Strong Grade 1 Sorcerer (Jujutsu Kaisen Supplement)

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Strong Grade 1 Sorcerer[edit]

Medium humanoid (Human), any


Armor Class 24 (unarmored defense)
Hit Points 475 (38d8 + 304)
Speed 85 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 14 (+2) 16 (+3) 22 (+6)

Saving Throws Dex +11, Cha +12
Skills Acrobatics +11, Perception +9
Senses passive Perception 19
Languages Common
Challenge 19 (22,000 XP)


Cursed Energy. The Strong Grade 1 Sorcerer has 76 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 Armor (1-6 Cursed Energy). The Strong Grade 1 Sorcerer can give themselves temporary hit points equal to the cursed energy spent times 20 for 1 minute. The Strong Grade 1 Sorcerer can only benefit from this feature again after 1 minute or having their temporary hit points reduced to 0. The Strong Grade 1 Sorcerer gains damage resistance to 2 damage types when this armor is used. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to him using Cursed Armor.

Curse-Empowered Strikes. The Strong Grade 1 Sorcerer's weapon attacks are considered magical for the purposes of overcoming resistances, and deal an additional 2d12 necrotic damage (already included).

Evasion. Whenever the Strong Grade 1 Sorcerer makes a Dexterity saving throw, they take half as much damage on a failure and no damage on a success.

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

Object Infusion. The Strong Grade 1 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 Strong Grade 1 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 Strong Grade 1 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 Strong Grade 1 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 Strong Grade 1 Sorcerer can expend a lot of cursed energy to cause the object to become volatile. When imbuing an object, the Strong Grade 1 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 Strong Grade 1 Sorcerer uses Cursed Weapon Enhancement on an improvised weapon, it will use their martial arts die rather than a d4.

Negative Flow. Whenever the Strong Grade 1 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 Strong Grade 1 Sorcerer will gain 2 temporary cursed energy at the start of their turn which cannot go above 19. The DM can determine that an encounter is not suitable for Negative Flow to be able to be used.

50 Meters In 3 Seconds! The Strong Grade 1 Sorcerer has 2 reactions per round.

Cursed Enhanced Body. As long as the Strong Grade 1 Sorcerer has 1 cursed energy or more, they may add 4 to their attack and damage rolls with unarmed strikes or weapons they are proficient with (already applied).

Cursed Energy Reinforcement. The Strong Grade 1 Sorcerer gains the following benefits so long as they have at least 1 cursed energy:

  • When the Strong Grade 1 Sorcerer makes a Strength, Dexterity or Constitution ability check, they may add 6 to it.
  • When calculating their jump distance and height, the Strong Grade 1 Sorcerer may add their Charisma score when calculating distance and modifier when calculating height. Additionally the Strong Grade 1 Sorcerer's jump distance and height are doubled.
  • The Strong Grade 1 Sorcerer may add their Charisma score when determining their carrying capacity. The Strong Grade 1 Sorcerer's carrying capacity (including maximum load and maximum lift) is also doubled.
  • Whenever the Strong Grade 1 Sorcerer is calculating their AC through Unarmored Defense or for a creature’s natural armor, they may add half of their Charisma modifier to the final result (already applied). This second instance of adding your Charisma score counts as if you were using two separate ability scores for the purposes of other features and rules.
  • The Curse-Empowered Strikes class feature now inflicts an additional die of damage (already applied).

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Strong Grade 1 Sorcerer can expend extra cursed energy on it equal to half of the feature’s original cost to amplify its output. This cannot be used on Cursed Energy Enhancements.

Amplifying a feature this way grants one of the following benefits:

  • The feature’s number of damage dice increases by 3. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.
  • The feature’s range increases by 35 feet. This range increase does not work with touch-based techniques.
  • The feature’s bonus to hit is increased by +2
  • The feature’s DC increases by +2
  • The feature’s duration increases 7 rounds.

Cursed Enhancement. Whenever the Strong Grade 1 Sorcerer uses a damage dealing feature that utilizes cursed energy its damage dice will be increased by one tier,(d6->d8->d10). This feature doesn't apply to Cursed Energy Enhancements.

Cursed Projectiles. When using Cursed Weapon Enhancement, the Strong Grade 1 Sorcerer can imbue a ranged weapon, which turns any pieces of ammunition shot from it for the duration into Cursed Projectiles, which add their Charisma modifier to the damage instead of any other modifier they would use. When using these Cursed Projectiles, the Strong Grade 1 Sorcerer makes ranged Cursed Energy Attacks instead of what they would normally use to attack with them, and they control their trajectory while in the air, making attacks with them ignore cover. Additionally, they will stay in the air floating for 3 rounds, allowing the Strong Grade 1 Sorcerer to keep making attacks with them using a Bonus Action even after being shot until they hit a solid object or target, when they lose this property. The Strong Grade 1 Sorcerer can only attack with a number of pieces of ammunition this way per turn 3 times. A creature in range may attack their Cursed Projectiles to destroy them; they have 1 hit point and 10 AC.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) bludgeoning and 13 (2d12) necrotic damage.

Grade 1 Katana. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (1d12 + 11) slashing and 26 (2d12 + 2d6 + 6) necrotic damage.

Handgun. Ranged Weapon Attack: +11 to hit, range 30/300 ft., one target. Hit: 12 (2d6 + 5) piercing and 13 (2d12) necrotic damage.

Exorcise. The Strong Grade 1 Sorcerer automatically destroys a cursed spirit within 30 ft. of them that they can see that has a CR of 3 or lower.

Cursed Energy Slash (1-6 Cursed Energy). While Cursed Energy Weapon Enhancement is active on a weapon that deals slashing damage, the Strong Grade 1 Sorcerer can produce a huge cursed energy slash. They make all creatures in a either a 60ft. line, 30 ft cone or a 20ft radius around them make a DC 18 Dexterity saving throw. On a failure, they take the damage of the Strong Grade 1 Sorcerer's weapon + a number of die equal to the amount of cursed energy spent in necrotic damage, and on a success they take half as much damage. Objects and structures take twice as much damage from this feature. Objects and structures take twice as much damage from this feature.

Cursed Energy Ray (S-2, 1-6 Cursed Energy) The Strong Grade 1 Sorcerer can launch a cursed energy ball in a line of 30ft. Once it reaches the end of the line, it will explode in a 15ft. circle, making every creature in that range make a DC 20 Strength, Dexterity or Constitution (the Strong Grade 1 Sorcerer's choice) saving throw. On a failure, they take 2d6 + a number of additional 2d6 equal to the amount spent in necrotic damage, and half as much on a success. Objects and structures take twice as much damage from this feature.

BONUS ACTIONS

Martial Arts. When the Strong Grade 1 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 Weapon Enhancement (1-6 Cursed Energy). The Strong Grade 1 Sorcerer can add to a weapon they are wielding for 1 minute. Whenever they hit a target with the weapon, it takes extra necrotic damage equal to four times the amount spent. The Strong Grade 1 Sorcerer can only use this enhancement again after 1 minute has passed. The Strong Grade 1 Sorcerer's Cursed Weapon Enhancement will deal additional damage equal to half of the cursed energy expended, rounded down + 1 (to a maximum of +6), so long as they're wielding the weapon which has the enhancement applied to it. When the Strong Grade 1 Sorcerer activates Cursed Weapon Enhancement, they may expend 3 additional cursed energy to double this additional damage bonus.

Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, The Strong Grade 1 Sorcerer can perform two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). The Strong Grade 1 Sorcerer can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). The Strong Grade 1 Sorcerer can take the Disengage or Dash action on their turn, and their jump distance is doubled until the end of their turn.

Explosive Blow (6, 8 or 12 Cursed Energy). The Strong Grade 1 Sorcerer can concentrate on channeling a very condensed portion of their cursed energy into either their limbs or a weapon for 6 cursed energy. For 1 minute after they perform this bonus action, the next unarmed strike or melee weapon attack they land adds half of their attacks' damage dice (rounded down) as extra damage onto the damage roll for their attack. If the Strong Grade 1 Sorcerer receives damage from any source, they must make a Constitution saving throw against a DC of 10 or half the damage taken, whichever is higher, to keep concentrated. Alternatively, as a bonus action when they land a melee attack, the Strong Grade 1 Sorcerer may expend 8 cursed energy to add half of their damage dice (rounded down) to the damage roll of their attack.

For 12 cursed energy instead of 6 or 8 cursed energy, the melee attack that the Strong Grade 1 Sorcerer uses with this feature will add their attacks' damage dice to the damage roll instead of only half.

On a successful melee attack that benefits from Explosive Blow, the creature must succeed a Strength saving throw, or be knocked back a number of feet equal to either the Strong Grade 1 Sorcerer's attacks' ability modifier or Charisma modifier times 10 in the direction of their choice. If the creature collides with an unsecured object or structure, then the creature and the unsecured object or structure receive 1d10 bludgeoning damage per every 10 feet the creature traveled before colliding with the surface (To a maximum of 10d10). If it was another creature, they take damage equal to half of your attack's damage roll instead.

REACTIONS

Cursed Enhanced Body (1-6 Cursed Energy). Whenever the Strong Grade 1 Sorcerer makes a Strength, Dexterity, Constitution, Intelligence or Wisdom saving throw, they may add the number of energy spent as a bonus to the saving throw. The Strong Grade 1 Sorcerer has an additional reaction that may only be used for this feature.

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

Jujutsu Sorcerer.

The Strong Grade 1 Sorcerer has 19 levels in the Jujutsu Sorcerer class.

Feats

50 Meters In 3 Seconds!, Strong Body.

Cursed Energy Manipulator, Cursed Enhanced Body, Dense Cursed Energy, Cursed Energy Reinforcement, Cursed Energy Slash, Cursed Energy Ray, Improved Cursed Energy Output, Legendary Cursed Energy Output, Cursed Projectiles.

Immense Cursed Energy.

Improved Durability.

This creature uses the Improved Durability rule.


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