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Cursed Origins V3.1

The document outlines the various Cursed Origins for characters in the Jujutsu Kaisen universe, detailing the characteristics and abilities of Humans, Clanless individuals, and members of specific clans such as Zenin, Gojo, Kamo, Inumaki, Fujiwara, Abe, and Cursed Spirits. Each origin provides unique ability score increases, special techniques, and features that define the character's capabilities and playstyle. Additionally, it includes various mindsets and abilities that enhance combat and interactions within the game.

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0% found this document useful (0 votes)
22 views11 pages

Cursed Origins V3.1

The document outlines the various Cursed Origins for characters in the Jujutsu Kaisen universe, detailing the characteristics and abilities of Humans, Clanless individuals, and members of specific clans such as Zenin, Gojo, Kamo, Inumaki, Fujiwara, Abe, and Cursed Spirits. Each origin provides unique ability score increases, special techniques, and features that define the character's capabilities and playstyle. Additionally, it includes various mindsets and abilities that enhance combat and interactions within the game.

Uploaded by

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

Cursed Origins
Overview
Cursed Origins are the starting points for any Sorcerers, Curse Users or Cursed Spirits. Cursed Origins
determine your range of Cursed Techniques available, special Origin based features and maybe even
unveil hidden knowledge with more ease.

Human
Ability Score Increase. An ability score of your choice increases by 1.

Creature Type. Humanoid

Alignment. Humans can be some of the best and some of the worst. They can be the worst curse
users and slaughter villages for their ideals or they can be strongest sorcerers and protect countless
people with their presence alone.

Size. Humans vary widely in height and build, from barely 5 feet to over 6 feet tall. Regardless of your
position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Lifespan. 70 - 90 Years

Language. Common

Clanless
“Even if none of this really involves me, there's no way I can convince myself that it's not my fault. No
thanks. I can't say what I'll be thinking when I die, but I'm not gonna regret the way I live!”

— Yuji Itadori

Ability Score Increase. An ability score of your choice increases by 1.

Relentless Motivation. At 1st, 3rd, 11th and 18th level, you may take an additional feat, however you
may never take a Clan Feat, even if you were to be given a feat from your class.

Great Mindset. At 3rd level, select one of the “Great Mindsets” available on the list. You may take
another one at 9th and 15th level.

 Go out with a bang. This mindset is one of leaving an impact. When the chips are down,
when your allies are weakened and when you are being stared down by a creature of pure
malice, you fasten the grip of your fist and decide fight even harder. When you’re Current HP
is below half of your Max HP, you regain +2 more Cursed Energy per round and abilities you
use Cursed Energy for have their pricing lowered by -1 (to a minimum of 1). The effects of this
feature dissipate after the battle in which it was activated in ends.
 Can’t afford to die. This mindset is one of perseverance. Dying is not an option, not for you,
you need to get back up there and finish what you started. The first time you are reduced to 0
HP, you may instead be reduced to 1 HP and your HP cannot be reduced any further until the
start of your next turn. Additional, when you fall unconscious, you can make death saving
throws with advantage. You may use this feature once per long rest.

 Strive for greatness. This mindset is one of improvement. Opportunities never come for
granted, so you must grasp them and never let go, even if holding onto the opportunity
means sacrificing what’s most dear to you. When an opponent moves out of your attack
range and provokes opportunity, you make that attack roll with advantage. Additionally, you
may use a Cursed Technique at half its original price (Rounded up), you may do this once per
battle.

 Stay winning. This mindset is one of power. Losing? Losing isn’t something you do often, so
you make sure to stay winning and make it flashy when you do so. When you would lose a
cursed clash with a hostile creature, you can reroll your check with advantage instead. If you
win this exchange using the reroll, your Cursed Technique gains your proficiency bonus to its
damage, if it deals damage, or increase its save DC by your proficiency bonus. Additionally, if
you do fail after using the reroll, you don’t suffer the effects of losing the cursed clash. You
may use this feature once per long rest.

 Your fight is with me. This mindset is one of compassion. You are your allies’ guardian and
their friend, so your opponent has no right to be fighting anyone but you, who are they to try
and harm your friends and allies? When you see a hostile creature within 30ft. of you, you
may mark that creature as your opponent. Marked creatures have disadvantage when trying
to attack creatures that aren’t you. Additionally, when an ally of you can see within 30ft.
would be hit by an attack, you can instead jump in front of it and take the damage for
yourself, furthermore you immediately mark the creature who’s attack you jump in front of, if
you haven’t marked a creature already. You may use this feature once per long rest.

 My Brother! This mindset is one of teamwork. Doing anything with other’s is infinitely
greater than doing something by yourself, so why not share that playful mentality while
fighting an opponent together? Assign a specific ally for the fight, when you are within 10ft.
of that specified ally, you and your ally gain advantage to any attack rolls, including Cursed
Technique attack rolls. Additionally, when you and your specified ally have to make a saving
throw, they may both make it with advantage, you can use this feature once per fight.

 People count on me. This mindset is one of resolve. Seeing an ally die, is to you like seeing a
family member dying, that must never happen and you will not allow something like that to
happen. When an ally near you is killed, you can spend your reaction to yell a statement of
resolve to fasten theirs and allow them to be stabilized instead of killed. You may use this
feature once per long rest.
 You won’t die on my watch. This mindset is one of love. This is your moment, you cannot fail
here, because if you do, then your ally is dead. The first time an ally is reduced to 0 HP, you
can move up to your speed to them as a reaction and gain advantage on Wisdom (Medicine)
checks to stabilize or heal them. If a Cursed Technique (or Reverse Cursed Technique) would
be used to restore that ally’s HP, the gained HP is double and the ally gains temporary Hit
Points equal to your proficiency bonus. You may use this feature once per long rest.

 Stand proud, you’re strong. This mindset is one of respect. You’re opponent is pretty tough,
but they aren’t a match for you, so let them know how strong they are before you give them
a proper send off. You can use this feature as a free action, when you do, tell a hostile
creature of their strengths and how they may have impressed you, this will give the hostile
creature the bonuses of “Revealing One’s Hand” for the rest of the fight, even if they have
already used said binding vow. After you’ve empowered your opponent, the next attack you
land this turn is a guaranteed critical hit, as long as it hits and will deal the appropriate
damage. You may use this feature once per long rest.

Zenin Clan
“I’m a genius. Everyone told me that I’ll be the next clan head, succeeding my father… but there was
also a failure in the Zenin Clan. A man that doesn’t even have an ounce of Cursed Energy. How awful
must that feel. How Pitiful must that person look.”

— Naoya Zenin

Ability Score Increase. Your Strength or Dexterity score increases by 1.

Inherited Techniques. Being a member of the Zenin clan allows you to inherit one of their clan
techniques, this will be a d20 roll, on a 15 or lower, you gain the Projection Sorcery Technique. If you
roll higher than a 20, you gain the Ten Shadows Technique. Additionally, when rolling for blessings,
you’re range for Heavenly Restricted becomes 80 – 90, instead of 85 – 90. If you don’t wish to have a
clan technique, you can roll on the Curse table instead.

Remarkable Speed. Your speed at base is 40 feet and rises by 10 feet at 5th, 10th, 15th and 20th level.
Additionally, you can use your dash action as a bonus action.

Combat and Curse Oriented upbringing. You may choose either the feat Falling Blossom Emotion or
one Taijutsu feat or Body feat you meet the conditions for, furthermore you have proficiency with
Simple and Martial Weapons. Additionally, you can identify a Cursed Tools engraved Curse if you
spend a long rest inspecting it.

Cursed Ambush. When attacking a hostile creature that hasn’t taken it’s turn yet, you have advantage
on attacking that creature and may add your proficiency bonus to the damage roll, this effect also
applies to surprised targets.
Gojo Clan
“Are you the strongest because you’re Satoru Gojo? Or are you Satoru Gojo because you’re the
strongest?”

— Suguru Geto

Ability Score Increase. Your Strength or Charisma or Intelligence score increases by 1.

Inherited Technique. Being a member of the Gojo clan allows you to inherit their clan technique, this
being the Limitless. Additionally, when rolling for blessings, you’re range for the Six Eyes becomes 90
– 100, instead of 95 – 100. If you don’t wish to have the clan technique, you can roll on the Curse
table instead.

Descendants of Michizane Sugawara. See the feat Natural Sorcerer under Background feats.

“Nah, I’d Win.”. You gain proficiency in the persuasion and have advantage on saving throws against
being charmed.

Quick Learners. When practicing learning a Feat during downtime, you may reduce the learning time
by half. This may only be done once every week.

Kamo Clan
“…You’ll only be alone for now. Become a great Jujutsu Sorcerer… and please come find me one day,
okay?”

— Noritoshi Kamo’s Mother

Ability Score Increase. Your Constitution or Charisma or Intelligence score increases by 1.

Inherited Technique. Being a member of the Kamo clan allows you to inherit their clan technique, this
being Blood Manipulation. If you don’t wish to have the clan technique, you can roll on the Curse
table instead.

So Long As We Bleed, We’ll Keep Fighting. When you would be killed, you can lose a quarter of your
maximum HP to evade death and return to the fight with all your HP regained. You regain your lost
maximum HP after not using this feature for a week.

Terrifying Precision. You gain proficiency with all ranged weapons and your crit range for ranged
attacks becomes 19 - 20.

Wear and Tear. If a hostile creature has less than half of their max HP left as HP, you add your
proficiency bonus to your damage when attacking that creature.
Inumaki Clan
“Snake Eyes and Fangs?! Cursed Speech- SHIT-!“

— Takako Uro

Ability Score Increase. Your Dexterity or Charisma or Intelligence score increases by 1.

Inherited Technique. Being a member of the Inumaki clan allows you to inherit their clan technique,
this being Cursed Speech. If you don’t wish to have the clan technique, you can roll on the Curse table
instead.

Light-footed Acrobats. You can use your Bonus action to take the Hide-, Disengage- or Tumble action.
Additionally, your jumping distance is increased by 10 feet.

Interrogation Experts. You gain proficiency in Persuasion and Deception, you also gain advantage
when trying to get information out of people, by using Persuasion, Deception or Intimidation.

Clan of Few Words. You can convey information to others through convoluted methods of
communication. For example, you could communicate with others by naming ingredients of food, you
could communicate with others using hand signs, you could communicate with other’s by making
dinosaur sounds, etc.

Fujiwara Clan
“Weren’t the Fujiwara’s and Sugawara’s on crazy bad terms? You might have been born even more
blessed than me.”

— Satoru Gojo

Ability Score Increase. Your Wisdom or Charisma or Intelligence score increases by 1.

Ancient Teachings. Being a member of the Fujiwara clan allows you to learn techniques from ages
long past. You may take the feat Hollow Wicker Basket, Cursed Energy Concealer or one Cursed
Technique Feat of your choosing, which does not belong to another clan.

Sun, Moon and Stars Squad. Depending on which time of day it is, you gain different bonuses. During
day time, you add your proficiency twice to any Charisma Checks. During Night time, you add your
proficiency twice to any Dexterity Checks.

From Head to Toh. When you find a part of a creature, whether it’s clothing, skin or anything of the
sort, you may roll an investigation check which is equal to the creature’s challenge rating. On a
success, you know exactly where the creature is for the next 4 hours.

Born without a Name. After you have succeeded on a stealth check and hidden yourself from a
creature, you may add your proficiency twice to your damage and attack roll. Additionally, when
being asked about your identity, you gain advantage on deception and persuasion checks.
Abe Clan
“Just one… There’s one among the incarnated players that I must slaughter no matter the cost. “The
Fallen”. If we can kill this player, then I guarantee you of my assistance”

— Angel possessing Hana Kurusu

Ability Score Increase. Your Dexterity or Charisma score increases by 1.

Clan Melting Pot. Being a member of the Abe clan allows you to learn techniques or inherit
techniques of the Abe Clan or Gojo Clan. You may treat this as the Inherited Technique race feature of
the Gojo Clan or you may take the feat Shikigami Summon, Cursed Blacksmith (as long as you have an
innate technique) or Cursed Corpse creation.

Desshi Pacification Squad. You may make non-lethal attacks at range and even make non-weapon
attacks non-lethal. Additionally, while you’re hidden from a creature, which wasn’t previously aware
of your presence, and within 5ft of them, you may strike them in a way that knocks them unconscious
for a minute, you may use this feature a number of times equal to your proficiency bonus per long
rest.

Enforcer of “Gods” Will. When you are facing a creature of opposite alignment, you add your
proficiency bonus twice to your attack and damage rolls and your Crit range changes to 19-20 for all
attack rolls made on that creature.

Damage Control. While within 5ft of an unconscious ally, who’s making death saving throws, that ally
gains advantage on his death saving throws. After succeeding their death saves with this feature, they
can no longer benefit from it for the remainder of the day.
Cursed Spirit
“Humans are made up of lies. For every positive action and emotion they show, there is a flip-side. Yet
negative emotions like hatred and hostility are truths without falsehood. Curses born from such truths
are the purest form! We’re the true humans! The fake ones… should be burned away!”

— Jogo

Ability Score Increase. Increase 2 ability scores of your choice by 1.

Creature Type. Cursed Spirit

Alignment. Cursed Spirits follow no moral code that they don’t truly believe in, not chained by
obligations or respect, they are the most honest beings to exist. A Cursed Spirit can be one of fiendish
malice or one of boundless kindness, the latter being an incredibly rare minority.

Size. Unlike any other Creature type, a Cursed Spirit can take any shape and does not follow a uniform
body structure. A Cursed Spirit could purely consist of arms or it could also just be a floating mouth
with eyes orbiting the maw. A Cursed Spirit size can range from small to medium to large.

Speed. Your base walking speed is 30 feet.

Language. Common, □

Darkvision. You have 60ft. Darkvision

Positive Destruction. Attacks which deal Radiant Damage immediately deal critical damage to you.

Being of Pure Cursed Energy. Creatures that cannot control their Cursed Energy or possess no Cursed
Energy cannot see you. You do not require air, water or food to survive, additionally your long rests
only last 4 hours.

Relentless Evolution. Starting at 1st Level, choose 2 Spirit traits from the following list. Choose
another Spirit trait at 3rd, 5th, 8th, 11th, 15th and 20th Level. Spirit traits with the symbol (X) can only be
taken x number of times, ex: Semi-Incorporeal Being (1). can only able to be taken once as a Spirit
trait. Some Spirit traits have requirements before you can take them, they written in brackets [].

 Semi-Incorporeal Being (1). You may walk through solid objects at will. While hiding inside an
object you are considered to be behind full cover.
 Additional Appendage: Arm. You gain an additional arm, allowing you to grab onto things.
You can shove, push, grapple, drag and use objects as a bonus action if you possess 2
additional arms.

 Additional Appendage: Leg. You gain 5 foot of movement speed for each additional leg you
gain. Additionally, if you have 2 additional legs, you can use your movement speed when
determining your climbing speed.

 Cursed Flight (3). You gain 10 feet of flying speed. If you have taken this feature thrice, your
flying speed does not provoke opportunity attack.

 Cursed Form: Centipede [Additional Appendage: Leg {2}]. You gain 60 foot of Burrowing
speed and gain tremorsense for 90ft., furthermore, attacks you make from underground deal
additional damage equal to your proficiency bonus. Additionally, your form becomes
immutable.

 Hardened Carapace (4). You gain a +1 to your AC. Additionally, when you have taken this
feature twice, you can use your reaction to gain resistance against, non-magical Slashing,
Piercing or Bludgeoning damage against one incoming attack. When you have taken this
feature thrice, you gain resistance against non-magical Slashing, Piercing or Bludgeoning
damage permanently.

 Cursed Form: Instant Spirit Body of Distorted Killing [Hardened Carapace (4)]. You gain 2
elbow blades, which you can extend and retract 60ft., the elbow blades deal 3D8 + Dex or Str
Magical Slashing damage. The elbow blades have a crit range of 19 – 20 and are treated as
unarmed attacks or as natural weapons. Additionally, your form becomes immutable.

 Spirit Suggestion. Talk to your DM about specific ideas for Spirit Suggestion and talk to them
about how that could work mechanically or how it would be implemented into your
campaign and if it would have any special requirements.
Cursed Corpse
“Panda… Is not a Panda!”

— Panda

Ability Score Increase. Increase 1 ability score of your choice by 1 and increase your Constitution
score by 1.

Creature Type. Construct

Alignment. Cursed Corpses tend to have the same alignment as their creator and depending on how
many cores they possess, they might end up making their own ideals or world views.

Size. Cursed Corpses tend to range from small to medium sizes, the largest being around 7 feet tall.

Speed. Your base walking speed is 30 feet.

Language. Common

Darkvision. You have 60ft. Darkvision.

The Illusion of Living. You do not require food, air or water to survive. Additionally, your long rests
last 4 hours and you go into a semi-conscious state instead of sleeping, capable of noticing creature’s
moving near you, but you are unable to see them.

Unnatural Power. You count as a large creature when you need to make Strength or Athletics checks
for Lifting, Dragging, Pushing or Shoving.

Natural Armor. While you are not wearing armor, your armor class is calculated as 13 + Dexterity. If
you are wearing armor, but it’s AC is lower than your natural armor, you can use your natural armor
instead.

Multicore Structure. You are made of Multiple cores, as opposed to a simple Cursed Corpse that’s
made of a singular core. You start with 1 core that isn’t your base core, however you gain more as you
level up. You gain an additional core at 5th level, 9th level and 13th level. You can choose a core from
the list below and may only ever take each core once.

 Offense Core. Switch to this core as a Bonus Action. While using this core, your melee attacks
overcome resistances and immunities. You also add your proficiency bonus to your damage
for melee attacks. Additionally, when you get attacked by a melee weapon, you can make an
opportunity attack as a reaction. (Core HP: Proficiency + Chr * 2)

 Cursed Core. Switch to this core as a Bonus Action. While using this core, your Cursed
Techniques overcome resistances and immunities. You also add your proficiency bonus to
your damage for Cursed Techniques. Additionally, when expending Cursed Energy for the
purposes of using the Cursed Armor feature, you gain resistance to non-magical Slashing,
Piercing and Bludgeoning damage. (Core HP: Proficiency + Chr * 2)
 Defense Core. Switch to this core as a Bonus Action. While using this core, you add your
proficiency bonus to your AC. You also gain resistance to one damage type of your choice,
change once per turn as a free action. Additionally, after switching off of this core, you can
deal a quarter of the damage you took to your opponent on your next attack. (Core HP:
Proficiency + Chr * 3)

 Maneuver Core. Switch to this core as a Bonus Action. While using this core, you multiply
your proficiency bonus times 5 and add the result to your movement speed. Additionally,
when you would get attacked, you can use your dodge action as a reaction, You can use this
features as many times as half your proficiency bonus. (Core HP: Proficiency + Chr * 1.5)

 Stealth Core. Switch to this core as a Bonus Action. While using this core, you gain proficiency
to your stealth skill, if you already have proficiency you gain Expertise. You can also pose as
an inanimate object if you stand completely still. Additionally, after getting hit by an attack,
you cast the invisibility spell and disengage from the enemy that attacked you, allowing you
to move up to your movement in a direction. You can use this feature once per long rest.
(Core HP: Proficiency + Chr * 1.5)

 Charm Core. Switch to this core as a Bonus Action. While using this core, you add your
proficiency to a charisma skill of your choice or gain expertise in one charisma skill of your
choice. Additionally, after charming a creature, you can enthrall them for 1 minute. (Core HP:
Proficiency + Chr * 1.5)

 Charge Core. Switch to this core as a Bonus Action. While using this core, you can store
Cursed Energy in it or draw some out. The Cursed Energy stored in this form is not expended
while using the form. The Stored Cursed Energy can only be stored for a month. The
maximum amount of Cursed Energy that can be stored equals to twice your Cursed Energy
Maximum. (Core HP: Proficiency + Chr * 1.5)

 Zone Core. Switch to this core as a Bonus Action. While using this core, you gain the feat In
The Zone. You also add your proficiency bonus to your damage for Black Flashes or Domain
Expansions. Additionally, you have advantage when making a saving throw to overcome brain
damage. (Core HP: Proficiency + Chr * 2)

 Suggestion Core. Talk with your DM about a core idea you have and work out a way for both
parties to be happy!

When using a core that isn’t your base core, you instead lower your Cores HP. When a core loses all
it’s HP, then you are forced to swap back to your base core and cannot access it again until
completing a long rest.
Cursed Womb
“For 150 years, with only the faintest notion of one another’s existence they survived, sealed away.
Death Painting Wombs: Numbers 1 – 3. Cursed Objects worthy of Special Grade. Did Cursed Energy
originate from a mother’s hatred? No… Their origins stem from far worse crimes against nature.”

— Narrator (Presumably Tengen or Yaga)

Ability Score Increase. Increase 1 ability score of your choice by 1 and increase your Constitution
score by 1.

Creature Type. Cursed Spirit

Alignment. Cursed Wombs tend to be young souls, which can still easily sway to a side which they
consider trustworthy. Depending on how they form their opinions and world views, they may range
from evil to good alignment, but as they age they tend to become more neutral, seeing the mistakes
of Humans as well as Curses.

Size. Cursed Wombs are medium sized creatures, the largest being around 7 feet tall.

Speed. Your base walking speed is 30 feet.

Language. Common

Darkvision. You have 60ft. Darkvision.

Born from both Man and Curse. You do not require air, water or food to survive. Additionally, status
effects like bleeding and poison cannot be applied to you. Additionally, you may take the Artificially
Created feat.

Positive Destruction. Attacks which deal Radiant Damage immediately deal critical damage to you.

Familiar Consumption. When you find another growing Cursed Womb, which has the capability to
possess a host and has yet to possess a host, then you may instead consume it and gain limited
access to its Cursed Technique. You may only use the Cursed Technique that are gained from an
earlier level than yours are (Example: When consuming a Cursed Womb while level 14, you gain their
level 10 Cursed Technique feature.). If the consumed Cursed Womb happened to be one related to
you by blood or other means, then you may use the Cursed Technique that are gained from an equal
level to yours (Example: When consuming a Cursed Womb while level 14, you gain their level 14
Cursed Technique feature.), additionally you gain a quarter of its Cursed Energy pool to your
maximum, furthermore you can sense your sibling Cursed Wombs and sense their state of being.

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