| Level | Prof | Features | Dmg Dice | Cursed Energy Points |
|---|---|---|---|---|
| 1 | +2 | Innate Technique, Shikigami Companion, Martial Arts | d4 | 1 + CE modifier |
| 2 | +2 | Shared Technique | d4 | 2 + CE modifier |
| 3 | +2 | Innate Technique Feature | d4 | 3 + CE modifier |
| 4 | +2 | Ability Score Improvement | d4 | 4 + CE modifier |
| 5 | +3 | Coordinated Blow | d6 | 5 + CE modifier |
| 6 | +3 | Innate Technique Feature | d6 | 6 + CE modifier |
| 7 | +3 | Improvement Shikigami | d6 | 7 + CE modifier |
| 8 | +3 | Ability Score Improvement | d6 | 8 + CE modifier |
| 9 | +4 | d6 | 9 + CE modifier | |
| 10 | +4 | United Front | d6 | 10 + CE modifier |
| 11 | +4 | Innate Technique Feature | d8 | 11 + CE modifier |
| 12 | +4 | Ability Score Improvement | d8 | 12 + CE modifier |
| 13 | +5 | Advanced Shikigami | d8 | 13 + CE modifier |
| 14 | +5 | d8 | 14 + CE modifier | |
| 15 | +5 | Close Bond | d8 | 15 + CE modifier |
| 16 | +5 | Ability Score Improvement | d8 | 16 + CE modifier |
| 17 | +6 | Swift Escape | d10 | 17 + CE modifier |
| 18 | +6 | Innate Technique Feature | d10 | 18 + CE modifier |
| 19 | +6 | Ability Score Improvement | d10 | 19 + CE modifier |
| 20 | +6 | Perfected Bond | d10 | 20 + CE modifier |
Hit Points
Hit Dice: 1d8 per shikigami user level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shikigami user level after 1st
Proficiencies
Armor: Light Armor
Weapons: Daggers, darts, slings, quarterstaffs, and handguns
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
- (a) a handgun or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) an explorer’s pack
- A technique manual
Innate Technique
Starting at 1st level, you were born with an Innate Technique. Innate 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. You must choose one Innate Technique, all detailed under Innate Techniques. Your choice grants you features at 1st, and again at 3rd, 6th, 11th, and 18th levels.
Shikigami Companion
Beginning at 1st level, you shape your cursed energy into a living being under your control and determine its appearance. As an action, you can summon the shikigami that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. You can summon your shikigami companion for free once per long rest or again as an action for 3 cursed energy.
The shikigami is friendly to you and your companions, and it obeys your commands. Use its game statistics in the accompanying Shikigami Companion stat blocks, which uses your proficiency bonus (PB) in several places.
In combat, the shikigami shares your initiative and takes its turn immediately after yours. It can move and use its reaction on its own, but only takes the Dodge action unless you take a bonus action on your turn to command it to take another action. That action can be one in its statblock or some other action. If you are incapacitated, the shikigami can take any action of its choice, not just Dodge.
The shikigami remains until reduced to 0 hit points, you summon the shikigami again, or you die. Anything the shikigami was wearing or carrying is left behind when it vanishes.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes, shortswords and any simple melee weapons that lack the two-handed or heavy property. You gain the following benefits while unarmed or wielding a Martial Arts Weapons:
- You can use Dexterity instead of Strength for attack and damage rolls of your unarmed strikes and martial arts weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or martial arts weapon. This die changes as you gain shikigami user levels, as shown in the Martial Arts column of the shikigami user table.
- When you use the Attack action with an unarmed strike or a Martial Arts weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, if you haven’t already taken a bonus action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 for both you and your shikigami companion (max of 20) or instead gain a feat.
Coordinated Blow
Beginning at 5th level, you and your shikigami strike as one. As part of the attack action, you can command your companion to move and attack a creature within range or take a different action.
Shikigami Improvement
Starting at 7th level, your shikigami grows stronger. Your companion gains the following:
- It gains a hover speed equal to its walking speed
- Its strike attacks deal 1d6 extra necrotic damage
- You can either choose for your shikigami to become medium or gain the ability to become any weapon, dealing an additional 1d6 necrotic damage on a hit.
United Front
At 10th level, your companion finds new ways to help you in combat. Once per turn, after an attack you can choose for your companion to do one of the following if they are within 5ft of you or the enemy:
- The attack’s target takes 1d8 necrotic damage from the companion.
- The attack’s target must succeed on a Strength saving throw against your CE save DC or be moved by the shikigami up to 15 feet horizontally in a direction of your choice and knocked prone.
- You are moved by the companion 5 feet horizontally in a direction of your choice, gaining half cover until the beginning of your next turn.
Advanced Shikigami
Beginning at 13th level, your shikigami grows stronger. Your companion gains the following benefits:
- You can spread out 4 points among its ability scores (max of 20).
- Its strike attacks deal 1d6 extra necrotic damage(total of 2d6).
- You can either choose for your shikigami to become large, or gain the ability to become any weapon, dealing an additional 2d6 necrotic damage.
Swift Escape
At 17th level, your character is rescued at the last moment by your shikigami. When you take damage, you can use your reaction to give yourself resistance to that damage. You are moved by your companion and you are moved to an unoccupied space that you can see within your companion’s movement speed, where you reappear with the shikigami.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Perfected Bond
At 20th level, your companion no longer needs to be commanded, having perfect synchronicity. Your companion no longer takes any action to command, and you can share senses with it.