Jujutsu Sorcerers are individuals secretly trained and employed by the government in Japan to defend humanity from cursed spirits. The race of humans capable of using jujutsu are colloquially known as Sorcerers, and the jujutsu prefix is often used to signify their alignment to Jujutsu High. Evil jujutsu sorcerers are known as Curse Users while humans who cannot use jujutsu are called Non-Sorcerers. All jujutsu sorcerers are trained in their youth at one of the two jujutsu educational facilities in either Tokyo or Kyoto. There they are taught about jujutsu and how to use their abilities to exorcise cursed spirits.
This is not my own creation, but somthing I copied over from another website to allow for easier use whilst playing using World Anvil. The links to the original website is below.
(The link with all the Curse Techniques and Sorcer Paths does not appear to work when linked on World Anvil, however here is the link. So just copy and paste it. https://www.dandwiki.com/wiki/Jujutsu_Sorcerer_(Jujutsu_Kaisen_Supplement) and these are the Feats needed. https://www.dandwiki.com/wiki/Feats_(Jujutsu_Kaisen_Supplement) Anything not directly found on these links have links to it on the actual website, so just use them)
hit dice:
1d8
hit points at 1st level:
8 + Constitution modifier
hit points at higher levels:
1d8 (or 5) + Constitution modifier per Jujutsu Sorcerer level after 1st
armor proficiencies:
None
weapon proficiencies:
Simple Weapons, Martial Weapons
tools:
Choose one type of artisan’s tools or one musical Instrument
saving throws:
Dexterity and Charisma
skills:
Choose two from Acrobatics, Arcana, Athletics, History, Perception, Religion, Intimidation and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer’s pack or (b) Explorer’s pack
- (a) 1 Handgun and 20 rounds or (b) 1 Katana
- (a) 1 Simple Weapon or (b) 1 Martial Weapon or (c) 1 Backpack
- If you are using starting wealth, you have 5d4x10 in funds.
spellcasting:
class features:
Cursed Technique
Starting at 1st level, you were born with a cursed technique. Cursed techniques are unique abilities congenitally engraved into the user's body, specifically in the right prefrontal cortex of the brain. Most jujutsu sorcerers are born with an innate technique that manifests around the age of five or six, which continually carves its formula into the user over time. You must choose one innate technique, all detailed under Cursed Techniques. Your choice grants you features at 1st, and again at 3rd, 6th, 10th, and 20th level.
Cursed Techniques
Every innate technique grants you a cursed technique, which has lots of different uses.
Anything that prevents you from casting spells, such as an Antimagic Field, also prevents you from using innate techniques, unless they are in their Reversal or Maximum Output forms.
Your innate technique deals half as much damage against yourself.
Cursed Energy
Your training has allowed you to control the cursed energy within yourself. Your access to this energy is represented by a number of cursed energy points. You have a number of cursed energy equal to twice your jujutsu sorcerer level + your Charisma modifier, as shown in the cursed energy column of the jujutsu sorcerer table. You can spend these points to fuel various of your jujutsu sorcerer class features, including your cursed techniques, which are the features you gain from your innate technique.
When you spend cursed energy, it becomes unavailable until you finish a long rest, at the end of which all cursed energy spent returns to you.
Some cursed energy applications require its target to make a saving throw to resist the application's effect. The saving throw DC is calculated as follows:
Cursed Energy save DC = 8 + proficiency bonus + your Charisma modifier.
Cursed Energy attack roll = proficiency bonus + your Charisma modifier.
Alternate Feature: Sorcerer Path
Starting at 1st level, some sorcerers are just not lucky, and will happen to be born without an innate technique. However, this hasn't stopped them from pursuing their ambitions as sorcerers, and so they adapted. You must choose a sorcerer path, which will be all listed down below at the Sorcerer Paths section. Your choice grants you features at 1st level and then again at 3rd, 6th, 10th, and 20th level.
Unarmored Movement
Also at 1st Level, your movement speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain jujutsu sorcerer levels, as shown in the Jujutsu Sorcerer table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Martial Arts
At 2nd level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain jujutsu sorcerer levels, as shown in the Martial Arts column of the Jujutsu Sorcerer table.
When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one handed weapon as a bonus action.
You gain access to Sorcerer Weapons. You may use your martial arts damage die instead of the sorcerer weapon damage die if you choose so.
Cursed Energy Enhancement
At 2nd level, you began to focus your cursed energy to better manipulate it. Choose one of the following to learn:
Cursed Strike
Before you make an unarmed strike, you may spend up to your proficiency bonus in cursed energy to empower your next strike. This enhancement lasts until you hit a creature with your unarmed strike, or until a minute passes. On a hit, you deal additional necrotic damage equal to 1d8 per point spent. You can also use this in response to rolling a natural 20 on an attack roll with an unarmed strike, or landing a black flash, instead of beforehand. You can only use this enhancement again after it has ended.
Cursed Armor
On your or another creature's turn, and for an amount of cursed energy up to your Charisma modifier (no action required), you can surround yourself with cursed energy for one minute. You gain temporary hit points equal to the amount of cursed energy spent times 5 for the duration. You can only benefit from this feature again after 1 minute or having your temporary hit points reduced to 0. Depending on your Innate Technique, you also gain resistance against a specific damage type while these temporary hit points last. If you cannot take actions due to a condition or effect you cannot use this enhancement.
The temporary hit point value becomes 10 instead of 5 at 11th level.
Cursed Weapon Enhancement
As a bonus action, you can spend cursed energy up to your proficiency bonus to add to your melee weapon damage rolls for 1 minute. Whenever you hit a target with your weapon, it takes extra necrotic damage equal to twice the amount spent. Depending on your Innate Technique, your damage bonus changes to a specific damage type. You can only use this enhancement again after 1 minute has passed.
In addition, if you do this 50 times or more to the same weapon, it becomes a Semi-Cursed Tool as long as it's not already a cursed tool.
Cursed Martial Arts
At 2nd level, your jujutsu training has made you learn advanced martial techniques. You can now do any of the following Cursed Martial Arts:
Cursed Blast of Blows
Immediately after taking the Attack action on your turn, you can spend 3 cursed energy to perform two unarmed strikes as a bonus action.
Cursed Patient Defense
You can spend 3 cursed energy to take the Dodge action as a bonus action on your turn.
Cursed Wind Step
You can spend 3 cursed energy to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled until the end of your turn.
Jujutsu Schools
Starting at 3rd level, you have begun to learn from a jujutsu school or jujutsu teacher on how to improve your cursed energy. Choose between Tokyo Jujutsu High or Kyoto Jujutsu High.
Tokyo Jujutsu High
You have come from a more liberal school, in which you decided not to focus on the basics but instead focus on improving your Innate Technique.
You learn three enhancements in which you can apply to your Lapse, Extension, Technique Improvements and Reversal techniques. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.
Power Enhancement. You can now spend additional cursed energy up to your proficiency bonus on the technique to add an additional damage die to the technique per cursed energy spent.
Cursed Energy Economy. The cursed energy cost of the technique is now reduced by your proficiency bonus (to a minimum of 1 cursed energy).
Distance Enhancement. You can spend up to your proficiency bonus in additional cursed energy on the technique to add 10 ft. to the range for each additional cursed energy spent.
At the end of a short rest or long rest, you may reallocate your enhancements.
Kyoto Jujutsu High
You have come from a very conservative school, in which you learned to ignore your individuality as a jujutsu sorcerer to instead focus on mastering the basic jujutsu arts better than any other.
Your Cursed Martial Arts techniques now only cost 1 cursed energy, and you may choose an additional Cursed Energy Enhancement feature. In addition, one of your cursed martial arts is more refined than the average sorcerer's:
Cursed Blast of Blows. When you use this feature, you can now make three unarmed strikes instead of two.
Cursed Patient Defense. You gain advantage in Constitution and Charisma saving throws when you use the Dodge action granted by this feature, as long as you benefit from the Dodge.
Cursed Wind Step. When you take the Dash action granted by this feature, you instead gain extra movement equal to twice your speed. Additionally when you take the Disengage action granted by this feature, you gain extra movement equal to your speed for the current turn.
You gain one additional refined martial art at 6th, and another at 10th level.
Alternate Feature: Straightforward Improvement
At 3rd level, if you have a Sorcerer Path rather than a Cursed Technique alongside selecting Tokyo Jujutsu High as your Jujutsu School, your focus has been on improving the traits you already possess.
You gain the following benefits dependent on your Sorcerer Path:
Taijutsu Master. Your unarmed strikes gain a bonus to their attack and damage rolls. This bonus is half of your proficiency bonus, rounded down.
Cursed Energy Manipulator. You will gain the Cursed Energy Manipulator feat once again. Additionally, projectiles from the Cursed Projectile feat will now have an AC equal to Cursed Energy save DC and hit points equal to 2 times your jujutsu sorcerer level.
Positive Energy Master. You gain expertise in the Medicine skill. If you already have expertise in the Medicine skill, you make all Medicine checks with advantage. Additionally, you may make Medicine checks using your Charisma modifier for those checks. You can take the Stabilize action as a free or bonus action once per turn. Lastly, all creatures you stabilize regain hit points equal to 1 + Charisma modifier.
Weapon Master. you can choose a second option from the Fighting Style class feature.
New Shadow Style Master. The radius for New Shadow Style: Simple Domain increases to 30ft and the refinement cap is 130 instead of 125.
Low Reserves Sorcerer. You cannot be tracked by magical means and a resource that senses the presence of Ki, Cursed Energy, Magic or anything of the sort does not work for you.
Shikigami Master. The distance you can summon your shikigami is now 120ft.
Master of Vows. You gain proficiency in two skills that use either Wisdom or Charisma. You also gain expertise in two skills that use either Wisdom or Charisma.
Barrier Master. The amount of cursed energy you can spend into a barrier further increases by your half of your Charisma modifier, rounded down.
Mythical Beast Amber. The damage of your Sparks is one die tier higher.
Sorcerer Training
At 3rd level, you have been focusing on improving yourself as a sorcerer, trying to focus on your strength. You will gain one of the following feats that you meet the requirements of:
Body Feats
Athlete History, 50 Meters In 3 Seconds!, Reinforced Immune System or Resilient
Taijutsu Feats
Taijutsu Sorcery, Brute Slam or Acrobatic Fighter
Barrier Technique Feats
Basic Barrier
Cursed Energy Feats
Cursed Energy Tracker, Cursed Energy Concealer
Cursed Energy Manipulation Feats
Cursed Energy Manipulator or Cursed Projectiles
Cursed Creations Feats
Shikigami Summon
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
You may also ignore this increase to instead gain a Cursed Feat.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level.
Binding Vow
Starting at 5th level, you can create a binding vow with a willing creature or yourself, entering into a strict contract formed by Jujutsu. At any point, you can create one binding vow and choose one of the following vows listed in the Binding Vows. During a combat encounter, you can create one vow at any time during a round of combat but you can only do so once per round of combat. You can have a maximum number of binding vows equal to 1 + your Intelligence modifier, a minimum of 2 at a time. During a Short or Long rest, you can end a number of Binding Vows equal to your Intelligence modifier (minimum of 1).
Curse-Empowered Strikes
At 6th level, you have begun to focus more cursed energy into your strikes or your weapon. Your attacks with weapons or unarmed strikes, your choice when you gain this feature, now count as magical for overcoming resistances. You may also add an extra necrotic damage dice to the total damage of your choice depending on your Charisma modifier.
Jujutsu Density Damage Dice
If you have a +1 in Charisma d4
If you have a +2 in Charisma d6
If you have a +3 in Charisma d8
If you have a +4 in Charisma d10
If you have a +5 in Charisma d12
Depending on your Cursed Technique, your extra damage die changes to a specific damage type.
Resistant
At 7th level, your strength as a sorcerer allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:
Brawn - Strength
Evasion - Dexterity
Endurance - Constitution
Discernment - Intelligence
Intuition - Wisdom
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.
Advanced Studies
Starting at 7th level, your talents have been refined by the teachings of your Jujutsu High. You receive one of the following depending on which school you chose:
Tokyo Jujutsu High
You have a favorite technique, which you have enhanced to its maximum potential. This technique has become your specialized technique. One of your Lapse, Extension, or Reversal techniques will gain one of the following benefits:
Increased Damage Output. Its damage dice number will increase by your Charisma modifier.
Increased Reach. Its range will increase by 30 ft unless it's touch range.
Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).
You may change your specialized technique at the end of a week.
Kyoto Jujutsu High
You have been improving your cursed energy usage, striving to master the basics. You will gain the following stronger enhancements that you already have the regular version of:
Stronger Cursed Strikes. Creatures of your choice within 5 feet of the impact take a number of d12 of the same damage type equal to half of the cursed energy spent (rounded down). Objects take twice the damage from this effect.
Durable Cursed Armor. Your armor now also grants you damage reduction equal to your Charisma modifier (meaning damage you take is reduced by your Charisma modifier).
Precise Cursed Weapon. Half of the amount of cursed energy spent (rounded down) will add to the weapon's attack rolls.
In case you gain another enhancement at any point in the future, it will also gain its stronger form.
Alternate Feature: Advanced Sorcerer Training
At 7th level, you have furthered your focus on improving the strengths you have already been developing.
You gain one of the following feats that you meet the requirements of but excluding their level requirements if any:
Body Feats
Athlete History, Colossal Physique, 50 Meters In 3 Seconds!, Untraceable Speed, Reinforced Immune System, Strong Body, Human Wall, Resilient, or Very Resistant
Taijutsu Feats
Taijutsu Sorcery, Brute Slam, Acrobatic Fighter, Cursed Martial Artist, or Cursed Weapon Wielder
Barrier Technique Feats
Basic Barrier, Barrier Master, New Shadow Style: Simple Domain, or Hollow Wicker Basket
Cursed Energy Feats
Cursed Energy Tracker, Cursed Energy Concealer, Immense Cursed Energy, or Overflowing Cursed Energy
Cursed Energy Manipulation Feats
Cursed Energy Manipulator , Cursed Projectiles, Cursed Energy Slash, Cursed Energy Ray, Cursed Energy Explosion or Curse-Empowered Strikes Versatility
Cursed Creations Feats
Shikigami Summon or Cursed Blacksmith
Binding Vow Feats
Vows Master or Favored Vows
Cursed Energy Recovery
At 9th level, due to extended periods of use, your cursed energy constantly recovers itself from the adrenaline of battle. While in combat, you regain 1 cursed energy at the beginning of your turn, up to your maximum. The combat must be one where your life is at risk.
Cursed Tools
Starting at 11th level, due to your extensive use of cursed energy, you can focus with normal objects for 1 hour to turn them into Cursed Tools. You learn how to create one of the following Cursed Tools:
Weapon
You enhance the weapon greatly, making it deadly enough to cut even through evil spirits.
Attacks with the item deal additional necrotic damage equal to its damage dice + your Charisma modifier. If a creature is killed by a cursed weapon, they cannot be turned into undead or revived by any means other than true resurrection or wish.
Sight Improvement
You enhance glasses, lenses or other forms of visual equipment to have access to the supernatural.
A creature holding the item gains a bonus to Wisdom (Perception) or Intelligence (Investigation) checks equal to your Charisma modifier (minimum 1), and if you can't normally see cursed spirits, you are able to do so while wearing these glasses.
Armor
You enhance the protection to be able to resist even powerful cursed attacks.
While a creature is wearing the armor, they gain temporary hit points equal to 10 + 5 times your jujutsu sorcerer level. After the temporary hit points end, they are regained at the end of your next long rest. This can only be applied to clothes or armor.
After the alteration, they will become a grade 4 cursed tool.
Exorcise
At 11th level, you've learned to get rid of weaker cursed spirits without having to spend effort or energy. As an Action, you can automatically destroy a cursed spirit within 30 ft. of you that you can see that has a CR equal to or lower than half of your proficiency bonus (rounded down).
Maximum Output
At 13th level, you have learned how to use your maximum output, which are techniques with the highest possible cursed energy output channeled into them. As a bonus action, you can spend twice as much cursed energy to amplify your cursed energy output on one of your lapse or extension techniques, making them gain one of the following benefits the next time they're cast:
- The technique's range is increased by half its original range rounded to the highest 5. For example, a technique with 10ft. of range would become a 15ft. range technique. This range increase does not work with touch based techniques.
- The technique's damage dice is increased by half of its original dice rounded up. For example, a technique with 10d10 die of damage would add 5d10 die of damage to the total damage die.
- The technique's bonus to hit is increased by half of its original bonus rounded up. For example, a technique with a +7 to hit would add a +4 to hit in its maximum output form.
- The technique's DC is increased by half of your proficiency bonus rounded up.
- The technique's duration is increased by half of its original duration. For example, a technique that lasts a minute would last 1 minute and 5 rounds.
Alternate Feature: Explosive Blow
Reaching 13th level, certain sorcerers never came to grasp the concept of the Maximum Output ability but have focused on releasing an explosive burst of cursed energy. As a bonus action, you can concentrate on channeling a very condensed portion of your cursed energy into either your limbs or a weapon for 8 cursed energy. For 1 minute after you perform this bonus action, the next melee attack you land adds half of your attacks’ damage dice (rounded down) as extra damage onto the damage roll for your attack. If you receive damage from any source, you 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 you land a melee attack, you may expend 10 cursed energy to add half of your damage dice (rounded down) to the damage roll of your attack.
For 14 cursed energy as opposed to 8 or 10 cursed energy, the melee attack that you use with this feature will instead add your attacks’ damage dice to the damage roll as opposed to only half.
On a successful melee attack that benefits from Explosive Blow, the creature is knocked back a number of feet equal to either your attacks' ability modifier or Charisma modifier times 10 in a direction of your choice. If the creature would collide with an unsecured object or structure then the creature and the unsecured object or structure receive 1d10 bludgeoning damage per every 5 feet the creature traveled before colliding with the surface (To a maximum of 10d10). If it was another creature, they instead both take damage equal to half of your attack’s damage roll instead.
School Graduation
Starting at 14th level, you have finally graduated from your Jujutsu School, now becoming a full-on Jujutsu Sorcerer. You gain one of the following depending on which school you have chosen:
Tokyo Jujutsu High
You have graduated from the Tokyo Jujutsu High, becoming the best with your technique. You gain a unique technique exclusive to your Cursed Technique.
Kyoto Jujutsu High
You have graduated from the Kyoto Jujutsu High, mastering the essence of what a Sorcerer should truly be. You gain three cursed feats you meet the prerequisites of from your experiences.
subclass options:
Ten Shadows Technique