Summoner / Megumi Fushiguro Image

Curse Sorcerer Subclass

Summoners bind cursed creatures known as shikigami, forcing them into service through shadow, ritual, and subjugation. A shikigami is not merely a summoned creature; it is an extension of the summoner’s technique, shaped by shadow and bound by conquest.

Summoner Features

Curse Sorcerer Level Feature
3rd Ten Shadows Technique, Shadow Manipulation, Shikigami Subjugation, Shikigami Arsenal
5th Expanded Arsenal, With This Treasure I Summon…
7th Expanded Arsenal, Improved Shadow Manipulation
13th Expanded Arsenal, Shadow Refuge
18th Perfected Ten Shadows

3rd-Level Feature: Ten Shadows Technique

You can summon and command shikigami that you have subjugated.

As a bonus action, you summon one prepared shikigami in an unoccupied space you can see within 30 feet of yourself. The shikigami remains for as long as you maintain concentration, as if concentrating on a spell. If your concentration ends, each shikigami you have summoned immediately dematerializes.

A shikigami summoned in this way takes its turn immediately after yours in the initiative order. Unless its stat block says otherwise, it can move and take one action, one bonus action, and one reaction.

If you summon another shikigami while you are already concentrating on one, the additional shikigami appears in an unoccupied space you can see within 30 feet of yourself. It can take only one action of your choice from its stat block, after which it immediately dematerializes.

If a shikigami is reduced to 0 hit points, it dematerializes and cannot be summoned again until you finish a long rest.


3rd-Level Feature: Shadow Manipulation

As a user of the Ten Shadows Technique, you can manipulate and weaponize shadows through your cursed technique.

You can store objects inside your shadow, up to a total weight in kilograms equal to 10 times your Constitution modifier. You can retrieve one stored object from your shadow as your object interaction on your turn.

You can also temporarily store one summoned shikigami inside your shadow as a bonus action, provided the shikigami’s weight does not exceed your normal carrying capacity. While stored in this way, the shikigami moves with you and cannot be targeted directly. You can release the shikigami from your shadow at any time during your turn without using an action. If you do not release it before the end of your next turn, it is released automatically.

In addition, you can briefly submerge yourself into your shadow as part of your movement. When you do so, your walking speed increases by 20 feet until the end of your next turn. You can use this part of the feature a number of times equal to your Dexterity modifier, and you regain all expended uses when you finish a long rest.


3rd-Level Feature: Shikigami Subjugation

You can subjugate weakened cursed creatures and add them to your arsenal.

You can use this feature once, and you regain the ability to do so when you finish a long rest. To use it, you must target a cursed creature whose current hit points are equal to or less than half your hit point maximum. The target must be a creature made entirely of curse or curse energy.

When you begin the subjugation ritual, the target makes three consecutive saving throws. You then make three Wisdom checks. If the total of your Wisdom checks exceeds the total of the target’s saving throws, the creature is subjugated and added to your arsenal as a shikigami.

There is no limit to the number of cursed creatures you can subjugate and possess in this way.

The exact appearance, gestures, words, and ritual structure of your subjugation technique are unique to your character.


3rd-Level Feature: Shikigami Arsenal

You can prepare a limited number of shikigami for use each day.

When you finish a long rest, choose a number of shikigami from your arsenal, as shown in the Shikigami Arsenal table. These shikigami are prepared for you until you finish your next long rest. This limit determines how many different shikigami you can summon during that period.

At 3rd level, you can prepare up to three shikigami. You gain the following shikigami as part of your starting arsenal: Nue, Divine Dogs, and Toad.

See the appendix for their stat blocks.


Shikigami Arsenal

Curse Sorcerer Level Prepared Shikigami
3rd 3
5th 4
7th 6
13th 7
18th 10

5th-Level Feature: Expanded Arsenal

The number of shikigami you can prepare when you finish a long rest increases to four.


5th-Level Feature: With This Treasure I Summon…

You can summon Eight-Handled Sword Divergent Sila Divine General Mahoraga to attempt its subjugation.

Mahoraga is a dreadful giant whose power brings only terror and destruction. Once summoned, it knows no master and immediately attacks to obliterate any moving creature it can see.

Starting at 5th level, you can summon Mahoraga once. You regain the ability to summon it again every 3 sorcerer levels thereafter, at 8th level, 11th level, 14th level, and 17th level.

No one in recorded history has survived this attempt.

See the appendix for Mahoraga’s stat block.


7th-Level Feature: Expanded Arsenal

The number of shikigami you can prepare when you finish a long rest increases to six.

You also gain the following shikigami as part of your arsenal: Great Serpent and Rabbit Horde.

See the appendix for their stat blocks.


7th-Level Feature: Improved Shadow Manipulation

Your control over shadow becomes significantly more refined.

When you use Shadow Manipulation to store a shikigami inside your shadow, you can move normally while carrying it, provided its weight does not exceed your normal carrying capacity.

In addition, when you submerge yourself into your shadow as part of your movement, you can move through spaces occupied by other creatures until the end of your turn. You cannot end your movement in another creature’s space.


13th-Level Feature: Expanded Arsenal

The number of shikigami you can prepare when you finish a long rest increases to seven.

You also gain Max Elephant as part of your arsenal.

See the appendix for its stat block.


13th-Level Feature: Shadow Refuge

You can use your shadow defensively, withdrawing your body from external harm.

When you are hit by an attack or included in the area of an effect that originates outside your body, you can use your reaction to submerge yourself completely into your shadow until the start of your next turn.

While submerged in this way, you cannot be targeted by attacks or spells, and you are unaffected by effects that originate outside your body. This feature does not protect you from effects already inside your body, such as poison, disease, or a condition already affecting you.

Ending this effect does not require an action.

Once you use this feature, you cannot use it again until you finish a long rest.


18th-Level Feature: Perfected Ten Shadows

The number of shikigami you can prepare when you finish a long rest increases to ten.

In addition, each shikigami you summon becomes empowered by your perfected technique. The shikigami’s statistics are doubled, and the number of times it can use each of its unique limited-use abilities is doubled.

Appendix: Shikigami Stat Blocks


Nue

Large monstrosity (shikigami), unaligned

Armor Class

14 (natural armor)

Hit Points

52 (8d10 + 8)

Speed

20 ft., fly 60 ft.

Weight

70 kg

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 5 (−3) 14 (+2) 8 (−1)

Saving Throws

Dex +5

Skills

Perception +4

Damage Resistances

Lightning

Senses

Darkvision 60 ft., passive Perception 14

Languages

Understands the languages of its summoner but can’t speak

Challenge

2 (450 XP)

Proficiency Bonus

+2


Traits

Shikigami Nature

Nue does not require air, food, drink, or sleep.

Aerial Carrier

Nue can carry one willing Medium or smaller humanoid without reducing its flying speed until the end of its current turn.


Actions

Beak and Claw

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d12 + 3 slashing damage.

Electro-Wings

Nue charges its wings with lightning and releases the current in a 15-foot line that is 5 feet wide.

Each creature in the line must make a Dexterity or Constitution saving throw, its choice (DC 13). On a failed save, a creature takes 4d4 + 3 lightning damage. On a successful save, the creature takes no damage.


Bonus Actions

Aerial Extraction (2/Day)

Nue grabs one willing Medium or smaller humanoid within 5 feet of itself and carries it up to 30 feet to an unoccupied space it can reach.

Taloned Displacement

Nue attempts to grab one Medium or smaller creature within 5 feet of itself. The target must succeed on a Strength saving throw (DC 13) or be moved up to 30 feet to an unoccupied space Nue can reach. This movement does not provoke opportunity attacks.


Divine Dogs

Medium monstrosities (shikigami), unaligned

Armor Class

14 (natural armor)

Hit Points

Black Divine Dog: 36 (8d8)
White Divine Dog: 28 (8d8 − 8)

Speed

60 ft.

Weight

25 kg each

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 11 (+0) 5 (−3) 15 (+2) 8 (−1)

Skills

Perception +4, Survival +4

Senses

Darkvision 60 ft., passive Perception 14

Languages

Understand the languages of their summoner but can’t speak

Challenge

2 (450 XP)

Proficiency Bonus

+2


Traits

Shared Turn

The Divine Dogs share a single turn in initiative. On that turn, each dog can move, but the pair shares one action, one bonus action, and one reaction.

Keen Smell

The Divine Dogs have advantage on Wisdom (Perception) checks that rely on smell.

Shikigami Nature

The Divine Dogs do not require air, food, drink, or sleep.

Divine Dog: Totality

If one Divine Dog is reduced to 0 hit points, the remaining dog absorbs its essence and becomes Divine Dog: Totality.

While in this state, the remaining dog gains a +2 bonus to attack rolls and deals an extra 1d6 slashing damage whenever it hits with an attack.


Actions

Bite and Tear

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2d12 + 3 slashing damage.


Bonus Actions

Bite and Drag

One Divine Dog bites into a creature within 5 feet of itself and attempts to restrain it. The target must make a Dexterity saving throw (DC 13).

On a failed save, the target takes 1d8 slashing damage and is restrained by the dog. A restrained creature can use its action to make a Strength or Dexterity check (DC 13), ending the effect on a success.

On a successful save, the target suffers no effect.


Divine Dog: Totality

Medium monstrosity (shikigami), unaligned

Armor Class

15 (natural armor)

Hit Points

64 (10d8 + 20)

Speed

60 ft.

Weight

25 kg

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 14 (+2) 5 (−3) 16 (+3) 8 (−1)

Skills

Perception +5, Survival +5

Senses

Darkvision 60 ft., passive Perception 15

Languages

Understands the languages of its summoner but can’t speak

Challenge

4 (1,100 XP)

Proficiency Bonus

+2


Traits

Keen Smell

Divine Dog: Totality has advantage on Wisdom (Perception) checks that rely on smell.

Shikigami Nature

Divine Dog: Totality does not require air, food, drink, or sleep.


Actions

Bite and Tear

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 2d12 + 4 slashing damage plus 1d6 slashing damage.


Bonus Actions

Bite and Drag

Divine Dog: Totality bites into a creature within 5 feet of itself and attempts to restrain it. The target must make a Dexterity saving throw (DC 14).

On a failed save, the target takes 1d8 + 4 slashing damage and is restrained. A restrained creature can use its action to make a Strength or Dexterity check (DC 14), ending the effect on a success.

On a successful save, the target suffers no effect.


Toad

Large monstrosity (shikigami), unaligned

Armor Class

13 (natural armor)

Hit Points

22 (3d10 + 6)

Speed

30 ft., swim 30 ft.

Weight

90 kg

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 4 (−3) 13 (+1) 8 (−1)

Skills

Athletics +6, Perception +3

Senses

Darkvision 60 ft., passive Perception 13

Languages

Understands the languages of its summoner but can’t speak

Challenge

1 (200 XP)

Proficiency Bonus

+2


Traits

Standing Leap

Toad’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Shikigami Nature

Toad does not require air, food, drink, or sleep.


Actions

Tongue Lash

Melee Weapon Attack: +6 to hit, reach 30 ft., one target.
Hit: 1d8 + 4 bludgeoning damage, and if the target is Large or smaller, it is grappled. The escape DC is 14.

Until this grapple ends, Toad can’t use Tongue Lash on another target.

Tongue Slam

Toad slams one creature it is grappling with its tongue into a solid surface within 15 feet of the target. The target must make a Strength saving throw (DC 14).

On a failed save, the target takes 2d8 + 4 bludgeoning damage and falls prone. On a successful save, the target takes half as much damage and does not fall prone.


Bonus Actions

Rescue Tongue

Toad targets one willing creature within 30 feet of itself. The target is pulled up to 30 feet to an unoccupied space within 5 feet of Toad. This movement does not provoke opportunity attacks.

Mouth Carry

Toad carries one willing Medium or smaller creature in its mouth. While carried in this way, the creature has three-quarters cover. Toad can release the creature at any time during its turn without using an action.


Reactions

Snatch from Harm

When a willing creature Toad can see within 30 feet of itself is targeted by an attack, Toad can pull that creature up to 15 feet to an unoccupied space. If this movement places the creature outside the attack’s reach or range, the attack misses.


Great Serpent

Large monstrosity (shikigami), unaligned

Armor Class

14 (natural armor)

Hit Points

68 (8d10 + 24)

Speed

40 ft., climb 30 ft.

Weight

12 kg

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 3 (−4) 12 (+1) 7 (−2)

Skills

Stealth +5, Perception +3

Senses

Blindsight 10 ft., darkvision 60 ft., passive Perception 13

Languages

Understands the languages of its summoner but can’t speak

Challenge

4 (1,100 XP)

Proficiency Bonus

+2


Traits

Shadow Ambusher

If Great Serpent is summoned from an area of dim light, darkness, or shadow, it has advantage on the first attack roll it makes before the end of that turn.

Shikigami Nature

Great Serpent does not require air, food, drink, or sleep.


Actions

Bite

Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 2d10 + 5 piercing damage. If the target is Large or smaller, it is grappled. The escape DC is 15.

Until this grapple ends, the target is restrained, and Great Serpent can’t bite another target.

Coiling Lift

Great Serpent lifts one creature it has grappled up to 20 feet into the air. The target remains grappled and restrained.

If the grapple ends while the target is suspended in the air, the target falls.


Rabbit Escape

Huge swarm of Tiny monstrosities (shikigami), unaligned

Armor Class

13

Hit Points

90 (20d12 − 40)

Speed

40 ft.

Weight

Collectively 35 kg

STR DEX CON INT WIS CHA
6 (−2) 16 (+3) 7 (−2) 2 (−4) 12 (+1) 10 (+0)

Skills

Stealth +5

Damage Resistances

Bludgeoning, piercing, slashing

Condition Immunities

Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses

Darkvision 60 ft., passive Perception 11

Languages

Understands the languages of its summoner but can’t speak

Challenge

2 (450 XP)

Proficiency Bonus

+2


Traits

Swarm

The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rabbit. The swarm can’t regain hit points or gain temporary hit points.

Too Fluffy to Kill

Rabbit Escape cannot make attacks and cannot deal damage by occupying a creature’s space.

Living Distraction

The swarm’s space is lightly obscured for creatures hostile to its summoner.

Shikigami Nature

Rabbit Escape does not require air, food, drink, or sleep.


Actions

Scatter

Rabbit Escape moves up to its speed without provoking opportunity attacks.


Reactions

Rabbit Shield

When Rabbit Escape’s summoner is hit by an attack while within 30 feet of the swarm, the rabbits rapidly gather between the summoner and the attack.

The summoner gains a +5 bonus to AC against the triggering attack, potentially causing it to miss.

If the attack still hits, Rabbit Escape takes damage equal to half the damage dealt to the summoner.


Max Elephant

Huge monstrosity (shikigami), unaligned

Armor Class

15 (natural armor)

Hit Points

138 (12d12 + 60)

Speed

30 ft.

Weight

3 tons

STR DEX CON INT WIS CHA
24 (+7) 8 (−1) 20 (+5) 4 (−3) 12 (+1) 7 (−2)

Saving Throws

Str +10, Con +8

Senses

Darkvision 60 ft., passive Perception 11

Languages

Understands the languages of its summoner but can’t speak

Challenge

7 (2,900 XP)

Proficiency Bonus

+3


Traits

Immense Weight

Max Elephant weighs 3 tons. It has advantage on ability checks and saving throws made to resist being pushed, pulled, knocked prone, or forcibly moved.

Shikigami Nature

Max Elephant does not require air, food, drink, or sleep.


Actions

Crushing Stomp

Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 2d10 + 7 bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw (DC 18) or be knocked prone.

Water Torrent

Max Elephant unleashes a massive torrent of water from its trunk in a 60-foot line that is 10 feet wide.

Each creature in the line must make a Strength saving throw (DC 18). On a failed save, a creature takes 6d8 bludgeoning damage, is pushed up to 30 feet away from Max Elephant, and falls prone. On a successful save, a creature takes half as much damage and is not pushed or knocked prone.

The water extinguishes exposed flames in the area.


Bonus Actions

Crushing Descent

Max Elephant can use this feature only if it is summoned at least 20 feet above the ground or if it falls at least 20 feet before landing.

Each creature within 10 feet of the point where Max Elephant lands must make a Dexterity saving throw (DC 18). On a failed save, a creature takes 5d10 + 7 bludgeoning damage and falls prone. On a successful save, a creature takes half as much damage and does not fall prone.

Max Elephant takes no falling damage from this descent.


Eight-Handled Sword Divergent Sila Divine General Mahoraga

Huge monstrosity (shikigami), unaligned

Armor Class

22 (natural armor)

Hit Points

317 (19d12 + 190)

Speed

60 ft.

Weight

1,200 kg

STR DEX CON INT WIS CHA
28 (+9) 24 (+7) 30 (+10) 12 (+1) 11 (+0) 15 (+2)

Saving Throws

Str +15, Dex +13, Con +16, Wis +6

Skills

Athletics +15, Perception +6

Damage Resistances

Bludgeoning, piercing, and slashing damage from nonmagical attacks

Condition Immunities

Charmed, frightened, paralyzed, poisoned, stunned

Senses

Truesight 60 ft., passive Perception 16

Languages

Understands the languages of its summoner but can’t speak

Challenge

20 (25,000 XP)

Proficiency Bonus

+6


Traits

Inspiration Usurper

When initiative is rolled, Mahoraga acts first, regardless of initiative rolls or other effects that would alter initiative.

Unbound Annihilator

Unless it has been successfully subjugated, Mahoraga recognizes no master. On each of its turns, it must move toward and attack a moving creature it can see. If more than one such creature is visible, Mahoraga targets the nearest one.

Jumping Surge

When Mahoraga moves only by jumping on its turn, its speed is doubled until the end of that movement.

Regenerative Violence

Whenever Mahoraga deals damage to a creature with an attack, it regains 1d6 hit points.

Adaptation

Mahoraga can adapt to anything and everything.

When Mahoraga is damaged by an attack, spell, or feature, it records that source of harm.

If Mahoraga is later targeted by the same named attack, spell, or feature, it gains resistance to the damage dealt by that effect. In addition, Mahoraga can use its reaction to interrupt the triggering attack, spell, or feature.

When Mahoraga interrupts an effect in this way, the effect has no effect on Mahoraga, and Mahoraga immediately takes one action against the attacker or source of the effect.

Shikigami Nature

Mahoraga does not require air, food, drink, or sleep.


Actions

Triple Attack

Mahoraga makes three Fist attacks.

Fist

Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 3d8 + 9 bludgeoning damage.

Concussive Brutality

If a creature is hit by three Fist attacks from Mahoraga before the end of the same turn, the creature must make a Constitution saving throw (DC 24).

On a failed save, the creature is stunned until the end of its next turn.


Bonus Actions

Advanced Action Surge

Mahoraga takes one additional action on the current turn.

Mahoraga can use this feature a number of times equal to its Constitution modifier, and it regains all expended uses when it finishes a long rest. Mahoraga can use this feature no more than once on the same turn.


Reactions

Adaptive Interruption

Mahoraga uses its Adaptation trait to interrupt an attack, spell, or feature that it has previously adapted to. The triggering effect has no effect on Mahoraga, and Mahoraga immediately takes one action against the attacker or source of the effect.

 

Previous Versions

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