Warlock
Base Class: Warlock

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.

 

Ten Shadows

Starting at 1st level, you were born with the Ten Shadow's Technique. The Ten Shadows Technique can summon up to ten powerful shikigami using shadows as an intermediary. 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. 

Cursed Energy

At the 1st level, 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 points equal to twice your 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 Innate 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 the rest, all Cursed Energy spent return to you. You must spend at least 30 minutes of rest meditating to regain your Cursed Energy.

Some of Cursed Energy traits require its target to make a saving throw to resist the trait'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.

Trail

Starting at 1st level, As an action you may summon any cursed spirits that are on the table below within 5ft. of you. If you haven't battled against this shikigami and won, the cursed spirit will be under the berserk condition. If you have battled against the cursed spirit alone (does not include using your tamed shikigami) and reduce it to 0 hit points, you will now be able to summon the cursed spirit without it being berserk. You can summon a number of shikigami at a time equal to half your sorcerer level rounded up (with the exception of the Divine Dogs and Rabbits).

Cursed Energy Shikigami
1 Cursed Energy per summoned creature(up to 4) Gama
3 Cursed Energy Rabbit Escape
5 Cursed Energy Nue
8 Cursed Energy Great Serpent
9 Cursed Energy Round Deer
11 Cursed Energy Piercing Ox
13 Cursed Energy Mourning Tiger
16 Cursed Energy Max Elephant
25 Cursed Energy Eight-Handled Sword Divergent Sila Divine General Mahoraga

Any shikigami summoned that are reduced to 0 hit points (excluding Divine Dogs) can only be summoned again after a long rest, with the exception of Rabbit Escape, which can be summoned at any time. When you reach 10th level, you may summon lost shikigami again after 1 minute.

Shadow Storage

Starting at 6th level, you may store objects in an extra-dimensional space within your shadow. You may spend 2 Cursed Energy to interact with an object in this space, potentially removing it. All the items still count against your carrying capacity.

At 10th level, you can connect to the shadows of a number of creatures up to your Charisma modifier. As a bonus action for 1 cursed energy, you may teleport behind this creature's shadow from any distance, even on another dimension. In case you do this on a hostile creature, the creature makes a Perception check against your cursed energy DC, on a success they know you are behind them, on a failure they will be surprised.

Well's Unknown Abyss

Starting at 10th level, As an action you may combine two of your summons you have summoned into a single creature, granting one of them the Cursed Spirit Alteration feature. They lose the Cursed Spirit Alteration if they are reduced to 0 hit points or you undo it as a bonus action.

Additionally, if one of your summons is reduced to 0 hit points, during a short or long rest you may perform a 1 hour ritual to grant one of your summons its Totality form. The sacrificed creature cannot be summoned for 1 week, after which the other creature loses its Totality form.

The Wells Unknown Abyss

Spirit Cursed Spirit Alteration Totality
Divine Dogs Gives Pack Tactics feature Becomes a Divine Dog Totality
Gama Gives Standing Leap feature Becomes a Gama Totality
Great Serpent Increase hit points by 10 and gives 30 ft. swim Speed Becomes a Great Serpent Totality
Nue Gives 80ft fly speed Becomes a Nue Totality
Round Deer Grants the Regeneration feature Becomes a Round Deer Totality
Piercing Ox It will grant the Trampling Charge feature Becomes a Piercing Ox Totality
Mourn Tiger It will grant the Sprint feature(It will apply to one of the creatures' attack actions) Becomes a Mourn Tiger Totality
Max Elephant Increase hit points by 30 Becomes a Max Elephant Totality

This feature cannot apply to the Eight-Handled Sword Divergent Sila Divine General Mahoraga.

Cursed Energy Recovery

At 14th 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 per turn, up to your maximum. The combat must be one where your life is at risk.

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