Support Specialist

Support Specialist
LevelProfFeaturesCursed Energy Points
1+2Innate Technique, Curtain1 + Cursed Energy modifier + proficiency bonus
2+2Barrier Techniques2 + Cursed Energy modifier + proficiency bonus
3+2Innate Technique Feature3 + Cursed Energy modifier + proficiency bonus
4+2Ability Score Improvement4 + Cursed Energy modifier + proficiency bonus
5+3Reverse Cursed Technique5 + Cursed Energy modifier + proficiency bonus
6+3Innate Technique Feature6 + Cursed Energy modifier + proficiency bonus
7+3Improved Curtain7 + Cursed Energy modifier + proficiency bonus
8+3Ability Score Improvement8 + Cursed Energy modifier + proficiency bonus
9+4Improved Barrier Technique9 + Cursed Energy modifier + proficiency bonus
10+4Reverse Cursed Technique Understanding10 + Cursed Energy modifier + proficiency bonus
11+4Innate Technique Feature11 + Cursed Energy modifier + proficiency bonus
12+4Ability Score Improvement12 + Cursed Energy modifier + proficiency bonus
13+5Mastered Curtain13 + Cursed Energy modifier + proficiency bonus
14+5Ability Score Improvement14 + Cursed Energy modifier + proficiency bonus
15+5Mastered Barrier Technique15 + Cursed Energy modifier + proficiency bonus
16+5Ability Score Improvement16 + Cursed Energy modifier + proficiency bonus
17+6Mastered Reverse Cursed Technique17 + Cursed Energy modifier + proficiency bonus
18+6Innate Technique Feature18 + Cursed Energy modifier + proficiency bonus
19+6Ability Score Improvement19 + Cursed Energy modifier + proficiency bonus
20+6Permanent Techniques20 + Cursed Energy modifier + proficiency bonus

Hit Points

Hit Dice: 1d6 per Support Specialist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Support Specialist 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.


Curtain
Emerge from the darkness, blacker than darkness. Purify that which is impure.” As an action for 5 Cursed Energy, you cover the area around you within a 2165-foot radius with a black dome for 10 minutes. Upon activation, a dark, almost liquid-like matter drips down from the sky to form the outer barrier wall in the shape of a half-sphere. The curtain changes the sky into night, provoking cursed spirits out of hiding. For each 1 extra Cursed Energy you spend, you add +1 minute to the curtain’s duration. Those without cursed energy or magic cannot see anything inside the barrier, merely seeing as if nothing but the vegetation was there. Creatures who can see into the Ethereal Plane or have levels in the jujutsu sorcerer path can see the black half-sphere. Your curtain has a number of hit points equal to your Cursed Energy modifier times your level. At 7th level, your curtains have hit points equal to your Cursed Energy modifier times 25, and at 13th level, their hit points are equal to 50 times your Cursed Energy modifier.


Barrier Technique
At 2nd level, you have learned how to create basic barriers to protect areas, trap opponents, and protect allies. As an action for up to your Cursed Energy modifier in cursed energy, you make a dome starting from yourself with a 5-foot radius and a 10-foot height. For each cursed energy spent, the barrier increases its width by 10 feet and its height by 10 feet. This barrier has 10 hit points times the amount of cursed energy spent, has resistance to all damage from the inside, is vulnerable to all damage from the outside, and is immune to psychic damage. This barrier lasts a number of minutes equal to your Cursed Energy modifier. At 9th level, your barriers become more durable. A barrier you create with Barrier Technique gains additional hit points equal to 10 × your Cursed Energy modifier. At 15th level, your barriers are immune to damage from both sides.


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 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.


Reverse Cursed Technique
Starting at 5th level, you have been born with a great aptitude for healing others, despite never really studying medicine. You will gain the Reverse Cursed Technique feat. Your reverse cursed technique is stronger than normal, and you regain 20 HP instead of 10.
In addition, you will gain proficiency in the Medicine skill. If you already have proficiency, you’ll gain expertise instead, and if you already have expertise, you gain advantage. Whenever you make a Medicine check to stabilize someone and succeed, the creature regains 1 hit point.


Reverse Cursed Technique Understanding
When you reach 10th level, you have reached new heights with this new type of energy, becoming a high-level sorcerer. You will gain the following benefits:

  • You may cause a creature within your reach to gain the benefits of reverse cursed technique instead of you.
  • You may use your reverse cursed technique as a bonus action or reaction to receiving damage.
  • Your reverse cursed technique healing pool is multiplied by your Cursed Energy modifier again.
  • You now regain 30 HP when you use RCT instead of 20 HP.

In addition, whenever you deal damage to a Monstrosity, Undead, or Cursed Spirit with an unarmed strike or natural weapon, you can spend cursed energy to remove hit points from your healing pool to add radiant damage.


Mastered Reverse Cursed Technique
Beginning at 17th level, you have mastered this new type of energy, becoming a high-level sorcerer. You will gain the following benefits:

  • You may cause a creature within your reach to gain the benefits of reverse cursed technique instead of you.
  • You may use your reverse cursed technique as a bonus action or reaction to receiving damage.
  • Your reverse cursed technique healing pool is doubled.
  • You now regain 35 hit points per cursed energy instead of 30.

In addition, whenever you deal damage to a Monstrosity, Undead, or Cursed Spirit with an unarmed strike or natural weapon, you can spend cursed energy to remove hit points from your healing pool to add radiant damage. The creature takes this damage as one extra step of vulnerability.


Permanent Techniques
At 20th level, you can keep up your curtains and barriers until the barriers are destroyed.