Weak Grade 1 Sorcerer (Jujutsu Kaisen Supplement)
Weak Grade 1 Sorcerer[edit]
Medium humanoid (Human), any Armor Class 21 (unarmored defense)
Saving Throws Dex +12, Cha +11 Cursed Energy. The Weak Grade 1 Sorcerer has 50 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 (1-5 Cursed Energy). The Weak Grade 1 Sorcerer can give themselves temporary hit points equal to the cursed energy spent times 10 for 1 minute. The Weak 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 Grade 1 Sorcerer's weapon attacks are considered magical for the purposes of overcoming resistances, and deal an additional 1d12 necrotic damage (already included). Evasion. Whenever the Weak 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 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 Grade 1 Sorcerer's life is at risk. Object Infusion. The Weak 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 Weak 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 Grade 1 Sorcerer will gain 2 temporary cursed energy at the start of their turn which cannot go above 12. The DM can determine that an encounter is not suitable for Negative Flow to be able to be used. Peak of Speed. The Weak Grade 1 Sorcerer can take the dash action as a free action. 50 Meters In 3 Seconds! The Weak Grade 1 Sorcerer has 2 reactions per round. Untraceable Speed. If an action or feature increases any of the Weak Grade 1 Sorcerer's speeds, it is further increased by 20 feet. Strong Body. The Weak 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 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 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 Grade 1 Sorcerer would score a natural 20 on the attack roll for the attack. Additionally, the Weak Grade 1 Sorcerer may ignore one property that a weapon they are currently wielding possesses. If the weapon has a Special property, the Weak 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 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 Weak Grade 1 Sorcerer makes 3 attacks. Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) bludgeoning and 6 (1d12) necrotic damage. Grade 1 Katana. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (1d12 + 11) slashing and 18 (2d6 + 1d12 + 5) necrotic damage. Handgun. Ranged Weapon Attack: +12 to hit, range 30/300 ft., one target. Hit: 12 (2d6 + 6) piercing and 6 (1d12) necrotic damage. Exorcise. The Weak 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 Weak 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 (1-6 Cursed Energy). The Weak 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 four times the amount spent. The Weak 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 Grade 1 Sorcerer can perform two unarmed strikes. Cursed Patient Defense (3 Cursed Energy). The Weak Grade 1 Sorcerer can take the Dodge action. Cursed Wind Step (3 Cursed Energy). The Weak 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 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 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 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 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 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 Grade 1 Sorcerer may perform the Dash action or make a Skill Check they are proficient in. Afterimage Assault (1-12 Cursed Energy). The Weak Grade 1 Sorcerer may create a number of 1 hit point clones that are identical to them up to half of the cursed energy spent. These clones can be used to grant flanking and can only be up to half of the Weak Grade 1 Sorcerer's movement speed away from themselves. Once per round, the Weak Grade 1 Sorcerer may swap with one of these clones as a bonus action or reaction to being targeted by an attack or being forced to make a saving throw. A creature can distinguish these clones from the original by making a DC 19 Wisdom (Insight) check. They have advantage on this check if they have the Cursed Energy Tracker option from the Advanced Energy Usage class feature, and are focusing on the Weak Grade 1 Sorcerer with it. REACTIONSUntraceable Speed. The Weak Grade 1 Sorcerer can use one of the following reactions:
Taijutsu Sorcery. After taking the Attack Action on their turn, the Weak 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 Weak 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 Grade 1 Sorcerer has 17 levels in the Jujutsu Sorcerer class.
50 Meters In 3 Seconds!, Untraceable Speed, Strong Body. Taijutsu Sorcery, Afterimage Assault. Cursed Energy Manipulator, Cursed Enhanced Body, Dense Cursed Energy. Improved Durability. This creature uses the Improved Durability rule. |
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