Strong Semi-Grade 2 Sorcerer (Jujutsu Kaisen Supplement)

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Strong Semi-Grade 2 Sorcerer[edit]

Medium humanoid (Human), any


Armor Class 17 (unarmored defense)
Hit Points 130 (20d8 + 40)
Speed 55 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Dex +7, Cha +8
Skills Acrobatics +7, Perception +6
Senses passive Perception 16
Languages Common
Challenge 10 (5,900 XP)


Cursed Energy. The Strong Semi-Grade 2 Sorcerer has 32 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 Semi-Grade 2 Sorcerer can give themselves temporary hit points equal to the cursed energy spent times 5 for 1 minute. The Strong Semi-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 Semi-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 Semi-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 Semi-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 Semi-Grade 2 Sorcerer's life is at risk.

Cursed Projectiles. When using Cursed Weapon Enhancement, the Strong Semi-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 Semi-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 Semi-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 Semi-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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage.

Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing and 5 (1d10) necrotic damage.

Handgun. Ranged Weapon Attack: +7 to hit, range 30/300 ft., one target. Hit: 10 (2d6 + 3) piercing and 5 (1d10) necrotic damage.

Cursed Energy Slash (1-4 Cursed Energy). While Cursed Energy Weapon Enhancement is active on a weapon that deals slashing damage, the Strong Semi-Grade 2 Sorcerer can produce a huge cursed energy slash. They make all creatures in a 30ft. line make a DC 16 Dexterity saving throw. On a failure, they take the damage of the Strong Semi-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 ACTIONS

Martial Arts. When the Strong Semi-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 Semi-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 twice the amount spent. The Strong Semi-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 Semi-Grade 2 Sorcerer can perform two unarmed strikes.

Cursed Patient Defense (3 Cursed Energy). The Strong Semi-Grade 2 Sorcerer can take the Dodge action.

Cursed Wind Step (3 Cursed Energy). The Strong Semi-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.


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

Jujutsu Sorcerer.

The Strong Semi-Grade 2 Sorcerer has 10 levels in the Jujutsu Sorcerer class.

Feats

Cursed Energy Manipulator, Cursed Energy Slash, Cursed Projectiles.

Immense Cursed Energy.

Improved Durability.

This creature uses the Improved Durability rule.

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