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Steve Jujutsu

1 Level (0/300 XP for level-up) Background Race / Species / Heritage Alignment
Jujutsu Sorcerer
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
15
+2
DEX
15
+2
CON
13
+1
INT
11
+0
WIS
13
+1
CHA
16
+3
9
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
40
Speed (walk/run/fly)
13
Passive Perception
5 / 5
Cursed energy
0 / 0
Domain refinement
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+4 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
+3 Deception CHA
+0 History INT
+1 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
+5 Drums CHA
+2 Dice set INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +4 STR 1+2 Bludgeoning
Katana, 1 +4 DEX 1d6+2 Slashing
Katana 2 +4 DEX 1d8+2 Slashing
Attacks

Private Pure Love Train




This Innate Technique focus around making bets and hitting jackpots, winning your fights with pure skill at luck.

Domain Expansion: Idle Death Gamble



Domain Expansion

Starting at 1st level, your technique is extremely unique, as it comes with a Domain Expansion! Your Domain Expansion costs no cursed energy the first time you cast it, however the cursed energy cost increases by 3 per domain cast up to a maximum of 30. This increase of Domain Expansion's cost will reset after you complete a long rest. Additionally, you may expand your Domain as a free action as opposed to its normal action cost. Whenever you activate your Domain Expansion, no creatures may react to it due to its extremely fast activation speed.

Design Note: You may change/reflavor the Events and the designs for this domain however you wish while it will still works the same mechanically as it would currently written.

You can only bring up to one creature at a time into your Domain Expansion. The sure-hit effect for this Domain is the explanation of everything regarding how it works towards the targeted creature. This process is entirely harmless and does not hinder the creature.

The domain starts off in Normal Mode where you and the creature appear in a neutral stage. Once it starts, you may perform one of the following visual effect indicators:


Shutter Doors. As an action or a bonus action for 1 cursed energy, you make two doors appear between a target within 30 feet of you and force them to make a Dexterity saving throw by crushing them between it. On a failure, they take 1d6 bludgeoning damage. On a success, they take half as much damage. This damage increases to 2d6 at 5th level, to 4d6 at 11th level, to 7d6 at 17th level and to 11d6 at 20th level.


Reserve Balls. As an action or a bonus action for 1 cursed energy, you throw a ball and make a ranged cursed energy attack roll against a target within 30ft. of you. On a hit, it deals 1d4 bludgeoning damage. This damage increases to 2d4 at 5th level, to 4d4 at 11th level, to 7d4 at 17th level and to 11d4 at 20th level.

Consecutive Effects. As a reaction to an attack hitting you, you can make a pseudo-spin for 1 cursed energy. The attack against you is rerolled. If it misses, then it is counted as if the attack was a miss for the features and effects, and you receive one pseudo-spin multiplier. Upon reaching a pseudo-spin multiplier of 4, you gain a Jackpot. Upon exiting your Domain or an attack affected by this reaction hits you, the pseudo-spin multiplier is reset to zero.


The doors and balls may come in different colors, symbolizing a higher chance at landing a Jackpot. Rainbow-colored indicators or making four attacks in a row miss with Consecutive Effects guarantees a Jackpot.

When you make a Shutter Door or Reserve Ball attack, you must roll a d20 to determine their color as described down below:

Number Rolled Color Amount of Rerolls

1-10 Green 2

11-15 Red 4

16-19 Gold 6

20 Rainbow -

Once you make a Shutter Door or Reserve Ball attack, you must roll 3d6. You may roll these numbers a number of times equal to the rerolls the color the attack has allows. If you roll three equal numbers, you get a Jackpot. Otherwise, you are sent back into Normal Mode. Once per turn, if you roll two equal numbers, you enter Riichi Mode, which enables an Event to begin.

You must roll a d20, which defines what type of event you get. The d20 gains a bonus to its roll equal to the amount of rerolls you have from your Domain attack’s color:


Number Rolled Event Event Description Percentage Bonus

(1-9) Transport Gate "Will the main character be able to cross the gate before it closes?" If a jackpot happens, he passes the gate in time. 2

(10-14) Passenger Seat Competition "Will the main character be able to take the seat and go seated??. If a jackpot happens he can sit down. 4

(15-18) Bear the Squeeze for the Bathroom "The main character took the wrong train and he won't stop, will he hold the whole trip to go to the bathroom?" If a jackpot happens, the protagonist can take it and go to the bathroom. 6

(19-20) Last Train at Friday Night "The main character and his lover leave after work, but on the way home he ended up missing the train, did she manage to catch it?" If a jackpot happens, the heroine can't catch it either and they meet at the station. 8

When an Event happens, you must roll another 3d6. If you had rolled three equal numbers, you get a Jackpot. Otherwise you are sent back to Normal Mode. However, whilst you roll the 3d6 when an Event happens, you gain a percentage bonus which is shown as a part of the Event you currently have. You can distribute the bonus from the percentage bonus to make the 3d6 all equal numbers. For example, if you roll a 1, a 3, and a 6, and have a percentage bonus of 8, you may remove 5 from the percentage bonus to increase the 1 into becoming a 6 and remove 3 from the percentage bonus to increase the 3 into becoming a 6, therefore making all the numbers equal by having a set of 3 number 6s’.


Jackpot Bonus. Upon winning a Jackpot Bonus, your Domain Expansion is undone. However, you do not receive Technique Burnout. Instead, you gain the following benefits for 1 minute:

You receive the effects of the Improved Reverse Cursed Technique as if you had spent your level in cursed energy at the beginning of the round.

You receive cursed energy equal to twice your level at the beginning of your turns.

Your hit points cannot be reduced lower than 1 hit point for the duration of the bonus, unless you would be killed outright (such as by massive damage, or by getting your head destroyed).

You gain a +2 to your Strength, Dexterity, Constitution and Charisma scores including their maximums for the duration of the bonus.

You gain refinement from the Domain Casualties method whenever you reduce a creature to 0 hit points whilst you are benefiting from a Jackpot Bonus.


Riichi Hype!

Technique Improvement

At 3rd level, you love gambling so much that you can bring segments from your Domain itself into the outside world. You can now use the Shutter Doors and Reserve Balls attacks when outside of your Domain Expansion. They work the same as they would whilst within your Domain Expansion. However, the creature must be within line of sight, and if you would trigger an Events or Jackpots with them, it will only occur if you expand your domain.


Probability Change and Time-Reduction

Technique Improvement

At 6th level, you have evolved as a sorcerer, and thus found out that your domain has even more to offer once hitting the Jackpot! When you expand your Domain Expansion after hitting a Jackpot, you are either sent into Probability Change or Time Saving Mode. You are sent into Probability Change Mode if the number rolled for your previous Jackpot was an odd number, and are sent into Time Saving Mode if the previous Jackpot was an even number.

You gain the following benefits depending on the Mode you enter when using your Domain Expansion:


Probability Change Mode. This mode provides a guaranteed Jackpot for you when you use your Domain’s attacks. The first Shutter Door or Reserve Ball attack you use is automatically rainbow colored without the need of rolling for your attack’s color.


Time-Saving Mode. This mode improves the speed of your spins which does not guarantee a Jackpot, it will improve your chances of scoring that Jackpot. You can now trigger Events twice rather than once per turn. Additionally, whenever you are rolling the 3d6 for a Jackpot, you gain a bonus equal to your proficiency bonus which can be distributed among these rolls. For example, if you rolled a 1, a 2, and a 3 for the 3d6 to determine if you score a Jackpot or not, you can use your current proficiency bonus (which at 6th level is 3) to adjust these rolls. This allows you to remove 2 from your proficiency bonus in order to add towards the 1 from the 3d6 rolls which turns it into a 3 alongside removing 1 as well from your proficiency bonus in order to add towards the 2 from the 3d6s rolls that also turns it into a 3. With a set of 3, you land an odd Jackpot and gain the benefits from doing so. If you did not land a Jackpot whilst in this mode, you are sent back into Normal Mode the next time you perform your Domain Expansion.


Perfect Timing

Technique Improvement

At 10th level, you have absolute perfect timing when it comes to the use of Consecutive Effects as you almost never take damage. You gain additional reactions equal to half of your Charisma modifier (rounded down) that can only be used to make a Consecutive Effect reaction.

Additionally, you may spend 4 cursed energy as opposed to 1 when making a Consecutive Effect to grant the attacker disadvantage on their rerolled attack.

Tokyo School Feature: You Need Skill to Win at Luck!
Technique Improvement
At 14th level, whenever you play, you are expecting to win. If you have not landed a Jackpot the last time you used your Domain Expansion or at the start of a combat encounter, you may spend 10 cursed energy to remove a number from the 3d6 rolled for Events or Jackpots.


Perfected Domain

Technique Improvement

At 20th level, you have mastered your cursed technique, obtaining an unbeatable Domain Expansion. Your Jackpot Bonus now lasts for 2 minutes instead of 1 and your domain expansion cost increases by 1 instead of 3 per use to a maximum of 30.

Additionally, your current domain expansion refinement is doubled.


Bust

Must have the Cursed Technique Reversal cursed feat

Your mastery over the Reverse Cursed Technique has granted you your technique’s reversal. Whenever you successful score a Jackpot, you may choose to lose all of the benefits that it would provide in order to reduce your cursed energy and the cursed energy of one creature that was inside your domain when you scored the Jackpot you converted into a Bust. For 1 minute, when a turn starts, both you and the creature lose cursed energy equal to twice your Charisma modifier.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Homebrew

Katana

Adventuring Gear

Common

Finesse  Versatile 

Type Damage Damage Range
Martial Melee 1d6+2 / 1d8+3 Slashing

Cost: 8 gp
Weight: 3 lb

The statblocks of your class features

Jujutsu Sorcerer (Jujutsu Kaisen Supplement)

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

Sorcerer Student (Jujutsu Kaisen Supplement)

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.

Skill Proficiencies Choose two from Acrobatics, Athletics, History, Perception, Religion, Intimidation and Stealth
Tool Proficiencies Choose one type of artisan’s tools/ musical instrument/ gaming set.
Languages Common
Equipment 5gp, a Jujutsu high uniform(commoner's clothes).

Features

Feature: Student Support

You are just a student in jujutsu high, which makes teachers and the higher ups give you support. Jujutsu high is more incloned to help you then others, providing basic things such as grade 4 cursed tools, a teacher to supervise your progress, and send you into missions. Depending on your teacher, you'll gain additional information or be sent into even better missions.  

Alternate Feature: Professional Sorcerer

After graduation, you decided to follow your path as a sorcerer and work professionally. At the end of every month, you gain gp based on your grade plus missions completed(determined by the GM).   Grade Gp received
4 10gp
3 20gp
Semi 2 30gp
2 40gp
Semi 1 50gp
1 100gp
Special Grade 1000gp

Suggested Characteristics

You can use the following characteristics when making a sorcerer.
  d8 Personality Trait
1 I'm only here to do my job, anything else is overtime.
2 The higher ups are above me, and i'll follow their orders to the end.
3 I hate when others help me, since I know I'm capable.
4 I'm quiet and tend to stay on the sidelines.
5 I'm very energetic and live in the moment, enjoying to be in the presence of those who do the same.
6 I have a happy personality as a way to move on from my pains.
7 I'm petty, and tend to look down on others to make myself feel better.
8 I'm calm and collected, knowing when to act.
  d6 Ideal
1 Cursed. I have a "curse" within me, which I must overcome. (Any)
2 Dutiful. I must fulfill my role, as it is my duty to do so. (Lawful)
3 Caring. I want to die surrounded by people i care about. (Good)
4 Vengeful. I want to take revenge on those who wronged me. (Evil)
5 Determined. I will do anything to achieve my goal, no matter what i have to sacrifice. (Chaotic)
6 Selfless. I'm not a hero, but I'll lend a hand. (Neutral)
  d6 Bond
1 I love my friends, and wish to keep them safe!
2 I have family back home, and I'm out here for them.
3 I'm very close with my sibling, and we'll do anything for eachother.
4 I have a Best Friend, for which I would die for!
5 I value my superiors, having a deep respect for them.
6 I couldn't let go of a loved one, and now they follow me as my "curse".
  d6 Flaw
1 I wish I was born with better powers, and tend to see myself as inferior to others.
2 I take my tastes in the opposite gender very seriously, and I will beat you down if you disagree.
3 I tend to think of myself as someone superior, thinking that I'm the strongest.
4 I care more about my paycheck than the wellbeing of those around me.
5 I tend to be a bit of an airhead, not caring much about my surroundings.
6 I live in the moment, not caring enough to think about things.

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http://dnd5e.wikidot.com/lineage:human

Human

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
ability score increase: Your ability scores each increase by 1.
age: Humans reach adulthood in their late teens and live less than a century.
alignment: Any
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall.

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Created by

Supersquid92.

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