Binding Vows

Binding Vows

Pacts made by sorcerers or given to them at birth. These pacts hold great power and have even greater consequences when broken.

Personal Vows

Binding Vows made for yourself and your character are an agreement between you and your GM, with you deciding what you are willing to give and the GM deciding what to give you. As a rule of thumb, you can only have as many Binding Vows as your proficiency bonus, but feel free to ignore this.

Example Solo Binding Vows

Overtime

At the cost of holding back while on the clock, when you go overtime, you must get things done. At the cost of being unable to gain advantage or score critical hits while you still have Hit Dice, once they are all used you gain advantage on your attack rolls and increase your critical hit range by one.


Revealing One’s Hand

If you reveal your cursed technique, you gain a +1 bonus to attack rolls. This can only happen once per opponent.


Mind Over Matter

For every limb you give up the use of, you increase your Cursed Energy maximum by +10.

Example Multi Binding Vows

Master and Servant Requires two or more different Jujutsu Sorcerers. You have a deep admiration and respect for someone, so much so that you can restrain yourself just to obey them. One of the members of the vow will be the “master” of the vow, while another will be the “servant”. The servant will receive one of the following restrictions:

  • Their Cursed Energy maximum will be reduced by a number decided by their master.
  • Their technique’s range is reduced by a number of feet that the master decides. It cannot go lower than 5 feet.
  • Their technique’s damage is reduced by the number of damage dice the master decides. It cannot go lower than one die.
  • They cannot use simple domains or barriers.

The servant will have this restraint until the master allows the servant to unleash their cursed energy as an action. The servant gains one of the following benefits depending on their restraint.

  • Their cursed energy maximum doubles, counting the original value without the reduction, and they regain cursed energy equal to the cursed energy they lost.
  • Their technique’s range doubles, counting the original value without the reduction.
  • Their technique’s damage dice double, counting the original value without the reduction.

This lasts for a number of rounds equal to the master’s proficiency bonus, after which this vow can only take effect again after a long rest.

Consequences of Breaking a Binding Vow

Breaking a Binding Vow is feared by all, from the weakest to the strongest. Everyone follows one rule: do not break a Binding Vow.

When you break a Binding Vow as a free action, you lose any benefits from the vow, and you gain 5 levels of exhaustion or a major misfortune falls upon you; roll on the table below.

RollMisfortune
1Your stats are reduced by 2.
2You lose a limb.
3You lose a sense (d4: 1. Touch, 2. Taste, 3. Smell, 4. Sight).
4You lose the ability to naturally heal.
5Your Innate Technique is confiscated.
6You can’t use your cursed energy.

The punishments can be avoided in multi-sorcerer vows if both parties agree to end the vow.