Rules of Thumb

When exploring the world of Jujutsu Kaisen, it can be hard for the GM to remember most of the rules of this setting. Here are some rules of thumb to remember.

Grading System

Grade refers to the system that ranks jujutsu from grades one to four, and special grade. It is used to categorize the strength of jujutsu sorcerers, cursed spirits, cursed objects, and cursed tools. For sorcerers, the grading system not only determines their strength but also their value as sorcerers. The higher your Grade the harder the missions, but the rewards will also be greater. Curses are graded by the threat they pose to society, but Sorcerers are graded by their ability to exorcise curses. To increase your grade to Second or First grade, you must be recommended by two First Grades (Teachers cannot recommend their students). You are considered Semi First depending on your performance. You must then complete 3 missions with a First Grade Sorcerer. Upon satisfactory completion, you increase your grade.

GradeDescriptionApprox CR RangeBenchmark
Grade 4Lowest rank; weak sorcerers or spiritsCR 1/8 - 1/2A wooden bat is enough
Grade 3Basic sorcerers; competent against weak cursesCR 1 - 3If you have a handgun, you can rest easy
Grade 2Skilled sorcerers with good techniques and combat senseCR 4 - 7Close call with a shotgun
Grade 1Veteran sorcerers capable of handling powerful cursesCR 8 - 16Even a tank might be insufficient
Special GradeTop-tier sorcerers or curses; massive destructive powerCR 17+Cluster bombs might work

Cursed Tools
As with sorcerers and cursed spirits, cursed tools are categorized from Grade One to Four based on their power and potency. The higher the grade, the greater the advantage granted to the user in a jujutsu battle.

GradeItem RarityDescription / Power LevelTypical Price Range
Grade 4CommonSimple or weak cursed implements; minor enhancements or utility.$1,000 - $5,000
Grade 3UncommonReliable tools with notable cursed energy; useful in combat.$5,000 - $50,000
Grade 2RareStrong, well-crafted weapons imbued with potent cursed energy.$50,000 - $150,000
Grade 1Very RareElite-grade weapons used by top sorcerers; highly specialized powers.$150,000 - $1,000,000
Special GradeLegendaryUnique, immensely powerful artifacts; often one-of-a-kind and tied to history or great sorcerer.$3,000,000+

Normal Cursed Tools
You can instead choose to price “normal cursed tools” (+0-3 weapons) according to this standard:
Grade 4 (Weapon/Armor Value x 1)
Grade 3 (Weapon/Armor Value x 10)
Grade 2 (Weapon/Armor Value x25)
Grade 1 (Weapon/Armor Value x50)

Cursed Techniques

Cursed Techniques are abilities fueled by cursed energy. If cursed energy is comparable to electricity, cursed techniques are the appliances that use that power to function. Different types include Innate Techniques, Barrier Techniques, Shikigami, and more.

Innate Techniques. Innate Techniques are unique abilities congenitally engraved into the user’s body from birth and will show signs at around 5-6 years old. When an individual refers to their own personal cursed technique, they are generally talking about their innate technique. All Innate Techniques are Cursed Techniques, but not all Cursed Techniques are Innate Techniques. For example, Technique Burnout causes the Innate Technique to be unusable immediately after a Domain Expansion. During this time, you cannot use Innate Technique features or feats. However, you are still able to use features that use cursed energy outside of your Innate Technique, such as Cursed Energy and Barrier feats.

Inherited Techniques. Inherited Techniques are innate techniques passed down to sorcerers in the same bloodline. While sorcerers who don’t come from prominent clans can inherit innate techniques, e.g. Straw Doll Technique, those obtained hereditarily from the ancestors of the Big Three Families especially carry the title of inherited technique, e.g. Limitless. The Big Three Families have maintained their authority and prestige by passing down powerful techniques to their descendants. Therefore, a sorcerer with an inherited technique is guaranteed an important position in the family.

Inherited Technique users have the advantage of being equipped with a manual on how to use them. However, passing down a technique through generations also presents the issue of other groups learning how the ability works, along with its shortcomings.

Combat. Any ability that enhances your attacks should cause those attacks to count as magical for the purposes of damaging cursed spirits and shikigami or overcoming resistances. Certain features will have action costs and prerequisites to follow in order to use the technique. Such as Cursed Speech requiring hearing, Ice Fall requiring you to fall prone, or Dowsing Vibrations requiring both feet on the ground. Without these, you cannot activate your technique.

Cursed Spirits

Curses are created when cursed energy leaks from (non-sorcerer) humans as a result of their harboring of negative emotions. Cursed energy thus gathers in one spot, building up like sediment until a cursed spirit takes form.

Invisibility. Cursed spirits bodies are entirely made up of cursed energy. Their metaphysical existence makes it impossible for non-sorcerers or creatures without cursed energy to perceive or touch them. Living non-sorcerers who have been cursed can only tell they have strange symptoms without realizing a cursed spirit is behind it; however, it is possible to gain the ability to see a curse in a life-or-death situation due to the overwhelming negative emotion the person experiences and consequently high cursed energy they emit.

Cursed Spirits have the Invisible condition against any creatures that cannot see them.

Cursed Energy. Though Cursed Spirits are born from a build up of negative emotions, it is still one of the main tools against exorcising them. Cursed Spirits should normally not have resistance or immunity against necrotic damage since this is the main damage type that all characters can use.

Metaphysicality. Due to the unique existence of cursed spirits, any and all cursed spirits should be immune to non-magical damage. A sorcerer with normal, unrestricted Cursed Energy has unarmed strikes that are considered magical and ignore the immunities of Cursed Spirits and Shikigami.

RCT Weakness. As beings of cursed energy, they are fundamentally weak to reverse cursed energy which is positive. Cursed Spirits cannot normally have resistance or immunity to radiant damage and cannot be healed by RCT. Additionally, cursed spirits of 3rd Grade or lower should have vulnerability to radiant damage.

Permeability. Cursed Spirits are made up of cursed energy and their strength depends on the concentration of cursed energy and negative emotions that give them physical form. Though being more powerful is usually better, the weak concentration does give low-level curses the special ability to move through objects.

Cursed Spirits of 3rd Grade or lower can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Shikigami

Shikigami are monstrous creatures resembling cursed spirits that are conjured to serve as familiars for jujutsu users.

Invisibility. Shikigami bodies are entirely made up of cursed energy. Their metaphysical existence makes it impossible for non-sorcerers or creatures without cursed energy to perceive or touch them. Living non-sorcerers cannot perceive shikigami; however, it is possible to gain the ability to see curses in a life-or-death situation due to the overwhelming negative emotion the person experiences and consequently high cursed energy they emit. Shikigami have the Invisible condition against any creatures that cannot see them.

Metaphysicality. Due to the unique existence of shikigami, any and all shikigami should be immune to non-magical damage. A sorcerer with normal, unrestricted Cursed Energy has unarmed strikes that are considered magical and ignore the immunities of Cursed Spirits and Shikigami.

Not Cursed Spirits. Though cursed spirits and shikigami are both creatures of cursed energy, they are fundamentally different. Shikigami are created by passing cursed energy through a medium, creating a different creature with different properties. Shikigami should not have the RCT weakness and if a feature or ability specifies cursed spirits, they don’t affect shikigami unless stated otherwise.

Combat. Shikigami normally cost some sort of action economy to control in combat. If there is no action listed, they can be controlled as a free action and act on your turn unless stated otherwise. A shikigami can only be commanded once per turn regardless of action economy, since a shikigami only has one action, bonus action, movement, etc.

Heavenly Restriction

Heavenly Restriction or a Heavenly Pact refers to a binding vow forced on a sorcerer’s body at birth. This affects their cursed energy in exchange for limitations or improvements on their body. Though there are many different types of Heavenly Pacts, this section is for the Heavenly Restriction class based on Toji Zenin’s unique Heavenly Pact.

No Cursed Energy. A player character with the Heavenly Restriction class has absolutely no cursed energy. They cannot gain or manipulate cursed energy in any way. If an item or feature requires the usage or manipulation of cursed energy, they are ineligible for it.

Visibility. Cursed Energy can only be seen by those with enough cursed energy. Having no cursed energy, a Heavenly Restriction class user cannot view these phenomena normally. This can be circumvented with a cursed tool, such as the 4th Grade Cursed Glasses or a similar effect. A player that is aware there is a curse can make a Wisdom (Perception) check (DC 12 + CR) to attempt to find the curse. On a success, they are able to detect the curse through means other than sight, but are still treated as if the curse has the invisible condition.

Combat. In addition to being unable to see them, they are also unable to damage cursed spirits or shikigami without a cursed tool as curses should normally be immune to non-magical damage.

Falling

A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes bludgeoning damage for every 10 feet it fell, to a maximum of 200 feet. The creature lands prone, unless it avoids taking damage from the fall. The bludgeoning damage is determined by size category. As normal, a creature falls at a rate of 500 feet per round. Though a DM can choose to amend this metric.

SizeFall Damage
Tiny1
Small1d4
Medium1d6
Large1d8
Huge1d10
Gargantuan1d12

Fall Collision. When a Medium or smaller creature or object falls onto a Medium or smaller creature, they must make a DC 15 Dexterity saving throw to avoid it. The DC increases by 2 for every size category the falling creature/object is larger than the creature.

Creature on Creature. If a creature falls on a creature and the target fails their save, the fall damage is split between the two creatures.

Object on Creature. If a solid object (like a giant truck) is falling on a creature and the target fails their save, the creature takes the entire fall damage. A fragile object (like a glass ornament) can be ruled as using the Creature on Creature rules, with the fragile object absorbing part of the damage. If an object is at least Large size category and two or more size categories larger than the target, the target takes half as much damage on a successful save and is knocked prone and restrained under the object on a failed save.

Object on Object. A non-mobile object automatically fails any Dexterity saving throws since it is an object. Determining which object takes full, half, or none of the fall damage depending on the fragility of both objects (generally Fragile, Neutral, or Solid).

Action Economy

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed, sometimes called your walking speed, is noted on your character sheet. The most common actions you can take are usually things such as Attack, Dodge, Dash, Hide, Search, Ready, etc. Many class features and other abilities provide additional options for your action.

Bonus Actions. Various class features, techniques, and other abilities let you take an additional action on your turn called a bonus action. The Sharp Eyes feature, for example, allows a Scout to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Free Actions. Your turn can include a variety of flourishes that require neither your action nor your move. You can communicate however you are able, through brief utterances and gestures, as you take your turn. If a feature allows you to do something as a free action, it does not consume your action or bonus action. You can take only one free action on your turn, so you must choose which free action to use when you have more than one available. Certain features allow you to cancel abilities or features listed as (no action required). This does not consume your free action.

Object Interactions. You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. If you want to interact with a second object, you need to use your action. Some cursed tools and other special objects always require an action to use, as stated in their descriptions. The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

Reactions. Certain special abilities, techniques, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack is the most common type of reaction. When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

Full-Turn Action. A Full Turn Action is a term that is relatively unique to this supplement. The basic Full-Turn Action is used for an especially powerful ability that requires your absolute focus, such as Domain Expansion or Seance. Unless otherwise stated, a Full Turn Action consumes your Action, Bonus Action, and all of your movement. If you have used any of these, you cannot use a Full Turn Action. Certain features have different Full Turn Actions, such as the 2000 IQ feat which allows a lesser Full Turn Action consuming only your Action and Bonus Action to analyze a technique. There are also features that can turn certain abilities into Full Turn Actions, such as Chanting or Convergence, increasing the action cost in exchange for greater power.

Barriers. Barriers are zones or territories established with jujutsu sorcery used to conceal, contain, or deny entry to entities within that space. Cursed techniques that erect barriers are known as barrier techniques.

Zones. Certain barrier techniques are non-physical and therefore do not physically stop creatures or objects from entering the area of the technique. Relevant examples are Simple Domain and Hollow Wicker Basket that despite being barrier techniques, do not physically exist or prevent entry/exit from the area.

Physical Barriers. Certain barrier techniques create a physical barrier that stops creatures or objects from entering the area of the technique. Relevant examples are Curtains and Domain Expansions which both create physical barriers that prevent entry/exit from an area. These physical barriers will typically have an AC and hit points and can be targeted by attacks and relevant techniques. If a feature deals additional damage or has some other added benefit when attacking or dealing damage to objects or structures, these benefits apply when used on a physical barrier.

Reincarnated

The Reincarnated race is meant to represent the unique interaction between a vessel and a reincarnated sorcerer that has assumed a new form beyond death. When creating such a character, there are usually two options you can choose from.


Option 1: You are the Vessel
You took in a cursed object holding the power and memories of a sorcerer or creature of ages past. You managed to resist their soul and maintain control of your body.

At times, the soul within your body may attempt to take control as determined by your DM and act accordingly. Whether this is a deadly situation when you are reduced to 0 hit points or a moment where the Reincarnated Sorcerer thinks they can take advantage, moments like these should be used sparingly, but kept as a looming threat if you decide upon that route. During such times, the Reincarnated Sorcerer can force the vessel to make a Charisma Saving throw with a DC dependent on the strength of the soul (DC 15-30). While the Reincarnated has control of your body, they act as an NPC controlled by the DM. They have access to both their Innate Technique and the Vessel’s (if they have one), but can only use one Innate Technique at a time, not both.


Option 2: You are the Reincarnated
You forced your soul into a cursed object using a forbidden technique and reincarnated into a vessel in the present. You have overwritten the soul of the vessel and taken eternal control of their body.

If you choose this option, you should have more knowledge on the history of this world depending on the time period you were alive. There could be secrets that other players do not have access to or lore that is more readily available to you than others with skill checks.

Domain Expansion

Domain Expansion is an advanced barrier technique and is considered the pinnacle of jujutsu sorcery. It manifests the user’s innate domain into reality inside a barrier infused with their innate cursed technique. Within a domain expansion, the user’s innate techniques are improved and any that are activated are guaranteed to hit.

Environment. Your domain is the ultimate expression of your innate technique which is unique to you as a person. You and your GM determine the terrain of your domain. This cannot be changed later unless the GM thinks you have undergone a significant change to your character as a person.

Guaranteed Hit. The domain’s guaranteed hit is one of the most important aspects of a domain. Unless stated otherwise, a domain functions as stated in the Lethal Domains section (page 338). A GM can allow a normally Lethal Domain to instead function as a Non-Lethal Domain by changing your Domain with a Binding Vow.

Simple Domain. A Simple Domain is a tool specifically made to fight against Domain Expansions. Any creature within a Simple Domain is unaffected by a domain’s guaranteed hit effect that deals damage until the Simple Domain is broken. If a guaranteed hit would deal damage, it instead damages the barrier. If multiple creatures are within a single Simple Domain and are targeted by a damaging area effect, it takes the damage once.

Original Innate Techniques

If you want to try your hand at making your own Innate Technique, here are some guidelines to follow.


1st Level Feature
Lapse
This should be the most basic application of your cursed technique or even a precursor ability. Generally, these features have a low cursed energy cost or even no cursed energy cost at all. Because of this, they are usually not directly powerful, but may scale in power as you level up.


3rd Level Feature
Lapse or Extension
This should be where you start gaining abilities to properly call yourself a Sorcerer. If the 1st level feature was a precursor, then this should be what you think your technique’s main abilities would be. At this level, the cursed energy cost should still be rather low so make sure to balance the feature accordingly. Generally, you want to give the feature either a base cost or have it scale depending on how cursed energy they spend. Up to their Cursed Energy modifier or Proficiency Bonus is a good way to determine output.

If your technique is based around a Domain Expansion like Deadly Sentencing or Pachinko Fever, this is the level they should get it. A Domain Expansion gained at this level usually has some kind of condition to make its sure-hit slightly weaker in exchange for gaining it at such an early level. This can include requiring cursed energy for the sure-hit effect, having a Non-Lethal Domain that has a different sure-hit effect, or having the sure-hit effect be something non-offensive.


6th Level Feature
Extension
At this level, you should gain a feature that either grants you new ways to use your technique or some kind of increase to your existing features. Whether that increase is a permanent buff or an additional effect that increases with the more cursed energy you spend.


11th Level Feature
Maximum
You are approaching high level play at this level and appropriately, you should gain either your Maximum technique or a similarly strong feature. You can instead choose to have another Extension or increase to an existing feature, but unless it fits your technique, it’s probably better to have your Maximum.

Your Maximum should be one of the ultimate expressions of your technique barring your Domain Expansion and can vary from extreme burst damage to powerful buffs or debilitating debuffs.


18th Level Feature
Domain Expansion
You have finally reached the big leagues that most sorcerers die before reaching. You have finally reached the pinnacle of jujutsu allowing you to expand your domain. Generally, Domains gained at this level will be Lethal Domains with a strong sure-hit effect. Within your domain, any and all effects using your Innate Technique are guaranteed to land. Creatures automatically fail saving throws and attacks automatically hit. In addition to this, you can give your domain an additional effect such as a damaging environmental ability. These usually occur at initiative 20, but feel free to customize your domain in a way that you think fits.