N5E Jujutsu Sorcerer - GM Binder
N5E Jujutsu Sorcerer - GM Binder
Proficiencies Ninjutsu
Ninjutsu Save DC = 8 + Your Proficiency Bonus + your
Armor: Light armor, Medium armor
Intelligence modifier
Weapons: : All Simple Weapons, Katana, Chakram,
Ninjutsu attack modifier = Your proficiency Bonus +
Knuckle blades, Chained Spear, Nunchaku
your Intelligence modifier
Tools: Tracking Kit
Saving Throws: Dexterity, Charisma
When you make an unarmed attack, you may attempt a
Genjutsu
black flash. Make a chakra control check vs a dc of
Genjutsu Save DC = 8 + Your Proficiency Bonus + your
[16+amount of times black flash was attempted in this
Wisdom modifier
combat]. On a success that attack deals an additional
Genjutsu attack modifier = Your Proficiency Bonus +
3d6 force damage. If you fail this check, you are
your Wisdom modifier
considered to have attempted it 2 times.
You may not use this stance in conjunction with others
Taijutsu such as gentle fist or iron fist.
Taijutsu Save DC = 8 + Your Proficiency Bonus + your
Strength modifier
Taijutsu attack modifier = Your Proficiency Bonus + Efficiency Stance
your Strength modifier
When you would deal damage with a weapon attack,
Cursed Energy you may spend any amount of cursed energy as you'd
like. You deal an additional amount of damage equal to
Beginning at 1st level, you begin to produce cursed the amount of cursed energy spent.
energy. This energy is born from negative emotions, and When you hit with a weapon attack, you may reduce
thus can only naturally be drawn out within combat. When the die size of that weapon by one step
rolling initiative you roll a 1d4 and gain that much cursed (D12>D10>D8>D6>D4). When you do so, you may gain
energy. You gain a point of cursed energy at the beginning an additional 1 points of cursed energy. You may only
of your turn. If you haven’t used a feature that costs gain the benefit of this twice per turn.
cursed energy since the beginning of your turn, you gain When you make a weapon attack, as a bonus action
an additional cursed energy at the end of your turn. If a you may attempt a black flash. Make a chakra control
feature that uses cursed energy has a duration, while it is check vs a dc of [15+amount of times black flash was
active you do not regain a point at the end of your turn. attempted in this combat]. On a success that attack
You may end any feature that uses cursed energy early on deals an additional 2d6 force damage.
your turn(no action required). As an action on your turn
you can call upon your negative emotions to increase your
cursed energy by an amount equal to 1d6. You retain your Arrogance is bliss
cursed energy out of combat, however you can not charge Your unarmed damage die becomes a d6.
it. You restore your cursed energy to it’s max on a long At the start of your turn, you can declare that you're
rest. Beginning at 10th level, you gain 2d4 at the start of becoming arrogant you may raise your unarmed and
combat and your charge becomes 1d8. taijutsu attack bonus by any amount to a max of your
proficiency bonus until the end of your next turn. Your
Cursed Technique ac is reduced by half of the additional attack bonus(min
1).
Also at 1st level, your cursed energy is able to be molded
You may not use this stance in conjunction with others
into various effects. You may use one cursed technique a
such as gentle fist or iron fist.
turn.
You are able to pick as many techniques as you want to
up to the max displayed on the class table. You may switch Boogy Woogie
out one technique for another on a rest.
Your unarmed damage becomes a d6.
Binding Vow As a bonus action you may clap your hands, you may
swap places with one creature within 60 feet of you.
Finally, at 1st level you are given the opportunity to take a The creature must make a charisma saving throw vs
binding vow. These vows give you power in exchange for a your taijutsu save dc. On a failed save they swap places
part of you. You can have as many vows at a time up to an with you. A creature can intentionally fail this saving
amount equal to your proficiency bonus. When you gain throw.
this feature, you can select as many binding vows as you When a creature within 30 feet of you is targeted by an
can up to your max. When you gain a level in this class you attack, as a reaction you may swap places with that
may either remove or add one vow. creature, becoming the new target of the attack.
You may not use this stance in conjunction with others
Jujutsu stance
At 2nd level, your cursed energy is able to be enhance
your passive abilities and therefore augment your fighting
style. Select one of the fighting styles below.
Jujutsu Technique
You have awakened to your own jujutsu technique. At 3rd,
7th, 11th, 15th, and 20th you gain a feature from your
chosen technique.
Extra attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Ever Vigilant
A Jujutsu sorcerer is always at the ready. At 6th level, pick
one of the three features. At 17th level, you may pick a
second one.
Cursed Physique
At 9th level, your cursed energy supports your weakspots.
Pick two saving throws you aren't proficient in. You may
add half your proficiency bonus to those saves.
The Perfect Ratio
Ratio Technique
At 20th level, you are to perfectly open up a target's
Your technique allows you to force a weakpoint on a
defenses. When making an attack, at the cost of 12 cursed
target, allowing you to damage it. Even if someone has no
energy you may crit on a roll of 3-7(before taking into
weaknesses, you take that fact and show them that if there
account attack bonuses or any other bonuses to your
are no weakness in their defense that you can simply
attack roll). If you get a crit as a result of this feature, it
provide them with one.
ignores immunity and can't be reacted to. You may give
yourself either advantage or disadvantage on this attack.
3:7 crit
Beginning at 3rd level, you have learned to guarantee a
fatal blow by hitting a creature in a specific point. When
you make a melee attack, you can expend 2 cursed energy
to attempt to critically injure a target. If your roll a 7 or
3(before taking into account attack bonuses or any other
bonuses to your attack roll), you score a critical hit. Your
regular crit range can only be increased by 3(17-20).
When Magnified: You deal additional damage equal to
twice your proficiency modifier
Critical pierce
At 7th level, when you score a critical hit on a creature, you
ignore resistance. You also treat immunity as resistance.
When Magnified: When magnified, the creature must
make a constitution saving throw vs your taijutsu save dc.
On a failed save, they gain the cursed and weakened
condition for a minute.
Precision Crit
Also at 7th level, when you attack a creature with the
cursed or weakened condition or when there is another
creature within 5 feet of your target, you gain the benefits
of the 3:7 crit feature without spending cursed energy.
Super Crit
At 11th level, your technique allows you to critical hit
anyone, regardless of their defenses. When you would
score a critical hit on a creature, but they have a trait. jutsu
or feature that block critical hits, you may spend an
additional 4 cursed energy to ignore that jutsu or feature.
When you spend cursed energy to do this, you deal an
additional 4d12 damage.
Cursed Crit
Also at 11th level, when you land a critical hit on a
creature, it gains the cursed condition.
Brutal Crit
At 15th level, when you hit a target with a critical hit, you
roll an additional five damage die.
Limitless Defense
Limitless
Also at 11th level, your infinite barrier can activate
You utilize one of the rarest techniques, infinity, to control
subconsciously. Once per turn, you may reduce one
the battlefield. With this infinite power you are able to
instance of damage by your proficiency bonus.
break the enemies and force them to battle on your terms.
Red: Divergence
Also at 7th level, At the cost of 6 cursed energy, as an
action, all creatures within 15 feet of you must make a
strength saving throw vs your ninjutsu save dc. On a failed
save creatures in range take 7d10 force damage, gain the
weakened condition for a minute and are pushed back 60
feet. If the creature hits a solid surface they take double
falling damage. On a success, the creature takes half the
force damage and is pushed back 5 feet. At 13th level, this
becomes 10d10 force damage.
When magnified: The initial range is increased to 30
feet. Additionally, they are pushed back an additional 10
feet.
Unlimited Colors
At 11th level, your cursed energy is more plentiful than
you once thought. You gain an additional +2 cursed energy
at the beginning of your turn.
Heavenly Restriction
Although you haven't been gifted with the vast power of
cursed energy, you have traded that for power enhanced
by the heavens. This is less of a technique and more of a
new fighting style.
Heavenly Pact
At 3rd level, the growth of your cursed energy is stunted.
However, in exchange you were granted extremely
powerful boosts to your regular body. When your max
cursed energy in this class would increase, you only gain 1
instead of 2. Additionally, you do not gain an additional d4
for starting cursed energy at 10th level. You gain the Mind
over Matter or Matter over Mind pact without lowering
one of your ability scores, this does not count against your
max for pacts. At 11th level, you may gain the other pact
you did not choose.
Deadly style
Also at 3rd level, your attacks are able to be enhanced with
cursed energy with excellent energy conservation. You
gain the Cursed Strike technique, this does not count
against your max cursed techniques. When you use the
technique, it costs only 1 cursed energy. At 11th level, you
may use it with no cursed energy required. Additionally, if
you used cursed strike you may use a different cursed
technique in the same turn.
Evasive maneuvers
At 7th level, you are able to quickly escape match-ups that
seem unfavorable. As a bonus action, you may take the
disengage action. Additionally, when you take the
disengage action, your movement speed increases by 15
feet. Additionally, you reduce any falling damage taken by
6d6.
Heavenly Body
At 11th level, when you use the cursed strike technique,
you gain advantage on that attack. Additionally, at the
beginning of your turn you gain 1d4+1 temporary HP.
Peak health
At 15th level, the pact you have forged with the heavens
has granted you health that many wish they could obtain
.You gain immunity to disease and poison damage.
Additionally, you gain full proficiency in the two saves
picked from Cursed Physique
Vocal Casting
Also at 7th level, when you cast a genjutsu with the
auditory keyword, you may spend 4 cursed energy to raise
the dc by 2.
Move!
Also at 11th level, you shout out to anyone nearby that
they need to move immediately. As a bonus action, you
may spend 5 cursed energy. Every creature within 30 feet
of you must make a charisma saving throw vs your
genjutsu save dc. A creature can choose to fail this throw.
On a failed save, affected creatures must move to a point
of your choice within their movement speed.
Your Battle Is My Battle
Shadow summoning
Also at 7th level, you can summon two of your shadow
technique summons at once. Additionally, when you control a
shadow summons as a bonus action. As an action you can
Your cursed energy allows you to summon and control
spend 3 cursed energy, when you do you may control
creatures made from pure shadows. Although they lack
another shadow summon.
the pure offensive capabilities of other cursed energy
users, they battle side by side with their shadow creations.
Shadow Storage
Shadow summon At 11th level, you are able to reach use shadows as a way
to hold your items. You gain access to a shadow pocket
At 3rd level, you are able to manipulate shadows to form
dimension. This pocket dimension can hold up to 10 bulk
majestic creatures. You learn the summoning technique
of items. You can draw an item out of the dimension by
jutsu. You are unable to make normal contracts with sage
paying 2 cursed energy as an action. You can only pull an
creatures. Instead you use the jutsu to control shadows
item out of the shadow if you are within 5 feet of a
that take the form of these creatures. Summons from this
shadow.
jutsu are called shadow summons. You begin with two
different D-rank summons. At 6th level, you gain two C-
rank summons, at 10th level you gain two B-rank
Quick Summon
summons, at 14th level you gain two A-rank summons, at Also at 11th level, you can spend 5 cursed energy, when
18th level you gain two S-rank summons. You control the you do you can cast summoning technique by using your
one summoning jutsu. You can pay the cost of the jutsu
action or bonus action.
using cursed energy. If one of your creatures were to die,
you may spend an amount of DT equal to the rank of the
shadow summon to revive it. (D-rank=1, C-rank=2, etc).
Visual Link
At 15h level, you can peer into the minds of your shadow
Shadowy Shield summons to gain a better vantage point of the battle field.
At the beginning of your turn, you can pay 4 cursed
Also at 3rd level, you can enhance your shadow summons energy. When you do, until the end of your current turn
to better aid your goals. When you summon one of your you can see through the eyes of all your currently active
shadow summons, you may spend an amount of cursed shadow summons.
energy equal to the rank. When you do, the summon gains
an additional +2 to ac until it is unsummoned.
Chimera Shadow Garden
Shadow Sacrifice At 20th level, as an action you can spend 20 curse energy.
In doing so, you activate the Chimera Shadow Garden. For
At 7th level, when a shadow summon would die, you can the next minute, all your shadow summons are
choose to pour it's power into a living shadow summon.
summoned. You can control two creatures as an action,
Doing this removes the summon from your list and one as a bonus action, and three as your reaction. If a
prevents you from obtaining it again. A shadow summon shadow summon were to reach 0 HP, they are
who is given this power gains the following benefits: immediately unsummoned. If your HP is reduced to 0
during this minute, this feature immediately ends. You
The shadow summon's HP and CP increase by an
amount equal to half the sacrificed shadow summon's may use this feature once per long rest.
HP and CP respectively.
The shadow summon gains 2 of the jutsu of the
sacrificed summon.
The shadow summon's gains an ability score
improvement of +4.
The shadow summon gains one feature from the
sacrificed summon.
If the sacrificed shadow summon was of the same
species, the shadow summon's rank increases by 1. If
the shadow summon is S-rank, it gains an additional 2
jutsu within it's jutsu limitations.
Cursed blast
Cost: 3 Cursed Energy
As a bonus action, make a ranged ninjutsu attack on a
creature within 60 feet. On a hit you deal 3d8 force
damage. A creature hit must make a charisma saving
throw or gain the cursed condition.
At Higher Levels: At 5th level, this becomes 4d8. At 9th, it
becomes a 5d8, At 13th, the target rolls at disadvantage to
resist the cursed condition.
Cursed Sight
Cost: 4 Cursed Energy
Duration: Up to 10 minutes
You gain dark vision of 90 feet for the duration.
Binding Vows
T
he binding vows listed below are practically My technique
optional and are not required to take. As a bonus action you give away the intricacies of your
However, if you so choose.... jujutsu technique to up to 3 creatures within 80 feet of
you. A creature can only be told if they understand the
Seeing without eyes language you are speaking. Once a creature is informed,
this cannot be used on that creature until they complete a
Gain: You gain blindsight of 450 feet, being long rest. For 1 minute from being told this, the following
able to perceive your surroundings as well as someone effects are activated,
who can see. Gain: Your jujutsu technique is automatically magnified,
In exchange...: You permanently gain the blinded with no action or cursed energy required. If your
condition. technique does not have an magnification effect, it deals
additional damage equal to your proficiency bonus(In the
Cursed Vitality case of shadow summons, their attacks do additional
You may take this multiple times, you psychopath. damage equal to your proficiency modifier).
Gain: You gain an additional amount of cursed energy In exchange...: Informed creatures gain a +3 to their ac and
equal to your level in this class. Thereafter, you gain an
against saving throws against any attack/save that
additional +1 cursed energy every level.
originates or is augmented from your Jujutsu technique for
In exchange...: You reduce your max chakra points by an 1 minute.
amount equal to your level in this class. Thereafter, you
lose an additional -1 every level. Matter over mind
You trade mental power for physical power, this may be
Curse tinged spirit taken multiple times.
You may take this multiple times, good luck lol. Gain: Select your strength, dexterity, or constitution. The
Gain: You may gain a point of cursed energy at the end of current score and maximum of that stat increase by +2.
your turn, even if you used a technique during the turn.
In exchange...: Your linked mental stat(shown on the table
Additionally, when rolling a die to charge your cursed
below) current score and maximum decrease by -2.
energy, you reroll all 1's.
In exchange...: You reduce your max chakra points by an Mind over matter
amount equal to your level in this class. Thereafter, you You trade physical power for mental power, this may be
lose an additional -1 every level. taken multiple times.
Gain: Select your intelligence, wisdom, or charisma stats.
Overtime The current score and maximum of that stat increase by
+2.
Gain: While you are not within those 8 hours, you In exchange...: Your linked physical stat(shown on the
regenerate an additional +2 cursed energy at the start of
table below) current score and maximum decrease by -2.
your turn. In addition, for one hour after you go into
overtime, you gain a +2 to your con, dex, and str stats. Mental Stat Physical Stat
In exchange...: You designate a period of time equal to 8 Intelligence Strength
hours of the day to limit yourself. During those 8 hours,
you only gain 1 cursed energy at the start of your turn and Wisdom Dexterity
none at the end of your turn(DMs....please make sure your Charisma Constitution
player picks a suitable time period).
Cursed elements
You gain the ability to cast jutsu that you otherwise
wouldn't be able to. You may take this multiple times,
selecting a new element each time.
Gain: You gain access to one nature release. Once per turn
when you deal damage with a jutsu using this nature
release, you deal an additional die of damage.
In exchange...: Once per turn when you take damage from
a jutsu that has a nature release with an advantage against
the one you picked to gain, you take an additional die of
damage.
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