Average Grade 2 Sorcerer (Jujutsu Kaisen Supplement)

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Average Grade 2 Sorcerer[edit]

Medium humanoid (Human), any


Armor Class 18 (unarmored defense)
Hit Points 252 (24d8 + 144)
Speed 55 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 14 (+2) 14 (+2) 18 (+4)

Saving Throws Str +8, Cha +8
Skills Athletics +12, Perception +6
Senses passive Perception 16
Languages Common
Challenge 12 (8,400 XP)


Cursed Energy. The Average Grade 2 Sorcerer has 36 cursed energy that they can use to fuel their abilities. All of their cursed energy is replenished at the end of a long rest.

Cursed Strike (1-4 Cursed Energy). The Average Grade 2 Sorcerer can, when making an Unarmed Strike, add 1d8 necrotic damage to their attack per Cursed Energy spent. They can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until they hit a target or until 1 minute passes.

Cursed Armor (1-4 Cursed Energy). The Average Grade 2 Sorcerer can give themselves temporary hit points equal to the cursed energy spent times 10 for 1 minute. The Strong Grade 2 Sorcerer can only benefit from this feature again after 1 minute or having their temporary hit points reduced to 0.

Curse-Empowered Strikes. The Average Grade 2 Sorcerer's weapon attacks are considered magical for the purposes of overcoming resistances, and deal an additional 1d10 necrotic damage (already included).

Brawn. Whenever the Average Grade 2 Sorcerer makes a Strength saving throw, they take half as much damage on a failure and no damage on a success.

Cursed Energy Recovery. While in combat, the Average Grade 2 Sorcerer regains 1 cursed energy at the beginning of each of their turns, up to their maximum. The combat must be one where the Average Grade 2 Sorcerer's life is at risk.

Object Infusion. The Average Grade 2 Sorcerer has become more adept at imbuing cursed energy not just into special tools, but mundane objects for crafty use.

  • The amount of cursed energy spent on infusing the objects is based on the size of the object itself. The Average Grade 2 Sorcerer is able to infuse a nonmagical tiny object that fits into their hand for almost no cursed energy as a free action. After the Average Grade 2 Sorcerer infuses 10 of these tiny objects per long rest, it will cost 1 cursed energy. For example, infusing 9 pebbles costs nothing, infusing 10 will then cost 1 cursed energy, infusing 15 will cost none after the initial 1 spent at 10, and infusing 20 will cost another 1 for a total of 2 spent. For nonmagical objects above tiny, the action cost and energy cost are as follows:
Size Action Cost Cursed Energy Cost
Small Bonus Action 2 Cursed Energy
Medium Action 4 Cursed Energy
Large Full Round Action 8 Cursed Energy
Huge 2 Full Round Actions 16 Cursed Energy
Gargantuan 4 Full Round Actions 32 Cursed Energy
  • An object stays imbued for 1 minute. For the duration, it counts as an improvised weapon and has double the hit points it had before it was infused. If the Average Grade 2 Sorcerer wants to throw a tiny object they have imbued, the normal range is 10 feet times their Strength modifier or Dexterity modifier, and the long range is double the normal range. Additionally, the Average Grade 2 Sorcerer can expend a lot of cursed energy to cause the object to become volatile. When imbuing an object, the Average Grade 2 Sorcerer can instead spend double the normal amount of cursed energy to make the object reactive. If used on a tiny object, it costs 1 cursed energy per object. An object imbued in this way will explode when disturbed, like if it is moved or attacked (determined by the dm). Tiny, small, and medium objects heavily obscure an area equal to their size when they explode for 1 round. Large, Huge, and Gargantuan objects deal damage when they explode. With the damage being 4d6 necrotic, 8d6 necrotic, and 16d6 necrotic for their respective size, with a radius equal to 5ft centered on the object or greater determined by the DM. The saving throw type and DC are determined by the DM as well. Only nonmagical objects can be infused in this way.
  • When the Average Grade 2 Sorcerer uses Cursed Weapon Enhancement on an improvised weapon, it will use their martial arts die rather than a d4.

Negative Flow. Whenever the Average Grade 2 Sorcerer is under the effects of the conditions frightened, berserk/bloodlusted, are under half their maximum hit points, missing a limb lost in this encounter, or in an encounter that's total CR is higher than their Level; the Average Grade 2 Sorcerer will gain 2 temporary cursed energy at the start of their turn which cannot go above 9. The DM can determine that an encounter is not suitable for Negative Flow to be able to be used.

Colossal Physique. The strength the Average Grade 2 Sorcerer possesses is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. They gain the following benefits:

  • The Average Grade 2 Sorcerer will count as two sizes larger for the purposes of grappling, shoving, disarming and the weight they can carry, push, drag, or lift.
  • Any attack roll they make which uses Strength deals twice as much damage to objects and structures.
  • The Average Grade 2 Sorcerer has learned to put their weight behind an attack and launch an opponent a considerable distance. Once per turn as part of a successful melee attack, The Average Grade 2 Sorcerer can force the creature hit to make a DC 16 Strength saving throw. On a failure, they are knocked back 40 feet in a direction of their choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface. If it was another creature, they instead both take damage equal to half of his damage roll (rounded down). If the Average Grade 2 Sorcerer's attack was a critical hit, the creature automatically fails their saving throw and are knocked back twice the distance.
  • Whenever the Average Grade 2 Sorcerer makes a Strength check or saving throw, they can give himself advantage on the roll. They can do this 4 times, regaining all uses after taking a long rest.

Strong Body. The Average Grade 2 Sorcerer will reduce all damage they take but psychic or thunder by 3. Attacks using Cursed Energy or magic can bypass this unless they use Cursed Armor.

Cursed Martial Artist. The Average Grade 2 Sorcerer's expertise regarding unarmed combat exceeds those of a similar skill level through complex training and overall mastery of this martial practice.

  • The Average Grade 2 Sorcerer's unarmed strikes, when benefiting from the Cursed Strike enhancement, have their critical hit range increased by 1 (Ex. If they would score a critical hit on a roll of 20 with their unarmed strikes, they can now score a critical hit on a roll of 19 or 20 so long as they use Cursed Strike). Additionally, whenever the Average Grade 2 Sorcerer scores a critical hit with an unarmed strike, they can roll one additional unarmed strike damage die when determining the extra damage for the critical hit.
  • If the Average Grade 2 Sorcerer has taken the Attack action on their turn and only used unarmed strikes, when they make any unarmed strike which benefits from Cursed Strike as a bonus action, the enhancement's cursed energy cost is reduced by 2 (to a minimum of 1).

Taijutsu Sorcery. Once per turn, the Average Grade 2 Sorcerer can make an unarmed strike or a martial weapon attack with advantage. If they already had advantage on the unarmed strike or martial weapon attack, they raise the critical hit range for the attack by 1.

ACTIONS

Multiattack. The Average Grade 2 Sorcerer makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning and 5 (1d10) necrotic damage.

Grade 2 Handgun. Ranged Weapon Attack: +7 to hit, range 30/300 ft., one target. Hit: 10 (2d6 + 3) piercing and 20 (3d10 + 4) necrotic damage.

Exorcise. The Average Grade 2 Sorcerer automatically destroys a cursed spirit within 30 ft. of them that they can see that has a CR of 2 or lower.

BONUS ACTIONS

Martial Arts. When the Average Grade 2 Sorcerer uses the Attack action with an unarmed strike on their turn, they can make one unarmed strike or attack with a one-handed weapon.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, The Average Grade 2 Sorcerer can perform two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). The Average Grade 2 Sorcerer can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). The Average Grade 2 Sorcerer can take the Disengage or Dash action on their turn, and their jump distance is doubled until the end of their turn.

REACTIONS

Cursed Martial Artist. When a creature fails a melee attack roll against the Average Grade 2 Sorcerer, they can make one unarmed strike against them. On a successful hit, they may add 4 to the damage roll.

Taijutsu Sorcery. After taking the Attack Action on their turn, the Average Grade 2 Sorcerer may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks from the triggering attacker, and if a creature rolls a Nat 1 on a melee attack against them they may make 1 Melee attack against a creature within range.

Variety Rules: DMs may give variety to basic sorcerers by following any rules below:

Jujutsu Sorcerer.

The Average Grade 2 Sorcerer has 12 levels in the Jujutsu Sorcerer class.

Feats

Athlete History, Colossal Physique, Strong Body.

Cursed Martial Artist, Taijutsu Sorcery.

Cursed Energy Manipulator.

Immense Cursed Energy.

Improved Durability.

This creature uses the Improved Durability rule.


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