Monk
Base Class: Monk

Author Note; This started off as just a custom Jujutsu Kaisen themed class and then became a Jujutsu Kaisen themed expansion featuring a custom class, several custom magic items, several custom species, and multiple custom stat blocks. I guess that just shows my love of Jujutsu Kaisen...

 

 Curse Users harness the power of cursed energy to channel supernatural techniques and enhance their physical ability. Curse Users do this by manifesting and controlling the negative energy generated by their negative emotions, and twisting them into supernatural powers that range from subtle displays of physical strength to shocking displays of power and supernatural feats.


 

Core Curse User Traits

Primary Ability  Dexterity and Wisdom
Hit Point Dice  D8 per Curse User level
Saving Throw Proficiencies  Strength and Dexterity
Skill Proficiencies  Choose 3: Acrobatics, Athletics, History, Insight, Nature, Perception, or Religion
Tool Proficiencies  Choose one type of Artisan's Tools or Musical Instrument
Weapon Proficiencies  Simple weapons and Martial weapons without the Heavy property
Armor Training  None
Starting Equipment  Choose A or B: (A) Longsword, 5 Daggers, Light Crossbow, 20 Bolts, Artisan's Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, 9 GP; or (B) 90 GP

 

Becoming a Curse User; As a Level 1 Character

  • Gain all the traits in the Core Curse User Traits table.
  • Gain the Curse User's level 1 features, which are listed in the Curse User Features table.

Multiclassing Rules: You cannot multiclass if you select this subclass. Additionally, a character who has levels in any other class cannot select this subclass. This restriction exists to prevent mechanical exploitation of cursed techniques in combination with features from other classes.


 

There is an optional feat for other classes, and this subclass to take if you deem it necessary, this feat is called "Simple Domain". With the DM’s permission, a character may learn the "Simple Domain" feat through training, narrative progression, or instruction without waiting to gain an Ability Score Improvement class feature to take the feat.

Simple Domain

Prerequisite: level 4+

Ability Score Improvement. Increase your Wisdom score by 1, to a maximum of 20.

Anti-Domain Technique. Simple Domain is a defensive technique designed to counter Domain Expansions by disrupting their barrier rather than the imbued technique itself. When a creature activates a Domain Expansion and you are within its radius, you can use your reaction to activate Simple Domain.

While Simple Domain is active, you gain the following benefits against that Domain Expansion:

  • You are immune to the domain’s guaranteed-hit (sure-hit) effects.
  • You ignore difficult terrain created by the domain, if any.

Simple Domain remains active until the end of your next turn, until the Domain Expansion ends, or until you are incapacitated, whichever occurs first.


 

Rules on Cursed Energy: "Negative emotions such as fear, anger, hatred, and envy are the foundation of cursed energy. These emotions exist to some degree within most mortal races and as a result, the vast majority of mortal races possess cursed energy. If this amount is higher than a certain degree, it grants the person the ability to see cursed spirits. These individuals are known as Curse Users and are very rare among most mortal races. Cursed energy leaks from the body, accumulates, and ferments over time until a cursed spirit manifests." - Jujutsu Kaisen Wiki, altered to fit a D&D setting.

 Cursed Energy, also referred to as CE, is treated as a form of magic, and all cursed energy abilities are considered spells for the purposes of game mechanics. As a result, cursed energy abilities can be countered by Counterspell and are subject to the effects of Dispel Magic, and is treated as a spell with a level equal to half your Curse User level (maximum 9th level). Additionally, the spells Remove Curse and Greater Restoration directly interfere with cursed energy. When either spell is cast on a Curse User, that creature is unable to use cursed energy for 1 minute.

 You can regain cursed energy on a long or short rest. A long rest will fully restore your cursed energy reserves while a short rest will simply restore 1d10 + your Wisdom modifier, this increases by 2d10 at level 11 (3d10). Some features that utilize Cursed Energy require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Overuse of Cursed Energy. If you attempt to use a feature or Cursed Technique ability when you do not have the necessary cursed energy to use the feature or ability, it will trigger a level of brain damage. Attempting to use a feature or Cursed Technique ability when you have zero cursed energy to use the feature or ability triggers two levels of brain damage. Brain damage is an effect similar to exhaustion, it has 4 levels to it, and in order to remove a level of Brain damage, you either need to use Reverse Cursed Technique, forgoing the healing in exchange for removing one level of Brain damage, or have someone cast Greater Restoration on you. When you gain a level of Brain damage, you take 2d6 psychic damage and suffer the effects that level brings, this damage cannot be reduced in anyway and the effects are cumulative. As for what each level of brain damage does, it is as follows:

  • Level 1. Disadvantage on attack rolls and ability checks.
  • Level 2. You suffer an AC penalty equal to your Dexterity modifier, and your speed is halved
  • Level 3. Disadvantage on saving throws, and you cannot use Domain Expansion.
  • Level 4. Death.

Rules on Domain Expansions: A domain expansion, unless explicitly stated otherwise, is a closed barrier that creates a 30 foot sphere centered on the Curse User. The outside of the domain looks like an opaque black glass sphere, while the inside varies depending on the domain. Most Domain Expansions have a sure-hit effect of sorts, an unblockable attack that can only be countered by Simple Domain if you have it. A Domain Expansion always lasts for 1 minute, and is unlocked at level 17 for the Subclasses (cursed techniques) that get a domain expansion. There are two that get their domain early due to it being integral to the Cursed Technique.

 Additionally, if two domains are activated and both barriers overlap, it will initiate a domain clash. At the start of each round while the domain's barriers overlap, both domain users must roll 3d8, the first one to roll 3 of the same number wins. While two domains are clashing, neither domain's sure-hit effect or environmental effects (difficult terrain, chances to catch on fire,) on others will apply. If a domain wins, then it's sure-hit effect and environmental effects will occur, while the other domain will dissipate harmlessly. Domain Expansions with an open barrier roll this 3d8 twice, while closed barrier domains roll the 3d8 once. If three or more domains were to clash, then all involved domains will fail.

Curse User Features

Level Proficiency Bonus Class Features Cursed Energy Reinforcement Die Cursed Energy Reserve
1 +2 Cursed Energy Reinforcement, Martial Arts, Unarmored Defense 1d6  10
2 +2 Cursed Energy Infusion, Cunning Action 1d6  20
3 +2 Cursed Technique 1d6  20
4 +2 Ability Score Improvement 1d6  30
5 +3 Extra Attack 1d8  30
6 +3 Reverse Cursed Technique 1d8  40
7 +3 Cursed Technique Feature, Evasion, Binding Vows 1d8  40
8 +3 Ability Score Improvement 1d8  50
9 +4  Cursed Energy Infusion Improvement 1d8  50
10 +4  Black Flash, Simple Barrier 1d8  60
11 +4  Cursed Technique Feature 1d10  60
12 +4  Ability Score Improvement 1d10  70
13 +5 Cursed Energy Reinforcement Improvement 1d10  70
14 +5  Cursed Energy Profusion 1d10  80
15 +5  Two Extra Attacks, Cursed Corpse Creation 1d10  80
16 +5  Ability Score Improvement 1d10  90
17 +6 Cursed Technique Feature 1d12  90
18 +6  Ritual Technique, Advanced Reverse Cursed Technique 1d12  100
19 +6 Epic Boon  1d12  100
20 +6 Pinnacle of Jujutsu 1d12  120

 

Level 1: Cursed Energy Reinforcement; As a bonus action you can expend 2 CE to strengthen your body by infusing it with Cursed Energy. When active, you gain an additional 1d6 to your Unarmed Strike damage rolls. In addition to that, you have advantage on Constitution Saving Throws; Cursed Energy Reinforcement lasts until the start of your next turn. This die changes as you gain Curse User levels, as shown in the Cursed Energy Reinforcement Die column of the Curse User Features table.

Level 1: Martial Arts; Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

  • Simple Melee weapons
  • Martial Melee weapons without the Heavy property

You gain the following benefits while you are unarmed or wielding only Melee weapons and you aren’t wearing armor or wielding a Shield.

  • Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
  • Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Melee weapons. This die changes as you gain Curse User levels, as shown in the Cursed Energy Reinforcement Die column of the Curse User Features table.
  • Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Melee weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Level 1: Unarmored Defense; While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Level 2: Cursed Energy Infusion; As a bonus action, you can expend 6 CE to infuse one simple or martial non-magical weapon you are proficient with that you are currently wielding. For 1 minute, the infused weapon gains a +1 bonus to attack and damage rolls, and its damage ignores resistance to that weapon’s damage type.

Level 2: Cunning Action; Your CE allows for superhuman feats of agility allowing you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action by expending 4 CE: Dash, Disengage, or Dodge.

Level 3: Cursed Technique; You gain a Cursed Technique. A Cursed Technique is a powerful set of abilities that can be performed by using your CE, and is specific to that user. As you level up, you will unlock more abilities in accordance with the technique you choose at level 3.

To determine the cursed technique you possess, roll on the cursed technique table. This cannot be changed later.

D30 (Alternative: D20 and D10) Cursed Technique
1-2 Straw Doll
3-4 Ratio Technique
5-6 Boogie Woogie
7-8 Blood Manipulation
9-10 Cursed Speech
11 Disaster Flames
12 Disaster Plants
13 Disaster Tides
14 Rot Technique
15 Black Bird Manipulation
16 Construction
17 Projection Sorcery
18 Inverse
19 Body Transplant
20 Kurourushi
21 Cursed Spirit Manipulation
22 Deadly Sentencing
23 Mythical Beast Amber
24 Private Pure Love Train
25 Shrine
26 Ten Shadows Technique
27 Limitless
28 Heavenly Restriction of Physical Prowess
29 Pact of Pain Heavenly Restriction
30 The Six Eyes

 

Level 4: Ability Score Improvement; You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Curse User levels 8, 12, and 16.

Level 5: Extra Attack; You can attack twice instead of once whenever you take the Attack action on your turn.

Level 6: Reverse Cursed Technique; You gain the ability to multiply your negative cursed energy against itself to create positive energy. As an action, you can expend 25 CE to regain hit points equal to 2d8 + your Constitution modifier. You CANNOT use Reverse Cursed Technique on yourself if you lack the necessary cursed energy to do so.

Level 7: Evasion; When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can instead expend 4 CE as a reaction to instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.

Level 7: Binding Vow; Binding Vows are essentially contracts that an individual can make with one's self or another person. The act of abiding by the rules and restrictions agreed upon in these contracts can result in power or the achievement of a goal. However breaking a Binding Vow holds a debilitating punishment that lasts for 1 day, this punishment is determined by the DM based on what the binding vow was made to accomplish. When making a binding vow, it requires an action to do so and all conditions, benefits, and drawbacks must be clear and approved by your DM. Additionally, you may not give yourself something with a Binding Vow you weren't already capable of. An example of this is that you can't use a Binding Vow to grant yourself a flight speed if you don't have one, however if you had a flight speed you could use a Binding Vow to sacrifice something to give yourself a bonus to that flight speed.

 In order for a Binding Vow to be ended or resolved without consequence, it must either have all conditions be met, or all participants involved in the vow must spend 1 minute in a meditation ritual to dissolve the vow. Failure to do so results in the one day punishment mentioned earlier. You can only activate a number of binding vows equal to your Wisdom Modifier, and in this instance, if your wisdom modifier is 0 or negative, then you can't make binding vows until it becomes 1 or higher. The following are examples of commonly used Binding Vows.

  • Revealing One's Hand. A binding vow that increases the user's cursed energy output in exchange for vocally divulging how their cursed technique functions. For 1 minute after doing so, you gain a +1 to the damage and save DC of your cursed techniques. This is the most simplistic binding vow to perform.
  • Overclock. A binding vow that reduces the amount of cursed energy reserves you have during the hours of 6 am to 8 pm, reducing your available cursed energy by 20 points. In exchange for this, during the hours of 9 pm to 5 am, you gain full access to your cursed energy reserves + 20. To clear up potential confusion, at level 7, you typically have 40 CE. So during the aforementioned time period of 9 pm to 5 am, you'd have 60 CE. But during the time period of 6 am to 8 pm, you would only have 20 CE

Level 9: Cursed Energy Infusion Improvement; Your mastery over cursed energy deepens, greatly enhancing your infused weapons. When you use Cursed Energy Infusion, the weapon now gains a +2 bonus to attack and damage rolls. In addition, attacks made with the infused weapon treat immunity to the weapon’s damage type as resistance.

Level 10: Black Flash; You gain the potential to land a black flash. Black Flash happens when your cursed energy detonates within 0.000001 seconds of your strike landing, in game this means landing a critical hit (nat 20) on an opponent with your unarmed strike or monk weapon attack. This causes space to distort around the blow, and the CE will flash black. Of you hit a black flash, you regain CE equal to twice your Wisdom modifier + your Proficiency Bonus (minimum of 4). In addition to that, you gain temporary hit points equal to the damage dealt by the triggering attack (maximum twice your Curse User level). These temporary hit points last for 1 minute or until depleted. Ratio technique cannot trigger a black flash, you need to roll a natural 20 on an attack roll in order for a black flash to trigger.

Level 10: Simple Barrier; You may initiate a 1 minute long ritual to create a simple barrier, this requires somatic and verbal components through hand signs and incantations, during this time you cannot move. If you move, stop making the necessary hand signs, or stop speaking, the barrier ritual becomes voided and you must try again. Simple barriers are a 40 foot sphere with the center being where you were when you created the barrier. It lasts for 10 minutes and while active, all targets within it's radius cannot benefit from the invisible condition, and any spell (including cursed energy), or magical effect that is used or triggered on the inside of the barrier will not be visible to anyone outside of the barrier unless they are using detect magic.

 You can only use this feature a number of times equal to your wisdom modifier (minimum of 1). You regain all expended uses on a long rest. Additionally, all targets including yourself can freely enter and exit the barrier. This barrier can be dispelled via dispel magic. A simple barrier can have it's range, duration, and permeation (ability to enter or exit said barrier) augmented by binding vows at DM discretion.

Level 13: Cursed Energy Reinforcement Improvement; When you activate Cursed Energy Reinforcement, you may expend an additional 8 CE. If you do, you gain a +2 to attack, and damage rolls, as well as a +1 bonus to your Armor Class for the duration of the reinforcement.

Level 14: Cursed Energy Profusion; Due to your repeated use of cursed energy, your body has become permanently altered. Your speed increases by 10 feet, and you have a bonus to your Constitution and Strength saving throws equal to your Wisdom modifier (minimum of 1).

Level 15: Two Extra Attacks; You can attack three times instead of once whenever you take the Attack action on your turn

Level 15: Cursed Corpse Creation; You have gained the ability to create a Cursed Corpse, these are inanimate objects possessed by a curse allowing them to gain self-control. They can appear naturally as hostile curses but are more often used as dolls and puppets for sorcerers. Cursed corpses created by sorcerers have a core that acts as their heart, allowing them to act independently of their creator. In order to craft a Cursed Corpse, you follow the rules for crafting a legendary magic item. However, you have two additional requirements added to this. First, you need a Cursed Corpse core which is an item found in the "JJK Items, Stat Blocks and Species addon" section down below. Second, for each 8 hours you work on the creation of the Cursed Corpse, you must infuse 50 Cursed Energy into it.

 A cursed corpse, once completed, is functionally another player character, meaning you must create a level 3 character using standard array and pick what class they'll be playing. The Cursed Corpse species is found down below in the same section as the Cursed Corpse core; and it has the same background as you. However, if the Cursed Corpse has an intelligence score less than 10, it won't be intelligent enough to make it's own choices or think on it's own. You may command the Cursed Corpse as a reaction when it's turn starts, otherwise it is under the control of the DM during combat and under your control during roleplay.

Level 18: Ritual Technique; You have acquired the ability to achieve 120% of your maximum potential when using your cursed technique by performing a lengthy series of incantations and hand signs prior to the activation of the technique. You cannot move when preforming the ritual. This ritual requires a full minute of time to perform, and it's bonus lasts for 10 minutes. It has no effect on domain expansions. Additionally if you move, stop making the necessary hand signs, or stop speaking, the ritual becomes voided and you must try again.

 You can only use this feature a number of times equal to your wisdom modifier (minimum of 1). You regain all expended uses on a long rest.

Level 18: Advanced Reverse Cursed Technique; Your Reverse Cursed Technique has become good enough to where you can heal others, you must be able to touch the target in order to use this part of the ability. Also, the healing dice from your Reverse Cursed Technique has been increased to 4d8 + your Con modifier. In addition to that, using reversed cursed technique now also removes the Poisoned and Diseased conditions from you or the target you're healing.

 Alternatively, you may use this feature to restore a severed limb or body part that you have lost, provided you are not dead or incapacitated. Restored body parts are fully functional and reattach or regenerate instantly. This feature cannot restore lost body parts caused by death, nor can it resurrect you or any other creature.

Level 19: Epic Boon; You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Level 20: Pinnacle of Jujutsu; At the height of your power; instincts, discipline, and cursed energy converge into flawless execution. Your Dexterity and Wisdom scores increase by 4, to a maximum of 25. Additionally, you can regain 45 CE as a bonus action, once you use this feature you can't use it again until you finish a long rest.

 

 

Straw Doll Technique

 Straw Doll grants you the ability to manipulate a hammer, nails, and a straw doll. By flowing your cursed energy through your equipment, you can launch nails from long range and detonate them, or use your straw doll as an effigy to deal damage to your opponent's body.

Level 3: Hairpin; You may expend 5 CE as a bonus action to activate Hairpin, which sends an imbued nail piercing through the body of a target, this is a ranged attack roll with a range of 60 feet. On hit it deals 1d6 piercing damage, this damage increases at levels 7 (2d6), 11 (3d6), and 17 (4d6).

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the damage die of Hairpin becomes a D8 and it's range becomes 120 feet.

Level 7: Pin Down; Hitting an enemy with hairpin reduces their movement by 10 feet, and increases your movement by 10 feet until the start of your next turn.

Level 11: Resonance; If you have a piece of an enemy (limbs, flesh, bone), you may nail it to a Straw Doll effigy (you can create a Straw Doll Effigy at will) and expend 25 CE to activate Resonance as an action, this forces a Wisdom Saving throw. On a failed save it deals 2d10 + 5 psychic damage to the target no matter where they are, and stuns them until the start of your next turn. On a success, they take half damage.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Resonance does 4d10 + 5 damage and it now knocks a target prone on top of it's other effects.

Level 17: Wide Open; Hitting an enemy with Resonance reduces their Armor Class by 2 until the start of your next turn, additionally, until the start of your next turn, all weapon attack rolls and unarmed strikes made against the target creature have a bonus to the roll equal to your Wisdom Modifier (Minimum of 1). These effects are induced whether or not the target succeeds the save.

Ratio Technique

 Ratio Technique divides your target with ten lines and forcibly creates a weak spot at the ratio point of 7:3. You can freely choose which part to divide, including the subject’s head, torso, arms, and legs. In order to create a ratio, you must expend 6 CE as a bonus action. While a ratio is active on a target, any roll for hit that is 4 points above the target’s Armor Class is treated as a critical hit. This is your level 3 feature, ratio cannot be used on objects and constructs.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, if you trigger a critical hit through the ratio technique, the target suffers a -2 to all saving throws till the start of your next turn.

Level 7: Golden Ratio; If you land a natural 20 on a target under the effects of Ratio, you can make one additional attack for free. This can only be done once per a turn.

Level 11: Collapse; You can now active ratio on objects and constructs.

Level 17: 7:3 Mastery; You can now crit with the ratio technique via rolling 2 points above a target's Armor Class instead of 4. Additionally, the number of attacks provided by the Golden Ratio feature on a nat 20 is now two attacks instead of one.

Boogie Woogie

 Boogie Woogie allows you to clap your hands as a bonus action, and expend 2 CE to immediately interchange the positions of two living creatures and/or items within a 30 foot radius that you know the location of. Unwilling targets swapped by this ability must succeed a Wisdom Saving Throw or take a -2 penalty to their AC until the start of your next turn. An unwilling target is any individual you consider not to be an ally that hasn't expressly stated they are ok with being swapped.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the range of Boogie Woogie is extended to 90 feet, and the AC penalty is increased from -2 to a -4.

Level 7: Disorientation; Boogie Woogie now also reduces an unwilling target's movement speed by 10 feet until the start of your next turn when they fail the saving throw.

Level 11: We are the Exception; Using Boogie Woogie on an ally now gives them a +2 to their next attack roll and, if they lack it, heroic inspiration. Additionally, you have a +2 bonus to your armor class. You are the exception after all.

Level 17: Advanced Technique; The range of Boogie Woogie has been increased to 60 feet. In addition to that, the attack roll bonus granted to allies has been increased from +2 to +3.

Blood Manipulation

 Blood Manipulation allows you to control blood inside and outside your body down to a cellular level. This technique is treasured for its overall balance and has few known weaknesses. However, whenever you use a move from this cursed technique, you take necrotic damage equal to a roll of your cursed energy reinforcement die. This damage cannot be reduced in anyway.

Level 3: Crimson Binding; As a bonus action, you may expend 8 CE to create a net of blood that can bind and immobilize a large or smaller target within 30 feet of you. The target makes a dexterity saving throw, and on a failure is paralyzed until the start of your next turn.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the technique's paralysis lasts for 1 minute and can affect any creature regardless of size. The bound creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Level 7: Slicing Exorcism; As an action, you may expend 15 CE to create a rotating disk of blood that can be thrown as a projectile. On a hit, the target takes 2d8 slashing damage, this increases at levels 11 (2d10), and 17 (2d12). This is a ranged attack roll with a range of 60 feet.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Slicing Exorcism paralyzes the target on hit until the start of your next turn.

Level 11: Flowing Red Scale; You may expend 40 CE to, as a bonus action, increase your body temperature, pulse rate, and the number of red blood cells to give yourself greatly increased energy and physical capabilities, granting you a +3 to all Ability checks for 1 minute.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Flowing Red Scale reduces the damage you take from all sources excluding psychic, necrotic and force by 2 while it's active.

Level 17 Convergence: Piercing Blood; You may expend 45 CE to condense your blood into a single point between your hands and create a powerful hypersonic beam of blood. The target must make a dexterity saving throw, and on a failure they take 3d12 piercing damage. On a success, they take half damage.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Piercing Blood deals an additional 1d12 piercing damage.

Level 17 Convergence: Supernova; You may expend 60 CE to condense your blood into a single point between your hands and create a powerful cluster blast of blood. The target must make a dexterity saving throw, on a failure they take 6d8 piercing damage and are knocked prone. On a success, they take half damage.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Convergence: Supernova now knocks a target prone regardless of whether they succeed or fail the save.

Cursed Speech

 You infuse spoken words with cursed energy to increase the spirit of the words, forcibly compelling anyone who hears to follow your commands. The bigger the command, the larger the backlash on your vocal chords. This backlash is determined via your level versus the target's CR, if your level is equal too or greater than the target's CR then your find, but if the target's CR is higher than you. Then you will take a number of D6s equal to the difference in CR level compared to character level. This damage is Psychic and can't be reduced in any way. An example of what this backlash looks like is that if a level 5 character tried using used speech on a CR 6 target, they'd take 1d6 psychic damage. But if the target was a CR 7, they'd take 2d6 psychic damage.

Level 3: Don't Move; As a bonus action, you may expend 10 CE to force a Charisma Saving Throw on a target that can hear you, on a fail they cannot expend movement until the start of your next turn.

Level 3: Get Crushed; As a bonus action, you may expend 8 CE to force a Strength Saving Throw on a target that can hear you, on a fail they are forced prone.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Get Crushed now deals 8d8 bludgeoning damage on a failed save, they take half damage on a success.

Level 7: Blast Away; As an action, you may expend 25 CE to force a Constitution Saving Throw on a target that can hear you, that you can see. On a fail, the target is sent flying 25 feet away from you.

Level 7: Sleep; As an action, you may expend 25 CE to force a Constitution Saving Throw on a target that can hear you, that you can see. On a fail, the target is knocked unconscious until the start of your next turn.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the sleep command lasts for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Level 11: Explode; As an action, you may expend 40 CE to force a Constitution Saving Throw on up to 6 targets that can hear you, that you can see, on a fail they take 8d6 Force damage, half as much on a successful save.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Explode deals an additional 8d6 damage.

Level 17: Confidence; The CE cost of all Cursed Speech abilities has been reduced by 5 to a minimum of one.

Disaster Flames

 Disaster Flames is based on the natural disaster of volcanoes, granting you the ability to manipulate lava among other pyrokinetic abilities. In addition to that, as a passive bonus, you are resistant to fire damage. This resistance becomes an immunity at level 11.

Level 3: Volcanic Window; You may expend 6 CE as an action to activate this ability, which creates a jet of fire emanating either from your hand (a range of 60 feet), or from a flat surface within your line of sight. Any target within 5 feet of this jet of fire must make a dexterity saving throw. On a failure, they take 1d10 fire damage, and catch on fire. A creature on fire takes 1d6 fire damage at the start of each of its turns and can use an action to extinguish the flames. The on hit damage increases at levels 7 (2d10), and 11 (3d10).

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Volcanic Window deals an additional 1d10 fire damage on hit, and an additional 1d6 fire at the start of an on fire target's turn.

Level 7: Ember Insects; You may expend 25 CE as an Action to create a small flying insect shikigami, which flies towards an enemy and detonates. The target must make a dexterity saving throw to escape the range of the explosion. On a failure, the target takes 1d10 fire damage and 1d10 Force damage.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the damage increases to 2d10 fire damage and 2d10 Force damage.

Level 11: Maximum Meteor; You may expend 50 CE to create a massive flaming meteor of 20 feet in diameter and send it flying in a direction of your choosing. Targets within 30 feet of the impact site must make a dexterity saving throw. On a failure, they take 3d12 + 5 fire damage, half as much if they succeed. 

  • Ritual Technique Boost: For the duration that Ritual Technique is active, maximum meteor deals an additional 1d12 fire damage on hit.

Level 17: Domain Expansion: “Coffin of the Iron Mountain”; The inside of the domain takes the form of the inside of an active volcano. Upon activation, all inhabitants of the domain that aren't using simple domain must make a constitution saving throw. On a failure, the target catches fire. Additionally, the inside of the domain is classified as difficult terrain, you are unaffected by this aspect and can move freely within your domain. As a bonus action, you may trigger your domain's sure-hit effect, each target inside the domain that's not using simple domain is hit by a large boulder, taking 5d12 + 5 bludgeoning damage. It costs an action to expand your domain and costs 60 CE.

Disaster Plants

 This technique allows you to manifest cursed plants into reality, they are actually creating the cursed plants they control with cursed energy. Any plant or wood attack can be erased from reality just as quickly as it's manifested. In addition, any bludgeoning, piercing, or slashing damage you take from an attack is reduced by 1. This reduction increases at levels levels 7 (2), and 11 (3).

Level 3: Roots; As a bonus action, you may expend 8 CE to activate Roots; which manifests roots that emerge from the ground, this cluster occupies a 5 by 5 space. As a free action, you may command these roots to either ensnare or attack any creature within 10 feet of them. If you choose for the roots to ensnare, then the target must succeed a Strength Saving Throw or be grappled. If you choose to have the Roots attack, then the target must succeed a Dexterity Saving Throw or take 2d8 Piercing or Bludgeoning damage (your choice). You may only have two root clusters active at any given time. The root cluster has an AC of 14, with 15 hit points, and lasts for 1 minute or until it is destroyed.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Roots last for 10 minutes or until destroyed instead of 1 minute or until destroyed.

Level 7: Wooden Ball; You may expend 15 CE as an action to create a wooden ball from cursed energy. The ball propels one sharp branch to attack and skewer their target and then disintegrate. This attack does 2d10 piercing damage, this increases at levels 11 (3d10), and 17 (4d10).

Level 11: Cursed Buds; You may expend 30 CE to launch buds that feed on the Ki or magical energy of whoever it attaches to. The more Ki or magic the person uses, the deeper its roots will extend into their bodies. Upon activation, the target must make a dexterity saving throw, and if the target is currently using magic or cursed energy of any kind, they have disadvantage on the save. On a failed save, the targets are hit by the buds, and must make a constitution saving throw. If they fail that save, the buds take root, and from that moment on, until the buds are removed, the buds will embed deeper into the target’s body and deal 1d8 pierce damage and 2d8 poison damage. The target may take an action to remove the buds. But until they do so, at the start of each of their turns after the initial damage, they take 2d8 poison damage.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, cursed buds deals an additional 1d8 poison damage when it deals poison damage.

Level 11: Flower Field; You may expend 50 CE as a bonus action to create a 30-foot radius circle of flowers around an opponent within 60 feet of you that distracts them with a curse that takes away their desire to fight. Upon activation, any creatures in the field of cursed flowers must make a Constitution Saving Throw, and on a failed save gains disadvantage on all attack rolls and dexterity saving throws until they exit the range of the field.

Level 17: Sacrificial Flower; You may expend 60 CE to extract life energy from all living plants within a 60 foot radius. All plants within the range will immediately die, and all the energy will go to you. If there is not enough plant energy within the radius, this action fails. Once fully charged, you may then, at no additional cost, fire a powerful beam of energy. The beam is a 40 foot cone, and any targets within the range must make a dexterity saving throw, and on a failed save take 5d10 Force damage.

Disaster Tides

 Disaster Tides allows you to produce massive waves of water without a source of it, generating it from your Ki alone. You can manipulate and control this water freely. In addition to that, you have a swimming speed of 60 feet and can breathe underwater as a passive effect.

Level 3: Tides of Ruin; You may expend 4 CE as part of a bonus action to activate Tides of Ruin, which creates a jet of up to 10 gallons of water emanating from your palm. You can either use this to generate the water, or shoot out a 15 foot cone of water that forces any target caught in the cone to make a Dexterity Saving Throw. On a fail the target gets pushed back 10 feet and knocked prone.

Level 7: Death Swarm; You may expend 20 CE as an action to summon four fish shikigami that emanate from your body, and attack a target of your choice within 60 feet of you. The target must make a Dexterity saving throw, taking 4d4 piercing damage on a failed save. This damage increases at levels 11 (4d6), 17 (4d8).

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Death Swarm deals an additional 1d8 piercing damage, and targets within 10 feet of you have disadvantage on the Dexterity Saving Throw.

Level 11: Water Shield; You may expend 40 CE as an action to summon and manipulate water and bring it into a tube rapidly circling around you, which you can use defensively. As a reaction, should a creature attack you, you can expend 5 CE to move this water disc to block the attack. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. The water disc lasts for 1 minute before dissipating.

Level 17: Domain Expansion: “Horizon of the Captivating Skandha”; The inside of the domain takes the form of a sunny, picturesque tropical island, the sure-hit effect is that your death swarm ability is guaranteed to hit. Unless someone has simple domain active, then you have to roll to hit them with your Death Swarm ability. Additionally, the inside of the domain is classified as difficult terrain, you are unaffected by this aspect and can move freely within your domain. It costs an action to expand your domain and costs 60 CE.

Rot Technique

 Similar to blood manipulation, you are able to control your blood, although to a lesser degree. You are able to do simple actions such as channel your blood into sharp rays that you can send forth at will. As an action, you can expend 8 CE to forcibly eject your blood in this manner at a target you can see within 30 feet. The target must make a dexterity saving throw, and on a failure takes 2d10 acid damage. Similarly, any other contact made with your blood deals 1d6 acid damage. This is your level 3 feature. Additionally, you have resistance to Acid and Necrotic damage, this damage resistance becomes immunity at level 11.

Level 7: Decay; As a bonus action, you can expend 20 CE to curse a creature within your line of sight that has been hit with your blood. A floral pattern appears on the victim’s body along where the poison made contact with the skin, and they gain the Poisoned condition. The creature immediately makes a constitution saving throw, this saving throw is not influenced by the poisoned condition. On a failure, the creature takes 2d10 necrotic damage. They must repeat the saving throw on all subsequent turns until the effect ends. This effect lasts for 10 minutes or until you are incapacitated, fall unconscious, or manually dispel the technique.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Decay now lasts for 1 hour and deals an additional 3d10 necrotic damage.

Level 11: Maximum Technique: “Wing King"; You can expend 30 CE to reshape your blood into wasp-like wings, emanating from your back. These wings can attack with vector lines of blood, as well as increase the user's maneuverability. For 1 minute, you gain 30 feet of fly speed. Additionally as a bonus action, you can attack with your blood wings, this attack has a range of 15 feet and on hit does 3d12 Acid damage.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Maximum Technique: "Wing King" lasts for 10 minutes, it's attack can deal an additional 1d12 Acid damage, and grants you 60 feet of fly speed.

Level 17: Toxic Blood; Your blood via the third level feature now deals 4d10 acid damage instead of 2d10. Additionally, contact with your blood now inflicts 2d6 acid damage instead of 1d6.

Black Bird Manipulation

 You are able to control crows, and see through their eyes. Taking control of a crow costs 2 CE, and initial activation requires you being able to see the creature, however there is no limit on how long you can continue possessing the crow, either on time or distance

Level 3: Bird Strike; By spending 6 CE, you can overload a crow with cursed energy, and force them to crash into a target, exploding as they do so. Targets must make a dexterity saving throw, on a failure the target takes 1d12 piercing damage. This damage increases at levels 7 (2d12), 11 (3d12), and 17 (4d12).

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Bird Strike deals an additional 1d12 piercing damage.

Level 7: Slowing Strike; At the cost of infusing an additional 6 CE into your technique when you activate Bird Strike, Bird Strike gains the added effect of reducing a target's movement speed by 10 feet until the start of your next turn.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the movement speed reduction is increased to 20 feet.

Level 11: Powerful Strike; If you deal more than 35 points of damage with Bird Strike, the target must make a Constitution Saving Throw or be stunned until the start of your next turn.

Level 17: Domain Expansion: “Forest of Black Death”; The inside of the domain takes the form of a bleak pine forest, where infinite crow shikigami fly above (As soon as one is expended, another will manifest). Many will flock to you, and crowd around you, serving as a living shield against attacks, granting you a +5 to your AC, and carrying you through the air according to your will. While in your domain, you have a fly speed of 30 feet. It costs an action to expand your domain and costs 60 CE.

Construction

 Construction, as the name implies, allows the user to conjure an object from nothing. Unlike objects created within a domain, anything constructed will remain even after the technique is completed. However, this uses a large amount of Cursed Energy, which can result in harsh backlash on the user's body, using this technique without the necessary amount of Cursed Energy will induce a level of brain damage. This Psychic damage cannot be reduced in any way. You might not even be able to use the technique safely when you first get it. Items are created instantly.

Level 3: Create Non-Magical Item; As an action you may expend 30 CE to create a Non-Magical item. This item cannot occupy a space larger than a 10 by 10 foot cube, the item cannot cost more than 250 GP. Additionally, you must have seen or handled the item that you are trying to create before you can create it. Alternatively, you can create non-magical replicas of magic items that are virtually indistinguishable from the real thing. These replicas can fool spells and effects like detect magic due to them giving off the same arcane residue as the real item, however, spells like Identify can see past this as they directly see the items effect and would allow the caster to see that all this item does is give off the same arcane residue as the item it looks like.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, you can create items that cannot cost more than 500 GP. However the CE cost while Ritual Technique is active is increased to 30 CE.

Level 3: Create Magical Item; As an action, you may expend CE to create a Magical item. This magical item cannot occupy a space larger than a 10 by 10 cube. The table below explains the item rarity and CE cost. You cannot create potions, items that store spells, or items that expend charges to cast spells.

Magic Item Rarity  Cursed Energy Cost
Common  30
Uncommon  50
Rare  70
Very Rare  90
Legendary  150
Artifact  200

 

Level 7: Maximum: True Sphere; You may expend 40 CE to create a perfect sphere. A perfect sphere has no contact area, so it generates infinite pressure. This allows it to crush matter with incredible ease, making it effectively untouchable. As a Bonus Action, you can move the sphere up to 30 feet in any direction. If the sphere hits a target, the target must make a Dexterity Saving Throw or take 5d8 Bludgeoning damage. The sphere has an AC of 12, as well as 40 hit points; if the sphere is reduced to zero hit points then it turns to dust, alternatively you can just will it to cease to exist.

Level 11: Insect Wings; You may expend 50 CE to create a pair of insect wings on your back which grant you a fly speed of 30 feet. These wings last for 10 minutes or until dispelled, turning to dust when either of the two conditions are met. This becomes 60 feet of fly speed at level 17. Additionally, you gain a +1 to your armor class while the wings are in effect.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the fly speed given has been increased to 90 feet, and the AC bonus is increased to a +2.

Level 17: Domain Expansion: “Threefold Affliction”; You, as an action, expend 60 CE to use your domain. The inside of the domain appears to be a mostly blank space, although with several oversized, organic structures floating within it that resemble the disembodied brains and ganglia of insects. The sure-hit effect of the domain is that targets automatically fail the saving throw for Maximum: Perfect Sphere when hit by it, unless they are using Simple Domain.

Projection Sorcery

 You can divide one second into twenty-four frames of animation, using your field of view as the projection angle of view. You can trace a predetermined set of movements into those twenty-four frames and execute them in that single second. Moving using this technique makes the user appear to move unnaturally fast.

Level 3: Projection; You can expend 20 CE at the start of your turn to activate this ability and divide a second, and it remains active until the start of your next turn. While this ability is active on your turn, you gain an additional 15 feet of movement, and gain Advantage on Dexterity saving throws until the start of your next turn, and you gain an additional action for this turn. That action can be used to take only the Attack (one attack only), Dash, or Utilize action.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the movement speed bonus is enhanced to 60 feet.

Level 7: Advanced Projection; Your Projection Sorcery movement speed bonus increases to 30 feet of movement instead of 15. Additionally, your base movement speed increases by 10 feet, and you add 10 feet to your long jump distance and 5 feet to your high jump distance.

Level 11: Freeze Frame; While Projection is active, you can touch a target as a bonus action, expending 20 CE, the target must make a Wisdom Saving Throw. On a fail they are frozen in place until the start of your next turn. On a success, the target's movement is reduced by 10 feet.

Level 17: Domain Expansion: “Time Cell Moon Palace”; The inside of this domain takes the form of a womb-like structure with a giant eye in place of a uterus. The domain's sure-hit takes the form of unblockable film gauges, any target that moves within this domain who isn't using simple domain takes 4d12 + 4 slashing damage as deep lacerations appear on their body. This movement must be from them actually moving. Teleportation and using actions doesn't count, but if they expend movement in any way then they will suffer the sure-hit effect, this even extends to abilities and legendary actions that allow them to move up to half their movement or more without triggering attacks of opportunity. A target can only be damaged by the side-hit effect once per a round. It costs an action to expand your domain and costs 60 CE.

Inverse

 By expending 4 CE as an action, you can activate your technique to reverse attacks in terms of damage. While activated Inverse makes it so all attacks against the user are reversed in terms of damage. Strong blows become weak and weak ones become strong while the technique is activated. For this effect to register, the attack must deal at least one point of damage and must not deal damage that exceeds your maximum health. How a strong or weak blow is determined is that any attack that deals 5 or more points of damage is a strong attack which will have it's damage lowered to 4, and a weak attack is an attack that deals less than 5 points of damage which will have it's damage raised to 8. This technique lasts for 1 minute or until you dispel it. This is your level 3 ability.

Level 7: Hard Hitter; Your technique can now be applied to your damage rolls as a bonus action at the cost of 4 CE, any damage roll below 5 becomes 8, while any damage roll above 5 is lowered to 4. This effect also lasts for 1 minute or until you dispel it.

Level 11: Defensive Overload; You can add your proficiency bonus to your armor class when Inverse is active.

Level 17: Dense Body; Cursed Energy reinforcement now provides a +5 to your armor class until the start of your next turn when Inverse is active.

Body Transplant

 You can change bodies by undergoing a surgical procedure to transplant your brain into another body, even a dead one. You cannot die unless your brain is destroyed. If you drop to 0 HP but your brain is still intact, do not perform death saves. Instead, you are still alive, though you will be unable to control your body. Your allies may extradite you from your host body and put you into another, at which point you will gain full control of this new body. You gain all powers, traits, proficiencies and memories of your host, while retaining the memories and magical abilities of the previous host. The stitches from the procedure on your forehead must always be visible and will never heal. You retain your class levels, hit points, and mental ability scores (Intelligence, Wisdom, Charisma) unless the DM rules otherwise. In addition to that, if your DM allows it, you could even keep the cursed technique of each previous host upon transfer to a new host. However the CE cost of the technique is increased by 15 points. This is your Level 3 feature.

Level 7: Cursed Mind; You have advantage on saving throws to end or avoid the Charmed and Frightened conditions.

Level 11: Reinforced Vessel; As a bonus action, you may expend 25 CE to give yourself 25 temporary hit points for 1 minute or until depleted. You cannot use this ability if you already have temporary hit points.

Level 17: Tactical Experience; Your Intelligence score increases by 2 to a maximum of 20, additionally, you gain advantage on History and Investigation checks.

Kurourushi

 You can produce and control countless swarms of shikigami cockroaches reinforced by your cursed energy. A single cockroach is not a real threat but a full swarm can be a serious issue, even to a raging barbarian.

Level 3: Pestilence Swarm; You may expend 8 CE to fill a 20 foot radius Sphere centered on a point you choose within line of sight with Cockroach shikigami. The sphere spreads around corners. The sphere remains for 1 minute, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 2d6 Piercing damage and 1d6 Poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere's area for the first time on a turn or ends its turn there.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Pestilence Swarm deals an additional 1d6 Piercing damage and 1d6 Poison damage.

Level 7: Parthenogenesis; Flesh devoured by the cursed cockroaches stimulates your parthenogenesis process, granting you the ability to produce more cockroaches. Every time a creature within the area of effect of Pestilence Swarm dies, you may immediately expand the size of the sphere by 5 feet as a reaction at the cost of 8 CE.

Level 11: Earthen Insect Trance; You may expend 20 CE as an action to create one flying insect shikigami (it uses the stat block of a Giant Fly) which carries a sac full of toxic liquid. You may order the shikigami to move as a bonus action on your turn, and you may detonate it as a free action. If a target is within 20 feet of the shikigami when it detonates, they must make a dexterity saving throw. On a failed save, they take 2d12 poison damage. Half as much on a successful save.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Earthen Insect Trance deals an additional 2d12 poison damage.

Level 17: Festering Life Sword; You may expend 30 CE as an action to summon a magical Shortsword known as the “Festering Life Sword.” This weapon resembles a short, thick, cleaver with a unique shape and a grotesque design. Its most noticeable features are six distinct firing barrels on the front of the blade. It uses the stats of a longsword, and ignores resistances to Poison damage. On hit, the target must make a Constitution Saving Throw or take an additional 2d12 Poison damage. This weapon persists until you die or dispel it, where it rots away.

Cursed Spirit Manipulation

 You can absorb ghost, banshee, Wraith, Specter, and other such ghost type enemies, as well as Cursed Spirits you have defeated in battle, and summon them under your control. Summoning these spirits costs 8 CE each, and once they are summoned, they behave as a friendly NPC that you may directly give orders to. In addition to that, you gain resistance to necrotic damage. This resistance becomes an immunity at level 11. This is your level 3 ability.

Level 7: Cursed Mind; You have advantage on saving throws to end or avoid the charmed condition.

Level 11: Toxic Punches; Your Cursed Energy Reinforcement and Cursed Energy Infusion grant an additional +3 Necrotic damage to your Unarmed Strike and Weapon damage rolls. This becomes a +6 at level 17.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, this bonus is increased to a +8.

Level 17: Maximum: "Uzumaki”; Instead of casting a domain, you may spend 60 CE as an action to combine any number of cursed spirits in your possession into one and hit a target within 60 feet of you with a blast of super condensed CE. The target must make a dexterity saving throw, on a fail, they take 8d8 + 20 Force damage.

Deadly Sentencing

 You are able to manifest a Giant Judge’s Mallet as an action to use as a weapon, which possesses the same stats as a War Hammer, doing so costs 8 CE. This weapon has no weight and can be dismissed and manifested at will, in addition to that, the Giant Judge's Mallet ignores resistances to Bludgeoning damage. This is your level 3 feature.

Level 7: Domain Expansion "Deadly Sentencing"; This is one of the two domains unlocked earlier than standard progression due to it being integral towards the technique. You can activate this domain as an action, expending 40 CE to do so. The inside of this domain is a small courtroom domain surrounded by guillotines where you and your opponent are placed on podiums standing across from one other. This domain does not use a guaranteed hit, instead, anyone inside is simply forced to follow its rules. As per a binding vow, the domain's rules must be explained to all who first experience the domain. These rules are as follows; Violence is not permitted in the domain and anyone who tries to engage will be instantaneously returned to their podium. Inside the courtroom, A shikigami named Judgeman floats behind you, who acts as the prosecution. Your opponent is the defendant and Judgeman knows everything about everyone inside the domain. You do not receive any information from Judgeman, just evidence the shikigami submits for deliberation. The evidence is not conclusive and the defendant is not told what's inside. While inside the domain, the defendant is put on trial by the Judgeman and the verdict depends solely on the arguments they make with you. The defendant's goal is to dispel all doubt and earn a pronouncement of innocence from Judgeman. Both the defendant and the prosecution have just one chance to make a statement before Judgeman delivers a verdict, with the defendant going first. The defendant has three options: silence, confession, and denial, after which you have a chance to offer your rebuttal based on the evidence you were given. A guilty verdict can result in Judgeman confiscating their ability to control magic, or in more extreme cases, a death sentence. The defendant must make a persuasion check to attempt to convince Judgeman of their innocence. Upon a failure, the defendant is pronounced guilty and you must roll a D10 to decide between Confiscation or Death Penalty. Rolling a 6 or lower results in confiscation, while rolling a 7 or higher results in the Death Sentence.

  • Confiscation. Confiscation will result in the defendant being completely unable to use magic of any kind for 1 minute. This encompasses Ki, Spells, Cursed Energy, and use of artifacts or magic weapons. If the defendant is currently holding a magic item/weapon in their hand, they do not suffer magic suppression, and instead the item/weapon is instantly removed from existence. This item/weapon cannot be retrieved until the minute is up, in which case it appears back in the defendant's hands.
  • Death Sentence. Upon a death sentence, you will be granted a powerful magic sword named the “Executioner’s Sword” for 1 minute or until the death sentenced individual dies. On hit it inflicts 5d12 radiant damage, and ignores resistances and immunities to radiant damage.

 After the trial’s conclusion, as long as the defendant did not confess to the crime, they can order one retrial, upon which the domain will re-expand with no cost to you, and the trial will restart (the crime being tried does not remain the same).

Level 11: Judge and Jury; The Giant Judge's Mallet now deals an additional 1d8 Bludgeoning damage, and gains a +2 to attack and damage rolls made with this weapon.

Level 17: Executioner; Once per a long rest, you may expend 70 CE to summon the Executioner's Sword for 1 minute without needing to have Judgeman sentence someone to the death penalty.

Mythical Beast Amber

 Your Cursed Energy has an electrical property, meaning whenever you hit with an unarmed strike infused with Cursed Energy Reinforcement, you may replace your damage type with lighting damage. This is part of your Level 3 features.

Level 3: Nyoi; You are granted an uncommon magical weapon, named “Nyoi.” Nyoi is an iron quarterstaff with the ability to act as a conduit for your Cursed Energy. As long as Nyoi is in your hand, you may expend 12 CE to make a ranged attack with a range of 60 feet. The target must make a dexterity saving throw, and on a failure must take 2d6 Lightning damage as a bolt of lightning arches of Nyoi to hit the target. This damage increases at levels 7 (2d8) ,11 (2d10) , and 17 (2d12). You can summon Nyoi to your hand regardless of what plane it is on or how far away it is at the cost of 4 CE.

Level 7: Static Discharge; When you land an Unarmed Strike infused with Cursed Energy Reinforcement, you deal bonus lightning damage equal to your proficiency bonus. Additionally, you gain resistance to lightning damage.

Level 11: Amber Beast Transformation; You may expend 60 CE to activate this Technique’s true effect, where your body becomes completely restructured to be made of pure electricity. This technique lasts for 10 minutes, or until you are killed. While active, your Strength and Dexterity ability scores are increased to 30, you gain 25 temporary hit points, and all attacks you land in this form deal an additional 1d10 Lightning Damage. This bonus damage becomes 1d12 at level 17. However, once the effect ends, you roll a d20. If you roll anything less than a natural 20, you drop dead instantly, and can only be revived only by a True Resurrection or a Wish spell.

Level 17: Significant Discharge; The bonus lightning damage equal to your proficiency bonus is now doubled and you gain immunity to lightning damage. Additionally, you now only need to roll a 19 or higher on Amber Beast Transformation to survive.

Private Pure Love Train

You are able to manifest Pachinko balls and doors. These can be used as cover, or as damaging projectiles.

Level 3: Pachinko Ball; You may expend 5 CE to summon a Pachinko Ball, it is a one use throwable projectile with a range of 60 feet that you are proficient in. You may throw it at a target within range as part of your attack action, on hit it deals Bludgeoning damage equal to two rolls of your Cursed Energy Reinforcement die.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Pachinko Ball deals an additional 2 Cursed Energy Reinforcement die of Bludgeoning damage.

Level 3: Rough CE; Your cursed energy has a much rougher texture to it than others. If you roll a 1 or 2 on your damage die (CE reinforcement and Martial arts die) when Cursed Energy Reinforcement is active. You treat the roll as a 3.

Level 7: Doors; You can expend 10 CE to summon a pair of double doors which close on a target within 30 feet of you, the target takes 2d6 bludgeoning damage and must make a Strength Saving Throw. On a fail they are restrained until the start of your next turn.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the restraint lasts for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Level 7: Domain Expansion: "Idle Death Gamble"; . The inside of the domain is an environment resembling a train station that hosts a game of chance, with a cursed slot machine manifests overhead and continuously “spins” as long as the domain persists. It takes an action to activate the domain expansion, which costs 40 CE. The rules of the domain are explained to all targets inside...

• Rules of the Domain (Explanation In Character); Within the barrier of the domain, the objective of the domain user is to score a Jackpot where the slot machine overhead lines up 3 of the same numbers. However, ever four failures results in an immediate second spin of the slot machine with 4 results; 1—Miss, 2—Reach, 3—Payout, or 4—Immediate Reroll. The failure counter resets whenever a Jackpot is hit or when the domain ends.

• Rules of the Domain (Out Of Character Explanation); At the start of each of your turns, you roll 3d8; if all three dice show the same number, you immediately hit the Jackpot and enter the jackpot state. Each failed attempt is tracked, and for every four consecutive failed jackpot rolls, the domain forcibly advances the game by triggering a secondary roll on a d4, representing a forced outcome of the gamble: 1—Miss, 2—Reach, 3—Payout, or 4—Immediate Reroll. The failure counter resets whenever a Jackpot is hit or when the domain ends. An explanation of results one through four is down below:

  • 1—Miss: You regain 15 CE and gain temporary hit points equal to twice your Curse User level.
  • 2—Reach: You regain 20 CE, and your speed increases by 10 feet until the start of your next turn
  • 3—Payout: You regain 25 CE, and until the start of your next turn, your attacks deal one additional Cursed Energy Reinforcement die of damage
  • 4—Immediate Reroll: You regain 10 CE, and immediately roll another 3d8 in an attempt to score a jackpot.

• Jackpot Mode Rules; If a jackpot is hit, the domain disappears, Jackpot lasts for 1 minute; however due to the flow of energy, your first turn in jackpot mode is spend stunned as you feel an immense feeling of euphoria. But all following turns are normal. While Jackpot is active, you gain infinite CE, immunity to poison damage and the poisoned condition, and due to the overflow of infinite Cursed Energy, your body reflexively preforms reversed cursed technique. At the start of each turn, you regain hit points equal to 4d8 + your Con modifier, and any lost limb/body parts are automatically regrown. When Jackpot ends, you regain all expended CE and hit points, and your movement becomes 0 for that turn. You cannot use your domain expansion until 1 minute after Jackpot ends, this is to prevent spam.

Level 11: Pachinko Stun; Your Pachinko Ball ability now on hit stuns an enemy until the start of your next turn.

Level 17: Barbed Bat; Now if you roll anything less than a 5 on your damage die (CE reinforcement and Martial arts die) when Cursed Energy Reinforcement is active. You treat the roll as a 5.

Shrine

Sukuna Variant of Shrine

  The “Shrine” technique manifests cutting power, as if slashing with invisible knives. The Shrine technique is divided into two types of slashing attacks, Dismantle and Cleave. Dismantle allows you to instantly slash apart your target from afar, sending shallow but quick cuts through the air capable of rending flesh. The other, Cleave, can be adjusted with cursed energy to cut down tougher opponents or structures in one powerful slash by touching them.

Level 3: Dismantle; You may expend 6 CE to activate Dismantle as a bonus action, which sends an invisible slashing force forward in the air. The target must make a dexterity saving throw, and on a failure takes 1d10 + 4 Slashing damage. This damage increases at levels 7 (2d10 + 4), 11 (3d10 + 4), and 17 (4d10 + 4). This has a range of 30 feet.

  • Ritual Technique Boost: "Slashes that cut the World" Dismantle; You have learned an alternative use for Dismantle, broadening the range of what it can target to include space, existence, and the world themselves. This alternate version of Dismantle is separate from regular Dismantle, is much faster than regular Dismantle, and requires an action to use, it costs 40 CE and has a range of 120 feet. The target must make a dexterity saving throw at disadvantage, and on a failure takes 4d12 + 8 Slashing damage. Additionally, the world cutting slash ignores both Resistance and Immunity to slashing damage.

Level 7: Cleave; If you are directly touching the target with your hand, you may expend 15 CE to activate Cleave as an action. The target makes a dexterity saving throw. On a fail, the target takes 2d12 + 4 slashing damage as four deep lacerations appear on their body where you touched them. This damage increases at levels 11 (3d12 + 4), and 17 (4d12 + 4). Additionally, cleave treats immunity to slashing damage as resistance.

Level 11: Furnace: Open; After landing both a Dismantle and a Cleave on the same turn, you may “Open the Furnace,” and as part of a free action expend 25 CE to create and manipulate fire for long-range attacks by chanting "Fuga" and forming an arrow. Furnace has a range of 60 feet. Upon activation, the target must make a dexterity saving throw. Upon failure, the target takes 4d12 + 10 fire damage, and half as much on a successful save.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Furnace becomes an AoE with a range of 120 feet, and a radius of 20 feet. All targets caught within the radius must make the Dexterity Saving Throw or take the damage of Furnace.

Level 17: Domain Expansion: “Malevolent Shrine”; This domain is an open barrier domain with it's range being that of a 60-foot sphere, it takes the form of a large Buddhist shrine decorated with skulls. Within this domain, anything without cursed energy or spellcasting that isn't using simple domain is targeted by Dismantle while anything with cursed energy or spellcasting that isn't using simple domain is hit with Cleave. Until the domain expansion ends, all targets except you are hit twice on your turn with either cleave or dismantle on the start of their turn. It costs an action to expand your domain and costs 70 CE. While your domain is active you cannot move from the point where you activated shrine.


 

Yuji Variant of Shrine

 The “Shrine” technique welded by Yuji Itadori, this version requires DM permission to use since much like in JJK itself, this version is a straight upgrade over Sukuna's... Though to compensate, some of the abilities cost slightly more CE.

Level 3: Soul Dismantle; You may expend 8 CE to activate Dismantle as a bonus action, which sends an invisible slashing force forward in the air. The target must make a dexterity saving throw, and on a failure takes 1d10 + 5 Slashing damage. This damage increases at levels 7 (2d10 + 5), 11 (3d10 + 5), and 17 (4d10 + 5). The damage increases by 1d10 if the target is a Fiend, Undead, or is of an evil alignment. This has a range of 60 feet.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, when you use Soul Dismantle on a target with temporary hit points, the soul dismantle gains a damage bonus equal to the amount of temporary hit points the target has for that attack.

Level 7: Divergent Fist; Much like Yuji, your body has undergone some structural changes. Your lower arms have become scaled in appearance, ending in claw-like nails. You gain a +2 to your AC, and your Cursed Energy Saving Throw DC. Additionally, your speed increases by 10 feet, and you add 5 feet to your long jump distance and 5 feet to your high jump distance.

 And yes I'm well aware it was actually a Cursed Tool that looked like a pair of Gauntlets which made Yuji's arms look like that, but I don't care, we don't know what those Gauntlets were supposed to do aside from hiding the fact that Yuji was missing a few fingers during the final battle, so I'm just treating this as "your body has evolved" and we are moving on.

Level 7: Cleave; If you are directly touching the target with your hand, you may expend 25 CE to activate Cleave as an action. The target makes a dexterity saving throw. On a fail, the target takes 2d12 + 6 slashing damage as four deep lacerations appear on their body where you touched them. This damage increases at levels 11 (3d12 + 6), and 17 (4d12 + 6). Additionally, Cleave ignores resistances to slashing damage, and treats immunity to slashing damage as resistance.

Level 11: Furnace: Open; After landing both a Dismantle and a Cleave on the same turn, you may “Open the Furnace,” and as part of a free action expend 25 CE to create and manipulate fire for long-range attacks by chanting "Fuga" and forming an arrow. Furnace has a range of 60 feet. Upon activation, the target must make a dexterity saving throw. Upon failure, the target takes 4d12 + 10 fire damage, and half as much on a successful save.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, Furnace becomes an AoE with a range of 120 feet, and a radius of 30 feet. All targets caught within the radius must make the Dexterity Saving Throw or take the damage of Furnace.

Level 17: Domain Expansion: “Benevolent Shrine”; The inside of the domain is an environment resembling your hometown or village, either way, it is much bigger on the inside then the outside. It costs an action to expand your domain and costs 70 CE. It has the same sure-hit effect as Malevolent Shrine, and unlike Malevolent Shrine, you can move around while your domain is active and it isn't an open barrier domain. Additionally, your sure-hit effect doesn't immediately activate, leaving you with an opportunity to peacefully resolve the fight. During the duration of time where the sure-hit effect remains inactive, there is a binding vow of non violence, where nobody can harm anything within the domain until the sure-hit effect is activated. You can activate the sure-hit effect as a free action on your turn.

Ten Shadows Technique

Level 3: Shadow Storage; You can treat shadows as portals to a pocket dimension in which you can store things. However, you must still bear the weight of whatever you store in your shadow. Depositing and Withdrawing something from your shadow costs 2 CE each.

Level 3: Shikigami Summon; You are able to expend 10 CE each to summon a variety of Shikigami after defeating them solo in ritual combat (With the exception of Divine Dogs, which are granted unconditionally). To summon Shikigami, you must make a shadow puppet with your hands and chant the name of the summon, and it will rise from your shadow. You may dismiss shikigami at any time, and if they are ever killed, they won't be summonable for a full 24 hours. When summoned, they behave as friendly NPCs that can be given orders. You only start with 5 of the 10 shikigami now and unlock the ability to summon the other 5 at level 11. All Shikigami stat blocks can be found below.

  • Divine Dogs; A pair of powerful wolves, one has white fur and the other has black fur. Both Divine Dogs use their own stat block.
  • Owl (Nue); A large orange semi-skeletal owl. Capable of carrying two humanoids in flight without sacrificing movement.
  • Toad (Gama); A trio of green winged toads, which can safely carry allies in their mouth with it's swallow attack. You only need to summon and kill one to tame it. Each toad uses its own stat block.
  • Great Serpent (Orochi); A great white serpent, which can attack in an instant.
  • Max Elephant; A large pink elephant, which can spew massive amounts of water from its trunk.

 While you cannot control a shikigami unless it is defeated in the exorcism ritual, you can still summon it at any time in an attempt to exorcise it. Exorcising one of the shikigami with multiple people voids the ritual, and you can utilize other Shikigami when attempting to tame another Shikigami. Normally this would be a pointless exorcism, but it can be used as a last resort kamikaze move.

Level 7: Stronger Shikigami; Your tamed Shikigami gain a number of temporary hit points equal to half your Curse User level when summoned that last until depleted.

Level 11: Advanced Shikigami Summon; You have now unlocked the other 5 shikigami within the ten shadows.

  • Rabbit Escape; An infinite horde of rabbits, which are mainly used as a distraction. In order to tame this Shikigami, you only need to summon and kill one of them. When you summon rabbit escape, you can summon up to 10 rabbits at one time chosing either the swarm variant of Rabbit Escape or the singular variant of Rabbit Escape when summoning multiple rabbits from this technique. If one rabbit dies then you can just summon another one immediately after, unlike the rest of the Shikigami.
  • Round Deer; A great deer capable of performing Reverse Cursed Technique (the level 6 version, not it's upgraded form) for you, and can heal allies as well. Aside from it having access to reverse cursed technique which can be performed on you and allies, once Round Deer runs out of Cursed Energy then it cannot use Reverse Cursed Technique until it is resummoned.
  • Piercing Ox; A powerful Ox that gains power the longer it runs in a straight line.
  • Tiger Funeral; A mighty tiger capable of barrier techniques.
  • Eight-Handled Sword Divergent Sila Divine General Mahoraga; A large (10 ft. tall) white semi-humanoid apparition, which can adapt to any and all phenomena.

Level 17: Domain Expansion: "Chimera Shadow Garden"; The inside of this domain takes the form of an endless sea of liquid shadow, from which you can summon Shikigami at half the CE cost. Additionally, the inside of the domain is classified as difficult terrain, you are unaffected by this aspect and can move freely within your domain. It costs an action to expand your domain and costs 60 CE.

Level 17: Totality; The act of combining the power of fallen Shikigami into another Shikigami. You unlock two new summonable Shikigami, provided all Shikigami involved have died at least once.

  • Divine Dog: Totality; An improved version of the Divine Dog shikigami which inherited the power of one of its fallen twins and attained a werewolf-like appearance.
  • Nue: Totality - Merged Beast Agito; improved humanoid version of the Nue shikigami which inherited the powers of Great Serpent, Tiger Funeral, and Round Deer.

 


 Ten Shadows Shikigami Stat blocks 

Ten Shadows: Divine Dogs

Medium Beast, unaligned

  • Armor Class: 14
  • Hit Points: 42 (5d10 + 15)
  • Speed: 40 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 18 (+4) +4
Dexterity  15 (+2) +4 (Proficient)
Constitution 16 (+3) +3
Intelligence 12 (+1) +3 (Proficient)
Wisdom 14 (+2) +2
Charisma 6 (-2) -2
  • Skills: Perception +4, Investigation +3, Stealth +4
  • Vulnerabilities: None
  • Damage Resistances: Necrotic, Radiant, Poison
  • Immunities: Poisoned, Charmed, Frightened
  • Senses: Darkvision 60 ft., Passive Perception 14
  • Languages: None
  • Challenge Rating: CR 2 (XP 0; PB +2)

Shikigami Traits


• Keen Senses. The Divine Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

• Pact Tactics. The Divine Dog has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition. It considers the allies of its summoner to be its allies as well.

• Cursed Energy. The Divine Dog has a Cursed Energy Reserve of 20. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 12, and its Cursed Technique abilities are treated as 1st level spells when determining how they can be dispelled.

 

Actions 


Bite. Melee Attack Roll: +3 to hit, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage. If the target is a medium or smaller creature, it has the prone condition.

 

Bonus Actions


(Divine Dog White only) Cursed Rend (Costs 8 CE). Dexterity Saving Throw: The Divine Dog sends forth a blast of Cursed Energy towards a target within 50 feet of them, forcing the target to make a Dexterity Saving Throw. On a fail they take 9 (2d6 + 2) Force damage.

(Divine Dog Black only) Rapid Bite. Melee Attack Roll: +3 to hit, reach 5 ft. Hit: 15 (2d10 + 4) Piercing damage.

 

Ten Shadows: Nue

Large Celestial, unaligned

  • Armor Class: 14
  • Hit Points: 52 (8d10 + 8)
  • Speed: 10 ft., fly 50 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 18 (+4) +4
Dexterity  18 (+4) +4
Constitution 12 (+1) +1
Intelligence 7 (-2) -2
Wisdom 8 (-1) -1
Charisma 7 (-2) -2
  • Skills: Athletics +7, Acrobatics +7
  • Vulnerabilities: Bludgeoning
  • Damage Resistances: Radiant, Force
  • Immunities: Lightning, Thunder; Charmed, Frightened
  • Senses: Darkvision 120 ft., Passive Perception 10
  • Languages: None
  • Challenge Rating: CR 5 (XP 0; PB +3)

Shikigami Traits


• Flyby. Nue doesn't provoke an attack of opportunity when it flies out of an enemy's reach.

• Grappler. Nue has advantage on all attacks against a grappled creature.

• Cursed Energy. Nue has a Cursed Energy Reserve of 50. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 11, and its Cursed Technique abilities are treated as 2nd level spells when determining how they can be dispelled.

 

Actions 


Multiattack. Nue makes two attacks, these two attacks must be talon attacks.

Talons. Melee Attack Roll: +6 to hit, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage.

Lightning Blast (Costs 10 CE). Dexterity Saving Throw: Nue fires of a blast of lightning at a target within 60 feet of Nue, the target must make a Dexterity Saving Throw. On a fail, they take 26 (4d8 + 8) Lightning damage, half as much on a successful save.

 

Bonus Actions


Static Shield (Costs 5 CE). Dexterity Saving Throw: Nue releases a small blast of electricity that covers a 10 foot sphere centered on Nue, all targets caught in the blast must succeed a Dexterity Saving Throw. On a failed save, they take 9 (2d6 + 2) Lightning damage, half as much on a successful save.

 

Ten Shadows: Toad (Gama)

Large Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 39 (6d10 + 6)
  • Speed: 30 ft., Swim 30 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 15 (+2) +2
Dexterity  15 (+2) +2
Constitution 13 (+1) +1
Intelligence 2 (-4) -4
Wisdom 10 (+0) +0
Charisma 3 (+4) -4
  • Skills: None
  • Vulnerabilities: None
  • Damage Resistances: Radiant, Force
  • Immunities: Charmed
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: None
  • Challenge Rating: CR 2 (XP 0; PB +2)

Shikigami Traits


• Amphibious. Toad (Gama) can breathe air and water

• Standing Leap. Toad (Gama)'s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

 

Actions 


Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) Piercing damage plus 5 (1d10) Poison damage. The target is grappled (DC 13 to escape). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow. It makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Toad (Gama), and it takes 10 (3d6) acid damage at the start of each of Toad (Gama)'s turns. It can have only one target swallowed at a time. If Toad (Gama) dies, a swallowed creature is no longer restrained and is left prone as Toad (Gama) dissipates around them.

 

Bonus Actions


Tongue Lash. Melee Weapon Attack: +4 to hit, reach 20 ft., one target. Hit: 13 (2d10 + 2) Bludgeoning damage.

 

Ten Shadows: Great Serpent (Orochi)

Large Beast, Unaligned

  • Armor Class: 15
  • Hit Points: 26 (4d10 + 4)
  • Speed: 40 ft., Swim 40 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 17 (+3) +3
Dexterity  20 (+5) +5
Constitution 12 (+1) +3 (Proficient)
Intelligence 8 (-1) +1 (Proficient)
Wisdom 14 (+2) +2
Charisma 3 (-4) -4
  • Skills: None
  • Vulnerabilities: None
  • Damage Resistances: Slashing, and Piercing damage from nonmagical attacks
  • Immunities: Charmed
  • Senses: Darkvision 60 ft., Passive Perception 12
  • Languages: None
  • Challenge Rating: CR 3 (XP 0; PB +2)

Shikigami Traits


• Swift. Great Serpent (Orochi) has advantage on attack rolls due to its insane speed.

• Cursed Energy. Great Serpent (Orochi) has a Cursed Energy Reserve of 40. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 12, and its Cursed Technique abilities are treated as 1st level spells when determining how they can be dispelled.

 

Actions 


Multiattack. Great Serpent (Orochi) makes two attacks, these two attacks must be bite attacks.

Bite. Melee Attack Roll: +3 to hit, reach 10 ft. Hit: 10 (1d10 + 5) Piercing damage.

Spew Venom (Costs 5 CE). Dexterity Saving Throw: Great Serpent (Orochi) spews venom at a target within 30 feet of it. The target must make a Dexterity Saving Throw. On a failed save, they take (2d12 + 5) Necrotic damage and must make a Constitution Saving Throw or have the poisoned condition until the start of Great Serpent (Orochi)'s next turn.

 

Reactions


Bite. Melee Attack Roll: If Great Serpent (Orochi) is hit by an attack it can see and is within range of the attacker, it may attempt a counterattack. +3 to hit, reach 10 ft. Hit: 9 (1d10 + 4) Piercing damage.

 

Ten Shadows: Max Elephant

Huge Beast, Unaligned

  • Armor Class: 12
  • Hit Points: 145 (10d12 + 80)
  • Speed: 40 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 24 (+7) +11 (Proficient)
Dexterity  14 (+2) +2
Constitution 26 (+8) +12 (Proficient)
Intelligence 3 (-4) -4
Wisdom 14 (+2) +2
Charisma 8 (-1) -1
  • Skills: None
  • Vulnerabilities: None
  • Damage Resistances: None
  • Immunities: Charmed, Frightened
  • Senses: Blindsight 10 ft., Passive Perception 12
  • Languages: None
  • Challenge Rating: CR 10 (XP 0; PB +4)

Shikigami Traits


• Cursed Energy. Max Elephant has a Cursed Energy Reserve of 50. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 13, and its Cursed Technique abilities are treated as 4th level spells when determining how they can be dispelled.

 

Actions 


Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a huge or smaller creature and Max Elephant moved 20+ feet straight toward it immediately before the hit, the target has the prone condition.

Stomp. Melee Weapon Attack: +7 to hit, reach 10 ft., one prone creature. Hit: 23 (3d10 + 7) bludgeoning damage.

 

Bonus Actions


Piercing Water (Costs 10 CE). Dexterity Saving Throw: Max Elephant fires off a blast of water towards a target within 50 feet of them, forcing the target to make a Dexterity Saving Throw. On a fail they take 24 (3d10 + 8) Cold damage, half as much on a successful save.

 

Ten Shadows: Rabbit Escape (Singular)

Tiny Beast, Unaligned

  • Armor Class: 14
  • Hit Points: 5 (1d8 + 1)
  • Speed: 40 ft., burrow 20 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 12 (+1) +1
Dexterity  18 (+4) +6 (Proficient)
Constitution 10 (+0) +0
Intelligence 12 (+1) +3 (Proficient)
Wisdom 14 (+2) +4 (Proficient)
Charisma 10 (+0) +0
  • Skills: Perception +4, Athletics +3, Acrobatics +6
  • Vulnerabilities: None
  • Damage Resistances: Necrotic, Poison
  • Immunities: Charmed, Frightened, Poisoned
  • Senses: Darkvision 60 ft., Passive Perception 14
  • Languages: None
  • Challenge Rating: CR 1 (XP 0; PB +2)

Shikigami Traits


• Martial Paws. Despite its small stature and the fact that it is a rabbit, it shares the same weapon and armor proficiencies of the ten shadows user who summoned it.

• Hop. The rabbit’s long jump is up to 8 ft. and its high jump is up to 8 ft, with or without a running start.

• Keen Hearing. The rabbit has advantage on Wisdom (Perception) checks that rely on sound.

 

Actions 


Multiattack. The Rabbit makes two attacks, these can be any mixture of Bites or Unarmed strikes.

Unarmed Strike. Melee Attack Roll: +3 to hit, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage.

Bite. Melee Attack Roll: +3 to hit, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage.

 

Bonus Actions


Unarmed Strike. Melee Attack Roll: +3 to hit, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage.

 

Ten Shadows: Rabbit Escape (Swarm)

Medium Swarm of Tiny Beasts, Unaligned

  • Armor Class: (Unarmored Defense)
  • Hit Points: 32 (5d8 + 10)
  • Speed: 40 ft., burrow 20 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 16 (+3) +3
Dexterity  22 (+6) +8 (Proficient)
Constitution 14 (+2) +2
Intelligence 14 (+2) +4 (Proficient)
Wisdom 16 (+3) +5 (Proficient)
Charisma 12 (+1) +1
  • Skills: Perception +5, Athletics +5, Acrobatics +8
  • Vulnerabilities: None
  • Damage Resistances: Necrotic, Poison, Bludgeoning, Slashing, Piercing
  • Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses: Darkvision 60 ft., Passive Perception 15
  • Languages: None
  • Challenge Rating: CR 4 (XP 0; PB +2)

Shikigami Traits


Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can't regain hit points. However, if the ten shadows user were to summon another rabbit escape Shikigami, and add them to the swarm, the swarm gains 5 temporary hit points. The swarm gains 5 temporary hit points for each rabbit escape Shikigami added to the swarm, these temporary hit points can stack.

• Martial Paws. The swarm all share the same weapon and armor proficiencies of the ten shadows user who summoned it.

• Hop. The swarm's long jump is up to 8 ft. and its high jump is up to 8 ft, with or without a running start.

• Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on sound.

 

Actions 


Multiattack. The swarm makes three attacks, these three attacks can be any combination of Paws of Fury or Swarming Bite.

Paws of Fury. Melee Attack Roll: +7 to hit, reach 5 ft. Hit: 28 (5d8 + 6) Bludgeoning damage.

Swarming Bite. Melee Attack Roll: +7 to hit, reach 5 ft. Hit: 23 (5d6 + 6) Piercing damage.

 

Bonus Actions


Paws of Fury. Melee Attack Roll: +7 to hit, reach 5 ft. Hit: 28 (5d8 + 6) Bludgeoning damage.

 

Ten Shadows: Round Deer

Large Celestial, Unaligned

  • Armor Class: 16
  • Hit Points: 76 (8d12 + 24)
  • Speed: 60 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 20 (+5) +5
Dexterity  22 (+6) +6
Constitution 16 (+3) +3
Intelligence 14 (+2) +2
Wisdom 18 (+4) +4
Charisma 10 (+0) +0
  • Skills: Perception +7
  • Vulnerabilities: None
  • Damage Resistances: Bludgeoning, Piercing, Slashing
  • Immunities: Radiant, Necrotic; Charmed, Frightened
  • Senses: Darkvision 90 ft., Passive Perception 17
  • Languages: None
  • Challenge Rating: CR 8 (XP 0; PB +3)

Shikigami Traits


• Cursed Energy. Round Deer has a Cursed Energy Reserve of 100. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 15, and its Cursed Technique abilities are treated as 2nd level spells when determining how they can be dispelled.

 

Actions 


Ram: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the elk has moved at least 20+ ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone.

Reverse Cursed Technique (Costs 25 CE). Round deer restores the hit points of itself or an allie, when doing so, the target or Round Deer regains a number of hit points equal to 2d8 + 3.

 

Ten Shadows: Piercing Ox

Large Beast, Unaligned

  • Armor Class: (Unarmored Defense)
  • Hit Points: 95 (10d12 + 30)
  • Speed: 200 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 22 (+6) +9 (Proficient)
Dexterity  16 (+3) +3
Constitution 16 (+3) +6 (Proficient)
Intelligence 6 (-2) -2
Wisdom 6 (-2) -2
Charisma 8 (-1) -1
  • Skills: None
  • Vulnerabilities: None
  • Damage Resistances: None
  • Immunities: Charmed, Frightened
  • Senses: Darkvision 90 ft., Passive Perception 10
  • Languages: None
  • Challenge Rating: CR 8 (XP 0; PB +3)

Shikigami Traits


• Charger. For every 10 feet Piercing Ox moves, it gains a bonus 1d10 to its Ram attack.

 

Actions 


Ram: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10 + 4) bludgeoning damage.

 

Ten Shadows: Tiger Funeral

Large Beast, Unaligned

  • Armor Class: 16
  • Hit Points: 95 (10d12 + 30)
  • Speed: 40 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 18 (+4) +8 (Proficient)
Dexterity  20 (+5) +9 (Proficient)
Constitution 16 (+3) +3
Intelligence 12 (+1) +1
Wisdom 14 (+2) +6 (Proficient)
Charisma 12 (+1) +1
  • Skills: Perception +6, Stealth +9
  • Vulnerabilities: None
  • Damage Resistances: Fire, Force
  • Immunities: Charmed
  • Senses: Darkvision 60 ft., Passive Perception 15
  • Languages: None
  • Challenge Rating: CR 10 (XP 0; PB +4)

Shikigami Traits


• Keen Smell. Tiger Funeral has advantage on Wisdom (Perception) checks that rely on smell.

 

Actions 


Multiattack. Tiger Funeral makes two attacks, these can be any combination of Bites or Claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Simple Barrier. Tiger Funeral creates a 40 foot sphere with the center being where it was when it created the barrier. It lasts for 10 minutes and while active, all targets within it's radius cannot benefit from the invisible condition, and any spell (including cursed energy), or magical effect that is used or triggered on the inside of the barrier will not be visible to anyone outside of the barrier unless they are using detect magic. All targets including itself can freely enter and exit the barrier. This barrier can be dispelled via dispel magic.

 

Reactions


Simple Domain. When a creature activates a Domain Expansion and Tiger Funeral is within its radius, Tiger Funeral can activate Simple Domain on it and the Ten Shadows user who summoned it. It and the Ten Shadows user gain immunity to the domain’s guaranteed-hit (sure-hit) effects, and ignores difficult terrain created by the domain. Simple Domain remains active until the end of its next turn, until the Domain Expansion ends, or until it is incapacitated, whichever occurs first.

 

Ten Shadows: Eight-Handled Sword Divergent Sila Divine General Mahoraga

Huge Celestial, Unaligned

  • Armor Class: 17
  • Hit Points: 145 (10d10 + 90)
  • Speed: 40 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 30 (+10) +15 (Proficient)
Dexterity  24 (+7) +12 (Proficient)
Constitution 28 (+9) +9
Intelligence 18 (+4) +4
Wisdom 16 (+3) +3
Charisma 14 (+2) +2
  • Skills: Athletics +15, Acrobatics +12, Perception +8, Intimidation +7
  • Vulnerabilities: None
  • Damage Resistances: None
  • Immunities: Radiant; Charmed
  • Senses: Darkvision 180 ft., Passive Perception 18
  • Languages: None
  • Challenge Rating: CR 15 (XP 0; PB +5)

Shikigami Traits


• Adaptive Attack. Whenever Mahoraga fails an attack roll against a target, Mahoraga's wheel will turn on the next turn. Doing so grants Mahoraga an additional 1d12 bonus to hit which lasts until the end of Mahoraga's next attack on the target. It losses this bonus if it dies.

• Conditional Adaptation. When Mahoraga gains a condition, its wheel will turn on the start of its next turn. It then recovers from that condition at the start of its next turn and becomes immune to that condition. It losses this bonus if it dies.

• Regeneration. Mahoraga restores 2d8 + 9 Hit Points at the end of its turn.

• Immutable Form. Mahoraga is immune to any spell or effect that would alter its form.

 

Actions 


Multiattack. Mahoraga makes three attacks, these can be any combination of Sword of Extermination and Slams.

Sword of Extermination. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) Slashing damage plus 13 (2d12) Radiant damage. This weapon bypasses Resistances and Immunities to radiant damage, but not slashing damage.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) Bludgeoning damage. Additionally, the target must make a DC 18 Strength Saving Throw or be knocked prone.

 

Bonus Actions


Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) Bludgeoning damage. Additionally, the target must make a DC 18 Strength Saving Throw or be knocked prone.

 

Reactions


Adaptation. Upon taking any form of damage, Mahoraga's wheel spins as a reaction at the start of each of it's turns for the next 3 rounds. On the third turn, Mahoraga gains resistance to that damage type. If Mahoraga is hit with that same resisted damage type again, Mahoraga's wheel spins as a reaction at the start of each of it's turns for the next round. On Mahoraga's next turn, Mahoraga gains immunity to the damage type for as long as it is summoned. Mahoraga can only adapt to one thing at a time, and loses all adaptations upon death.

 

Ten Shadows: Divine Dog Totality

Large Beast, Unaligned

  • Armor Class: 18
  • Hit Points: 84 (8d10 + 40)
  • Speed: 50 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 28 (+9) +14 (Proficient)
Dexterity  26 (+8) +13 (Proficient)
Constitution 20 (+5) +10 (Proficient)
Intelligence 16 (+3) +3
Wisdom 18 (+4) +4
Charisma 12 (+1) +1
  • Skills: Perception +9, Investigation +8, Stealth +13
  • Vulnerabilities: None
  • Damage Resistances: None
  • Immunities: Necrotic, Radiant, Poison; Poisoned, Charmed, Frightened
  • Senses: Darkvision 60 ft., Passive Perception 19
  • Languages: None
  • Challenge Rating: CR 15 (XP 0; PB +5)

Shikigami Traits


• Keen Senses. The Divine Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

• Pact Tactics. The Divine Dog has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition. It considers the allies of its summoner to be its allies as well.

• Cursed Energy. The Divine Dog has a Cursed Energy Reserve of 60. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 17, and its Cursed Technique abilities are treated as 6th level spells when determining how they can be dispelled.

 

Actions 


Multiattack. The Divine Dog makes three attacks on its turn.

Bite. Melee Attack Roll: +8 to hit, reach 5 ft. Hit: 20 (2d10 + 9) Piercing damage. If the target is a medium or smaller creature, it has the prone condition.

 

Bonus Actions


Cursed Rend (Costs 10 CE). Dexterity Saving Throw: The Divine Dog sends forth a blast of Cursed Energy towards a target within 50 feet of them, forcing the target to make a Dexterity Saving Throw. On a fail they take 22 (4d8 + 4) Force damage.

Rapid Bite. Melee Attack Roll: +8 to hit, reach 5 ft. Hit: 31 (4d10 + 9) Piercing damage.

 

Ten Shadows: Nue: Totality - Merged Beast Agito

Large Beast, Unaligned

  • Armor Class: 16
  • Hit Points: 95 (10d10 + 40)
  • Speed: 50 ft., fly 50 ft
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 22 (+6) +15 (Proficient)
Dexterity  22 (+6) +15 (Proficient)
Constitution 18 (+4) +9 (Proficient)
Intelligence 16 (+3) +3
Wisdom 14 (+2) +7 (Proficient)
Charisma 14 (+2) +2
  • Skills: Athletics +11, Acrobatics +11, Perception +7, Stealth +11
  • Vulnerabilities: None
  • Damage Resistances: Radiant, Force; Bludgeoning, Slashing, and Piercing damage from nonmagical attacks
  • Immunities: Lightning, Thunder; Charmed, Frightened
  • Senses: Darkvision 120 ft., Passive Perception 
  • Languages: None
  • Challenge Rating: CR 15 (XP 0; PB +5)

Shikigami Traits


• (Nue) Flyby. Nue doesn't provoke an attack of opportunity when it flies out of an enemy's reach.

• (Nue) Grappler. Nue has advantage on all attacks against a grappled creature.

• (Great Serpent) Swift. Great Serpent (Orochi) has advantage on attack rolls due to its insane speed.

• (Tiger Funeral) Keen Smell. Tiger Funeral has advantage on Wisdom (Perception) checks that rely on smell.

• Cursed Energy. Agito has a Cursed Energy Reserve of 80. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 15, and its Cursed Technique abilities are treated as 6th level spells when determining how they can be dispelled.

 

Actions 


Multiattack. Agito makes three attacks, these can be any combination of Talons, Bites, Claws or Rams

(Nue) Talons. Melee Attack Roll: +8 to hit, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage.

(Nue) Lightning Blast (Costs 10 CE). Dexterity Saving Throw: Nue fires of a blast of lightning at a target within 60 feet of Nue, the target must make a Dexterity Saving Throw. On a fail, they take 26 (4d8 + 8) Lightning damage, half as much on a successful save.

(Great Serpent) Bite. Melee Attack Roll: +8 to hit, reach 10 ft. Hit: 17 (2d10 + 6) Piercing damage.

(Great Serpent) Spew Venom (Costs 5 CE). Dexterity Saving Throw: Great Serpent (Orochi) spews venom at a target within 30 feet of it. The target must make a Dexterity Saving Throw. On a failed save, they take (2d12 + 5) Necrotic damage and must make a Constitution Saving Throw or have the poisoned condition until the start of Great Serpent (Orochi)'s next turn.

(Tiger Funeral) Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

(Tiger Funeral) Simple Barrier. Tiger Funeral creates a 40 foot sphere with the center being where it was when it created the barrier. It lasts for 10 minutes and while active, all targets within it's radius cannot benefit from the invisible condition, and any spell (including cursed energy), or magical effect that is used or triggered on the inside of the barrier will not be visible to anyone outside of the barrier unless they are using detect magic. All targets including itself can freely enter and exit the barrier. This barrier can be dispelled via dispel magic.

(Round Deer) Ram: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. If the elk has moved at least 20+ ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone.

(Round Deer) Reverse Cursed Technique (Costs 25 CE). Round deer restores the hit points of itself or an allie, when doing so, the target or Round Deer regains a number of hit points equal to 2d8 + 4.

 

Bonus Actions


(Nue) Static Shield (Costs 5 CE). Dexterity Saving Throw: Nue releases a small blast of electricity that covers a 10 foot sphere centered on Nue, all targets caught in the blast must succeed a Dexterity Saving Throw. On a failed save, they take 9 (2d6 + 2) Lightning damage, half as much on a successful save.

 

Reactions


(Great Serpent) Bite. Melee Attack Roll: If Great Serpent (Orochi) is hit by an attack it can see and is within range of the attacker, it may attempt a counterattack. +8 to hit, reach 10 ft. Hit: 17 (2d10 + 6) Piercing damage.

(Tiger Funeral) Simple Domain. When a creature activates a Domain Expansion and Tiger Funeral is within its radius, Tiger Funeral can activate Simple Domain on it and the Ten Shadows user who summoned it. It and the Ten Shadows user gain immunity to the domain’s guaranteed-hit (sure-hit) effects, and ignores difficult terrain created by the domain. Simple Domain remains active until the end of its next turn, until the Domain Expansion ends, or until it is incapacitated, whichever occurs first.

 

Limitless

Level 3: Neutral Limitless: Infinity;

  • Infinity (無限 Mugen); This is the base state of the Limitless and is essentially the power to stop. The Limitless technique operates the same way convergent and divergent sequences do in mathematics. The Infinity is the convergence of an immeasurable series, anything that approaches the infinity slows down and never reaches the user. This is because the technique takes the finite amount of space between the two subjects and divides it an infinite amount of times. You may expend 20 CE to activate this technique as a bonus action, it lasts for 1 minute. While this is active, you have advantage on Dexterity Saving Throws, and a +8 to your armor class. This bonus is a magical bonus and does not stack with other AC bonuses from magical items and spells. Vorpal Weapons ignore infinity, this is meant to be a stand in for the Inverted Spear Of Heaven without the DM having to add in a shortsword that just cuts through magical barriers like butter just.

Level 7: Limitless Lapse: Blue;

  • Blue (蒼 Ao); This is the Cursed Technique Lapse of the Limitless. It is activated by channeling amplified cursed energy into the Limitless. It infinitely converges space to a single point to create a void-like effect and produce fields of attraction. The aforementioned center point sometimes manifests as a blue-colored sphere. Blue's power to attract can be applied in various ways. It can pull two targets into each other, destroy a building, implode an individual, or increase the user's speed among other applications. You may expend 35 CE to create an attracting gravity well in any area within 120 feet of you as an action. Creating a 5 foot radius sphere of attraction. Any target caught within must make a Strength Saving Throw or take 2d10 Force damage on a failed save, and half as much on a successful save. This damage increases at levels 11 (3d10), and 17 (4d10). Alternatively, you can trade off the damage to pull the target 20 feet closer to you or another target within 20 feet of them. Another use of blue is that you can expend 20 CE on the start of your turn to grant yourself a bonus 20 feet of movement that lasts until the start of your next turn.

• Ritual Technique Boost: For the duration that Ritual Technique is active, Blue is turned into Maximum Output Blue. By infusing an additional 15 CE into Blue, the damage die of Blue becomes a D12 and the radius is increased to a 15 foot radius sphere.

Level 7: Reversed Limitless: Red;

  • Red (赫 Aka); This is the Cursed Technique Reversal of the Limitless, which reverses the effect of the strengthened technique and brings the divergence of infinity into reality, generating the power to repel. This is achieved by flowing positive energy into the power of the Limitless, creating a repelling effect rather than an attractive one. This technique manifests as a small red orb that can unleash immense explosive force in an instant. The energy output of Red is at least twice as much as the output of Blue. You may expend 40 CE to create an repulsion gravity well in any area within 120 feet of you as an action. Creating a 10 foot radius sphere of repulsion. The target must make a Strength Saving Throw. On a failure, the target takes 2d12 + 4 Force damage and is pushed back 20 feet. On a successful save, the damage is halved and they remain where they are. This damage increases to 4d12 + 4 Force damage at level 11. An alternative use for Red is to expend a reaction to slow your rate of descent slows to 60 feet per round when falling, allowing you to avoid taking damage from long falls. This alternate use costs 20 CE.

• Ritual Technique Boost: For the duration that Ritual Technique is active, Red is turned into Maximum Output Red. By infusing an additional 10 CE into Red, the radius is increased to a 20 foot radius sphere, additionally it now pushes targets back 40 feet.

Level 11: Colliding Limitless: Purple;

  • Hollow Purple (虚式「茈」 Kyoshiki・Murasaki); This is the fusion of Red and Blue, a secret ability known to only a few in the Gojo clan. Both infinities, convergence, and divergence collide, resulting in an imaginary mass that rushes forth. Anything hit by Purple is instantly erased, because Purple is a physical manifestation of the concept of Zero, and therefore anything it touches is similarly reduced to Zero. You may expend 50 CE to create a 100-foot-long, 10-foot-wide Line blasts out from you in a direction you choose. Each target in the Line makes a Dexterity Saving Throw, taking 5d12 + 8 Force damage on a failed save.

• Ritual Technique Boost: For the duration that Ritual Technique is active, Hollow Purple is turned into the 200% Hollow Purple, targets have disadvantage on the Dexterity Saving Throw.

Level 17: Domain Expansion: “Unlimited Void”; Your domain traps the target inside the concept of infinity. While inside the domain, the target is inundated with an endless stream of information, overloading their brains and leaving them in a catatonic state. Anyone trapped within Unlimited Void must make a constitution saving throw, and on a failure is stunned for 1 minute. On a success, the target is stunned for 2 rounds. It costs an action to expand your domain and costs 70 CE.

Heavenly Restriction of Physical Prowess

Level 3: Pact of Might; In exchange for having your cursed energy reserves halved, you always possess enhanced physical prowess. You Strength and Constitution scores are increased by 3 to a maximum of 20. Additionally, you are treated as large when determining how much you can lift, push, and pull. The same rules are applied to grappling and shoving checks.

  • Roleplay Flavor Option: Treat your Unarmored Defense as just raw durability instead of being hard to hit, punching you feels like punching solid steel.

Level 3: Gifted Speed; Your speed is increased by 5 feet and increases further at levels 7 (10 feet), 11 (15 feet), and 17 (20 feet). Additionally, you gain a climbing speed and swimming speed equal to your movement speed.

Level 7: Fists of Steel; If you roll a 1, or 2 on your Martial arts damage die, you treat the roll as a 3.

Level 7: Mental Fortitude; You have advantage on saves to end or avoid to the Charmed and Frightened conditions. Additionally, you have advantage on Perception and Investigation checks.

Level 11: Truly Physically Gifted; In exchange for TOTAL removal of cursed energy, your physical capabilities have been dialed up to eleven. Your Strength and Constitution scores are by 6 to a maximum of 26, additionally, you gain advantage on Acrobatics and Athletics checks and 20 feet of Blind sight.

Level 11: Invisible Man; Due to your complete lack of magical potential, you can move through magical barriers created by spells such as wall of force, antilife shell, and forcecage as though they were not present. You can also freely enter and exit the barriers of domain expansions. You also have advantage on saving throws made to avoid or end the paralyzed condition.

Level 17: Resilience; You gain resistance to Bludgeoning, Slashing, and Piercing damage from nonmagical sources. Additionally, you gain a +2 bonus to your AC and your long and high jump distances have been doubled.

Pact of Pain Heavenly Restriction

 Unlike the previous Heavenly Restriction, you don't gain enhanced physical capabilities. Instead you reroll on the table to get a different cursed technique, you get that cursed technique in addition to this Heavenly Restriction. You cannot have both the Heavenly Restriction of Physical Prowess, or the Six Eyes for that matter alongside the Pact of Pain Heavenly Restriction. As for what this Heavenly Restriction does, your cursed energy reserve is doubled. In exchange, you gain vulnerability to Bludgeoning, Piercing, and Slashing damage from all sources. This vulnerability cannot be removed by resistance, immunity, or other effects.

 And to clarify for the rules lawyers, it doesn't just double the initial 20 CE that you have at level 3, it doubles it across the board. At level 4, you have 60 CE instead of 30, at level 6, you have 80 CE instead of 40; and so on.

The Six Eyes

 These legendary eyes grant their wielder unparalleled perception and exquisitely precise control over cursed energy. If you roll this option, reroll on the table to determine a different cursed technique. You may possess The Six Eyes and the Heavenly Restriction of Physical Prowess simultaneously. However, the Heavenly Restriction still prevents you from using cursed energy. You cannot possess The Six Eyes and the Pact of Pain Heavenly Restriction at the same time.

 While you possess The Six Eyes, you are considered to have the detect magic spell active at all times while your eyes are open. You have advantage on Investigation and Perception checks that rely on sight. Additionally, the cursed energy cost of any feature you use is reduced by 10 (to a minimum cost of 1 CE), this reduction becomes 15 at level 7, 20 at level 11, and 25 at level 17. This reduction cannot reduce a feature’s cost to 0.

 However, maintaining the constant strain of The Six Eyes comes at a cost. If your eyes remain open or uncovered for more than 1 hour, you suffer intense eye strain. You lose the detect magic effect and have disadvantage on all sight-based checks. To remove this eye strain, your eyes must remain covered for at least 5 consecutive hours.

 

 

JJK Items, Stat Blocks and Species addon

 I've decided to add in a bunch of items from JJK and a few species based on beings from JJK, these aren't items given to you, these are just items that the DM can choose to add if they are going fully into the JJK themed setting. The items are below, and I have made some custom items as well.

Cursed Tools

  • Maki's Glasses. A rare magic pair of glasses that require attunement. Once attuned to the glasses, you gain the ability to see the unseen, you have true sight with a range of 10 feet.
  • Black Rope. A Very Rare magic item that requires attunement. It is a +3 Whip that ignores resistances and Immunities to slashing damage. Additionally, it bypasses magical items, spells, and cursed techniques that grant AC bonuses due to the weapon's unique property.
  • Slaughter Demon. A Uncommon magic item. It is a +1 dagger with a wide-edged blade design. Additionally, it ignores resistances to piercing damage.
  • Playful Cloud. A Legendary magic item, it is not imbued with a cursed technique, instead it is pure destructive power that reflects the user's physical strength. In function, it is a quarterstaff split into 3 segments, each segment is connected by a chain, it has a +3 to attack rolls and gains a bonus to damage rolls equal to your Strength Score.
  • Split Soul Katana. A Very Rare magic item. It is a longsword that requires attunement and takes the form of a powerful broadsword with a fur tsuba. In function, it is a +3 longsword that ignores resistances and Immunities to slashing damage.
  • The Inverted Spear of Heaven. An Artifact shortsword that functions as a Vicious Weapon Shortsword with an additional unique property. This property is that the Inverted Spear ignores 10 points of a target's armor class, and can cut through and damage magical barriers.
  • Chain of a Thousand Miles. The Chain of a Thousand Miles is a mysterious cursed chain that can extend forever as long as the user keeps the end of the chain from being seen. It is an Artifact, additionally, when it's connected to the end of a shortsword or dagger's handle, it gives the weapon a reach of 10 feet provided that one end of the chain is covered.
  • Kamutoke. An Artifact that appears to be a tokkosho-like weapon. It functions as a +2 dagger that ignores resistance to piercing damage, it requires attunement. Once attuned, it allows it's user to cast a 6th level Lightning Bolt spell two times a day. It regains all expended uses at dawn.
  • Dragon Bone. A Very Rare magical Longsword that looks like it's made from bone. On hit you can expend either 10 Cursed Energy or a spell slot of first level or higher to deal an additional 2d8 slashing damage (2d10 if you're using the versatile property).
  • The Sword of Extermination. The blade used by Mahoraga, the divine general itself. It is an Artifact rarity shortsword that's attached to the back of one's hand via an arcane cloth attached to the handle of the blade. This weapon can only be obtained by somehow taking it from Mahoraga right before it dies, which is hard to do considering the fact that the blade is magically bound to it by the arcane cloth. On hit, it deals 4d12 slashing and 2d12 radiant damage instead of it's normal damage. This weapon bypasses Resistances and Immunities to radiant damage, but not slashing damage.
  • Ring of Curses. This artifact rarity ring requires attunement by either a Spellcaster or Curse User, and once per day as a bonus action you may activate its power for 1 minute, granting either 200 additional cursed energy if you are a Curse User or, if you are a spellcaster, 20 extra spell slots that may be used to cast spells of any level you already have access to (you cannot cast spells of a level you are otherwise unable to cast). However, upon attuning to the ring you become aware of its curse, and while its special property is active you suffer a -15 penalty to your Armor Class for the duration, and if this curse is ever removed, the ring permanently loses all magical properties and becomes a mundane, nonmagical ring.

 

Cursed Objects

• Cursed Womb: Death Paintings. While still existing as cursed objects, the Death Painting Wombs appear as small human-like fetuses that cannot act independently. Cursed Womb: Death Paintings are treated as wondrous items with the rarity of Artifact. Consuming one of these as a human overrides your current species traits and gives you the Cursed Womb: Death Painting species traits. The species traits are found down below. Alternatively, if you are already a Cursed Womb: Death Painting, then instead of becoming a Cursed Womb; Death Painting, your Cursed Energy Reserves are instead permanently increased by 10, and you gain a +1 to your Strength and Dexterity scores to a maximum of 25.

• Cursed Corpse Core. The core for a Cursed Corpse, this is vital to being able to create a Cursed Corpse as the core functions as the entity's heart. This is a legendary magic item, that can be crafted by a Curse User or found. By default, these don't have a specific mode, as the mode is selected by the creator of the cursed corpse upon creating the cursed corpse.

• Sukuna Finger. One of sukuna's 20 cursed fingers, each an artifact containing a portion of his power. Consuming this forces a DC 22 Constitution Saving Throw, taking 200 necrotic damage, this damage cannot be reduced in anyway. If you either succeed the save or survive the damage, one of two things can happen depending on whether or not you are playing the Curse User class or not. But, in both cases your Cursed Energy Reserves permanently increase by 20 with each finger consumed, and upon first eating a finger, you gain resistance to fire damage.

  • Curse User class: You gain the shrine cursed technique in addition to your current cursed technique if you are level 3 or higher. If you eat one before level 3, then you will have the Shrine Technique as your Cursed Technique once you reach level 3.
  • Non Curse User class: All levels in any other class you are playing are converted into Curse User levels, and you gain the Shrine Cursed Technique as your Cursed Technique if you are level 3 or higher. If you eat one before level 3, then you will have the Shrine Technique as your Cursed Technique once you reach level 3.

 Additionally, if you are not playing as a Cursed Spirit or Cursed Womb: Death Painting, once per a day at a random point, you must roll a DC 18 Wisdom Saving Throw. On a failed save you are possessed by Sukuna for 1 minute. The DM takes control of your character for that one minute, sukuna's stat block is found below.

 

JJK Species

Cursed Womb: Death Paintings

  • Description: When ingested by any human, a Death Painting Womb can incarnate into a full half-human half-cursed spirit capable of using Cursed Energy. The vessel can be anyone, even a human with zero innate arcane talent or the potential to become a Curse User.

Cursed Womb: Death Painting Traits

• Innate Cursed Energy. Due to your nature as a half Cursed Spirit, you innately have a Cursed Energy Reserve of 10. If you are playing the Curse User Class, this means you'd start with an extra 10 Cursed Energy. However, it is due to your nature as a half curse that you can also use Cursed Energy to generate blood, this trait in function allows you to avoid taking self damage from abilities that require blood to function like the Crimson Rite, Blood Curses, both are features of the Blood Hunter Class, and the Blood Manipulation Cursed Technique of the Curse User Class provided you have the Cursed Energy available. It costs 5 Cursed Energy to use this trait as a reaction to using any of the other three aforementioned traits to avoid the self damage.

• Size. Your size is Medium.

• Speed. Your base walking speed is 35 feet.

• Ability Score Increase. Your Strength and Dexterity scores increase by 1.

• Innate Knowledge. You gain Proficiency in two of the following skills: Acrobatics, Athletics, Insight, Nature, or Perception.

• Deathless Nature. You don't need to eat, drink, or breathe.

 

Cursed Spirit

  • Description. Cursed Spirits are a race of spiritual beings invisible to humans, incarnated from the cursed energy that leaks out of humans over time due to their negative emotions. Cursed spirits haunt and bring harm to humanity and are consequently the primary targets of Curse Users and their exorcist work.

Cursed Spirit Traits

• Innate Cursed Energy. Due to your nature as a half Cursed Spirit, you innately have a Cursed Energy Reserve of 10. If you are playing the Curse User Class, this means you'd start with an extra 10 Cursed Energy. You may, as an action, expend 2 Cursed Energy to heal yourself. Expend a hit dice and roll it, you regain hit points equal to that plus your Constitution modifier. Additionally, due to you being solely comprised of negative energy, you cannot be healed by healing magic, potions, or Reverse Cursed Technique, this trait is the only way you have to heal yourself, aside from a short or long rest.

• Imperceptible. As a Cursed Spirit, you cannot be perceived by someone unless they have true sight, are they themselves a Cursed Spirit, or are playing the Curse User class. Alternatively, you can be detected through blind sight.

• Size. Your size is Medium.

• Speed. Your base walking speed is 30 feet.

• Ability Score Increase. Your Strength and Dexterity scores increase by 2.

• Deathless Nature. You have advantage on death saving throws. You don’t need to eat, drink, or breathe. Additionally, you don’t need to sleep, and magic can’t put you to sleep.

 

Cursed Corpse

  • Description. A Cursed Corpse is a nonliving object that has been endowed with a curse, allowing it to gain self-control. They can appear naturally as hostile creatures but are more often used as dolls and puppets for Curse Users.

Cursed Corpse Traits

• Size. Medium (about 4-8 feet tall) or Small (about 2-4 feet tall), chosen when you select this species.

• Speed. Your base walking speed is 25 feet.

• Cursed Core. Artificial cursed corpses created by sorcerers have a core that acts as their heart, allowing them to act independently from their creator and granting them a special ability. Starting at level 3, you gain access to your core's special ability. This ability requires an action to activate, and lasts for 1 minute. It can only be used once per a long rest. The options for what your core can be are found down below.

  • Cheetah Core. When active, your speed is doubled, additionally, you may dash as a bonus action while the core's special trait is in active.
  • Gorilla Core. When active, if your strength score is lower than 20, it becomes 20 and your unarmed strikes now deal bludgeoning damage equal to 1d10 plus your strength modifier instead of their normal damage.
  • Tortoise Core. When active, your speed becomes 20 feet and you gain a +5 to your armor class.
  • Rabbit Core. When active, your speed is increased by 5 feet, and your long and high jump distances are increased by 10 feet. Additionally, you gain advantage on Dexterity checks and saving throws.
  • Eagle Core. When active, you gain a darkvision of 120 feet, and can see in magical darkness to a range of 60 feet. Additionally, you have advantage on Perception, Survival, and Investigation checks.

• Deathless Nature. You don’t need to eat, drink, or breathe. Additionally, you can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

 

Stat Blocks

Ryomen Sukuna (The King of Curses)

Medium Humanoid (Fiend, Humanoid), Chaotic Evil

  • Armor Class: 24 (Unarmored Defense)
  • Hit Points: 269 (20d8 + 180)
  • Speed: 50 ft.
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 30 (+10) +19 (Proficient)
Dexterity  25 (+7) +16 (Proficient)
Constitution 28 (+9) +9
Intelligence 18 (+4) +4
Wisdom 24 (+7) +16 (Proficient)
Charisma 14 (+2) +2
  • Skills: Acrobatics +16, Arcana +13, Athletics +19, Intimidation +11, Perception +16
  • Damage Resistances: Acid; Bludgeoning, Piercing, and Slashing damage from nonmagical attacks
  • Immunities: Poison, Necrotic; Frightened, Poisoned 
  • Senses: Darkvision (60 ft), True sight (30 ft)., Passive Perception 26
  • Languages: Common, Elvish, Dwarvish
  • Challenge Rating: CR 30 (XP 155,000; PB +9)

Ryomen Sukuna Traits


• Cursed Energy. Sukuna's pool of Cursed Energy is much larger than any sorcerer in history. He has a Cursed Energy Reserve of 520, plus the Cursed Energy Reserve of his current vessel. He can expend his Cursed Energy to fuel his Cursed Techniques, and various abilities. His Cursed Energy save DC is 24, and his Cursed Technique abilities are treated as 9th level spells when determining how they can be dispelled.

• King of Curses. Sukuna is feared by Curses and Fiends alike. Any Fiend or Curse with a CR lower than Sukuna's have disadvantage on attack rolls against him.

• Legendary Resistance (3/day). If Sukuna fails a saving throw, it can choose to succeed instead.

• Evolving Power. Sukuna's power is directly tied to how many of his fingers a vessel has consumed, some of his traits will be marked by a "finger" requirement to represent how much of his power he needs to regain in order to use the ability.

• Evasion. When Sukuna is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails.

 

Ryomen Sukuna Actions


Multiattack. Sukuna makes three attacks, these three attacks must be Unarmed Strikes.

Unarmed Strike. Melee attack: +14 to hit, reach 5 ft., one target. Hit: 16 (1d12 + 10) bludgeoning damage.

Cleave (Costs 15 CE), [5+ Sukuna Fingers]. Dexterity Saving Throw: Sukuna touches a target within 5 feet of him, the target must make a Dexterity Saving Throw. On a failed save, four deep lacerations appear on the target's body where he touched them, and they take 4d12 + 4 slashing damage. Additionally, cleave treats immunity to slashing damage as resistance.

Reverse Cursed Technique (Costs 25 CE). As an action, Sukuna can either regain 4d8 + 7 Hit points, or regrow a lost limb. Alternatively, he can use this ability on others, same rules apply as to what he can do to them with Reverse Cursed Technique.

Domain Expansion: “Malevolent Shrine” (Costs 70 CE), (15+ Sukuna Fingers); This domain is an open barrier domain with it's range being that of a 60-foot sphere, it takes the form of a large Buddhist shrine decorated with skulls. Within this domain, anything without cursed energy or spellcasting that isn't using simple domain is targeted by Dismantle while anything with cursed energy or spellcasting that isn't using simple domain is hit with Cleave. Until the domain expansion ends, all targets except Sukuna are hit twice on his turn with either cleave or dismantle on the start of their turn. While your domain is active you cannot move from the point where you activated shrine.

 

Ryomen Sukuna Bonus Actions


Cursed Energy Reinforcement (Costs 10 CE). Sukuna coats himself in Cursed Energy. When active, Sukuna gains an additional 1d12 to his Unarmed Strike damage rolls, +3 to his Unarmed Strike Attack rolls, a +2 to his AC, and advantage on Constitution Saving Throws until the start of his next turn.

Dismantle (Costs 6 CE). Dexterity Saving Throw: Sukuna sends an invisible slashing force forward in the air. The target must make a dexterity saving throw, and on a failure takes 4d10 + 4 Slashing damage.

Dismantle; "Slash That Cuts The World" (Costs 50 CE), [20 Sukuna Fingers]. Dexterity Saving Throw: Sukuna has learned to enhance Dismantle by broadening its target area to include space, existence, and the world themselves. The target must make a dexterity saving throw at disadvantage, and on a failure takes 4d12 + 8 Slashing damage. Additionally, the world cutting slash ignores both Resistance and Immunity to slashing damage.

 

Ryomen Sukuna Reactions


Simple Domain. When a creature activates a Domain Expansion and Sukuna is within its radius, he can activate Simple Domain. He gains immunity to the domain’s guaranteed-hit (sure-hit) effects, and ignores difficult terrain created by the domain. Simple Domain remains active until the end of his next turn, until the Domain Expansion ends, or until he is incapacitated, whichever occurs first.

Furnace: Open (Costs 25 CE), (15+ Sukuna Fingers); After landing both a Dismantle and a Cleave on the same turn, Sukuna may “Open the Furnace,” to create and manipulate fire for long-range attacks by chanting "Fuga" and forming an arrow. Furnace has a range of 60 feet. Upon activation, the target must make a dexterity saving throw. Upon failure, the target takes 4d12 + 10 fire damage, and half as much on a successful save. When Malevolent Shrine is active, this move is transformed into an AoE with a range of 120 feet, and a radius of 20 feet. All targets caught within the radius must make the Dexterity Saving Throw or take the damage of Furnace.

 

Grade 4 Cursed Spirit

Small Humanoid or Monstrosity (Fiend), Chaotic Evil

  • Armor Class: 12 (Unarmored Defense)
  • Hit Points: 26 (4d8 + 8)
  • Speed: 25 ft.
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 12 (+1) +3 (Proficient)
Dexterity  12 (+1) +3 (Proficient)
Constitution 14 (+2) +2
Intelligence 8 (-1) -1
Wisdom 12 (+1) +3 (Proficient)
Charisma 8 (-1) -1
  • Skills: Acrobatics +3, Arcana +2, Athletics +3, Intimidation +2, Perception +3
  • Vulnerabilities: Radiant
  • Damage Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical attacks
  • Immunities: Necrotic
  • Senses: Darkvision (60 ft), True sight (30 ft)., Passive Perception 13
  • Languages: It can't speak, read, or write.
  • Challenge Rating: CR 2 (XP 450; PB +2)

Grade 4 Cursed Spirit Traits


• Cursed Energy. The Curse has a Cursed Energy Reserve of 30. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 11, and its Cursed Technique abilities are treated as 2nd level spells when determining how they can be dispelled.

• Unholy Immune System. The Curse has advantage on Constitution Saving Throws made to end or avoid the Poisoned condition. Additionally, due to curses being comprised of negative energy, healing spells and Reverse Cursed Techniques actually damage curses with Radiant damage instead of healing them.

• Imperceptible. Cursed Spirits cannot be perceived by someone unless they have true sight, are they themselves a Cursed Spirit, or are playing the Curse User class. Alternatively, they can be detected through blind sight.

 

Grade 4 Cursed Spirit Actions 


Multiattack. The Grade 4 Curse makes two attacks, these two attacks must be Unarmed Strikes.

Unarmed Strike. Melee attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

 

Grade 4 Cursed Spirit Bonus Actions


Cursed Energy Reinforcement (Costs 2 CE). The Curse coats itself in Cursed Energy. When active, it gains an additional 1d8 to its Unarmed Strike damage rolls, and advantage on Constitution Saving Throws until the start of its next turn.

Cursed Rend (Costs 8 CE). Dexterity Saving Throw: The Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 13 (2d8 + 4) Force damage.

Dark Restoration (Costs 25 CE). The Curse channels it's Cursed Energy through it's body, regaining 11 (2d8 + 2) Hit Points.

 

Grade 4 Cursed Spirit Reactions


Cursed Rend (Costs 8 CE). Dexterity Saving Throw: Instead of a standard attack of opportunity, the Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 13 (2d8 + 4) Force damage.

 

Grade 3 Cursed Spirit

Medium or Small Humanoid or Monstrosity (Fiend), Chaotic Evil

  • Armor Class: 14 (Unarmored Defense)
  • Hit Points: 52 (8d8 + 16)
  • Speed: 30 ft.
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 13 (+1) +4 (Proficient)
Dexterity  14 (+2) +5 (Proficient)
Constitution 15 (+2) +2
Intelligence 10 (+0) +0
Wisdom 14 (+2) +5 (Proficient)
Charisma 8 (-1) -1
  • Skills: Acrobatics +4, Arcana +3, Athletics +4, Intimidation +2, Perception +4
  • Vulnerabilities: Radiant
  • Damage Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical attacks
  • Immunities: Necrotic
  • Senses: Darkvision (60 ft), True sight (30 ft)., Passive Perception 14
  • Languages: It can speak, read, and write common.
  • Challenge Rating: CR 6 (XP 2,300; PB +3)

Grade 3 Cursed Spirit Traits


• Cursed Energy. The Curse has a Cursed Energy Reserve of 50. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 13, and its Cursed Technique abilities are treated as 3rd level spells when determining how they can be dispelled.

• Unholy Immune System. The Curse has advantage on Constitution Saving Throws made to end or avoid the Poisoned condition. Additionally, due to curses being comprised of negative energy, healing spells and Reverse Cursed Techniques actually damage curses with Radiant damage instead of healing them.

• Cunning. The Curse can take one of the following actions as a Bonus Action by expending 4 CE: Dash, Disengage, or Dodge

• Imperceptible. Cursed Spirits cannot be perceived by someone unless they have true sight, are they themselves a Cursed Spirit, or are playing the Curse User class. Alternatively, they can be detected through blind sight.

 

Grade 3 Cursed Spirit Actions 


Multiattack. The Grade 3 Curse makes two attacks, these two attacks must be Unarmed Strikes.

Unarmed Strike. Melee attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

 

Grade 3 Cursed Spirit Bonus Actions


Cursed Energy Reinforcement (Costs 2 CE). The Curse coats itself in Cursed Energy. When active, it gains an additional 1d8 to its Unarmed Strike damage rolls, and advantage on Constitution Saving Throws until the start of its next turn.

Cursed Rend (Costs 8 CE). Dexterity Saving Throw: The Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 17 (3d8 + 4) Force damage.

Dark Restoration (Costs 25 CE). The Curse channels it's Cursed Energy through it's body, regaining 15 (3d8 + 2) Hit Points.

 

Grade 3 Cursed Spirit Reactions


Cursed Rend (Costs 8 CE). Dexterity Saving Throw: Instead of a standard attack of opportunity, the Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 22 (4d8 + 4) Force damage.

 

Grade 2 Cursed Spirit

Medium or Small Humanoid or Monstrosity (Fiend), Chaotic Evil

  • Armor Class: 16 (Unarmored Defense)
  • Hit Points: 102 (12d8 + 48)
  • Speed: 35 ft.
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 15 (+2) +5 (Proficient)
Dexterity  16 (+3) +6 (Proficient)
Constitution 18 (+4) +2
Intelligence 14 (+2) +2
Wisdom 16 (+3) +6 (Proficient)
Charisma 10 (+0) +0
  • Skills: Acrobatics +6, Arcana +5, Athletics +5, Intimidation +3, Perception +6
  • Vulnerabilities: Radiant
  • Damage Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical attacks
  • Immunities: Necrotic
  • Senses: Darkvision (60 ft), True sight (30 ft)., Passive Perception 16
  • Languages: It can speak, read, and write common.
  • Challenge Rating: CR 8 (XP 3,900; PB +3)

Grade 2 Cursed Spirit Traits


• Cursed Energy. The Curse has a Cursed Energy Reserve of 70. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 14, and its Cursed Technique abilities are treated as 4th level spells when determining how they can be dispelled.

• Unholy Immune System. The Curse has advantage on Constitution Saving Throws made to end or avoid the Poisoned condition. Additionally, due to curses being comprised of negative energy, healing spells and Reverse Cursed Techniques actually damage curses with Radiant damage instead of healing them.

• Cunning. The Curse can take one of the following actions as a Bonus Action by expending 4 CE: Dash, Disengage, or Dodge

• Imperceptible. Cursed Spirits cannot be perceived by someone unless they have true sight, are they themselves a Cursed Spirit, or are playing the Curse User class. Alternatively, they can be detected through blind sight.

• Evasion. If the Curse is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can instead expend 4 CE as a reaction to instead take no damage if it succeeds on the saving throw and only half damage if it fails. It can't use this feature if it have the Incapacitated condition.

 

Grade 2 Cursed Spirit Actions 


Multiattack. The Grade 2 Curse makes two attacks, these two attacks can either be Unarmed Strikes or Pummels.

Unarmed Strike. Melee attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage.

Pummel. Melee attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

 

Grade 2 Cursed Spirit Bonus Actions


Cursed Energy Reinforcement (Costs 2 CE). The Curse coats itself in Cursed Energy. When active, it gains an additional 1d8 to its Unarmed Strike damage rolls, and advantage on Constitution Saving Throws until the start of its next turn.

Cursed Rend (Costs 8 CE). Dexterity Saving Throw: The Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 17 (3d8 + 4) Force damage.

Dark Restoration (Costs 20 CE). The Curse channels it's Cursed Energy through it's body, regaining 15 (3d8 + 4) Hit Points.

 

Grade 2 Cursed Spirit Reactions


Cursed Rend (Costs 8 CE). Dexterity Saving Throw: Instead of a standard attack of opportunity, the Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 22 (4d8 + 4) Force damage.

 

Grade 1 Cursed Spirit

Large, Medium, or Small Humanoid or Monstrosity (Fiend), Chaotic Evil

  • Armor Class: 18 (Unarmored Defense)
  • Hit Points: 152 (16d8 + 80)
  • Speed: 40 ft.
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 16 (+3) +7 (Proficient)
Dexterity  18 (+4) +8 (Proficient)
Constitution 20 (+5) +5
Intelligence 16 (+3) +3
Wisdom 18 (+4) +8 (Proficient)
Charisma 12 (+1) +1
  • Skills: Acrobatics +8, Arcana +7, Athletics +7, Intimidation +5, Perception +8
  • Vulnerabilities: Radiant
  • Damage Resistances: Bludgeoning, Piercing, and Slashing damage from nonmagical attacks
  • Immunities: Necrotic, Acid 
  • Senses: Darkvision (60 ft), True sight (30 ft)., Passive Perception 18
  • Languages: It can speak, read, and write common.
  • Challenge Rating: CR 12 (XP 8,400; PB +4)

Grade 1 Cursed Spirit Traits


• Cursed Energy. The Curse has a Cursed Energy Reserve of 80. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 16, and its Cursed Technique abilities are treated as 6th level spells when determining how they can be dispelled.

• Innate Technique. The thing that separates grade 1 and special grade from every other grade. A grade 1 Cursed Spirit has either the Rot Cursed Technique or Kurourushi Cursed Technique, which grants them actions, bonus actions, and reactions depending on which option was chosen.

• Unholy Immune System. The Curse has advantage on Constitution Saving Throws made to end or avoid the Poisoned condition. Additionally, due to curses being comprised of negative energy, healing spells and Reverse Cursed Techniques actually damage curses with Radiant damage instead of healing them.

• Cunning. The Curse can take one of the following actions as a Bonus Action by expending 4 CE: Dash, Disengage, or Dodge

• Imperceptible. Cursed Spirits cannot be perceived by someone unless they have true sight, are they themselves a Cursed Spirit, or are playing the Curse User class. Alternatively, they can be detected through blind sight.

• Evasion. If the Curse is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can instead expend 4 CE as a reaction to instead take no damage if it succeeds on the saving throw and only half damage if it fails. It can't use this feature if it have the Incapacitated condition.

 

Grade 1 Cursed Spirit Actions 


Multiattack. The Grade 1 Curse makes three attacks, these three attacks can either be Unarmed Strikes or Pummels.

Unarmed Strike. Melee attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.

Pummel. Melee attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

(Rot Technique only) Blood Channel (Costs 8 CE). Dexterity Saving Throw: The curse uses it's cursed energy to expell a blast of blood towards a target within 30 feet of them that they can see. The target must make a Dexterity Saving Throw, or take 2d10 acid damage.

(Kurourushi Technique only) Pestilence Swarm (Costs 8 CE). The Curse fills a 20 foot radius Sphere centered on a point it chooses within line of sight with Cockroach shikigami. The sphere spreads around corners. The sphere remains for 1 minute, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 2d6 Piercing damage and 1d6 Poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere's area for the first time on a turn or ends its turn there.

(Kurourushi Technique only) Earthen Insect Trance (Costs 20 CE). The Curse creates one flying insect shikigami (it uses the stat block of a Giant Fly) which carries a sac full of toxic liquid. It may order the shikigami to move as a bonus action on its turn, and it may detonate it as a free action. If a target is within 20 feet of the shikigami when it detonates, they must make a dexterity saving throw. On a failed save, they take 2d12 poison damage. Half as much on a successful save.

(Kurourushi Technique only) Festering Life Sword. Melee attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed a Constitution Saving Throw or take 13 (2d12) poison damage. This poison damage ignores resistances to poison damage.

 

Grade 1 Cursed Spirit Bonus Actions


Cursed Energy Reinforcement (Costs 2 CE). The Curse coats itself in Cursed Energy. When active, it gains an additional 1d10 to its Unarmed Strike damage rolls, and advantage on Constitution Saving Throws until the start of its next turn.

Cursed Rend (Costs 8 CE). Dexterity Saving Throw: The Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 17 (3d8 + 4) Force damage.

Dark Restoration (Costs 15 CE). The Curse channels it's Cursed Energy through it's body, regaining 16 (3d8 + 5) Hit Points.

(Rot Technique only) Decay (Costs 20 CE). It curses a creature within its line of sight that has been hit with its blood. A floral pattern appears on the victim’s body along where the poison made contact with the skin, and they gain the Poisoned condition. The creature immediately makes a constitution saving throw, this saving throw is not influenced by the poisoned condition. On a failure, the creature takes 2d10 necrotic damage. They must repeat the saving throw on all subsequent turns until the effect ends. This effect lasts for 10 minutes or until the Curse is incapacitated, falls unconscious, or manually dispels the technique.

(Rot Technique only) Maximum Technique: “Wing King" (Costs 30 CE). The Curse reshapes its blood into wasp-like wings, emanating from its back. For 1 minute, the Curse gains a 30 foot fly speed. Additionally as a bonus action, it can attack with its blood wings, this attack has a range of 15 feet and on hit does 3d12 Acid damage.

 

Grade 1 Cursed Spirit Reactions


Cursed Rend (Costs 8 CE). Dexterity Saving Throw: Instead of a standard attack of opportunity, the Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 22 (4d8 + 4) Force damage.

(Kurourushi Technique only) Parthenogenesis (Costs 8 CE). Every time a creature within the area of effect of Pestilence Swarm dies, the Curse may immediately expand the size of the sphere by 5 feet.

 

Special Grade Cursed Spirit (WIP)

Large, Medium, or Small Humanoid or Monstrosity (Fiend), Chaotic Evil

  • Armor Class: 24 (Unarmored Defense)
  • Hit Points: 249 (20d8 + 160)
  • Speed: 45 ft.
Ability Scores Value and Modifier Saving Throw Modifiers
Strength 20 (+5) +10 (Proficient)
Dexterity  24 (+7) +12 (Proficient)
Constitution 26 (+8) +9
Intelligence 18 (+4) +4
Wisdom 24 (+7) +12 (Proficient)
Charisma 14 (+2) +2
  • Skills: Acrobatics +12, Arcana +9, Athletics +10, Intimidation +7, Perception +12
  • Vulnerabilities: Radiant
  • Damage Resistances: Force, Psychic; Bludgeoning, Piercing, and Slashing damage from nonmagical attacks
  • Immunities: Necrotic, Acid 
  • Senses: Darkvision (60 ft), True sight (30 ft)., Passive Perception 18
  • Languages: It can speak, read, and write common.
  • Challenge Rating: CR 18 (XP 8,400; PB +5)

Special Grade Cursed Spirit Traits


• Cursed Energy. The Curse has a Cursed Energy Reserve of 100. It can expend its Cursed Energy to fuel its various abilities. Its Cursed Energy save DC is 20, and its Cursed Technique abilities are treated as 9th level spells when determining how they can be dispelled.

• Innate Technique. The thing that separates grade 1 and special grade from every other grade. A special grade Cursed Spirit has either of the three Disaster Cursed Techniques, which grants them actions, bonus actions, and reactions depending on which option was chosen. The Curse also gets the passive effects granted by the chosen technique.

• Unholy Immune System. The Curse has advantage on Constitution Saving Throws made to end or avoid the Poisoned condition. Additionally, due to curses being comprised of negative energy, healing spells and Reverse Cursed Techniques actually damage curses with Radiant damage instead of healing them.

• Cunning. The Curse can take one of the following actions as a Bonus Action by expending 4 CE: Dash, Disengage, or Dodge

• Imperceptible. Cursed Spirits cannot be perceived by someone unless they have true sight, are they themselves a Cursed Spirit, or are playing the Curse User class. Alternatively, they can be detected through blind sight.

• Evasion. If the Curse is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can instead expend 4 CE as a reaction to instead take no damage if it succeeds on the saving throw and only half damage if it fails. It can't use this feature if it have the Incapacitated condition.

 

Special Grade Cursed Spirit Actions 


Multiattack. The Special Grade Curse makes three attacks, these three attacks can either be Unarmed Strikes or Pummels.

Unarmed Strike. Melee attack: +8 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage.

Pummel. Melee attack: +8 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage.

(Disaster Flames only) Volcanic Window (Costs 6 CE). The Curse creates a jet of fire emanating either from their hand (a range of 60 feet), or from a flat surface within their line of sight. Any target within 5 feet of this jet of fire must make a dexterity saving throw. On a failure, they take 4d10 fire damage, and catch on fire. A creature on fire takes 1d6 fire damage at the start of each of its turns and can use an action to extinguish the flames. 

(Disaster Flames only) Ember Insects (Costs 25 CE). The Curse creates a small flying insect shikigami, which flies towards an enemy and detonates. The target must make a dexterity saving throw to escape the range of the explosion. On a failure, the target takes 4d10 fire damage and 4d10 Force damage.

(Disaster Flames only) Maximum Meteor (Costs 50 CE). The Curse creates a massive flaming meteor of 20 feet in diameter and send it flying in a direction of its choosing. Targets within 30 feet of the impact site must make a dexterity saving throw. On a failure, they take 3d12 + 5 fire damage, half as much if they succeed. 

(Disaster Flames only) Domain Expansion: “Coffin of the Iron Mountain” (Costs 60 CE). The inside of the domain takes the form of the inside of an active volcano. Upon activation, all inhabitants of the domain that aren't using simple domain must make a constitution saving throw. On a failure, the target catches fire. Additionally, the inside of the domain is classified as difficult terrain, the Curse is unaffected by this aspect and can move freely within their domain. As a bonus action, they may trigger their domain's sure-hit effect, each target inside the domain that's not using simple domain is hit by a large boulder, taking 5d12 + 5 bludgeoning damage.

(Disaster Plants only) Wooden Ball (Costs 15 CE). The Curse creates a wooden ball from cursed energy. The ball propels one sharp branch to attack and skewer their target and then disintegrate. This attack does 4d10 piercing damage.

(Disaster Plants only) Sacrificial Flower (Costs 60 CE). The Curse extracts life energy from all living plants within a 60 foot radius. All plants within the range will immediately die, and all the energy will go to them. If there is not enough plant energy within the radius, this action fails. Once fully charged, they may then, at no additional cost, fire a powerful beam of energy. The beam is a 40 foot cone, and any targets within the range must make a dexterity saving throw, and on a failed save take 5d10 Force damage.

(Disaster Tides only) Death Swarm (Costs 20 CE). The Curse summons four fish shikigami that emanate from their body, and attack a target of their choice within 60 feet of them. The target must make a Dexterity saving throw, taking 4d8 piercing damage on a failed save.

(Disaster Tides only) Water Shield (Costs 40 CE). The Curse summons and manipulates water and bring it into a tube rapidly circling around them, which they can use defensively. As a reaction, should a creature attack them, they can expend 5 CE to move this water disc to block the attack. Until the start of their next turn, they have a +5 bonus to AC, including against the triggering attack. The water disc lasts for 1 minute before dissipating.

(Disaster Tides only) Domain Expansion: “Horizon of the Captivating Skandha” (Costs 60 CE). The inside of the domain takes the form of a sunny, picturesque tropical island, the sure-hit effect is that the Curse's death swarm ability is guaranteed to hit. Unless someone has simple domain active, then they have to roll to hit them with your Death Swarm ability. Additionally, the inside of the domain is classified as difficult terrain, the Curse are unaffected by this aspect and can move freely within their domain.

 

Special Grade Cursed Spirit Bonus Actions


Cursed Energy Reinforcement (Costs 2 CE). The Curse coats itself in Cursed Energy. When active, it gains an additional 1d12 to its Unarmed Strike damage rolls, and advantage on Constitution Saving Throws until the start of its next turn.

Cursed Rend (Costs 8 CE). Dexterity Saving Throw: The Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 25 (4d8 + 7) Force damage.

Dark Restoration (Costs 10 CE). The Curse channels it's Cursed Energy through it's body, regaining 26 (4d8 + 8) Hit Points.

(Disaster Plants only) Roots (Costs 8 CE). The Curse creates roots that emerge from the ground, this cluster occupies a 5 by 5 space. As a free action, they may command these roots to either ensnare or attack any creature within 10 feet of them. If they choose for the roots to ensnare, then the target must succeed a Strength Saving Throw or be grappled. If they choose to have the Roots attack, then the target must succeed a Dexterity Saving Throw or take 2d8 Piercing or Bludgeoning damage (their choice). They may only have two root clusters active at any given time. The root cluster has an AC of 14, with 15 hit points, and lasts for 1 minute or until it is destroyed.

(Disaster Plants only) Cursed Buds (Costs 30 CE). The Curse launch buds that feed on the magical energy of whoever it attaches to. The more magic the person uses, the deeper its roots will extend into their bodies. Upon activation, the target must make a dexterity saving throw, and if the target is currently using magic or cursed energy of any kind, they have disadvantage on the save. On a failed save, the targets are hit by the buds, and must make a constitution saving throw. If they fail that save, the buds take root, and from that moment on, until the buds are removed, the buds will embed deeper into the target’s body and deal 1d8 pierce damage and 2d8 poison damage. The target may take an action to remove the buds. But until they do so, at the start of each of their turns after the initial damage, they take 3d8 poison damage.

(Disaster Plants only) Flower Field (Costs 50 CE). The Curse creates a 30-foot radius circle of flowers around an opponent within 60 feet of them that distracts the target with a curse that takes away their desire to fight. Upon activation, any creatures in the field of cursed flowers must make a Constitution Saving Throw, and on a failed save gains disadvantage on all attack rolls and dexterity saving throws until they exit the range of the field.

(Disaster Tides only) Tides of Ruin (Costs 4 CE). The Curse creates a jet of up to 10 gallons of water emanating from their palm. They can either use this to generate the water, or shoot out a 15 foot cone of water that forces any target caught in the cone to make a Dexterity Saving Throw. On a fail the target gets pushed back 10 feet and knocked prone.

 

Special Grade Cursed Spirit Reactions


Cursed Rend (Costs 8 CE). Dexterity Saving Throw: Instead of a standard attack of opportunity, the Curse can send forth a blast of Cursed Energy, forcing the target to make a Dexterity Saving Throw. On a fail they take 22 (4d8 + 4) Force damage.

Simple Domain. When a creature activates a Domain Expansion and the Curse is within its radius, they can activate Simple Domain. They gain immunity to the domain’s guaranteed-hit (sure-hit) effects, and ignores difficult terrain created by the domain. Simple Domain remains active until the end of their next turn, until the Domain Expansion ends, or until they are incapacitated, whichever occurs first.

 

 

Cursed Techniques addon

  Below is a collection of additional Cursed Technique options that aren't available to be rolled for, but can be chosen instead of the Cursed Technique other options. These are mostly Cursed Techniques that appear in the series itself that I didn't add to the original table for whatever reason, and two Cursed Techniques I myself have made. Down below are all the Cursed Techniques in question.


 

Solo Forbidden Area

Level 3: Binding Dance; By expending 15 CE as an action, you can perform a dance on your turn that lasts until the start of your next turn. While dancing, you cannot attack or move, but taking damage will knock you out of your dance. At the start of said next turn, you can expend your bonus action to keep dancing until the start of your next turn. You can keep doing this for up to 10 minutes. While dancing, allies within a 15 foot radius of you are enhanced through your Cursed Technique, gaining a bonus to attack rolls equal to your Wisdom Modifier (minimum of 1).

Level 7: Free style; While dancing, allies now gain a bonus to damage rolls equal to your Wisdom Modifier. Additionally, while dancing, you now gain a bonus to your AC equal to your Wisdom Modifier (minimum of 1).

Level 11: To the Beat; You and allies within 10 feet of you now have advantage on Persuasion, Deception, and Performance checks.

Level 17: Dancing Mad; The radius of Binding Dance has been increased to 30 feet, additionally, both you and your allies who are within range of you while you are dancing have advantage on Dexterity and Wisdom Saving Throws.

 

Idle Transfiguration

 The ability to reshape souls, and by extension the body as it follows the soul. Doing so allows you to disfigure the body of targets, heal heal your own wounds in a greater capacity than normal, transform your appendages into weapons, and a variety of other possible transformations. As a passive, you are immune to the Poisoned and Diseased conditions, and have resistance to Poison damage.

Level 3: Cursed Resonance; When an effect would restore your hit points, you regain additionally hit points equal to your wisdom modifier (minimum of 1).

Level 3: Bodily Morphing; You can reshape your limbs into natural weapons. They count as simple weapons that you are proficient in, and their damage is determined via your Cursed Energy Reinforcement die. There are 3 available options below.

  • Bladed Limb. Deals slashing damage equal to one roll of your Cursed Energy Reinforcement die plus your Strength or Dexterity modifier, on hit, the target must succeed a Constitution Saving Throw or have the poisoned condition until the start of your next turn.
  • Flail Limb. Deals Bludgeoning damage equal to two rolls of your Cursed Energy Reinforcement die plus your Strength or Dexterity modifier, this option also has the reach property.
  • Pointed Limb. Deals Piercing damage equal to one roll of your Cursed Energy Reinforcement die plus your Strength or Dexterity modifier, on hit, the target must succeed a Constitution Saving Throw or suffer a -2 penalty to attack rolls until the start of your next turn.

Level 7: Soul Multiplicity; When a target is at 5 hit points or less, you can utilize Idle Transfiguration on them as an action to turn them into a tiny little weightless orb that appears to have a haunted face on it, which is referred to as a soul echo, and is used for some of the features this technique provides. This feature costs 10 CE to use.

Level 7: Summon Transfigured Humanoid; As an action, you may expend 25 CE and four soul echos to create a body, otherwise known as a transfigured human, that is under your control and takes its action after yours. It uses the stat block of a Grade 4 Cursed Spirit, and two of it's ability scores of it's choice can be increased by a number of points equal to your Wisdom score. This ability score bonus only effects checks and saving throws. You may only control two transfigured humans at one time, attempting to control a third just summons an effectively braindead husk incapable of doing anything other than exist. It's stat block changes when you reach levels 11 (Grade 3 Cursed Spirit stat block), and 17 (Grade 2 Cursed Spirit stat block).

Level 11: Instant Spirit Body of Distorted Killing; As an action, you may expend 30 CE and eight soul echos to alter your own soul, encasing your body in armor. Your armor class becomes 18 plus your Dexterity modifier, and you gain advantage on Dexterity and Constitution Saving Throws. The armor lasts for 1 minute before desolving back into your body. Additionally, you gain a +3 to attack and damage rolls while the armor is active.

Level 11: Idle Death; You touch a bloodied target as an action, which must now make a Wisdom Saving Throw. On a failed save, they take 4d12 + 8 Necrotic damage. If they drop to zero hit points, they are turned into a soul echo. This feature costs 40 CE to use.

Level 17: Domain Expansion: "Self-Embodiment of perfection"; The inside of this domain creates an environment where you is automatically connected with the souls of anyone inside, it's sure-hit effect is that anyone caught inside the domain and not under the effects of Simple Domain is hit with Idle Death. It costs an action and 70 CE to use.

 

Cloning Technique

 You summon an exact clone of yourself, gear, and all as an action by expending 10 CE. The clones are incapable of using your cursed technique to create more. This clone lasts for 1 minute, and has hit points equal to one third your hit point maximum (hit point maximum, divided by 3, and round up to the nearest whole number). The clone takes its turns after yours. You can summon additional clones at levels 11 (two clones), and 17 (three clones). Summoning these extra clones costs 10 additional CE per a clone. This is your level 3 feature.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the number of clones you can summon is doubled.

Level 7: Disrupted; You can expend 15 CE as a bonus action to swap positions with one clone of your choice within 120 feet of yourself, there's no visual way to tell this is happening unless an individual has true sight or is using something like detect magic.

Level 11: Hardy Survivor; When you summon your clones, both you and your clones gain a number of temporary hit points equal to 3 rolls of your Cursed Energy Reinforcement die. You can only use this feature a number of times equal to your proficiency bonus.

Level 17: Second Life; When you drop to zero hit points and have a clone active, you can reincarnate into the clone. Your hit points and cursed energy reserves restored to full, and you cannot use this feature until you finish a long rest.

 

Immortality

 As implied by its name, Immortality grants the user the ability to prolong their life, effectively granting them the potential for an infinite lifespan, and the user doesn't need to eat or drink to survive. However, this technique is not "de-aging", meaning that the user cannot escape the physical changes brought upon by the process of aging. Once a user of immortality reaches a certain age (typically 3 to 4 hundred years), the technique attempts to change their by undergoing an "evolution". Changing the physical form to be something more akin to a Cursed Spirit. This is your first level 3 feature.

Level 3: Bountiful Health; When an effect would restore your hit points, you regain additionally hit points equal to your wisdom modifier (minimum of 1).

Level 7: Unnatural Mind; You have advantage on saving throws to end or avoid the Charmed and Frightened conditions. Additionally, you have advantage on Intelligence checks and 30 feet of Blind Sight.

Level 11: Expanded Barrier; Simple Barriers created by you can now last for a number of years equal to your Wisdom Modifier (minimum of 1). Additionally, the range of Simple Barriers made by you is increased by a number of feet equal to 10 times your Wisdom modifier (minimum of 1). You may expend 60 CE to double these effects when creating a barrier.

Level 11: Barrier Safety; Aberrations, Celestials, Elementals, Fey, Fiends, and Undead of evil alignment within your Simple Barriers have disadvantage on saving throws and attack rolls.

Level 17: Bon Barrier; By expending 90 CE, and taking an extra 9 minutes during the creation of a Simple Barrier, you can create a Bon Barrier. A Bon Barrier is a Simple Barrier with a ludicrously extended range. Its range is a number of miles equal to twice your Wisdom Modifier (minimum of 2).

 

Accursed Arachne

Level 3: Spider Climb; You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Level 3: Cursed Webs; You can expend 8 CE to fire off webs from your wrists as a ranged attack roll. It has a range of 60 feet, and on hit, it deals 1d6 Force damage and the target must make a Strength Saving throw or be restrained until the start of your next turn. This damage increases at levels 7 (2d6), 11 (3d6), and 17 (4d6).

  • Ritual Technique Boost: For the duration that Ritual Technique is active, targets have disadvantage on the saving throw, and the range is increased to 120 feet.

Level 7: Might of the Spider; You can expend 15 CE as a reaction when making a Strength or Dexterity check to provide a +2 bonus to the roll. This bonus increases at levels 7 (+3), 11 (+4), and 17 (+5).

Level 11: Distracting Webs; When using Cursed Webs, you may expend an additional 18 CE to give the target disadvantage on attack rolls against all targets except you for 1 minute if they fail the saving throw, but in exchange the target gains advantage on attack rolls against you. Both level 11 features cannot be activated on the same use of Cursed Webs.

Level 11: Sturdy Webs; When using Cursed Webs, you may expend an additional 22 CE to make the restrained condition last for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. Both level 11 features cannot be activated on the same use of Cursed Webs.

Level 17: Altered Body; You have resistance to Bludgeoning and Force damage, additionally, your speed is increased by 15 feet.

Level 17: Domain Expansion: "Burrow of the Spider"; The inside of the domain takes the form of a large cavern lined with spiderwebs that has no clear exit. The inside of the domain is treated as dim light for all targets except you, additionally, the inside of the domain is classified as difficult terrain, you are unaffected by this aspect and can move freely within your domain. In exchange for not having a sure-hit effect, while your domain is active, you have advantage on attack rolls, Dexterity (Stealth) checks, and a +2 bonus to your AC. It costs 65 CE to activate as an action.

 

Roots of Wilderness

Level 3: Resilience of Oak; Your hit dice becomes a D10, and any Bludgeoning damage you take from an attack is reduced by 2. This reduction increases at levels 7 (3), 11 (4), and 17 (5).

Level 3: Roots of the Evergreen; You may expend 12 CE as an action to summon sharply tipped roots which shoot at a target within 60 feet of you. The target must make a Dexterity Saving Throw or take 2d6 + 2 Piercing damage.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the damage from Roots of the Evergreen increases to 4d6 + 4 and targets have disadvantage on the saving throw.

Level 7: Vines of the Jungle; You can expend 20 CE as a bonus action to summon thorny vines that fill a 5 foot cube within 30 feet of yourself, if a creature is occupying this cube, they must succeed a Strength Saving Throw or be grappled for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

Level 11: Toxicity of the Gimpy Gimpy; You may expend 15 CE as a reaction to an attack made against you by a target within 10 feet that hits to force the target to make a Dexterity Saving Throw or take 2d6 necrotic damage.

  • Ritual Technique Boost: For the duration that Ritual Technique is active, the range is extended to 20 feet, and targets within 10 feet have disadvantage on the saving throw.

Level 17: Domain Expansion: "Roots of the Giant Sequoia"; The inside of the domain takes the form of a tranquil grass field with a Giant Sequoia tree in the distance, just out of reach. The sure-hit effect of the domain is that all targets within are hit with the Ritual Technique boosted version of Roots of the Evergreen and must succeed a Strength Saving Throw or be restrained by the roots for the duration of the domain. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. It costs an action to expand your domain and costs 60 CE.

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