Average Grade 2 Sorcerer (Jujutsu Kaisen Supplement)
Average Grade 2 Sorcerer[edit]
Medium humanoid (Human), any Armor Class 18 (unarmored defense)
Saving Throws Str +8, Cha +8 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.
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:
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.
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. ACTIONSMultiattack. 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 ACTIONSMartial 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. REACTIONSCursed 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.
Athlete History, Colossal Physique, Strong Body. Cursed Martial Artist, Taijutsu Sorcery. Improved Durability. This creature uses the Improved Durability rule. |
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