| Level | Prof | Features | Dmg Dice | Cursed Energy Points |
|---|---|---|---|---|
| 1 | +2 | Innate Technique, Unarmored Defence, Combat Prowess | d6 | 1+CE mod |
| 2 | +2 | Undaunted(x1) | d6 | 2+CE mod |
| 3 | +2 | Innate Technique Feature | d6 | 3+CE mod |
| 4 | +2 | Ability Score Improvement | d6 | 4+CE mod |
| 5 | +3 | Extra Attack(x1) | d8 | 5+CE mod |
| 6 | +3 | Innate Technique Feature | d8 | 6+CE mod |
| 7 | +3 | Battle Readiness | d8 | 7+CE mod |
| 8 | +3 | Ability Score Improvement | d8 | 8+CE mod |
| 9 | +4 | Unstoppable(x1) | d8 | 9+CE mod |
| 10 | +4 | Undaunted(x2) | d8 | 10+CE mod |
| 11 | +4 | Innate Technique Feature, Extra Attack(x2) | d10 | 11+CE mod |
| 12 | +4 | Ability Score Improvement | d10 | 12+CE mod |
| 13 | +5 | Unstoppable(x2) | d10 | 13+CE mod |
| 14 | +5 | Steel Spirit | d10 | 14+CE mod |
| 15 | +5 | Unaring Blows | d10 | 15+CE mod |
| 16 | +5 | Ability Score Improvement | d10 | 16+CE mod |
| 17 | +6 | Extra Attack(x3) | d12 | 17+CE mod |
| 18 | +6 | Innate Technique Feature | d12 | 18+CE mod |
| 19 | +6 | Ability Score Improvement | d12 | 19+CE mod |
| 20 | +6 | Extra Attack(x4) | d12 | 20+CE mod |
Hit Points
Hit Dice: 1d10 per Warrior level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warrior level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
- (a) chain mail or (b) thick shirt, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a handgun and 20 bullets or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
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 level
Combat Prowess
At 1st level, your life of scrapping and battling with beasts, humans, or other tough creatures has given you mastery of Combat styles that use unarmed strikes and Warrior weapons, which are melee weapons without the two-handed property, and improvised weapons. You can not use the finesse property of a weapon while using it as a Warrior weapon.
You can roll a d6 in place of the normal damage of your unarmed strike or Warrior weapon. This die changes as you gain Warrior levels, as shown in the scrapper column on the Warrior table.
When you use the Attack action with an unarmed strike or a Warrior weapon on your turn, you can make one unarmed strike or grapple as a bonus action. For example, if you take the Attack action and Attack with a Club, you can also make an Unarmed Strike or grapple as a Bonus Action, assuming you haven’t already taken a Bonus Action this turn.
Unarmored Defense
While you are not wearing any armor and not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Undaunted
At 2nd level, even after being damaged you still stand and fight as if nothing happened. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your warrior level. You gain a second use at 10th level.
Once you use this feature, you must finish a short or long rest before you can use it again.
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.
Extra Attack
Once you get to 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class, to four when you reach 17th level in this class, and to five when you reach 20th level.
Battle Readiness
Starting at 7th level, your awareness and preparation reached a new and constant state. This gives you advantage on initiative checks.
Unstoppable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level.
Steel Spirit
Once you reach 14th level, your mastery of Cursed Energy grants you proficiency in all saving throws.
Unaring Blows
At 15th level, you hold great mastery over your attacks. When you miss an attack you can reroll the attack. You may only use this feature once per turn.