allows the user to control blood inside and outside their body down to a cellular level. This technique is treasured for its overall balance and has few known weaknesses.

Noritoshi's blood Arrows

At 2nd level when you take this Cursed Path you gain proficiency with all bows and crossbows and your hit die increases to a d10. Save DC (8 + Proficiency + Charisma) As a bonus action you may cut yourself with 3 arrows dealing 3 damage to yourself, You may have up to 12 arrows prepared this way at the any time and they last 8 hours until they become inert. Arrows prepared this way have if they miss a target you may roll 1d6 and add that to the attack modifier. You may also add your cursed strikes to you bow attacks to a maximum of 1/2 your proficiency mod rounded down.

Crimson Binding

At 3rd level, As an action you may pull blood from the surrounding creating a net that envelops a target within 60ft of you. The target must make a Dex Save vs your save DC or become restrained until they break the net with a Str save vs your DC. This costs you 2 Cursed Points to use this feature.

  • Your DM will let you know if there is enough blood to do this, if not this cost you 2d10 HP to use this feature.
Flowing Red Scale

At 6th level, through this technique to increase the user's body temperature, pulse rate, and the number of red blood cells to give themselves greatly increased energy and physical capabilities. You may use 6 Cursed Points to give yourself the effects of haste.

Piercing Blood

At 10th level you can focus blood into a piercing beam that deals massive damage to unarmoured targets. As an action you may use 4 Cursed Points to pull blood into your hands and fire it at a target within 60ft make a ranged attack with your bow attack mods, dealing 10d8 magical piercing damage. An armoured target take 1/2 damage.

  • Your DM will tell you if there is enough blood around to use this feature, if not this costs you 3d10 HP.
Slicing Exorcism

At 14th level you can create a Rotating wheel of blood at high speeds to use as a bladed projectile. As an action you may use 3 cursed points to pull blood together to create this wheel, It is 10ft disk that is 1ft thick, This wheel as a bonus action can move 30ft per turn and lasts 3 turns you may expend an additional cursed point to make this last another round. When this wheel moves through a creatures space the creature makes a dex save vs your save DC. On a failed save the target takes 8d10 Magical Slashing Damage and on a successful save the target takes 1/2 damage. You may hit a target once per turn with this feature.

  • Your DM will let you know if there is enough blood to do this, if not this costs 4d10 HP.
Convergence

At 20th level you compresses and condenses blood to its limit. You may give yourself the effects of the foresight spell once per day. For the Duration, the target can't be surprised and has advantage on Attack Rolls, Ability Checks, and Saving Throws. Additionally, other creatures have disadvantage on Attack Rolls against the target for the Duration. This spell immediately ends if you cast it again before its Duration ends.

Tool Manipulation

Tool Manipulation allows the user to freely manipulate their tools telepathically. This grants them different ability's depending on the tool used.

Master Weapons Specialist

At 2nd level when you take this cursed path you gain proficiency with all melee weapons and you gain a +2 to con upto a max of 22. In addition to this all unamended strike features apply to melee weapons.

Megumi's shadow

At 3rd level After focusing with a weapon for 1 hour you may store it in an extra dimensional space within your shadow to summon as a free action for cursed points depending on the weapon. Attacks made with these weapons allow you to used you cursed strike feature through them.

Weapon Summons
Weapon H/DCurse Points Cost
1d41
1d62
1d83
1d104
1d12/2d65
Hot Swaps

Through your diligent training you have came to an understanding that people are surprised when a dagger becomes a great sword, and how to take advantage of that surprise. At 6th level you may make an additional attack in an attack action if you switch weapons mid attack. This attack is made at advantage if you swap to a larger weapon.

Heavenly Restriction

As a trade off for low cursed energy, you gain superhuman physical prowess. At 10th level your cursed points are capped to 15. However your Physical prowess drastically increases, you may dash as a bonus action and gain an additional attack in an attack action. To a total of 3, you may use your Hot Swaps feature for a 4 attack. You also gain access to the Action Surge Feature. You may expend 6 Cursed points to use this feature again. Action Surge Feature - As Described in the PHB.

Barrage of Blades

At 14th level you have began to trust your allies to allow you to be more prevalent in combat. You gain the pack tactics feature - You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. During your turn as a bonus action you may have all allies within melee of your target make an attack against the creature all of these attacks benefit from your pack tactics. You can use this feature your Charisma mod time per day.

Special-Grade Cursed Tool: Playful Cloud

At 20th level you have gained the ability to create a weapon from pure cursed power, Once per day for 1 minute you create a three-section staff that bolster's the user's physical strength with cursed energy. This staff acts as a +2 magic item and deals 2d6 Bludgeoning damage and may apply a 1 cost Cursed Strike per hit. This staff also increases the users AC by 2

Puppet Manipulation

Puppet Manipulation allows users to freely control cursed puppets.

Ultimate Mechamaru

At 2nd level when you take this cursed path you gain access to a Cursed Puppet Your Cursed Puppets starting ability scores are 16, 14, 13, 12, 10, 8. They may be applied in any way. Your Puppet has the following traits.

Your Puppet can only take an action if you use your bonus action to command it to. It cannot use its reaction unless you use your own reaction to command it to.

Your Puppet can speak all languages you know, and has the same alignment as you.

Your puppet is a humanoid with size of medium.

Your Puppet has a d8 hit die, and gains another die each time you level up in this class.

Your Puppet has 30 feet of walking speed, and its armor class is equal to 10 + its Dexterity modifier.

Your Puppet has the same proficiency bonus as you do.

Your Puppet can make a 1d6+Str bludgeoning damage melee weapon attack, which counts as an unarmed strike, these unarmed strikes cannot apply Cursed Strikes.

Your Puppet gains proficiency in all saving throws.

Your Puppet has 1 minor trait.

Your Puppet costs 1/2 of your total Cursed points to summon.


Ultimate Mechamaru
Traits levelTraits
Minor TraitsHardened Hide. Your puppet's natural hide is thicker, scalier, or harder than normal. Its armor class is increased from 10 + it's Dexterity modifier, to 12 + it's Dexterity modifier.

Basic Weapon Training. Your puppet gains proficiency in simple weapons and shields.

Stronger Strikes. Your puppet gains better natural weapons, changing its unarmed strikes to deal 1d8 piercing, slashing, or bludgeoning damage, based on the new weapons. Your puppet's unarmed strikes also count as magical. Your puppet can use dexterity or strength for these attacks.

Lesser TraitsExtra Attack. Due to either an additional set of limbs, increased fighting knowledge, or heightened agility, when your puppet is commanded to attack, it may attack twice instead of once.

Improved Reach. Your puppet's arms elongate, it's agility heightens, or it grows tentacles, and your puppet's reach increases by 5 feet.

Advanced Weapon Training. Your puppet gains proficiency in martial weapons.

Minor Magic. Your puppet learns to cast one cantrip, and one 1st level spell, both from the wizard spell list. It uses its Charisma modifier for the spellcasting ability, and must take a long rest before casting the 1st-level spell again.

Advanced TraitsSuperior Strikes. Your Puppet's natural weapons improve further, growing stronger, harder, or sharper. Your puppet's unarmed strikes now deal 1d12 piercing, slashing, or bludgeoning damage. Your puppet's unarmed strikes also count as magical. Your puppet can use dexterity or strength for these attacks.

Energy Resistance. Your puppet's body changes to gain resistance to some elements. Choose one damage type from acid, cold, lightning, fire, poison, or thunder. Your minion gains resistance to that damage type.

Blood Transfer. Your puppet is able to channel pain through itself, to restore another creature's hit points. Your creature can choose to deal damage to itself to a cap equal to twice your summoner level, and restore the hit points of a creature within 5 feet of itself by the same amount.

Greater TraitsColossus. Your puppet's body increases in size in all dimensions, changing it's size to Large. This functions like the enlarge/reduce spell.

Flying Behemoth. Your puppet gains wings, jets, or some other way of flight, giving it 30 feet of flight speed.

Major Magic. Your puppet learns to cast one cantrip, one 1st level spell, one 2nd level spell, and one 3rd level spell, all from the wizard spell list. It uses its Charisma modifier for the spellcasting ability, casts the three spells at 3rd level, and can only use each spell once before they must take a long rest to use it again.

High Caliber Strikers. Your puppet's natural weapons improve further, growing stronger, harder, or sharper. Your puppet's unarmed strikes now deal 2d8 piercing, slashing, or bludgeoning damage. Your puppet's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks.

Master TraitsUltimate strikes. Your puppet's natural weapons reach their peak, growing stronger, harder, or sharper. Your puppet's unarmed strikes now deal 2d12 piercing, slashing, or bludgeoning damage. Your puppet's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks.

Armor Training. Your puppet gains proficiency in light, medium, and heavy armor.

Energy Immunity. Choose one damage type from acid, cold, lightning, fire, poison, radiant, necrotic, psychic or thunder. Your puppet gains immunity to that damage type.

Lesser

At 3rd level you have began to slowly improve your puppet, it gains 1 Lesser trait

Advanced Trait

At 6th level through the constant use of your puppet you have began to fix some of its down falls, it gains 1 Advanced trait

Greater Trait

At 10th level you have began to perfect you puppet to its designed purpose, you gain 1 Greater trait

Master Trait

At 14th level you have perfected your puppet for its desired uses you gain 1 Master Trait

Ultimate Mechamaru - Mode: Absolute

At 20th level after perfecting your puppet for individual use you have found the higher form for it, One with you. Once per day you may expend 24 cursed points to summon the Absolute form of your Ultimate Mechamaru for 1 minute. You pilot it from inside its head as a cockpit.

This form has stats equal to the highest array from yourself and your puppet.

Proficiency in all saving throws.

Its HP equals 160.

It has the puppets traits and attacks

Size is Huge

It also has the additional attacks; Ultra Cannon, Miracle Cannon, Vision Viola and Ultimate Cannon

Ultra Cannon - As an action you generate a large amount of cursed energy in the palm of 1 hand, blasting it at a target make a ranged attack with Dex + Proficiency + 3, This attack deals 20d6 Force damage, Recharges on a 5/6 D6.

Miracle Cannon - As an action you generate a large amount of cursed energy in both palms, Blasting it at an 10ft sphere within 120ft creature within that sphere must make a DC 18 Dex save or Take 20D6 Force Damage on a successful save they take 1/2 damage. Recharges on a 5/6 D6.

Vision Viola - As an action you create 5 orbs made of cursed energy and blasts from them when released. Choose targets for each orb and make a ranged attack with Dex + Proficiency + 3, This attack Deals 6d6 Force Damage. Recharges on a 5/6 D6.

Ultimate Cannon - As an action a cannon protrudes from your mouth, Generating a large amount of energy into a beam attack firing in a 60ft line 5ft wide, all creatures must make a DC 18 Dex save or Take 20D6 Force Damage and be knocked prone on a successful save they take 1/2 damage and aren't knocked prone. Recharges on a 5/6 D6.

Cursed Energy Manipulation

Cursed Energy Manipulation allows its user to more destructively use its cursed strikes to deal huge damage with their unarmed strikes.

Enhanced Speed and Reflexes

At 2nd level when you take this cursed path feature, through you Enhanced Speed and Reflexes you can never be caught of guard, you can no longer be surprised and have advantage on initiative checks.

Enhanced Durability and Superhuman Strength

At 3rd level, through the durability and strength gained from constant training and combat. You have -1 Damage resistance from all sources. You may also apply your cursed strikes to all of your unarmed strikes, as opposed to once per round.

Poison Resistance

At 6th level, through the toxicity of the cursed energy's within you, you have developed a resistance to poison damage and have advantage on saving throw against the poison condition. At 20th level this become immunity to poison damage and the poison condition.

Divergent Fist

At 10th level you have gain the ability to more effectively manipulate your cursed strike to be more devastating. After landing a punch on a target, your cursed energy flows and makes a stronger second impact. When you land your first unarmed strike of a turn you and spend your maximum possible cursed points on the strike.(4 points at 10th level) Attacking this way gives you advantage on your next strike.

Black Flash

At 14th level you have developed to the mastery of Cursed strikes control. When you land an unarmed strike you use 6 cursed points to do a black flash, when attacking this way roll an additional D20 on a 1-10 you deal the normal cursed strike damage of 6 cursed points (6d8) on a 11-19 you deal critical damage (12d8) and on a 20 you deal (12d12) and get your cursed points back.

Binding Vows

At 20th level the being that gives you your cursed powers can activate its vow, when you defeat a creature roll a D100 on a 1-20 you hear the words 'Enchain' through you. When this happen you become the being that has given you your powers for 1 minute Sukuna the King of Curses. Sukuna the King of Curses, His past appearance is described as a demon with four arms, and two faces. Currently, he appears similar to the host he is in, but with spiked hair and with special marks/lines on his forehead, nose, cheeks and torso. He also has a second pair of eyes under his normal eyes, which are usually closed. Sukuna also has two lines on both his wrists, upper arms, circles on both his shoulders with a dot in each, two segmented curve lines on his chest, and two lines are his stomach while possessing its host. Sukuna wears a light-colored kimono with a black edge, a black scarf, and black shoes.

Sukuna the King of Curses, stats are the same as yours however he gains additional features. Reverse Cursed Technique - Due to his nature as a Special Grade cursed spirit, Sukuna can easily use reverse cursed technique in order to regenerate lost limbs in an instant. Regained limbs maintain the same integrity as the rest of Sukuna's body. As a bonus action you may expend 2 Hit Die and heal that much + Double Con Mod.

Dismantle - Sukuna's default slashing attack. All unarmed strikes deal slashing damage.

Cleave - A slashing attack that adjusts itself depending on the target's toughness and cursed energy level to cut them down in one fell swoop. As an part of your unarmed strike you may spend 20 cursed points to cleave a target dealing an additional 20d8 damage to a target. Sukuna may do this attack Once per day.

Flames - Sukuna has been shown to be able to create and manipulate flames for long-range attacks. As a bonus action you coat your hands in fire giving your unarmed strikes a reach of 15ft and dealing an additional 2d8 fire damage. You may still apply your cursed strikes to these attacks.

Malevolent Shrine - Sukuna's Domain Expansion, creates a Buddhist shrine decorated with skulls. Malevolent Shrine is different from other types of Domain Expansion, in that it doesn't create a separate space using a barrier. By allowing an escape route, a binding vow is formed, which vastly increases the guaranteed hit's effective area with a maximum radius of nearly 200ft. As an action may create this space for 200ft with an exit at the very end. While in this space your cursed points are reset to full at the start of your turn. This space lasts for 1 minute and is concentration.

Multiclassing

You cannot Multiclass into this character, you must start as a Jujutsu Sorcerer and multiclass out.

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