Average Semi-Grade 2 Sorcerer (Jujutsu Kaisen Supplement)

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Average Semi-Grade 2 Sorcerer[edit]

Medium humanoid (Human), any


Armor Class 17 (unarmored defense)
Hit Points 117 (18d8 + 36)
Speed 50 ft.


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

Saving Throws Str +8, Cha +7
Skills Athletics +12, Perception +6
Senses passive Perception 16
Languages Common
Challenge 9 (5,000 XP)


Cursed Energy. The Average Semi-Grade 2 Sorcerer has 28 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 Semi-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.

Curse-Empowered Strikes. The Average Semi-Grade 2 Sorcerer's weapon attacks are considered magical for the purposes of overcoming resistances, and deal an additional 1d8 necrotic damage (already included).

Brawn. Whenever the Average Semi-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 Semi-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 Semi-Grade 2 Sorcerer's life is at risk.

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

  • The Average Semi-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 Semi-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 Semi-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 Semi-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 Semi-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.

Taijutsu Sorcery. Once per turn, the Average Semi-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 Semi-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 4 (1d8) necrotic damage.

Handgun. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

BONUS ACTIONS

Martial Arts. When the Strong Grade 4 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 Semi-Grade 2 Sorcerer can perform two unarmed strikes.

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

Cursed Wind Step (3 Cursed Energy). The Average Semi-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

Taijutsu Sorcery. After taking the Attack Action on their turn, the Average Semi-Grade 2 Sorcerer may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks, 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 Weak Semi-Grade 2 Sorcerer has 9 levels in the Jujutsu Sorcerer class.

Feats

Athlete History, Colossal Physique.

Taijutsu Sorcery.

Immense Cursed Energy.

Improved Durability.

This creature uses the Improved Durability rule.

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