Sorcerer
Base Class: Sorcerer

Sukuna's Vessel subclass embodies the spirit of Yuji Itadori, a remarkable individual chosen to bear the weight of a powerful curse. Those who follow this path exhibit an unwavering determination and exceptional physical prowess, much like Yuji himself. The essence of this subclass lies in the unique bond formed with a malevolent curse, granting its adherents a blend of supernatural abilities and a profound sense of responsibility.

Curse Resistence

At 3rd level, you gain resistance to necrotic and psychic damage due to the influence of the curse dwelling within you. This reflects your body's fortitude, much like Yuji's incredible physical endurance.

Sukuna's Posession

At 6th level, your bond with Sukuna's curse grows stronger, enabling you to voluntarily allow Sukuna to take over your body for a limited time. When you activate this feature, you enter a state of Sukuna's Possession, granting you access to his malevolent abilities. While in this state, you gain the following benefits:

  1. Cursed Strength: Your Strength score increases by +4, and you gain a bonus to your melee weapon damage rolls equal to your proficiency bonus. This reflects the raw power of Sukuna's cursed energy coursing through your body.

  2. Cursed Techniques Unleashed: While possessed by Sukuna, you can access some of Sukuna's unique cursed techniques. Choose one of the following techniques to use during Sukuna's Possession:

    • Cursed Flame Manipulation: You can unleash deadly cursed flames, allowing you to deal additional 4d4 fire damage with your melee attacks.
    • Cursed Regeneration: You gain the ability to rapidly regenerate, healing half of your hit points at the start of your turn.
    • Cursed Energy Amplification: Your cursed energy is enhanced, making your spells and techniques more potent. You gain a + 5 bonus to spell damage and the save DCs of your techniques.
  3. Sukuna's Wrath: You become a force of destruction in combat. Once during Sukuna's Possession, you can unleash Sukuna's Wrath, a devastating attack that deals massive damage to a single target. The target must make a DC 12 Dexterity saving throw or take 6d8 necrotic damage.

Sukuna's Possession lasts for 2 minutes and can be used once per short rest

Cursed Techniques

Cursed Techniques: At 14th level, you gain the ability to manifest the curse energy within you into a unique cursed technique. Choose two of the following techniques, and you can use them twice per long rest:

  • Black Flash: You can perform a powerful melee attack that deals extra 8d8 necrotic damage and has a chance to stun your target. (DC 15 strength check to stun)
  • Divergent Fist: Your strikes become unpredictable and harder to evade, granting you +6 on attack rolls for a limited time.
  • Limitless Cleave: You gain the ability to channel cursed energy into your weapon giving you a + 8 to damage for one attack.

Domain Expansion Malevolent Shrine

At 18th level, you have mastered the Malevolent Shrine technique, drawing upon the dark, malevolent power to create a shrine of your own. You can use this power to protect your allies and terrify your enemies.

Shrine Creation: As an quick action, you can create a Malevolent Shrine and pick one creature to be inside of it. The shrine lasts for 2 minutes, and it has a 655-foot radius of effect. While the shrine is active, any hostile creatures that start their turn within its radius or enter it for the first time on their turn must make a Constitution saving throw. On a failed save, they take 6d8 necrotic damage and are knocked prone.

Shrine's Protection: While Malevolent Shrine is active nobody can see the people inside the shrine and as well as not being able to see the shrine so it looks like the person disappeared while inside the shrine all creatures inside can attack but all creature will sustain injures acquired inside the Shrine if a creature including you is put to zero hit points while in the shrine the Domain Expansion ends and the create that hit zero hit points has one instead

Malevolent Control: Once during the duration of the Malevolent Shrine, you can use a bonus action to choose a creature within 60 feet of the shrine and force it to make a Dc 16 Wisdom saving throw. On a failed save, the target takes 4d10 psychic damage and is frightened of the shrine for 1 minute. The frightened creature can repeat the saving throw at the end of its turn, ending the effect on a success.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Shrine's Resurgence: When you reach 20th level, the duration of your Malevolent Shrine increases to 10 minutes, and the initial necrotic damage it deals increases to 10d8.