Weak Semi-Grade 2 Sorcerer (Jujutsu Kaisen Supplement)

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Weak Semi-Grade 2 Sorcerer[edit]

Medium humanoid (Human), any


Armor Class 17 (unarmored defense)
Hit Points 104 (16d8 + 32)
Speed 105 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Dex +7, Cha +6
Skills Acrobatics +10, Perception +5
Senses passive Perception 15
Languages Common
Challenge 8 (3,900 XP)


Cursed Energy. The Weak Semi-Grade 2 Sorcerer has 25 cursed energy that they can use to fuel their abilities. All of their cursed energy is replenished at the end of a long rest.

Curse-Empowered Strikes. The Weak Semi-Grade 2 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 Weak Semi-Grade 2 Sorcerer makes a Dexterity saving throw, they take half as much damage on a failure and no damage on a success.

50 Meters In 3 Seconds! The Weak Semi-Grade 2 Sorcerer has 2 reactions per round.

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

Taijutsu Sorcery. Once per turn, the Weak Semi-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.

ACTIONS

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

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

Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing and 4 (1d8) necrotic damage.

Handgun. Ranged Weapon Attack: +7 to hit, range 30/300 ft., one target. Hit: 11 (2d6 + 4) piercing and 4 (1d8) necrotic damage.

BONUS ACTIONS

Martial Arts. When the Weak 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 (1-3 Cursed Energy). The Weak Semi-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 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 Weak Semi-Grade 2 Sorcerer can perform two unarmed strikes.

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

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

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

REACTIONS

Untraceable Speed. The Weak Semi-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 Semi-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 Semi-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 Semi-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 Semi-Grade 2 Sorcerer may take the Dodge Action as a Reaction. This dodge only works against Melee Attacks, 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 Semi-Grade 2 Sorcerer has 8 levels in the Jujutsu Sorcerer class.

Feats

50 Meters In 3 Seconds!, Untraceable Speed.

Taijutsu Sorcery.

Immense Cursed Energy.

Improved Durability.

This creature uses the Improved Durability rule.

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