Strategist

Strategist
LevelProfFeaturesTotal Cursed Energy Points
1+2Innate Technique, Quick Recovery2 + CE modifier
2+2Technique Creativity4 + CE modifier
3+2Innate Technique Feature6 + CE modifier
4+2Ability Score Improvement8 + CE modifier
5+310 + CE modifier
6+3Innate Technique Feature, Ability Score Improvement12 + CE modifier
7+314 + CE modifier
8+3Ability Score Improvement16 + CE modifier
9+418 + CE modifier
10+4Ability Score Improvement20 + CE modifier
11+4Innate Technique Feature22 + CE modifier
12+4Ability Score Improvement24 + CE modifier
13+526 + CE modifier
14+528 + CE modifier
15+5Sorcerous Restoration30 + CE modifier
16+5Ability Score Improvement32 + CE modifier
17+634 + CE modifier
18+6Innate Technique Feature36 + CE modifier
19+6Ability Score Improvement38 + CE modifier
20+6Signature Move40 + CE modifier

Hit Points

Hit Dice: 1d6 per strategist level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per strategist level after 1st


Proficiencies

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, and handguns

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.


Quick Recovery
You have a pool of latent cursed energy that replenishes when you take a long rest. The pool equals half your Strategist level (rounded up) and you can draw from it at will.

For example, if you’re a 4th-level strategist, you have a pool of 2 cursed energy points. You can recover either 1 at two different times or 2 at once.


Technique Creativity
At 2nd level, you gain the ability to twist cursed techniques to suit your needs. You gain two of the following Modification options of your choice. You gain another one at 10th and 17th levels.

You can use only one Modification option on a technique when you cast it unless otherwise specified.

  • Careful Technique. When you cast a technique that forces other creatures to make a saving throw, you can protect some of those creatures from the technique’s full force. To do so, you spend 1 cursed energy and choose a number of those creatures up to your Cursed Energy modifier (minimum of one). A chosen creature automatically succeeds on its saving throw against the technique.
  • Distant Technique. When you cast a technique that has a range of 5 feet or greater, you can spend 1 cursed energy to double the range of the technique. When you cast a technique that has a range of touch, you can spend 1 cursed energy to make the range of the technique 30 feet.
  • Empowered Technique. When you roll damage for a technique, you can spend 1 cursed energy to reroll a number of the damage dice up to your Cursed Energy modifier (minimum of one). You must use the new rolls. You can use Empowered technique even if you have already used a different Modification option.
  • Extended Technique. When you cast a technique that has a duration of 1 minute or longer, you can spend 1 cursed energy to double its duration, to a maximum duration of 24 hours.
  • Heightened Technique. When you cast a technique that forces a creature to make a saving throw to resist its effects, you can spend 3 cursed energy to give one target of the technique disadvantage on its first saving throw against the technique.
  • Quickened Technique. When you cast a technique that has a casting time of 1 action, you can spend 2 cursed energy to change the casting time to 1 bonus action for this casting.
  • Seeking Technique. If you make an attack roll for a technique and miss, you can spend 2 cursed energy to reroll the d20, and you must use the new roll. You can use Seeking technique even if you have already used a different Modification option.
  • Subtle Technique. When you cast a technique, you can spend 1 cursed energy to cast it without somatic or verbal components.
  • Transmuted Technique. When you cast a technique that deals a type of damage from the following list, you can spend 1 cursed energy to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, or thunder.
  • Twinned Technique. When you cast a technique that targets only one creature and doesn’t have a range of self, you can spend a number of cursed energy equal to the technique’s cost to target a second creature in range with the same technique (1 cursed energy if the technique is free). To be eligible, a technique must be incapable of targeting more than one creature at the technique’s current level.

Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 10th, 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. You can also ignore this increase to instead gain a Feat.


Sorcerous Restoration
At 15th level, you regain 4 cursed energy on a short rest.


Signature Move
At 20th level, you can choose a feature that uses cursed energy, that is not a domain expansion, maximum, or reverse curse technique, and use it for no cursed energy cost. It counts as the minimum input of Cursed Energy necessary.