Base Class: Sorcerer
Based on Jujutsu Kaisen
You have trained in using cursed energy, controlling the power of negative emotion emitted by all living mortals. You use your cursed energy to manifest various types of magic to aid you in combat or day-to-day means. While your choice of spells is unique to your person, you also have the option to use the innate abilities of all users of Jujutsu.
Contract
Starting at 1st level, when rolling initiative to enter combat or at the end of each turn in combat, you can convey your plans for your next action to your opponent.
If you plan on using an attack, a spell, or any other feature, ability, or item that targets a creature on the action of your next turn, you can communicate your plans to said creature at the end of your current turn.
If that creature can understand you and now knows your plans, and you follow up on what you said you would do the previous turn, you gain an advantage on to hit attack rolls on that action. If the action requires the target to roll a saving throw instead, the target gains a disadvantage on that saving throw. When using actions that have a roll to hit and a saving throw against an additional effect, you only gain the benefits of Contract on the roll to hit. When using actions that deal damage or heal life points with no roll to hit or a saving throw required, roll the damage or healing die twice and take the higher result instead.
Contract cannot be used on bonus action abilities, spells, attacks, etcetera, it also loses its effect if you call out a specific action and do a different one instead.
Enhanced Ability
Starting at 1st level, you can cover yourself with a thin veil of cursed energy, enhancing your physical capabilities.
You can use your bonus action to spend a spell slot (or the equivalent amount of sorcery points according to the Font of Magic table) and cover yourself with a thin veil of cursed energy, giving you a flat bonus equal to the spell slot level to all rolls affected by Strength, Dexterity, or Constitution. These effects require concentration and have a duration of 1 minute.
While under the effects of Enhanced Ability, all non-magic attacks you do become magical instead.
Simple Domain
Starting at the 6th level, you can now negate other techniques and domains more efficiently.
You can use your action to activate your Simple Domain by paying a 3rd-level or higher spell slot (or the equivalent amount of sorcery points according to the Font of Magic table). A small circle with a 10ft radius appears around you, engulfing you and others within the Simple Domain with a protective veil. Any spell below the level of the spell slot used for its activation that targets anyone affected by the Simple Domain immediately fails. If the spell level is equal to the Simple Domain level or higher, roll an ability check using your spellcasting ability. On succeeding a DC 10 + opposing spell level, the spell is blocked as well.
The Simple Domain is broken when you lose concentration, when you move, when you use spells with Somatic components, and when you use your hands for any other action.
Casting a Simple Domain inside an innate domain disables its guaranteed hit property.
Domain Expansion
At the 14th level, you can expand your innate domain to gain combat advantages.
Once per long rest as a special action, if you have at least 10 sorcery points available, you can spend all your sorcery points to expand your domain onto any amount of creatures in sight, transferring you to a pocket dimension designed after your personality, leaving a large mystical orb where you stood. The target(s) must roll a Dexterity saving throw, causing the domain to get to the target delayed if they roll higher than your spell save DC. On a failed save the domain envelops the target for 1d4 turns and envelops the target for 1d4-1 turns on a successful one (you roll a single d4 for all targets and their saving throw result is individual).
While inside the domain, all your attacks always land, and seldom do your opponent's. To hit rolls for attacks, spells, etcetera automatically succeed, and your target(s) automatically fail all saving throws. While in the domain, any other creatures inside the domain always attack you with a disadvantage and you roll saving throws with an advantage. The domain ends when the quota of turns depletes, sending everyone inside the domain back to where they were before entering it. There are also alternative ways to end the domain; when another creature inside the domain expands its domain using more sorcery points than you, when you decide to end it prematurely, when you drop to 0 hit points, or when the domain is destroyed.
The domain's AC is equal to yours, and for the domain's hit points, you roll d100s equal to the result of the turn roll, regardless of whether the target(s) succeeded or failed the Dexterity saving throw. The domain is immune to all non-magic damage, resists all magical damage dealt by creatures within it, and is vulnerable to all magical damage dealt by creatures outside it. During the combat round the domain drops below half its maximum hit points, a small tear in the domain opens up, allowing 1d4 creatures to leave or enter the domain freely. The tear closes when the amount of creatures reaches the amount the tear can provide for or regenerates on its own when the combat round ends.
Using Simple Domain or any other magic negation negates the auto-hit effects of the domain, but not the damage, making you still roll to hit, and the targets still roll saving throws.
Reverse Cursed Energy
Beginning at the 18th level, you can reverse the nature of your cursed energy.
When casting any spell, you can spend an equivalent amount of sorcery points to the spell slot level according to the Font of Magic table to reverse its effects. Damaging spells will heal, healing spells will damage, and utility spells will do the exact opposite of what they say they do.
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