Shikigami User

Shikigami User
LevelProfFeaturesDmg DiceCursed Energy Points
1+2Innate Technique, Shikigami Companion, Martial Artsd41 + Cursed Energy modifier
2+2Shared Techniqued42 + Cursed Energy modifier
3+2Innate Technique Featured43 + Cursed Energy modifier
4+2Ability Score Improvementd44 + Cursed Energy modifier
5+3Coordinated Blowd65 + Cursed Energy modifier
6+3Innate Technique Featured66 + Cursed Energy modifier
7+3Shikigami Improvementd67 + Cursed Energy modifier
8+3Ability Score Improvementd68 + Cursed Energy modifier
9+4d69 + Cursed Energy modifier
10+4United Frontd610 + Cursed Energy modifier
11+4Innate Technique Featured811 + Cursed Energy modifier
12+4Ability Score Improvementd812 + Cursed Energy modifier
13+5Advanced Shikigamid813 + Cursed Energy modifier
14+5d814 + Cursed Energy modifier
15+5Close Bondd815 + Cursed Energy modifier
16+5Ability Score Improvementd816 + Cursed Energy modifier
17+6Swift Escaped1017 + Cursed Energy modifier
18+6Innate Technique Featured1018 + Cursed Energy modifier
19+6Ability Score Improvementd1019 + Cursed Energy modifier
20+6Perfected Bondd1020 + Cursed Energy 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: None

Weapons: Daggers, darts, slings, quarterstaffs, handguns, shortswords, and simple melee weapons

Tools: None

Saving Throws: Intelligence, Wisdom

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. Its appearance is up to the summoner. 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.

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 use your proficiency bonus (PB) in several places.

In combat, the shikigami shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is 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 stat block or some other action. If you are incapacitated, the shikigami can take any action of its choice, not just Dodge.

The shikigami remains until it is reduced to 0 hit points, until you use this feature to summon the shikigami again, or until you die. Anything the shikigami was wearing or carrying is left behind when the shikigami vanishes.

Once you summon the shikigami, you can’t do so again until you finish a long rest, unless you spend 3 Cursed Energy.


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 don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding one of the Martial Arts weapons:

  • You can use Dexterity instead of Strength for the 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 Dmg Dice 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, assuming you haven’t already taken a bonus action this turn.

Shared Technique
At 2nd level, your attunement with your shikigami has increased. Any bonuses or actions granted to you by your technique are also granted to your shikigami, with the exception of summons.


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.


Coordinated Blow
Beginning at 5th level, you and your shikigami strike as one. As part of an Attack action on your turn, if you can see your companion, you may command your companion to attack a creature within range.


Shikigami Improvement
Starting at 7th level, your shikigami grows stronger. Your companion gains the following benefits:

  • It gains a flying speed equal to its walking speed.
  • Its strike attacks deal 1d6 extra force damage.
  • You may either choose for your shikigami to become Medium or gain the ability to become any weapon, dealing an additional 1d6 force damage.

United Front
At 10th level, your companion finds new ways to help you in combat. After an attack, you may choose for your companion to do one of the following if they are within 5 feet of you or the enemy:

  • The attack’s target takes 1d8 force damage from the companion.
  • The attack’s target must succeed on a Strength saving throw against your Cursed Energy DC or be moved by the shikigami up to 15 feet horizontally in a direction of your choice and be knocked prone.
  • You are moved by the companion 5 feet horizontally in a direction of your choice, gaining half cover until the next turn.

Advanced Shikigami
Beginning at 13th level, your shikigami grows stronger. Your companion gains the following benefits:

  • You may spread out 4 points among your shikigami’s ability scores.
  • Its strike attacks deal 1d6 extra force damage (for 2d6).
  • You may either choose for your shikigami to become Large or gain the ability to become any weapon, dealing an additional 2d6 force damage.

Close Bond
Starting at 15th level, your bond with your shikigami no longer depends on spoken commands. You can communicate simple commands and emotions to your shikigami telepathically while it is within 120 feet of you.

In addition, if you do not command your shikigami on your turn, it can take the Dash, Disengage, Help, Hide, Search, or Use an Object action on its turn, instead of only taking the Dodge action.

This feature does not allow the shikigami to take the Attack action or use a feature that deals damage unless you command it normally.


Swift Escape
Starting 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. Your companion moves you 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
If you reach 20th level, your companion no longer needs to be commanded, having perfect synchronicity. Commanding your companion no longer requires any action, and you may share senses with it.