Strong Grade 3 Sorcerer (Jujutsu Kaisen Supplement)

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Strong Grade 3 Sorcerer[edit]

Medium humanoid (Human), any


Armor Class 16 (unarmored defense)
Hit Points 91 (14d8 + 28)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Dex +6, Cha +6
Skills Acrobatics +6, Perception +5
Senses passive Perception 15
Languages Common
Challenge 7 (2,900 XP)


Cursed Energy. The Strong Grade 3 Sorcerer has 17 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 (1-3 Cursed Energy). The Strong Grade 3 Sorcerer can give themselves temporary hit points equal to the cursed energy spent times 5 for 1 minute. The Strong Grade 3 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 3 Sorcerer's weapon attacks are considered magical for the purposes of overcoming resistances, and deal an additional 1d8 necrotic damage (already included).

Evasion. Whenever the Strong Grade 3 Sorcerer makes a Dexterity saving throw, they take half as much damage on a failure and no damage on a success.

Cursed Projectiles. When using Cursed Weapon Enhancement, the Strong Grade 3 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 3 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 3 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 3 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: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing and 4 (1d8) necrotic damage.

Handgun. Ranged Weapon Attack: +6 to hit, range 30/300 ft., one target. Hit: 10 (2d6 + 3) piercing and 4 (1d8) necrotic damage.

BONUS ACTIONS

Martial Arts. When the Strong Grade 3 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 (1-3 Cursed Energy). The Strong Grade 3 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 twice the amount spent. The Strong Grade 3 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 3 Sorcerer can perform two unarmed strikes.

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

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


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

Jujutsu Sorcerer.

The Strong Grade 3 Sorcerer has 7 levels in the Jujutsu Sorcerer class.

Feats

Cursed Energy Manipulator, Cursed Projectiles.

Improved Durability.

This creature uses the Improved Durability rule.

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