Strong Grade 2 Sorcerer (Jujutsu Kaisen Supplement)
Strong Grade 2 Sorcerer[edit]
Medium humanoid (Human), any Armor Class 18 (unarmored defense)
Saving Throws Dex +9, Cha +9 Cursed Energy. The Strong Grade 2 Sorcerer has 39 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 (1-4 Cursed Energy). The Strong Grade 2 Sorcerer can give themselves temporary hit points equal to the cursed energy spent times 20 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 Strong Grade 2 Sorcerer's weapon attacks are considered magical for the purposes of overcoming resistances, and deal an additional 1d10 necrotic damage (already included). Evasion. Whenever the Strong Grade 2 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 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 Stong Grade 2 Sorcerer's life is at risk. Object Infusion. The Strong 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 Strong 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 Strong 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. Cursed Enhanced Body. As long as the Strong Grade 2 Sorcerer has 1 cursed energy or more, they may add 2 to their attack and damage rolls with unarmed strikes or weapons they are proficient with (already applied). Improved Cursed Energy Output. As apart of any feature which uses cursed energy, the Strong Grade 2 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:
Cursed Enhancement. Whenever the Strong Grade 2 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 2 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 2 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 2 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 2 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. ACTIONSUnarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning and 5 (1d10) necrotic damage. Grade 2 Katana. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) slashing and 16 (1d12 + 1d10 + 4) necrotic damage. Handgun. Ranged Weapon Attack: +9 to hit, range 30/300 ft., one target. Hit: 11 (2d6 + 4) piercing and 5 (1d10) necrotic damage. Exorcise. The Strong 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. Cursed Energy Slash (1-4 Cursed Energy). While Cursed Energy Weapon Enhancement is active on a weapon that deals slashing damage, the Strong Grade 2 Sorcerer can produce a huge cursed energy slash. They make all creatures in a 30ft. line make a DC 17 Dexterity saving throw. On a failure, they take the damage of the Strong Grade 2 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. BONUS ACTIONSMartial Arts. When the Strong 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 Weapon Enhancement (1-4 Cursed Energy). The Strong Grade 2 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 2 Sorcerer can only use this enhancement again after 1 minute has passed. Cursed Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, The Strong Grade 2 Sorcerer can perform two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). The Strong Grade 2 Sorcerer can take the Dodge action. Cursed Wind Step (3 Cursed Energy). The Strong 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. Explosive Blow (6, 8 or 12 Cursed Energy). The Strong Grade 2 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 2 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 2 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 2 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 2 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. REACTIONSCursed Enhanced Body (1-4 Cursed Energy). Whenever the Strong Grade 2 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. |
Variety Rules: DMs may give variety to basic sorcerers by following any rules below:
Jujutsu Sorcerer. The Strong Grade 2 Sorcerer has 13 levels in the Jujutsu Sorcerer class.
Cursed Energy Manipulator, Cursed Enhanced Body, Dense Cursed Energy, Cursed Energy Slash, Improved Cursed Energy Output, Cursed Projectiles. Improved Durability. This creature uses the Improved Durability rule. |
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