Base Class: Sorcerer
A simple JJK subclass
Martial Arts
You learn basic martial arts so you can both throw hands and cast spells. These do 1d6 damage and have the finesse and light properties. You can also spend sorcery points to power these up, adding a d6 for each point spent, up to 3 points.
Technique-based Sorcery
Your sorcery is based on interpretations of a single base technique. To represent this, choose any damage type except force. All of your spells now do damage of that type, unless you spend one sorcery point to change the damage type to force.
Black Flash
You learn how to grow from your most powerful blows. If you roll an 18 or higher on an attack roll, or if an opponent rolls a 3 or lower on a saving throw against your spell (before modifiers are added), you can spend 2 sorcery points to change the attack into a critical hit or the saving throw into a critical failure. Should you do this, or naturally land a critical hit or make an opponent critically fail, you gain a +1 bonus to attack rolls and saving throws (which stacks up to +3) until your next short rest.
Reverse Cursed Technique
You learn how to expunge the negative energy you use to cast your spells from your body in order to recover from injuries. As a reaction when you take damage, you can expend a spell slot to heal for a number of d8s equal to the level of the spell plus your spellcasting ability modifier.
Domain Expansion
You have learned domain expansion, the art of projecting your unique brand of sorcery onto a space within a barrier to grant you various benefits. Choose a spell and spend a number of sorcery points equal to 5 + the spell’s level. Everyone within 60ft. of you is sealed within that range. You gain immunity to the damage type of your own spells, and your allies gain resistance. Your allies also gain advantage on saving throws against your spell effects, and enemies get disadvantage. You gain advantage on attack rolls within your domain. You have to concentrate on your domain as if you were concentrating on a spell. When you expand the domain and as an action on your turn within your domain, you can cast the spell used in its creation without expending any components or spell slots. You may use one meta magic option for free when you use this feature. At the end of each of your turns you must pay sorcery points equal to the spell’s level or lose concentration on the domain.
Maximum Technique
You’ve learned maximum technique, a method of expressing your jujutsu sorcery in its perfect form even outside of a domain barrier. Once per long rest for free, and again for 5 sorcery points, you can give yourself advantage on an attack roll, or an opponent disadvantage on a saving throw against your spell.
Previous Versions
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2/25/2024 6:20:17 PM
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Coming Soon
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