Jujutsu Sorcerer, Game Breakers Variant (5e Class)

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Jujutsu Sorcerer[edit]

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Miwa Kasumi, hailed as the strongest jujutsu sorcerer in history, and the protagonist of the Jujutsu Kaisen series. [1]

Grief, hatred, disgust, and fear. These negative emotions from deep within can accumulate and ferment to form curses. Most unexplained deaths and disappearances are a direct result of the influence that curses have on normal society.

By harnessing the power of curses for themselves, jujutsu sorcerers are able to manifest supernatural abilities that let them exorcise these curses and defend humanity.

Class Features

As a Jujutsu Sorcerer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Jujutsu Sorcerer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Jujutsu Sorcerer level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Wisdom, Dexterity
Skills: Choose two from Acrobatics, Athletics, Perception, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Jujutsu Sorcerer

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Cursed Energy Manipulation
2nd +2 Spellcasting, Innate Technique 2
3rd +2 Natural Enemy 3
4th +2 Ability Score Improvement 3
5th +3 Black Flash, Extra Attack (x1) 4 2
6th +3 Scholar of Curses (x1) 4 2
7th +3 Binding Vows 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Channel Fear 4 3 2
10th +4 Scholar of Curses (x2) 4 3 2
11th +4 Hexbreaker, Extra Attack (x2) 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Uncanny Proficiency 4 3 3 1
14th +5 Scholar of Curses (x3) 4 3 3 1
15th +5 Malefic Reflex 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Domain Expansion 4 3 3 3 1
18th +6 Superior Efficiency 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 The Strongest 4 3 3 3 2

Level 1: Cursed Energy Manipulation[edit]

The very first step in becoming a sorcerer is learning to harness the negative emotions born within you. You've learned to weave this cursed energy into your body, increasing your strength, speed, and durability beyond what's physically possible.

  • Cursed Strikes. You gain the following benefits when you are unarmed and not wearing armor or wielding a shield:
    • You can make an unarmed strike as a bonus action in your turn.
    • You can use your Wisdom modifier for the attack and damage rolls of your unarmed strikes.
    • Your unarmed strikes deal force damage instead of bludgeoning damage.
    • You can roll a 1d4 in place of the normal damage of your unarmed strikes. This die increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.
  • Cursed Reinforcement. While you're not wearing armor or wielding a shield, your base AC equals 10 plus your Dexterity and Wisdom modifiers. In addition, as a reaction to taking damage, you can reduce all incoming sources of damage by 1d4 (including the triggering source) until the start of your next turn. This die increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.
  • Cursed Step. While you're not wearing armor or wielding a shield, you can take the Dash action as a bonus action. In addition, your base speed increases by 5 feet. This bonus increases to 10 feet at level 5, 15 feet at level 11, and 20 feet at level 17.

Level 2: Spellcasting[edit]

Cursed techniques are a form of advanced jujutsu that allows sorcerers to manifest physical phenomena with the use of their cursed energy. If cursed energy is comparable to electricity, then cursed techniques are the appliances that use that power to function.

You gain the ability to cast cursed techniques (spells exclusive to the jujutsu sorcerer class). To cast one of these spells, you must expend a slot of that spell's level or higher. When you finish a short rest, you can choose to recover expended spell slots with a combined level no more than half your proficiency bonus. You regain all slots when you finish a long rest. Wisdom is your spellcasting ability, and you use your Wisdom modifier when setting the spell save DC and spell attack bonus for a jujutsu sorcerer spell you cast.

Spell Save DC = 8 + Proficiency bonus + Wisdom modifier

Spell Attack Bonus = Proficiency bonus + Wisdom modifier

Level 2: Innate Technique[edit]

Each sorcerer is born with cursed techniques imbued into their minds and heart. These innate techniques continually carve their formula into their users over time, and eventually manifest as they become more proficient at manipulating their cursed energy.

You're granted an Innate Technique of your choice, and can cast all spells under your chosen innate technique.

Level 3: Natural Enemy[edit]

With your training, you start to perceive the presence of evil. Creatures that have caused or are born from negative emotions stick out to your senses like a sore thumb. The cursed energy that reeks off of them telegraphs their movements to you, and sensing the nature of their power makes you more resistant to their effects.

You know the location of any fey, fiend, monstrosity, or undead within 30 feet of you. In addition, these creatures have disadvantage on attack rolls against you. You also have advantage on any saving throw against being frightened, charmed, or possessed by creatures of those types (and all subsequent saving throws to end these conditions).

Level 4: Ability Score Improvement[edit]

You can increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feature can't increase an ability score above 20. Alternatively, you can gain a feat of your choice for which you qualify. You gain this feature again at levels 8, 12, 16, and 19.

Level 5: Extra Attack[edit]

You can make an additional weapon attack whenever you take the Attack action on your turn. You gain this feature again at level 11.

Level 5: Black Flash[edit]

A distortion in space created when cursed energy is applied within 0.000001 seconds of a hit. Cursed energy flashes black, and the destructive power of the strike increases exponentially. Unleashing a black flash requires incredible concentration and no jujutsu sorcerer is capable of using it at will.

If you roll a 20 on the d20 for the attack roll of your unarmed strike, the attack deals its maximum damage. In addition, until the end of your next turn, your unarmed strikes will be a critical hit and a Black Flash on a 19 or a 20 on the d20.

Level 6: Scholar of Curses[edit]

Other than the innate technique sorcerers are born with, there exist cursed techniques that can be obtained through knowledge and skill at manipulating cursed energy.

You're granted an Additional Technique of your choice, and gain the ability to cast the spell associated with that technique. You gain this feature again at level 10 and level 14.

Level 7: Binding Vows[edit]

A binding vow is a contract created through cursed energy that sorcerers can make with themselves. The act of abiding by the rules agreed upon in these vows can result in a greater power or the achievement of a goal by sacrificing something of equivalent value.

As a bonus action, you can enter one of the following vows:

  • Revealing One's Hand. Before you cast a spell as an action, you communicate to a creature the spell's range, targets, effects, and any other pertinent information. In exchange, your spell's attack bonus and save DC for that specific casting increases by 2. You can't use this vow on a creature that cannot verbally comprehend you, and you can't use this vow on the same creature twice.
  • Overtime. You can only make this vow at the 11th round of an encounter, and if you have not casted a spell from your innate technique other than your cantrip for the first 10 rounds. You gain a temporary 4th level spell slot if you satisfy the conditions of this vow.
  • Reserved Enemy. You choose one creature that you can see and a spell that you know. From that point on, the spell's attack bonus and save DC against that creature increases by 5. In exchange, the spell's attack bonus and save DC for any other creature decreases by 5.

Level 9: Channel Fear[edit]

When you succeed on a saving throw against being frightened or succeed on a saving throw to end this condition, you can choose to recover expended slots with a combined level no more than 3.

Level 11: Hexbreaker[edit]

You gain advantage on any saving throw against being cursed. In addition, you can end all curses affecting an object or a willing creature that you're touching (which can be yourself). If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. You can end curses this way a number of times equal to your proficiency bonus.

Level 15: Malefic Reflex[edit]

Once per long rest, you can cast a spell that normally has a casting time of 1 action as a bonus action or as a reaction to seeing another creature cast their own spell. When you use this feature as a reaction, both spells can be considered to take effect simultaneously.

Level 17: Domain Expansion[edit]

You learn to materialize your inner mental world. Pushing space itself to become imbued with your innate technique, making any attack with it impossible to evade.

For most Innate Techniques, you gain access to your Domain Expansion at this level. The following are additional rules regarding domains:

  • The passive effects of your domain will always apply regardless of any feature, ability, or spell, unless it specifically counters domains.
  • When your domain is dispelled, you cannot use any cantrip or spell from your Innate Technique for the next 1 minute.
  • Domains can overlap, and at the areas where two or more domains overlap, the domain casted by the highest level sorcerer will be the one to take effect. If the intersecting domains are perfectly matched, their passive effects cancel out.

Level 18: Superior Efficiency[edit]

You can cast any spell, from either your Innate Technique or an Additional Technique, at its lowest level without expending a spell slot, and can otherwise cast it 1 level higher than the spell slot you choose to expend for it.

Level 20: The Strongest[edit]

You gain the following benefits to your Cursed Energy Manipulation:

  • Your Cursed Strikes now deal an additional damage die.
  • Your Cursed Reinforcement now reduce incoming damage by an additional die.
  • Your Cursed Step allows you to take the Dodge action as a bonus action.

Innate Techniques[edit]

Each sorcerer is born with cursed techniques imbued into their minds and heart. These innate techniques continually carve their formula into their users over time, and eventually manifest as they become more proficient at manipulating their cursed energy. At level 3, you're granted an innate technique of your choice, and can cast all spells under your chosen innate technique.

Hell's Kitchen[edit]

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Hell's Kitchen: Dismantle

A technique that transforms the battlefield into your own infernal galley - a nightmarish kitchen where your enemies are but hapless fish atop a cutting board. Those who falter will swiftly be filleted, dissected, and seared with a mere blink, cursed to be nothing more than a bountiful feast.

Hell's Kitchen: Dismantle
Evocation Cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous   

With a swift gesture, you conjure an invisible blade of pure force and hurl it towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 slashing damage.

At Higher Levels. This spell creates more than one blade when you reach higher levels: two blades at level 5, three blades at level 11, and four blades at level 17. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade.

Hell's Kitchen: Cleave
1st-level Evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous   

By sacrificing your curse's range, you guarantee a cut that bypasses all defense - cutting through flesh, armor, and any material with flawless efficiency. You touch a creature or an object within reach. The target takes 3d12 slashing damage that ignores any resistance to this damage type.

At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 1d12 for each slot level above 1st.

Hell's Kitchen: ⬛ - Open
3rd-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous         

You open the furnace doors and bring forth an infernal flame to the ingredients prepared by your knives. Choose a creature or object within range that has taken slashing damage from one of your spells within the last hour. You hurl an arrow-shaped wisp of fire and your target must make a Dexterity saving throw. The target takes 9d12 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 1d12 for each slot level above 3rd.

Domain Expansion: Malevolent Shrine
5th-level Abjuration

Casting Time: 1 action
Range: Self (60-foot radius hemisphere)
Components: V, S
Duration: Concentration, up to 1 minute   

An immobile dome of cursed energy with a radius of up to 60 feet springs into existence around and above you. Within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand atop a demonic feretory, as you watch everything within minced by an endless shower of unseen slashes.

The domain is opaque from the outside and the inside. All creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the domain or be cast through it.

Until this spell ends, the following effects apply:

  • Each creature and object within (except you) takes 3d12 slashing damage at the end of your turns.
  • Your proficiency bonus increases by 2 while inside the domain.
  • All spell attacks you make automatically hit, and all saving throws against your spells automatically fail.

Limitless[edit]

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Limitless: Infinity

A technique that brings the concept of "infinity" into reality, granting you unparalleled control of space and distance. At your fingertips lie the power to curse the world itself, and realize the convergence and divergence of an infinite sum into disastrous forces.

Limitless: Infinity
Abjuration Cantrip

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, 1 minute   

You divide space into an infinite amount of steps, creating an invisible barrier that surrounds you and protects you from harm. While this spell is active, you have a +1 bonus to AC, Strength, Dexterity, and Constitution saving throws. When you're subjected to an effect that allows you to make these saving throws to take only half damage if you succeed, you instead take no damage.

At Higher Levels. This spell’s bonus increases to +3 when you reach level 5, +5 when you reach level 11, and you can no longer be directly or indirectly targeted by an attack or a spell by level 17.

Limitless: Amplified - Blue
1st-level Evocation

Casting Time:    1 action   
Range:    30 feet   
Components:    V, S   
Duration:    Instantaneous   

You strengthen your curse and realize the impossibility of negative distance - manifesting itself as a violent attractive force emanating a blue glow. Choose a point within range that you can see, and up to four creatures 30 feet away from that point. Each target flies in a straight line towards that point. The following can happen:

  • A target impacts a solid surface before reaching the point and it stops early. The target and what it strikes each take 4d6 bludgeoning damage.
  • Two or more targets reach the point and impact each other. Each target takes 4d6 bludgeoning damage.

You are immune to the damage of this spell.

At Higher Levels. When you cast this spell using a higher level spell slot, you can target an additional creature with this spell and the damage increases by 2d6, for each slot level above 1st.

Limitless: Reversal - Red
2nd-level Evocation

Casting Time:    1 action   
Range:    30 feet   
Components:    V, S   
Duration:    Instantaneous   

To cast this spell, you must first learn Reverse Cursed Technique.

You pour the positive energy generated by Reverse Cursed Technique into the limitless and realize the impossibility of an infinite distance - manifesting itself as a violent repulsive force emanating a red glow. Choose a point within range that you can see. All creatures 5 feet away from that point take 4d6 bludgeoning damage and flies in a straight line up to 90 ft away, stopping early if it impacts against a solid surface. When a target strikes something, the target and what it strikes each take 3d6 bludgeoning damage. You are immune to the damage of this spell.

At Higher Levels. When you cast this spell using a higher level spell slot, both the initial damage and the damage from a strike increases by 1d6, and the distance repelled increases by 30 ft, for each slot level above 2nd.

Limitless: Hollow - Purple
3rd-level Evocation

Casting Time:    1 action   
Range:    Self (120-foot line)   
Components:    V, S   
Duration:    Instantaneous   

To cast this spell, you must first learn Reverse Cursed Technique.

By combining the attractive force of blue with the repulsive force of red, you realize and bring forth an imaginary mass emanating a purple glow that will shred atom by atom anything it touches. The mass travels in a line 120 feet long and 15 feet wide in a direction you choose. Each creature in that line must make a Dexterity saving throw. A creature takes 15d6 force damage on a failed save, or half as much damage on a successful one. The mass also inflicts 15d6 force damage on any object in that line.

At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 2d6 for each slot level above 3rd.

Domain Expansion: Unlimited Void
5th-level Abjuration

Casting Time: 1 action
Range: Self (60-foot radius hemisphere)
Components: V, S
Duration: Concentration, up to 1 minute   

An immobile dome of cursed energy with a radius of up to 60 feet springs into existence around and above you. Within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand amidst a starry sky broken up by white splatters, as the minds within are flooded with an endless stream of information.

The domain is opaque from the outside and the inside. All creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the domain or be cast through it.

Until this spell ends, the following effects apply:

  • Each creature within (except you) are paralyzed while inside the domain.
  • Your proficiency bonus increases by 2 while inside the domain.
  • All spell attacks you make automatically hit, and all saving throws against your spells automatically fail.

Ratio Technique[edit]

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Ratio Technique: Divide

A technique that imposes an unbreakable geometric rule into reality - measuring any adversary you face against an imaginary span and forcing a weak spot at the ratio point of seven to three. No amount of defense can protect the cursed, as you render them as fragile as crumpled paper.

Divide: You divide your target along a line and a weak spot is created at the ratio point of 7:3. As a free action, roll a 1d10 after your missed melee attack. If the result is a 7 or a 3, the attack is changed from a miss to a hit. At 5th, 9th, 13th, and 17th level, you can reroll this 1d10 an additional time.

Ratio Technique: Divide
Transmutation Cantrip

Casting Time: 1 bonus action
Range: 20 feet
Components: V
Duration: Instantaneous   

You apply your curse into a creature or object that you can see within range - measuring the target against an imaginary span and forcing a weak spot into existence at the ratio point of 7:3. Until the start of your next turn, you can roll a 1d10 before making an attack against this target. At a 7 or a 3, the attack automatically hits and deals its maximum damage.

At Higher Levels. This spell allows you to roll the 1d10 two times to hit the ratio point when you reach 5th level, three times when you reach 11th level, and four times when you reach 17th level.

Ratio Technique: Reversal - Multiply
Evocation - 1 CE point

Casting Time:    1 reaction   
Range:    Self   
Components:    V, S         
Duration:    Instantaneous           

To use this technique, you must first learn Reverse Cursed Technique.

By pouring positive energy into the ratio technique, the 7:3 ratio point is reinforced instead of weakened. Any attack that lands on that point becomes nullified.

As a reaction to a successful attack against you, you can roll a 1d10. If the result is a 7 or a 3, the attack is changed from a hit to a miss. At 5th, 9th, 13th, and 17th level, you can reroll this 1d10 an additional time.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Ratio Technique: Collapse
Transmutation - 10 CE points

Casting Time:    1 action   
Range:    Self, 30-foot radius
Components:    V, S   
Duration:    Instantaneous   

You infuse the ground with cursed energy before creating a weak spot and striking it. This causes the earth to violently explode, sending debris infused with cursed energy flying from the point of impact.

Each creature in a 30-foot radius (including you) must make a Dexterity saving throw. On a fail, they take 5d8 bludgeoning damage, and half as much on a success. You have advantage on your own Dexterity saving throw. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d8.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Domain Expansion: Caliper Cemetery
Evocation - 20 CE points

Casting Time: 1 action
Range: Self, 20-foot radius
Components: V, S
Duration: Concentration, 1 minute      

To use this technique, you must first learn Simple Barrier.

You deploy a barrier centered around you with a radius of up to 20 feet and within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand in the middle of countless symmetric headstones, as every creature within becomes vulnerable to even the slightest of forces.

This technique is an extension of a containing barrier and inherits its function and effect. The following effects also apply inside your domain:

  • Beginning at 2nd level, all creatures within (except you) must make a Wisdom saving throw at the start of their turns. On a fail, they will take 1d6 bludgeoning damage for every 5 feet they move, and have all attacks against them automatically hit until the start of their next turn.
  • Beginning at 8th level, your proficiency bonus is doubled, all spell attacks you make have advantage, and all saving throws against your spells suffer disadvantage.
  • Beginning at 14th level, you gain advantage when rolling for your concentration.
  • Beginning at 20th level, all attacks made with your technique automatically hit, and all saving throws against your technique automatically fail.

At 5th, 9th, 13th, and 17th level, the maximum radius of your barrier increases by 10 feet.

Straw Doll Technique[edit]

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Straw Doll Technique: Resonance

A voodoo-like technique that remotely inflicts harm to a victim using an effigy and nails infused with cursed energy. Anyone unlucky enough to be impaled can expect a gaping wound at best, or an assault to the soul at worst. You gain a light hammer, a straw doll, and 30 metal nails as part of your equipment to supplement your technique. You can use darts in place of nails.

Cursed Nails: You levitate and strike cursed-infused nails towards your opponents. As an action, make up to three ranged spell attacks (30/60 feet) with their own targets, each using up a nail. On each hit, they take 1d4 piercing damage. At 5th, 9th, 13th and 17th level, you can make an additional attack with another nail.

Straw Doll Technique: Hairpin
Evocation - 5 CE points

Casting Time:    1 bonus action
Range:    30 feet
Components:    V, S      
Duration:    Instantaneous      

With a snap of your fingers, you send an explosive surge of cursed energy into one of your nails within range, causing it to violently skewer whatever it's currently impaling.

Choose a creature or an object that you've successfully hit with your cursed nails attack within your turn. That target takes 3d6 piercing damage. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d6.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Straw Doll Technique: Resonance
Evocation - 5 CE points

Casting Time:    1 reaction
Range:    5 feet
Components:    V, S
Duration:    Instantaneous            

You strike one of your nails that's currently impaling an effigy, and the soul of whatever that effigy represents is assaulted with a surge of cursed energy.

As a reaction to:

  • A successful attack with your light hammer against a creature that you've hit with a cursed nails attack in your previous turn, or
  • An item interaction where you impale a nail through your straw doll and a body part of your target (hair, fluids, dismembered limb, etc.)

The target of your attack or the owner of the body part must make a Constitution saving throw. On a fail, they are stunned and take 1d6 piercing damage, or incapacitated on a success. The condition lasts until the end of your next turn. At 5th, 9th, 13th and 17th level, the condition lasts for an additional round.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Domain Expansion: Forgotten Doll House
Evocation - 20 CE points

Casting Time: 1 action
Range: Self, 20-foot radius
Components: V, S
Duration: Concentration, 1 minute            

To use this technique, you must first learn Simple Barrier.

You deploy a barrier centered around you with a radius of up to 20 feet and within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand within a child's bedroom filled with numerous dolls, as every creature within is trapped in a miniature body of cotton and buttons.

This technique is an extension of a containing barrier and inherits its function and effect. The following effects also apply inside your domain:

  • Beginning at 2nd level, all creatures within (except you) must make a Wisdom saving throw at the start of their turns. On a fail, they are turned into a doll (their size changes to tiny, they are stunned, and their AC drops to 5). These conditions last until the end of your next turn.
  • Beginning at 8th level, your proficiency bonus is doubled, all spell attacks you make have advantage, and all saving throws against your spells suffer disadvantage.
  • Beginning at 14th level, you gain advantage when rolling for your concentration.
  • Beginning at 20th level, all attacks made with your technique automatically hit, and all saving throws against your technique automatically fail.

At 5th, 9th, 13th, and 17th level, the maximum radius of your barrier increases by 10 feet.

Blood Manipulation[edit]

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Blood Manipulation: Piercing Blood

A technique that allows the user to control and shape their blood beyond its natural form or motion for a variety of effects. It can be used to manipulate every aspect of the user's blood, including blood composition, plasma, and red blood cells.

Flowing Red Scale: You augment your physical abilities by manipulating the blood within your body. As a bonus action, an ability modifier of your choice increases by 1 until the start of your next turn. At 5th, 9th, 13th, and 17th level, this increase increases by 1.

Blood Manipulation: Piercing Blood
Transmutation - 5 CE points

Casting Time:    1 action
Range:    120 feet
Components:    V, S
Duration:    Instantaneous             

You compress an orb of blood to its limits and release it as a pressurized stream of blood that surpasses the speed of sound.

Lose 1 hit point and choose a direction. Any creature along 120 feet of that direction must make a Dexterity saving throw. On a fail, they take 5d4 piercing damage, and half as much on a success. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d4.

At 3rd level, this technique loses its verbal component.

Blood Manipulation: Slicing Exorcism
Transmutation - 3 CE points

Casting Time:    1 action
Range:    30/60 feet
Components:    V, S        
Duration:    Instantaneous             

You hurl a fast-moving rotating disc of compressed blood towards your opponent.

Lose 1 hit point and make a ranged spell attack against a target within range. On a hit, they take 3d4 slashing damage. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d4.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Boogie Woogie[edit]

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Boogie Woogie: Boogie Woogie

A technique that switches the positions of two targets chosen by the user. Valid targets for this technique include the user and isn't limited to just creatures, but anything that possesses some amount of cursed energy (e.g. cursed-infused objects).

Boogie Woogie: As a bonus action, you clap your hands and switch the positions of two valid targets within 30 feet of you. A switched creature you deem an ally (or you if you switched yourself) gain advantage to their attack rolls and Dexterity saving throws until the start of your next turn. Conversely, a switched creature you deem an opponent suffer disadvantage to their attack rolls and Dexterity saving throws until the start of your next turn. You need two free hands for this technique.



Additional Techniques[edit]

Other than the innate technique sorcerers are born with, there exist cursed techniques that can be obtained through knowledge and skill at manipulating cursed energy. At 6th, 10th, 14th and 18th level, you can choose to learn one of these additional techniques.

Reverse Cursed Technique
1st-level Transmutation

Casting Time:    1 bonus action
Range:    Self
Components:    V, S
Duration:    Instantaneous   

By taking two sources of cursed energy and multiplying them together, positive energy is produced. As a result, the energy that destroys becomes energy that creates, and cursed energy can be used to cure and heal. You regain a number of hit points equal to 2d8 + your Wisdom modifier.

At Higher Levels. When you cast this spell using a higher level spell slot, the healing increases by 1d8 for each slot level above 1st.

Simple Domain
1st-level Abjuration

Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute   

Hailed as the "domain for the weak". A circular aura of cursed energy with a radius of 10 feet manifests around you. Within it, you invoke inviolable rules, similar to a Domain Expansion, but without an associated innate technique.

The domain is centered around you, and moves with you. Until this spell ends, the following effects apply:

  • Each creature and object inside the domain is within reach of your melee attacks.
  • Your proficiency bonus increases by 1 while inside the domain.
  • Creatures that enter and exit your domain provoke an opportunity attack from you.
  • Inside the domain, the passive effects of a Domain Expansion is cancelled.
  • The domain shrinks by 5 feet whenever you end your turn inside a Domain Expansion, and the spell ends when the domain shrinks to 0 feet.

At Higher Levels. When you cast this spell using a higher level spell slot, the radius of the domain increases by 5 feet for each slot level above 1st.

Summon Cursed Beast
1st-level Conjuration

Casting Time:    1 action
Range:    10 feet
Components:    V, S
Duration:    Concentration, up to 1 hour   

Shikigami are monstrous spirits born from cursed energy that are conjured to serve as familiars for sorcerers. You summon a beast of challenge rating 1/4 or lower in an unoccupied space that you can see within range.

Your familiar is considered a fiend, and it disappears when it drops to 0 hit points or when the spell ends. It is friendly to you and your companions, and always obey any commands that you issue to it (no action required by you). In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind with regard to your own senses.

At Higher Levels. When you cast this spell using a higher level spell slot, the challenge rating of the beast that you can summon increases to 1/2 at level 2, 1 at level 3, 2 at level 4, and 3 at level 5.

Cursed Tool Infusion
1st-level Transmutation

Casting Time:    1 action
Range:    Touch
Components:    V, S
Duration:    8 hours   

You pick a melee weapon that you're holding and you imbue it with cursed energy. Until this spell ends, the following effects apply:

  • You can use your Wisdom modifier for the attack and damage rolls of this weapon.
  • This weapon deals 1d4 force damage along with its regular damage.
  • If you roll a 20 on the d20 for the attack roll of this weapon, the attack is considered a Black Flash and deals its maximum damage. In addition, until the end of your next turn, attacking with this will be a critical hit and a Black Flash on a 19 or a 20 on the d20.

Domain Amplification
3rd-level Abjuration

Casting Time:    1 bonus action
Range:    Self
Components:    V, S
Duration:    1 minute   

To cast this spell, you must first learn Domain Expansion.

You wrap yourself thinly in a domain unimbued with an innate technique, allowing an opposing magical effect that comes into contact with this domain to be poured in and nullified.

Until this spell ends, the following effects apply:

  • Spells and cantrips can't be casted if the caster is 5 feet away from you.
  • You are resistant to the damage inflicted to you by any spell.
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