Average Grade 1 Sorcerer (Jujutsu Kaisen Supplement)
Average Grade 1 Sorcerer[edit]
Medium humanoid (Human), any Armor Class 21 (unarmored defense)
Saving Throws Str +12, Cha +11 Cursed Energy. The Average Grade 1 Sorcerer has 52 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 Strike (1-6 Cursed Energy). The Average Grade 1 Sorcerer can, when making an Unarmed Strike, add 1d12 necrotic damage to their attack per Cursed Energy spent. They can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike instead of beforehand. On a miss, the energy used remains until they hit a target or until 1 minute passes. Cursed Armor (1-5 Cursed Energy). The Average Grade 1 Sorcerer can give themselves temporary hit points equal to the cursed energy spent times 10 for 1 minute. The Strong 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 Average Grade 1 Sorcerer's weapon attacks are considered magical for the purposes of overcoming resistances, and deal an additional 1d12 necrotic damage (already included). Cursed Energy Recovery. While in combat, the Average 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 Average Grade 1 Sorcerer's life is at risk. Object Infusion. The Average Grade 1 Sorcerer has become more adept at imbuing cursed energy not just into special tools, but mundane objects for crafty use.
Negative Flow. Whenever the Average 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 Average Grade 1 Sorcerer will gain 2 temporary cursed energy at the start of their turn which cannot go above 13. The DM can determine that an encounter is not suitable for Negative Flow to be able to be used. Peak of Might. The Average Grade 1 Sorcerer may shove or grapple a creature whenever they hit a critical hit with a melee weapon attack that uses Strength. Colossal Physique. The strength the Average Grade 1 Sorcerer possesses is capable of matching experts at cursed reinforcement or massive curse spirits & shikigami. They gain the following benefits:
Strong Body. The Average Grade 1 Sorcerer will reduce all damage they take but psychic or thunder by 4. Attacks using Cursed Energy or magic can bypass this unless they use Cursed Armor. Human Wall. The Average Grade 1 Sorcerer has advantage in Constitution saving throws. Cursed Martial Artist. The Average Grade 1 Sorcerer's expertise regarding unarmed combat exceeds those of a similar skill level through complex training and overall mastery of this martial practice.
Taijutsu Sorcery. Once per turn, the Average 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. Heavy Finisher (1-6 Cursed Energy). Once per round as part of hitting an melee attack, the Average Grade 1 Sorcerer can make their target make a DC 20 Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy spent and are thrown directly back an amount of feet equal to 10 times 6 + the amount of energy spent. On a success, they take half as much damage and are pushed half as far. If a creature fails this save by 5 or more, they are also prone. If the hit was a critical hit, then they are also prone. If the creature hits an object on the way they both take 1d12 bludgeoning damage. If it hits a structure, it stops completely and takes 1d12 bludgeoning damage per 10 feet traveled, with the structure taking twice as much damage. If it hits another creature, the creature hit must make a Dexterity saving throw or also take the damage of the Heavy Finisher and be pushed as well. If the Average Grade 1 Sorcerer uses the Colossal Physique feature to push back a creature on the same attack as using this feature, then the creature takes the higher knockback damage from this feat for the total knockback distance from either this feat or Colossal Physique. Whichever is further. The Average Grade 1 Sorcerer can also use the heavy finisher as a way to get someone stuck in the ground. Once per round as part of hitting an melee attack against a prone creature, the Average Grade 1 Sorcerer can spend up to 6 cursed energy to force their target to make a Strength saving throw. On a failure, they take 1d10 necrotic or bludgeoning damage per energy or point spent and are restrained on the ground. On a success, they take half as much damage and their speed is halved until the beginning of your next turn. If they fail by 5 or more, they are also Confused until the beginning of your next turn. They may remake the Strength saving throw at the beginning of their turns, ending the condition early. Cursed Enhanced Body. As long as the Average 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). ACTIONSMultiattack. The Average Grade 1 Sorcerer makes 2 attacks. Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning and 6 (1d12) necrotic damage. Grade 1 Handgun. Ranged Weapon Attack: +11 to hit, range 30/300 ft., one target. Hit: 12 (2d6 + 5) piercing and 24 (3d12 + 5) necrotic damage. Exorcise. The Average Grade 1 Sorcerer automatically destroys a cursed spirit within 30 ft. of them that they can see that has a CR of 3 or lower. BONUS ACTIONSMartial Arts. When the Average 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 Blast of Blows (3 Cursed Energy). Immediately after taking the Attack action on their turn, The Average Grade 1 Sorcerer can perform two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). The Average Grade 1 Sorcerer can take the Dodge action. Cursed Wind Step (3 Cursed Energy). The Average 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 Average 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 Average 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 Average 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 Average 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 Average 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. REACTIONSHuman Wall (4/long rest). Upon hitting 0 hit points, the Average Grade 1 Sorcerer can roll a hit die. They regain the amount rolled in hit points. Cursed Martial Artist. When a creature fails a melee attack roll against the Average Grade 1 Sorcerer, they can make one unarmed strike against them. On a successful hit, they may add 4 to the damage roll. Taijutsu Sorcery. After taking the Attack Action on their turn, the Average 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 (1-5 Cursed Energy). Whenever the Average 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 Average Grade 1 Sorcerer has 18 levels in the Jujutsu Sorcerer class.
Athlete History, Colossal Physique, Strong Body, Human Wall. Cursed Martial Artist, Taijutsu Sorcery, Heavy Finisher. Cursed Energy Manipulator, Cursed Enhanced Body, Dense Cursed Energy. Improved Durability. This creature uses the Improved Durability rule. |
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