| Level | Prof | Features | Cursed Energy Points |
|---|---|---|---|
| 1 | +2 | Innate Technique, Curtain | 1 + CE modifier +Prof |
| 2 | +2 | Barrier Techniques | 2 + CE modifier +Prof |
| 3 | +2 | Innate Technique Feature | 3 + CE modifier +Prof |
| 4 | +2 | Ability Score Improvement | 4 + CE modifier +Prof |
| 5 | +3 | Reverse Curse Technique | 5 + CE modifier +Prof |
| 6 | +3 | Innate Technique Feature | 6 + CE modifier+Prof |
| 7 | +3 | Improved Curtain | 7 + CE modifier+Prof |
| 8 | +3 | Ability Score Improvement | 8 + CE modifier +Prof |
| 9 | +4 | Improved Barrier Technique | 9 + CE modifier +Prof |
| 10 | +4 | Reverse Curse Technique Understanding | 10 + CE modifier +Prof |
| 11 | +4 | Innate Technique Feature | 11 + CE modifier +Prof |
| 12 | +4 | Ability Score Improvement | 12 + CE modifier +Prof |
| 13 | +5 | Mastered Curtain | 13 + CE modifier +Prof |
| 14 | +5 | Ability Score Improvement | 14 + CE modifier +Prof |
| 15 | +5 | Mastered Barrier Technique | 15 + CE modifier +Prof |
| 16 | +5 | Ability Score Improvement | 16 + CE modifier +Prof |
| 17 | +6 | Mastered Reverse Cursed Technique | 17 + CE modifier +Prof |
| 18 | +6 | Innate Technique Feature | 18 + CE modifier +Prof |
| 19 | +6 | Ability Score Improvement | 19 + CE modifier +Prof |
| 20 | +6 | Permanent Techniques | 20 + CE modifier +Prof |
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 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 a sorcerer class 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 health equal to your cursed energy modifier times 25, and at 13th level, it is 50 times your cursed energy modifier.
Barrier Technique
At 2nd level, you have learned how to create basic barriers to protect areas or 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 can increase its width by 10 feet and its height by 10 feet. This barrier has 10 hit points per cursed energy spent and is immune to Poison and Psychic damage. This barrier lasts a number of minutes equal to your Cursed Energy modifier. At 9th level, your barriers have health equal to 20 times the cursed energy spent, and at 15th level it is resistant to damage from the outside.
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. You can also ignore this increase to instead gain a Feat.
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 feature. Your reverse cursed technique is stronger than normal, letting you use 20 hit points from your RCT pool per cursed energy spent instead of 10.
In addition, you gain proficiency in the Medicine skill. If you are already proficient, you gain expertise instead. 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 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 can cause a creature you touch to gain the benefits of reverse cursed technique instead of you.
- You can use your reverse cursed technique once as a free action on your turn.
- Your reverse cursed technique healing pool is multiplied by your Cursed Energy modifier again.
- You now regain 30 HP per CE with RCT instead of 20.
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 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 can use your reverse cursed technique twice as a free action on your turn.
- 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 vulnerable.
Permanent Techniques
At 20th level, you can maintain your curtains and barriers (not Domains) until the barriers are destroyed.