Base Class: Sorcerer
Sorcerers on the path of Jujutsu are unlike most other Sorcerers. Where other Sorcerers abilities stem from some inherent difference from them to the rest of the population, through training, Jujutsu Sorcerers harness a power that exists within every sapient being - Cursed energy. Cursed energy is the result of strong negative emotions, the stronger the feeling, the more energy. While Jujutsu Sorcerers can utilise Cursed energy to interact with the Weave like a normal Sorcerer, they can also use Cursed energy to cast potent spells that stem from their Innate Technique - a unique style that a Jujutsu Sorcerer is born with.
Cursed Energy
Cursed energy is the main way that you power your spells - normal and Jujutsu. You always have a pool of Cursed energy within you, allowing you access to your magic. That Cursed energy pool is represented by Sorcery Points.
Strong negative emotions produce Cursed energy, and you can absorb some of the ambient Cursed energy to revitalise your own stores. On your turn, as a bonus action, you may meditate on your emotions and massage your Cursed energy to regain 1d4 Sorcery Points. If you are nearby or in a place of strong negativity, including but not limited to: graveyards, battlefields, or gallows, you passively gain 1d4 Sorcery Points at the end of your turn for free.
Additionally, Cursed energy can be released as raw power or to enhance your physical capabilities. On your turn, before taking any actions or bonus actions, you may spend 2 Sorcery points to surround yourself in an aura of Cursed Energy. This aura lasts until the start of your next turn. While this aura lasts, whenever you make a roll involving your Strength or Dexterity scores or modifiers, you may spend 1 Sorcery point to instead use your Charisma score or modifier.
Should you experience intense negative emotions, such as after the death of a family member, you may increase your Cursed energy (Sorcery points) beyond your maximum. Exact details are at the DM's discretion.
Innate Technique
Many Jujutsu Sorcerers are born with an Innate Technique, a cursed technique unique to the user or their bloodline. These techniques compose a significant portion of a Jujutsu Sorcerer's skillset, and creative uses of an Innate Technique are what make Jujutsu Sorcerers truly shine.
Innate Techniques are etched into the very body of the user. This means that should two Jujutsu Sorcerers share the same body, they will also share their Innate Techniques.
If a Cursed Technique needs to roll to hit, the relevant modifiers are your Charisma modifier and your Proficiency modifier. (1d20 + CHA mod + Proficiency mod)
Most Cursed Techniques' verbal components are simply intoning the name of the Technique. If a Technique requires otherwise, it will specify.
Binding Vows.
Binding Vows are a special Cursed Technique that involves placing a limitation on yourself, which enhances your power in other ways.
A Binding Vow can be any sort of limitation or bonus, so long as the boon and the limitation are considered 'equivalent'.
The following are a few examples of Binding Vows.
Binding Vow: Revealing your Hand. A Binding Vow has been made. By verbally explaining a component of how your Cursed Technique functions, that Cursed Technique consumes 2 less Sorcery points when used against any creatures who heard the explanation and understood the language you spoke.
Binding Vow: Chant. A Binding Vow has been made. Before you use a Cursed Technique that does not require chanting to use, you may recite a chant as a reaction to either reduce the cost of the Technique by 2 Sorcery points or multiply the damage by 1.5.
Binding Vow: Duel to the Death. A Binding Vow has been made. On your turn, you may verbally challenge another creature to a duel to the death. If the target accepts, you and it become unable to take any action against any creature other than each other. In return, you and the target cannot be harmed from anything other than an attack from the other. Furthermore, any damage you or the target take is doubled.
Binding Vow: One Trick Pony. A Binding Vow has been made. Until your next long rest, you can only use one Cursed technique. However, that Cursed technique consumes half the Sorcery points.
Do note that if any Cursed Technique is modular and made cheaper - for example, halving the cost of a Cursed Technique that deals 1 damage per spent Sorcery point - the modular effect is not halved. In the prior example, spending 1 Sorcery point spent on that CT will deal 2 damage, as the halving effect makes 1 Sorcery point effectively 2. The effect applies similarly to additive/subtractive bonuses (e.g. every CT is 1 point cheaper).
There is one way to get an Innate Technique without being born with one, but many Sorcerers consider it... distasteful. By consuming a Cursed Object, it is possible to awaken an Innate Technique based on the Cursed Object. Just pray it doesn't incarnate.
Incarnation Type Cursed Objects: A Cursed Object formed from the body part(s) of an ancient Sorcerer. Consuming it has the chance to provide one with great benefit... but also the chance to inflict great harm. If you consume it, roll a d100. If you roll under a 70, you take 2d12 damage (the type being specified by the object itself) and your Sorcery point maximum is permanently increased by 3 (and can exceed 20). If you roll a 70 or higher, your Sorcery point maximum is permanently increased by 3 (and can exceed 20). If you roll a 100, the Cursed Object incarnates itself in your body. If a non-Sorcerer consumes this, they immediately gain a level this subclass with the Cursed Object's Innate Technique automatically selected.
- Ryomen Sukuna's Finger(s): Ryomen Sukuna, an ancient Jujutsu Sorcerer, lives on thousands of years after his death as a Cursed Object - incarnated in his cursed fingers. The damage this object deals is poison. The King of Curse's Innate Technique is known as the Shrine Technique.
- The Divine Lightning Rod: Hajime Kashimo, an ancient Jujutsu Sorcerer, lives on thousands of years after his death as a Cursed Object - incarnated in a small lightning rod made of bone and copper. The damage this object deals is lightning. The God of Lightning's Innate Technique is known as Mythical Beast Amber.
Blood Manipulation
Blood Manipulation is an Innate Technique that allows the user to create and manipulate their blood using Cursed energy.
Lapse Technique: Blood Manipulation
(Components: S)
The default state of your Innate Technique.
Using your Cursed energy, you can manipulate your blood and even create it from nothing. When a Technique in this Innate Technique requires your blood as a material component, you may instead extract blood from your body and take a number of d4 Necrotic damage or create new blood using Cursed energy and spend a number of Sorcery points - with each d4 and Sorcery point covering 100mL.
Additionally, you may freely manipulate up to 10L of your own blood as if under the effect of Shape Water.
Binding Vow: All Natural. A Binding Vow has been made. Until your next short or long rest, you may only use blood extracted from your body - meaning taking Necrotic damage to fulfill material component requirements - when using your Techniques. In exchange, your Techniques consume half the amount of blood, rounded up to the nearest hundred.
Binding Vow: Forward Thinking. A Binding Vow has been made. Until your next short or long rest, you may not use blood extracted from your body or created using Cursed energy - meaning you cannot take Necrotic damage or spend Sorcery points to fulfill material component requirements - when using your Techniques. In exchange,
Strengthened Technique: Flowing Red Scale
(Components: S, V)
By altering the blood flow in your body, you may enhance your physicality to greater heights. On your turn, as a bonus action, you may spend 4 Sorcery points to enter a state of heightened physical prowess. While in this state, you may replace your Strength or Dexterity scores or modifiers with your Charisma score or modifier. Additionally, you can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Sorcerer levels, as shown in the Martial Arts column of the Monk table. Furthermore, your AC becomes 13 + your Charisma modifier and your movement speed increases by 10 feet. Finally, all melee damage from you is considered magical for the purposes of overcoming resistances and immunities. This state lasts for 5 turns or until combat ends.
Maximum Output: Stack. (Prerequisites: Sorcerer level 10). While Flowing Red Scale is active, you may spend 2 Sorcery points to gain the following benefits: your AC becomes 13 + (2 * your Charisma modifier), add your Charisma modifier to your rolls to hit, and add your Charisma modifier to your unarmed strike damage. These benefits last until Flowing Red Scale ends.
Strengthened Technique: Slicing Exorcism
(Components: S, V, M*)
By spinning your blood in a rotating blade, you can easily cut through your enemies. On your turn, as an action, you may form your blood into a chakram-like projectile that spins at a rapid speed and roll to hit to launch it at one target within 30 feet you can see. On hit, it deals 2d8 magical slashing damage. This Technique cannot trigger Black Flash.
*200mL of your blood
Extension Technique: Stream. (Prerequisites: Sorcerer level 6). (Consumes an additional 100mL of your blood) On your turn, as an action, you may form your blood into a rapidly moving stream that spins at a rapid speed and roll to hit to target one creature within 30 feet you can see. On hit, it deals 3d10 magical slashing damage. This Technique cannot trigger Black Flash.
Strengthened Technique: Crimson Binding
(Components: S, V, M*)
By manipulating your blood into the form of a wide net, you can immobilise your enemies. On your turn, as an action, you may form your blood into a large net and roll to hit one target within 30 feet of you to ensnare it with the blood net. If you hit, the target's movement is reduced to 0 and it cannot take actions until the end of its next turn.
*300mL of your blood
Strengthened Technique: Hardened Blood
(Prerequisites: Sorcerer level 6)
(Components: S, V)
By hardening your blood, you can reduce the damage you take from oncoming attacks. When an attacker that you can see hits you with an attack, you can use your reaction to spend 3 Sorcery points to halve the attack’s damage against you.
Awakened Technique: Convergence
(Prerequisites: Sorcerer level 10)
(Components: S, M*)
By compressing your blood, you may condense it to its limit. On your turn, as an action, you may compress your blood into blood orbs that hover around you and follow you. Your number of blood orbs may not exceed your Charisma modifier. On your turn, as a bonus action, you may move 1 blood orb up to 20 feet. Alternatively, as a bonus action you may command any of your blood orbs to return to hovering around and following you. If any of your blood orbs are more than 120 feet away from you, it immediately loses its cohesion and turns back into regular blood.
*500mL per orb
Awakened Technique: Piercing Blood
(Components: S, M*)
By reinforcing your condensed blood and carefully funneling it, you can fire a piercing beam of blood that reaches supersonic speeds. On your turn, as an action, you may clasp your hands around one of your blood orbs and spend 6 Sorcery points to fire the concentrated blood in a 5x30 line. Anything in the line takes 7d10 magical piercing damage. This Technique cannot trigger Black Flash.
*1 Convergence blood orb
Awakened Technique: Supernova
(Components: S, M*)
By rapidly decompressing your blood orbs, they can explode out in every direction like a buckshot. On your turn, as an action, you may spend an even number of Sorcery points to detonate half that number of your blood orbs (2 Sorcery points per blood orb), dealing 3d8 force damage to everything within 10 feet of them, excluding you. This Technique cannot trigger Black Flash.
*1 or more Convergence blood orbs
Domain Expansion: Ocean of Blood
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. The floor of your Domain is an endless ocean of your blood that you can use in your Techniques. While in your Domain, material components for your Techniques that require your blood can be sourced from the bottomless sea that is your Domain.
Boogie Woogie
Boogie Woogie is a Cursed Technique that allows the user to swap the positions of any two targets they choose - which must have a certain level Cursed energy to be a valid target - including themself when they clap their hands.
Base Technique: Cursed Body
Using your cursed energy, you may increase your physical capabilities beyond that of a normal human. When surrounded in an aura of Cursed Energy, you do not need to spend additional Sorcery points to replace your Strength or Dexterity with Charisma. You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Sorcerer levels, as shown in the Martial Arts column of the Monk table. Your AC becomes 10 + your Charisma modifier. All melee damage from you is considered magical for the purposes of overcoming resistances and immunities. Additionally, your quick reflexes allow you to clap as a bonus action or reaction.
Lapse Technique: Boogie Woogie
(Components: S)
Whenever you clap, you may spend a Sorcery point to swap the position of two targets within 60 feet that you can see. Their positions and velocities are immediately swapped, but their direction remains. All creatures are valid targets, and so is anything with a baseline level of 1 sorcery point's worth of Cursed energy.
Binding Vow: Further Range. A Binding Vow has been made. Boogie Woogie can now select targets up to 120 feet away that you can see, but consumes 4 Sorcery points to cast.
Awakened Technique: Rapid Clap
(Prerequisites: Sorcerer level 8)
(Components: S)
You can now clap during other creature's turns by spending 4 Sorcery points. And no, it isn't an action, bonus action, or reaction.
Awakened Technique: Jitterclick
(Prerequisites: Sorcerer level 20)
(Components: S)
You can now clap any time for free.
Catch these Hands
Catch these Hands is the name of Cursed technique and martial arts hybrid developed by users without an Innate Technique that involves the user filling their body with Cursed energy and utilising their martial arts to decimate their foes in melee range.
Base Technique: Cursed Body
Using your cursed energy, you may increase your physical capabilities beyond that of a normal human. When surrounded in an aura of Cursed Energy, you do not need to spend additional Sorcery points to replace your Strength or Dexterity with Charisma. You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Sorcerer levels, as shown in the Martial Arts column of the Monk table. Your AC becomes 13 + your Charisma modifier. Your movement speed increases by 10 feet. All melee damage from you is considered magical for the purposes of overcoming resistances and immunities.
Cursed Technique: Divergent Fist
By filling your fist with Cursed energy, you may strike an opponent again after landing a strike. After landing an unarmed strike, you may spend 1 Sorcery point to roll another unarmed strike's worth of force damage.
Cursed Technique: Beatdown
Using your Cursed energy, you can increase your speed and strength, and land multiple powerful blows in a short period of time. On your turn, as a bonus action, you may spend a number of Sorcery points to use an additional number of unarmed strikes equal to half the number of Sorcery points spent, rounded down.
Extension Technique: Against the Wall - When activating Beatdown to attack a creature who is in front of a wall, you have advantage on rolls to hit.
Awakened Technique: Black Flash
(Prerequisites: Sorcerer Level 10, Strengthened Technique: Divergent Fist)
Your mastery over your Cursed energy has elevated your Cursed Techniques to new levels. You can now intentionally land a Black Flash. When activating the Black Flash class feature, you may spend an additional 3 Sorcery points to guarantee a success on the Charisma check.
Reversed Cursed Technique: Unstoppable Will
(Prerequisites: Cursed Technique: Reversal class feature)
By utilising Reversed Cursed Technique, you may flood your body with positive energy to negate incoming damage. As a reaction, you may spend an even number Sorcery points to roll a number of d4 equal to half the spent Sorcery points, rounded up, ((spent Sorcery points/2)d4), and negate that amount of damage.
Cursed Technique: Simple Domain
(Prerequisites: Sorcerer level 14)
(Components: S, V)
You cannot use the Domain Expansion class feature.
Often called the "Domain for the weak", a Simple Domain is a primitive version of the far more powerful Domain Expansion. By erecting a barrier around oneself and the immediate surrounding area, a Sorcerer can impose rules onto those inside and even weaken more powerful Domains they are in.
On your turn, as an action, you may spend 5 Sorcery points to form a Simple Domain with a radius of 15 feet around you.
If you are within another Sorcerer's Domain Expansion, anyone within your Simple Domain is unaffected by the Domain Expansion's effects, as specified in the Sorcerer's Innate Technique.
Extension Technique: Realm of Beatings. When activating your Simple Domain, you may spend 2 Sorcery points to incorporate a special function into the Simple Domain's barrier that improves your physical capabilities. Within your Simple Domain, all of your unarmed strikes are guaranteed to hit, and your melee range is extended by 5 feet.
Binding Vow: No Tricks. A Binding Vow has been made. Nothing within your Simple Domain, including yourself, can use any Cursed Techniques, excluding Base Techniques.
Binding Vow: Pact of Nonviolence. A Binding Vow has been made. Nothing within your Simple Domain, including yourself, can take any hostile action against another creature inside the Simple Domain.
Copy
The Copy technique is an Innate Technique which allows the user to copy any Cursed technique they've witnessed being used, provided they understand the basics of their operation.
Lapse Technique: Replication
(Components: N/A*)
The default state of your Innate Technique.
Using your cursed energy, you may replicate a Cursed Technique that you understand the function of and that has been etched into your memory. If you witness another creature using a Cursed Technique (that you meet the prerequisites for, and that is not a Domain Expansion), you may spend 2 Sorcery points to permanently etch the Technique into your memory. Select one Cursed Technique within your memory. Until your next long or short rest, treat that Technique as if it were yours. Upon your next rest, or by spending 2 Sorcery points, you may change the selected technique, if you wish. Note that some Techniques have prerequisites. You cannot use these techniques unless you meet the prerequisites, but you may still replicate them.
At 8th level, you may replicate a second technique.
*Components of copied technique
Strengthened Technique: Technique Library
(Components: N/A*)
A library of Cursed Techniques exists within your mind. Select two Cursed Techniques (excluding Domain Expansion) from another Innate Technique. Until your next long or short rest, treat those Techniques as if they were yours. Upon your next rest, you may change a selected technique, or both, if you wish. These techniques do not count against your Lapse Technique: Replication. Note that some Techniques have prerequisites. You cannot use these techniques unless you meet the prerequisites, but you may still replicate them.
*Components of copied technique
Awakened Technique: Raw Replication
(Prerequisites: Sorcerer Level 10)
(Components: N/A*)
Your mastery over your own Cursed energy has elevated your replication, allowing the use of replicated Cursed Techniques that are dependent on others without the dependencies. When activating a replicated Cursed Technique, you may spend 3 Sorcery points to use the technique without needing or using the required techniques.
*Components of copied technique
Domain Expansion: Replicated Armoury
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Within your Domain, you have access to every single Cursed technique you have ever copied simultaneously. Any use of a Cursed technique within your Domain consumes half the Sorcery points, rounded down.
Cursed Speech
The Cursed Speech technique is an Innate Technique which allows the user to compel beings to follow their commands by imbuing the user's vocal chords with Cursed energy. The Cursed Speech technique manifests a seal, two snake-eyes and snake fangs, on the user's mouth.
Cursed techniques from Cursed Speech cannot have their Verbal components negated.
Lapse Technique: Cursed Speech
(Components: V)
The default state of your Innate Technique.
Using your cursed energy, you may imbue your vocal chords to shout commands that others are forced to obey. As an action, you may spend 2 Sorcery points to shout a command at a number of targets that can hear you up to your Sorcerer level and force all of them to roll a Wisdom saving throw against your Spell Save DC. If one fails, it must obey. For every target selected, you take 1d4 psychic damage. If a target succeeds its roll, you take twice the psychic damage. Commands given using the Lapse Technique cannot instantly kill a target. This technique cannot trigger Black Flash.
Strengthened Technique: Power Words
(Components: S,V)
By further enhancing the amount of Cursed energy in your vocal chords, you can amplify the power of your commands. As an action, you may spend 2 Sorcery points to shout a command at a number of targets up to your Sorcerer level that can hear you and force all of them to roll a Wisdom saving throw against your Spell Save DC. If one fails, it must obey. For every target selected, you take 2d4 psychic damage and cannot utilise Power Words for a number of turns equal to half the number of targets, rounded up. If a target succeeds its roll, you take twice the psychic damage. This technique cannot trigger Black Flash.
Domain Expansion: Inescapable Voice
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Every creature within your Domain can hear and understand your words and commands. You do not take damage from utilising your Cursed Speech and Power Words does not restrict its usage.
Cursed Spirit Manipulation
Cursed Spirit Manipulation is a Cursed Technique that allows the user to dominate and command Cursed spirits to do their bidding.
(Talk to your DM about what counts as a Cursed Spirit)
Lapse Technique: Dominate
(Components: S, M*)
You can dominate a weak Cursed spirit, turning it into a sphere to be consumed. On your turn, as an action, you may spend 2 Sorcery points to target a Cursed spirit you can see within 30 feet and force it to roll a Wisdom saving throw against your Spell Save DC.
Alternatively, as a reaction, when a Cursed spirit within 15 feet of you drops to 0 hitpoints, you may spend 3 Sorcery points to force it to make the Wisdom saving throw.
If its hitpoints are equal to your Sorcerer level or lower, it automatically fails the save. If it fails, it is compressed into a sphere roughly the size of a baseball.
*A cursed spirit
Lapse Technique: Absorb
(Components: S, M*)
You can absorb dominated Cursed spirits, allowing you to summon and command them at will. By swallowing whole a cursed spirit sphere created by your Dominate technique, you may add the Cursed spirit to a list of spirits you can use. The taste is comparable to a rag used to clean up vomit. On your turn, as an action, you may spend 2 Sorcery points to summon cursed spirits whose CR add up to your Sorcerer level. If the spirit(s) has a level, ignore their CR. Instead, their combined levels may not exceed half of your own, rounded down (with a minimum of one). This limitation remains true of spirits still active. You may re-absorb any of your cursed spirits within 20 feet of you as a bonus action.
The summoned Cursed Spirits take their turn directly after yours in the initiative order, and follow all your orders.
If a cursed spirit you summon is killed, you cannot summon it anymore.
*Cursed spirit sphere
Strengthened Technique: Cursed Reinforcement
(Prerequisite: Sorcerer level 6)
(Components: S, V, M*)
By slowly bathing an absorbed cursed spirit in negative emotions, you can enhance its power. Before starting a long rest, you may spend 4 Sorcery points to surround one of your absorbed Cursed spirits in Cursed energy over the rest. At the end of the long rest, it gains a +1 to all of its modifiers. This process may be repeated up to a number of times equal to your Charisma modifier.
*Absorbed cursed spirit
Extension Technique: Elemental Adjustment. When you begin strengthening a Cursed spirit, you may spend an additional 2 Sorcery points to give them an elemental focus from one of the following damage types: Fire, Cold, Thunder, or Acid. The Cursed spirit may change any of its attacks' damage types to the chosen damage type. A Cursed spirit may only have one elemental focus at a time.
Strengthened Technique: Curse Carving.
(Prerequisite: Sorcerer level 10)
(Components: S, M*)
When you begin strengthening a Cursed spirit, you may spend an additional 3 Sorcery points to engrave a simple Cursed technique within the spirit, chosen from one of the following techniques: Simple Barrier, Cursed Aura, or Self-Destruct. A Cursed spirit may only have carved technique at a time.
Alternatively, if the Cursed spirit is sapient, you may choose a technique you have extracted via Maximum Uzumaki.
Simple Barrier - As a bonus action, the cursed spirit can spend 1d8 hitpoints or 2 Sorcery points to increase the AC of a target creature within 20 feet, including itself, by +2. This effect does not stack.
Cursed Aura - When a roll is made by a creature within 10 feet of the cursed spirit, as a reaction, the spirit may spend 1d8 hitpoints or 2 Sorcery points to impose disadvantage on the roll.
Self-Destruct - As an action, the cursed spirit immediately spends all of its hitpoints (and, if applicable, its sorcery points) to release a massive burst of cursed energy, dealing 1d8 force damage for each hitpoint spent (and an additional 1d8 per sorcery point spent) to every creature within 30 feet.
*Absorbed cursed spirit
Maximum Technique: Maximum Uzumaki
(Prerequisite: Sorcerer level 10)
(Components: S, M*)
The peak of your Innate Technique's power. You can combine multiple of your absorbed spirits into one powerful cursed attack. On your turn, you may spend 6 Sorcery points to begin concentrating on charging the Uzumaki. You may not take any actions (except for fueling the Uzumaki) or move until the Uzumaki has been fired. You may add a number of Cursed spirits to the Uzumaki up to your Sorcerer level as an action. If your concentration is broken, the Uzumaki fires immediately, dealing half damage.
The Uzumaki has a range of 60 feet, and deals 1d8 force damage per cursed spirit used.
Cursed spirits used to form the Uzumaki are consumed completely.
If a Cursed spirit consumed to make the Uzumaki has a Cursed Technique (including Innate Techniques), you obtain the Cursed Technique, and may use it ONCE before it fades away.
Extension Technique: Technique Preservation. (Prerequisite: Sorcerer level 15). When you use a technique extracted by the Uzumaki, you may spend 5 Sorcery points to hold onto the Cursed Technique, preventing it from fading after this use. You must use this every time if you want to keep the technique.
*Absorbed cursed spirits
Domain Expansion: Night Parade of a Thousand Demons
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Within your Domain, summoning absorbed cursed spirits consumes no cursed energy. Additionally, your Maximum Uzumaki and Technique Preservation consume half the Sorcery points, rounded down.
Ice Formation
Ice Formation is a Technique that grants the user cryokinetic abilities. Some of the Techniques within this Innate Technique contain a Temperature component, denoted by a "T" in the Components section. This is not a strict requirement for use of the Technique. Rather, if the Temperature of your Cursed Energy meets or is below the Temperature component, the Technique changes behaviour as denoted in the Technique.
Cursed Energy Trait: Temperature
Your Cursed energy is unlike most. It has a temperature, and that temperature can be altered by your Techniques. After any rest, your Cursed energy starts at 20 degrees Celsius. It cannot exceed 20C°. At the start of your turn, if you are not in a cold area, your Cursed energy's temperature increases by 10C°.
While your Cursed energy is at 0C° or lower, whenever you deal damage while surrounded in an aura of Cursed Energy or using a Cursed Technique, you deal an additional 1d4 cold damage.
While your Cursed energy is at -20C° or lower, your additional cold damage increases to 1d8 and every creature within 5 feet of you takes 1d4 cold damage at the start of their turn.
While your Cursed energy is at -70C° or lower and your Sorcerer level is 8 or higher, your additional cold damage increases to 3d8, your aura of cold damage increases to 2d6, and the ice created by your Technique becomes Permafrost. Permafrost clings to a target for 3 turns after you deal cold damage to them, dealing 1d8 cold damage at the start of their turn while it lasts. Additionally, while it lasts, it halves its target's movement speed.
While your Cursed energy is at -100C° or lower and your Sorcerer level is 12 or higher, your additional cold damage increases to 4d8, your aura of cold damage increases to 3d6, your Permafrost's damage increases to 2d8, and your Permafrost now clings onto a target for 5 turns.
Lapse Technique: Cryokinesis
(Components: S)
The default state of your Innate Technique.
Using your Cursed energy, you can cool your Cursed energy and manipulate ice you have created. On your turn, as an action, you may spend a number of Sorcery points that cannot exceed your Charisma modifier to reduce the temperature of your Cursed energy by (10 * spent Sorcery points)C°.
Additionally, as an action, you may spend a Sorcery point to freely manipulate up to 125 cubic feet of ice you froze as if under the effect of Mold Earth or Shape Water (though you cannot melt it).
Strengthened Technique: Frost Calm
(Components: S, T*)
By cooling your Cursed energy, you can turn the very air you breathe into a chilling weapon. On your turn, as an action, you may spend 2 Sorcery points to exhale a freezing mist in a 25-foot cone in front of you. Any creature caught within the cone must make a Dexterity saving throw against your Spell Save DC. On a failed save, it takes 2d6 cold damage and it becomes frozen. On a successful save, it takes half. While a creature is frozen, its movement speed is reduced to zero and it cannot take actions. At the start of a frozen creature's turn, it may make a Strength saving throw against your Spell Save DC as an action to attempt to break free. Using this Technique reduces the Temperature of your Cursed Energy by 30C°.
*-50C°
Frigid Technique: Maximum Output, Glacial Calm. (Prerequisites: Sorcerer level 10) If you activate Frost Calm while your Cursed energy's Temperature is -50C° or lower, you may spend an additional 4 Sorcery points to expand the cone's size to 60 feet and increase the damage to 3d10 cold damage.
Strengthened Technique: Ice Formation
(Components: S, V, T*)
By cooling your Cursed energy, you can rapidly freeze moisture in the atmosphere to form large amounts of ice. On your turn, as an action, you may spend 2 Sorcery points to cover the ground in a radius of 10 feet around you in a layer of ice. The frozen ground counts as difficult terrain for everything except you. While standing on ice you have created, your Cursed Techniques reduce your Temperature by an additional 10C°.
*-50C°
Frigid Technique: Maximum Output, Arctic Formation. (Prerequisites: Sorcerer level 10) If you activate Ice Formation while your Cursed energy's Temperature is at -50C° or lower, you may spend an additional 4 Sorcery points to expand the radius to 20 feet. If the ice you create is Permafrost, any creature that ends its turn on your ice takes 1d8 cold damage.
Extension Technique: Ice Wall. When you activate Ice Formation, you may spend an additional Sorcery point to form a 10 foot long wall of ice from two points you can see within 30 feet of you. This wall has a number of hitpoints equal to your Sorcerer level. When it drops to zero hitpoints, it is immediately destroyed. If the wall is composed of Permafrost, its health is doubled.
Domain Expansion: Ice Age
(Prerequisite: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Within your Domain, your Temperature is always -200C°. The floor of your Domain is all Permafrost.
Idle Death Gamble
Idle Death Gamble is a Cursed Technique named after its Domain Expansion - which the Technique entirely revolves around. True to the name, this Technique is only for those with the heart of a true Gambler.
Base Technique: Cursed Body
Using your cursed energy, you may increase your physical capabilities beyond that of a normal human. When surrounded in an aura of Cursed Energy, you do not need to spend additional Sorcery points to replace your Strength or Dexterity with Charisma. You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Sorcerer levels, as shown in the Martial Arts column of the Monk table. Your AC becomes 10 + your Charisma modifier. All melee damage from you is considered magical for the purposes of overcoming resistances and immunities.
Lapse Technique: Even the Odds
(Components: V)
The default state of your Innate Technique.
By using your Cursed energy, you may alter fortune to your favour. When making a roll, you may spend 4 Sorcery points to give yourself advantage.
Domain Expansion: Idle Death Gamble
(Prerequisites: Sorcerer level 6)
(Components: S,V)
Your Domain is not like most. Instead of providing passive benefits to you and your allies, it serves only one purpose. To roll the dice.
You cannot use the Domain Expansion class feature.
On your turn, as an action, you may spend 5 Sorcery points to expand your Domain. Every creature within 45 feet of you becomes trapped within your domain. Once in your Domain, roll 3 d10.
If no numbers match, nothing happens.
If two numbers are the same, you regain 5 Sorcery points and 1d8 hitpoints.
If all three numbers are the same, a song that lasts exactly 4 minutes and 11 seconds emanates from you. You have hit the Jackpot.
After hitting a Jackpot, you gain the following benefits while the song plays:
- Your Cursed energy is boundless, restoring your Sorcery points to their maximum and granting you infinite Sorcery points
- Your body instinctively performs Reversed Cursed Technique, flooding your body with positive energy and restoring 2d8 hitpoints + your Charisma modifier at the start of your turns.
- The positive energy flowing your body halves all damage you take.
- Your movement speed is doubled
- You may attack three times in one action
After rolling, the Domain is dismissed.
Idle Transfiguration
Idle Transfiguration is an Innate Technique that allows the user to alter the shape of souls - and therefore the bodies housing those souls.
Lapse Technique: Soul Manipulation
(Components: S, V)
You can warp the soul of anything you touch. When you hit a creature with an unarmed strike, you may spend 2 sorcery points to immediately deal (Sorcerer level)d8 force damage to the target. This Technique cannot trigger Black Flash.
Strengthened Technique: Perfect Self
(Components: S)
You can hold your own soul in shape, preventing injury. When you take damage, as a reaction, you may spend 4 sorcery points to increase your AC by your Sorcerer level.
Strengthened Technique: Soul Transformation.
(Components: S, V)
When a creature drops to zero hitpoints due to the damage caused by your Soul Manipulation Technique, you may spend 3 sorcery points to warp the target's soul and body into a portable item.
Extension Technique: Transfiguration. On your turn, as an action, you may spend 2 sorcery points to warp a portable warped soul into a transfigured minion. The transfigured creature takes its turn immediately after yours. It has the Zombie statblock, is considered an Aberration and does not have the Undead Fortitude trait. You may only have a number of transfigured creatures active equal to your Charisma modifier.
Extension Technique: Soul Multiplicity. Souls are unique, individualistic things. Attempting to merge them will cause a powerful reaction from the rejection. On your turn, as an action, you may spend a number of Sorcery points to merge the same number of souls together, with a minimum of two. The resultant rejection causes a massive release of energy, forcing every creature within a cone of size (15 * # of souls used) to make a Strength or Dexterity saving throw or be forced backwards to the end of the cone.
Domain Expansion: Self-Embodiment of Perfection
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Every creature within your Domain counts as being within touch range, and rolls to hit from you automatically succeed.
Jujutsufolk
Jujutsufolk is an Innate Technique unlike any other. For one, it's hypothesised that users of this technique don't have a brain.
Lapse Technique: The Agenda
The default state of your Technique.
Using your Cursed Energy, you can ignore all fact or fiction to further the only thing that matters - your agenda. On your turn, you may select one target within 60 feet of you that you can see as the target of your Agenda.
Starting at 6th level, you may target 2 creatures as a part of your Agenda. This further increases to 3 creatures at 10th level, 4 creatures at 15th level, and 5 creatures at 20th.
Extension Technique: Fraud Accusations. On your turn, as an action, you may spend 2 Sorcery points to start accusing one of the targets of your Agenda as a Fraud. While they're labelled as a Fraud, they have -1 to all saving throws, -2 to all rolls to hit, and their Cursed Techniques consume +2 Sorcery points.
Extension Technique: Glazing. On your turn, as an action, you may spend 2 Sorcery points to start glazing one of the targets of your Agenda. While you're glazing them, they have +1 to all saving throws, +2 to all rolls to hit, and their Cursed Techniques consume -2 Sorcery points (with a minimum of 0).
Strengthened Technique: There is no Canon; Only Agenda
Using your Cursed Energy, you can completely ignore a target's established skillset and powerset in favour of your own "interpretation".
Extension Technique: "That was never shown". When you activate Fraud Accusations, you may spend 4 Sorcery points to force the target to roll a Wisdom saving throw. If it fails, it loses access to one action you determine.
Extension Technique: "It's my interpretation". When you activate Glazing, you may spend 5 Sorcery points to give the target advantage on the next roll they make.
Awakened Technique: We. Can't. READ!
(Prerequisites: Sorcerer level 10)
Psh. Has the Dungeon Master seriously thought you've been paying attention to various character's feats or antifeats? Obviously not. Why would you pay attention to your own campaign when you can just make stuff up that fits your agenda?
Whenever you or one of the targets of your agenda fails or succeeds a saving throw or skill check, you may spend 6 Sorcery points to force the roll to succeed or fail respectively.
Domain Expansion: r/Jujutsufolk
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Within your Domain, you control the narrative. Every creature in your Domain is counted as a target of your Agenda.
Limitless
Limitless is a powerful Innate Technique that allows the user to apply the concept of "Infinity" to the world around them, allowing for potent space manipulation.
Lapse Technique: Infinity
The default state of your Innate Technique.
Using your cursed energy, you may impose the concept of "Infinity" into the space directly surrounding you. On your turn, as a bonus action, you may spend 2 Sorcery points to form a "barrier" around you. Whenever something gets to close to you and is approaching, its velocity is continuously cut in half, preventing it from ever reaching you. This barrier automatically negates damage from 2 attacks before immediately demanifesting. You cannot create a new barrier while one is still in existence.
Strengthened Technique: Blue
(Components: S,V)
By increasing the output of your Cursed energy, you can create negative distance. Seeking to fix this impossibility, the universe forces space into the your creation, drawing everything nearby into it - thereby granting the power of attraction. This technique can be used in a number of ways, not all of which are combat. You may not spend more than 12 Sorcery points on Blue.
This technique cannot trigger Black Flash.
Extension Technique: Pulse - On your turn, as an action, you may spend a number of Sorcery points to create a pulse of Blue, which travels to the end of a line up to 10x(10 * spent Sorcery points) feet (note that you can decide the length and direction of the line). Anything within the line is dragged (5 * spent Sorcery points) feet into/towards Blue. Anything in the line takes (spent Sorcery points)d8 force damage. Anything that reaches the end receives an additional 1d10 force damage.
Extension Technique: Sphere - On your turn, as an action, you may spend a number Sorcery points to form a sphere of Blue, with a size of (-1 * spent Sorcery points) somewhere you can see within 60 feet of you. On your turn, as a bonus action, you may move the sphere up to 60 feet. Any creature that was inside of the sphere before it started moving is dragged along with it. Every living creature within (7.5 * spent Sorcery points) feet of the sphere, excluding you, is forcibly moved (2.5 * spent Sorcery points) feet towards it at the beginning of their turns, and that radius counts as difficult terrain. If a creature begins its turn within the sphere, it takes (spent Sorcery points)d6 force damage. The sphere lasts for a number of turns equal to the spent Sorcery points.
Reversed Cursed Technique: Red
(Prerequisites: Cursed Technique: Reversal class feature)
(Components: S,V)
By utilising Reversed Cursed Technique, you may create more space than should be possible. Attempting to fix this impossibility, the universe forces the extra space out of the sphere, pushing everything nearby away from it - thereby granting the power of repulsion. This technique can be used in a number of ways, not all of which are combat. You may not spend more than 12 Sorcery points on Red.
This technique cannot trigger Black Flash.
Extension Technique: Pulse - On your turn, as an action, you may spend a number Sorcery points to form a pulse of Red. The pulse travels in a line up to 10x(10 * spent Sorcery points) feet (note that you can decide the length and direction of the line). Every creature in the line must make a Dexterity saving throw against your Spell Save DC. On a fail, they are pushed (5 * spent Sorcery points) feet backwards, and take (spent Sorcery points)d8 force damage. On a success, they take half damage and are not moved.
Extension Technique: Sphere - On your turn, as an action, you may spend a number Sorcery points to form a sphere of Red, with a size of the spent Sorcery points, at the tip of your finger. On your turn, as a bonus action, you may move it up to 60 feet. When it makes contact with anything, it immediately explodes, dealing (spent Sorcery points/2)d8 force damage to everything in a radius of (2 * spent Sorcery points) feet and forcibly moving them (2.5 * spent Sorcery points) feet away from it. The sphere lasts for a number of turns equal to the spent Sorcery points.
Hollow Technique: Purple
(Prerequisites: Cursed Technique: Reversal class feature, Strengthened Technique: Blue, Reversed Cursed Technique: Red)
(Components: S, V)
Hollow Techniques are a little known variation of Cursed Techniques, created from merging a Cursed Technique and a Reversed Cursed Technique. The rarity of Hollow Techniques is due in part to their complexity to actually perform, and also due to most Cursed Techniques simply not meeting the right conditions with their Reversed Cursed Technique. However, your Cursed Technique and Reversed Cursed Technique sync up perfectly. By combining Lapse Blue and Reversal Red, you may form the devastating Hollow Purple. Positive and Negative combine to form Zero.
On your turn, as an action, you may create a sphere of Strengthened Technique: Blue and a sphere of Reversed Cursed Technique: Red in the same position directly in front of you. If you do so, you must immediately combine them using a bonus action.
This technique cannot trigger Black Flash.
Extension Technique: Sphere - On your turn, if a sphere of Strengthened Technique: Blue and a sphere of Reversed Cursed Technique: Red are in the same location and you spent the same number of Sorcery points on both Techniques, as a bonus action, you may combine them into a sphere of Hollow Technique: Purple of size (2 * total spent Sorcery points). Once the sphere has been created, you may either launch the sphere to travel in a 10x(2.5 * total spent Sorcery points) foot line - every creature in the line takes (2 * total spent Sorcery points)d10 force damage - or you may release it in a burst of energy with a diameter of (5 * total spent Sorcery points) - every thing hit by the burst takes (total spent Sorcery points)d10 force damage.
Extension Technique: Absorption - When you activate your Lapse Technique: Infinity, you may activate both Strengthened Technique: Blue and Reversed Cursed Technique: Red at the same time. You must spend the same amount of Sorcery points on both Cursed Techniques, and a minimum of 2 Sorcery points to each. A barrier of Purple surrounds you, allowing you to nullify any attack you come into contact with. Any attack which targets you, though not necessarily only you, is automatically disrupted and cancelled. This barrier automatically negates a number of attacks equal to half the total spent Sorcery points before demanifesting.
Domain Expansion: Unlimited Void
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Your Domain only lasts until the end of your next turn. However, within your Domain, all creatures - excluding you and any others you specify - are inundated by an infinite flood of sensory information. At the beginning of any affected creatures turn, they must make a Wisdom saving throw against your Spell Save DC. If they fail, they take 8d12 psychic damage, and cannot do anything this turn. If they succeed, they take half damage and cannot perform actions this turn.
Mythical Beast Amber
You have consumed an ancient bone lightning rod, carving the Innate Technique of a powerful ancient Sorcerer into your body. Mythical Beast Amber is an Innate Technique which alters the user's body to generate electrical phenomenon.
Cursed Energy Trait: Electrical
Your Cursed energy is unlike most. It has the properties of an electrical current, allowing it to shock people just by making contact - amongst other things.
Whenever you deal damage while surrounded in an aura of Cursed Energy or using a Cursed Technique, you deal an additional 1d8 lightning damage. Additionally, when you strike a target with an attack while surrounded in an aura of Cursed Energy, you may choose to mark it with a positive charge. The number of markers active at once may not exceed your Charisma modifier. You may dismiss them at any time.
When making any attack that deals lightning damage against any target you have marked, rolls to hit automatically succeed.
Extension Technique: Lightning. On your turn, as an action, you may spend 8 Sorcery points to fire a powerful blast of lightning that rends the air itself in a 10x30 foot line. The lightning deals 4d10 lightning damage evenly spread to all targets caught within the line. However, if you have targets marked with a positive charge within 60 feet of you, your lightning blast is not fired in a line and instead automatically deals 4d10 lightning damage to the marked targets, evenly spread across them.
Lapse Technique: Mythical Beast Amber
(Components: S, V)
The default state of your Innate Technique.
Using your Cursed energy, you can manifest electrical phenomenon on your body. On your turn, as an action, you may choose one of the following phenomenon to manifest on your body until combat ends:
- Lightning Rods. Spend 2 Sorcery points to twist and harden some of the hair on your head into horn-like structures that function as lightning-rods and increase electrical activity in your brain, increasing your AC by 2 and allowing you to an additional unarmed strike when you take the Attack action.
- Photon Claws. Spend 5 Sorcery points to cause your hands to grow sharp electrically-conductive claws, allowing you to fire concentrated electromagnetic waves, doubling the damage output of your Lightning from your Electrical Cursed Energy.
- Sonic Vocal Chords. Spend 3 Sorcery points to amplify your vocal chords to allow you to blast sonic waves. On your turn, as an action, you may release a loud roar in a 30 foot cone in a direction you choose, dealing 2d10 + your Sorcerer level thunder damage to all creatures inside.
- X-Ray Vision. Spend 3 Sorcery points to augment your eyes and allow them to absorb different spectrums of electromagnetic radiation, granting you Truesight. Additionally, on your turn, as an action, you may analyse a creature and learn its weaknesses and resistances.
Starting at 8th level, you may select 2 of the phenomenon. At 15th it increases again to 3. Finally, at 20th, you may select all four.
Reversed Cursed Technique: Insulation
(Prerequisites: Cursed Technique: Reversal class feature)
By utilising Reversed Cursed Technique, you can completely negate your body's ability to conduct electricity. When you surround yourself in an aura of Cursed energy, you can double the cost to become immune to lightning damage for the duration.
Domain Expansion: God of Thunder
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Within your Domain, lightning damage bypasses all resistances and immunities and deals double damage.
New Shadow Style
New Shadow Style is a hybrid technique of Cursed energy manipulation and swordplay designed by Sorcerers without an Innate Technique that involves the user filling their blade with Cursed energy and utilising their swordsmanship to decimate their foes.
Base Technique: Cursed Swordsmanship
Using your cursed energy, you may increase your physical capabilities beyond that of a normal human. When surrounded in an aura of Cursed Energy, you do not need to spend additional Sorcery points to replace your Strength or Dexterity with Charisma. You can roll a d4 in place of the normal damage of weapons you are proficient with. This die changes as you gain Sorcerer levels, as shown in the Martial Arts column of the Monk table. Your AC becomes 13 + your Charisma modifier. All melee damage from you is considered magical for the purposes of overcoming resistances and immunities.
On your turn, as a bonus action, you may sheathe your sword. Alternatively, after making an attack, as a reaction, you may sheathe your sword.
New Shadow Style: Simple Domain
(Prerequisites: Sorcerer level 5)
(Components: S, V)
Often called the "Domain for the weak", a Simple Domain is a primitive version of the far more powerful Domain Expansion. By erecting a barrier around oneself and the immediate surrounding area, a Sorcerer can impose rules onto reality and even weaken Domains they are caught in.
If your sword is sheathed, as an action, you may spend 4 Sorcery points to form a Simple Domain with a radius of 15 feet around you.
If you are within another Sorcerer's Domain Expansion, anyone within your Simple Domain is unaffected by the Domain Expansion's affects, as specified in the Sorcerer's Innate Technique.
At the start of your turn, if you have a Simple Domain manifested, you may spend 2 Sorcery points to maintain the Simple Domain's existence.
You may only use one Extension Technique at a time.
Extension Technique: Evening Moon Simple Domain. When activating your Simple Domain, you may spend 2 Sorcery points to incorporate a special function into the Simple Domain's barrier, which allows you to weaken other Cursed techniques while strengthening your own. Within this Simple Domain all of your Cursed techniques consume 2 less Sorcery points and enemy Cursed techniques consume 2 more Sorcery points.
Extension Technique: Flickering Eagle Simple Domain. (Prerequisites: Cursed Technique Reversal class feature) When activating your Simple Domain, you may spend 2 Sorcery points to incorporate a special function into the Simple Domain's barrier, which allows you to automatically parry blows coming your way. Within this Simple Domain, any attack against you automatically triggers your Immovable Blade Cursed Technique, which does not consume a reaction if activated this way.
Binding Vow: Not an Inch. A Binding Vow has been made. While in your Simple Domain, if your position changes for any reason, the Simple Domain immediately collapses. However, your Simple Domain costs half the Sorcery points to manifest and maintain.
Binding Vow: Pact of Nonviolence. A Binding Vow has been made. Nothing within your Simple Domain, including yourself, can take any hostile action against another creature inside the Simple Domain.
New Shadow Style: Batto Sword Draw
The Batto Sword Draw is a specialised sword drawing technique that involves using Cursed energy to significantly speed up the process. If your sword is sheathed, when any creature enters melee range or your Simple Domain, as a reaction, you may spend 2 Sorcery points to unsheathe your sword and make an attack against that creature. Additionally, on your turn, if your sword is sheathed, you may spend to 2 Sorcery points to make two attacks when you take the Attack action. This Technique is free if activated by Simple Domain.
Extension Technique: Evening Moon Sword Draw. By further refining the Cursed energy within the Batto Sword Draw, you can unleash your blade far faster. When activating Batto Sword Draw, you may spend another 3 Sorcery points to take another Attack.
Reversed Cursed Technique: Immovable Blade
(Prerequisites: Cursed Technique: Reversal class feature)
By utilising Reversed Cursed Technique, you may flood your blade with positive energy to counteract oncoming attacks. When an attack is successfully made against you, as a reaction, you may spend 3 Sorcery points to unsheathe your sword and roll a Dexterity (or Charisma) saving throw against the attacker's roll to hit. If you succeed, you take no damage and re-sheathe your sword. This includes Cursed Techniques that require rolls to hit.
Domain Expansion: Domain for the Weak
(Prerequisites: Domain Expansion class feature)
Your Domain Expansion is not a proper Domain. Instead, it is a massive Simple Domain that you can customise every time you unleash it. Your sword must be sheathed to use your Domain. Your Domain is only 30 feet instead of 45. Within your Domain, all of your Extension Techniques for your Simple Domain are active. For the purposes of your Cursed Techniques, your Domain Expansion counts as your Simple Domain.
Ratio
The Ratio Technique is an Innate Technique which allows the user to visually separate a target into 10 sections, and forcibly creates a weak-spot at the 7:3 ratio.
Base Technique: Cursed Strength
Using your cursed energy, you may increase your physical capabilities beyond that of a normal human. When surrounded in an aura of Cursed Energy, you do not need to spend additional Sorcery points to replace your Strength or Dexterity with Charisma. Your AC becomes 13 + your Charisma modifier. All melee damage from you is considered magical for the purposes of overcoming resistances and immunities.
Binding Vow: Overtime. A Binding Vow has been made. You may designate 4 hours as "on-shift" and another 4 as "off-shift". While on-shift, your maximum Sorcery points are restrained to 80%. However, when in combat off-shift, your maximum Sorcery points are 120% of your baseline maximum.
Lapse Technique: Ratio
(Components: S, V)
The default state of your Innate Technique.
Using your Cursed energy, you can visualise a bar separating a creature into 10 sections. Any part of the target may be separated, whether that be arms, legs, the entire target, etc. A weak-point exists at the 7:3 ratio.
When rolling to hit for melee attacks, you may spend 1 Sorcery point to instead roll a d10. If you roll a 7, your attack lands and is a critical hit. If you roll a 6 or an 8, your attack lands normally. Any other roll is a miss.
Awakened Technique: Precise Strike
(Prerequisites: Sorcerer level 10)
(Components: S,V)
Your precision is at a supernatural level. If you do not roll a 7 for Ratio, you may spend 1 Sorcery point to reroll. You may only reroll up to half your Sorcerer level times, rounded down. If Ratio causes a critical hit and you activate Black Flash, gain advantage on the Charisma check.
Awakened Technique: All Around Application
(Prerequisites: Sorcerer level 10)
(Components: S,V)
You can apply your Ratio technique to nigh anything you encounter.
Extension Technique: Counterspell - You can apply your Ratio technique to spells, magical effects, and Cursed Techniques (excluding Domains) within your melee range. You may make a melee attack targeting the formerly mentioned targets. If you roll a 7, the target is immediately nullified.
Extension Technique: Collapse - You can apply your Ratio technique to the environment around you.
Domain Expansion: Mathematical Perfection
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Within your Domain, all of your usages of Ratio automatically succeed.
Shrine
You have consumed an ancient mummified finger, carving the Innate Technique of a powerful ancient Sorcerer into your body. The Shrine Technique is an Innate Technique which involves a number of slashing techniques to cut down the user's foes.
Lapse Technique: Dismantle
(Components: S, V)
The default state of your Innate Technique.
Using your Cursed energy, you can create powerful slashes. On your turn, as an action, you may spend 2 Sorcery points to roll to hit against a target within 30 feet of you. You make a cutting motion with your arm, causing a slash to erupt and streak forward. The slash deals (Sorcerer level/2)d10 magical slashing damage + your Charisma modifier.
Strengthened Technique: Cleave
(Components: S,V)
Using your Cursed energy, you can create a slash that adjusts itself as you wish - but it can only hit targets you touch. On your turn, as an action, you may spend a number of Sorcery points to select one target within touch range of you that you can see, and make a roll to hit to touch them. If you hit, numerous slashes appear on their body and deal (spent Sorcery points)d10 magical slashing damage.
Awakened Technique: Open
(Prerequisites: Sorcerer level 10)
(Components: S, V)
Using your Cursed energy, you can create a powerful arrow of flame. On your turn, as an action, you can spend 6 Sorcery points to summon flames from your hands and mold them into the shape of an arrow. You cannot do anything until your next turn. On your next turn, you must immediately release the arrow as an action, which travels in a 10x50 foot line in a direction you decide. Anything in its path takes 7d10 fire damage.
Awakened Technique: Slash that Cuts the World
(Prerequisites: Sorcerer level 15, Lapse Technique: Dismantle)
(Components: S, V*)
By expanding the target of your Dismantle to the world, you can perform a slash that cuts through space itself. On your turn, as an action, you may spend 4 Sorcery points to begin chanting. While chanting, you may not do anything except continue to chant as an action or cancel the chanting as an action. If you stop chanting for any reason, you do not get the Sorcery points back, and you must restart chanting from the beginning if you activate this Technique again. After three actions spent chanting, immediately activate Dismantle for triple the Sorcery points as a bonus action to cut through an area of space in a line starting from one point you can see within 30 feet of you extending for up to 10 feet to another point you can see within 30 feet of you, dealing 10d12 magical slashing damage to every creature caught inside. This damage bypasses resistances and immunities. This Technique cannot trigger Black Flash.
*"Twin Meteors. Recoil. Scale of the Dragon." The first phrase is said when you start chanting, the second phrase on your second turn, and the third just before you unleash the Technique.
Domain Expansion: Malevolent Shrine
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Your Domain is a storm of slashes and cuts, constantly slicing anything within into pieces. Your entire Domain counts as difficult terrain. At the start of a creature's turn, if they are within your Domain, they take 4d10 magical slashing damage.
Binding Vow: No Boundary. A Binding Vow has been made. Your Domain no longer traps any creature within it, and any can escape it by leaving its range. However, in exchange, your slashes deal 5d12 magical slashing damage.
Star Rage
Star Rage is an Innate Technique that allows the user to add virtual mass to themself or their specially constructed Shikigami.
Base Technique: Cursed Body
Using your cursed energy, you may increase your physical capabilities beyond that of a normal human. When surrounded in an aura of Cursed Energy, you do not need to spend additional Sorcery points to replace your Strength or Dexterity with Charisma. Your AC becomes 13 + your Charisma modifier. Your movement speed increases by 10 feet. All melee damage from you is considered magical for the purposes of overcoming resistances and immunities.
Lapse Technique: Virtual Mass
Using your Cursed energy, you may add conceptual mass to your body or your shikigami. On your turn, you may spend a number of Sorcery points to add 25kg of mass to yourself per Sorcery point spent. Your unarmed strikes deal 1d4 magical bludgeoning damage per 50kg of your body's mass, including both virtual mass from this Technique and your own natural weight. You may instantly remove any added conceptual mass on your turn as a bonus action. You and your shikigami cannot have conceptual mass greater than five times your Sorcerer level multiplied by your Charisma modifier kilograms.
On your turn, as a bonus action, you may transfer any amount of virtual mass from yourself to your shikigami or vice versa.
Lapse Technique: Shikigami
Using your Cursed energy, you can manifest a shikigami under your control. The shikigami is always active and follows you around. It can only be seen by those that can perceive Cursed spirits. Its hitpoints are equal to your Sorcery level, and its AC is 13 + your Charisma modifier. It takes its turn immediately after you and has 30 feet of flying speed. It has a default mass of 0kg.
Its only attack deals 1d4 magical bludgeoning damage + another 1d4 per 50kg of its body's mass.
On your turn, as an action, it can curl into a ball and you can use it as a projectile to attempt to hit one creature within 60 feet of you. When used as a projectile, its damage is equivalent to two of your unarmed strikes including you and the shikigami's mass. If used as a projectile, the shikigami cannot take actions on its next turn.
If your shikigami drops to 0 hitpoints, it demanifests. On your turn, as an action, you may spend 6 Sorcery points to remanifest it.
Cursed Technique Reversal: Mass Removal
(Prerequisites: Reversed Cursed Technique class feature)
By utilising Reversed Cursed Technique, you may conceptually remove mass from yourself. On your turn, you may spend a number of Sorcery points to remove 25kg of mass from yourself per 2 Sorcery points spent. Every 50kg lost under your baseline mass grants you 5 additional feet of movement.
For the purposes of your Technique, this mass lost counts as negative conceptual mass.
Maximum Technique: Maximum Black Hole
(Prerequisites: Sorcerer level 10)
By adding incredible amounts of mass to yourself, your body or your shikigami's gravitational pull becomes strong enough to begin compressing your body down onto a single point, becoming so powerful and so dense that not even light can escape its gravitational pull. When you have your maximum conceptual mass added to your body or shikigami, you may spend 10 Sorcery points to break past that limit and cause the target to immediately reach critical mass. The target collapses into a black hole, and everything within 20 feet takes 10d20 force damage. The target dies and its body ceases to exist after the black hole implodes.
Binding Vow: The End. A Binding Vow has been made. By guaranteeing your own death beyond a shadow of a doubt, you can increase the power of this Technique. The range of the black hole is increased to 30 feet and the damage is increased to 20d20 force damage. In exchange, you cannot be revived by any means after death.
Domain Expansion: Conservation of Mass
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Within your Domain, every creature's mass is considered conceptual mass. You may target any creature within your Domain with your Technique, with their body taking the place of yours in your Technique's function.
Straw Doll
The Straw Doll Technique is an Innate Technique that allows the user to create sympathetic links using effigies and pieces of their target. Often times, this technique involves the use of a straw doll as an effigy.
Lapse Technique: Imbued Nails
(Components: M*)
You can imbue iron nails with Cursed energy and launch them at targets at a range. On your turn, as an action, you may spend 2 Sorcery points to launch 3 nails. Each nail targets a creature of your choice within 90 feet and that you have line of sight to. Rolls to hit using the nails are d20 + your Charisma modifier + your proficiency modifier. Damage rolls for nails are 1d12 + your Charisma modifier magical piercing damage. These nails remain lodged within the targeted creature for 3 rounds. One creature can only have up to 3 nails lodged into it at once. A Black Flash used on this Technique affects all three nails simultaneously.
*Iron nails
Lapse Technique: Sympathetic Link
(Components: M*)
The default state of your Innate Technique.
Using your Cursed energy, you may form sympathetic links between effigies and targets if you have pieces of your target. By spending 1 Sorcery point, you may form a basic sympathetic link between a target and an effigy, provided you have material originating from the target's "body". This technique works on inanimate objects. The effigy must be humanoid, but it is not necessarily required to be an inanimate object.
Using this technique, the maximum damage you can deal to the effigy is your Sorcerer level * your Charisma modifier.
When attacking the effigy, you do not need to roll to hit, all attacks automatically land.
This link will transfer only a half of the damage done to the effigy to the target.
*Material from the target's "body".
Strengthened Technique: Resonance
(Components: V, M*)
By increasing the output of your Cursed energy and using more important pieces, you may strengthen the link formed by your Innate Technique. Whenever you damage the effigy, you may spend 2 Sorcery points to activate Resonance.
Resonance transfers the three quarters of the damage dealt to the effigy.
If an important piece of the target is used, for example: an arm, you may spend an additional 2 Sorcery points to trigger additional injuries of similar manner across the target and deal the same amount of damage two more times.
*Material from the target's "body".
Strengthened Technique: Hairpin
(Components: S,V)
By overloading the Cursed energy within your nails, you can cause them to violently explode. On your turn, as a bonus action, you may spend 4 Sorcery points to detonate every launched imbued nail at once. The explosion of Cursed energy deals ((1d12 + your Charisma modifier) per nail) * (1 + nails/10) force damage.
(For example, 2 nails would deal 1d12 + CHA mod for the first nail, then another 1d12 + CHA mod for the second nail, and then those would be added together and multiplied by (1 + 2/10), which is 1.2)
Reversed Cursed Technique: Inversed Link
(Prerequisites: Cursed Technique Reversal class feature)
(Components: V, M*)
By utilising Reversed Cursed Technique, you may form an inverted sympathetic link between your target and your effigy. You may spend 2 Sorcery points to create an inverted sympathetic link. Whenever you deal damage to the target, heal the effigy, and vice versa. This technique's healing and damage have the same limits as your Sympathetic Link technique, and is affected by your Resonance technique.
*Material from the target's "body".
Hollow Technique: Null Link
(Prerequisites: Cursed Technique: Reversal class feature, Lapse Technique: Sympathetic Link, Reversed Cursed Technique: Inversed Link)
(Components: S, V, M*)
Hollow Techniques are a little known variation of Cursed Techniques, created from merging a Cursed Technique and a Reversed Cursed Technique. The rarity of Hollow Techniques is due in part to their complexity to actually perform, and also due to most Cursed Techniques simply not meeting the right conditions with their Reversed Cursed Technique. However, your Cursed Technique and Reversed Cursed Technique sync up perfectly. By combining Sympathetic Link and Inversed Link, you may form the Null Link. On your turn, as an action, you may activate both Lapse Technique: Sympathetic Link and Reversed Cursed Technique: Inversed Link at the same time. You must spend the same amount of Sorcery points on both Cursed Techniques, and a minimum of 2 Sorcery points to each. A Null Link is formed between your effigy and the target. You may only transfer damage across the Null Link. When you transfer damage across the Null Link, additionally remove the same amount from the target's max HP.
*Material from the target's "body"
Domain Expansion: All-Purpose Effigy
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. Within your Domain, your Innate Technique transfers the full damage/healing across your Sympathetic Links. Within your Domain, there exists a towering straw humanoid effigy, which remains at the center of the Domain. You may use this effigy to target any creature residing within your Domain without the need for material from the target's "body". Additionally, within your Domain, you may ignore resistances and immunities.
Technique Extinguishment
You have consumed a supposedly 'holy' cursed object, carving the Innate Technique of a powerful ancient Sorcerer into your body. Technique Extinguishment is the power of the Angel to completely unravel any curse the user's Cursed energy comes in contact with.
Cursed Energy Trait: Blessed
Your Cursed energy is unlike most. Your Technique automatically reverses the Cursed energy in your body, causing you to naturally utilise Reversed Cursed Technique. You gain access to the Reversed Cursed Technique Class Feature immediately. Furthermore, your Cursed energy negates any Jujutsu it comes into contact with. You are immune to barriers (including those used in Domain Expansion), and may pass in and out of them as you please. When you strike a target with an attack while surrounded in an aura of Cursed Energy, if that target is a Cursed Spirit or Incarnated Cursed Object, it takes 2d8 radiant damage. While surrounded in an aura of Cursed energy, all Cursed Techniques have disadvantage on all rolls targeting you.
Lapse Technique: Sacred Light
Using your Cursed energy, you can form sharp crosses of Sacred Light to attack your foes. On your turn, as an action, you may spend 2 Sorcery points to make a ranged attack against one target you can see within 60 feet of you. On a hit, you deal 3d6 radiant damage.
Cursed Spirits and Incarnated Cursed Objects take double damage from any Sacred Light.
Maximum Technique: Jacob's Ladder
(Prerequisites: Sorcerer level 10)
The peak of your Innate Technique's power. You can call down a stairway to Heaven itself to destroy any curse. On your turn, as an action, you may spend 10 Sorcery points to form a trumpet of Sacred Light and blow into it to generate a spell circle with a radius of 30 feet anywhere you can see within 120 feet of you. On your next turn, a massive pillar of Sacred Light descends from the Heavens and deals 6d10 radiant damage to everything inside the circle.
Domain Expansion: God's Realm
(Prerequisites: Domain Expansion class feature)
Your Innate Technique is embedded within your Domain, enhancing its power. A massive divine sun shines Sacred Light down onto your Domain, completely negating all Jujutsu from anything other than yourself. Within your Domain, Jacob's Ladders activate immediately and Cursed Spirits and Incarnated Cursed Objects take 2d8 damage at the start of their turn.
Cursed Technique Reversal
In your studies of Jujutsu and your training, you have reached an epiphany. Cursed Energy is borne from negative emotions and is an inherently negative and destructive energy. But by taking Cursed energy and multiplying it by itself... and the negative becomes positive, and the destroyer becomes a creator.
Gain access to the Reversed Cursed Technique in your Innate Technique (if applicable).
Additionally, you may use Reversed Cursed Technique to heal yourself. On your turn, as an action, you may spend an even number of Sorcery points to heal yourself for (spent Sorcery points/2 * your Charisma modifier) hitpoints. Reversed Cursed Technique can even be potent enough to restore lost limbs.
At 8th level, you've learnt how to project the Reversed Cursed energy onto others. On your turn, as an action, you may use an even number of Sorcery points Sorcery points to heal a creature within touch range of you for (spent Sorcery points/4 * your Charisma modifier) hitpoints.
Black Flash
The Black Flash is a spatial phenomenon that occurs when Cursed energy is applied to an attack within one millionth of a second of the attack landing. The phenomenon's name comes from how the Cursed energy flashes black. The spatial distortion caused by the black flash causes an increase in the destructive power of an attack to 2.5 times the original damage. When you successfully deal damage using a melee attack or Cursed technique, you may spend 1 Sorcery point to roll a d20 and add your Charisma modifier. If you get a 20 or higher, multiply your damage by 2.5.
Being hit by a Black Flash often throws the target's cursed energy into chaos. When you successfully land a Black Flash on a creature, it has disadvantage on all rolls until the end of its next turn.
Furthermore, once a Sorcerer lands a Black Flash, their understanding of their Cursed energy is deepened, and they bring out 120% of their potential. After you successfully land a Black Flash, for the next five turns, all your stats (including maximum sorcery points) are multiplied by 1.2.
Domain Expansion
(Components: S,V)
Every sentient being is born with an Innate Domain. A landscape that exists within one's soul that perfectly reflects their mind and soul. And by applying Cursed energy, one can expand that Domain into physical reality. Within your Domain, your Cursed techniques are far stronger and much easier to hit. No two domains are exactly identical.
On your turn, you may spend 10 Sorcery points to expand your Domain. Every creature within 45 feet of you becomes trapped within your domain. While within your domain, the following effects are active:
- You and all your allies gain advantage on rolls to hit
- You and your allies gain advantage on all rolls involving your Innate Technique
- Your enemies gain disadvantage on all rolls involving your Innate Technique
- The effects of your Domain Expansion within your Innate Technique apply as specified
If you expand your Domain as someone else, the domain coming from the Sorcerer with a higher Sorcerer level overwrites the other. If both Sorcerers are equivalent, then both domains remain active at the same time, negating each other's effects.
If another creature expands their Domain and you are within range of their Domain, as a reaction, you can expand your Domain at the same time. If you do, you make a Charisma contest against the creature. If you succeed, your Domain overwrites theirs. If you tie, both Domains exist simultaneously.
If you attempt to expand your Domain within another person's Domain, roll a Charisma check against against their Spell Save DC to overwrite their Domain expansion.
Your Domain lasts for 5 rounds, or until combat ends.
Expanding a Domain places a lot of strain on the user's body and mind. After your Domain is dismissed, your Cursed Techniques consume 3 times as many Sorcery points to use for the next 5 turns.
This Cursed Technique may only have the Verbal component negated by use of Subtraction.
Subtraction
Cursed Techniques often employ the use of hand signs (or other gestures) or special incantations to properly harness Cursed energy. Often times, the skill of a Jujutsu Sorcerer can be measured by how easily they can omit the use of these verbal and somatic components in their techniques.
Select one Cursed Technique that requires Somatic and/or Verbal components. Then decide one of those two components. Until your next long rest, that technique no longer requires the component selected. Upon your next long rest, or by spending 3 Sorcery points as an action, you may change the Cursed technique and component this feature targets.
At 18th level, you may select up to two components to subtract - either two in the same technique, or one in two different techniques.
Previous Versions
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