Cursed Energy provides two layers. The original converter replaces spell slots with a reserve derived from the character's actual spell progression. The optional expansion adds its own training, techniques and domain rules. The GM enables it for each character; installing the module does not convert every sheet.
Training level is 1–20 and set by the GM; keep it equal to total character level unless your campaign uses another progression. For NPCs, the GM explicitly assigns a training level; challenge rating is not automatically converted.
Impact: melee damage, projectile and multiple-target rupture. Threads: restraint, pulling and movement reduction. Veil: protection, healing and group protection. Choose one; its three entries form a complete repertoire. Extra families require a GM decision through the technique editor.
This optional ruleset increases character options. It is not an official class or a guarantee of balance against characters without energy. Give all campaign participants the same training budget. The module automates each technique's stated effects; narrative, sight, cover, special immunities and reaction eligibility remain table decisions.
Choose Intelligence, Wisdom or Charisma. DC is 8 + training proficiency + chosen modifier. Energy attacks use d20 + proficiency + modifier. Proficiency follows the standard progression: +2 at levels 1–4, +3 at 5–8, +4 at 9–12, +5 at 13–16, +6 at 17–20.
Martial reserve: 4 + 2 × level + 2 × proficiency. Examples: level 1 = 10 CE; level 5 = 20; level 11 = 34; level 20 = 56. Hybrid reserve takes the higher of this formula and the slot reserve, never their sum. Spells and techniques share this reserve. Resources such as Ki remain intact; the expansion has its own pool.
Standard pacing caps spending per round at level + 2 × proficiency. Techniques, reinforcement, reverse energy and CE-consuming spells count. Domain activation and upkeep bypass this cap but still require energy. Cinematic pacing limits spending only by the reserve. Outside combat there is no output or action cap; costs and durations still apply.
The module tracks one technique action, bonus action and reaction per round. Actions and bonus actions require the character's turn. Counters reset when the round changes. The table counts ordinary attacks, spells and other actions in the same economy; the module grants no extra actions. A GM must remain connected to resolve player requests, including effects on enemies.
Use normal sheet rest buttons. A long rest restores the full reserve and daily expansion, removes burnout and refreshes short recovery. The first short rest after a long rest restores one quarter of maximum, rounded down; later short rests restore no more energy. End domains before resting. Conversion-only characters retain their existing recovery settings.
GM reconfiguration does not refill energy. Leveling may raise the maximum; check the reserve before a session. Slot recovery features still work in hybrid mode according to converter settings. For a strictly martial campaign, do not grant Arcane Recovery without the corresponding class.
Item descriptions specify level, cost, action, range, targets and outcome. The module validates them, spends CE, posts rolls and applies damage, healing or effects. Attacks compare against AC: natural 1 misses; natural 20 hits and doubles normal damage dice. Saves use the energy DC, with success results defined by each item. They roll automatically with sheet modifiers. The usage dialog can add advantage or disadvantage to targets before using the technique. Damage resistance and vulnerability use dnd5e's calculation.
Select only legal, visible targets. Distances use straight lines between token centers. Zero range means self. Multiple-target techniques require explicit selection without inferring allies. Cost does not change with target count within the limit. Half damage rounds down.
Each reinforcement costs 2 CE and a bonus action, lasting until the creator's next turn or 6 seconds outside combat. Only one is active; another replaces it. Guard grants +2 AC; Step grants +10 feet walking speed; Impact adds proficiency to the next successful Cursed Strike or innate melee attack, then ends. Impact does not improve ordinary weapon attacks.
There is no guaranteed Black Flash button. A natural 20 on a module technique’s melee attack while Impact reinforcement is active triggers Black Flash, at most once per round. Add 2d6 force after doubling normal critical dice. The user enters the Zone: their next energy-consuming technique costs 1 CE less, minimum 1. Domains receive no discount. The Zone expires after one round/6 seconds and never refunds energy. Spells and ordinary weapon attacks do not trigger it.
The editor creates usable, descriptive items for attacks, saves, healing or temporary HP. Set name, text, action, level, range, target count, cost, dice, damage type and modifier. Custom melee attacks have maximum range 5 feet. Only bounded numeric values are accepted; no arbitrary formulas are executed. The GM balances custom content using the included repertoire as a reference.
Temporary HP keeps the higher value without stacking and follows the normal D&D duration until a long rest. Healing does not revive dead creatures. Conditions and walking-speed reductions created by techniques last until the creator's next turn or 6 seconds, as specified by the item.
Choose at most one vow in GM configuration. It is not free power: a mechanical restriction is checked before spending energy. Players cannot change vows in the panel. The GM may change the choice during a long rest in accordance with the campaign's story. Editing a profile during combat is an administrative tool, not a character action.
These vows impose permanent restrictions; the engine blocks forbidden use rather than inventing a later punishment. Additional narrative vows, secrets and promises between characters require GM adjudication and are not automated.
At level 5, Reverse Energy costs 6 CE and an action to heal 2d8 + ability, self or touch. It works during technique burnout. At level 9, Purification costs 8 CE and an action to remove one selected condition: poisoned, blinded or deafened. Select before use; it does not remove other conditions or permanent narrative causes.
These techniques do not resurrect, restore limbs, cure curses or remove domain burnout. Vital Stitch is the Veil family's innate alternative: it costs 5 CE but is blocked by burnout.
Requires level 11. Costs an action and 20 CE, once per long rest. Creates a fixed 20-foot circle centered on the token, requires concentration and lasts three creator turns including activation (18 seconds outside combat). Each of the next two turns automatically costs 4 CE. Insufficient energy ends it before another pulse. Activation and upkeep bypass output limits but require reserve energy.
The initial pulse is included. On subsequent turns use “Domain pulse”, once per round, as an action with no additional cost. Choose up to six targets inside the circle. This adaptation's sure-hit removes attack rolls against AC but retains saving throws. It does not mean unavoidable damage.
You cannot activate while already concentrating. The domain uses dnd5e's concentration effect; when damaged, resolve the check offered by the system. It ends on lost concentration, zero HP, duration, insufficient upkeep, voluntary closure, deleted token/area or ended combat.
Ending causes three turns/18 seconds of burnout: innate techniques and new domains are blocked. Fundamentals, reinforcement, reverse energy and Simple Domain remain available. No included technique removes this cost.
Level 5: reaction, 4 CE, fixed 5-foot circle, one round/6 seconds. Activate before a hostile pulse; it cannot undo resolved damage. Those inside are protected from hostile pulses. It ends when its creator moves; ordinary attacks and non-pulse techniques remain effective. There is no upkeep or automatic expansion.
Hostile pulses are suppressed in the intersection of two domains. To resolve it, a creator uses a clash action, once per round. Both roll d20 + proficiency + ability. Higher total wins and the losing domain ends; a tie preserves both and suppression. Circles must overlap. The automation treats different creators' domains as competing even if they are allies; agree beforehand whether to clash.
A token inside cannot cross outward through normal movement until it uses the Barrier Breach feature. Spend an action and roll Athletics or Arcana against the creator's DC. Success grants that token passage for the domain's duration. A token outside within 5 feet of the edge can make the same check with advantage to open its own passage. The area does not block entry, outside attacks, sight or teleportation. The creator has free passage. Map walls still apply; no persistent walls are created.
For narrative release, the GM can end the area. Barriers have no abstract HP pool; the check is this version's complete procedure. The module does not simulate individual manga characters' exceptions, barrierless domains or kilometer-scale ranges.
Item compendiums contain 20 fundamentals/extensions/domains in each language. Profile setup imports the appropriate items directly onto the sheet. You can also drag entries from compendiums; the engine still validates family and level. Macros open GM configuration and the introduction. Barrier Breach can be dragged onto any sheet, even without training. Domains have expand, pulse, clash and end activities. Players use activities; only the GM accesses configuration. All rules text ships inside the module.
This version supports dnd5e. Separating rules from the adapter prepares for future systems but does not claim current compatibility. Its effects require neither Midi-QOL nor socketlib. Other integrations can alter rolls/damage; validate your table's module combination.
The connected GM processes queued operations, validates ownership and limits targets. History retains the last 30 completed operations; chat records rolls, spending and errors. An operation that fails after spending is not silently refunded: check reserve and effects before retrying. The GM can adjust energy through the converter's existing controls. This version has no undo for damage, dice or movement.
Outside combat, durations follow Foundry world time rather than browser real time. Advance world time to resolve upkeep and expiration. In combat, maintain initiative order and character tokens. End areas before changing scenes. Ranges use feet; scenes measured in meters are converted automatically. Areas use the map plane; the GM adjudicates altitude and teleportation.
The introduction appears on login until the user checks “Don't show again”. The choice is saved on the world's user and applies to future versions. In Settings → Introduction, uncheck the option to restore it. The support link opens only when clicked.
These are original d20 adaptation rules. Research used general concepts of energy, reinforcement, Black Flash, vows, reverse energy, domains and countermeasures described in the wiki. Numbers, costs, progression, repertoires and barrier resolution were designed for this module, not official Jujutsu Kaisen rules.