| Level | Prof | Features | Total Cursed Energy Points |
|---|---|---|---|
| 1 | +2 | Innate Technique, Quick Recovery | 2+Stat Mod |
| 2 | +2 | Technique Creativity | 4+Stat Mod |
| 3 | +2 | Innate Technique Feature | 6+Stat Mod |
| 4 | +2 | Ability Score Improvement | 8+Stat Mod |
| 5 | +3 | 10+Stat Mod | |
| 6 | +3 | Innate Technique Feature, Ability Score Improvement | 12+Stat Mod |
| 7 | +3 | 14+Stat Mod | |
| 8 | +3 | Ability Score Improvement | 16+Stat Mod |
| 9 | +4 | 18+Stat Mod | |
| 10 | +4 | Ability Score Improvement | 20+Stat Mod |
| 11 | +4 | Innate Technique Feature | 22+Stat Mod |
| 12 | +4 | Ability Score Improvement | 24+Stat Mod |
| 13 | +5 | 26+Stat Mod | |
| 14 | +5 | 28+Stat Mod | |
| 15 | +5 | 30+Stat Mod | |
| 16 | +5 | Ability Score Improvement | 32+Stat Mod |
| 17 | +6 | 34+Stat Mod | |
| 18 | +6 | Innate Technique Feature | 36+Stat Mod |
| 19 | +6 | Ability Score Improvement | 38+Stat Mod |
| 20 | +6 | Signature Move | 40+Stat Mod |
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 learned to regain some of your cursed energy by controlling your emotions. Once per day, you can choose to recover cursed energy. The number of points can be equal to that of your level.
For example, if you’re a 4th-level strategist, you can recover up to 4 cursed energy points. You can recover either 2 at two different times or 4 at once.
Technique Creativity
At 2nd level, you gain the ability to twist innate 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 noted.
- 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 technique modifier (minimum of one creature). 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 Technique 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 during the casting of the technique. - 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 made 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 during the casting of the technique. - Subtle technique. When you cast a technique, you can spend 1 cursed energy to cast it without any 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 level 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 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.
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 makes it have no cursed energy cost. It counts as the minimum input of Cursed Energy necessary.