Weak Semi-Grade 1 Sorcerer (Jujutsu Kaisen Supplement)

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Weak Semi-Grade 1 Sorcerer[edit]

Medium humanoid (Human), any


Armor Class 19 (unarmored defense)
Hit Points 294 (28d8 + 168)
Speed 125 ft.


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

Saving Throws Dex +10, Cha +9
Skills Acrobatics +15, Perception +7
Senses passive Perception 17
Languages Common
Challenge 14 (11,500 XP)


Cursed Energy. The Weak Semi-Grade 1 Sorcerer has 41 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 Semi-Grade 1 Sorcerer can give themselves temporary hit points equal to the cursed energy spent times 10 for 1 minute. The Weak Semi-Grade 1 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 Semi-Grade 1 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 Semi-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 Weak Semi-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 Weak Semi-Grade 1 Sorcerer's life is at risk.

Object Infusion. The Weak Semi-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 Weak Semi-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 Weak Semi-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 Weak Semi-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 Weak Semi-Grade 1 Sorcerer can expend a lot of cursed energy to cause the object to become volatile. When imbuing an object, the Weak Semi-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 Weak Semi-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 Weak Semi-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 Weak Semi-Grade 1 Sorcerer will gain 2 temporary cursed energy at the start of their turn which cannot go above 10. 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 Semi-Grade 1 Sorcerer has 2 reactions per round.

Untraceable Speed. If an action or feature increases any of the Weak Semi-Grade 1 Sorcerer's speeds, it is further increased by 20 feet.

Strong Body. The Weak Semi-Grade 1 Sorcerer will reduce all damage they take but psychic or thunder by 3. Attacks using Cursed Energy or magic can bypass this unless they use Cursed Armor.

Taijutsu Sorcery. Once per turn, the Weak Semi-Grade 1 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 Semi-Grade 1 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 Semi-Grade 1 Sorcerer would score a natural 20 on the attack roll for the attack. Additionally, the Weak Semi-Grade 1 Sorcerer may ignore one property that a weapon they are currently wielding possesses. If the weapon has a Special property, the Weak Semi-Grade 1 Sorcerer may ignore it and raise the weapon's damage die by one damage tier.

Cursed Enhanced Body. As long as the Weak Semi-Grade 1 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).

ACTIONS

Multiattack. The Weak Semi-Grade 1 Sorcerer makes 2 attacks.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning and 5 (1d10) necrotic damage.

Grade 2 Katana. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 9) slashing and 16 (1d12 + 1d10 + 4) necrotic damage.

Handgun. Ranged Weapon Attack: +10 to hit, range 30/300 ft., one target. Hit: 12 (2d6 + 5) piercing and 5 (1d10) necrotic damage.

Exorcise. The Weak Semi-Grade 1 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 Semi-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 (1-5 Cursed Energy). The Weak Semi-Grade 1 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 Semi-Grade 1 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 Semi-Grade 1 Sorcerer can perform two unarmed strikes.

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

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

Untraceable Speed. The Weak Semi-Grade 1 Sorcerer may perform the Dash action or make a Skill Check they are proficient in.

REACTIONS

Untraceable Speed. The Weak Semi-Grade 1 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 Semi-Grade 1 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 Semi-Grade 1 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 Semi-Grade 1 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 Semi-Grade 1 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.

Cursed Enhanced Body (1-4 Cursed Energy). Whenever the Weak Semi-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.

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

Jujutsu Sorcerer.

The Weak Semi-Grade 1 Sorcerer has 14 levels in the Jujutsu Sorcerer class.

Feats

50 Meters In 3 Seconds!, Untraceable Speed, Strong Body.

Taijutsu Sorcery.

Cursed Weapon Wielder.

Cursed Energy Manipulator, Cursed Enhanced Body.

Immense Cursed Energy.

Improved Durability.

This creature uses the Improved Durability rule.


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