jjk 5e dice roll technique (d100)

d100 Result

1

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

2

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

3

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

4

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

5

Ice creation

you can force every creature in a 10ft. cone to make a Dexterity saving throw. On a failure, they take 1d10 cold damage and are restrained as ice covers part of their bodies. On a success, they take half as much damage and are not restrained.

The creature may make a Strength saving throw at the beginning of it's turns to break the ice and end the restrained condition.

6

Ice creation

you can force every creature in a 10ft. cone to make a Dexterity saving throw. On a failure, they take 1d10 cold damage and are restrained as ice covers part of their bodies. On a success, they take half as much damage and are not restrained.

The creature may make a Strength saving throw at the beginning of it's turns to break the ice and end the restrained condition.

7

Pain Killer

you make a star symbol with your hands and touch a creature within your reach. The creature does not take damage from that same source of damage anymore, but only from that source. For example, if a creature is receiving damage at the beginning of their turns they will stop taking said damage, but future damage will still affect the creature. If it comes from a condition, only the damage will stop however the condition will remain

8

Pain Killer

you make a star symbol with your hands and touch a creature within your reach. The creature does not take damage from that same source of damage anymore, but only from that source. For example, if a creature is receiving damage at the beginning of their turns they will stop taking said damage, but future damage will still affect the creature. If it comes from a condition, only the damage will stop however the condition will remain

9

you can ignite a melee weapon you're holding for 1 minute. Any attacks you hit with said weapon will deal additional fire damage equal to the damage the weapon rolled(not counting additional increases, such as cursed weapon). If you use this while cursed weapon enhancement is active, it will change it's damage type to fire instead of necrotic damage.

10

 you can ignite a melee weapon you're holding for 1 minute. Any attacks you hit with said weapon will deal additional fire damage equal to the damage the weapon rolled(not counting additional increases, such as cursed weapon). If you use this while cursed weapon enhancemen is active, it will change it's damage type to fire instead of necrotic damage.

11

 force a creature within your sight range to make a Charisma saving throw. On a failure, they are stunned until the beginning of your next turn. On a success, they are not stunned.

This technique brings great strain to the eyes, being very hurtful in case you face off against a strong opponent. If the creature succeeds on the save, your eyes start to bleed and you take psychic damage equal to the amount they rolled above your cursed energy dc(minimum of 1). You also cannot use this technique while being blinded

12

you force a creature within your sight range to make a Charisma saving throw. On a failure, they are stunned until the beginning of your next turn. On a success, they are not stunned.

This technique brings great strain to the eyes, being very hurtful in case you face off against a strong opponent. If the creature succeeds on the save, your eyes start to bleed and you take psychic damage equal to the amount they rolled above your cursed energy dc(minimum of 1). You also cannot use this technique while being blinded

13

you force all creatures but you in a 15ft. circle within 30 feet of you of your choice to make a Dexterity saving throw. On a failure, they take your unarmed strike's damage die increased by one and are knocked prone. On a success, they take half as much damage and are not knocked prone.

This technique deals twice as much damage against objects and structures

14

you force all creatures but you in a 15ft. circle within 30 feet of you of your choice to make a Dexterity saving throw. On a failure, they take your unarmed strike's damage die increased by one and are knocked prone. On a success, they take half as much damage and are not knocked prone.

This technique deals twice as much damage against objects and structures

15

Jet Hair

you gain flying speed equal to your walking speed for 1 minute. You can keep flying on the air. While you are flying with this technique, you can take the dash action as a bonus action. Effect ends once time runs out or you use your technique again

16

Jet Hair

you gain flying speed equal to your walking speed for 1 minute. You can keep flying on the air. While you are flying with this technique, you can take the dash action as a bonus action. Effect ends once time runs out or you use your technique again

17

Clones

you can create a perfect clone of yourself within 5ft. of you. It has 1/4th of your maximum hit points(rounded down), class and racial features(other than this feature). Other creatures may identify who is the real you if they pass a Wisdom (Perception) check against your cursed energy dc. It cannot use any features that use cursed energy. The clone will remain even after you use your technique again only leaving when you command or it dies.

18

Clones

you can create a perfect clone of yourself within 5ft. of you. It has 1/4th of your maximum hit points(rounded down), class and racial features(other than this feature). Other creatures may identify who is the real you if they pass a Wisdom (Perception) check against your cursed energy dc. It cannot use any features that use cursed energy. The clone will remain even after you use your technique again only leaving when you command or it dies.

19

Sound Amplification

any weapon in your hands turns into an electric guitar. while holding your eletrical instrument, you can make a ranged cursed energy attack roll against one creature within 30ft. of you. On a hit, they take 2d10 thunder damage and knocked back 10ft. Weapon turns back once you use your Technique again.

20

Sound Amplification

any weapon in your hands turns into an electric guitar. while holding your eletrical instrument, you can make a ranged cursed energy attack roll against one creature within 30ft. of you. On a hit, they take 2d10 thunder damage and knocked back 10ft. Weapon turns back once you use your Technique again.

21

Dismantle

When you take the attack action, you can replace one of those attacks with a cursed energy attack roll against a creature within 320 feet of you. On a hit, the target takes 1d8 slashing damage per cursed energy spent in the attack. You roll this cursed energy attack roll with advantage if a creature can't see invisible objects. You can replace multiple attacks with dismantle, but you must spend appropriate cursed energy for each attack.

22

Dismantle

When you take the attack action, you can replace one of those attacks with a cursed energy attack roll against a creature within 320 feet of you. On a hit, the target takes 1d8 slashing damage per cursed energy spent in the attack. You roll this cursed energy attack roll with advantage if a creature can't see invisible objects. You can replace multiple attacks with dismantle, but you must spend appropriate cursed energy for each attack.

23

Piercing Blood.

You can focus blood into a highly pressurized piercing beam that deals massive damage to targets and structures. you can pull blood into your hands and fire it at a target within 60ft of you, make a cursed energy attack roll, on a hit you deal 7d12 piercing damage. On a failure, they will take the piercing blood damage, on a success they will take half as much damage.

24

Piercing Blood.

You can focus blood into a highly pressurized piercing beam that deals massive damage to targets and structures. you can pull blood into your hands and fire it at a target within 60ft of you, make a cursed energy attack roll, on a hit you deal 7d12 piercing damage. On a failure, they will take the piercing blood damage, on a success they will take half as much damage.

25

Boogie Woogie

You can switch places with an ally or object within 60 feet of you that have Cursed Energy by clapping
For an object to count as a cursed object, it must have been altered by a cursed tools feature or imbued with cursed energy. A person with cursed energy is someone who has the Jujutsu Sorcerer class, is wearing some type of Cursed Tool, or a creature imbued with cursed energy.

26

Boogie Woogie

You can switch places with an ally or object within 60 feet of you that have Cursed Energy by clapping
For an object to count as a cursed object, it must have been altered by a cursed tools feature or imbued with cursed energy. A person with cursed energy is someone who has the Jujutsu Sorcerer class, is wearing some type of Cursed Tool, or a creature imbued with cursed energy.

27

you can summon Moon Dregs within 5ft. of you. It acts on the same turn as you and you can control it at will.

Once it's reduced to 0 hit points, it is unsumoned.

28

you can summon Moon Dregs within 5ft. of you. It acts on the same turn as you and you can control it at will.

Once it's reduced to 0 hit points, it is unsumoned.

29

Don't Move.
you can force a creature within 60 ft. of you to make a Charisma saving throw. On a success, nothing happens, on a failure they will be stunned until the beginning of your next turn.

30

Don't Move.
you can force a creature within 60 ft. of you to make a Charisma saving throw. On a success, nothing happens, on a failure they will be stunned until the beginning of your next turn.

31

Sleep.
 you can force a creature within 60 ft. of you to make a Charisma saving throw. On a failure, they fall unconscious for 1 minute or until they receive damage or a creature spends it's action to awake them.

32

Sleep.
you can force a creature within 60 ft. of you to make a Charisma saving throw. On a failure, they fall unconscious for 1 minute or until they receive damage or a creature spends it's action to awake them.

33

Run Away.
you force one target to make a Charisma saving throw. On a failure, they are forced to take the dash action on their next turn and run as far away from you as possible.

34

Run Away.
you force one target to make a Charisma saving throw. On a failure, they are forced to take the dash action on their next turn and run as far away from you as possible.

35

Plummet.

you force a target to make a Charisma saving throw. On a failure, they will receive 1d10 force damage and will be knocked prone for 1 minute due to a field of intensified gravity crushing them. They can remove the prone condition early if they succeed on a Strength saving throw.

36

Plummet.

you force a target to make a Charisma saving throw. On a failure, they will receive 1d10 force damage and will be knocked prone for 1 minute due to a field of intensified gravity crushing them. They can remove the prone condition early if they succeed on a Strength saving throw.

37

Get Crushed.
you force a target to make a Charisma saving throw. On a failure, they are imploded which makes them lose 1d12 maximum hit points and become paralized. They will keep being imploded for 1 minute, this can be ended early if they succeed on a Strength saving throw, on a failure they will keep losing 1d12 of their maximum hit points at the beginning of their turns.

38

Get Crushed.
you force a target to make a Charisma saving throw. On a failure, they are imploded which makes them lose 1d12 maximum hit points and become paralized. They will keep being imploded for 1 minute, this can be ended early if they succeed on a Strength saving throw, on a failure they will keep losing 1d12 of their maximum hit points at the beginning of their turns.

39

Get Twisted.

 you force a target to make a Charisma saving throw. On a failure one of their legs or arms of your choice will be twisted, breaking the limb. In addition, the target will lose hit points equal to their Constitution score times half your proficiency bonus(rounded down).

40

Get Twisted.

 you force a target to make a Charisma saving throw. On a failure one of their legs or arms of your choice will be twisted, breaking the limb. In addition, the target will lose hit points equal to their Constitution score times half your proficiency bonus(rounded down).

41

Explode.
you force a target and every creature within 5ft. of it to make a Charisma saving throw. On a failure they will explode from the inside out making them receive 3d8 force damage + 1d4 fire damage.

42

Explode.
you force a target and every creature within 5ft. of it to make a Charisma saving throw. On a failure they will explode from the inside out making them receive 3d8 force damage + 1d4 fire damage.

43

Die. you force a target with 30 times your Charisma modifier hit points or less to make a Charisma saving throw. On a failure, they die instantly.

44

Die. you force a target with 30 times your Charisma modifier hit points or less to make a Charisma saving throw. On a failure, they die instantly.

45

Auspicious Beast Number One - Kaichi.  you can funnel your cursed energy and conjure a floating horn known as Kaichi. You may make a Cursed Energy attack roll using Kaichi that has a range of 60 feet either as an action or bonus action. On a hit, Kaichi deals 1d10 + your Charisma modifier piercing damage. It has an AC equal to its caster's Cursed Energy save DC, has an amount of hit points equal to your Charisma score added twice. Kaichi will last a number of rounds equal to your Charisma modifier + your proficiency bonus. or until another use of Dice Roll

Auspicious Beast Number Four- Ryu. As bonus action for 4 cursed energy, you can enhance your fists to hit as hard as a dragon. Your unarmed strikes tier increases by one(1->d4 d4->d6). When you hit with an unarmed strike, it deals additional lightining damage equal to the damage die rolled. On a critical, you double the dices rolled for the critical and change their type to lightning damage. Additionally, your unarmed strikes score a critical in a 19-20.

Ryu lasts a number of rounds equal to your Charisma modifier + your proficiency bonus.

If you are not wearing any face covering, you lose the benefits from this feature and cannot use any features from your Cursed Technique until you are wearing some form of face covering.

Lastly, you gain a non-magical and non-cursed tool mask as apart of your starting equipment.

46

Auspicious Beast Number One - Kaichi. you can funnel your cursed energy and conjure a floating horn known as Kaichi. You may make a Cursed Energy attack roll using Kaichi that has a range of 60 feet either. On a hit, Kaichi deals 1d10 + your Charisma modifier piercing damage. It has an AC equal to its caster's Cursed Energy save DC, has an amount of hit points equal to your Charisma score added twice. Kaichi will last a number of rounds equal to your Charisma modifier + your proficiency bonus. or until another use of Dice Roll

47

Auspicious Beast Number Two - Reiki. by transmuting your cursed energy you can telepathically manipulate water into coating your body. While you have Reiki activate, you gain the following benefits:

  • Your movement speed is doubled and you gain a climbing speed equal to your walking speed.
  • You are immune to the prone condition.
  • You can take the Dodge action as a bonus action.
  • As a reaction for  when an attack is made against you, you can increase your AC by your Charisma modifier (Minimum of +1) against the triggering attack. This bonus also lasts until the start of your next turn.

Reiki will last a number of rounds equal to your Charisma modifier + your proficiency bonus.

48

Auspicious Beast Number Two - Reiki.  by transmuting your cursed energy you can telepathically manipulate water into coating your body. While you have Reiki activate, you gain the following benefits:

  • Your movement speed is doubled and you gain a climbing speed equal to your walking speed.
  • You are immune to the prone condition.
  • You can take the Dodge action as a bonus action.
  • As a reaction for  when an attack is made against you, you can increase your AC by your Charisma modifier (Minimum of +1) against the triggering attack. This bonus also lasts until the start of your next turn.

Reiki will last a number of rounds equal to your Charisma modifier + your proficiency bonus.

49

Auspicious Beast Number Three - Kirin. you can enhance your body by nullifying your senses and putting pressure on it. While you have Kirin activate, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain damage reduction to all damage types excluding psychic, bludgeoning, piercing, and slashing damage equal to your Charisma modifier.
  • You cannot be incapacitated or unconscious unless your hit points were reduced to 0. You also temporarily reduce any levels of exhaustion by 1 whilst you have Kirin activate.

Kirin lasts a number of rounds equal to your Charisma modifier + your proficiency bonus. Once this summon ends, you must make a DC25 Constitution saving throw or become paralyzed for 1 minute

50

Auspicious Beast Number Three - Kirin. you can enhance your body by nullifying your senses and putting pressure on it. While you have Kirin activate, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain damage reduction to all damage types excluding psychic, bludgeoning, piercing, and slashing damage equal to your Charisma modifier.
  • You cannot be incapacitated or unconscious unless your hit points were reduced to 0. You also temporarily reduce any levels of exhaustion by 1 whilst you have Kirin activate.

Kirin lasts a number of rounds equal to your Charisma modifier + your proficiency bonus. Once this summon ends, you must make a DC25 Constitution saving throw or become paralyzed for 1 minute

51

Auspicious Beast Number Four- Ryu. you can enhance your fists to hit as hard as a dragon. Your unarmed strikes tier increases by one(1->d4 d4->d6). When you hit with an unarmed strike, it deals additional lightining damage equal to the damage die rolled. On a critical, you double the dices rolled for the critical and change their type to lightning damage. Additionally, your unarmed strikes score a critical in a 19-20.

Ryu lasts a number of rounds equal to your Charisma modifier + your proficiency bonus.

52

Auspicious Beast Number Four- Ryu. you can enhance your fists to hit as hard as a dragon. Your unarmed strikes tier increases by one(1->d4 d4->d6). When you hit with an unarmed strike, it deals additional lightining damage equal to the damage die rolled. On a critical, you double the dices rolled for the critical and change their type to lightning damage. Additionally, your unarmed strikes score a critical in a 19-20.

Ryu lasts a number of rounds equal to your Charisma modifier + your proficiency bonus.

53

Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.

54

You cast Fireball as a 3rd-level spell centered on yourself.

55

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

56

For the next minute, you regain 5 hit points at the start of each of your turns.

57

A random creature within 60 feet of you becomes poisoned for 1d4 hours

58

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

59

You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

60

You gain resistance to all damage for the next minute.

61

You can take one additional action immediately.

62

You can take one additional action immediately.

63

Your size increases by one size category for the next minute.

64

Your size increases by one size category for the next minute.

65

You regain all expended Cursed energy

66

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

67

You regain 2d10 hit points

68

You cast Levitate on yourself.

69

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

70

You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.

71

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

72

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face

73

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

74

You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.

75

You are frightened by the nearest creature until the end of your next turn.

76

Your hair falls out but grows back within 24 hours.

77

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC

78

A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

79

A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

80

Flowers and vines temporarily grow around you; Until you use your cursed technique again,, the ground within 15 feet of you is difficult terrain for your enemies.

81

Flowers and vines temporarily grow around you; Until you use your cursed technique again, the ground within 15 feet of you is difficult terrain for your enemies.

82

Until you use your cursed technique again, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

83

Until you use your cursed technique again, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

84

Whenever a creature hits you with an attack roll before the effect ends, that creature takes 1d6 force damage, as Cursed energy lashes out in retribution. the effect ends once you use your technique again

85

Whenever a creature hits you with an attack roll before the effect ends, that creature takes 1d6 force damage, as Cursed energy lashes out in retribution. the effect ends once you use your technique again

86

Magic infuses one weapon of your choice that you are holding.  the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. the effect ends once you use your technique again

87

Magic infuses one weapon of your choice that you are holding. the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. the effect ends once you use your technique again

88

An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. you can use this effect again on each of your turns as a bonus action after landing a successful hit the effect ends once you use your technique again

89

An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. you can use this effect again on each of your turns as a bonus action after landing a successful hit the effect ends once you use your technique again

90

You teleport up to 30 feet to an unoccupied space you can see. you can use this effect again on each of your turns as a bonus action after landing a successful hit the effect ends once you use your technique again

91

You teleport up to 30 feet to an unoccupied space you can see. you can use this effect again on each of your turns as a bonus action after landing a successful hit the effect ends once you use your technique again

92

Tentacles made of shadowy cursed energy lash out. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.

93

Tentacles made of shadowy cursed energy lash out. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.

94

Chose one enemy within 30ft that enemies movement is now 0 until the end of its next turn

95

Chose one enemy within 30ft that enemies movement is now 0 until the end of its next turn

96

Your next attack role is a black flash if you miss or you use the attack the effect ends

97

Your next attack role is a black flash if you miss or you use the attack the effect ends

98

Your Domain Expansion Triggers if you do not have a domain expansion nothing happens

99-100

Your Domain Expansion Triggers if you do not have a domain expansion nothing happens