Jujutsu Sorcerer, Game Breakers Variant (5e Class)

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Shaman[edit]

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Miwa Kasumi, known as The Strongest Sorcerer in history, and the protagonist of the Jujutsu Kaisen series. [1]

Grief, hatred, disgust, and fear. These negative emotions from deep within can accumulate and ferment to form curses. Most unexplained deaths and disappearances are a direct result of the influence that curses have on normal society.

By harnessing the power of curses for themselves, shamans are able to manifest supernatural abilities that let them exorcise these curses and defend humanity.

Class Features

As a Shaman you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shaman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shaman level after 1st

Proficiencies

Armor: None
Weapons: Simple and Martial weapons
Tools: Choose one type of Artisan's Tools or Musical Instrument
Saving Throws: Wisdom and Dexterity
Skills: Choose 2: Acrobatics, Athletics, Perception, Insight, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Choose A, B, C, or D:
  • (A) Scimitar, 5 Daggers, Calligrapher's Supplies, Dungeoneer's Pack and 13 GP
  • (B) Glaive, Shortbow, 20 Arrows, Quiver, Painter's Supplies, Explorer's Pack and 3 GP
  • (C) Whip, Blowgun, 20 Darts, Lute, Explorer's Pack and 12 GP
  • (D) 70 GP

Table: The Shaman

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Taijutsu, Unarmed Defense
2nd +2 Jujutsu, Evil Eye 2
3rd +2 Spellcasting, Shaman Subclass 3
4th +2 Ability Score Improvement 3
5th +3 Cursed Arts (1) 4 2
6th +3 Jumping Tactics (1) 4 2
7th +3 Subclass Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Binding Vows 4 3 2
10th +4 Cursed Arts (2) 4 3 2
11th +4 Bottomless Well 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Jumping Tactics (2) 4 3 3 1
14th +5 Subclass Feature 4 3 3 1
15th +5 Cursed Arts (3) 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Perfect Control 4 3 3 3 1
18th +6 Subclass Feature 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Special Grade 4 3 3 3 2

Level 1: Taijutsu[edit]

You gain the following benefits when you are not wearing armor or wielding a shield:

  • You can attack twice with an Unarmed Strike instead of once whenever you take the Attack action on your turn.
  • You can roll a 1d4 in place of the normal damage of your Unarmed Strikes. This die increases to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.
  • You can use your Wisdom modifier for the attack and damage rolls of your Weapon Attacks and Unarmed Strikes.

Level 1: Unarmored Defense[edit]

While you're not wearing armor or wielding a shield, your base AC equals 10 plus your Dexterity and Wisdom modifiers.

Level 2: Jujutsu[edit]

You can expend one spell slot to do one of the following effects:

  • As a bonus action right after hitting a target with a Weapon Attack or an Unarmed Strike, you can deal additional force damage to that target. The extra damage is 1d6 for a level 1 slot, and an additional 1d6 for each slot level above 1.
  • As a reaction when you take damage from an attack or an effect, you can reduce the incoming damage to you. The damage reduction is 1d6 for a level 1 slot, and an additional 1d6 for each slot level above 1.
  • As a bonus action, you can take the Dodge, Dash, or Disengage action.

Level 2: Evil Eye[edit]

As an action, you can open your awareness to detect aberrations, celestials, elementals, fey, fiend, and undead. For the next 1 minute, you know the location of any creature of those types within 30 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Level 2: Spellcasting[edit]

You have learned to cast spells by drawing from the well of negative emotions within, and turning those emotions into cursed energy. You gain spells either from your subclass or from the Cursed Arts feature, and you always have these spells prepared.

Spell Slots. To cast a spell, you must expend a slot of that spell's level or higher. The Shaman Features table shows how many spell slots you have to cast your spells. When you finish a Short Rest, you can recover spell slots with a combined level equal to no more than half your Shaman level (round up). You regain all expended spell slots when you finish a Long Rest.

Spellcasting Ability. Wisdom is your spellcasting ability for your Shaman spells.

  • Spell Save DC = 8 + Proficiency bonus + Wisdom modifier
  • Spell Attack Bonus = Proficiency bonus + Wisdom modifier

Level 3: Shaman Subclass[edit]

You gain a Shaman subclass of your choice from the table below. A subclass is a specialization that taps into your own inner curse, and grants you spells and features at certain Shaman levels. For the rest of your career, you gain each of your subclass’s features that are of your Shaman level or lower.

Name Description
Sky Curse of eternal isolation.
Galley Curse of hunger and slaughter.
Ring Wanting to hit things really hard.

Personal Note:

  • Limitless -> Shaman of the Sky -> Heaven's Observatory
  • Shrine -> Shaman of the Galley -> Hell's Kitchen
  • Ten Shadows -> Shaman of the Menagerie -> Abyss' Garden
  • Straw Doll -> Shaman of the Effigy -> Derelict's Dollhouse
  • Boogie Woogie -> Shaman of the Stage -> Phantasm's Opera
  • Left, Right -> Shaman of the Ring -> Snowfall's Cockpit
  • New Shadow Style -> Shaman of the Sheath -> Cripple's Steelworks

Level 4: Ability Score Improvement[edit]

You can increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feature can't increase an ability score above 20. Alternatively, you can gain a feat of your choice for which you qualify. You gain this feature again at levels 8, 12, 16, and 19.

Level 5: Cursed Arts[edit]

Other than the spells shamans inherit from their own psyche, there exist cursed arts that can be obtained through knowledge and skill at manipulating cursed energy. You learn one spell of your choice from the table below, and you always have this spell prepared. You gain this feature again at level 10 and level 15.

Spell Name School Casting Time Range Duration
Black Flash Evocation 1 bonus action Self Instantaneous
Simple Domain Abjuration 1 action Self (10-foot radius) Concentration, up to 1 minute
Shikigami Conjuration 1 action 30 feet 1 minute
Falling Blossom Abjuration 1 reaction Self Instantaneous
Reversed Curse Transmutation 1 bonus action Touch Instantaneous

Level 6: Jumping Tactics[edit]

As a bonus action, you mark one creature you can see within 90 feet as a target for aggravated assault. For the next 1 minute, you have advantage on attack rolls against this target if you have an ally within 5 feet of it who isn't incapacitated, and the ally has advantage on attack rolls against this target if you're within 5 feet of it and not incapacitated.

When you gain this feature again at level 13, in addition with the previous effect, the target has disadvantage on attack rolls against you if you have an ally within 5 feet of it who isn't incapacitated, and against an ally if you're within 5 feet of it and not incapacitated.

You can use this feature twice. You regain all expended uses when you finish a Long Rest.

Level 9: Binding Vows[edit]

Binding vows are contracts made with cursed energy. In exchange for something yearned, something else valued is lost. At any time of your choosing, you can make one of the vows listed in the table below, no action required. You can also negotiate with your Dungeon Master to make a vow that is not listed here.

Bounty Price
Cast a spell without one component. Disadvantage on ability checks for the next 8 hours.
Cast a spell at twice its range (60 feet if range is Self) Speed is halved for the next 7 days.
Cast a spell at one level higher than the spent slot Disadvantage on attack rolls and saving throws for the next 1 day.
Cast a spell that requires 1 action as a bonus action. Speed reduced to 0 for 8 hours.
Cast a spell without a spell slot. Death.

Level 11: Bottomless Well[edit]

You can regain some of your cursed energy by meditation. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Shaman level (round up), and none of the slots can be level 4 or higher.

Once you use this feature, you can't do so again until you finish a Long Rest.

Level 17: Perfect Control[edit]

Your body, veiled in curses through countless days and nights, has become one with cursed energy. You can perform the effects granted to you by the Jujutsu feature at their lowest level without expending a spell slot.

Level 20: Special Grade[edit]

You have become the strongest, and truly... my Specialz. Your Wisdom score increases by 5, to a maximum of 25.

Shaman of the Sky[edit]

Level 3: Our Blue Is[edit]

You learn the Morning Blue spell described below. You always have this spell prepared.

Morning Blue
Level 1 Enchantment
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. While this creature is within range, it must make a Wisdom saving throw at the start of each of its turns. On a fail, it's compelled to move towards you. It will follow the shortest and safest possible path, or otherwise stay in place if it has no means to do so.

At Higher Levels. When you cast this spell using a higher level spell slot, you can target an additional creature for each slot level above 1.

Level 7: Our Red Was[edit]

You learn the Twilight Red spell described below. You always have this spell prepared.

Twilight Red
Level 2 Enchantment
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. While this creature is within range, it must make a Wisdom saving throw at the start of each of its turns. On a fail, it's compelled to move away from you. It will follow the shortest and safest possible path, or otherwise stay in place if it has no means to do so.

At Higher Levels. When you cast this spell using a higher level spell slot, you can target an additional creature for each slot level above 2.

Level 14: Our Purple Will Be[edit]

You learn the Purple Stars spell described below. You always have this spell prepared.

Purple Stars
Level 3 Enchantment
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. While this creature is within range, it must make a Wisdom saving throw at the start of each of its turns. On a fail, it's Paralyzed until the start of its next turn.

At Higher Levels. When you cast this spell using a higher level spell slot, you can target an additional creature for each slot level above 3.

Level 18: Liminal Space[edit]

You learn the Liminal Space spell described below. You always have this spell prepared.

Heaven's Observatory
Level 3 Enchantment
Casting Time: 1 action
Range: Self (30-foot radius hemisphere)
Components: V, S
Duration: Concentration, up to 1 minute

An immobile dome of cursed energy with a radius of up to 30 feet springs into existence around and above you. Within it, you materialize your inner mental world. Your Liminal Space.

The space is opaque from the outside and the inside. All creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the space or be cast through it.

Until this spell ends, the following effects apply:

  • All creatures within (except you & your allies) are paralyzed while inside the space.
  • Your proficiency bonus increases by 2 while inside the space.
  • All spell attacks you make automatically hit, and all saving throws against your spells automatically fail.

Shaman of the Galley[edit]

Level 3: Split in Two[edit]

Something something Slice.

Level 7: Finely Dice[edit]

Something something Dice.

Level 14: High Until Charred[edit]

Something something Char.

Level 18: Liminal Space[edit]

Something something Hell's Kitchen.

Shaman of the Ring[edit]

Level 3: Four Piece[edit]

Something something 4 unarmed strikes.

Level 7: Sorcery Fight[edit]

Something something takedowns, chin hits, throws.

Level 14: Combo Artist[edit]

Something something escalation die for attacks.

Level 18: Liminal Space[edit]

Something something Snowfall's Cockpit.

Spells[edit]

Something something put all spells here.


Innate Techniques[edit]

Each sorcerer is born with cursed techniques imbued into their minds and heart. These innate techniques continually carve their formula into their users over time, and eventually manifest as they become more proficient at manipulating their cursed energy. At level 3, you're granted an innate technique of your choice, and can cast all spells under your chosen innate technique.

Hell's Kitchen[edit]

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Hell's Kitchen: Dismantle

A technique that transforms the battlefield into your own infernal galley - a nightmarish kitchen where your enemies are but hapless fish atop a cutting board. Those who falter will swiftly be filleted, dissected, and seared with a mere blink, cursed to be nothing more than a bountiful feast.

Hell's Kitchen: Dismantle
Evocation Cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous   

With a swift gesture, you conjure an invisible blade of pure force and hurl it towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 slashing damage.

At Higher Levels. This spell creates more than one blade when you reach higher levels: two blades at level 5, three blades at level 11, and four blades at level 17. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade.

Hell's Kitchen: Cleave
1st-level Evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous   

By sacrificing your curse's range, you guarantee a cut that bypasses all defense - cutting through flesh, armor, and any material with flawless efficiency. You touch a creature or an object within reach. The target takes 3d12 slashing damage that ignores any resistance to this damage type.

At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 1d12 for each slot level above 1st.

Hell's Kitchen: ⬛ - Open
3rd-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous         

You open the furnace doors and bring forth an infernal flame to the ingredients prepared by your knives. Choose a creature or object within range that has taken slashing damage from one of your spells within the last hour. You hurl an arrow-shaped wisp of fire and your target must make a Dexterity saving throw. The target takes 9d12 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 1d12 for each slot level above 3rd.

Domain Expansion: Malevolent Shrine
5th-level Abjuration

Casting Time: 1 action
Range: Self (60-foot radius hemisphere)
Components: V, S
Duration: Concentration, up to 1 minute   

An immobile dome of cursed energy with a radius of up to 60 feet springs into existence around and above you. Within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand atop a demonic feretory, as you watch everything within minced by an endless shower of unseen slashes.

The domain is opaque from the outside and the inside. All creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the domain or be cast through it.

Until this spell ends, the following effects apply:

  • Each creature and object within (except you) takes 3d12 slashing damage at the end of your turns.
  • Your proficiency bonus increases by 2 while inside the domain.
  • All spell attacks you make automatically hit, and all saving throws against your spells automatically fail.

Limitless[edit]

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Limitless: Infinity

A technique that brings the concept of "infinity" into reality, granting you unparalleled control of space and distance. At your fingertips lie the power to curse the world itself, and realize the convergence and divergence of an infinite sum into disastrous forces.

Limitless: Infinity
Abjuration Cantrip

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, 1 minute   

You divide space into an infinite amount of steps, creating an invisible barrier that surrounds you and protects you from harm. While this spell is active, you have a +1 bonus to AC, Strength, Dexterity, and Constitution saving throws. When you're subjected to an effect that allows you to make these saving throws to take only half damage if you succeed, you instead take no damage.

At Higher Levels. This spell’s bonus increases to +3 when you reach level 5, +5 when you reach level 11, and you can no longer be directly or indirectly targeted by an attack or a spell by level 17.

Limitless: Amplified - Blue
1st-level Evocation

Casting Time:    1 action   
Range:    30 feet   
Components:    V, S   
Duration:    Instantaneous   

You strengthen your curse and realize the impossibility of negative distance - manifesting itself as a violent attractive force emanating a blue glow. Choose a point within range that you can see, and up to four creatures 30 feet away from that point. Each target flies in a straight line towards that point. The following can happen:

  • A target impacts a solid surface before reaching the point and it stops early. The target and what it strikes each take 4d6 bludgeoning damage.
  • Two or more targets reach the point and impact each other. Each target takes 4d6 bludgeoning damage.

You are immune to the damage of this spell.

At Higher Levels. When you cast this spell using a higher level spell slot, you can target an additional creature with this spell and the damage increases by 2d6, for each slot level above 1st.

Limitless: Reversal - Red
2nd-level Evocation

Casting Time:    1 action   
Range:    30 feet   
Components:    V, S   
Duration:    Instantaneous   

To cast this spell, you must first learn Reverse Cursed Technique.

You pour the positive energy generated by Reverse Cursed Technique into the limitless and realize the impossibility of an infinite distance - manifesting itself as a violent repulsive force emanating a red glow. Choose a point within range that you can see. All creatures 5 feet away from that point take 4d6 bludgeoning damage and flies in a straight line up to 90 ft away, stopping early if it impacts against a solid surface. When a target strikes something, the target and what it strikes each take 3d6 bludgeoning damage. You are immune to the damage of this spell.

At Higher Levels. When you cast this spell using a higher level spell slot, both the initial damage and the damage from a strike increases by 1d6, and the distance repelled increases by 30 ft, for each slot level above 2nd.

Limitless: Hollow - Purple
3rd-level Evocation

Casting Time:    1 action   
Range:    Self (120-foot line)   
Components:    V, S   
Duration:    Instantaneous   

To cast this spell, you must first learn Reverse Cursed Technique.

By combining the attractive force of blue with the repulsive force of red, you realize and bring forth an imaginary mass emanating a purple glow that will shred atom by atom anything it touches. The mass travels in a line 120 feet long and 15 feet wide in a direction you choose. Each creature in that line must make a Dexterity saving throw. A creature takes 15d6 force damage on a failed save, or half as much damage on a successful one. The mass also inflicts 15d6 force damage on any object in that line.

At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 2d6 for each slot level above 3rd.

Domain Expansion: Unlimited Void
5th-level Abjuration

Casting Time: 1 action
Range: Self (60-foot radius hemisphere)
Components: V, S
Duration: Concentration, up to 1 minute   

An immobile dome of cursed energy with a radius of up to 60 feet springs into existence around and above you. Within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand amidst a starry sky broken up by white splatters, as the minds within are flooded with an endless stream of information.

The domain is opaque from the outside and the inside. All creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the domain or be cast through it.

Until this spell ends, the following effects apply:

  • Each creature within (except you) are paralyzed while inside the domain.
  • Your proficiency bonus increases by 2 while inside the domain.
  • All spell attacks you make automatically hit, and all saving throws against your spells automatically fail.

Ratio Technique[edit]

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Ratio Technique: Divide

A technique that imposes an unbreakable geometric rule into reality - measuring any adversary you face against an imaginary span and forcing a weak spot at the ratio point of seven to three. No amount of defense can protect the cursed, as you render them as fragile as crumpled paper.

Divide: You divide your target along a line and a weak spot is created at the ratio point of 7:3. As a free action, roll a 1d10 after your missed melee attack. If the result is a 7 or a 3, the attack is changed from a miss to a hit. At 5th, 9th, 13th, and 17th level, you can reroll this 1d10 an additional time.

Ratio Technique: Divide
Transmutation Cantrip

Casting Time: 1 bonus action
Range: 20 feet
Components: V
Duration: Instantaneous   

You apply your curse into a creature or object that you can see within range - measuring the target against an imaginary span and forcing a weak spot into existence at the ratio point of 7:3. Until the start of your next turn, you can roll a 1d10 before making an attack against this target. At a 7 or a 3, the attack automatically hits and deals its maximum damage.

At Higher Levels. This spell allows you to roll the 1d10 two times to hit the ratio point when you reach 5th level, three times when you reach 11th level, and four times when you reach 17th level.

Ratio Technique: Reversal - Multiply
Evocation - 1 CE point

Casting Time:    1 reaction   
Range:    Self   
Components:    V, S         
Duration:    Instantaneous           

To use this technique, you must first learn Reverse Cursed Technique.

By pouring positive energy into the ratio technique, the 7:3 ratio point is reinforced instead of weakened. Any attack that lands on that point becomes nullified.

As a reaction to a successful attack against you, you can roll a 1d10. If the result is a 7 or a 3, the attack is changed from a hit to a miss. At 5th, 9th, 13th, and 17th level, you can reroll this 1d10 an additional time.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Ratio Technique: Collapse
Transmutation - 10 CE points

Casting Time:    1 action   
Range:    Self, 30-foot radius
Components:    V, S   
Duration:    Instantaneous   

You infuse the ground with cursed energy before creating a weak spot and striking it. This causes the earth to violently explode, sending debris infused with cursed energy flying from the point of impact.

Each creature in a 30-foot radius (including you) must make a Dexterity saving throw. On a fail, they take 5d8 bludgeoning damage, and half as much on a success. You have advantage on your own Dexterity saving throw. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d8.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Domain Expansion: Caliper Cemetery
Evocation - 20 CE points

Casting Time: 1 action
Range: Self, 20-foot radius
Components: V, S
Duration: Concentration, 1 minute      

To use this technique, you must first learn Simple Barrier.

You deploy a barrier centered around you with a radius of up to 20 feet and within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand in the middle of countless symmetric headstones, as every creature within becomes vulnerable to even the slightest of forces.

This technique is an extension of a containing barrier and inherits its function and effect. The following effects also apply inside your domain:

  • Beginning at 2nd level, all creatures within (except you) must make a Wisdom saving throw at the start of their turns. On a fail, they will take 1d6 bludgeoning damage for every 5 feet they move, and have all attacks against them automatically hit until the start of their next turn.
  • Beginning at 8th level, your proficiency bonus is doubled, all spell attacks you make have advantage, and all saving throws against your spells suffer disadvantage.
  • Beginning at 14th level, you gain advantage when rolling for your concentration.
  • Beginning at 20th level, all attacks made with your technique automatically hit, and all saving throws against your technique automatically fail.

At 5th, 9th, 13th, and 17th level, the maximum radius of your barrier increases by 10 feet.

Straw Doll Technique[edit]

Resonance.gif
Straw Doll Technique: Resonance

A voodoo-like technique that remotely inflicts harm to a victim using an effigy and nails infused with cursed energy. Anyone unlucky enough to be impaled can expect a gaping wound at best, or an assault to the soul at worst. You gain a light hammer, a straw doll, and 30 metal nails as part of your equipment to supplement your technique. You can use darts in place of nails.

Cursed Nails: You levitate and strike cursed-infused nails towards your opponents. As an action, make up to three ranged spell attacks (30/60 feet) with their own targets, each using up a nail. On each hit, they take 1d4 piercing damage. At 5th, 9th, 13th and 17th level, you can make an additional attack with another nail.

Straw Doll Technique: Hairpin
Evocation - 5 CE points

Casting Time:    1 bonus action
Range:    30 feet
Components:    V, S      
Duration:    Instantaneous      

With a snap of your fingers, you send an explosive surge of cursed energy into one of your nails within range, causing it to violently skewer whatever it's currently impaling.

Choose a creature or an object that you've successfully hit with your cursed nails attack within your turn. That target takes 3d6 piercing damage. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d6.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Straw Doll Technique: Resonance
Evocation - 5 CE points

Casting Time:    1 reaction
Range:    5 feet
Components:    V, S
Duration:    Instantaneous            

You strike one of your nails that's currently impaling an effigy, and the soul of whatever that effigy represents is assaulted with a surge of cursed energy.

As a reaction to:

  • A successful attack with your light hammer against a creature that you've hit with a cursed nails attack in your previous turn, or
  • An item interaction where you impale a nail through your straw doll and a body part of your target (hair, fluids, dismembered limb, etc.)

The target of your attack or the owner of the body part must make a Constitution saving throw. On a fail, they are stunned and take 1d6 piercing damage, or incapacitated on a success. The condition lasts until the end of your next turn. At 5th, 9th, 13th and 17th level, the condition lasts for an additional round.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Domain Expansion: Forgotten Doll House
Evocation - 20 CE points

Casting Time: 1 action
Range: Self, 20-foot radius
Components: V, S
Duration: Concentration, 1 minute            

To use this technique, you must first learn Simple Barrier.

You deploy a barrier centered around you with a radius of up to 20 feet and within it, you materialize your inner mental world. The very space itself becomes imbued with your innate technique, and any attack made with it becomes impossible to evade. You stand within a child's bedroom filled with numerous dolls, as every creature within is trapped in a miniature body of cotton and buttons.

This technique is an extension of a containing barrier and inherits its function and effect. The following effects also apply inside your domain:

  • Beginning at 2nd level, all creatures within (except you) must make a Wisdom saving throw at the start of their turns. On a fail, they are turned into a doll (their size changes to tiny, they are stunned, and their AC drops to 5). These conditions last until the end of your next turn.
  • Beginning at 8th level, your proficiency bonus is doubled, all spell attacks you make have advantage, and all saving throws against your spells suffer disadvantage.
  • Beginning at 14th level, you gain advantage when rolling for your concentration.
  • Beginning at 20th level, all attacks made with your technique automatically hit, and all saving throws against your technique automatically fail.

At 5th, 9th, 13th, and 17th level, the maximum radius of your barrier increases by 10 feet.

Blood Manipulation[edit]

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Blood Manipulation: Piercing Blood

A technique that allows the user to control and shape their blood beyond its natural form or motion for a variety of effects. It can be used to manipulate every aspect of the user's blood, including blood composition, plasma, and red blood cells.

Flowing Red Scale: You augment your physical abilities by manipulating the blood within your body. As a bonus action, an ability modifier of your choice increases by 1 until the start of your next turn. At 5th, 9th, 13th, and 17th level, this increase increases by 1.

Blood Manipulation: Piercing Blood
Transmutation - 5 CE points

Casting Time:    1 action
Range:    120 feet
Components:    V, S
Duration:    Instantaneous             

You compress an orb of blood to its limits and release it as a pressurized stream of blood that surpasses the speed of sound.

Lose 1 hit point and choose a direction. Any creature along 120 feet of that direction must make a Dexterity saving throw. On a fail, they take 5d4 piercing damage, and half as much on a success. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d4.

At 3rd level, this technique loses its verbal component.

Blood Manipulation: Slicing Exorcism
Transmutation - 3 CE points

Casting Time:    1 action
Range:    30/60 feet
Components:    V, S        
Duration:    Instantaneous             

You hurl a fast-moving rotating disc of compressed blood towards your opponent.

Lose 1 hit point and make a ranged spell attack against a target within range. On a hit, they take 3d4 slashing damage. At 5th, 9th, 13th and 17th level, this damage gains an additional 1d4.

At 3rd level, this technique loses its verbal component. At 5th level, this technique loses its somatic component.

Boogie Woogie[edit]

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Boogie Woogie: Boogie Woogie

A technique that switches the positions of two targets chosen by the user. Valid targets for this technique include the user and isn't limited to just creatures, but anything that possesses some amount of cursed energy (e.g. cursed-infused objects).

Boogie Woogie: As a bonus action, you clap your hands and switch the positions of two valid targets within 30 feet of you. A switched creature you deem an ally (or you if you switched yourself) gain advantage to their attack rolls and Dexterity saving throws until the start of your next turn. Conversely, a switched creature you deem an opponent suffer disadvantage to their attack rolls and Dexterity saving throws until the start of your next turn. You need two free hands for this technique.



Additional Techniques[edit]

Other than the innate technique sorcerers are born with, there exist cursed techniques that can be obtained through knowledge and skill at manipulating cursed energy. At 6th, 10th, 14th and 18th level, you can choose to learn one of these additional techniques.

Reverse Cursed Technique
1st-level Transmutation

Casting Time:    1 bonus action
Range:    Self
Components:    V, S
Duration:    Instantaneous   

By taking two sources of cursed energy and multiplying them together, positive energy is produced. As a result, the energy that destroys becomes energy that creates, and cursed energy can be used to cure and heal. You regain a number of hit points equal to 2d8 + your Wisdom modifier.

At Higher Levels. When you cast this spell using a higher level spell slot, the healing increases by 1d8 for each slot level above 1st.

Simple Domain
1st-level Abjuration

Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute   

Hailed as the "domain for the weak". A circular aura of cursed energy with a radius of 10 feet manifests around you. Within it, you invoke inviolable rules, similar to a Domain Expansion, but without an associated innate technique.

The domain is centered around you, and moves with you. Until this spell ends, the following effects apply:

  • Each creature and object inside the domain is within reach of your melee attacks.
  • Your proficiency bonus increases by 1 while inside the domain.
  • Creatures that enter and exit your domain provoke an opportunity attack from you.
  • Inside the domain, the passive effects of a Domain Expansion is cancelled.
  • The domain shrinks by 5 feet whenever you end your turn inside a Domain Expansion, and the spell ends when the domain shrinks to 0 feet.

At Higher Levels. When you cast this spell using a higher level spell slot, the radius of the domain increases by 5 feet for each slot level above 1st.

Summon Cursed Beast
1st-level Conjuration

Casting Time:    1 action
Range:    10 feet
Components:    V, S
Duration:    Concentration, up to 1 hour   

Shikigami are monstrous spirits born from cursed energy that are conjured to serve as familiars for sorcerers. You summon a beast of challenge rating 1/4 or lower in an unoccupied space that you can see within range.

Your familiar is considered a fiend, and it disappears when it drops to 0 hit points or when the spell ends. It is friendly to you and your companions, and always obey any commands that you issue to it (no action required by you). In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind with regard to your own senses.

At Higher Levels. When you cast this spell using a higher level spell slot, the challenge rating of the beast that you can summon increases to 1/2 at level 2, 1 at level 3, 2 at level 4, and 3 at level 5.

Cursed Tool Infusion
1st-level Transmutation

Casting Time:    1 action
Range:    Touch
Components:    V, S
Duration:    8 hours   

You pick a melee weapon that you're holding and you imbue it with cursed energy. Until this spell ends, the following effects apply:

  • You can use your Wisdom modifier for the attack and damage rolls of this weapon.
  • This weapon deals 1d4 force damage along with its regular damage.
  • If you roll a 20 on the d20 for the attack roll of this weapon, the attack is considered a Black Flash and deals its maximum damage. In addition, until the end of your next turn, attacking with this will be a critical hit and a Black Flash on a 19 or a 20 on the d20.

Domain Amplification
3rd-level Abjuration

Casting Time:    1 bonus action
Range:    Self
Components:    V, S
Duration:    1 minute   

To cast this spell, you must first learn Domain Expansion.

You wrap yourself thinly in a domain unimbued with an innate technique, allowing an opposing magical effect that comes into contact with this domain to be poured in and nullified.

Until this spell ends, the following effects apply:

  • Spells and cantrips can't be casted if the caster is 5 feet away from you.
  • You are resistant to the damage inflicted to you by any spell.
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