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Jujutsu Sorcerer

JJK Edition
Jujutsu Sorcerer
Jujutsu Sorcerers are mystical combatants who stand at the crossroads of visible and invisible
realms. They draw upon cursed energy, a volatile force that flows through the shadows of the world,
to execute supernatural feats and powerful techniques. Through intense discipline and a unique un-
derstanding of this arcane energy, they wield its power to manipulate reality, cast potent spells, and
perform formidable cursed techniques that can both devastate their foes and protect their allies. As
guardians against the corruption that they harness, Jujutsu Sorcerers walk a perilous path, balancing
on the knife-edge between control and calamity.
You must have an Intelligence score of 13 or higher and a Strength or Dexterity score of 13 or high-
er to multiclass in or out of this class.

Jujutsu Sorcerer
Proficiency Cursed
Level Bonus Techniques Marks Features
1st +2 - 2 Cursed Energy Manipulation
2nd +2 1 2 Fighting Style, Cursed Techniques
3rd +2 1 3 Cursed Path
4th +2 2 3 Simple Domain, Ability Score Improvement
5th +3 2 4 Extra Attack
6th +3 2 4 Veiled Tenacity, Simple Domain (2/LR)
7th +3 3 5 Cursed Path Feature
8th +3 3 5 Ability Score Improvement
9th +4 3 6 Precision of the Damned
10th +4 4 6 Cursed Energy Conservation
11th +4 4 7 Cursed Path Feature
12th +4 4 7 Ability Score Improvement
13th +5 5 8 Signature Style, Simple Domain (3/LR)
14th +5 5 8 Reverse Cursed Technique
15th +5 5 9 Cursed Path Feature
16th +5 6 9 Ability Score Improvement
17th +6 6 10 Mind Over Matter
18th +6 6 10 Domain Expansion
19th +6 7 11 Ability Score Improvement
20th +6 7 12 Cursed Path Feature

JJK Edition
Class Features When invoking a technique that requires a target
to resist its effects, the target must make a sav-
As a Jujutsu Sorcerer, you gain the following ing throw against your Mark save DC, which is
class features. calculated as follows: Mark save DC = 8 + your
Hit Points proficiency bonus + your Wisdom modifier.
Hit Dice: 1d8 per Jujutsu Sorcerer level • Cursed Strike: You can spend 1 Mark to
Hit Points at 1st Level: 8 + your Constitution infuse one weapon attack with necrotic energy.
modifier The attack gains a +2 bonus to the attack roll,
Hit Points at Higher Levels: 1d8 (or 5) + your and on a hit, it deals an additional 1d6 necrotic
Constitution modifier per Jujutsu Sorcerer level damage to the target.
after 1st. • Energy Lash: As an action, you channel
Proficiencies cursed energy to create a lash of dark energy that
Armor: Light armor strikes at a creature within 30 feet of you. Make
Weapons: Simple weapons, plus one type of a ranged spell attack against the target. On a hit,
martial weapon of your choice the target takes 1d6 necrotic damage. The dam-
Tools: None age increases by 1d6 at 5th level and again every
Saving Throws: Strength or Dexterity (your four levels thereafter (9th, 13th, and 17th level),
choice), Wisdom to a maximum of 5d6 at 17th level.
Skills: Choose two from Arcana, Athletics, Ac- • Ward of Binding: As a reaction when a crea-
robatics, Insight, Intimidation, Investigation, and ture within 5 feet of you makes an attack against
Stealth you, you can spend 1 Mark to create a burst of
cursed energy that attempts to bind them. The at-
Equipment tacker must succeed on a Strength saving throw
You start with the following equipment, in against your Mark save DC or have their speed
addition to the equipment granted by your back- reduced by half until the end of their next turn.
ground: • Dark Insight: You can spend 1 Mark to gain
• (a) a martial weapon of your choice or (b) any advantage on an Intelligence (Arcana) or Wis-
simple weapon dom (Insight) check related to arcane lore or the
• (a) leather armor or (b) an explorer’s pack true nature of a creature. This can be used as part
• An arcane focus (a small talisman represent- of your action to make the check.
ing your connection to cursed energy)
• Two daggers Fighting Style
Cursed Energy Manipulation At 2nd level, you adopt a style of fighting as
your specialty. Choose one of the following
At 1st level, you undertake the perilous jour- options. You can’t take a Fighting Style option
ney of a Jujutsu Sorcerer, awakening to the art more than once, even if you later get to choose
of Cursed Energy Manipulation. Through de- again.
manding training that tests the limits of body
and spirit, you tap into the latent cursed energy, • Archery: You gain a +2 bonus to attack rolls
a potent and enigmatic force that suffuses the you make with ranged weapons.
world around you. This energy is capricious and • Defense (PHB): While you are wearing ar-
untamed, yet through determination and control, mor, you gain a +1 bonus to AC.
you shape it to empower your martial prowess • Dueling: When you are wielding a melee
and enhance your spells. Your ability to wield weapon in one hand and no other weapons, you
this energy is quantified by a pool of points gain a +2 bonus to damage rolls with that weap-
known as Marks, illustrated in the class’s pro- on.
gression table.

JJK Edition
• Protection (PHB): When a creature you can Simple Domain
see attacks a target other than you that is within At 4th level, you reach a milestone in your
5 feet of you, you can use your reaction to im- mastery over cursed energy with the awakening
pose disadvantage on the attack roll. You must of the Simple Domain. This profound under-
be wielding a shield. standing of cursed energy allows you to carve
• Two-Weapon Fighting (PHB). When you en- out a portion of reality where your will is law.
gage in two-weapon fighting, you can add your The Simple Domain is a manifestation of your
ability modifier to the damage of the second growing power, a space where you can bend the
attack. cursed energy to create a controlled environment
Cursed Techniques that enhances your abilities and hampers your
As you grow in knowledge and power, you foes.
uncover the secrets to bending cursed energy in As an action, you can spend 2 Marks to manifest
ways few can comprehend. At 2nd level, you your Simple Domain, a 10-foot radius sphere
gain access to two Cursed Techniques of your centered on you, which alters the very fabric of
choice. These techniques are the result of your reality within. This manifestation of your will is
intense study, experimentation, and innate con- a direct expression of your ability to manipulate
nection to cursed energy, offering new ways to cursed energy to affect space itself. You can acti-
utilize this force beyond mere augmentation of vate this domain once per long rest, a frequency
your physical attacks or defenses. At certain that increases to twice at 6th level and thrice at
levels specified in the Jujutsu Sorcerer table, 13th level. Additionally, the range of the domain
you can choose additional Cursed Techniques, increases to 15 feet at 6th level, 20 feet at 9th, 25
further expanding your arsenal. Additionally, feet at 13th, and 30 feet at 15th level.
whenever you gain a level in this class, you may • Within this sphere, the air thrums with cursed
replace one of your known Cursed Techniques energy, enhancing your defenses and attacks.
with another that you could learn at that level. You gain a +2 bonus to AC and saving throws.
Cursed Path • Enemies caught within the domain are sub-
jected to the oppressive weight of your will
At 3rd level, you pledge yourself to a specific
considering it as difficult terrain.
Cursed Path, aligning with a tradition of Jujutsu
• Each time you successfully hit an enemy
Sorcery that shapes your approach to mastering
within the domain with a Cursed Technique, you
cursed energy. This choice represents not just a
regain a small portion of your expended energy,
set of techniques, but a philosophical alignment
restoring 1 Mark. This effect can occur up to a
to certain aspects of the sorcerer’s power—be it
number of times equal to your Wisdom modifier
manipulating shadows, binding spirits, or mas-
(minimum of once) per long rest.
tering the art of curse weaving. The Cursed Path
you select guides your development and grants The Simple Domain remains for 1 minute or un-
you features at 3rd level, and again at 7th, 11th, til you’re incapacitated, during which time you
15th, and 20th level. are the sovereign of this space.
Ability Score Improvement Extra Attack
When you reach 4th level, and again at 8th, Starting at 5th level, you can attack twice, in-
12th, 16th, and 19th level, you can increase one stead of once, whenever you take the Attack
ability score of your choice by 2, or you can in- action on your turn.
crease two ability scores of your choice by 1. As
normal, you can’t increase an ability score above
20 using this feature.

JJK Edition
Veiled Tenacity Signature Style
At level 6th, your mastery over cursed ener- At the 13th level, your understanding and con-
gy grows, so does your mental fortitude. You trol over cursed energy have allowed you to de-
gain advantage on saving throws against being velop a Signature Style—a manifestation of your
charmed or frightened. will, refined into a singular, devastating tech-
Precision of the Cursed nique or an enhancement of an existing ability.
This specialized mastery represents your per-
At 9th this level, your mastery over cursed en- sonal evolution and innovation within the realm
ergy reaches a point of unparalleled precision, of cursed techniques. Choose one Cursed Tech-
allowing you to exploit the vulnerabilities of nique you know. This technique becomes your
your foes with surgical accuracy. Signature Style, a hallmark of your power and
When you hit an enemy with an attack, you expertise. When you use your Signature Style,
can choose to expend 1 mark to deal additional its potency is enhanced in one of the following
damage equal to your Wisdom modifier and also ways, chosen when you select the technique:
impose a strategic disadvantage on the target. • Maximized Effect: Damage dice for the tech-
You can choose one of the following effects to nique roll their maximum value.
apply: • Heightened Impact: If the technique allows
• Sapped Strength: The target has disadvan- a saving throw, the target has disadvantage on
tage on Strength checks and Strength saving the initial saving throw against it.
throws until the end of your next turn, as their • Extended Reach: The range or area of effect
muscles momentarily weaken under the curse’s of the technique is doubled.
influence. • Rapid Deployment: The casting time of the
• Blurred Focus: The target has disadvantage technique is halved, to a minimum of 1 action.
on Dexterity checks and Dexterity saving throws • Signature Style Mastery: Once per long rest,
until the end of your next turn, their movements you can use your Signature Style without ex-
becoming sluggish and imprecise as the curse pending any cursed energy points, demonstrating
clouds their coordination. your ability to wield your most potent technique
• Clouded Mind: The target has disadvantage with exceptional efficiency.
on Intelligence, Wisdom, or Charisma checks Reverse Cursed Technique
(your choice) until the end of your next turn, as
their thoughts are ensnared by the curse, disrupt- At 14th level, your mastery over cursed ener-
ing concentration and focus. gy has reached a point where you can invert its
destructive nature to mend wounds and restore
This feature can be used a number of times equal vitality. This exceptional skill demonstrates your
to your Wisdom modifier (a minimum of once), deep understanding and control over cursed en-
and all expended uses are restored upon finish- ergy, allowing you to protect and sustain your-
ing a long rest. self and allies in the heat of battle. Twice per
Cursed Energy Conservation long rest, as an action, you can spend 3 Marks
Starting at 10th level, your mastery over cursed to reverse the flow of cursed energy within
energy allows you to conserve it when using your body to heal yourself. Select any source of
Cursed Techniques. When you use a feature that damage that affected you in the last round (since
consumes Cursed Energy, there’s a chance the the end of your last turn). You heal an amount
energy isn’t expended. Roll a d20 after using the of hit points equal to the damage taken from
technique; on a roll of 18-20, the Cursed Energy that single source. This technique cannot reverse
cost isn’t deducted from your total. non-damaging effects, such as conditions, curs-
es, or diseases.

JJK Edition
Mind Over Matter • Within your Domain Expansion, you can sub-
At 17th level, you’ve reached an advanced stage tly manipulate the environment to your advan-
of your journey, your understanding and control tage. This might include altering terrain to create
over cursed energy have fortified your mind to difficult terrain, generating areas of magical
an exceptional degree. You now have resistance darkness or silence, or subtly influencing grav-
to psychic damage and can use your reaction to ity. These manipulations are not directly harm-
impose disadvantage on any attempt to read your ful but can provide significant tactical benefits,
thoughts or to magically control your actions. controlling movement, offering cover, or setting
Additionally, you gain proficiency in Intelli- up strategic advantages for you and your allies.
gence and Charisma Saving Throws. (Optional)
The Domain Expansion lasts for 1 minute or
Domain Expansion
until you’re incapacitated.
At 18 the level, your mastery over cursed en-
ergy has reached a pinnacle, allowing you to
expand your domain to an extraordinary degree
by spending 4 Marks. This expanded domain
is a true reflection of your power and control,
altering reality to benefit you and challenge your
foes. Once per long rest, as an action, you can
invoke your Domain Expansion which creates a
30-foot radius sphere centered on you with the
following effects:
• Your attacks within the domain automatically
hit, a number of times equal to your proficiency
bonus divided by two (3), bypassing the need for
attack rolls. If you hit multiple creatures with an
attack, this counts as additional hits. This does
not apply to effects requiring a saving throw.
• Enemy creatures within the domain at the
start of their turn must make a Charisma saving
throw against your Mark save DC. On a failed
save, they are either restrained until the start of
their next turn or take 4d10 necrotic damage
(your choice).
• Your complete control over the domain al-
lows you once to nullify magical effects within
it that oppose your will. As an action, you can
choose to end one spell or magical effect with-
in the domain, as if casting dispel magic which
automatically succeeds.

JJK Edition
Edgewalker • Lingering Curse: When you land a Cursed
Strike, the target suffers a curse that lingers
until the end of your next turn. While cursed,
Edgewalkers are sorcerers who have honed their
the target has disadvantage on any ability check
martial prowess, wielding cursed blades infused
made for a skill of your choice. This ability does
with dark energy. Agile and deadly, they dance
not stack but can be applied to multiple different
through combat with unmatched finesse, striking
targets with successive hits.
fear into the hearts of their foes with each pre-
cise strike. Cursed Arsenal
Hexed Forge At 7th level, you unlock the ability to summon
a Cursed Arsenal, a collection of spectral weap-
At 3rd level, you gain proficiency with all
ons that you can call upon to unleash cursed
martial weapons, reflecting your extensive
attacks upon your foes. As a bonus action, you
training in the art of combat. Additionally, you
can spend 3 Marks to conjure one of the follow-
gain proficiency with smith’s tools, and you also
ing spectral weapons, each imbued with its own
learn a sacred rite that allows you to perform a
unique curse. This spectral weapon floats in the
ritual over the course of 1 hour, which can be
air, ready to strike at your command, and acts
done during a short rest. This ritual empowers
independently immediately after your turn:
a weapon you touch with the essence of cursed
energy, causing it to glow with a faint, other- • Blade of Withering: A longsword that reduc-
worldly light. For the next 24 hours, this weapon es the target’s damage. When you hit a creature
is considered magical for the purpose of over- with this weapon, the Curse of Frailty is ap-
coming resistance and immunity to nonmagical plied, reducing the damage of their next success-
attacks and damage. You can perform this ritual ful weapon attack by an amount equal to your
a number of times equal to your Wisdom modi- Wisdom modifier.
fier (minimum of once), and all uses are replen- • Spear of Enfeeblement: A spear that weak-
ished after a long rest. ens the target’s defenses. On a hit, the Curse of
Exposure is triggered, causing the target to take
Cursed Weaponry an additional 1d6 damage from the next attack
Also at level 3rd level, your command over that hits them before the end of your next turn.
cursed energy reaches new heights, allowing you • Axe of Languor: A greataxe that saps the
to enhance your weapons with even greater dark speed of your target. When you strike a creature
power. When you use your **Cursed Strike** with this weapon, it inflicts the Curse of Slug-
and spend 1 Mark, the damage bonus increases gishness, halving the target’s speed until the end
to 1d6 necrotic damage, which scales with your of your next turn.
level, growing to 2d6 at 7th level, 3d6 at 11th • Hammer of Distortion: A warhammer that
level, and 4d6 at 15th level. Additionally, your disorients your enemy. A successful hit applies
precision with cursed energy grants you further the Curse of Disarray, giving the target dis-
tactical advantages: advantage on their next ability check or saving
• Cursed Precision: The first time you hit with throw before the end of your next turn.
a Cursed Strike on each of your turns, you can
The spectral weapon remains for 1 minute, van-
choose to either push the target 5 feet in any di-
ishing after this duration or if you dismiss it as
rection or reduce their speed by 10 feet until the
a bonus action. While active, you can command
end of their next turn.
the weapon to attack a new target or move up
to 30 feet to a different target without expend-
ing any of your own movement or actions. It
requires your bonus action to make the spectral
weapon attack again.

JJK Edition
Indomitable Spirit • Transmutation: The caster experiences a
By the time you reach the 11th level, your mas- brief loss of coordination, imposing disadvan-
tery over cursed energy has honed your resil- tage on any ability check that requires physical
ience, turning your spirit into a bastion against interaction (e.g., sleight of hand, athletics) for
magic. As a reaction when targeted by a spell their next turn, as the transmuted energy briefly
or magical effect, you can expend 2 Marks to alters their own form.
shroud yourself in a protective veil of cursed Black Flash
energy. This grants you advantage on the saving At the 15th level, your command over cursed
throw against that spell or effect. If you suc- energy reaches a pinnacle, allowing you to
cessfully save against a targeted spell that used perform Black Flash, a supreme manifestation
a spell slot, you can spend 1 Mark to unleash a of cursed energy manipulation. Once per long
curse that echoes the spell’s intent back at the rest, when you successfully hit a creature with a
caster. melee weapon attack, you can declare it a Black
• Abjuration: The caster’s next attempt to Flash Strike, channeling a surge of cursed ener-
cast an abjuration spell requires a concentration gy through your weapon or one of your spectral
check. Failure means the spell fizzles without weapons from Cursed Arsenal. The target suf-
effect, as the protective magic turns unstable. fers an additional 3d8 necrotic damage from the
• Conjuration: A minor, harmless but distract- attack. If this attack reduces the target to 0 hit
ing spectral entity appears near the caster. Their points, you immediately regain the use of this
next spell cast requires a concentration check, feature. The power of the Black Flash allows
DC equal to your Mark save DC, as the entity you to manipulate the space around the point of
attempts to disrupt their focus. impact. Upon using your Black Flash Strike, you
• Divination: The caster is momentarily blind- may choose to either push the target up to 10
ed by visions of possible futures, granting dis- feet away or force it prone. The target must be
advantage on their next spell attack roll as the no more than one size category larger than you,
clarity of divination turns confusing. and this choice is made before the extra dam-
• Enchantment: Disadvantage on their next age is rolled. For 1 minute following the strike,
Wisdom or Charisma check, as the caster strug- you gain a +1 bonus to all attack rolls and dam-
gles against a sudden surge of doubt and indeci- age rolls made with melee weapons or spectral
sion, their enchanting words faltering. weapons from your Cursed Arsenal.
• Evocation: The caster feels a searing pain,
Arsenal Ascension
imposing disadvantage on their next attack roll,
as a backlash of their evocative energy scorches Upon reaching the 20th level, your connection
them. to the cursed energy and your mastery over the
• Illusion: The caster becomes susceptible to Cursed Arsenal reach their zenith. The spectral
illusions, granting advantage to the next decep- weapons you summon are now imbued with
tion or stealth check made against them, as their even greater power, reflecting the peak of your
grip on reality momentarily wavers. combat prowess and arcane mastery.
• Necromancy: The caster is weakened, reduc- • Dual Wielding Specters: You can now sum-
ing the damage of their next damaging spell by mon two weapons from your Cursed Arsenal
an amount equal to 2 x Wisdom modifier, as the simultaneously, wielding them with your com-
life-draining energy rebounds onto them. mand as if they were extensions of your own
will. Each weapon still requires a bonus action
to attack, but they move independently and can
target different enemies within range.

JJK Edition
• Enhanced Arsenal: Each weapon summoned
from your Cursed Arsenal now benefits from an
Duskwalker
innate +2 bonus to attack rolls and damage, their
Duskwalkers are sorcerers who have delved into
forms sharpened and their essence concentrated
the mysteries of shadow magic, forging pacts
by your will.
with otherworldly entities to summon and com-
• The Blade of the Eternal Night: In addition
mand spectral minions. Masters of stealth and
to your existing arsenal, you unlock the sum-
manipulation, they harness the power of dark-
moning of a new spectral weapon, The Blade
ness to confound their enemies and control the
of the Eternal Night. This weapon deals 2d10
battlefield.
necrotic damage on a hit and has the unique abil-
ity to cast a 15-foot radius of magical darkness Shadow Initiate
centered on its target for 1 minute once per long Starting at 3rd level, upon embarking on the
rest; enemies within this darkness when it is path of the Duskwalker, your affinity for the ob-
cast must make a Wisdom saving throw against scured and unseen grows. You gain proficiency
your Mark save DC or become frightened for in Stealth. Additionally, your study of shadowy
the duration. The darkness does not impede your cursed energy enhances your Energy Lash abil-
vision. ity. When you use Energy Lash within dim light
Domain of the Supreme Blademaster or darkness, its damage increases by 1d6 necrot-
ic damage, and you may choose for the lash to
Also at the 20th level, the Domain Expansion
move the target in any direction you wish. You
you manifest is a testament to your indomitable
also get access to the following spells:
spirit and mastery over cursed energy. Upon
activating your Domain Expansion, you can
choose to expend 2 additional Marks to instant-
Level Spells Gained Cost is Marks
ly summon two weapons of your choice from
3 Silent Imagine, Fog Cloud 1
your Cursed Arsenal. These weapons attack once
5 Darkness, Pass Without Trace 2
upon being summoned.
9 Shadow Blade, Nondetection 3
13 Greater Invisibility, Hallucinatory Terrain 4
17 Mislead, Seeming 5

JJK Edition
Cursed Shadows Shadow Meld
At 3rd level, you gain the power to summon At 7th level, you gain the ability to merge with
shadowy figures from the cursed energy that shadows for stealth or to avoid damage. As a
surrounds you. As a bonus action, you can reaction when you are hit by an attack, you can
expend Marks to summon shadows to aid you meld with a shadow within 30 feet of you. The
in battle. Summoning a shadow costs 1 Mark. attack misses, and you teleport to an unoccupied
Initially, you can summon one shadow with this space adjacent to the shadow.
action. At 7th level, you can choose to summon Additionally, you gain advantage on Dexterity
two shadows with a single action at the cost of 2 (Stealth) checks when you are in dim light or
Marks, and at 15th you can summon three with darkness.
3 Marks. Your shadows are manifestations of
cursed energy with the following unified traits: Spiritual Domain
• Hit Points: Twice your sorcerer level. At 11th level, your mastery over shadows and
• Armor Class: 13 + your proficiency bonus. cursed energy amplifies the reach and potency of
• Attack: Uses your spell attack modifier, your Simple Domain. When activated, the do-
dealing 1d8 + your Wisdom modifier in necrotic main’s radius expands to 20 feet, and within this
damage. domain, your shadows gain the following bene-
• Speed: 40 feet, darkvision 60 feet. fits without additional Mark cost:
Upon summoning, choose which shadow to • Gain temporary hit points equal to your sor-
summon: cerer level.
• Striker: Deals an additional 1d6 damage on a • Their attacks deal an extra 1d6 necrotic dam-
hit. This damage scales with your level, growing age.
to 2d6 at 7th level, 3d6 at 11th level, and 4d6 at • Once on each of your turns, you can com-
15th level mand a shadow without using a bonus action to
• Dan: On a hit, the target has disadvantage on Dash, Disengage, Dodge, or Help.
its next attack roll. Shadow Dominion
• Gerald: Can use its reaction to impose disad- By reaching the 15th level, your mastery over
vantage on an attack roll made against a creature shadows and the ethereal allies you command
within 5 feet of it. has grown exponentially. Your bond with the
• Scott (Available at Level 7): Grants advan- darkness and the creatures that dwell within it
tage on Perception and Investigation checks allows you to exert your will over the battlefield
made within 30 feet of it. with unparalleled precision and strength. You
• Thomas (Available at Level 11): Can use gain the ability to instantly reposition your sum-
it’s bonus action to attempt to frighten a crea- moned shadows across the battlefield to strategic
ture. The creature must make a Wisdom Saving locations. As a bonus action, you can teleport
Throw against your Mark save DC or be fright- any number of your summoned shadows to any
ened by Thomas. unoccupied spaces within 60 feet of you. Addi-
• Henry (Available at Level 15): Instead of tionally, once per long rest, you can merge two
attacking, it uses reverse cursed technique in or- of your summoned shadows into a single, more
der to touch an ally to heal them for 2d8 + your powerful shadow entity for 1 minute. This fused
Wisdom modifier in hit points. shadow entity gains the following enhance-
ments:

JJK Edition
• Hit Points: Equal to the combined total of the
two original shadows.
Umbral Serpent
Large monstrosity, Neutral Evil
• Attack Damage: All attacks deal an addition-
al 2d6 necrotic damage. Armor Class: 17 (natural armor)
• Special Ability: Inherits a special ability Hit Points: 161 (17d10 + 68)
from each of the original shadows, allowing for
unique combinations of powers. Speed: 40 ft., climb 40 ft., swim 40
Umbral Surge ft.
Also at 15th level, once on each of your turns, STR DEX CON INT WIS CHA
when you deal damage to a creature with a shad- 18 16 18 10 14 12
ow’s attack or a shadow-related spell, you can (+4) (+3) (+4) (+0) (+2) (+1)
impose one of the following effects on the target
by spending 2 Marks: Saving Throws: Str +9, Dex +8, Con
• Blindness: The target must succeed on a Con- +9
stitution saving throw or be blinded until the end
Skills: Perception +6, Stealth +8
of your next turn.
• Silence: The target is silenced for 1 round, Damage Resistances: Bludgeoning,
unable to cast spells that have verbal compo- piercing, and slashing from nonmagical
nents. attacks
Umbral Serpent Condition Immunities: Poisoned
At the 20th level, reaching the apex of your Senses: Darkvision 120 ft., passive
shadowed path, you unlock the ultimate expres- Perception 16
sion of your dominion over darkness and cursed Languages: Common, Abyssal
energy. This ability allows you to summon the
Umbral Serpent, a formidable and majestic Challenge: 13 (10,000 XP)
entity born from the deepest shadows and your
unwavering command over the cursed realm. In Actions
order to summon the Umbral Serpent you must Multiattack. The Umbral Serpent makes three
be in your Domain Expansion. As part of the attacks: one with its bite and two with its claws.
same action used to open Domain Expansion, Bite. Melee Weapon Attack: +9 to hit, reach 10
the Umbral Serpent can be summoned for an ft., one target. Hit: 15 (2d8 + 6) piercing damage
additional 3 marks. plus 21 (6d6) poison damage. In the Domain
Adaptive Aura. Allies within 30 feet gain resis- Expansion, bite attacks cause the frightened con-
tance to the last damage type the serpent was hit dition for 1 round on a hit.
with, lasting until the start of the serpent’s next Claw. Melee Weapon Attack: +9 to hit, reach 5
turn. ft., one target. Hit: 11 (2d6 + 4) slashing dam-
Shadowy Dominance. Enemies within 30 feet age.
must succeed on a Wisdom saving throw against Constrict. Melee Weapon Attack: +9 to hit,
the summoner’s spell save DC at the start of reach 5 ft., one creature. Hit: 17 (2d10 + 6)
their turn or be unable to willingly move closer bludgeoning damage, and the target is grappled
for that turn. (escape DC 17). Until the grapple ends, the tar-
get is restrained, and the serpent cannot constrict
another target. In the Domain Expansion, con-
strict attacks cause the frightened condition for 1
round on a hit.
JJK Edition
Hexwalker You can choose to affect multiple targets with a
single utterance of Cursed Speech by expending
additional Marks equal to the number required
Hexwalkers are sorcerers who specialize in
for the curse multiplied by the number of targets
weaving curses and blessings, manipulating the
(up to a maximum number of targets equal to
flow of magical energy to hinder their enemies
your Wisdom modifier).
and aid their allies. With a whispered word and
a touch of cursed energy, they disrupt the bal- Arcane Scribe
ance of power on the battlefield, turning the tide Starting at 3rd level, you deepen your under-
in their favor. standing of the arcane scripts and symbols that
Cursed Speech channel and manipulate cursed energy. This
knowledge grants you proficiency in Arcana
At 3rd level, your mastery over cursed ener-
and Insight, skills that are instrumental in your
gy allows you to bind its power to your voice,
exploration of cursed lore and in deciphering the
manifesting as Cursed Speech. This ability
intentions and weaknesses of those around you.
enables you to speak curses that have immediate
and tangible effects on those who hear them, Additionally, you are trained in the use of callig-
weaving cursed energy directly into the fabric of rapher’s supplies, allowing you to inscribe runes
language. and sigils of power. You also learn a mystical
technique that empowers your ability to scribe
As an action, you can expend Marks to utter a
curses into the very essence of objects or beings.
curse with one of the following effects, targeting
a creature within 30 feet that can hear and under-As part of a short rest, you can spend 1 hour
stand you. The target must succeed on a Wisdom focusing your cursed energy into calligrapher’s
saving throw against your Mark save DC or supplies to inscribe a curse onto a small object
suffer the curse’s effect. The number of Marks (such as a token, amulet, or weapon) or a piece
required depends on the chosen curse’s power: of parchment. When you or an ally presents the
inscribed object or reads the parchment with-
• Distract (1 Mark): You utter a curse that mo-
in 60 feet of a target creature, you can expend
mentarily clouds the mind of your target, break-
1 Mark to activate the curse. The target must
ing their focus. The next ability check or attack
succeed on a Wisdom saving throw against your
roll the target makes before the end of your next
Mark save DC or suffer one of the following
turn is made with disadvantage.
effects (your choice):
• Silence (1 Mark): The target is rendered
• Fearful Trembling: The target is frightened
unable to speak or make any vocal noise for 1
of you for 1 minute.
minute, preventing them from casting spells with
• Silenced Whispers: The target cannot speak
verbal components.
or cast spells with verbal components for 1 min-
• Falter (1 Mark): You curse the ground on
ute.
which an enemy stands, making their footing
• Lethargic Curse: The target’s speed is
uncertain. The target must succeed on a Dexteri-
halved for 1 minute.
ty saving throw or fall prone.
• Muffled (1 Mark): You bind a curse to your
target’s voice, softening their calls for help or
coordination. The target’s voice is magically
dampened, halving the distance at which their
voice can be heard for the next minute.

JJK Edition
Whispering Veil You can now choose to affect multiple targets
At 7th level, you learn to cloak yourself in a with a single 2-Mark curse by expending ad-
subtle aura of cursed energy, allowing you to ditional Marks equal to twice the number of
influence the minds and perceptions of those targets (up to a maximum number equal to your
around you. This Whispering Veil is a manifesta- Wisdom modifier).
tion of your ability to manipulate curses not only Echoing Curse
for harm but also for swaying the tide of social At the 11th level, your voice carries the weight
encounters and gathering information. Once of darkness, allowing your curses to resonate
per long rest, you can engage in a conversation with the shadows and echo far beyond their ini-
with a creature for at least 1 minute, at the end tial target. You’ve learned to amplify the reach
of which you perform a subtle ritual under the of your Cursed Speech, turning a single whisper
guise of casual gestures. You then make a Wis- into a chorus of dread that ensnares multiple
dom (Insight) check against the creature, adding foes. As an action, you can spend 1 Mark to am-
twice your proficiency bonus to the roll. Success plify a 1-Mark Cursed Speech curse, causing it
grants you an intuitive understanding of the to echo and affect all enemies within 30 feet that
creature’s current emotional state and alignment, can hear and understand you. The targeted crea-
or one fact or secret about it. This knowledge tures must each make a Wisdom saving throw
comes as faint whispers, carried to you by the against your Mark save DC, suffering the effects
cursed energies you command. of the curse on a failed save.
Vocabulary of the Damned
Upon reaching the 7th level,
your mastery over Cursed
Speech deepens, granting
you access to more
potent curses that require
2 Marks to cast. These
curses can sow greater
confusion, fear, or weakness
among your enemies, enhancing your ability to
control the battlefield.
• Fear (2 Marks): The target is frightened of
you for 1 minute. They can make a Wisdom
saving throw at the end of each of their turns to
end this effect.
• Confusion (2 Marks): You speak a bewil-
dering curse that twists the target’s perception.
The affected creature must succeed on a Wisdom
saving throw or be confused (as per the Con-
fusion spell) for 1 minute. They may attempt
a new saving throw at the end of each of their
turns to break the effect.
• Weakness (2 Marks): The target’s strength
wanes under your curse, causing all their attacks
to deal half damage for the next minute.

JJK Edition
Benediction of Shadows • Silence of the Damned: Verbal communi-
Also at 11th level, reaching a new zenith in your cation is impossible within the area, preventing
understanding of cursed energy, you discover the casting of spells with verbal components and
how to weave your Cursed Speech into bless- silencing any form of speech.
ings, turning curses into potent benedictions • Ally’s Bastion: Allies within the area gain a
that empower your allies. As an action, you can +2 bonus to all saving throws and recover 1d6
spend Marks to utter a benediction, targeting one hit points at the start of your turn, bolstered by
ally within 30 feet who can hear and understand the protective shadows that wrap around them
you. This ally gains one of the following benefits like a comforting shroud.
for 1 minute: Once per turn, as a bonus action, you can move
• Courage (1 Mark): The ally gains advantage the cursed area up to 30 feet to a new position
on saving throws against being frightened and within range.
has a +2 bonus to AC against attacks from crea- Curse Ascendancy
tures that it can see.
• Clarity (2 Marks): The ally gains advantage At 20th level, your command over curses be-
on Wisdom and Intelligence checks, and their comes so potent that you can warp the very
first attack roll each turn has advantage. essence of reality within your domain, creating
• Vigor (3 Marks): The ally gains temporary a nightmarish landscape that obeys your will.
hit points equal to 2d8 + your Wisdom modifier When you activate your Domain Expansion, you
and has their speed increased by 10 feet. can choose to imbue it with one of the following
supreme curses, which lasts for the duration of
At the cost of doubling the Mark expenditure, the domain. This enhanced domain require an
you can extend the benediction to affect a num- additional 3 Mark expenditure and signifies your
ber of allies up to your Wisdom modifier (mini- absolute dominion over cursed energies:
mum of 2). Each chosen ally within 30 feet that
can hear and understand you receives the select- • Realm of Endless Night: The domain be-
ed benefit. comes shrouded in impenetrable darkness that
even magical light cannot illuminate. Enemies
Altered Dominion within the domain are blinded, and any creature
At the 15th level, your profound understanding that relies on sight is at a disadvantage. Your
of curses and the shadowy energies that bind the allies and you gain truesight within the domain,
world allows you to exert your will over the very seeing through the darkness as if it were clear
fabric of reality. As an action and by spending daylight.
4 Marks, you can choose an area within 60 feet • Sanctuary of Shadows: Allies within the
that you can see and curse it for 1 minute. The domain are enveloped in protective shadows
area can be up to a 20-foot radius. Within this that grant them immunity to being frightened
cursed domain, you can invoke one of the fol- and resistance to all damage. Additionally, allies
lowing effects, altering the nature of the area to heal 2d8 hit points at the start of your turn when
suit your needs: within the domain, as the shadows whisper an-
• Veil of Despair: Enemies within the area cient secrets of resilience and restoration.
have disadvantage on saving throws against • Abyssal Echoes: Enemies within the domain
being frightened and suffer a -2 penalty to AC as are assaulted by whispers from the abyss, caus-
shadows cling to them, obscuring their form. ing them to suffer disadvantage on all attack
• Ground of Thorns: The ground becomes rolls, ability checks, and saving throws. The con-
difficult terrain for enemies, and any enemy that stant barrage of eldritch secrets saps their will to
enters the area or starts their turn there takes 2d6 fight, and any attempts to communicate verbally
piercing damage as shadowy thorns lash out. are drowned out by the cacophony of curses.

JJK Edition
• Consecrated Ground: The domain becomes Cursed Rejuvenation
anathema to your foes; enemies that start their Also at 3rd level, as a Lifewalker, your intimate
turn within the domain must make a Wisdom understanding of cursed energy allows you to
saving throw against your Mark save DC or be harness its power for the purpose of healing and
paralyzed by fear until the end of their next turn, revitalization. You’ve learned to invert the de-
as the ground itself rejects their presence. structive nature of curses, using them as a con-
duit for life-giving energy. You gain the ability
Lifewalker to channel cursed energy into a healing force. As
an action, you can touch a creature and spend 1
Lifewalkers are sorcerers who draw upon the Mark to restore hit points to that creature. The
energies of life and renewal, channeling healing amount of hit points restored equals 2d8 + your
magic to mend wounds and restore vitality. With Wisdom modifier. This ability can be used on
a gentle touch and a whispered incantation, they a creature no more than once per long rest. In
bring hope and solace to those in need, em- addition to healing, your touch can purify the
bodying the resilience and compassion of nature target of one poison or disease affecting them.
itself. If the creature is affected by multiple poisons or
Guardian’s Oath diseases, you choose which one is removed.
At 3rd level you take an oath to protect and heal,
harnessing cursed energy not as a weapon, but as
a shield against harm. This
commitment to the
preservation of life grants you unique
abilities and insights, preparing you to
stand as a bulwark between
your allies and the dangers that
threaten them. Upon adopting
the Guardian’s Oath, you gain
proficiency in the Medicine skill
and Herbalism Kit, tools that are
essential in diagnosing and treating
wounds using both conventional
and arcane methods. Building on
your knowledge of cursed energy
manipulation, you learn an advanced
form of Ward of Binding that not only
hampers your assailants but also shields
you and your allies from harm: As a
reaction when you or an ally within 10 feet
of you is targeted by an attack, you can spend
1 Mark to unleash a more potent burst of
cursed energy aimed at protecting the
would-be victim. The attacker must succeed on
a Strength saving throw against your Mark save
DC or have their speed reduced to 0 and suffer
disadvantage on any further attack rolls until the
end of their next turn.

JJK Edition
Shield of Vitality No creature can exceed its maximum hit points
By the time you reach the 7th level, your under- through this redistribution. You can choose to
standing of cursed energy and its applications sacrifice your own hit points (up to half your
in protection and healing deepens significantly. maximum hit points) when activating Essence
When you use your simple domain, it forms a Transfusion to immediately heal one or more
Shield of Vitality around you. It grants you and connected creatures by an equal amount, divided
your allies within the aura a +1 bonus to AC and as you choose.
within the aura, and each affected individual Once during the network’s duration, when a
regains hit points equal to your Wisdom modifier connected creature is reduced to 0 hit points, you
(minimum of 1). Once during the aura’s dura- can use your reaction to redistribute hit points
tion, you can use a reaction in response to you or to that creature, potentially saving them from
an ally within the aura being hit by an attack to falling unconscious or dying.
momentarily intensify the aura’s energy around Vital Force Reprisal
the target, granting resistance to the damage of
that attack. Additionally, this intense burst of At 15th level, your deep understanding of life
energy can dispel one effect on the target that is and death’s interconnected nature has taught you
causing them to be charmed or frightened. to wield the vital energies you command with
precision. You can store a cumulative amount of
Emissary of Harmony healed hit points as Vital Energy, up to a maxi-
Also at 7th level, your journey as a Lifewalker mum of your level multiplied by 5. As an action,
has taught you the delicate balance between life you can release the stored Vital Energy in a fo-
and death, health and disease, and the harmony cused attack against a single creature within 60
that exists within nature. You gain the ability feet. Make a ranged spell attack against the tar-
to communicate in a basic manner with beasts get. On a hit, the creature takes necrotic damage
and plants. They recognize you as a friend, equal to the amount of Vital Energy you choose
and while you cannot command them, you can to release, up to the maximum you’ve stored.
understand their emotions and intentions, and After using this attack, the stored Vital Energy is
they can understand yours. Additionally, your depleted. After doing so, you cannot accumulate
aura of tranquility is palpable, especially in any more Vital Energy until taking a Long Rest.
serene environments. When you or your allies Hit points sacrificed by the Lifewalker to heal
take a short rest in a natural setting, the healing allies through Essence Transfusion cannot be
received from spending Hit Dice increases by an directly converted into damage via Vital Force
additional 2d6. Reprisal. Vital Energy resets every Long Rest.
Essence Transfusion Sanctuary of Resurgence
At 11th level, reaching a profound level of mas- At the 20th level, your mastery grants you the
tery, you discover the secret of Essence Trans- power to snatch allies from the jaws of death
fusion, a powerful technique that allows you to and fortify those who stand with you against the
manipulate the very essence of life. As an action, encroaching darkness. Upon using your Do-
you can spend 3 Marks to weave a network of main Expansion, you can expend an additional 3
life energy among up to six willing creatures Marks to manifest the Sanctuary of Resurgence
you can see within 30 feet, including yourself. alongside it. This creates a 30-foot radius sphere
This network lasts for 1 minute and creates a centered on you, lasting for 1 minute. Once
bond that allows for the flow of vitality among activated, the Sanctuary of Resurgence instant-
the connected individuals. While the network is ly stabilizes any allies at 0 hit points within the
active, as a bonus action on your turn, you can area, bringing them back to consciousness with
redistribute hit points among the connected 1 hit point.
creatures in any proportion.
JJK Edition
Additionally, at the start of your turn, each ally Mark of Affliction
within the domain regains hit points equal to 5 + Prerequisite: 7th level
your Wisdom modifier. While within the do- You learn to place a cursed mark on a creature,
main, you and your allies gain advantage on sav- afflicting them with misfortune. As an action,
ing throws against being charmed, frightened, you can target a creature within 30 feet of you
paralyzed, and poisoned. When the Sanctuary and mark it. Every time this creatures rolls an
of Resurgence fades, its energy does not simply attack roll or ability check, roll a D20. On a
dissipate; instead, it leaves behind a lingering 1-3, their result is turned into a natural 1. Once
blessing. For the next 24 hours, you and your succeded, this ability cannot be used until after a
allies continue to benefit from a +2 bonus to AC Long Rest.
and saving throws.
Shadow Step
Cursed Techniques Prerequisite: 7th level
You learn to use cursed energy to step through
General Cursed Techniques shadows, allowing you to teleport short distanc-
es. As a bonus action, you can teleport up to 30
Cursed Echoes feet to an unoccupied space that is in dim light
Prerequisite: 7th level or darkness. Additionally, when you teleport
You can create illusory echoes of yourself to using this ability, you leave behind a shadowy
confuse your enemies. As a reaction when you duplicate in your previous space. This duplicate
are hit by an attack, you can expend 2 Marks to persists until the end of your next turn, as a reac-
create illusory duplicates of yourself that move tion you can return to the duplicate anytime you
to random locations within 30 feet of you. The wish until it expires.
duplicates last until the start of your next turn or Boogie Woogie
until they are destroyed, and each one mimics
your movements and actions, making it difficult Prerequisite: 15th level, Shadow Step Technique
for enemies to discern your true location. You master the art of manipulating cursed en-
ergy to swap positions with another creature
Spectral Grasp within range. As an action, you can teleport to a
You gain the ability to manipulate cursed ener- space adjacent to a creature you can see within
gy to create a spectral hand that can manipulate 30 feet of you, swapping places with them. This
objects or creatures from a distance. You can movement doesn’t provoke opportunity attacks.
cast mage hand at will, using cursed energy as Additionally, if the target creature is an enemy, it
the source of power. This spectral hand can exert must succeed on a Wisdom saving throw against
force as if you were casting the spell, and it can your Mark save DC or be frightened of you until
interact with objects up to 30 feet away from the end of your next turn.
you. Endurance Aura
Cursed Sight Prerequisite: 11th level
Prerequisite: 11th level You tap into your connection to cursed energy
You can see through magical darkness. You to bolster your endurance and resilience. As an
gain darkvision with a range of 120 feet, and action, you can enter a state of focused concen-
you can see in darkness as if it were dim light. tration, gaining temporary hit points equal to
Additionally, you can see invisible creatures and your sorcerer level plus your Wisdom modifier.
objects within 10 feet of you. Furthermore, you These temporary hit points last for 1 minute.
can spend 1 Mark to peer into the ethereal plane, Additionally, while you have these temporary hit
allowing you to see creatures and objects that points, you and your allies within 10 feet of you
are normally invisible to you. have resistance to necrotic damage.
JJK Edition
Limitless Cursed Illusion
Prerequisite: 17th level Prerequisite: 5th level
You manipulate cursed energy to create a zone You gain proficiency with the Deception skill if
of distorted space. As an action, you can create you don’t already have it. Additionally, you can
a zone of distorted space in a 20-foot-radius cast disguise self at will, without expending a
sphere centered on a point within 120 feet of spell slot. You can use this feature once per long
you. Creatures within the zone have their move- rest.
ment speed reduced to 0, and they can’t teleport Cursed Charm
or use extradimensional travel. Additionally,
spells of 6th level or lower cast from outside Prerequisite: 7th level
the zone can’t affect creatures within the zone. You learn to weave cursed energy into your
Furthermore, you can spend 5 Marks to create words, charming those around you. You can cast
a temporary clone of yourself within the zone, charm person at will, without expending a spell
which lasts for 1 minute and can cast spells and slot. You can use this feature once per long rest.
use abilities as if it were you. the clone has your Cursed Guise
AC and 10 HP. Prerequisite: 9th level
Dismantle You gain proficiency with the Persuasion skill if
Prerequisite: 15th level you don’t already have it. Additionally, you can
ou master the Dismantle technique, allowing you cast alter self at will, without expending a spell
to unleash devastating ranged slashing attacks. slot. You can use this feature once per long rest.
As an action, you can unleash a wave of cursed Edgewalker Cursed Techniques
energy that slashes through obstacles and ene-
mies alike. Choose a point within 60 feet of you; Blade of Agony
each creature in a 10-foot-radius sphere centered You learn to channel cursed energy into your
on that point must make a Dexterity saving strikes, inflicting additional pain upon your foes.
throw. On a failed save, a creature takes slashing When you hit a creature with a melee weapon at-
damage equal to your sorcerer level plus your tack, you can spend 1 Mark to invoke the Blade
Wisdom modifier, or half as much damage on of Agony, causing the target to suffer ongoing
a successful save. This technique also ignores necrotic damage equal to your Wisdom modifier
cover. Additionally, if a creature is reduced to 0 at the start of each of its turns for a number of
hit points by this technique, you regain hit points rounds equal to your proficiency bonus.
equal to half the damage dealt. Shadow Strike
Cursed Distraction Prerequisite: 7th level
Prerequisite: 5th level You imbue your spectral weapons with shadows,
You can manipulate cursed energy to create allowing them to bypass defenses and strike
illusions and distractions. As an action, you can true. When you summon a spectral weapon from
create an illusory duplicate of yourself within your Cursed Arsenal, you can spend 2 Marks
30 feet of you. The duplicate lasts for 1 minute to grant it the Shadow Strike property. Attacks
or until it is destroyed, and it can move up to made with this weapon ignore resistance and
30 feet on each of your turns. Enemies within 5 immunity to necrotic damage.
feet of the duplicate have disadvantage on attack
rolls against you.

JJK Edition
Cursed Parry Echoes of the Fallen
Prerequisite: 11th level Prerequisite: 5th level.
You master the art of defensive counterattacks, You summon spectral copies of yourself to con-
turning enemy strikes into opportunities for re- found and strike your enemies. As an action, you
taliation. When you use your Indomitable Spirit can expend 3 Marks to create two spectral du-
feature to gain advantage on a saving throw plicates within 30 feet of you. These duplicates
against a spell or magical effect, you can spend last for 1 minute or until dismissed as a bonus
3 Marks to immediately make a melee weapon action, and you can make a single melee weap-
attack against the creature that targeted you with on attack as a bonus action through one of the
the spell or effect as a reaction. duplicates on your turn.
Death’s Embrace Duskwalker Cursed Techniques
Prerequisite: 15th level Shadow Grasp
You tap into the full potential of Black Flash,
Prerequisite: 11th level
infusing your strikes with overwhelming necrot-
You manipulate shadows into tangible forms to
ic power. When you use your Black Flash fea-
ensnare your enemies. A creature within 30 feet
ture, you can spend 4 Marks to add an additional
that’s in dim light or darkness must succeed on
4d8 necrotic damage to the damage dealt by the
a Strength saving throw against your Mark save
Black Flash Strike. Additionally, if the target is
DC or be restrained by shadowy tendrils, repeat-
reduced to 0 hit points by the Black Flash Strike,
ing the saving throw at the start of each of its
it must make a Constitution saving throw against
turns to break free.
your Mark save DC. On a failed save, its body
is consumed by dark energy, leaving no remains Eclipse Domain
behind. Prerequisite: 15th level
Cursed Edge You enhance your Spiritual Domain to create an
impenetrable veil of darkness. Enemies within
Your understanding of cursed energy allows you
this pitch-black domain are blinded, unable to
to sharpen the edge of your weapon to super-
see through this magical darkness, while you
natural keenness. As a bonus action, you can
and your shadows retain normal vision, navigat-
expend 1 Mark to increase the critical hit range
ing the darkness as if it were daylight.
of your melee weapon attacks by 1 (e.g., 19-20
becomes 18-20) for 1 minute. Umbral Shift
Phantom Strike Prerequisite: 7th level
You gain the ability to momentarily become one
You channel cursed energy to momentarily
with the shadows, granting you exceptional mo-
phase your weapon through defenses. Once per
bility on the battlefield. As a bonus action, you
turn, when you make a weapon attack, you can
can teleport up to 60 feet to an unoccupied space
expend 1 Mark to make the attack ignore armor,
that you can see that’s in dim light or darkness.
granting you advantage on the attack roll.
Veil of Night
Unyielding Spirit
Prerequisite: 9th level
Prerequisite: 11th level
Your mastery over darkness allows you to cloak
Your spirit becomes as sharp and resilient as
your allies in shadows. As an action, you can
your blade, allowing you to shrug off effects that
cast the *Invisibility* spell without expending
would impede a lesser warrior. When you fail a
a spell slot or material components on targets
saving throw against being stunned or paralyzed,
within your Spiritual Domain. This ability does
you can expend 3 Marks to succeed instead.
not require concentration but ends if the target
attacks or casts a spell.
JJK Edition
Shadow Legion Hexwalker Cursed Techniques
Prerequisite: 13th level Curse of Binding
You call forth multiple shadows to overwhelm
You can cast a binding curse that stops ene-
your foes. For 1 minute, your Cursed Shadows
mies in their tracks. As an action, spend 1 Mark
ability can summon one additional shadow with-
to force a creature within 60 feet to make a
out increasing the Mark cost. These additional
Strength saving throw against your Mark save
shadows share the same pool of hit points and
DC. On a failed save, the creature’s speed be-
actions but can attack separate targets.
comes 0 until the end of your next turn.
Duskwalker’s Escape
Ward of Nullification
Prerequisite: 17th level
Prerequisite: 11th level
Your connection with the shadows provides you
Create a protective ward that nullifies hostile
with a swift means of evasion. When you take
magic. As a reaction, when you or an ally with-
damage, you can use your reaction to halve that
in 30 feet is targeted by a spell, spend 3 Marks
damage and teleport to an unoccupied space
to grant advantage on the saving throw against
within 30 feet that’s in dim light or darkness.
the spell. If the spell attack misses, the energy is
Whispers of the Dark absorbed and the next spell you cast within the
You tap into the subtle energies of darkness to next minute gains a bonus to its attack roll or
communicate and gather information. You can saving throw DC equal to the level of the spell
cast the *Message* cantrip without needing absorbed.
components, and the recipient hears your whis- Aura of Desecration
per emanating from the shadows around them.
Prerequisite: 7th level
Additionally, you gain advantage on Charisma
Your presence saps the strength from your foes.
(Intimidation) checks when you are in dim light
As an action, spend 2 Marks to emanate an aura
or darkness, as the shadows seem to echo your
with a 15-foot radius for 1 minute. Enemies
threats.
within the aura at the start of their turn take
Umbral Recovery 1d8 necrotic damage and have disadvantage on
The shadows offer you solace, aiding in your Strength checks and Strength saving throws until
recuperation. Once per long rest, while in dim the end of your next turn.
light or darkness, you can spend 10 minutes Blessing of the Cursed
enveloped in shadows to regain hit points equal
Prerequisite: 7th level
to your sorcerer level + your Wisdom modifier.
Infuse an ally with cursed energy that paradox-
This technique cannot be used during combat.
ically protects them. As a bonus action, spend
Gloom’s Reach 2 Marks to choose an ally within 60 feet. The
You extend your cursed energy to manipulate ally gains resistance to one damage type of your
shadows at a distance. You gain the ability to choice (except psychic) for 1 minute, and the
interact with an object, open or close a door or first time they are hit by an attack, the attacker
container, or pour out a vial you can see within takes necrotic damage equal to your Wisdom
30 feet, as long as it’s in dim light or darkness. modifier.
This technique does not enable actions that
require significant force or dexterity, such as
activating magic items or loading weapons.

JJK Edition
Curse of the Forsaken Lifewalker Cursed techniques
Prerequisite: 15th level Vital Pulse
Mark an enemy as forsaken, making them a
You can send out a pulse of life energy that in-
target for misfortune. Spend 4 Marks and choose
vigorates your allies. Spend 1 Mark to grant all
a creature within sight. If the creature fails a
allies within 15 feet of you temporary hit points
Wisdom Saving Throw against your Mark save
equal to 1d6 + your Wisdom modifier. This can
DC., then for the next minute, any attack roll
be used as a bonus action.
made against the marked creature gains advan-
tage. The creature can repeat the Saving Throw Curse of Vital Interdiction
at the end of its turns. Prerequisite: 7th level
Veil of Misgivings You place a curse on an enemy that punishes
them for harming your allies. Spend 2 Marks to
You wrap your words or presence with a subtle,
curse a creature you can see within 60 feet. The
unnerving curse that makes others second-guess
next time the cursed creature damages an ally
their intentions towards you. Spend 1 Mark to
within the next minute, the enemy is dealt dam-
gain advantage on all Charisma (Deception) and
age equal to half the damage dealt.
(Persuasion) checks for 10 minutes when trying
to convince someone of your innocence or dis- Blessing of the Lifewalker
suade hostility. Prerequisite: 11th level
Curse of Babbling Truths You bestow a powerful blessing that enhances
an ally’s vitality. Spend 4 Marks to choose an
Prerequisite: 5th level
ally within sight. For the next 10 minutes, the
With a whispered curse, you compel a target to
ally gains resistance to one damage type of your
speak only truths. As an action, spend 2 Marks
choice and increases their maximum hit points
and choose a creature within 30 feet. If it fails a
by an amount equal to your level.
Charisma saving Throw against your Mark spell
save DC., then for the next minute, any attempt Lifelink Chains
by the creature to lie causes it to babble inco- Prerequisite: 7th level
herently, effectively preventing it from speaking Bind the life force of your allies together, dis-
falsehoods. This does not compel the creature to tributing harm among them to lessen the impact
speak against its will but merely prevents lying. on any one individual. As an action, spend 3
Shadows of the Past Marks to link up to three willing allies within 30
feet, including yourself, for 1 minute. When one
Prerequisite: 9th level
linked ally takes damage, it is divided equally
You call upon the shadows to reveal glimpses
among all linked allies. The links have AC 12
of the past. Spend 3 Marks and concentrate for
and HP 1 and can be targeted by enemies.
up to 1 minute on a specific location or object
within sight. You receive vague visions of signif-
icant events that occurred in relation to the focus
of your concentration, offering clues, insights, or
hidden truths.
Empathic Bond
Forge a temporary connection with a creature,
understanding its feelings and intentions. Spend
1 Mark to establish a bond with a willing crea-
ture you touch, allowing nonverbal communica-
tion of emotions and basic concepts for up to 1
hour.
JJK Edition

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