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Jujutsu Sorcerer Class

Jujutsu Sorcerers are mystical combatants who can manipulate cursed energy to perform supernatural feats and powerful techniques. They gain Marks which allow them to use Cursed Techniques that devastate foes or protect allies. As they level up, they gain more Marks and Techniques as well as features like Fighting Styles, a Simple Domain to alter reality, and increased power over cursed energy.

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0% found this document useful (0 votes)
290 views28 pages

Jujutsu Sorcerer Class

Jujutsu Sorcerers are mystical combatants who can manipulate cursed energy to perform supernatural feats and powerful techniques. They gain Marks which allow them to use Cursed Techniques that devastate foes or protect allies. As they level up, they gain more Marks and Techniques as well as features like Fighting Styles, a Simple Domain to alter reality, and increased power over cursed energy.

Uploaded by

denafob298
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Jujutsu Sorcerer

JJK Edition
Jujutsu Sorcerer
Jujutsu Sorcerers are mystical combatants who stand at the crossroads of visible and invisible
realms. They draw upon cursed energy, a volatile force that flows through the shadows of the world,
to execute supernatural feats and powerful techniques. Through intense discipline and a unique un-
derstanding of this arcane energy, they wield its power to manipulate reality, cast potent spells, and
perform formidable cursed techniques that can both devastate their foes and protect their allies. As
guardians against the corruption that they harness, Jujutsu Sorcerers walk a perilous path, balancing
on the knife-edge between control and calamity.
You must have an Intelligence score of 13 or higher and a Strength or Dexterity score of 13 or high-
er to multiclass in or out of this class.

Proficiency Cursed Jujutsu Sorcerer


Level Bonus Techniques Marks Features
1st +2 - 2 Cursed Energy Manipulation
2nd +2 1 2 Fighting Style, Cursed Techniques
3rd +2 1 3 Cursed Path
4th +2 2 3 Simple Domain, Ability Score Improvement
5th +3 2 4 Extra Attack
6th +3 2 5 Veiled Tenacity, Simple Domain (2/LR)
7th +3 3 6 Cursed Path Feature
8th +3 3 7 Ability Score Improvement
9th +4 3 8 Precision of the Damned
10th +4 4 9 Cursed Energy Conservation
11th +4 4 9 Cursed Path Feature
12th +4 4 10 Ability Score Improvement
13th +5 5 10 Signature Style, Simple Domain (3/LR)
14th +5 5 11 Reverse Cursed Technique
15th +5 5 11 Cursed Path Feature
16th +5 6 12 Ability Score Improvement
17th +6 6 13 Mind Over Matter
18th +6 6 14 Domain Expansion
19th +6 7 15 Ability Score Improvement
20th +6 7 16 Cursed Path Feature

JJK Edition
Class Features When invoking a technique that requires a target
to resist its effects, the target must make a sav-
As a Jujutsu Sorcerer, you gain the following ing throw against your Mark save DC, which is
class features. calculated as follows: Mark save DC = 8 + your
proficiency bonus + your Wisdom modifier.
Hit Points
Hit Dice: 1d8 per Jujutsu Sorcerer level • Cursed Strike: You can spend 1 Mark to
Hit Points at 1st Level: 8 + your Constitution infuse one weapon attack with necrotic energy.
modifier The attack gains a +2 bonus to the attack roll,
Hit Points at Higher Levels: 1d8 (or 5) + your and on a hit, it deals an additional 1d6 necrotic
Constitution modifier per Jujutsu Sorcerer level damage to the target.
after 1st. • Energy Lash: As an action, you channel
cursed energy to create a lash of dark energy that
Proficiencies strikes at a creature within 30 feet of you. Make
Armor: Light armor a ranged spell attack against the target. On a hit,
Weapons: Simple weapons, plus one type of the target takes 1d6 necrotic damage. The dam-
martial weapon of your choice age increases by 1d6 at 5th level and again every
Tools: None four levels thereafter (9th, 13th, and 17th level),
Saving Throws: Strength or Dexterity (your to a maximum of 5d6 at 17th level.
choice), Wisdom • Ward of Binding: As a reaction when a crea-
Skills: Choose two from Arcana, Athletics, Ac- ture within 5 feet of you makes an attack against
robatics, Insight, Intimidation, Investigation, and you, you can spend 1 Mark to create a burst of
Stealth cursed energy that attempts to bind them. The at-
Equipment tacker must succeed on a Strength saving throw
You start with the following equipment, in against your Mark save DC or have their speed
addition to the equipment granted by your back- reduced by half until the end of their next turn.
ground: • Dark Insight: You can spend 1 Mark to gain
• (a) a martial weapon of your choice or (b) any advantage on an Intelligence (Arcana) or Wis-
simple weapon dom (Insight) check related to arcane lore or the
• (a) leather armor or (b) an explorer’s pack true nature of a creature. This can be used as part
• An arcane focus (a small talisman represent- of your action to make the check.
ing your connection to cursed energy) Fighting Style
• Two daggers
At 2nd level, you adopt a style of fighting as
Cursed Energy Manipulation your specialty. Choose one of the following
At 1st level, you undertake the perilous jour- options. You can’t take a Fighting Style option
ney of a Jujutsu Sorcerer, awakening to the art more than once, even if you later get to choose
of Cursed Energy Manipulation. Through de- again.
manding training that tests the limits of body • Archery: You gain a +2 bonus to attack rolls
and spirit, you tap into the latent cursed energy, you make with ranged weapons.
a potent and enigmatic force that suffuses the • Defense (PHB): While you are wearing ar-
world around you. This energy is capricious and mor, you gain a +1 bonus to AC.
untamed, yet through determination and control, • Dueling: When you are wielding a melee
you shape it to empower your martial prowess weapon in one hand and no other weapons, you
and enhance your spells. Your ability to wield gain a +2 bonus to damage rolls with that weap-
this energy is quantified by a pool of points on.
known as Marks, illustrated in the class’s pro-
gression table.
JJK Edition
• Protection (PHB): When a creature you can Simple Domain
see attacks a target other than you that is within
At 4th level, you reach a milestone in your
5 feet of you, you can use your reaction to im-
mastery over cursed energy with the awakening
pose disadvantage on the attack roll. You must
of the Simple Domain. This profound under-
be wielding a shield.
standing of cursed energy allows you to carve
• Two-Weapon Fighting (PHB). When you en-
out a portion of reality where your will is law.
gage in two-weapon fighting, you can add your
The Simple Domain is a manifestation of your
ability modifier to the damage of the second
growing power, a space where you can bend the
attack.
cursed energy to create a controlled environment
Cursed Techniques that enhances your abilities and hampers your
foes.
As you grow in knowledge and power, you
uncover the secrets to bending cursed energy in As an action, you can spend 2 Marks to manifest
ways few can comprehend. At 2nd level, you your Simple Domain, a 10-foot radius sphere
gain access to one Cursed Technique of your centered on you, which alters the very fabric of
choice. These techniques are the result of your reality within. This manifestation of your will is
intense study, experimentation, and innate con- a direct expression of your ability to manipulate
nection to cursed energy, offering new ways to cursed energy to affect space itself. You can acti-
utilize this force beyond mere augmentation of vate this domain once per long rest, a frequency
your physical attacks or defenses. At certain that increases to twice at 6th level and thrice at
levels specified in the Jujutsu Sorcerer table, 13th level. Additionally, the range of the domain
you can choose additional Cursed Techniques, increases to 15 feet at 6th level, 20 feet at 9th, 25
further expanding your arsenal. Additionally, feet at 13th, and 30 feet at 15th level.
whenever you gain a level in this class, you may
• Within this sphere, the air thrums with cursed
replace one of your known Cursed Techniques
energy, enhancing your defenses and attacks.
with another that you could learn at that level.
You gain a +2 bonus to AC and saving throws.
Cursed Path • Enemies caught within the domain are sub-
jected to the oppressive weight of your will
At 3rd level, you pledge yourself to a specific considering it as difficult terrain.
Cursed Path, aligning with a tradition of Jujutsu • Each time you successfully hit an enemy
Sorcery that shapes your approach to mastering within the domain with a Cursed Technique, you
cursed energy. This choice represents not just a regain a small portion of your expended energy,
set of techniques, but a philosophical alignment restoring 1 Mark. This effect can occur up to a
to certain aspects of the sorcerer’s power, be it number of times equal to your Wisdom modifier
manipulating shadows, binding spirits, or mas- (minimum of once) per long rest.
tering the art of curse weaving. The Cursed Path
you select guides your development and grants The Simple Domain remains for 1 minute or un-
you features at 3rd level, and again at 7th, 11th, til you’re incapacitated, during which time you
15th, and 20th level. are the sovereign of this space.

Ability Score Improvement Extra Attack


When you reach 4th level, and again at 8th, Starting at 5th level, you can attack twice, in-
12th, 16th, and 19th level, you can increase one stead of once, whenever you take the Attack
ability score of your choice by 2, or you can in- action on your turn.
crease two ability scores of your choice by 1. As
normal, you can’t increase an ability score above
20 using this feature.
JJK Edition
Veiled Tenacity Signature Style
At level 6th, your mastery over cursed ener- At the 13th level, your understanding and con-
gy grows, so does your mental fortitude. You trol over cursed energy have allowed you to de-
gain advantage on saving throws against being velop a Signature Style—a manifestation of your
charmed or frightened. will, refined into a singular, devastating tech-
nique or an enhancement of an existing ability.
Precision of the Cursed This specialized mastery represents your per-
At 9th this level, your mastery over cursed en- sonal evolution and innovation within the realm
ergy reaches a point of unparalleled precision, of cursed techniques. Choose one Cursed Tech-
allowing you to exploit the vulnerabilities of nique you know. This technique becomes your
your foes with surgical accuracy. Signature Style, a hallmark of your power and
expertise. When you use your Signature Style,
When you hit an enemy with an attack, you its potency is enhanced in one of the following
can choose to expend 1 mark to deal additional ways, chosen when you select the technique:
damage equal to your Wisdom modifier and also
impose a strategic disadvantage on the target. • Maximized Effect: Damage dice for the tech-
You can choose one of the following effects to nique roll their maximum value.
apply: • Heightened Impact: If the technique allows
a saving throw, the target has disadvantage on
• Sapped Strength: The target has disadvan- the initial saving throw against it.
tage on Strength checks and Strength saving • Extended Reach: The range or area of effect
throws until the end of your next turn, as their of the technique is doubled.
muscles momentarily weaken under the curse’s • Rapid Deployment: The casting time of the
influence. technique is halved, to a minimum of 1 action.
• Blurred Focus: The target has disadvantage • Signature Style Mastery: Once per long rest,
on Dexterity checks and Dexterity saving throws you can use your Signature Style without ex-
until the end of your next turn, their movements pending any Marks, demonstrating your ability
becoming sluggish and imprecise as the curse to wield your most potent technique with excep-
clouds their coordination. tional efficiency.
• Clouded Mind: The target has disadvantage
on Intelligence, Wisdom, or Charisma checks Reverse Cursed Technique
(your choice) until the end of your next turn, as At 14th level, your mastery over cursed ener-
their thoughts are ensnared by the curse, disrupt- gy has reached a point where you can invert its
ing concentration and focus. destructive nature to mend wounds and restore
This feature can be used a number of times equal vitality. This exceptional skill demonstrates your
to your Wisdom modifier (a minimum of once), deep understanding and control over cursed en-
and all expended uses are restored upon finish- ergy, allowing you to protect and sustain your-
ing a long rest. self and allies in the heat of battle. Twice per
long rest, as an action, you can spend 3 Marks
Cursed Energy Conservation to reverse the flow of cursed energy within
your body to heal yourself. Select any source of
Starting at 10th level, your mastery over cursed
damage that affected you in the last round (since
energy allows you to conserve it when using
the end of your last turn). You heal an amount
Cursed Techniques. When you use a feature that
of hit points equal to the damage taken from
consumes Cursed Energy, there’s a chance the
that single source. This technique cannot reverse
energy isn’t expended. Roll a d20 after using the
non-damaging effects, such as conditions, curs-
technique; on a roll of 18-20, the Cursed Energy
es, or diseases.
cost isn’t deducted from your total.
JJK Edition
Mind Over Matter • Within your Domain Expansion, you can sub-
tly manipulate the environment to your advan-
At 17th level, you’ve reached an advanced stage
tage. This might include altering terrain to create
of your journey, your understanding and control
difficult terrain, generating areas of magical
over cursed energy have fortified your mind to
darkness or silence, or subtly influencing grav-
an exceptional degree. You now have resistance
ity. These manipulations are not directly harm-
to psychic damage and can use your reaction to
ful but can provide significant tactical benefits,
impose disadvantage on any attempt to read your
controlling movement, offering cover, or setting
thoughts or to magically control your actions.
up strategic advantages for you and your allies.
Additionally, you gain proficiency in Intelli-
(Optional)
gence and Charisma Saving Throws.
The Domain Expansion lasts for 1 minute or
Domain Expansion until you’re incapacitated.
At 18 the level, your mastery over cursed en-
ergy has reached a pinnacle, allowing you to
expand your domain to an extraordinary degree
by spending 4 Marks. This expanded domain
is a true reflection of your power and control,
altering reality to benefit you and challenge your
foes. Once per long rest, as an action, you can
invoke your Domain Expansion which creates a
30-foot radius sphere centered on you with the
following effects:
• Your attacks within the domain automatically
hit, a number of times equal to your proficiency
bonus divided by two (3), bypassing the need for
attack rolls. If you hit multiple creatures with an
attack, this counts as additional hits. This does
not apply to effects requiring a saving throw.
• Enemy creatures within the domain at the
start of their turn must make a Charisma saving
throw against your Mark save DC. On a failed
save, they are either restrained until the start of
their next turn or take 4d10 necrotic damage
(your choice).
• Your complete control over the domain al-
lows you once to nullify magical effects within
it that oppose your will. As an action, you can
choose to end one spell or magical effect with-
in the domain, as if casting dispel magic which
automatically succeeds.

JJK Edition
Edgewalker • Lingering Curse: When you land a Cursed
Strike, the target suffers a curse that lingers
until the end of your next turn. While cursed,
Edgewalkers are sorcerers who have honed their
the target has disadvantage on any ability check
martial prowess, wielding cursed blades infused
made for a skill of your choice. This ability does
with dark energy. Agile and deadly, they dance
not stack but can be applied to multiple different
through combat with unmatched finesse, striking
targets with successive hits.
fear into the hearts of their foes with each pre-
cise strike. Cursed Forge
Hexed Forge Also at 7th level, your hexed forge becomes
more powerful. Whenever you enhance a weap-
At 3rd level, you gain proficiency with all mar-
on through the ritual it makes the weapon a +2
tial weapons, reflecting your extensive train-
magical weapon. Additionally, choose from the
ing in the at of combat. Additionally, you gain
following enhancements each time you perform
proficiency with smith’s tools, and these tools
the ritual:
are now considered magical for the purpose of
overcoming resistance and immunity to nonmag- • Necrotic Edge: It deals 1d6 additional ne-
ical attacks and damage. As part of a long rest, crotic damage.
you can create a weapon or enhance an existing
one. You perform a ritual that infuses a weap- • Bane of Shadows: Once per turn, when you
on with cursed energy, making it a +1 magical hit a creature with this weapon, you can reduce
weapon for overcoming resistance and immunity their speed by 10 feet until the start of your next
to nonmagical attacks and damage. This weapon turn.
also deals an additional 1d4 necrotic damage on • Cursed Parry: When you are hit by a melee
a hit. attack, you can use your reaction to reduce the
damage by 1d6 + your Wisdom modifier (if you
Cursed Weaponry
are wielding your cursed weapon).
Also at level 3rd level, your command over
cursed energy reaches new heights, allowing you Cursed Arsenal
to enhance your weapons with even greater dark At 7th level, you gain the ability to summon
power. When you use your **Cursed Strike** spectral versions of your cursed weapons, allow-
and spend 1 Mark, the damage bonus increases ing you to wield your forged weapons in battle
to 1d6 necrotic damage, which scales with your physically or manifest their spectral forms to
level, growing to 2d6 at 7th level, 3d6 at 11th fight autonomously. You can maintain a collec-
level, and 4d6 at 15th level. Additionally, your tion of up to three cursed weapons that you have
precision with cursed energy grants you further created through your Cursed Forge ability. These
tactical advantages: weapons are stored in a spectral arsenal, a magi-
• Cursed Precision: The first time you hit with cal dimension accessible only to you. As a bonus
a Cursed Strike on each of your turns, you can action, you can spend 3 Marks to summon any
choose to either push the target 5 feet in any di- weapon from your Cursed Arsenal into the bat-
rection or reduce their speed by 10 feet until the tlefield. The summoned spectral weapon floats in
end of their next turn. the air and acts independently immediately after
your turn. You can only summon one spectral
weapon at a time.
At 11th level, you can store up to five cursed
weapons, and you can now summon two spectral
weapons simultaneously, by spending 5 Marks
JJK Edition
At 15th level, the enhancement bonus of any Forgemaster’s Mark
cursed weapon increases to +3.
By the time you reach 15th level, your skill
At 17th level, you can store up to seven cursed in weapon forging has reached legendary pro-
weapons, and you can now summon three spec- portions, allowing you to craft weapons of
tral weapons simultaneously, by spending 7 near-mythical power. You can select one of the
Marks. following enhancements to apply to any weapon
in your Cursed Arsenal:
Spectral Weapon Attributes:
• Vorpal Edge: It deals 1d12 additional necrot-
• Armor Class: 12 + your proficiency bonus.
ic damage. On a critical hit against a creature,
• Hit Points:Twice your sorcerer level.
the creature suffers an additional effect based on
• Attack Bonus: Your proficiency bonus + your
its type or a DM’s choice related to its nature or
Wisdom modifier.
lore.
Eldritch Armory • Banishing Strike: Once per long rest, when
At 11th level, your mastery over cursed energy you hit a creature with this weapon, you can
and weapon crafting deepens, allowing you to attempt to banish it to a pocket dimension if it
imbue your spectral weapons with new, potent is not native to the plane you are on. The crea-
abilities. You can select one of the following ture must succeed on a Charisma saving throw
enhancements to apply to any weapon in your against your Mark Save DC or be banished.
Cursed Arsenal:
• Twofold Strike: If this weapon hits an en-
• Life Drain: It deals 1d8 additional necrotic emy, it can immediately make another attack
damage. On a hit, you gain temporary hit points against another enemy, up to three times as part
equal to half the necrotic damage dealt. of the same attack.
• Displacement: On a hit, you can force the Domain of the Supreme Blademaster
target to make a Strength saving throw against
At the 20th level, the Domain Expansion you
your Curse Mark DC or be pushed 10 feet in any
manifest is a testament to your indomitable spirit
direction.
and mastery over cursed energy. Upon activating
• All in one: Before this weapon attacks, you your Domain Expansion, you summon all weap-
must choose what type of damage it deals. ons from your spectral arsenal onto the battle-
field for 1 minute. During this time, the weapons
• Guardian Stance: As a bonus action, you can
act on their own, attacking targets at your discre-
command this type of spectral weapon to enter a
tion.
Guardian Stance for 1 minute or until you give
it another command. While in this stance, the
weapon floats protectively near a designated ally
within 10 feet, including yourself. The weapon
grants a +2 bonus to AC to the protected ally as
long as they are within 5 feet of it. If an attack
still hits the protected ally, as a reaction, the
spectral weapon can reduce the damage of that
attack by 1d10 + your Wisdom modifier taking
that portion of the damage itself.

JJK Edition
Duskwalker Level Spells Gained Cost is Marks
3 Silent Imagine, Fog Cloud 1
Duskwalkers are sorcerers who have delved into
5 Darkness, Pass Without Trace 2
the mysteries of shadow magic, forging pacts
9 Shadow Blade, Nondetection 3
with otherworldly entities to summon and com-
13 Greater Invisibility, Hallucinatory Terrain 4
mand spectral minions. Masters of stealth and
17 Mislead, Seeming 5
manipulation, they harness the power of dark-
ness to confound their enemies and control the
battlefield. Divine Dogs
At 3rd level, as a Duskwalker, you gain the
Shadow Initiate
ability to summon the Divine Dogs, a pair of
Starting at 3rd level, upon embarking on the twin wolves imbued with the essence of cursed
path of the Duskwalker, your affinity for the ob- energy. As a bonus action, you can summon the
scured and unseen grows. You gain proficiency Divine Dogs at the costs of 1 Mark. They act
in Stealth. Additionally, your study of shadowy independently at the end of summoner’s turn.
cursed energy enhances your Energy Lash abil-
The Divine Dogs remain summoned for 1 hour
ity. When you use Energy Lash within dim light
or until they are reduced to 0 hit points, at which
or darkness, its damage increases by 1d6 ne-
point they disappear. You can’t summon the Di-
crotic damage, and you may choose for the lash
vine Dogs again until you finish a short or long
to move the target 10 feet in any direction you
rest.
wish. You also get access to the following spells:
Shadow Meld
At 7th level, you gain the ability to merge with
shadows for stealth or to avoid damage. As a re-
action when you are hit by an attack, you can ex-
pend 2 Marks to meld with a shadow within 30
feet of you. The attack misses, and you teleport
to an unoccupied space adjacent to the shadow.
This ability can be used a number of times equal
to your proficiency bonus per Long Rest.
Additionally, you gain advantage on Dexterity
(Stealth) checks when you are in dim light or
darkness.
Expanded Shikigami Summoning
At 7th level, your mastery over cursed energy
grants you the ability to summon additional
types of shikigami to aid you in battle. You can
now summon the following shikigami as a bonus
action: Nue, Max Elephant and Horde of Rab-
bits. Summoning each of these shikigami costs
2 Marks. These shikigami remain summoned for
1 hour or until they are reduced to 0 hit points.
You can’t summon the same type of shikigami
again until you finish a long rest. Only one shiki-
gami can be summoned at once.
JJK Edition
Chimera Shadow Garden (Incomplete) Chimaera Shadow Garden (Complete)
At 11th level, the Duskwalker gains the ability At 20th level, the Duskwalker achieves the
to create a Chimera Shadow Garden, a simple ultimate mastery over shadow and cursed en-
domain where multiple types of shikigami can ergy, allowing them to bend it to their will in a
be summoned simultaneously. As a bonus ac- devastating display of power. Once per long rest,
tion, the Duskwalker can expend 3 Marks to as part of the action of summoning your Domain
create this domain, allowing them to summon Expansion, the Duskwalker can create a field of
two types of shikigami at the same time for the shadowy energy within a 60-foot radius centered
same cost of 3 Marks. These shikigami can be on themselves. This field lasts for 1 minute or
any combination of the types available to the until the Sorcerer loses concentration, shrouding
Duskwalker. After using this feature, the Dusk- the area in darkness and twisting shadows.
walker gains one level of exhaustion. The Chi-
While within this field, the Duskwalker and their
mera Shadow Garden remains for 1 hour or until
summoned shikigami gain the following bene-
the Duskwalker dismisses it as a bonus action.
fits:
While the Chimera Shadow Garden is active, the
• For every shikigami summoned their attacks
Duskwalker can command the summoned shi-
deal an additional 1d8 necrotic damage.
kigami using their bonus action on each of their
• The Duskwalker and their shikigami have ad-
turns, allowing them to coordinate their attacks
vantage on all saving throws against spells and
and tactics effectively. However, summoning
magical effects.
additional shikigami beyond the initial two re-
• Any enemy that starts its turn in the shadow
quires separate uses of Marks as normal.
field must make a Strength/Dexterity saving
The Duskwalker must finish a long rest before throw against the Duskwalker’s spell save DC.
using this feature again. On a failed save, the creature is ensnared by
shadowy tendrils, restraining them until the start
Ten Shikigami Mastery of their next turn.
At 15th level, the Duskwalker’s mastery over Additionally, summoning shikigami while
shadowy cursed energy allows them to summon within the domain costs 1 Mark less and you can
more powerful shikigami, each costing 3 Marks summon up to 3 shikigami while the Domain is
to summon. As a bonus action you can choose to active.
summon any of the following shikigami: Round
Deer, Piercing Ox and Mahoraga. Shikigami Stat Sheets on the next page

Mahoraga Subjugation
As a culmination of their mastery over the Ten
Shikigami, the Duskwalker can cast a ritual to
attempt to subjugate Mahoraga, the strongest of
the Ten Shikigami, and bring it under their com-
mand. Casting the ritual requires an hour of un-
interrupted concentration and the expenditure of
three Marks. Upon completion of the ritual, the
Duskwalker must defeat Mahoraga in battle. If
the Duskwalker succeeds, Mahoraga is brought
under their command and will obey their orders
to the best of its ability.

JJK Edition
Divine Dogs Nue
Medium Beast, Unaligned Large Beast, Unaligned
Armor Class: 14 (natural armor) Armor Class: 14 (natural armor)
Hit Points: 25 (3d8 + 12) each Hit Points: 30 (4d8 + 12)
Speed: 40 ft. Speed: 40 ft., fly 60 ft.,
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 16 18 10 14 12 12 16 12 6 10 8
(+4) (+3) (+4) (+0) (+2) (+1) (+1) (+3) (+1) (-2) (+0) (-1)
Skills: Perception +3, Stealth +7 Skills: Perception +2, Stealth +5
Damage Resistances: Necrotic Damage Resistances: Lightning
Condition Immunities: Charmed, Exhaustion, Condition Immunities: Paralyzed, Poisoned
Frightened Senses: Darkvision 30 ft., passive Perception 12
Senses: Darkvision 60 ft., passive Perception 13 Languages: Understands the languages of its
Languages: Understands the languages of its summoner but can’t speak
summoner but can’t speak
Flying Support. Nue can carry its summoner
Cursed Detection. The Divine Dogs have while flying, granting the summoner the abili-
advantage on Wisdom (Perception) checks to de- ty to move through the air without falling. The
tect curses within 60 feet of them. When a curse summoner can still take actions and make at-
is detected, the Divine Dogs notify their master. tacks while being carried.
Shadow Tracking. The Divine Dogs have ad- Electrifying Presence. Nue exudes an electric
vantage on Wisdom (Survival) checks to track aura. Any creature that starts its turn within 5
creatures in dim light or darkness. Additionally, feet of Nue takes 1d4 lightning damage.
they can sense the direction and distance to their
Storm Rider. When flying during stormy con-
summoner at all times while on the same plane
ditions, Nue’s speed increases by 20 feet, and it
of existence.
has advantage on attack rolls.
Actions
Actions
Cursed Bite. Melee Weapon Attack: +5 to hit,
Electric-Shock Wings. Melee Weapon Attack:
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
+6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
damage plus 3 (1d6) necrotic damage.
lightning damage.
Bonus Actions
Thunderclap: (Recharge 5-6). Nue releases a
Phantom Form. As a bonus action, the Divine burst of thunderous energy. Each creature within
Dogs can become ethereal until the start of their 10 feet of Nue must make a DC 13 Constitution
next turn, allowing them to pass through crea- saving throw, taking 2d8 thunder damage and
tures and objects as if they were difficult terrain. become incapacitated on a failed save, or half as
Scaling much damage on a successful one.
• Increase Hit Points by 4.5 (1d8) for each two Scaling
levels the summoner gains beyond the level at
which the Divine Dogs are accessed. • Increase Hit Points by 4 (1d8) for each two
• The damage for Cursed Bite increases by 1d8 levels the summoner gains beyond the level at
necrotic damage at the following levels 9, 13, 17 which Nue is accessed.
to a maximum of 3d8 additional necrotic dam-
age at level 17.
• At level 11 the Divine Dogs gain Pack Tactics
JJK Edition
• At levels 9, 13, and 17, the damage for Elec-
Scaling
tric-Shock Wings increases by 1d8. At level 17,
the damage would be 10 (2d8 + 3). • Increase Hit Points by 8 (1d8 + 3) for each
• Plasma Shield: At level 15, as a reaction to two levels the summoner gains beyond the level
its summoner taking damage, Nue can choose at which Max Elephant is accessed.
to envelop its summoner in a plasma shield, • At levels 9, 13, and 17, the damage for Water
granting them immunity to lightning damage Spout and Crushing Weight increases by 1d8.
and resistance to all other damage until the start • Tsunami Charge: At level 15, Max Elephant
of Nue’s next turn. This feature can be used once gains the ability to perform a Tsunami Charge
per Long Rest. once per long rest. Max Elephant can charge up
to 60 feet in a straight line. Each creature in its
Max Elephant path must make a DC 16 Dexterity saving throw,
Huge Beast, Unaligned taking 27 (5d8 + 3) bludgeoning damage on a
Armor Class: 15 (natural armor) failed save, or half as much damage on a suc-
Hit Points: 60 (8d8 + 16) cessful one, and be knocked prone. If the charge
Speed: 30 ft. ends in water, it creates a wave that extends 30
STR DEX CON INT WIS CHA feet from the point of impact, forcing a DC 16
18 10 16 6 10 8 Strength saving throw on creatures within the
(+4) (+0) (+3) (-2) (+0) (-1) wave’s area, knocking them prone and pushing
them up to 10 feet away.
Skills: Perception +2
Damage Resistances: Poison Rabbit Swarm
Senses: Passive Perception 12 Tiny Beast (Large Swarm), Unaligned
Languages: Understands the languages of its
Armor Class: 12 (natural armor)
summoner but can’t speak
Hit Points: 20 (9d4)
Aquatic Adaptation. Max Elephant can breathe Speed: 40 ft., burrow 10 ft.
underwater, and it gains a swim speed equal to STR DEX CON INT WIS CHA
its walking speed. 8 16 10 2 10 3
Actions (-1) (+3) (+0) (-4) (+0) (-4)

Water Spout. Ranged Weapon Attack: +6 to Skills: Stealth +5


hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) Damage Resistances: Bludgeoning, Piercing,
bludgeoning damage. If the target is a creature, it Slashing from non-magical attacks
must succeed on a DC 14 Strength saving throw Condition Immunities: Charmed, Frightened,
or be knocked prone. Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: Darvkvision 60 ft., Passive Perception
Crushing Weight. Max Elephant moves up to 10
its speed and then attempt to crush a creature Languages: Understands the languages of its
within 5 feet of it with its weight. The target summoner but can’t speak
must succeed on a DC 14 Dexterity saving
throw or take 17 (3d8 + 3) bludgeoning damage Distraction. Creatures within 10 feet of the
and be knocked prone. On a successful save, Rabbit Swarm have disadvantage on Wisdom
the target takes half damage and isn’t knocked (Perception) checks and -2 from attacks and
prone. checks made against creatures other than the
swarm itself.

JJK Edition
Mobility. The Rabbit Swarm can move through Any ally within the aura has advantage on sav-
the space of any creature that is not Huge or ing throws against being charmed or frightened,
larger. Additionally, it can move through any and enemies incur a minus 1d6 on attack rolls
opening large enough for a Tiny creature. against those within the aura. The aura moves
with the Round Deer.
Scaling
Actions
• Increase Hit Points by 5 (2d4) for each two
levels the summoner gains beyond the level at Hooves. Melee Weapon Attack: +7 to hit, reach
which Rabbit Swarm is accessed. 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
damage.
• At levels 9, 13, and 17, increase the swarm’s
Distraction radius by 5 feet and the -2 from at- Healing Antlers. The Round Deer can use its
tacks and checks to -3, -4, and -5 respectively. antlers to channel reverse cursed energy to heal.
As an action, the Round Deer can touch a crea-
• Camouflaging Mist: At level 15, when sum-
ture with its antlers, causing them to regain hit
moned, the Rabbit Swarm brings forth a cam-
points equal to 2d8 + its Wisdom modifier. This
ouflaging mist in a 20-foot radius centered on
feature can be used a number of times equal to
itself. This mist makes it heavily obscured for
the Round Deer’s Wisdom modifier (minimum
creatures other than the summoner and their al-
of once), replenishing all expended uses after a
lies. The mist follows the swarm and lasts for 1
long rest.
minute or until dispersed by strong wind. While
within the mist, the summoner and allies have Healing Charge (Recharge 5-6). The Round
advantage on Dexterity (Stealth) checks and can Deer charges up to 30 feet in a straight line and
attempt to hide even when in plain sight. This can distribute a healing energy to up to three
feature can be used once, recharging after a long creatures it passes during the charge. Each cho-
rest. sen creature regains hit points equal to 2d8 + the
Round Deer’s Wisdom modifier.
Round Deer
Large Beast, Unaligned Scaling
Armor Class: 14 (natural armor) • For each level beyond 15th, increase the
Hit Points: 120 (16d10 + 32) Round Deer’s hit points by 8 (1d10 + 3).
Speed: 60 ft.
• At level 17 and above, the healing provided
STR DEX CON INT WIS CHA
by Healing Antlers and Healing Charge increas-
18 14 15 10 18 12
es by 1d8.
(+4) (+2) (+2) (+0) (+4) (+1)
Skills: Perception +8 Piercing Ox
Damage Resistances: Bludgeoning, Piercing, Huge Beast, Unaligned
and Slashing damage from nonmagical attacks Armor Class: 17 (natural armor)
Condition Immunities: Charmed, Frightened Hit Points: 136 (16d10 + 48)
Senses: Darkvision 60 ft., passive Perception 18 Speed: 40 ft.
Languages: Understands the languages of its STR DEX CON INT WIS CHA
summoner but can’t speak 20 10 18 8 12 7
Aura of Serenity. The Round Deer emanates a (+5) (+0) (+4) (-1) (+1) (-2)
calming aura in a 20-foot radius.

JJK Edition
Skills: Athletics +9
Damage Resistances: Bludgeoning, Piercing, Hexwalker
and Slashing damage from nonmagical attacks
Condition Immunities: Stunned Hexwalkers are sorcerers who specialize in
Senses: Darkvision 60 ft., passive Perception 11 weaving curses and blessings, manipulating the
Languages: Understands the languages of its flow of magical energy to hinder their enemies
summoner but can’t speak and aid their allies. With a whispered word and
a touch of cursed energy, they disrupt the bal-
Unstoppable Charge. When Piercing Ox uses ance of power on the battlefield, turning the tide
its Charge action and moves at least 20 feet in their favor.
straight towards a target, the damage of the Gore
attack increases by 2d10, and any hit automat- Cursed Speech
ically knocks the target prone unless they suc-
At 3rd level, your mastery over cursed ener-
ceed on a DC 17 Strength saving throw.
gy allows you to bind its power to your voice,
Bulldoze. As part of its Charge, Piercing Ox can manifesting as Cursed Speech. This ability
move through the space of any creature that is enables you to speak curses that have immediate
Large or smaller. Each creature whose space it and tangible effects on those who hear them,
moves through must succeed on a DC 17 Dex- weaving cursed energy directly into the fabric of
terity saving throw or take 8 (1d6 + 5) bludgeon- language.
ing damage and be knocked prone.
As an action, you can expend Marks to utter a
Destroyer. Any damage dealt to buildings or curse with one of the following effects, targeting
structures is doubled. a creature within 30 feet that can hear and under-
stand you. The target must succeed on a Wisdom
Actions saving throw against your Mark save DC or
Gore. Melee Weapon Attack: +9 to hit, reach 5 suffer the curse’s effect. The number of Marks
ft., one target. Hit: 22 (3d10 + 5) piercing dam- required depends on the chosen curse’s power:
age. If used with Unstoppable Charge, the dam- • Distract (1 Mark): You utter a curse that mo-
age increases to 42 (6d10 + 5) piercing damage. mentarily clouds the mind of your target, break-
ing their focus. The next ability check or attack
Scaling roll the target makes before the end of your next
• Increase the Piercing Ox’s hit points by 10 turn is made with disadvantage.
(1d10 + 5) for each level the summoner gains • Silence (1 Mark): The target is rendered
beyond the level at which the Piercing Ox is unable to speak or make any vocal noise for 1
accessed. minute, preventing them from casting spells with
verbal components.
• At levels 17 and 20, increase the damage for • Falter (1 Mark): You curse the ground on
Gore by 1d10 and the damage for Bulldoze by which an enemy stands, making their footing
1d6. uncertain. The target must succeed on a Dexteri-
• At level 20, the Unstoppable Charge also ty saving throw or fall prone.
imparts a stunned condition to the target if they • Muffle (1 Mark): You bind a curse to your
are knocked prone, lasting until the end of their target’s voice, softening their calls for help or
next turn. coordination. The target’s voice is magically
dampened, halving the distance at which their
voice can be heard for the next minute.

JJK Edition
• Bind (1 Mark): You utter a curse that im-
• Fearful Trembling: The target is frightened
mobilizes the target by binding their feet to the
of you for 1 minute.
ground. It can also be used as a trap.
• Silenced Whispers: The target cannot speak
• Leech (1 Mark): A curse that is inscribed on
or cast spells with verbal components for 1 min-
a talisman or a piece of clothing as a protective
ute.
charm for scouts or front-line fighters. Trans-
• Lethargic Curse: The target’s speed is
fers a small amount of health from the target to
halved for 1 minute.
the bearer of the inscribed object whenever the
bearer is injured. Whispering Veil
• Reveal (1 Mark): Temporarily makes invisi-
ble objects or creatures visible within 10 feet of At 7th level, you learn to cloak yourself in a
the hexwalker. Higher level spells of invisibility subtle aura of cursed energy, allowing you to
may require a DC. influence the minds and perceptions of those
around you. This Whispering Veil is a manifesta-
You can choose to affect multiple targets with a tion of your ability to manipulate curses not only
single utterance of Cursed Speech by expending for harm but also for swaying the tide of social
additional Marks equal to the number required encounters and gathering information. Once
for the curse multiplied by the number of targets per long rest, you can engage in a conversation
(up to a maximum number of targets equal to with a creature for at least 1 minute, at the end
your Wisdom modifier). of which you perform a subtle ritual under the
guise of casual gestures. You then make a Wis-
Arcane Scribe
dom (Insight) check against the creature, adding
Starting at 3rd level, you deepen your under- twice your proficiency bonus to the roll. Success
standing of the arcane scripts and symbols that grants you an intuitive understanding of the
channel and manipulate cursed energy. This creature’s current emotional state and alignment,
knowledge grants you proficiency in Arcana or one fact or secret about it. This knowledge
and Insight, skills that are instrumental in your comes as faint whispers, carried to you by the
exploration of cursed lore and in deciphering the cursed energies you command.
intentions and weaknesses of those around you.
Vocabulary of the Damned
Additionally, you are trained in the use of callig-
rapher’s supplies, allowing you to inscribe runes Upon reaching the 7th level, your mastery over
and sigils of power. You also learn a mystical Cursed Speech deepens, granting you access to
technique that empowers your ability to scribe more potent curses that require 2 Marks to cast.
curses into the very essence of objects or beings. Additionally your curses now take effect even if
you don’t share a language with the target.
As part of a short rest, you can spend 1 hour
focusing your cursed energy into calligrapher’s • Fear (2 Marks): The target is frightened of
supplies to inscribe a curse onto a small object you for 1 minute. They can make a Wisdom
(such as a token, amulet, or weapon) or a piece saving throw at the end of each of their turns to
of parchment. When you or an ally presents the end this effect.
inscribed object or reads the parchment with- • Confusion (2 Marks): You speak a bewil-
in 60 feet of a target creature, you can expend dering curse that twists the target’s perception.
1 Mark to activate the curse. The target must The affected creature must succeed on a Wisdom
succeed on a Wisdom saving throw against your saving throw or be confused (as per the Con-
Mark save DC or suffer one of the following fusion spell) for 1 minute. They may attempt
effects (your choice): a new saving throw at the end of each of their
turns to break the effect.

JJK Edition
• Weakness (2 Marks): The target’s strength • Celerity (2 Marks): You bless an ally with
wanes under your curse, causing all their attacks supernatural swiftness. For 1 minute, the ally’s
to deal half damage for the next minute if they speed is increased by 10 feet, and they gain an
fail a Sterngth saving throw. additional action on their first turn.
• Decay (2 Marks): You curse the target’s vi- • Fortify (2 Marks): You empower an ally
tality and fortitude, causing their body to weak- with enhanced resilience. The ally gains resis-
en under the strain of decay. The target must tance to two types of damage of their choice
succeed on a Constitution saving throw or their (e.g., bludgeoning, piercing, fire, etc.) for 1 min-
hit point maximum is reduced by an amount ute. Additionally, they gain advantage on Consti-
equal to your sorcerer level for 1 minute. Addi- tution saving throws for the duration.
tionally, any healing they receive is halved for • Flash (2 Marks): You channel your mastery
the duration. over cursed energy to bend space momentarily,
• Paralyze (2 Marks): You invoke a curse that allowing you to teleport one willing ally within
targets the nervous system of your enemy. The your sight to any location you can see within 60
target must succeed on a Constitution saving feet. The teleportation occurs instantaneously,
throw or become paralyzed for up to 1 minute. and the ally appears at the desired location with-
They may attempt a new saving throw at the end out harm.
of each of their turns to end the effect.
At the cost of doubling the Mark expenditure,
You can now choose to affect multiple targets you can extend the benediction to affect a num-
with a single 2-Mark curse by expending addi- ber of allies up to your Wisdom modifier (mini-
tional Marks equal to twice the number of tar- mum of 2). Each chosen ally within 30 feet that
gets (up to a maximum can hear
number equal to your and understand you
Wisdom modifier). receives the selected
benefit.
Benediction of Shadows
At 11th level, reaching a new
zenith in your understanding of
cursed energy, you discover how to weave your
Cursed Speech into blessings, turning curses
into potent benedictions that empower your
allies. As an action, you can spend Marks to
utter a benediction, targeting one ally within 30
feet who can hear and understand you. This ally
gains one of the following benefits for 1 minute:
• Courage (1 Mark): The ally gains advantage
on saving throws against being frightened and
has a +2 bonus to AC against attacks from crea-
tures that it can see.
• Clarity (2 Marks): The ally gains advantage
on Wisdom and Intelligence checks, and their
first attack roll each turn has advantage.
• Vigor (3 Marks): The ally gains temporary
hit points equal to 2d8 + your Wisdom
modifier and has their speed increased by
10 feet.

JJK Edition
Cursed Synergy • Ground of Thornes: The area becomes
difficult terrain for enemies. Enemies that enter
At 11th level, your deep understanding of curses
or start their turn in the area take 2d6 piercing
allows you to intertwine their energies, creating
damage and must succeed on a Strength saving
potent combinations that amplify their effects.
throw or be restrained by ensnaring thorns.
You gain the ability to cast two curses simulta-
• Silence of the Damned: All verbal commu-
neously as a single action, expending the appro-
nication is nullified within the area, preventing
priate number of Marks for each curse. As an ac-
the casting of spells with verbal components and
tion, choose two different curses that you know
silencing any form of speech.
and target a single creature or two creatures
• Ally’s Bastion: Allies within the area gain a
within range. You must spend Marks separately
+2 bonus to all saving throws and recover 3d6
for each curse as if casting them individually.
hit points at the start of your turn, with protec-
When you combine curses, they produce an ad-
tive shadows enveloping them like a comforting
ditional effect based on their interaction:
shroud.
• Silence + Confusion: The target not only
Once per turn, as a bonus action, you can move
cannot speak but also has disadvantage on sav-
the cursed area up to 30 feet to a new position
ing throws against being confused.
within range.
• Distract + Falter: If the target fails both
curses, their next attack misses automatically Curse Ascendancy
as their footing and focus are severely compro-
At 20th level, your command over curses be-
mised.
comes so potent that you can warp the very
• Silence + Falter: The target is silenced, and
essence of reality within your domain. When
if they attempt to move, they must succeed on a
you activate your Domain Expansion, you can
Dexterity saving throw or fall prone, unable to
choose to imbue it with one of the following
call out as they fall.
supreme curses at the cost of 2 additional Marks:
• Custom Combinations: DM’s choice to
accept any other. • Realm of Endless Night: Enemies within the
domain are blinded, and any creature that relies
You cannot use this feature to cast the same
on sight is at a disadvantage. Your allies and you
curse twice simultaneously; the curses must be
gain truesight within the domain, seeing through
different.
the darkness as if it were clear daylight.
Altered Dominion
• Sanctuary of Shadows: Allies within the
At 15th level, your mastery over curses allows domain are enveloped in protective shadows
you to manipulate the very essence of the battle- that grant them immunity to being frightened
field. As an action and by spending 4 Marks, you and resistance to all damage. Additionally, allies
can choose an area within 60 feet that you can heal 2d8 hit points at the start of your turn when
see and curse it for 1 minute. The area can be up within the domain, as the shadows whisper an-
to a 30-foot radius. Within this cursed domain, cient secrets of resilience and restoration.
you can invoke one of the following effects,
• Abyssal Echoes: Enemies within the domain
altering the nature of the area to suit your needs:
are assaulted by whispers from the abyss, caus-
• Veil of Despair: Enemies within the area ing them to suffer disadvantage on all attack
have disadvantage on saving throws against rolls, ability checks, and saving throws. The con-
being frightened and suffer a -2 penalty to AC. stant barrage of eldritch secrets saps their will to
Additionally, roll a d20 before each attack they fight, and any attempts to communicate verbally
make; on a roll of 1-2, the attack automatically are drowned out by the cacophony of curses.
misses.

JJK Edition
• Consecrated Ground: The domain becomes Cursed Rejuvenation
anathema to your foes; enemies that start their
Also at 3rd level, as a Lifewalker, your intimate
turn within the domain must make a Wisdom
understanding of cursed energy allows you to
saving throw against your Mark save DC or be
harness its power for the purpose of healing and
paralyzed by fear until the end of their next turn,
revitalization. You’ve learned to invert the de-
as the ground itself rejects their presence.
structive nature of curses, using them as a con-
duit for life-giving energy. You gain the ability
Lifewalker to channel cursed energy into a healing force. As
an action, you can touch a creature and spend 1
Lifewalkers are sorcerers who draw upon the Mark to restore hit points to that creature. The
energies of life and renewal, channeling healing amount of hit points restored equals 2d8 + your
magic to mend wounds and restore vitality. With Wisdom modifier. This ability can be used on
a gentle touch and a whispered incantation, they a creature no more than once per long rest. In
bring hope and solace to those in need, em- addition to healing, your touch can purify the
bodying the resilience and compassion of nature target of one poison or disease affecting them.
itself. If the creature is affected by multiple poisons or
diseases, you choose which one is removed.
Guardian’s Oath
At 3rd level you take an oath to protect and heal,
harnessing cursed energy not as a weapon, but as
a shield against harm. This
commitment to the
preservation of life grants you unique
abilities and insights, preparing you to
stand as a bulwark between
your allies and the dangers that
threaten them. Upon adopting
the Guardian’s Oath, you gain
proficiency in the Medicine skill
and Herbalism Kit, tools that are
essential in diagnosing and treating
wounds using both conventional
and arcane methods. Building on
your knowledge of cursed energy
manipulation, you learn an advanced
form of Ward of Binding that not only
hampers your assailants but also shields
you and your allies from harm: As a
reaction when you or an ally within 10 feet
of you is targeted by an attack, you can spend
1 Mark to unleash a more potent burst of
cursed energy aimed at protecting the
would-be victim. The attacker must succeed on
a Strength saving throw against your Mark save
DC or have their speed reduced to 0 and suffer
disadvantage on any further attack rolls until the
end of their next turn.
JJK Edition
Shield of Vitality No creature can exceed its maximum hit points
through this redistribution. You can choose to
By the time you reach the 7th level, your under-
sacrifice your own hit points (up to half your
standing of cursed energy and its applications
maximum hit points) when activating Essence
in protection and healing deepens significantly.
Transfusion to immediately heal one or more
When you use your simple domain, it forms a
connected creatures by an equal amount, divided
Shield of Vitality around you. It grants you and
as you choose.
your allies within the aura a +1 bonus to AC and
within the aura, and each affected individual Once during the network’s duration, when a
regains hit points equal to your Wisdom modifier connected creature is reduced to 0 hit points, you
(minimum of 1). Once during the aura’s dura- can use your reaction to redistribute hit points
tion, you can use a reaction in response to you or to that creature, potentially saving them from
an ally within the aura being hit by an attack to falling unconscious or dying.
momentarily intensify the aura’s energy around
the target, granting resistance to the damage of
Vital Force Reprisal
that attack. Additionally, this intense burst of At 15th level, your deep understanding of life
energy can dispel one effect on the target that is and death’s interconnected nature has taught you
causing them to be charmed or frightened. to wield the vital energies you command with
precision. You can store a cumulative amount of
Emissary of Harmony
healed hit points as Vital Energy, up to a maxi-
Also at 7th level, your journey as a Lifewalker mum of your level multiplied by 5. As an action,
has taught you the delicate balance between life you can release the stored Vital Energy in a fo-
and death, health and disease, and the harmony cused attack against a single creature within 60
that exists within nature. You gain the ability feet. Make a ranged spell attack against the tar-
to communicate in a basic manner with beasts get. On a hit, the creature takes necrotic damage
and plants. They recognize you as a friend, equal to the amount of Vital Energy you choose
and while you cannot command them, you can to release, up to the maximum you’ve stored.
understand their emotions and intentions, and After using this attack, the stored Vital Energy is
they can understand yours. Additionally, your depleted. After doing so, you cannot accumulate
aura of tranquility is palpable, especially in any more Vital Energy until taking a Long Rest.
serene environments. When you or your allies Hit points sacrificed by the Lifewalker to heal
take a short rest in a natural setting, the healing allies through Essence Transfusion cannot be
received from spending Hit Dice increases by an directly converted into damage via Vital Force
additional 2d6. Reprisal. Vital Energy resets every Long Rest.
Essence Transfusion Sanctuary of Resurgence
At 11th level, reaching a profound level of mas- At the 20th level, your mastery grants you the
tery, you discover the secret of Essence Trans- power to snatch allies from the jaws of death
fusion, a powerful technique that allows you to and fortify those who stand with you against the
manipulate the very essence of life. As an action, encroaching darkness. Upon using your Do-
you can spend 3 Marks to weave a network of main Expansion, you can expend an additional 3
life energy among up to six willing creatures Marks to manifest the Sanctuary of Resurgence
you can see within 30 feet, including yourself. alongside it. This creates a 30-foot radius sphere
This network lasts for 1 minute and creates a centered on you, lasting for 1 minute. Once
bond that allows for the flow of vitality among activated, the Sanctuary of Resurgence instant-
the connected individuals. While the network is ly stabilizes any allies at 0 hit points within the
active, as a bonus action on your turn, you can area, bringing them back to consciousness with
redistribute hit points among the connected 1 hit point.
JJK Edition
Additionally, at the start of your turn, each ally At the end of each of your turns, you can attempt
within the domain regains hit points equal to 5 + a Wisdom saving throw to regain control. On
your Wisdom modifier. While within the do- a successful save, you wrest back control from
main, you and your allies gain advantage on sav- Sukuna. Alternatively, the effect ends automati-
ing throws against being charmed, frightened, cally after a duration based on your level (1 min-
paralyzed, and poisoned. When the Sanctuary ute at levels 3-10, 2 rounds at levels 11-16, and
of Resurgence fades, its energy does not simply 1 round at levels 17 and higher), as you learn to
dissipate; instead, it leaves behind a lingering resist Sukuna’s influence more effectively over
blessing. For the next 24 hours, you and your time.
allies continue to benefit from a +2 bonus to AC
and saving throws. Malevolent Aura
Also at 3rd level, the presence of Sukuna within
Vessel you exudes an aura of malevolence. You gain
proficiency in Intimidation if you don’t already
As the vessel for Sukuna, the King of Curses, have it. Additionally, you gain the ability to
you wield immense power but also carry a heavy emanate a menacing aura infused with Sukuna’s
burden. This subclass focuses on tapping into malevolence at the cost of 1 Mark. As an action,
Sukuna’s cursed energy and channeling it for you can activate this aura, causing it to extend in
destructive purposes. a 15-foot radius around you for 1 minute. Crea-
tures of your choice within this aura must make
Sukuna’s Influence a Wisdom saving throw against your Curse Mark
Starting at 3rd level, you gain the ability to save DC or become frightened for the duration.
communicate with Sukuna, the King of Curs- A creature can repeat the saving throw at the end
es, who resides within you. Sukuna’s whispers of each of its turns, ending the effect on itself on
offer guidance or temptation, depending on his a success.
mood and your intentions. Additionally, Sukuna Cleave
can attempt to take over your body, asserting
his dominance over you. You can telepathically At 7th level, you gain the ability to unleash a
communicate with Sukuna, gaining insights into devastating melee attack that exploits your tar-
his knowledge and experiences. However, be get’s vulnerabilities. As an action, you can use 2
wary, as his motivations may not always align Marks to enhance a melee weapon attack against
with your own. a creature within your reach. Instead of normal
damage, Cleave does special damage based on
Each time you use a high-level Vessel feature the target’s current armour class:
(like “Malevolent Aura” or “Sukuna’s Domin-
ion”), Sukuna sees an opportunity to assert his • 9-14: 2d10 + your Wisdom modifier and the
dominance over you. Immediately after using target has disadvantage on the next attack roll it
such a feature, you must succeed on a Wisdom makes before the end of its next turn.
saving throw against a DC equal to 8 + your pro- • 15-18: 3d10 + your Wisdom modifier and re-
ficiency bonus or Sukuna attempts to take over duces the target’s AC by 1 until the end of your
your body. On a failed save, you lose control of next turn.
your character. Sukuna takes over, shifting your • 19-21: 4d10 + your Wisdom modifier and the
alignment to Chaotic Evil temporarily. While target’s speed is reduced by 10 feet until the end
under Sukuna’s control, your actions are deter- of your next turn.
mined by the DM, reflecting Sukuna’s destruc- • 21+: 5d10 + your Wisdom modifier and the
tive and chaotic nature. target is stunned until the end of your next turn.

JJK Edition
At 11th level, Cleave is considered a magical Sukuna’s Dominion
attack for the purposes of overcoming resistance.
At 11th level, you gain the ability to emanate
Dismantle Sukuna’s sinister aura, exerting dominance
over creatures with evil inclinations. As an
Also at 7th level, as an action, you can spend
action, you can spend three Marks to unleash
2 Marks to make a ranged spell attack against
Sukuna’s aura in a 30-foot radius centered on
a creature within 60 feet. On a hit, the target
yourself. Any creature with an evil alignment
suffers 2d12 + your Wisdom modifier necrotic
within this radius must make a Charisma saving
damage. If the target is under any magical ef-
throw against your Curse Mark save DC. On a
fects (like a spell, curse, or similar), it must suc-
failed save, the creature is charmed by you for
ceed on a Constitution saving throw against your
the duration or until it takes damage. Charmed
Curse Mark save DC or have one of those effects
creatures regard you as a powerful ally and will
randomly disabled for 1 minute. As you grow in
follow your commands unless such orders would
power, the damage of Dismantle increases:
directly harm them.
• 3d12 + your Wisdom modifier.
• At 15th level: 4d12 + your Wisdom modifier. Additionally, you gain advantage on all Cha-
risma (Intimidation) checks against creatures
At 11th level Dismantle is considered a magical
within the aura and enemies within the aura have
attack for the purposes of overcoming resistanc-
disadvantage on saving throws against being
es.
frightened or charmed by your other abilities. If
Cursed Transformation any are immune to being charmed or frightened,
this immunity is bypassed yet they don’t get
Guess what? Also at 7th level, you gain the abil- disadvantage on their saving throws. Once you
ity to partially manifest Sukuna’s cursed form at use this feature, you can’t use it again until you
the cost of 1 Mark. As a bonus action, you can finish a short or long rest.
transform a part of your body into a manifesta-
tion of Sukuna’s power, gaining temporary hit □, Fuga
points equal to your sorcerer level and increas-
At 15th level, you unlock Sukuna’s devastating
ing your Strength score by 2. This transforma-
technique, Fire Arrow, a powerful area-of-effect
tion lasts for 1 minute or until you end it as a
attack that channels Sukuna’s fiery wrath. As
bonus action.
an action, you can invoke Sukuna’s Fire Arrow
Upon reaching level 11, Cursed Transformation technique, unleashing a torrent of cursed flames
gains the following enhancements: in a 20-foot radius centered on a point you can
see within 120 feet. Each creature in the area
• Siphon the Fallen: Each time you kill an must make a Dexterity saving throw against
enemy while transformed, you may choose to your Curse Mark save DC. On a failed save, a
regain either 2d8 hit points or 2 Marks. creature takes 8d6 fire damage and is engulfed in
• Grim Advance: During your Cursed Trans- cursed flames for 1 minute. A creature engulfed
formation, when you hit an enemy with a melee in flames takes 2d6 fire damage at the start of
attack, you can immediately make another melee each of its turns. A creature can use its action to
attack against the same enemy or a different one extinguish the flames on itself or another crea-
within reach as part of the same action. You can ture within reach, ending the effect on a success.
make up to two additional attacks in this way. Additionally, a creature that starts its turn within
You may transform those attacks into Cleaves or 5 feet of the point where you centered the Fire
Dismantles. If you use this feature, the Cursed Arrow must also make a Dexterity saving throw,
Transformation ends prematurely after the action taking 4d6 fire damage on a failed save, or half
is completed. as much on a successful one.

JJK Edition
If Fuga is used in conjunction with Sukuna’s • Enemies that end their turn within the shrine’s
Dominion, increase the fire damage dealt by radius must make a Wisdom saving throw
both the initial impact and ongoing flames by against your Curse Mark save DC. On a failed
50%. Once you use this feature, you can’t use it save, their speed is reduced by 10 feet. This
again until you finish a long rest. effect can be stacked.
• While within the domain, you gain advantage
Malevolent Shrine on all saving throws.
At 20th level, you can unleash Sukuna’s Do- You can use this feature once per long rest and
main Expansion, the Malevolent Shrine. While it ends prematurely if you are stunned, knocked
opening your Domain, you conjure a malevolent unconscious, or controlled.
shrine that extends in a 30-foot radius sphere
centered on a point you choose within 60 feet
of you. The shrine lasts for 1 minute or until
you dismiss it as an action. This ability requires
expenditure of all remaining Marks to activate,
with a minimum of 5 Marks needed. While the
shrine is active, the following effects occur:
• At the start of each of your turns,
three Dismantle attacks are automatically trig-
gered against creatures of
your choice within the
shrine’s radius. These attacks use
your Wisdom modifier for the
attack and damage rolls.
• All slashing attacks made by
you, including Cleave, Dismantle,
and Sukuna’s Fire Arrow, deal
an additional 1d10 necrotic
damage.
• The area within the shrine is
considered difficult terrain for
your enemies.
Additionally, enemies
have disadvantage
on saving throws against
your Sukuna’s techniques
used within the shrine.

JJK Edition
Cursed Techniques Mark of Affliction
Prerequisite: 7th level
General Cursed Techniques You learn to place a cursed mark on a creature,
Cursed Echoes afflicting them with misfortune. As an action,
you can target a creature within 30 feet of you
Prerequisite: 7th level and mark it. Every time this creatures rolls an
You can create illusory echoes of yourself to attack roll or ability check, roll a D20. On a
confuse your enemies. As a reaction when you 1-3, their result is turned into a natural 1. Once
are hit by an attack, you can expend 2 Marks to succeded, this ability cannot be used until after a
create illusory duplicates of yourself that move Long Rest.
to random locations within 30 feet of you. The
duplicates last until the start of your next turn or Shadow Step
until they are destroyed, and each one mimics Prerequisite: 7th level
your movements and actions, making it difficult You learn to use cursed energy to step through
for enemies to discern your true location. shadows, allowing you to teleport short distanc-
Cursed Sight es. As a bonus action, you can teleport up to 30
feet to an unoccupied space that is in dim light
Prerequisite: 11th level or darkness. Additionally, when you teleport
You can see through magical darkness. You using this ability, you leave behind a shadowy
gain darkvision with a range of 120 feet, and duplicate in your previous space. This duplicate
you can see in darkness as if it were dim light. persists until the end of your next turn, as a reac-
Additionally, you can see invisible creatures and tion you can return to the duplicate anytime you
objects within 10 feet of you. Furthermore, you wish until it expires.
can spend 1 Mark to peer into the ethereal plane,
allowing you to see creatures and objects that Boogie Woogie
are normally invisible to you. Prerequisite: 15th level, Shadow Step Technique
Black Flash You master the art of manipulating cursed en-
ergy to swap positions with another creature
Prerequisite: 15th level within range. As an action, you can teleport to a
Your command over cursed energy reaches a space adjacent to a creature you can see within
pinnacle, allowing you to perform Black Flash, a 30 feet of you, swapping places with them. This
supreme manifestation of cursed energy manipu- movement doesn’t provoke opportunity attacks.
lation. Once per long rest, when you successful- Additionally, if the target creature is an enemy, it
ly hit a creature with a melee weapon attack, you must succeed on a Wisdom saving throw against
can declare it a Black Flash Strike. The target your Mark save DC or be frightened of you until
suffers an additional 6d8 necrotic damage from the end of your next turn.
the attack. If it reduces the target to 0 hit points,
you immediately regain the use of this feature. Endurance Aura
Upon using your Black Flash Strike, you may Prerequisite: 11th level
choose to either push the target up to 10 feet As an action, you can enter a state of focused
away or force it prone. The target must be no concentration, gaining temporary hit points
more than one size category larger than you, and equal to your sorcerer level plus your Wisdom
this choice is made before the extra damage is modifier. These temporary hit points last for 1
rolled. For 1 minute following the strike, you minute. Additionally, while you have these tem-
gain a +1 bonus to all attack rolls and damage porary hit points, you and your allies within 10
rolls made. feet of you have resistance to necrotic damage.

JJK Edition
Limitless Cursed Illusion
Prerequisite: 17th level Prerequisite: 5th level
You manipulate cursed energy to create a zone You gain proficiency with the Deception skill if
of distorted space. As an action, you can create you don’t already have it. Additionally, you can
a zone of distorted space in a 20-foot-radius cast disguise self at will, without expending a
sphere centered on a point within 120 feet of spell slot. You can use this feature once per long
you. Creatures within the zone have their move- rest.
ment speed reduced to 0, and they can’t teleport
or use extradimensional travel. Additionally, Cursed Charm
spells of 6th level or lower cast from outside Prerequisite: 7th level
the zone can’t affect creatures within the zone. You learn to weave cursed energy into your
Furthermore, you can spend 5 Marks to create words, charming those around you. You can cast
a temporary clone of yourself within the zone, charm person at will, without expending a spell
which lasts for 1 minute and can cast spells and slot. You can use this feature once per long rest.
use abilities as if it were you. the clone has your
AC and 10 HP. Cursed Guise

Dismantle Prerequisite: 9th level


You gain proficiency with the Persuasion skill if
Prerequisite: 15th level you don’t already have it. Additionally, you can
ou master the Dismantle technique, allowing you cast alter self at will, without expending a spell
to unleash devastating ranged slashing attacks. slot. You can use this feature once per long rest.
As an action, you can unleash a wave of cursed
energy that slashes through obstacles and ene- Edgewalker Cursed Techniques
mies alike. Choose a point within 60 feet of you;
Blade of Agony
each creature in a 10-foot-radius sphere centered
on that point must make a Dexterity saving You learn to channel cursed energy into your
throw. On a failed save, a creature takes slashing strikes, inflicting additional pain upon your foes.
damage equal to your sorcerer level plus your When you hit a creature with a melee weapon at-
Wisdom modifier, or half as much damage on tack, you can spend 1 Mark to invoke the Blade
a successful save. This technique also ignores of Agony, causing the target to suffer ongoing
cover. Additionally, if a creature is reduced to 0 necrotic damage equal to your Wisdom modifier
hit points by this technique, you regain hit points at the start of each of its turns for a number of
equal to half the damage dealt. rounds equal to your proficiency bonus.
Cursed Distraction Cursed Parry
Prerequisite: 5th level Prerequisite: 11th level
You can manipulate cursed energy to create You master the art of defensive counterattacks,
illusions and distractions. As an action, you can turning enemy strikes into opportunities for
create an illusory duplicate of yourself within retaliation. Whenever someone misses you with
30 feet of you. The duplicate lasts for 1 minute an attack and there is a cursed weapon within
or until it is destroyed, and it can move up to 10 feet, it can use it’s reaction to make an attack
30 feet on each of your turns. Enemies within 5 against the perpetrator.
feet of the duplicate have disadvantage on attack
rolls against you.

JJK Edition
Cursed Edge Duskwalker Cursed Techniques
Your understanding of cursed energy allows you Shadow Grasp
to sharpen the edge of your weapon to super-
natural keenness. As a bonus action, you can Prerequisite: 11th level
expend 1 Mark to increase the critical hit range You manipulate shadows into tangible forms to
of your melee weapon attacks by 1 (e.g., 19-20 ensnare your enemies. A creature within 30 feet
becomes 18-20) for 1 minute. that’s in dim light or darkness must succeed on
a Strength saving throw against your Mark save
Phantom Strike DC or be restrained by shadowy tendrils, repeat-
ing the saving throw at the start of each of its
You channel cursed energy to momentarily
turns to break free.
phase your weapon through defenses. Once per
turn, when you make a weapon attack, you can Eclipse Domain
expend 1 Mark to make the attack ignore armor,
granting you advantage on the attack roll. Prerequisite: 15th level
You enhance your Spiritual Domain to create an
Unyielding Spirit impenetrable veil of darkness. Enemies within
this pitch-black domain are blinded, unable to
Prerequisite: 11th level
see through this magical darkness, while you
Your spirit becomes as sharp and resilient
and your shadows retain normal vision, navigat-
as your blade. When you fail a saving throw
ing the darkness as if it were daylight.
against being stunned or paralyzed, you can
expend 3 Marks to succeed instead. Umbral Shift

Echoes of the Fallen Prerequisite: 7th level


You gain the ability to momentarily become one
Prerequisite: 5th level. with the shadows, granting you exceptional mo-
You summon spectral copies of yourself to bility on the battlefield. As a bonus action, you
confound and strike your enemies. As an action, can teleport up to 60 feet to an unoccupied space
you can expend 2 Marks to create two spectral that you can see that’s in dim light or darkness.
duplicates within 30 feet of you. These dupli-
cates last for 1 minute or until dismissed as a Veil of Night
bonus action, and you can make a single melee Prerequisite: 9th level
weapon attack as a bonus action through one of Your mastery over darkness allows you to cloak
the duplicates on your turn. Once attacked those your allies in shadows. As an action, you can
duplicated dissapear. Whenever some duplicates cast the Invisibility spell without expending
are active, there is a lower chance to be hit with a spell slot or material components on targets
an attack. If there are 2 duplicates roll a d6. On within your Spiritual Domain. This ability does
a 3-6 the attack misses. If there is one dupli- not require concentration but ends if the target
cateleft, on a 5-6 the attack misses. attacks or casts a spell.

JJK Edition
Shadow Legion Hexwalker Cursed Techniques
Prerequisite: 13th level Curse of Binding
You call forth multiple shikigami to overwhelm
your foes. You can now summon two Shikigami- You can cast a binding curse that stops ene-
of the same type at once, excluding Mahoraga. mies in their tracks. As an action, spend 1 Mark
to force a creature within 60 feet to make a
Duskwalker’s Escape Strength saving throw against your Mark save
DC. On a failed save, the creature’s speed be-
Prerequisite: 17th level
comes 0 until the end of your next turn.
Your connection with the shadows provides you
with a swift means of evasion. When you take Ward of Nullification
damage, you can use your reaction to halve that
damage and teleport to an unoccupied space Prerequisite: 11th level
within 30 feet that’s in dim light or darkness. Create a protective ward that nullifies hostile
magic. As a reaction, when you or an ally with-
Whispers of the Dark in 30 feet is targeted by a spell, spend 3 Marks
to grant advantage on the saving throw against
You tap into the subtle energies of darkness
the spell. If the spell attack misses, the energy is
to communicate and gather information. You
absorbed and the next spell you cast within the
can cast the Message cantrip without needing
next minute gains a bonus to its attack roll or
components, and the recipient hears your whis-
saving throw DC equal to the level of the spell
per emanating from the shadows around them.
absorbed.
Additionally, you gain advantage on Charisma
(Intimidation) checks when you are in dim light Aura of Desecration
or darkness, as the shadows seem to echo your
threats. Prerequisite: 7th level
Your presence saps the strength from your foes.
Umbral Recovery As an action, spend 2 Marks to emanate an aura
with a 15-foot radius for 1 minute. Enemies
The shadows offer you solace, aiding in your
within the aura at the start of their turn take
recuperation. Once per long rest, while in dim
1d8 necrotic damage and have disadvantage on
light or darkness, you can spend 10 minutes
Strength checks and Strength saving throws until
enveloped in shadows to regain hit points equal
the end of your next turn.
to your sorcerer level + your Wisdom modifier.
This technique cannot be used during combat. Blessing of the Cursed
Gloom’s Reach Prerequisite: 7th level
Infuse an ally with cursed energy that paradox-
You extend your cursed energy to manipulate
ically protects them. As a bonus action, spend
shadows at a distance. You gain the ability to
2 Marks to choose an ally within 60 feet. The
interact with an object, open or close a door or
ally gains resistance to one damage type of your
container, or pour out a vial you can see within
choice (except psychic) for 1 minute, and the
30 feet, as long as it’s in dim light or darkness.
first time they are hit by an attack, the attacker
This technique does not enable actions that
takes necrotic damage equal to your Wisdom
require significant force or dexterity, such as
modifier.
activating magic items or loading weapons.

JJK Edition
Curse of the Forsaken
Lifewalker Cursed techniques
Prerequisite: 15th level
Mark an enemy as forsaken, making them a Vital Pulse
target for misfortune. Spend 4 Marks and choose You can send out a pulse of life energy that in-
a creature within sight. If the creature fails a vigorates your allies. Spend 1 Mark to grant all
Wisdom Saving Throw against your Mark save allies within 15 feet of you temporary hit points
DC., then for the next minute, any attack roll equal to 1d6 + your Wisdom modifier. This can
made against the marked creature gains advan- be used as a bonus action.
tage. The creature can repeat the Saving Throw
at the end of its turns. Curse of Vital Interdiction
Veil of Misgivings Prerequisite: 7th level
You place a curse on an enemy that punishes
You wrap your words or presence with a subtle, them for harming your allies. Spend 2 Marks to
unnerving curse that makes others second-guess curse a creature you can see within 60 feet. The
their intentions towards you. Spend 1 Mark to next time the cursed creature damages an ally
gain advantage on all Charisma (Deception) and within the next minute, the enemy is dealt dam-
(Persuasion) checks for 10 minutes when trying age equal to half the damage dealt.
to convince someone of your innocence or dis-
suade hostility. Blessing of the Lifewalker
Curse of Babbling Truths Prerequisite: 11th level
You bestow a powerful blessing that enhances
Prerequisite: 5th level an ally’s vitality. Spend 4 Marks to choose an
With a whispered curse, you compel a target to ally within sight. For the next 10 minutes, the
speak only truths. As an action, spend 2 Marks ally gains resistance to one damage type of your
and choose a creature within 30 feet. If it fails a choice and increases their maximum hit points
Charisma saving Throw against your Mark spell by an amount equal to your level.
save DC., then for the next minute, any attempt
by the creature to lie causes it to babble inco- Lifelink Chains
herently, effectively preventing it from speaking
Prerequisite: 7th level
falsehoods. This does not compel the creature to
Bind the life force of your allies together, dis-
speak against its will but merely prevents lying.
tributing harm among them to lessen the impact
Shadows of the Past on any one individual. As an action, spend 3
Marks to link up to three willing allies within 30
Prerequisite: 9th level feet, including yourself, for 1 minute. When one
You call upon the shadows to reveal glimpses of linked ally takes damage, it is divided equally
the past. Spend 3 Marks and concentrate for up among all linked allies. The links have AC 12
to 1 minute on a specific location or object with- and HP 1 and can be targeted by enemies.
in sight. You receive vague visions of significant
events that occurred in relation to the focus of
your concentration.
Empathic Bond
Forge a temporary connection with a creature,
understanding its feelings and intentions. Spend
1 Mark to create a bond with a willing creature
you touch, allowing nonverbal communication
of emotions and basic concepts for up to 1 hour.
JJK Edition
Vessel Cursed Techniques The cursed web lingers for 1 minute, difficult
Cursed Edge terrain for creatures other than yourself. Once
used, you can’t use this technique again until
Your understanding of cursed energy allows you you finish a short or long rest.
to sharpen the edge of your weapon to super-
natural keenness. As a bonus action, you can Hollow Wicker Basket
expend 1 Mark to increase the critical hit range
Prerequisite: 11th level
of your melee weapon attacks by 1 (e.g., 19-20
With this cursed technique, you gain the ability
becomes 18-20) for 1 minute.
to erect a basket-shaped barrier that serves as an
Phantom Strike anti-domain technique, countering the effects of
enemy domains. When faced with an opponent’s
You channel cursed energy to momentarily domain, you can invoke the Hollow Wicker Bas-
phase your weapon through defenses. Once per ket, creating a protective barrier that neutralizes
turn, when you make a weapon attack, you can the domain’s inherent advantages. This barrier
expend 1 Mark to make the attack ignore armor, nullifies the domain’s guaranteed-hit factor, pro-
granting you advantage on the attack roll. viding you and your allies with a degree of pro-
Baneful Resilience tection against the domain’s devastating effects.
The Hollow Wicker Basket remains active for 1
Prerequisite: 14th level minute or until you dismiss it as a bonus action.
You draw upon Sukuna’s resilience to shrug off Once you use this technique, you can’t use it
debilitating effects. When you are subjected to again until you finish a short or long rest.
an effect that allows you to make a Constitution
or Strength saving throw to take only half dam- Malevolent Onslaught
age, you can use your reaction and expend 2 Prerequisite: 13th level
Marks to instead take no damage if you succeed You unleash a devastating onslaught of cursed
on the saving throw, and only half damage if you energy, manifesting as a series of ethereal ten-
fail. drils that lash out at your foes. As an action, you
Spiderweb can spend 3 Curse Marks to create a 30-foot
cone of malevolent energy originating from you.
Prerequisite: 7th level Each creature in the area must make a Dexterity
Drawing upon Sukuna’s power, you manifest saving throw, taking 5d8 necrotic damage on a
the Spiderweb, a devastating technique that failed save, or half as much damage on a suc-
harnesses the destructive force of Cleave in the cessful one. Additionally, creatures that fail the
shape of a spider’s web. As an action, you touch saving throw have their speed reduced to 0 until
the ground, causing a ripple of cursed energy to the start of your next turn.
spread outwards in a web-like pattern. Make a
melee spell attack against a creature within 10
feet of you. On a hit, the target takes slashing
damage as per the Cleave technique. Addition-
ally, each creature within a 10-foot radius of the
target, excluding yourself, must make a Dexter- Yo, you read this far? Go touch some grass.
ity saving throw against your Curse Mark save Thank you for being part of the story.
DC. On a failed save, a creature takes half of
the damage dealt to the original target, while a
successful save negates the damage.

JJK Edition

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