Weak Grade 2 Sorcerer (Jujutsu Kaisen Supplement)

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Weak Grade 2 Sorcerer[edit]

Medium humanoid (Human), any


Armor Class 18 (unarmored defense)
Hit Points 165 (22d8 + 66)
Speed 110 ft.


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

Saving Throws Dex +8, Cha +8
Skills Acrobatics +12, Perception +6
Senses passive Perception 16
Languages Common
Challenge 11 (7,200 XP)


Cursed Energy. The Weak Grade 2 Sorcerer has 34 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 Weak Grade 2 Sorcerer can give themselves temporary hit points equal to the cursed energy spent times 10 for 1 minute. The Weak 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 Weak 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 Weak 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 Weak 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 Weak Grade 2 Sorcerer's life is at risk.

Object Infusion. The Weak Grade 2 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 Weak Grade 2 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 Weak Grade 2 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 Weak Grade 2 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 Weak Grade 2 Sorcerer can expend a lot of cursed energy to cause the object to become volatile. When imbuing an object, the Weak Grade 2 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 Weak Grade 2 Sorcerer uses Cursed Weapon Enhancement on an improvised weapon, it will use their martial arts die rather than a d4.

Negative Flow. Whenever the Weak 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 Weak Grade 2 Sorcerer will gain 2 temporary cursed energy at the start of their turn which cannot go above 8. 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 Weak Grade 2 Sorcerer has 2 reactions per round.

Untraceable Speed. If an action or feature increases any of the Weak Grade 2 Sorcerer's speeds, it is further increased by 20 feet.

Taijutsu Sorcery. Once per turn, the Weak Grade 2 Sorcerer can make an unarmed strike or a martial weapon attack with advantage. If they already had advantage on the unarmed strike or martial weapon attack, they raise the critical hit range for the attack by 1.

Cursed Weapon Wielder. Any weapon attacks the Weak Grade 2 Sorcerer makes using a Cursed Tool have their critical hit range increased by 1 and if they roll a natural 20 on the attack roll for a Cursed Tool, they can make one additional weapon attack with advantage as apart of their attack using the same Cursed Tool that they scored the critical hit with. The additional weapon attack provided by this feature cannot be used to trigger another additional if the Weak Grade 2 Sorcerer would score a natural 20 on the attack roll for the attack. Additionally, the Weak Grade 2 Sorcerer may ignore one property that a weapon they are currently wielding possesses. If the weapon has a Special property, the Weak Grade 2 Sorcerer may ignore it and raise the weapon's damage die by one damage tier.

ACTIONS

Multiattack. The Weak Grade 2 Sorcerer makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning and 5 (1d10) necrotic damage.

Grade 2 Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing and 16 (1d12 + 1d10 + 4) necrotic damage.

Handgun. Ranged Weapon Attack: +8 to hit, range 30/300 ft., one target. Hit: 11 (2d6 + 4) piercing and 5 (1d10) necrotic damage.

Exorcise. The Weak 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.

BONUS ACTIONS

Martial Arts. When the Weak 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 Weak Grade 2 Sorcerer can add to a melee 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 Weak 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 Weak Grade 2 Sorcerer can perform two unarmed strikes.

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

Cursed Wind Step (3 Cursed Energy). The Weak 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.

Untraceable Speed. The Weak Grade 2 Sorcerer may perform the Dash action or make a Skill Check they are proficient in.

REACTIONS

Untraceable Speed. The Weak Grade 2 Sorcerer can use one of the following reactions:

  • When passing a saving throw or when an attack roll is being made against them, the Weak Grade 2 Sorcerer may move up to half of their speed in a direction of their choice. This movement cannot be used to exit domains. If this movement would cause them to leave the area targeted by an attack roll they're reacting to they may roll a Acrobatics check to attempt to fully dodge. They roll against the attack roll, causing the attack to miss regardless of their armor class if their Acrobatics check is higher than the attack roll. On a failure, the attack happens as normal, though they still move as normal. This roll automatically fails if the attack was a critical hit, unless the Weak Grade 2 Sorcerer is 10 or more levels above the attacker’s level, or CR if they don’t have a level. If they fail this roll by no more than 3 against an attack targeting one of their limbs with the Limb System then though they can’t fully dodge they may change which limb is targeted. In the case of a saving throw they're unaffected by the saving throw if they moves out of the area of effect.
  • The Weak Grade 2 Sorcerer can make one melee attack if they moved into range of a creature or a creature enters their range. They can only do this once per creature per round.

Taijutsu Sorcery. After taking the Attack Action on their turn, the Weak Grade 2 Sorcerer may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks from the triggering attacker, and if a creature rolls a Nat 1 on a melee attack against them they may make 1 Melee attack against a creature within range.

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

Jujutsu Sorcerer.

The Weak Grade 2 Sorcerer has 11 levels in the Jujutsu Sorcerer class.

Feats

50 Meters In 3 Seconds!, Untraceable Speed.

Taijutsu Sorcery.

Cursed Weapon Wielder.

Cursed Energy Manipulator.

Immense Cursed Energy.

Improved Durability.

This creature uses the Improved Durability rule.


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