Jujutsu Sorcerer 0 (5e Class)

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Jujutsu Sorcerer[edit]

Throughout history, there existed the unseen threats and the special few who can fight them. Negative emotions emitted by living beings gather as cursed energy and thus giving birth to terrifying monstrosities called curses. By this same principle, the secret society of Jujutsu Sorcerers harness cursed energy within them to manifest their otherworldly abilities.

You must have a Constitution score and Charisma score of 13 or higher in order to multiclass in or out of this class.

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"Unbalanced bro? No way bro. I spent all night making this bro. Come on bro..."

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: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Animal Handling, History, 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
Grade Cursed Energy Unarmored Movement Features
1st +2 Grade 4 2 Unarmored Defense, Cursed Energy, Jujutsu
2nd +2 Grade 3 4 +10ft. Unarmored Movement, Cursed Style x1, Binding Vows
3rd +2 Grade 3 6 +10ft. Cursed Talent
4th +2 Semi-Grade 2 8 +10ft. Ability Score Improvement, Slow Fall
5th +3 Grade 2 10 +15ft. Extra Attack, Black Flash
6th +3 Semi-Grade 1 11 +15ft. Cursed Precision, Cursed Style x2
7th +3 Semi-Grade 1 13 +15ft. Evasion, Cursed Talent Feature
8th +3 Grade 1 15 +20ft. Ability Score Improvement
9th +4 Grade 1 17 +20ft. Improved Unarmored Movement
10th +4 Grade 1 20 +20ft. Cursed Talent Feature
11th +4 Special Grade 1 21 +25ft. Improved Black Flash
12th +4 Special Grade 1 22 +25ft. Ability Score Improvement
13th +5 Special Grade 1 23 +25ft. Cursed Flexibility
14th +5 Special Grade 24 +30ft. Unwavering
15th +5 Special Grade 25 +30ft. Cursed Talent Feature
16th +5 Special Grade 26 +30ft. Ability Score Improvement
17th +6 Special Grade 27 +35ft. Cursed Style x3
18th +6 Specialz 28 +35ft. Cursed Talent Feature
19th +6 Specialz 29 +35ft. Ability Score Improvement
20th +6 Specialz 30 +40ft. The Strongest

Grading System[edit]

All jujutsu sorcerers, curses and items with cursed energy are ranked in a scaling grading system, going higher the stronger they are. Beginning at 1st level, you are ranked as a Grade 4 sorcerer. Your level in this class determines the advancement of your grade as shown in the Jujutsu Sorcerer table.

Promotion (Optional)[edit]

To better reflect your advancement and progress as a jujutsu sorcerer, you can use the promotion features listed in this class alongside the grading system. You are also free to adjust these thresholds and benefits as you see fit.

Unarmored Defense[edit]

Beginning at 1st level, you learn to channel cursed energy in your body for protection. While you are unarmored and not wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.

Cursed Techniques[edit]

Starting at 1st level, your training allows you to harness the versatile power of cursed energy. Your access to this energy is represented by a number of cursed energy points. Your level in this class determines the number of points you have, as shown in the Cursed Energy column of the Jujutsu Sorcerer table.

If cursed energy is comparable to electricity, cursed techniques are the appliances that use that power to function. You can spend these points to fuel various cursed techniques you gain as part of your cursed talent. When you spend a point of cursed energy, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended cursed energy back into yourself.

Charisma is your primary ability for using your cursed techniques. Some of which may require your target to make a saving throw to resist the cursed Technique's effects. The saving throw DC is calculated as follows:

Cursed Technique save DC = 8 + your proficiency bonus + your Charisma modifier

Cursed Technique attack modifier = your proficiency bonus + your Charisma modifier

Your training in controlling your cursed energy allows you to wield it in powerful ways. You also gain the following features:

  • Rapid Strikes - You can spend 1 cursed energy point to make two unarmed strikes as a bonus action.
  • Sidestep - You can spend 1 cursed energy point to take the Dodge action as a bonus action on your turn.
  • Swift Stride - You can spend 1 cursed energy point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the rest of the turn.

Jujutsu[edit]

Your practice of martial arts gives you mastery of various combat styles that incorporate your cursed energy. Whenever you make an attack, either with an unarmed strike or with a weapon which lacks the two-handed or heavy property you can use Charisma instead of Strength or Dexterity for the attack and damage rolls.

Once per attack, you can also spend 1 point of cursed energy to add a 1d4 on both attack and damage rolls.

Cursed Talent[edit]

At 1st level, you start exhibiting your potential as a jujutsu sorcerer. Your cursed talent grants you features at 1st level and again at 6th, 10th, 14th and 18th level.

Powerhouse[edit]

What you lack as a normal jujutsu sorcerer, you more than make up for. Born without any innate technique, you honed yourself through combat by using your entire body to channel cursed energy, becoming both unbreakable and unstoppable.

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"My author hates me!"

Innate Fitness[edit]

You are born with the gift of natural athleticism. At 1st level, all of your hit dice in this class becomes 1d12. You are immune to disease, have advantage on saving throws against poison, as well as resistance to poison damage.

Left, Right, Goodnight![edit]

Focusing your cursed energy into your balled fists, you are able to dish out the heaviest of punishments. You can roll a d8 in place of the normal damage of your unarmed strikes. This die increases to d10 at 6th level and d12 at 12th level. You can use Rapid Strikes as an Attack action without spending any cursed energy, but you cannot use it as a bonus action for that same turn. You also add a bonus damage with your unarmed strikes equal to your proficiency bonus.

Divergent Fist[edit]

At 6th level, you learn to land a delayed strike with your cursed energy. Before the end of your turn, you can spend 1 cursed energy point to deal an additional 1d6 force damage on every attack with your unarmed strikes that you successfully landed in that turn. This damage increases by 1d6 when you reach 12th level (2d6), and 18th level (3d6).

Your unarmed attacks now count as magical for the purpose of overcoming resistances.

Raging Tenacity[edit]

At 10th level, your lack of any innate technique allows you to better control the flow of cursed energy through your body, bringing your prowess to new heights. If you make an unarmed strike against a creature and the resulting attack roll is equal or greater than 20, including any modifiers, that attack is considered a critical hit.

You also exhibit remarkable stamina and endurance. If your HP is reduced to 0 and you still have at least 1 point of cursed energy left, you drop to 1 HP instead. Once you use this ability, you cannot do so again until after a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Blessed by the Black Sparks[edit]

Starting at 14th level, you have come to embody the deadly force that is Black Flash. You gain advantage in your concentration checks to maintain the effects of Black Flash. Every time your maximum HP is reduced to half or lower, you gain the effects of Black Flash on your next turn without needing to land a critical hit.

Shaped by Suffering[edit]

At 18th level, after so many hardships and tragedies in your journey, you continue to persevere and in the process, became even stronger. You gain proficiency in Strength, Constitution, and Wisdom saving throws. You are immune to poison damage and the poisoned condition. Your critical hits deal triple the damage.

Variant: Useless Warrior[edit]

Much like the Powerhouse, you entered the world of curses without any innate technique. Yet rather than rely on your body and your fists, you honed yourself with the blade until it is nothing but an extension of your unbending will.

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"Nah, I'd win."

Honed Fighter[edit]

Your training and dedication has sharpened your martial prowess. At 1st level, all of your hit dice in this class becomes 1d10. You can use Sidestep as a bonus action without spending any point of cursed energy.

New Shadow Style Disciple[edit]

Originally devised as a way for "weak" sorcerers to fight, the New Shadow Style has grown over the years, and it has come to define your way of fighting. In addition to the Cursed Technique features you already know, you also learn the following:

  • Batto Sword Drawing - A technique optimal for striking enemies situated directly in front of the user, it covers the blade with cursed energy to greatly improve the drawing speed of the blade. You can spend 1 cursed energy point to enter the New Shadow Style stance as a bonus action. You channel your cursed energy to emanate the 15-foot radius around you. Your AC increases by 2 for 1 minute. If a creature enters this area, you can make a weapon attack against that creature, regardless if you normally couldn't attack them from that distance. The stance ends if you use your movement, you are forcibly moved from place or if you are incapacitated, whichever comes first.

Chosen Weapon[edit]

At 6th level, you have mastered fighting with a weapon of your choice. Choose one weapon that lacks the heavy or special property. If you choose a weapon with the versatile property, you can use its higher damage die despite only wielding it in one hand.

While wielding your chosen weapon, you can enter into a readied stance. Any creature who enters your reach must do a DC 15 Athletics check. On a fail, they take damage equal to the weapon's damage die including the necessary modifiers. This does not count as an Attack action. Your chosen weapon is now considered magical for the purpose of overcoming resistances without needing to spend any point of cursed energy.

Deflect Attacks[edit]

At 10th level, you mastered the use of your chosen weapon both offensively and defensively. You can use your reaction to deflect or parry a strike when you are hit by an attack. When you do so, any bludgeoning, piercing, or slashing damage you take from the attack is reduced by 1d8 + your Strength modifier + your jujutsu sorcerer level.

If you reduce the bludgeoning, piercing, or slashing damage to 0, as part of the same reaction, you can spend 1 cursed energy point to make a weapon attack against the creature if it's within range. If the attack was a ranged missile attack, and the missile is smaller than your chosen weapon, you can spend 1 cursed energy point to deflect it back, making a ranged attack with a range of 30/60 using the weapon or piece of ammunition you just blocked, as part of the same reaction. You make both of these attacks with proficiency.

Maximized Efficiency[edit]

Starting at 14th level, your lack of innate technique and limited application of cursed energy has turned from a disadvantage into a cutting edge. You learn to minimize your consumption of cursed energy to fuel more of your abilities. For each successful attack that you make with your chosen weapon, you gain a point of cursed energy. You cannot exceed the total limit of cursed energy you have based on your level this way.

When you spend a point of cursed energy to activate Rapid Strikes, you can make three attacks with your chosen weapon instead of two unarmed strikes.

Chosen Weapon Master[edit]

At 18th level, your skill in using your chosen weapon is unparalleled. You increase the damage die of your chosen weapon by one to a maximum of 1d12. Your chosen weapon acquires the Reach property if doesn't have it already. Creatures trigger an attack of opportunity from you even if they take the Disengage action.

The amount of bludgeoning, piercing, or slashing damage you can reduce by deflecting an attack becomes calculated as 1d12 + your Strength modifier + your jujutsu sorcerer level.

Innate Technique[edit]

The most natural way one becomes a jujutsu sorcerer is to be born with an innate technique unique to themselves. Usually manifesting from early childhood, you sharpened your skills with it over the years to unparalleled degree.

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"Just take me to Malaysia..."

Ratio Technique[edit]

In the fight against curses, you have learned to strike where your enemies it hurts the most. But rather than rely on any potential weak points, you create them yourself, even if they don't have one, unleashing fatal blows in every swing.

Division[edit]

With your innate technique, you can mark your target's body with lines divided into tenths. If you strike one of these lines on exactly the seven-to-three ratio point, you deliver a critical hit. Whenever you make an attack against a creature, you can treat that creature's AC as if it is lower by 3 or higher by 7.

Grab Them by the Hair[edit]

Whenever you successfully grapple a creature, they are also restrained.

Extension Technique: Collapse[edit]

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"Don't hit my chin, pretty please?"

Straw Doll Technique[edit]

Armed with nothing but a hammer, nails, and the signature straw doll, you deal powerful attacks even from a distance.

Nine Inch Nails[edit]

In honing your technique, you have come to develop your fighting style. You shoot a number of nails with your hammer equal to your proficiency bonus. Each nail hits a creature of your choice that you can see within 120 feet. A nail is imbued with cursed energy and deals 1d4+1 piercing damage to its target. The nails all strike simultaneously and count as magical for the purpose of overcoming resistances.

Extension Technique: Resonance[edit]

You can apply your cursed energy using any part of your target along with a straw doll as an effigy. A lock of hair, a piece of arm, a pool of blood, etc., all qualifies as a part of your target. As a bonus action, you can attempt a DC 10 Dexterity (Sleight of Hand) check. On a success, you snag a part of a creature of your choice. As part of the same bonus action, you can attach this part on a straw doll.

You can then spend 1 point of cursed energy to make an attack against this straw doll in place of the creature. This attack never misses and has an infinite range. It deals 2d8 force damage and the creature is incapacitated for 1 round. If the target creature is linked to any other creatures (such as a clone or the Telepathic Bond spell), all connected creatures also takes this damage and becomes incapacitated for 1 round.

Extension Technique: Hairpin[edit]

Starting at 6th level, you can channel an explosive surge of cursed energy through your nails.

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At 10th level,

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Beginning at 18th level,

Boogie Woogie[edit]

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Black Bird Manipulation[edit]

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Auspicious Beasts Summon[edit]

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Seance Technique[edit]

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Cursed Spirit Manipulation[edit]

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Pachinko Bullshit[edit]

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Clan Descendant[edit]

In the world of jujutsu sorcery, several bloodlines have persisted thanks to their strength and became the pillar of its society. As a descendant of one of these clans, you inherit a powerful innate technique that has proven itself over generations.

Inumaki Clan[edit]

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Zen'in Clan[edit]

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Kamo Clan[edit]

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Gojo Clan[edit]

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Heavenly Restriction[edit]

When you were born, you were already destined to be different from the rest. The heavens itself has imposed limitations on your body in exchange for gifts beyond any constraints.

Cursed Genius[edit]

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Heavenly Body[edit]

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Promotion I[edit]

Mastering your cursed techniques not only made you stronger, but also paid off in other ways. You are now officially a Grade 3 sorcerer. A small circle of fellow jujutsu sorcerers have heard of you, your abilities, your deeds, and are very much looking forward to see your progress. Whenever you need to ask something, they are at least willing to hear you out.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain levels, as shown in the Jujutsu Sorcerer table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Binding Vows[edit]

Binding vows are one of the main tenets in the world of jujutsu sorcery. They are a special contract forged using cursed energy that an individual can make with themselves or others. Abiding the rules and restrictions agreed upon by the vow grants greater power or the achievement of a goal, but be warned that breaking it has dire consequences.

At 2nd level, you may spend 2 points of cursed energy to forge a binding vow with another willing creature. If the creature you forge this vow with is a lower CR than your level minus 2 you may forge a deal that favors you, (ex: Forced assassination). If the creature you forge a vow with is of a CR within 2 of your level you create a bond both of you can benefit from, (ex: Explaining your technique to do more damage). If the creature you forge a vow with is of a CR higher than your level plus 2 you create a bond that favors them,(ex: Allowing a creature to control you to heal a wound they inflicted).

If you wish to forge a vow with yourself such as Kento Nanami's Overtime ability, consult with your GM on what benefit and punishment you would receive from the vow, (ex: Reducing your maximum cursed energy by 2 during work hours in order to increase them by 2 when you are called in for overtime).

Starting at 6th level, you no longer need your target to be a willing participant. Your target must make a Wisdom saving throw with a DC equal to your Cursed Technique Save DC, or be forced into a binding vow. This does not remove the CR restrictions previously stated.

Cursed Style[edit]

Starting at 3rd level, you begin to show your specialty in jujutsu sorcery. You gain a Cursed Style of your choice. When you gain certain levels in this class, you gain additional Styles of your choice, as shown in the Jujutsu Sorcerer table. You can't take a Cursed Style option more than once, even if you later get to choose again. A level prerequisite refers to your level in this class.

Accomplices[edit]

In fighting curses, coordination with allies is key. Jujutsu sorcerers face their missions not alone but united in strength.

At 3rd level, whenever you or a friendly creature within 10 feet of you must make a saving throw or an attack roll, you can spend 2 points of cursed energy and the creature gains a bonus to it equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus and can only be done once on each of your turn.

At 9th level, the range of this ability increases to 30 feet.

Subtraction[edit]

To excel at jujutsu is to excel at subtraction. Many cursed techniques require hand signs, empowered words and other gestures to be activated. A jujutsu sorcerer's skill is judged on how well they can minimize or omit these components to become more efficient.

Starting at 3rd level, you may choose to ignore one component (verbal, somatic, material) needed in the activation of your cursed technique. You are able to ignore an additional component starting at 9th level. For each component you ignore, you gain an additional point of cursed energy.

Conversely, the purposeful inclusion of incantations or rituals can elevate a cursed technique's effectiveness. For each component you are able to ignore in the activation of your technique but decided to include, you add a +1 bonus for that technique's effect.

Reverse Cursed Technique[edit]

Cursed energy by nature is negative energy. But by multiplying negative energy with negative energy, the resulting positive energy is capable of healing physical injuries. However, it requires highly sophisticated manipulation of cursed energy to achieve, so the ability to do so is rare.

Beginning 3rd level, you gain the ability to channel reverse cursed energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your jujutsu sorcerer level.

As a bonus action, you can heal one creature you can see within 10 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.

This becomes more potent at 9th level. The effective range extends to 30 feet and you gain temporary hit points equal your jujutsu sorcerer level + your Charisma modifier whenever you finish a short or long rest.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall[edit]

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your jujutsu sorcerer level.

Promotion II[edit]

Your journey is just beginning but you are already making waves in the world of jujutsu. You are now officially a Grade 2 sorcerer. A good majority of fellow jujutsu sorcerers have heard of you and are willing to help you out. You also gain a bonus of 1 + your Intelligence modifier for skill checks regarding the identification of a particular cursed user/spirit/tool.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When you spend your action to use your cursed technique instead of attacking, you can use another cursed technique or make one attack.

Black Flash[edit]

Black Flash is a phenomenon in jujutsu sorcery that greatly amplifies the user's physical strike when cursed energy is applied to it within one-millionth of a second. Their cursed energy sparks massively in black and they perform higher than their maximum potential in combat.

After landing a critical hit, your subsequent attacks score a critical hit on a roll of 19–20. This effect requires concentration. On a failed save, your critical hit range goes back to normal. Once it does, you add a +1 bonus on all your proceeding attack rolls for 1 minute.

Cursed Vitality[edit]

At 6th level, the flow of cursed energy within your body protects you from further harm. You are resistant to slashing, piercing and bludgeoning damage.

Additionally, when you regain hit points from any source, including using hit dice, you regain a number of additional hit points equal to your Charisma modifier.

Evasion[edit]

At 7th level, your instinctive agility honed from constant training lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Cursed Precision[edit]

Also at 7th level, when you miss with an attack roll, you can spend 1 to 3 cursed energy points to increase your attack roll by 1 for each cursed energy points you spend, potentially turning the miss into a hit.

Promotion III[edit]

Your recent accomplishments had more than established as a jujutsu sorcerer. You are now officially a Grade 1 sorcerer. Almost every fellow jujutsu sorcerers have heard of you and more than to extend their assistance in your need. You gain access to higher quality cursed items/tools, as well as potentially inside information among the jujutsu society. You also gain proficiency in one skill of your choice among the available skills for this class.

Improved Black Flash[edit]

Starting at 11th level, after landing a critical hit, your subsequent attacks score a critical hit on a roll of 18–20. This effect still requires concentration to maintain. On a failed save, your critical hit range goes back to normal. Once it does, you add a +2 bonus on all your proceeding attack rolls for 1 minute.

Cursed Flexibility[edit]

At 13th level, you've learned a lot from your time with your teammates, understanding the value of having the right strategy for the job. As part of your daily preparations, you can choose to switch the Cursed Styles you are benefiting from with any other Cursed Style options for which you qualify.

Promotion IV[edit]

Your success in realizing your potential have brought another great stride. You are now officially a Special Grade sorcerer. Jujutsu sorcerers, far and wide, beyond the lands and beyond the sea have heard of you, your abilities, your deeds—and while not all of them are of noble intentions—most of them are happy to help someone like you out. For better or for worse, you are entrenched into the heart of issues in the world of curses. You gain more information, leads and other helpful clues when conversing with other jujutsu sorcerers. Your passive perception increases by 3.

Jujutsu Mastery[edit]

At 14th level, you gain a deeper understanding of how to use cursed energy.

Unwavering[edit]

You are an expert in how to amplify the cursed energy within you, using it to repel and resist anything the battlefield throws your way. At 15th level, whenever you fail a saving throw, you can spend 1 cursed energy point to re-roll it and you must take the new result.

Similarly, you can spend 1 point of cursed energy as a bonus action to end any condition applied to you, up to a number of times equal to half your proficiency bonus. You gain all expended uses of this feature after a long rest.

Promotion V[edit]

You have done. You have gone beyond the far limits of jujutsu sorcerer. Beyond man, beyond curse, beyond special grade... You are an outlier even for a jujutsu sorcerer, and like all outliers, you are a marvel to behold in action. Stories of your deeds and journeys strike both fear and awe to those who hear it. You are the real specialz all along. As part of your daily preparations, you gain one inspiration.

The Strongest[edit]

At 20th level, your mastery of cursed energy lets you perform basic techniques effortlessly. Rapid Strikes, Sidestep, and Swift Stride now cost zero cursed energy to use. When you roll for initiative and have no cursed energy remaining, you regain all your expended cursed energy. Once you regain cursed energy with this feature, you must finish a long rest before you can do so again. In addition, your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.

Multiclassing[edit]

It is generally not recommended to multiclass in or out of this class considering the numerous headaches and balancing dilemmas it will cause. However, if you still wish to do so, then follow the guidelines below. Your are free to change the attributes in a way you think makes more sense or raise up the ability score requirements to somewhat control the power creep. As much as possible, please use point-buy for stat generation to help minimize further imbalance.

Prerequisites. To qualify for multiclassing into the Jujutus Sorcerer 0 class, you must meet these prerequisites: Constitution 13 and Charisma 13

Proficiencies. When you multiclass into the Jujutsu Sorcerer 0 class, you gain the following proficiencies: Simple weapons, martial weapons.

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