Cursed Techniques are a manifestation of one’s negative energy, used in powerful ways. These abilities are taxing on the user, but very powerful. They can be used as attacks, support, and many other things. If you have the Physical Augmentation Pact, you cannot use a technique. To gain abilities, you gain a Cursed Energy Point(AKA CEP, or just Points) at every level, which is used to buy abilities.
Limitless
You see the infinite expanse of the universe, allowing you to use incredible powers. But, your technique destroys your eyes, blinding you. Once you take this technique, you are permanently blinded, and cannot be healed by anything short of a wish spell, and if you heal it, you lose your technique, unless you blind yourself once again.
Name
Ability
Cost
Strong Senses
0 Points
Your senses are extra powerful, giving you blindsight for a range of 20 feet
You suffer no cost for this feature
Attract (Blue)
(Action)
Range: 15 ft radius sphere
2 Points
You choose a point you can see. Any creatures or objects within a 15ft radius of that point are all pulled towards its center. Any creatures or objects pulled in this way take xd10 force damage, where x is equal to your proficiency bonus.
Just before using this ability, you are not considered blind.
After you use this ability you must make a Constitution Saving throw. The DC for this save is 10. If you fail this saving throw your Constitution score is reduced by 1. If your Constitution score is reduced to 0 in this way, you die.
Your Constitution score returns to normal after you take a long rest.
Reposition
(Move Action)
1 Point
You gain the ability to teleport to any point you can see with range. The range of this ability is equal to your base movement speed.
Just before using this ability, you are not considered blind.
After using this ability your movement speed is reduced by 5ft for one minute.
Boogie-Woogie
(Reaction or Bonus Action)
1 Point
You can choose to swap the position of any two creatures within 40 feet of each other, including yourself.
Just before using this ability, you are not considered blind.
Both targets of this ability need to understand the rules of this ability before they can be swapped.
You must also have both hands free to use this ability and therefore cannot be holding anything in either hand.
Regenerate
(Bonus Action)
1 Point
You can willingly choose to regenerate your body. For the next minute, you can choose how many hit points you wish to recover per turn (every 6 seconds): 5, 10, 15, or 20.
You are not considered blind so long as your Regenerate Ability is active.
After this minute ends, you gain levels of exhaustion based on how much you regenerate each round.
Hit Points Regenerated/turn
Levels of Exhaustion gained
5
1
10
2
15
3
20
4
Repel (Red)
(Action)
Range: 15 ft radius sphere
2 Points
You choose a point you can see. Any creatures or objects within a 15ft radius of that point are all pushed 25ft from its center towards its center. Any creatures or objects pushed in this way take xd10 force damage, where x is equal to your two times proficiency bonus.
Just before using this ability, you are not considered blind.
After you use this ability you must make an Intelligence Saving throw. The DC for this save is 14. If you fail this saving throw your Intelligence score is reduced by 2 and you gain one temporary madness (DMs Discretion). If your Intelligence score is reduced to 0 in this way, you die.
Your Intelligence score returns to normal after you take a long rest.
Void (Hollow Purple)
(Action)
Range: 15 ft radius sphere
3 Points
You create a 15ft Sphere in a point within 30 ft of you, and move that sphere 30 ft in a straight line away from you.
Any creatures or objects who come in contact with this sphere automatically take 50 points of force damage.
If a creature or object is reduced to zero hit points in this way, they disintegrate and nothing of them is left behind.
You cannot use this ability again until you take a long rest.
While using this ability you are not considered blind.
When you use this ability, reduce your Intelligence Score and Constitution Score by 2, and you gain 2 levels of exhaustion and one permanent madness until you take a long rest.
Infinity
3 Points
You are able to place a barrier of infinite space between yourself, and your opponent. As an action, you can make it so that as long as you aren’t dead, you are immune to spells, attack rolls, and any negative conditions for 10 minutes.
To maintain this state, you cannot take any actions, and cannot regain hit points. If someone uses a Domain, it breaks your Infinity. You can also choose to give yourself the ability to attack, and use spells/cursed techniques, but once Infinity ends, you get 4 levels of exhaustion.
Elemental Technique
Chart:
Fire, vulnerable to Thunder and Cold
Cold, vulnerable to Fire,and Lightning
Lightning, vulnerable to Cold and Thunder
Thunder, vulnerable to Lightning and Fire
Name
Ability
Cost
Elemental Affinity
0 Points
You can add half your spell-casting modifier to spell damage that deals your damage type.
This has no cost
Arcane Adaption
1 Point
You can change the damage type of your spells to the damage associated with your pact.
You cannot cast spells that deal the damage type of your pact’s counterparts.
Elemental Infusion
1 Point
As a free action, you can choose to have your weapon attacks deal additional Pact Damage equal to your level.
If you choose to do so, you also take half of this additional damage.
Severance
(Action)
1 Point
You still yourself for a moment to sever your ties to your elemental bond. Doing so temporarily removes your vulnerabilities to its Counterparts.
At the start of your next turn, you can choose to maintain your Severance as a free action. However, after 1 minute the connection reforms and you regain your vulnerabilities.
You cannot use this ability again until you take a short or long rest.
When you decide to sever your connection, you lose access to all abilities given to you by your pact until the end of your next turn.
Primordial Weapon
(Bonus Action)
1 Point
You manifest a weapon made of pure energy, made up of your Pact’s Element. This weapon can take the shape of any ranged or melee weapon of your choice, and you can dismiss it as a free action, or it will automatically be dismissed if you attempt to create a new one.
This weapon only deals Pact Damage. And if you are 5th level or higher is treated as a +1 weapon, at 10th level it is treated as a +2 weapon, and at 15th level, a +3 weapon.
The more powerful this weapon grows, the more unstable and unwieldy it becomes.
When you deal damage with this weapon, you take 4 Pact damage per level of enchantment the weapon holds.
A +1 weapon deals 4 Pact damage, if it is a +2 weapon it deals 8 damage etc.
Potent Arcanum
1 Point
All spells you cast on a creature ignore any resistances it may have to that damage.
All spells you cast have their damage automatically converted into Pact Damage instead.
Elemental Blight
2 Points
After dealing with Pact Damage to a creature, that creature becomes vulnerable to that damage until the start of their next turn. Any creatures affected by this who have immunity to this damage, are treated as though they only have resistance to it instead.
If you are dealt damage by either of your Pact’s Counterparts, all Pact damage you deal is halved until the end of your next turn.
Primordial Hunger
3 Points
Any Pact Damage you take (eg. fire, cold, etc.) from a source not created by you, heals you by half of that much instead.
Taking damage from either of your Pact’s Counterparts nullifies this ability, until the end of your next turn.
Additionally, your movement is halved until the end of your next turn.
Blood Manipulation
Blood Manipulation uses your life force to use powerful abilities revolving around your blood. The ‘Cost’ section is the amount you reduce your hitpoint maximum by. Your hit point maximum goes back to normal after a long rest
Name
Ability
Cost
Blood Creation
(Bonus Action)
0 Points
You gain ‘blood points’ equal to x times 4. These points can be used to use your techniques, each point equivalent to one hit point, and are lost once you use them
‘x’ is equivalent to the level of a spell slot you expend to make these points.
Ex. You expend a level 2 spell slot and get 8 blood points.
Bloodbound Blitz
1 Point
When you make an unarmed or weapon attack roll to hit a creature, but before you roll to hit, you can choose to infuse your attack with a rush of manipulated blood.
If the attack hits, this attack deals additional damage (slashing, bludgeoning, or piercing, your choice) equal to half the cost paid.
However much you want to give. (Maximum: 10 x your level)
Crimson Recovery
(Bonus Action)
1 Point
Regain a Spell Slot based on the cost spent
See the “Level of Spell Slot” column on the Blood Cost Table
Hemo-Hardening
(Reaction)
1 Point
Increase your AC by 1 per Cost Spent, until the start of your next turn.
5 (can be spent in multiples)
Hemlock
1 Point
When you roll to make an unarmed or weapon attack, before you know if the result hits or misses, you can spend X amount (see cost) to increase the total number on the attack roll.
See “Attack Bonus” on the Blood Cost Table
Blood Laser
2 Points
Deal damage to a creature equal to half of the cost spent. There is no attack roll needed for this attack.
However much you want to give. (Maximum: 10 x your level)
Sanguine Strings
2 Points
When your hit points are reduced to 0, on your turn, instead of rolling for your death save, you can choose to fail it. If you choose to do so, you can take a single action that turn.
Any death saves failed in this way, remain until you take a short or long rest.
Example: If you choose to fail a death save, but then regain hit points and are no longer dying, but then later get reduced to 0 hit points again, you are considered to have already failed 1 death save.
No Cost (Only the semi-permanent reduction of your Death Saves).
Blood Cost Table
Cost
Level of Spell Slot
Attack Bonus
5
1
+1
10
2
+2
15
3
+3
20
4
+4
25
5
+5
Ten Shadows Technique
The ten shadows technique revolves around summoning creatures, each of different caliber in terms of power
Name
Ability
Cost
Summon Rabbit
0 Points
As an action, you summon a small rabbit that launches at an enemy within 15 feet of you. The rabbit makes an attack roll using either your Strength or Dexterity modifier and uses your proficiency bonus. On a hit, it does 1d6 magical bludgeoning damage
The rabbit uses such little energy, that there is no cost to using it
Rabbit Escape
1 Point
You summon a crowd of rabbits, distracting your enemies, and allowing you to get the upper hand. Every creature within a 30-foot sphere becomes restrained for until the end of your next turn
You can only do this two times every short or long rest. Once you use this ability, your hit point maximum is reduced by 1 and returns to normal after a long rest.
Shikigami: Orochi
1 Point
You summon a giant snake creature to fight for you. This creature has the Constrictor Snake stat block. You can command it to take an action as a bonus action.
Once Orochi disappears(after ten minutes) or dies, your hit point maximum is reduced by your level times 2. It returns to normal
Shikigami: Gama
1 Point
You summon a giant toad creature to fight for you. This creature has the Giant Frog stat block. You can command it to take an action as a bonus action. Also, if the frog uses the Swallow ability on an ally, they take no acid damage
Once Gama disappears(after ten minutes) or dies, your Constitution score is reduced by 1. If it is reduced to zero you die. Your score returns to normal after a long rest.
Shikigami: Nue
1 Points
You summon a giant bird creature to fight for you. This creature has the Giant Eagle stat block. You can command it to take an action as a bonus action.
If Nue disappears (after ten minutes) or dies, you gain a level of exhaustion
Shikigami: Divine Dogs/ Totality Dog.
2 Points
You summon either two powerful dogs, using the Aware Wolf stat block for both. You can command one wolf as a bonus action. Alternatively, you summon one dog that uses the Yahurei Wolf stat block. You can command the wolf using a bonus action
If one of the dogs disappears (after ten minutes) Or if one of them dies, you gain a level of exhaustion
Shikigami: Max Elephant
3 Points
You summon an elephant within 15 feet of you, using the Elephant stat block. You can command it using a bonus action. You can also use an action to shoot water in a 25 foot cone. Every creature must make a Constitution saving throw, taking 4d8 cold damage on a failed save, and half on a successful save.
When Max Elephant disappears(after ten minutes) or dies, you gain 2 levels of exhaustion
Shikigami: Eight-Handled Sword Divergent Sila Divine General Mahoraga
5 Points
You summon a gigantic monster that goes on a rampage, and will not spare your allies.
He uses the
Divine General Mahoraga stat block. If he is attacked using a cursed technique, he cannot use adaptation.
Once you summon Mahoraga, you gain 6 levels of exhaustion. Mahoraga must be killed for him to disappear.
Cursed Pacts: Skill Tree
Everyone loves the idea of making a pact with a questionable being, but not everyone wants to be a warlock.
And even if you choose to be a warlock there it’s never a great risk to leveling Alternatives ilities anything that’s going to shake up your world.
In Jujutsu Kaisen, pacts are made all the time. Vows to yourself, between you and another being, or sometimes a vow is formed due to divine intervention.
Taking from JJK, I have designed a skill tree that any player can progress down as they level up through a campaign. But those looking for ultimate power must be willing to pay the ultimate sacrifice.
You do this at any level, but I recommend level 3 at a minimum
Whenever you level up, you gain a Pact Point, which you can spend to progress down a certain Cursed Pact Skill Tree, gaining access to different Powers and abilities, but also making major sacrifices to do so.
You can progress down these Skill Trees alongside your original D&D class (or classless skill tree). Each ability on the Cursed Pact Skill tree has a certain amount of PP needed to unlock and purchase that ability (indicated above that ability’s node).
Pact Types
Below is a list of Pact Types and the abilities granted by each one.
Pacts could be made in many different ways. The obvious answer would be for a player to make a deal with a powerful patron, who takes parts of the character away in exchange for power. Alternatively, a player could make a pact with themselves, locking away a portion of themself to achieve something greater. If ever they decide to break this pact, everything they have gained will be taken away, and then some.
One final pact that can occur, thou does, is a divine vow. A pact where the “victim” has no say in the matter. But whatever divine being bestows this vow upon them, believes that is for their good. They take something away, only to replace it with something they deem to be greater….
Physical Augmentation
In the world of JJK, certain sorcerers are born with a stronger or weaker affinity for Cursed Energy (In the nD case, we will use Magic instead of Cursed Energy). Some people are sometimes born with little to no cursed energy but are still born as sorcerers. This is often due to a Divine Binding Vow. Something of a higher power takes away a sorcerer's cursed energy, but instead, they are left with incredible physical abilities in their place.
The Pact of Physical Augmentation is ideal for any martial-based character to make. And could be offered by any patron of immense power. Or, like any of these Pacts, it could alternatively be a pact they make with themselves.
When you enter this pact you can no longer cast spells (this excludes abilities that use spell slots in other ways, such as the uses of a Paladin’s divine smite). In exchange you can choose 1 physical ability score and increase that ability score by 2.
Name
Pros
Cons
Perfect Ratio
gain an advantage on your next attack
Must spend a hit dice to do so
Brawn over Brains
Increase a physical ability score by 2
Reduce a mental ability score by 1
Simmer
Reduce the number needed to roll a critical hit by 1
Increase the number needed to roll a critical fail by 1
Black Flash
Whenever you land a critical hit, you gain an advantage on your next attack
Whenever you score a critical fail, you take 1d10 psychic damage
Overtime
You get a boost to your damage equal to your proficiency bonus, times 2.
This boost is inactive until you have no Hit Die remaining.
Spell Resistance
Advantage on spell-saving throws
Magical items you use require twice as many charges as they usually would
Perfect Ratio +
When you use perfect ratio, roll the hit dice spent and deal additional damage equal to twice the number you rolled. If you roll a natural 20 on your perception check, treat this attack as a critical hit.
Must make and succeed on a perception check (free action whenever you use your Perfect Ratio ability) against the target creature DC: 8 + Creature’s CR/ Level (minimum 1)
Spell Immunity
Spells of 3rd level or lower do not affect you
This includes healing spells or other beneficial magics that target you
Arcane Affinity
Oppositely to the Pact of Physical Augmentation, this pact instead weakens your physical body, in order to deepen your connection to magical energies. As you progress further down this path, your body will continue to deteriorate, as your magical potential skyrockets.
When you take on this Pact, you can add your proficiency bonus to your spell damage, but one of your physical ability scores becomes 5.
Name
Pros
Cons
Potent Sorcery
1 Point
Spells you cast are cast at 1 level higher
Your movement speed is reduced by 5 ft
Spell Expertise
1 Point
You double your proficiency bonus when calculating your spell attacks
You can no add your proficiency bonus to weapon attacks
Irresistible
1 Point
You double your proficiency bonus when calculating your spell DC
You can only wield weapons with the Light property, and no longer add your ability modifiers to weapon damage.
Surplus Potential
2 Points
If you have any spell slots left at the end of the day, you can choose one. That spell slot carries over
You gain half as many hit points when you level up.
Efficient Sorcery
1 Point
Spells you cast can be cast at 1 spell slot lower. (ex. Fireball can instead be cast with a 2nd-level spell slot).
Your movement speed is set to 20 ft and cannot be increased by non magical means.
Boundless Potential
3 Points
Spell Slots carried over by your “Surplus Potential” ability, do not go away after hours
All of your physical ability scores are reduced to 5 and cannot be raised by any means short of a wish spell.
You also gain vulnerability to Piercing, Slashing, and Bludgeoning damage.
Vessel
The ancient, almighty King Of Curses, Ryomen Sukuna lives within your body, allowing you to learn powerful techniques, but the stronger you get, the less control you have over your body.
Divergent Fist
0 Points
When you land an Unarmed Strike, it does an extra 1d6 force damage
This does not cost anything
Enhance Defense
1 Point
As an action, you heighten your body’s defense. You get a +1 to your AC and all saving throws. This effect ends if you die, are incapacitated, or dismiss it as a bonus action.
All healing for you is reduced by half (rounded down)
Black Flash
2 Points
Whenever you land a critical hit, you gain advantage on your next attack
Whenever you score a critical fail, you take 1d10 psychic damage
Break Chains
2 Points
You unleash the power of Sukuna. This allows you to use special Techniques, only available in Sukuna Form. In this form, you gain a flying speed of 50 feet, and your walking speed doubles. You’re resistant to all damage types except for radiant. You’re also immune to fire and necrotic damage. If you die in this form, you revert to normal and gain 1 hit point.
Your mind is consumed by a chaotic spirit. You must attack the closest creature to you, and can only break free from this form by making a Constitution saving throw. The save DC is 20. You can retake the saving throw once each turn as a free action . Every time you fail, the DC decreases by 1.
Dismantle
3 Points
Must be in Sukuna Form
As an action, force a creature within 30 feet of you to make a Constitution saving throw(DC= your Constitution Score+2) On a failed saving throw, the creature takes 30 magical slashing damage, and cannot gain hit points until the end of your next turn. On a successful save, they take half damage, and can still regain hit points.
Every time you use this ability, your hit point maximum is reduced by 3 x your proficiency bonus. If it drops to zero, you revert back to your normal form, and your hit point maximum returns to normal, but you still drop to zero hit points.
Cleave
3 Points
Must be in Sukuna Form
As an action, one creature within 5 feet of you automatically takes magical slashing damage, which cannot be reduced in any way. The damage is equal to the creature's DC x 6. If the creature has legendary actions, it’s equal to their DC x 3.
Every time you use this ability, your hit point maximum is reduced by 3 x your proficiency bonus. If it drops to zero, you revert back to your normal form, and your hit point maximum returns to normal, but you still drop to zero hit points.
Fuga
3 Points
Must be in Sukuna Form
Every creature within 75 feet of you takes 10d10 fire damage. This damage cannot be reduced in any way.
Once you use this, your Sukuna Form ends, and you gain 4 levels of exhaustion.
Stronger Form
3 Points
The damage die for your Sukuna abilities is increased by 1.
The DC to escape Sukuna Form becomes
22, and failing a save does not decrease the DC.
Idle Transfiguration
You throw away your humanity, becoming a cursed spirit and learn the ability to manipulate the soul. Your creature type becomes a fiend, and while you are a cursed spirit, you have a disadvantage on Charisma(Persuasion) checks, and advantage on Charisma(Intimidation) checks. Your alignment cannot be lawful, and neither can it be good. You also cannot make any other heavenly pacts to learn any other cursed techniques. You can leave your cursed spirit form by completing an Exorcism. To do this, you need to meditate for 1 hour and make a DC 20 Constitution saving throw. On a success, you are no longer a cursed spirit but lose your technique. On a failed save, you stay a cursed spirit, but the DC for turning back lowers by 1 the next time you attempt an Exorcism. If you leave your cursed spirit form, you cannot become a cursed spirit again.
Name
Ability
Cost
Mace Arm
0 Points
As a Bonus Action you shift your hand, causing it to become a large, spiky sphere. Your Unarmed Strikes deal 1d6 piercing damage, and you cannot hold any objects with that hand while in this form. You can dismiss this form as a free action.
This has no cost
Self-Preservation
1 Point
If you drop to zero hit points, you instead drop to 1 hit point.
You can only do this once per long rest.
Elongated Arm
1 Point
You can choose to make a melee attack and increase the range by 5 feet
If you attack using your elongated hand the damage is halved(rounded up)
Soul Manipulation
2 Points
As an action, you can touch a humanoid with a CR equal to or less than your level(rounded up) with zero hit points, and manipulate their soul. They must make a DC 18 Constitution saving throw. On a success, nothing happens. On a failed save, you ‘store them’. You can store up to three creatures. As a bonus action, you can summon one of your stored creatures, summoning an aberration or fiend equal to or less than their CR.
When you store a creature or release a stored creature, your hit point maximum is reduced by the stored creature's CR times 2. Your hit point maximum returns to normal after a long rest.
Soul-Split
2 Points
As a Bonus Action, you can split your soul in half, cloning yourself. You summon a clone of yourself, which has half your hit points, and can be commanded using a bonus action. If they are within 5 feet of your clone, you can fuse back together.
Once you clone yourself, your hit point maximum is halved(rounded down). Also, if you or your clone deals damage, it is halved(rounded up), and if you die, your clone disappears, and if your clone dies, your damage returns to normal, but your hit point maximum stays halved, and returns to normal after a long rest.
Black Flash
1 Point
Whenever you land a critical hit, you gain an advantage on your next attack
Whenever you score a critical fail, you take 1d10 psychic damage
Flesh Shifting
2 Points
As an Action, you can either double your walking speed, or gain a flying speed of 30 feet. This effect ends if you die, you become incapacitated, or you dismiss it as a free action
While in this form, you cannot regain hit points.
Greater Soul Manipulation
3 Points
Your Soul Manipulation automatically works, as long as the creature has a CR equal or less than your level.
Whenever you store or release a creature, your hit point maximum is decreased by 4 times the creature’s CR, instead of 2 times, and returns to normal after a long rest
Domain Expansion
This Skill Tree is made to run in tandem with the “Cursed Pact Skill Tree” and “Cursed Technique Skill Tree”
You can progress along this Skill Tree alongside your original D&D class. Each ability on the Domain Expansions Skill tree costs 1 Domain Points (DP) to unlock and purchase its abilities.
You can convert one Cursed Energy Point, or one Pact Point to get three Domain Points
Prerequisite: You must completely max out your Heavenly Pact(except for The Pact Of Physical Augmentation) or Cursed Technique tree.
Activating Domains
You can spend an action to activate your domain and may only activate your domain once per long rest.
When you activate your domain you reduce your maximum number of hit points by 7. At the start of your turn you can choose to maintain your domain expansion. If you do, your hit point maximum is reduced by 7. If your hit point maximum is reduced to 0 this way, you die.
Your hit point maximum can only return to normal after you take a long rest.
When you activate your domain, it can last for a number of rounds equal to your proficiency bonus. It can also be ended as a bonus action, if you choose to dismiss at the start of your turn, if you fall unconscious or you die.
Alternatively, if your domain is beaten in a Domain Clash, it is also dismissed and your hit dice maximum is reduced by the specified amount.
(See “Domain Clashes” below for more information.)
Unless you have invested in other abilities within the Domain Expansion Skill Tree, creating your domain will grant no other benefits other than changing the environment, pulling creatures into a safe place, or interfering with another creature’s domain etc.
Domain Sizes & Range
When you activate your domain you pull every creature within a 25 ft radius of you, into your domain.
When you do so, you create an external barrier around you and everyone else inside.
This barrier is immune to all damage types, but can still be broken into (see “Domain’s DC: Breaking & Entering” below for more information”.)
Despite the fact that the external size of a domain is typically 40 ft in diameter, the inside of a domain is usually a lot larger.
All people pulled into a domain are brought into an extra dimensional space,; a metaphysical landscape within the mind of its creator that reflects their personality, powers and their very soul. As its creator you can decide what this new environment looks like, without describing any harmful environmental effects, unless your domain abilities allow you to do so.
The internal size of a domain is twice as large as its external size. So if you create a domain with an external radius of 20ft, the internal radius of the domain will be 40ft, after it is created.
Domain DCs: Breaking & Entering
All domain’s have a general potency, indicated by their DC. This is used to indicate how difficult it is to break in or out of, as well as how strong the magical effects within it are. To calculate the DC of your own domain, it is: 8 + the modifier of an Ability Score of your choosing + your proficiency. Domains are manifestations of your soul and character and the strength of one’s domain can come from anywhere. As for yourself, does it’s power come from the greatness of your willpower, based on your Wisdom score, or perhaps your guile, cunning and quick reflexes or speed of thought, determined by your Intelligence or Dexterity perhaps?
Typically the outside of your domain is a lot easier to break into due to the fact that no one would typically want to enter, as doing so is more or less a death sentence. But if someone wished to do so, they must make a melee attack or melee spell attack roll against your domain’s DC. If they succeed on this attack roll, they fall through the barrier and enter at a random location within the domain, determined by the domain’s creator.
If ever someone wished to escape a domain, however, this would be much more difficult, but there are a few ways.
Your first option is to create a “Simple Domain”. (See “Simple Domains” below for more information.)
When you create a Simple Domain successfully, you create a 5ft wide hole in a space next to you, that other people can escape through.
Your second option for escaping a domain is to deal enough damage to the domain’s creator, so they are forced to dismiss it in fear of dying.
And thirdly, you could attempt to overwhelm the domain user with a domain expansion of your own, forcing a “Domain Clash” to ensue. (See “Domain Clashes” below for more information)
Simple Domains
Anyone with enough magical prowess or fortitude can create a simple domain, without having invested in the “Domain Expansion Skill Tree” or any other skill trees for that matter. But firstly, what is a Simple Domain?
A Simple Domain is a miniature manifestation of one’s soul that can be used to temporarily nullify the effects of another user’s domain expansion, and create a small exit point from it.
When a Simple Domain is created within another creature’s domain, a Domain Clash ensues (see “Domain Clashes” below).
During this time, so long as the Domain Clash is in effect, all abilities of the opposing creature’s domain are nullified. Alongside this, a small 5ft wide hole opens up in a space adjacent to the creator of the Simple Domain. This 5ft hole can be moved through by any creature who spends 5ft of movement to do so, if they do, they will suddenly appear in a random space 5ft from the outside of the domain expansion.
In order to create a Simple Domain, you must spend an action to do so, as well as spend a 3rd level spell slot or higher, or alternatively, instead of spending a spell slot, reduce your maximum hit point total by 20.
At the start of each of your subsequent turns, you can choose to maintain your Simple Domain, continue the Domain Clash, and keep the 5ft wide exit open.
If you do so, you must spend an additional action as well as spending an additional 3rd level spell slot or higher, or alternatively reduce your maximum hit points total by 20.
If you exit the domain your Simple Domain is active in, your Simple Domain expires along with all of its effects.
Domain Clashes
The best countermeasure against an opposing domain is to expand a domain of your own.
When this happens, both domain users engage in a clash of domains where each domain will try to overpower the other until only one remains.
If a creature activates their domain expansion, within another creature’s domain, both creature’s enter a Domain Clash. While a Domain Clash is active, the abilities of both domains are nullified until it is resolved.
At the start of each of those creature’s turns, they must make a Concentration Check against the opposing creature’s Domain DC. If they succeed, they achieve one success. If they fail, their maximum hit point total is reduced by 10.
If a creature achieves 3 successful Concentration Checks during a Domain Clash, they overpower the opposing creature’s domain and force it to be dismissed. The winner of a Domain Clash automatically activates their domain and it now contains all creatures who were inside the previous domain. The loser of the Domain Clash has their hit point maximum reduced by 20 and gains one level of exhaustion. Their maximum returns to normal after a long rest.
Domain Expansion Skill Tree: Node Abilities
Domain Duration
The presence of your domain grows, as you do.
Increase the duration of your domain expansion by 2 rounds (or 20 seconds outside of combat), for every point invested in this node.
Additionally, you may cast your domain 1 additional time per long rest for each point invested in this node.
A domain’s duration is the maximum length of time a duration can last for. Maintaining a domain at the start of each of your turns does not lengthen this time, only keeps your domain active.
Space
Your domain is vast and all consuming.
You increase the external radius of your domain by 10 additional feet for every point spent in this node, which in turn affects its interior size.
Additionally, while in your domain you may teleport once per turn as a free action. The number of feet you can teleport is equal to 20 times the amount of points invested in this node.
Physical
Your domain sets you as its main focus, doing everything it can to enhance your own physical abilities.
While your domain is active, any time you make an attack roll you can add 1 to the result for every point spent in this node. Additionally, the number you need to roll to get a critical hit is reduced by one, for every point spent in this node.
Environment
Your domain is vast and all consuming.
You can choose to reduce or increase the movement speed of any creatures within this domain by 20ft for every point spent in this node.
If a creature’s movement speed is reduced to 0 in this way, they are considered restrained.
Additionally, if any creatures make a Dexterity check or save within your domain, you can subtract 1 from the result for every point spent in this domain.
Mental
Your domain is heavily fortified by your mental prowess.
You increase your Domain’s DC by 1 for every point spent in this node.
Additionally, in the event of a “Domain Clash”, you can add 2 to your Concentration Checks, for every point spent in this node. This ability is unaffected by the effects of a “Domain Clash”.
Chance
Everything works out in your favor while your domain is active.
Any time you make a saving throw or ability check while in this domain, you can add 1 to the result for every point in this node.
Additionally, any time a creature of your choosing must make a saving throw against an effect or ability you use, then subtract 1 from the result, for every point spent in this node.
Lastly, you gain 1 luck point for every point spent in this node. These work the same way as luck points do from the Lucky feat, with one additional ability: You are not limited to rerolling d20s. You can also reroll other dice rolls such as damage, the d8s for the “777” ability.
Auto Hit
Your attacks are consistent and precise.
Whenever you make an attack or cast a spell that requires an attack roll, you can choose to have it automatically hit the target instead of making the attack roll. Alternatively, if a creature must make a saving throw against a spell you cast, you can have them automaticYou can do this a number of times per round, equal to the amount of points spent in this node. Attacks made this way can never be a Critical Hit.
Boundless Domain
Your domain stretches beyond human comprehension. Perspectives skew, causing one to lose all sense of space and direction.
Multiply the size of your domain’s interior by 10, for every point spent in this node.
If a creature within your domain makes an attack roll, you can reduce it by 1 for each point spent in this node.
Additionally, all perspective checks made by creatures of your choosing, within your domain, are made at disadvantage.
Borderless Domain
Your domain is not confined to the space within spaces. Instead, your domain warps the world around it. All are welcome within your sanctum.
When you create your domain, you can choose to instead make it a “Borderless Domain”. If you choose to do so, there is no external radius for your domain and people are not pulled into it. Instead you use the interior radius size for your domain. Anyone within its radius is subjected to its effects. People can also leave or enter your domain by simply stepping in or out of its radius.
Embody
You infuse yourself and others with the powers of your domain, becoming the domain yourselves.
You can choose to infuse a number of creatures with the power of your domain, (equal to the number of points invested in this node).
When you choose to do so, your domain vanishes and instead becomes a miniature version of itself around any creatures infused with its powers.
Any creatures infused this way gain all of the benefits of your domain as if they created it, additionally anyone within 10ft of that creature is subjected to “their” domain’s effects, and is considered to be within “their” domain. These domains are considered to not have any borders. If one of these domains is subjected to a “Domain Clash”, the original owner makes the contested check(s). If they fail, the effects of their domain ends for everyone they infused with their domain, using this ability, including themselves.
Environmental Hazard
Your domain is a harsh environment, where few can survive
While your domain is active, choose a damage type from the list below to reflect the harsh environment you have created:
fire, cold, lighting, thunder, acid, poison, psychic, radiant or necrotic.
At the start of any other creature’s turn, they take 5 points of the chosen damage type.
This damage increases by 5 for every point invested in this node
Labyrinth
Your domain becomes a complex sanctum that confuses and disorientates its “guests”.
When you create your domain you can select 3 creatures for every point spent in this node, those creatures are placed in a random location of your choosing. Creatures moved in this way are considered “Lost”.
Any “Lost” creatures within your domain must make an Intelligence Saving Throw at the start of each of their turns against your Domain’s DC. On a failed save, that creature is subjected to the confusion spell.
Every point invested in this node also increases the DC for this ability by 1.
Comedic Relief
Those subject to your domain are not victims only to you but also your sense of humor.
Whenever you or another creature in your domain makes an attack roll, casts a spell, makes a skill check or a saving throw, you or they must make a Wisdom Saving throw against your own Domain’s DC, if either of you or they, fail the saving throw, you can decide if the action performed is “Funny” or “Not Funny”.
If you decide that the action is “Funny”, you can add 5 to its result. If you deem the action to be “Not Funny”, you can subtract 5 from the result.
The DC for this ability increases by 1 for every point invested in this node.
Additionally, the number you can add or subtract from a result increases by 1 for every point invested in this node.
The Judged
“There is no escaping justice, and there shall be no violence until your trial is over”
When you create your Domain, you can choose to make it a “Courtroom”. If you do so, you can only choose to pull 1 creature into your domain.
While your Domain is active, anyone inside cannot deal damage, or bring harm to one another, except through Domain abilities.
The targeted creatures pulled into your domain are now on trial for a crime you have accused them of.
On each of your turns you can attempt to prove your target’s guilt. You can do so by making a skill check using one of the following skills:
Deception, History, Insight, Intimidation, Investigation, Performance or Persuasion (or any other skills the DM deems appropriate).
You can then reduce the target’s Hit Points by the total result of your skill check.
At the start of each of your turns after activating this Domain, you are given “additional evidence” that increases the strength of your case each round. The “additional evidence” adds 5 to each skill check you make, to prove your target guilty, for every point invested in this node.
On each of the “accused” turns, they can attempt to defend themself by making skill checks, using any of the same skills. If they do, they can recover hit points equal to the total result of the roll.
After 3 rounds, if the “accused” has less than half of their hit points, they are no longer able to take any actions apart from simple melee attacks until they take a long rest.
If the target has more than half of their hit points after 3 rounds, they recover any hit points lost, and the domain expansion ends.
Gambler
Big risks reap big rewards, but be careful if you fall.
While you're in this domain, you can use a bonus action to make a Gamble. Roll a d100. This roll cannot be manipulated by having advantage/disadvantage, using an ability(ex. Lucky, Portent, etc., etc.,). If you roll a 100, you get a Jackpot. If you get a jackpot, you are immune to all damage, automatically critical hit on all attacks, are immune to all conditions, and when you roll for damage, you always deal maximum damage, for the duration of your domain. If you don’t roll a 100, you take 5d8 psychic damage, which cannot be reduced in any way. If you roll a 1, you take 10d10 psychic damage, which cannot be reduced in any way. For every point invested in this domain, you add 2 to the dice roll. Ex. You rolled a 90, and have 5 points invested. That means you get a +10, making it 100, giving you a Jackpot. You can only Gamble once per Domain made, but if you get Jackpot, you can Gamble again once. If the second Gamble fails, your Jackpot ends. If it succeeds, the next Gamble you make automatically gets Jackpot.
Infinite Void
"This is the inner world of Limitless. Perception, communication... Every action involved in living is forcibly carried out an infinite number of times. It's ironic, isn't it? When granted everything, you can't do anything...but just die peacefully."
When you create your Domain, all other creatures must make a Wisdom Saving Throw against your Domain’s DC. While in your domain all other creatures must repeat this saving throw at the start of their turns. Any creature who fails this saving throw is stunned until the start of their next turn.
The DC for this ability increases by 1 for every point invested in this node.
However, due to this domain’s immense power, it puts a strain on your body. While activating or maintaining this domain, the amount your hit point maximum is reduced by doubled.
Malevolent Shrine
“Let him cook...”
If you make an attack roll, or use a Cursed Technique/Pact ability while your domain is active, you can target 2 other targets within your domain with that same attack roll/ ability. The number of creatures that you can target with this ability increases by 1 for every point invested in this node.
Additionally, you can increase the result of attack rolls made with this ability by 1 for every point invested in this node.
If you invest 5 points into this node, you instead target every creature of your choosing within this domain with your attack, whenever you make an attack roll.
Elemental Transformation
Often a domain is a reflection of you, but sometimes, you become a reflection of your domain.
While your domain is active, you transform into a raging elemental. When you do so, you can choose an damage type of your choosing from the list below and gain immunity to that type of damage while your domain is active:
fire, cold, lighting, thunder, acid, poison, necrotic or radiant.
You gain temporary hit points equal to 10 times the amount of points invested in this node.
You become immune to non-magical attacks and are resistant to bludgeoning, piercing and slashing damage from magical attacks.
You deal an additional 5 points damage of the selected damage type, whenever you make an attack roll. This damage increases by 5 for every point invested in this node.
You gain a flying speed equal to your movement speed, and this flying speed increases by 10 ft for every point invested in this node.
Your size increases by one stage for every point invested in this node.
You deal an additional dice of damage with melee attacks for every point invested in this node.
Domain Bane
“You have dedicated yourself to the dismantling of all other domains and other magical effects.
When you activate your domain it becomes an anti-magical zone, nullifying all magical effects in the area.
If you activate this domain to trigger a “Domain Clash”, you can add 5 to all of your Concentration Checks for every point invested in this node.
Additionally, you can cast a number of spells per round equal to the amount of points invested in this node. This ability is unaffected by the effects of a “Domain Clash”.
Gold Rush
Money is power, in your case, quite literally.
While your domain is active you can spend a number of gold coins to automatically deal damage to a creature within your domain. You can deal 1 point of force damage to a creature for every 10 gold spent. You can spend a maximum of 1000 gold times the number of points spent in this node.
If a creature dies in your domain, they turn into a pile of gold 100 gold. The amount of gold coins they turn into increases by 100 for each additional point invested in this node.
777
Often a domain is a reflection of you, but sometimes, you become a reflection of your domain.
Any time you make an attack roll, while your domain is active, you can choose to use your “777” ability.
When you do so, you roll 3d8. If you roll doubles on any of the dice, you double the damage of your attack.
If you roll 3 of the same number, you triple the damage of your attack.
If you roll 2 7s, you can reroll the 3rd dice.
If you roll 3 7s, your damage is tripled as normal, but you can then use the “777” ability one more time. If you get any double or triple numbers, you multiply your damage again.
If you do not roll any doubles or triples, your damage is halved.
Once per round, you can reroll one of the 3 d8s rolled and and choose to take the new result. You can do this a number of times equal to the amount of points invested in this node.
Your not likely to get many people willing to click that link since most folks google drives are somehow associated with their real names. Probably yours is too. Just copy/paste it into a thread here. You’re probably going to get more interaction that way.
Okay, first off, what are these “techniques” supposed to be? Are they feats? Is it for a subclass? I don’t get it.
Second, I got as far as the basic, 0 cost technique is 20-foot blindsight and that’s ridiculously powerful. If the rest get more powerful from there then is probably too much, and if they don’t get more powerful, then you’ve done it wrong.
I read through the first two tables and about half of them are horribly balanced, either they are terrible and never worth taking, or massively OP. The first table is a mess of stuff relying on sight but being blind it and nothing has any ranges to it, just a huge mess. But there are some very cool ideas in there.
Here I'll fix up one of the abilities for you and put in notes explaining why I changed what I did and you try to fix up the rest.
Limitless
You see the infinite expanse of the universe, allowing you to use incredible powers. But, your technique destroys your eyes, blinding you. Once you take this technique, you are permanently blinded, and cannot be healed by anything short of a wish spell, and if you heal it, you lose your technique, unless you blind yourself once again. You have the blinded condition but you can navigate the world and use any abilities that require you to be able to see as if you could see to a distance of 30 ft as your mystic powers reveal the world to you. - This maintains the penalty of creatures having Adv on attacks against you, but it prevents weirdness like having them bump into walls all the time, and avoids you having to put "this ability allows you to see" on most of these abilities.
Name
Ability
Cost
Strong Senses
0 Points
Your senses are extra powerful, giving you blindsight for a range of 20 feet
This ability not only negated the major drawback of this ??Domain?? but gave a massive boon that is super easy to exploit using spells like Darkness or Fog Cloud to blind the enemies.
You suffer no cost for this feature
Attract (Blue)
(Action)
Area: 15 ft radius sphere
2 Points
You choose a point you can see. Any creatures or objects within a 15ft radius of that point are all pulled towards its center. Any creatures or objects pulled in this way take xd10 force damage, where x is equal to your proficiency bonus.
After you use this ability you must make a Constitution Saving throw. The DC for this save is 8+your proficiency bonus [It is easy and desireable for most PCs to get proficiency in CON saves which would very effectively negate the penalty associated with this ability if it had a fixed DC]. If you fail this saving throw your Constitution score is reduced by 1. If your Constitution score is reduced to 0 in this way, you die.
Your Constitution score returns to normal after you take a long rest.
Reposition
(Bonus Action) [replacing movement with teleportation is insanely powerful]
10 Points [unlimited Misty Step is generally not available until Wizard level 18 class feature]
You gain the ability to teleport to any point you can see with range. The range of this ability is equal to your base movement speed.
After using this ability you cannot willingly move or teleport until the end of your next turn.[If you have unlimited teleportation, why does it matter what your walking speed is? You just teleport everywhere, this penalty is not a penalty]
Boogie-Woogie
(Bonus Action)
3 Point This is roughly as powerful as the 2nd level spell: Vortex Warp, only it is unlimited use it should be restricted to at least 3rd level or higher
You can choose to swap the position of any two willing creatures that you can see within 40 feet of each other, including yourself.
You cannot be holding anything in any of your hands to use this ability.
Regenerate
(Bonus Action)
5 Points This is again insanely powerful as it means unless the enemies KO a player & hit them at least 2 times while KO, that player will just get up at the start of their turn and continue fighting. Alternatively out of combat this is 50 hit points of healing (i.e. equivalent to a 5th level spell) for 1 level of exhaustion.
Choose how many hit points you wish to regenerate: 5, 10, 15, or 20. For the next minute, you regain that many hit points at the end of each of your turns, as long as you end your turn with at least 1 hit point.
After this minute ends, you gain levels of exhaustion based on how much you regenerate each round.
Hit Points Regenerated/turn
Levels of Exhaustion gained
5
1
10
2
15
3
20
4
Repel (Red)
(Action)
Area: 15 ft radius sphere
2 Points
Choose a point you can see, each creature or object within a 15ft radius of that point take xd10 force damage and are pushed 25ft in a straight line away from the center.
x = is equal to your two times proficiency bonus.
After you use this ability you must make an Intelligence Saving throw. The DC for this save is 10 + your proficiency bonus (see above about saving throw scaling effectively removing the downside at higher levels). If you fail this saving throw your Intelligence score is reduced by 2 and you gain one temporary madness (DMs Discretion). [Madness can be absolutely devastating (50% chance of being unable to do anything for the rest of Combat) making this ability a complete waste of time] If your Intelligence score is reduced to 0 in this way, you die.
Your Intelligence score returns to normal after you take a long rest.
Void (Hollow Purple)
(Action)
Area: 15 ft radius sphere
3 Points
Guaranteed 50 points of force damage is insanely powerful for 3rd level, and the penalty can be an automatic death sentence in combat or it might do nothing at all. Disintegration is likewise an immensely powerful ability that isn't available until 11th level normally. If I fix these aspect then it will end up like just another slight variation on the attract / repel abilities.
You create a 15ft Sphere in a point within 30 ft of you, and move that sphere 30 ft in a straight line away from you.
Any creatures or objects who come in contact with this sphere automatically take 50 points of force damage.
If a creature or object is reduced to zero hit points in this way, they disintegrate and nothing of them is left behind.
You cannot use this ability again until you take a long rest.
While using this ability you are not considered blind.
When you use this ability, reduce your Intelligence Score and Constitution Score by 2, and you gain 2 levels of exhaustion and one permanent madness until you take a long rest.
Infinity
(Action)
5 Points
You are able to place a 30ft long, 100 ft high wall of infinite space in a space you can see - the wall stops if encounters something that provides full cover (e.g. a ceiling / wall). Nothing can pass through this barrier - no light, sound, magic, objects, air, creatures, etc.... The wall lasts for 10 minutes or until you choose to end it.
To maintain this state, you cannot take any actions, you cannot move, and cannot regain hit points. If you are forced to move e.g. by a Thunderwave spell the wall vanishes immediately. If someone uses a Domain, it breaks your Infinity. You can also choose to give yourself the ability to attack, and use spells/cursed techniques, but once Infinity ends, you get 4 levels of exhaustion.Anything that lets PCs hit enemies but enemies not hit PCs is an auto-win button that just isn't fun to play out.
I'm using a skill-tree system, kind of like with Final Fantasy. Me and players are weebs, so i thought it would be cool. Also, blindsight is definitely justified from the fact they're blinded, so yeah
Also, another thing you don't get this all at 3rd level. it's gradual. You GET the pact at 3rd level, but have unlock it the more your progress. Expect the final abilities at around 15th-16th level.
I do care about balance, and I mean 'high power' as in they'll be dealing lots of damage. I just wanted to know, it's it excessive for the players, the monsters, whatever.
Hey, I recently started a thread about some homebrew I had, but I didn't give great context, and I wanted to see if people like the homebrew
here's the homebrew
Jujutsu Kaisen in D&D
I used most of this material from @TheUglyGoblin, so here’s a link to his awesome channel below.
TheUglyGoblin
Cursed Techniques
Cursed Techniques are a manifestation of one’s negative energy, used in powerful ways. These abilities are taxing on the user, but very powerful. They can be used as attacks, support, and many other things. If you have the Physical Augmentation Pact, you cannot use a technique. To gain abilities, you gain a Cursed Energy Point(AKA CEP, or just Points) at every level, which is used to buy abilities.
Limitless
You see the infinite expanse of the universe, allowing you to use incredible powers. But, your technique destroys your eyes, blinding you. Once you take this technique, you are permanently blinded, and cannot be healed by anything short of a wish spell, and if you heal it, you lose your technique, unless you blind yourself once again.
Name
Ability
Cost
Strong Senses
0 Points
Your senses are extra powerful, giving you blindsight for a range of 20 feet
You suffer no cost for this feature
Attract (Blue)
(Action)
Range: 15 ft radius sphere
2 Points
You choose a point you can see. Any creatures or objects within a 15ft radius of that point are all pulled towards its center. Any creatures or objects pulled in this way take xd10 force damage, where x is equal to your proficiency bonus.
Just before using this ability, you are not considered blind.
After you use this ability you must make a Constitution Saving throw. The DC for this save is 10. If you fail this saving throw your Constitution score is reduced by 1. If your Constitution score is reduced to 0 in this way, you die.
Your Constitution score returns to normal after you take a long rest.
Reposition
(Move Action)
1 Point
You gain the ability to teleport to any point you can see with range. The range of this ability is equal to your base movement speed.
Just before using this ability, you are not considered blind.
After using this ability your movement speed is reduced by 5ft for one minute.
Boogie-Woogie
(Reaction or Bonus Action)
1 Point
You can choose to swap the position of any two creatures within 40 feet of each other, including yourself.
Just before using this ability, you are not considered blind.
Both targets of this ability need to understand the rules of this ability before they can be swapped.
You must also have both hands free to use this ability and therefore cannot be holding anything in either hand.
Regenerate
(Bonus Action)
1 Point
You can willingly choose to regenerate your body. For the next minute, you can choose how many hit points you wish to recover per turn (every 6 seconds): 5, 10, 15, or 20.
You are not considered blind so long as your Regenerate Ability is active.
After this minute ends, you gain levels of exhaustion based on how much you regenerate each round.
Hit Points Regenerated/turn
Levels of Exhaustion gained
5
1
10
2
15
3
20
4
Repel (Red)
(Action)
Range: 15 ft radius sphere
2 Points
You choose a point you can see. Any creatures or objects within a 15ft radius of that point are all pushed 25ft from its center towards its center. Any creatures or objects pushed in this way take xd10 force damage, where x is equal to your two times proficiency bonus.
Just before using this ability, you are not considered blind.
After you use this ability you must make an Intelligence Saving throw. The DC for this save is 14. If you fail this saving throw your Intelligence score is reduced by 2 and you gain one temporary madness (DMs Discretion). If your Intelligence score is reduced to 0 in this way, you die.
Your Intelligence score returns to normal after you take a long rest.
Void (Hollow Purple)
(Action)
Range: 15 ft radius sphere
3 Points
You create a 15ft Sphere in a point within 30 ft of you, and move that sphere 30 ft in a straight line away from you.
Any creatures or objects who come in contact with this sphere automatically take 50 points of force damage.
If a creature or object is reduced to zero hit points in this way, they disintegrate and nothing of them is left behind.
You cannot use this ability again until you take a long rest.
While using this ability you are not considered blind.
When you use this ability, reduce your Intelligence Score and Constitution Score by 2, and you gain 2 levels of exhaustion and one permanent madness until you take a long rest.
Infinity
3 Points
You are able to place a barrier of infinite space between yourself, and your opponent. As an action, you can make it so that as long as you aren’t dead, you are immune to spells, attack rolls, and any negative conditions for 10 minutes.
To maintain this state, you cannot take any actions, and cannot regain hit points. If someone uses a Domain, it breaks your Infinity. You can also choose to give yourself the ability to attack, and use spells/cursed techniques, but once Infinity ends, you get 4 levels of exhaustion.
Elemental Technique
Chart:
Fire, vulnerable to Thunder and Cold
Cold, vulnerable to Fire,and Lightning
Lightning, vulnerable to Cold and Thunder
Thunder, vulnerable to Lightning and Fire
Name
Ability
Cost
Elemental Affinity
0 Points
You can add half your spell-casting modifier to spell damage that deals your damage type.
This has no cost
Arcane Adaption
1 Point
You can change the damage type of your spells to the damage associated with your pact.
You cannot cast spells that deal the damage type of your pact’s counterparts.
Elemental Infusion
1 Point
As a free action, you can choose to have your weapon attacks deal additional Pact Damage equal to your level.
If you choose to do so, you also take half of this additional damage.
Severance
(Action)
1 Point
You still yourself for a moment to sever your ties to your elemental bond. Doing so temporarily removes your vulnerabilities to its Counterparts.
At the start of your next turn, you can choose to maintain your Severance as a free action. However, after 1 minute the connection reforms and you regain your vulnerabilities.
You cannot use this ability again until you take a short or long rest.
When you decide to sever your connection, you lose access to all abilities given to you by your pact until the end of your next turn.
Primordial Weapon
(Bonus Action)
1 Point
You manifest a weapon made of pure energy, made up of your Pact’s Element. This weapon can take the shape of any ranged or melee weapon of your choice, and you can dismiss it as a free action, or it will automatically be dismissed if you attempt to create a new one.
This weapon only deals Pact Damage. And if you are 5th level or higher is treated as a +1 weapon, at 10th level it is treated as a +2 weapon, and at 15th level, a +3 weapon.
The more powerful this weapon grows, the more unstable and unwieldy it becomes.
When you deal damage with this weapon, you take 4 Pact damage per level of enchantment the weapon holds.
A +1 weapon deals 4 Pact damage, if it is a +2 weapon it deals 8 damage etc.
Potent Arcanum
1 Point
All spells you cast on a creature ignore any resistances it may have to that damage.
All spells you cast have their damage automatically converted into Pact Damage instead.
Elemental Blight
2 Points
After dealing with Pact Damage to a creature, that creature becomes vulnerable to that damage until the start of their next turn. Any creatures affected by this who have immunity to this damage, are treated as though they only have resistance to it instead.
If you are dealt damage by either of your Pact’s Counterparts, all Pact damage you deal is halved until the end of your next turn.
Primordial Hunger
3 Points
Any Pact Damage you take (eg. fire, cold, etc.) from a source not created by you, heals you by half of that much instead.
Taking damage from either of your Pact’s Counterparts nullifies this ability, until the end of your next turn.
Additionally, your movement is halved until the end of your next turn.
Blood Manipulation
Blood Manipulation uses your life force to use powerful abilities revolving around your blood. The ‘Cost’ section is the amount you reduce your hitpoint maximum by. Your hit point maximum goes back to normal after a long rest
Name
Ability
Cost
Blood Creation
(Bonus Action)
0 Points
You gain ‘blood points’ equal to x times 4. These points can be used to use your techniques, each point equivalent to one hit point, and are lost once you use them
‘x’ is equivalent to the level of a spell slot you expend to make these points.
Ex. You expend a level 2 spell slot and get 8 blood points.
Bloodbound Blitz
1 Point
When you make an unarmed or weapon attack roll to hit a creature, but before you roll to hit, you can choose to infuse your attack with a rush of manipulated blood.
If the attack hits, this attack deals additional damage (slashing, bludgeoning, or piercing, your choice) equal to half the cost paid.
However much you want to give. (Maximum: 10 x your level)
Crimson Recovery
(Bonus Action)
1 Point
Regain a Spell Slot based on the cost spent
See the “Level of Spell Slot” column on the Blood Cost Table
Hemo-Hardening
(Reaction)
1 Point
Increase your AC by 1 per Cost Spent, until the start of your next turn.
5 (can be spent in multiples)
Hemlock
1 Point
When you roll to make an unarmed or weapon attack, before you know if the result hits or misses, you can spend X amount (see cost) to increase the total number on the attack roll.
See “Attack Bonus” on the Blood Cost Table
Blood Laser
2 Points
Deal damage to a creature equal to half of the cost spent. There is no attack roll needed for this attack.
However much you want to give. (Maximum: 10 x your level)
Sanguine Strings
2 Points
When your hit points are reduced to 0, on your turn, instead of rolling for your death save, you can choose to fail it. If you choose to do so, you can take a single action that turn.
Any death saves failed in this way, remain until you take a short or long rest.
Example: If you choose to fail a death save, but then regain hit points and are no longer dying, but then later get reduced to 0 hit points again, you are considered to have already failed 1 death save.
No Cost (Only the semi-permanent reduction of your Death Saves).
Blood Cost Table
Cost
Level of Spell Slot
Attack Bonus
5
1
+1
10
2
+2
15
3
+3
20
4
+4
25
5
+5
Ten Shadows Technique
The ten shadows technique revolves around summoning creatures, each of different caliber in terms of power
Name
Ability
Cost
Summon Rabbit
0 Points
As an action, you summon a small rabbit that launches at an enemy within 15 feet of you. The rabbit makes an attack roll using either your Strength or Dexterity modifier and uses your proficiency bonus. On a hit, it does 1d6 magical bludgeoning damage
The rabbit uses such little energy, that there is no cost to using it
Rabbit Escape
1 Point
You summon a crowd of rabbits, distracting your enemies, and allowing you to get the upper hand. Every creature within a 30-foot sphere becomes restrained for until the end of your next turn
You can only do this two times every short or long rest. Once you use this ability, your hit point maximum is reduced by 1 and returns to normal after a long rest.
Shikigami: Orochi
1 Point
You summon a giant snake creature to fight for you. This creature has the Constrictor Snake stat block. You can command it to take an action as a bonus action.
Once Orochi disappears(after ten minutes) or dies, your hit point maximum is reduced by your level times 2. It returns to normal
Shikigami: Gama
1 Point
You summon a giant toad creature to fight for you. This creature has the Giant Frog stat block. You can command it to take an action as a bonus action. Also, if the frog uses the Swallow ability on an ally, they take no acid damage
Once Gama disappears(after ten minutes) or dies, your Constitution score is reduced by 1. If it is reduced to zero you die. Your score returns to normal after a long rest.
Shikigami: Nue
1 Points
You summon a giant bird creature to fight for you. This creature has the Giant Eagle stat block. You can command it to take an action as a bonus action.
If Nue disappears (after ten minutes) or dies, you gain a level of exhaustion
Shikigami: Divine Dogs/ Totality Dog.
2 Points
You summon either two powerful dogs, using the Aware Wolf stat block for both. You can command one wolf as a bonus action. Alternatively, you summon one dog that uses the Yahurei Wolf stat block. You can command the wolf using a bonus action
If one of the dogs disappears (after ten minutes) Or if one of them dies, you gain a level of exhaustion
Shikigami: Max Elephant
3 Points
You summon an elephant within 15 feet of you, using the Elephant stat block. You can command it using a bonus action. You can also use an action to shoot water in a 25 foot cone. Every creature must make a Constitution saving throw, taking 4d8 cold damage on a failed save, and half on a successful save.
When Max Elephant disappears(after ten minutes) or dies, you gain 2 levels of exhaustion
Shikigami: Eight-Handled Sword Divergent Sila Divine General Mahoraga
5 Points
You summon a gigantic monster that goes on a rampage, and will not spare your allies.
He uses the
Divine General Mahoraga stat block. If he is attacked using a cursed technique, he cannot use adaptation.
Once you summon Mahoraga, you gain 6 levels of exhaustion. Mahoraga must be killed for him to disappear.
Cursed Pacts: Skill Tree
Everyone loves the idea of making a pact with a questionable being, but not everyone wants to be a warlock.
And even if you choose to be a warlock there it’s never a great risk to leveling Alternatives ilities anything that’s going to shake up your world.
In Jujutsu Kaisen, pacts are made all the time. Vows to yourself, between you and another being, or sometimes a vow is formed due to divine intervention.
Taking from JJK, I have designed a skill tree that any player can progress down as they level up through a campaign. But those looking for ultimate power must be willing to pay the ultimate sacrifice.
You do this at any level, but I recommend level 3 at a minimum
Whenever you level up, you gain a Pact Point, which you can spend to progress down a certain Cursed Pact Skill Tree, gaining access to different Powers and abilities, but also making major sacrifices to do so.
You can progress down these Skill Trees alongside your original D&D class (or classless skill tree). Each ability on the Cursed Pact Skill tree has a certain amount of PP needed to unlock and purchase that ability (indicated above that ability’s node).
Pact Types
Below is a list of Pact Types and the abilities granted by each one.
Pacts could be made in many different ways. The obvious answer would be for a player to make a deal with a powerful patron, who takes parts of the character away in exchange for power. Alternatively, a player could make a pact with themselves, locking away a portion of themself to achieve something greater. If ever they decide to break this pact, everything they have gained will be taken away, and then some.
One final pact that can occur, thou does, is a divine vow. A pact where the “victim” has no say in the matter. But whatever divine being bestows this vow upon them, believes that is for their good. They take something away, only to replace it with something they deem to be greater….
Physical Augmentation
In the world of JJK, certain sorcerers are born with a stronger or weaker affinity for Cursed Energy (In the nD case, we will use Magic instead of Cursed Energy). Some people are sometimes born with little to no cursed energy but are still born as sorcerers. This is often due to a Divine Binding Vow. Something of a higher power takes away a sorcerer's cursed energy, but instead, they are left with incredible physical abilities in their place.
The Pact of Physical Augmentation is ideal for any martial-based character to make. And could be offered by any patron of immense power. Or, like any of these Pacts, it could alternatively be a pact they make with themselves.
When you enter this pact you can no longer cast spells (this excludes abilities that use spell slots in other ways, such as the uses of a Paladin’s divine smite). In exchange you can choose 1 physical ability score and increase that ability score by 2.
Name
Pros
Cons
Perfect Ratio
gain an advantage on your next attack
Must spend a hit dice to do so
Brawn over Brains
Increase a physical ability score by 2
Reduce a mental ability score by 1
Simmer
Reduce the number needed to roll a critical hit by 1
Increase the number needed to roll a critical fail by 1
Black Flash
Whenever you land a critical hit, you gain an advantage on your next attack
Whenever you score a critical fail, you take 1d10 psychic damage
Overtime
You get a boost to your damage equal to your proficiency bonus, times 2.
This boost is inactive until you have no Hit Die remaining.
Spell Resistance
Advantage on spell-saving throws
Magical items you use require twice as many charges as they usually would
Perfect Ratio +
When you use perfect ratio, roll the hit dice spent and deal additional damage equal to twice the number you rolled. If you roll a natural 20 on your perception check, treat this attack as a critical hit.
Must make and succeed on a perception check (free action whenever you use your Perfect Ratio ability) against the target creature DC: 8 + Creature’s CR/ Level (minimum 1)
Spell Immunity
Spells of 3rd level or lower do not affect you
This includes healing spells or other beneficial magics that target you
Arcane Affinity
Oppositely to the Pact of Physical Augmentation, this pact instead weakens your physical body, in order to deepen your connection to magical energies. As you progress further down this path, your body will continue to deteriorate, as your magical potential skyrockets.
When you take on this Pact, you can add your proficiency bonus to your spell damage, but one of your physical ability scores becomes 5.
Name
Pros
Cons
Potent Sorcery
1 Point
Spells you cast are cast at 1 level higher
Your movement speed is reduced by 5 ft
Spell Expertise
1 Point
You double your proficiency bonus when calculating your spell attacks
You can no add your proficiency bonus to weapon attacks
Irresistible
1 Point
You double your proficiency bonus when calculating your spell DC
You can only wield weapons with the Light property, and no longer add your ability modifiers to weapon damage.
Surplus Potential
2 Points
If you have any spell slots left at the end of the day, you can choose one. That spell slot carries over
You gain half as many hit points when you level up.
Efficient Sorcery
1 Point
Spells you cast can be cast at 1 spell slot lower. (ex. Fireball can instead be cast with a 2nd-level spell slot).
Your movement speed is set to 20 ft and cannot be increased by non magical means.
Boundless Potential
3 Points
Spell Slots carried over by your “Surplus Potential” ability, do not go away after hours
All of your physical ability scores are reduced to 5 and cannot be raised by any means short of a wish spell.
You also gain vulnerability to Piercing, Slashing, and Bludgeoning damage.
Vessel
The ancient, almighty King Of Curses, Ryomen Sukuna lives within your body, allowing you to learn powerful techniques, but the stronger you get, the less control you have over your body.
Divergent Fist
0 Points
When you land an Unarmed Strike, it does an extra 1d6 force damage
This does not cost anything
Enhance Defense
1 Point
As an action, you heighten your body’s defense. You get a +1 to your AC and all saving throws. This effect ends if you die, are incapacitated, or dismiss it as a bonus action.
All healing for you is reduced by half (rounded down)
Black Flash
2 Points
Whenever you land a critical hit, you gain advantage on your next attack
Whenever you score a critical fail, you take 1d10 psychic damage
Break Chains
2 Points
You unleash the power of Sukuna. This allows you to use special Techniques, only available in Sukuna Form. In this form, you gain a flying speed of 50 feet, and your walking speed doubles. You’re resistant to all damage types except for radiant. You’re also immune to fire and necrotic damage. If you die in this form, you revert to normal and gain 1 hit point.
Your mind is consumed by a chaotic spirit. You must attack the closest creature to you, and can only break free from this form by making a Constitution saving throw. The save DC is 20. You can retake the saving throw once each turn as a free action . Every time you fail, the DC decreases by 1.
Dismantle
3 Points
Must be in Sukuna Form
As an action, force a creature within 30 feet of you to make a Constitution saving throw(DC= your Constitution Score+2) On a failed saving throw, the creature takes 30 magical slashing damage, and cannot gain hit points until the end of your next turn. On a successful save, they take half damage, and can still regain hit points.
Every time you use this ability, your hit point maximum is reduced by 3 x your proficiency bonus. If it drops to zero, you revert back to your normal form, and your hit point maximum returns to normal, but you still drop to zero hit points.
Cleave
3 Points
Must be in Sukuna Form
As an action, one creature within 5 feet of you automatically takes magical slashing damage, which cannot be reduced in any way. The damage is equal to the creature's DC x 6. If the creature has legendary actions, it’s equal to their DC x 3.
Every time you use this ability, your hit point maximum is reduced by 3 x your proficiency bonus. If it drops to zero, you revert back to your normal form, and your hit point maximum returns to normal, but you still drop to zero hit points.
Fuga
3 Points
Must be in Sukuna Form
Every creature within 75 feet of you takes 10d10 fire damage. This damage cannot be reduced in any way.
Once you use this, your Sukuna Form ends, and you gain 4 levels of exhaustion.
Stronger Form
3 Points
The damage die for your Sukuna abilities is increased by 1.
The DC to escape Sukuna Form becomes
22, and failing a save does not decrease the DC.
Idle Transfiguration
You throw away your humanity, becoming a cursed spirit and learn the ability to manipulate the soul. Your creature type becomes a fiend, and while you are a cursed spirit, you have a disadvantage on Charisma(Persuasion) checks, and advantage on Charisma(Intimidation) checks. Your alignment cannot be lawful, and neither can it be good. You also cannot make any other heavenly pacts to learn any other cursed techniques. You can leave your cursed spirit form by completing an Exorcism. To do this, you need to meditate for 1 hour and make a DC 20 Constitution saving throw. On a success, you are no longer a cursed spirit but lose your technique. On a failed save, you stay a cursed spirit, but the DC for turning back lowers by 1 the next time you attempt an Exorcism. If you leave your cursed spirit form, you cannot become a cursed spirit again.
Name
Ability
Cost
Mace Arm
0 Points
As a Bonus Action you shift your hand, causing it to become a large, spiky sphere. Your Unarmed Strikes deal 1d6 piercing damage, and you cannot hold any objects with that hand while in this form. You can dismiss this form as a free action.
This has no cost
Self-Preservation
1 Point
If you drop to zero hit points, you instead drop to 1 hit point.
You can only do this once per long rest.
Elongated Arm
1 Point
You can choose to make a melee attack and increase the range by 5 feet
If you attack using your elongated hand the damage is halved(rounded up)
Soul Manipulation
2 Points
As an action, you can touch a humanoid with a CR equal to or less than your level(rounded up) with zero hit points, and manipulate their soul. They must make a DC 18 Constitution saving throw. On a success, nothing happens. On a failed save, you ‘store them’. You can store up to three creatures. As a bonus action, you can summon one of your stored creatures, summoning an aberration or fiend equal to or less than their CR.
When you store a creature or release a stored creature, your hit point maximum is reduced by the stored creature's CR times 2. Your hit point maximum returns to normal after a long rest.
Soul-Split
2 Points
As a Bonus Action, you can split your soul in half, cloning yourself. You summon a clone of yourself, which has half your hit points, and can be commanded using a bonus action. If they are within 5 feet of your clone, you can fuse back together.
Once you clone yourself, your hit point maximum is halved(rounded down). Also, if you or your clone deals damage, it is halved(rounded up), and if you die, your clone disappears, and if your clone dies, your damage returns to normal, but your hit point maximum stays halved, and returns to normal after a long rest.
Black Flash
1 Point
Whenever you land a critical hit, you gain an advantage on your next attack
Whenever you score a critical fail, you take 1d10 psychic damage
Flesh Shifting
2 Points
As an Action, you can either double your walking speed, or gain a flying speed of 30 feet. This effect ends if you die, you become incapacitated, or you dismiss it as a free action
While in this form, you cannot regain hit points.
Greater Soul Manipulation
3 Points
Your Soul Manipulation automatically works, as long as the creature has a CR equal or less than your level.
Whenever you store or release a creature, your hit point maximum is decreased by 4 times the creature’s CR, instead of 2 times, and returns to normal after a long rest
Domain Expansion
This Skill Tree is made to run in tandem with the “Cursed Pact Skill Tree” and “Cursed Technique Skill Tree”
You can progress along this Skill Tree alongside your original D&D class. Each ability on the Domain Expansions Skill tree costs 1 Domain Points (DP) to unlock and purchase its abilities.
You can convert one Cursed Energy Point, or one Pact Point to get three Domain Points
Prerequisite: You must completely max out your Heavenly Pact(except for The Pact Of Physical Augmentation) or Cursed Technique tree.
Activating Domains
You can spend an action to activate your domain and may only activate your domain once per long rest.
When you activate your domain you reduce your maximum number of hit points by 7. At the start of your turn you can choose to maintain your domain expansion. If you do, your hit point maximum is reduced by 7. If your hit point maximum is reduced to 0 this way, you die.
Your hit point maximum can only return to normal after you take a long rest.
When you activate your domain, it can last for a number of rounds equal to your proficiency bonus. It can also be ended as a bonus action, if you choose to dismiss at the start of your turn, if you fall unconscious or you die.
Alternatively, if your domain is beaten in a Domain Clash, it is also dismissed and your hit dice maximum is reduced by the specified amount.
(See “Domain Clashes” below for more information.)
Unless you have invested in other abilities within the Domain Expansion Skill Tree, creating your domain will grant no other benefits other than changing the environment, pulling creatures into a safe place, or interfering with another creature’s domain etc.
Domain Sizes & Range
When you activate your domain you pull every creature within a 25 ft radius of you, into your domain.
When you do so, you create an external barrier around you and everyone else inside.
This barrier is immune to all damage types, but can still be broken into (see “Domain’s DC: Breaking & Entering” below for more information”.)
Despite the fact that the external size of a domain is typically 40 ft in diameter, the inside of a domain is usually a lot larger.
All people pulled into a domain are brought into an extra dimensional space,; a metaphysical landscape within the mind of its creator that reflects their personality, powers and their very soul. As its creator you can decide what this new environment looks like, without describing any harmful environmental effects, unless your domain abilities allow you to do so.
The internal size of a domain is twice as large as its external size. So if you create a domain with an external radius of 20ft, the internal radius of the domain will be 40ft, after it is created.
Domain DCs: Breaking & Entering
All domain’s have a general potency, indicated by their DC. This is used to indicate how difficult it is to break in or out of, as well as how strong the magical effects within it are. To calculate the DC of your own domain, it is: 8 + the modifier of an Ability Score of your choosing + your proficiency. Domains are manifestations of your soul and character and the strength of one’s domain can come from anywhere. As for yourself, does it’s power come from the greatness of your willpower, based on your Wisdom score, or perhaps your guile, cunning and quick reflexes or speed of thought, determined by your Intelligence or Dexterity perhaps?
Typically the outside of your domain is a lot easier to break into due to the fact that no one would typically want to enter, as doing so is more or less a death sentence. But if someone wished to do so, they must make a melee attack or melee spell attack roll against your domain’s DC. If they succeed on this attack roll, they fall through the barrier and enter at a random location within the domain, determined by the domain’s creator.
If ever someone wished to escape a domain, however, this would be much more difficult, but there are a few ways.
Your first option is to create a “Simple Domain”. (See “Simple Domains” below for more information.)
When you create a Simple Domain successfully, you create a 5ft wide hole in a space next to you, that other people can escape through.
Your second option for escaping a domain is to deal enough damage to the domain’s creator, so they are forced to dismiss it in fear of dying.
And thirdly, you could attempt to overwhelm the domain user with a domain expansion of your own, forcing a “Domain Clash” to ensue. (See “Domain Clashes” below for more information)
Simple Domains
Anyone with enough magical prowess or fortitude can create a simple domain, without having invested in the “Domain Expansion Skill Tree” or any other skill trees for that matter. But firstly, what is a Simple Domain?
A Simple Domain is a miniature manifestation of one’s soul that can be used to temporarily nullify the effects of another user’s domain expansion, and create a small exit point from it.
When a Simple Domain is created within another creature’s domain, a Domain Clash ensues (see “Domain Clashes” below).
During this time, so long as the Domain Clash is in effect, all abilities of the opposing creature’s domain are nullified. Alongside this, a small 5ft wide hole opens up in a space adjacent to the creator of the Simple Domain. This 5ft hole can be moved through by any creature who spends 5ft of movement to do so, if they do, they will suddenly appear in a random space 5ft from the outside of the domain expansion.
In order to create a Simple Domain, you must spend an action to do so, as well as spend a 3rd level spell slot or higher, or alternatively, instead of spending a spell slot, reduce your maximum hit point total by 20.
At the start of each of your subsequent turns, you can choose to maintain your Simple Domain, continue the Domain Clash, and keep the 5ft wide exit open.
If you do so, you must spend an additional action as well as spending an additional 3rd level spell slot or higher, or alternatively reduce your maximum hit points total by 20.
If you exit the domain your Simple Domain is active in, your Simple Domain expires along with all of its effects.
Domain Clashes
The best countermeasure against an opposing domain is to expand a domain of your own.
When this happens, both domain users engage in a clash of domains where each domain will try to overpower the other until only one remains.
If a creature activates their domain expansion, within another creature’s domain, both creature’s enter a Domain Clash. While a Domain Clash is active, the abilities of both domains are nullified until it is resolved.
At the start of each of those creature’s turns, they must make a Concentration Check against the opposing creature’s Domain DC. If they succeed, they achieve one success. If they fail, their maximum hit point total is reduced by 10.
If a creature achieves 3 successful Concentration Checks during a Domain Clash, they overpower the opposing creature’s domain and force it to be dismissed. The winner of a Domain Clash automatically activates their domain and it now contains all creatures who were inside the previous domain. The loser of the Domain Clash has their hit point maximum reduced by 20 and gains one level of exhaustion. Their maximum returns to normal after a long rest.
Domain Expansion Skill Tree: Node Abilities
Domain Duration
The presence of your domain grows, as you do.
Increase the duration of your domain expansion by 2 rounds (or 20 seconds outside of combat), for every point invested in this node.
Additionally, you may cast your domain 1 additional time per long rest for each point invested in this node.
A domain’s duration is the maximum length of time a duration can last for. Maintaining a domain at the start of each of your turns does not lengthen this time, only keeps your domain active.
Space
Your domain is vast and all consuming.
You increase the external radius of your domain by 10 additional feet for every point spent in this node, which in turn affects its interior size.
Additionally, while in your domain you may teleport once per turn as a free action. The number of feet you can teleport is equal to 20 times the amount of points invested in this node.
Physical
Your domain sets you as its main focus, doing everything it can to enhance your own physical abilities.
While your domain is active, any time you make an attack roll you can add 1 to the result for every point spent in this node. Additionally, the number you need to roll to get a critical hit is reduced by one, for every point spent in this node.
Environment
Your domain is vast and all consuming.
You can choose to reduce or increase the movement speed of any creatures within this domain by 20ft for every point spent in this node.
If a creature’s movement speed is reduced to 0 in this way, they are considered restrained.
Additionally, if any creatures make a Dexterity check or save within your domain, you can subtract 1 from the result for every point spent in this domain.
Mental
Your domain is heavily fortified by your mental prowess.
You increase your Domain’s DC by 1 for every point spent in this node.
Additionally, in the event of a “Domain Clash”, you can add 2 to your Concentration Checks, for every point spent in this node. This ability is unaffected by the effects of a “Domain Clash”.
Chance
Everything works out in your favor while your domain is active.
Any time you make a saving throw or ability check while in this domain, you can add 1 to the result for every point in this node.
Additionally, any time a creature of your choosing must make a saving throw against an effect or ability you use, then subtract 1 from the result, for every point spent in this node.
Lastly, you gain 1 luck point for every point spent in this node. These work the same way as luck points do from the Lucky feat, with one additional ability: You are not limited to rerolling d20s. You can also reroll other dice rolls such as damage, the d8s for the “777” ability.
Auto Hit
Your attacks are consistent and precise.
Whenever you make an attack or cast a spell that requires an attack roll, you can choose to have it automatically hit the target instead of making the attack roll. Alternatively, if a creature must make a saving throw against a spell you cast, you can have them automaticYou can do this a number of times per round, equal to the amount of points spent in this node. Attacks made this way can never be a Critical Hit.
Boundless Domain
Your domain stretches beyond human comprehension. Perspectives skew, causing one to lose all sense of space and direction.
Multiply the size of your domain’s interior by 10, for every point spent in this node.
If a creature within your domain makes an attack roll, you can reduce it by 1 for each point spent in this node.
Additionally, all perspective checks made by creatures of your choosing, within your domain, are made at disadvantage.
Borderless Domain
Your domain is not confined to the space within spaces. Instead, your domain warps the world around it. All are welcome within your sanctum.
When you create your domain, you can choose to instead make it a “Borderless Domain”. If you choose to do so, there is no external radius for your domain and people are not pulled into it. Instead you use the interior radius size for your domain. Anyone within its radius is subjected to its effects. People can also leave or enter your domain by simply stepping in or out of its radius.
Embody
You infuse yourself and others with the powers of your domain, becoming the domain yourselves.
You can choose to infuse a number of creatures with the power of your domain, (equal to the number of points invested in this node).
When you choose to do so, your domain vanishes and instead becomes a miniature version of itself around any creatures infused with its powers.
Any creatures infused this way gain all of the benefits of your domain as if they created it, additionally anyone within 10ft of that creature is subjected to “their” domain’s effects, and is considered to be within “their” domain. These domains are considered to not have any borders. If one of these domains is subjected to a “Domain Clash”, the original owner makes the contested check(s). If they fail, the effects of their domain ends for everyone they infused with their domain, using this ability, including themselves.
Environmental Hazard
Your domain is a harsh environment, where few can survive
While your domain is active, choose a damage type from the list below to reflect the harsh environment you have created:
fire, cold, lighting, thunder, acid, poison, psychic, radiant or necrotic.
At the start of any other creature’s turn, they take 5 points of the chosen damage type.
This damage increases by 5 for every point invested in this node
Labyrinth
Your domain becomes a complex sanctum that confuses and disorientates its “guests”.
When you create your domain you can select 3 creatures for every point spent in this node, those creatures are placed in a random location of your choosing. Creatures moved in this way are considered “Lost”.
Any “Lost” creatures within your domain must make an Intelligence Saving Throw at the start of each of their turns against your Domain’s DC. On a failed save, that creature is subjected to the confusion spell.
Every point invested in this node also increases the DC for this ability by 1.
Comedic Relief
Those subject to your domain are not victims only to you but also your sense of humor.
Whenever you or another creature in your domain makes an attack roll, casts a spell, makes a skill check or a saving throw, you or they must make a Wisdom Saving throw against your own Domain’s DC, if either of you or they, fail the saving throw, you can decide if the action performed is “Funny” or “Not Funny”.
If you decide that the action is “Funny”, you can add 5 to its result. If you deem the action to be “Not Funny”, you can subtract 5 from the result.
The DC for this ability increases by 1 for every point invested in this node.
Additionally, the number you can add or subtract from a result increases by 1 for every point invested in this node.
The Judged
“There is no escaping justice, and there shall be no violence until your trial is over”
When you create your Domain, you can choose to make it a “Courtroom”. If you do so, you can only choose to pull 1 creature into your domain.
While your Domain is active, anyone inside cannot deal damage, or bring harm to one another, except through Domain abilities.
The targeted creatures pulled into your domain are now on trial for a crime you have accused them of.
On each of your turns you can attempt to prove your target’s guilt. You can do so by making a skill check using one of the following skills:
Deception, History, Insight, Intimidation, Investigation, Performance or Persuasion (or any other skills the DM deems appropriate).
You can then reduce the target’s Hit Points by the total result of your skill check.
At the start of each of your turns after activating this Domain, you are given “additional evidence” that increases the strength of your case each round. The “additional evidence” adds 5 to each skill check you make, to prove your target guilty, for every point invested in this node.
On each of the “accused” turns, they can attempt to defend themself by making skill checks, using any of the same skills. If they do, they can recover hit points equal to the total result of the roll.
After 3 rounds, if the “accused” has less than half of their hit points, they are no longer able to take any actions apart from simple melee attacks until they take a long rest.
If the target has more than half of their hit points after 3 rounds, they recover any hit points lost, and the domain expansion ends.
Gambler
Big risks reap big rewards, but be careful if you fall.
While you're in this domain, you can use a bonus action to make a Gamble. Roll a d100. This roll cannot be manipulated by having advantage/disadvantage, using an ability(ex. Lucky, Portent, etc., etc.,). If you roll a 100, you get a Jackpot. If you get a jackpot, you are immune to all damage, automatically critical hit on all attacks, are immune to all conditions, and when you roll for damage, you always deal maximum damage, for the duration of your domain. If you don’t roll a 100, you take 5d8 psychic damage, which cannot be reduced in any way. If you roll a 1, you take 10d10 psychic damage, which cannot be reduced in any way. For every point invested in this domain, you add 2 to the dice roll. Ex. You rolled a 90, and have 5 points invested. That means you get a +10, making it 100, giving you a Jackpot. You can only Gamble once per Domain made, but if you get Jackpot, you can Gamble again once. If the second Gamble fails, your Jackpot ends. If it succeeds, the next Gamble you make automatically gets Jackpot.
Infinite Void
"This is the inner world of Limitless. Perception, communication... Every action involved in living is forcibly carried out an infinite number of times. It's ironic, isn't it? When granted everything, you can't do anything...but just die peacefully."
When you create your Domain, all other creatures must make a Wisdom Saving Throw against your Domain’s DC. While in your domain all other creatures must repeat this saving throw at the start of their turns. Any creature who fails this saving throw is stunned until the start of their next turn.
The DC for this ability increases by 1 for every point invested in this node.
However, due to this domain’s immense power, it puts a strain on your body. While activating or maintaining this domain, the amount your hit point maximum is reduced by doubled.
Malevolent Shrine
“Let him cook...”
If you make an attack roll, or use a Cursed Technique/Pact ability while your domain is active, you can target 2 other targets within your domain with that same attack roll/ ability. The number of creatures that you can target with this ability increases by 1 for every point invested in this node.
Additionally, you can increase the result of attack rolls made with this ability by 1 for every point invested in this node.
If you invest 5 points into this node, you instead target every creature of your choosing within this domain with your attack, whenever you make an attack roll.
Elemental Transformation
Often a domain is a reflection of you, but sometimes, you become a reflection of your domain.
While your domain is active, you transform into a raging elemental. When you do so, you can choose an damage type of your choosing from the list below and gain immunity to that type of damage while your domain is active:
fire, cold, lighting, thunder, acid, poison, necrotic or radiant.
You gain temporary hit points equal to 10 times the amount of points invested in this node.
You become immune to non-magical attacks and are resistant to bludgeoning, piercing and slashing damage from magical attacks.
You deal an additional 5 points damage of the selected damage type, whenever you make an attack roll. This damage increases by 5 for every point invested in this node.
You gain a flying speed equal to your movement speed, and this flying speed increases by 10 ft for every point invested in this node.
Your size increases by one stage for every point invested in this node.
You deal an additional dice of damage with melee attacks for every point invested in this node.
Domain Bane
“You have dedicated yourself to the dismantling of all other domains and other magical effects.
When you activate your domain it becomes an anti-magical zone, nullifying all magical effects in the area.
If you activate this domain to trigger a “Domain Clash”, you can add 5 to all of your Concentration Checks for every point invested in this node.
Additionally, you can cast a number of spells per round equal to the amount of points invested in this node. This ability is unaffected by the effects of a “Domain Clash”.
Gold Rush
Money is power, in your case, quite literally.
While your domain is active you can spend a number of gold coins to automatically deal damage to a creature within your domain. You can deal 1 point of force damage to a creature for every 10 gold spent. You can spend a maximum of 1000 gold times the number of points spent in this node.
If a creature dies in your domain, they turn into a pile of gold 100 gold. The amount of gold coins they turn into increases by 100 for each additional point invested in this node.
777
Often a domain is a reflection of you, but sometimes, you become a reflection of your domain.
Any time you make an attack roll, while your domain is active, you can choose to use your “777” ability.
When you do so, you roll 3d8. If you roll doubles on any of the dice, you double the damage of your attack.
If you roll 3 of the same number, you triple the damage of your attack.
If you roll 2 7s, you can reroll the 3rd dice.
If you roll 3 7s, your damage is tripled as normal, but you can then use the “777” ability one more time. If you get any double or triple numbers, you multiply your damage again.
If you do not roll any doubles or triples, your damage is halved.
Once per round, you can reroll one of the 3 d8s rolled and and choose to take the new result. You can do this a number of times equal to the amount of points invested in this node.
Your not likely to get many people willing to click that link since most folks google drives are somehow associated with their real names. Probably yours is too. Just copy/paste it into a thread here. You’re probably going to get more interaction that way.
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oh, thanks for the advice
Okay, wow. That’s all really, really long.
Okay, first off, what are these “techniques” supposed to be? Are they feats? Is it for a subclass? I don’t get it.
Second, I got as far as the basic, 0 cost technique is 20-foot blindsight and that’s ridiculously powerful. If the rest get more powerful from there then is probably too much, and if they don’t get more powerful, then you’ve done it wrong.
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I read through the first two tables and about half of them are horribly balanced, either they are terrible and never worth taking, or massively OP. The first table is a mess of stuff relying on sight but being blind it and nothing has any ranges to it, just a huge mess. But there are some very cool ideas in there.
Here I'll fix up one of the abilities for you and put in notes explaining why I changed what I did and you try to fix up the rest.
Limitless
You see the infinite expanse of the universe, allowing you to use incredible powers. But, your technique destroys your eyes, blinding you. Once you take this technique, you are permanently blinded, and cannot be healed by anything short of a wish spell, and if you heal it, you lose your technique, unless you blind yourself once again. You have the blinded condition but you can navigate the world and use any abilities that require you to be able to see as if you could see to a distance of 30 ft as your mystic powers reveal the world to you. - This maintains the penalty of creatures having Adv on attacks against you, but it prevents weirdness like having them bump into walls all the time, and avoids you having to put "this ability allows you to see" on most of these abilities.
Name
Ability
Cost
Strong Senses0 PointsYour senses are extra powerful, giving you blindsight for a range of 20 feetThis ability not only negated the major drawback of this ??Domain?? but gave a massive boon that is super easy to exploit using spells like Darkness or Fog Cloud to blind the enemies.
You suffer no cost for this featureAttract (Blue)
(Action)
Area: 15 ft radius sphere
2 Points
You choose a point you can see. Any creatures or objects within a 15ft radius of that point are all pulled towards its center. Any creatures or objects pulled in this way take xd10 force damage, where x is equal to your proficiency bonus.
After you use this ability you must make a Constitution Saving throw. The DC for this save is 8+your proficiency bonus [It is easy and desireable for most PCs to get proficiency in CON saves which would very effectively negate the penalty associated with this ability if it had a fixed DC]. If you fail this saving throw your Constitution score is reduced by 1. If your Constitution score is reduced to 0 in this way, you die.
Your Constitution score returns to normal after you take a long rest.
Reposition
(Bonus Action) [replacing movement with teleportation is insanely powerful]
10 Points [unlimited Misty Step is generally not available until Wizard level 18 class feature]
You gain the ability to teleport to any point you can see with range.
The range of this ability is equal to your base movement speed.After using this ability you cannot willingly move or teleport until the end of your next turn. [If you have unlimited teleportation, why does it matter what your walking speed is? You just teleport everywhere, this penalty is not a penalty]
Boogie-Woogie
(Bonus Action)
3 Point This is roughly as powerful as the 2nd level spell: Vortex Warp, only it is unlimited use it should be restricted to at least 3rd level or higher
You can choose to swap the position of any two willing creatures that you can see within 40 feet of each other, including yourself.
You cannot be holding anything in any of your hands to use this ability.
Regenerate
(
BonusAction)5 Points This is again insanely powerful as it means unless the enemies KO a player & hit them at least 2 times while KO, that player will just get up at the start of their turn and continue fighting. Alternatively out of combat this is 50 hit points of healing (i.e. equivalent to a 5th level spell) for 1 level of exhaustion.
Choose how many hit points you wish to regenerate: 5, 10, 15, or 20. For the next minute, you regain that many hit points at the end of each of your turns, as long as you end your turn with at least 1 hit point.
After this minute ends, you gain levels of exhaustion based on how much you regenerate each round.
Hit Points Regenerated/turn
Levels of Exhaustion gained
5
1
10
2
15
3
20
4
Repel (Red)
(Action)
Area: 15 ft radius sphere
2 Points
Choose a point you can see, each creature or object within a 15ft radius of that point take xd10 force damage and are pushed 25ft in a straight line away from the center.
x = is equal to your two times proficiency bonus.
After you use this ability you must make an Intelligence Saving throw. The DC for this save is 10 + your proficiency bonus (see above about saving throw scaling effectively removing the downside at higher levels). If you fail this saving throw your Intelligence score is reduced by 2
and you gain one temporary madness (DMs Discretion). [Madness can be absolutely devastating (50% chance of being unable to do anything for the rest of Combat) making this ability a complete waste of time] If your Intelligence score is reduced to 0 in this way, you die.Your Intelligence score returns to normal after you take a long rest.
Void
(Hollow Purple)(Action)Area: 15 ft radius sphere3 PointsGuaranteed 50 points of force damage is insanely powerful for 3rd level, and the penalty can be an automatic death sentence in combat or it might do nothing at all. Disintegration is likewise an immensely powerful ability that isn't available until 11th level normally. If I fix these aspect then it will end up like just another slight variation on the attract / repel abilities.
You create a 15ft Sphere in a point within 30 ft of you, and move that sphere 30 ft in a straight line away from you.Any creatures or objects who come in contact with this sphere automatically take 50 points of force damage.If a creature or object is reduced to zero hit points in this way, they disintegrate and nothing of them is left behind.You cannot use this ability again until you take a long rest.While using this ability you are not considered blind.When you use this ability, reduce your Intelligence Score and Constitution Score by 2, and you gain 2 levels of exhaustion and one permanent madness until you take a long rest.Infinity
(Action)
5 Points
You are able to place a 30ft long, 100 ft high wall of infinite space in a space you can see - the wall stops if encounters something that provides full cover (e.g. a ceiling / wall). Nothing can pass through this barrier - no light, sound, magic, objects, air, creatures, etc.... The wall lasts for 10 minutes or until you choose to end it.
To maintain this state, you cannot take any actions, you cannot move, and cannot regain hit points. If you are forced to move e.g. by a Thunderwave spell the wall vanishes immediately.
If someone uses a Domain, it breaks your Infinity. You can also choose to give yourself the ability to attack, and use spells/cursed techniques, but once Infinity ends, you get 4 levels of exhaustion.Anything that lets PCs hit enemies but enemies not hit PCs is an auto-win button that just isn't fun to play out.I'm using a skill-tree system, kind of like with Final Fantasy. Me and players are weebs, so i thought it would be cool. Also, blindsight is definitely justified from the fact they're blinded, so yeah
You get 1 point per level. This would not work. Also, it's a high power campaign, meaning monsters can have this as well.
Also, another thing you don't get this all at 3rd level. it's gradual. You GET the pact at 3rd level, but have unlock it the more your progress. Expect the final abilities at around 15th-16th level.
You asked us “is it balanced?” We’re telling you the answer is “no.” If you don’t like the answer, don’t ask the question.
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No, it's just that I'm explaining the mechanics, and how it would work. If I did not explain, then it wouldn't make sense.
It still isn’t balanced.
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Why are you asking about balance if you don't care about balance b/c you intend to run a OP weeb campaign?
I do care about balance, and I mean 'high power' as in they'll be dealing lots of damage. I just wanted to know, it's it excessive for the players, the monsters, whatever.
Okay. Are there any areas I should fix, and if so, which ones?