Warlock
Base Class: Warlock

Step into the forbidden realm of dark pacts and eldritch power with the Pact of Sukuna's Dominion, a homebrew subclass inspired by Ryomen Sukuna from Jujutsu Kaisen. As a warlock, you forge a perilous bond with Sukuna, gaining access to cursed techniques and forbidden magic. However, beware—the more powerful you become, the closer Sukuna comes to seizing control of your body. Will you succumb to the curse or find a way to master Sukuna's power before the inevitable exchange? The choice is yours, but the consequences are as unpredictable as the dark energies that bind you.

You also get additional spells using this subclass.

Spell Level Spells
1st Hunters Mark, Burning Hands
2nd Magic Weapon, Scorching Ray
3rd Glyph of warding, Haste
4th Fire Shield, Wall of Fire
5th Flame Strike, Dominate Person

Roll a 1d4 to determine the unsettling transformation that takes hold of you. (this are purely for roleplay and don't impact the gameplay, feel free to skip over)

 

  1. Eyes of the Abyss:

    • Beneath your regular eyes, another set emerges, shimmering with an eerie glow. This extra pair of eyes grants you heightened perception, but their unsettling presence unnerves those who gaze upon you.
  2. Swirly Crimson Gaze:

    • Your eyes transform into a deep crimson hue, marked by a swirly symbol that seems to hypnotize those who meet your gaze. This alteration enhances your charisma, but it also hints at the otherworldly power within.
  3. Shadowed Glyphs:

    • Random black slashes resembling cursed glyphs appear on your skin, enhancing your connection to Sukuna's malevolent energies. Though these markings grant you dark insights, they serve as a visible reminder of the perilous path you tread.
  4. Infernal Talons:

    • Your nails sharpen and elongate, resembling devilish claws. These infernal talons become potent natural weapons, granting you an edge in close combat. However, they also symbolize the growing influence of Sukuna's demonic essence within you.

Expanded Spell List

Sukuna lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Sukuna Expanded Spells

SPELL LEVEL

SPELLS

1st

hunters mark, Burning Hands

2nd

Magic Weapon, scorching ray

3rd

Glyph of warding, Haste

4th

fire shield, wall of fire

5th

flame strike, dominate person

 

Dismantle

Dismantle:

As an Action, you choose two inanimate objects within 60 meters of your line of sight. An invisible line is cast. As soon as your enemy walks through that line during their turn, they are struck with an invisible force, suffering an amount of d6 equal to your CHARISMA mod slashing damage on a failed DEX save. On a success, they take half as much damage. The invisible line can be seen by any spellcaster with a higher level than you. You can use this ability a number of times equal to your Charisma modifier per long rest.

Cleave

When you physical contact with your target, you do 2d8 slashing damage to them on a failed dex save. you must have at least one of your hands-free to use this ability. you can use this
amount of times equal to your PROFICENCY bonus.

Slash and Pierce

at 6th level, before you cast a spell using Slashing or Piercing damage you can choose it to be invisible. making it invisible gives you either an advantage on a hit roll or give disadvantage
to your enemy on a save roll(your choice). this ability does not work on the same enemy twice in the same combat.

Unslashable

you are resistant to nonmagical piercing and slashing damage

Malevolent Shrine

As an action, You conjure forth the Malevolent Shrine, an ominous structure that blankets a 50ft sphere area. Resonating with cursed energy, this shrine draws upon the malevolence of the surroundings. As your enemy steps into its sinister embrace, your reaction invokes Cleave, subjecting them to a DEX save. Failing not only inflicts 2d8 slashing damage, but the cursed influence lingers, compelling the creature to endure subsequent DEX saves at the start of each turn. Escape from the shrine's domain is prohibited until a successful DEX save is achieved.

Visually, the shrine emanates an eerie, spectral glow, its architecture mirroring the malevolent intent woven into its creation. A dark energy links you and the shrine, sharing its duration and fate with your own. Hit points are intertwined, and any harm suffered by the shrine echoes back to you. The shrine's defense aligns with your own, employing your saves and adopting your AC.

Creatures entering the Malevolent Shrine's domain and failing the initial check become keenly aware of the symbiotic connection between you and the shrine, as the malevolent energies intertwine, creating a palpable sense of dread.

While the shrine is active you cannot cast any spells that are not cantrips.

After the shrine is gone, it cannot be resummoned until after you take a long rest

Devils Vessel

You add Your Charisma Modifier to your Armor Class when not wearing armor (10+DEX+CHA)

The Ryomen Sukuna Image

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