Feats related to your Cursed Energy in its pure and fundamental form, and also in how you use it.
Bottomless Cursed Energy
Prerequisites: Must have a Cursed Energy score of 20 or higher and a Breakthrough.
You have touched both the core of Cursed Energy and the hidden Cursed Energy within you. Your Cursed Energy maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your Cursed Energy maximum increases by an additional 2 Cursed Energy.
Immense Cursed Energy
Prerequisites: Must have a Cursed Energy score of 16 or higher.
Your Cursed Energy has massive reserves, making you become a cursed energy powerhouse. You gain the following benefits:
- You gain +1 to your Cursed Energy score. This cannot increase it above 20.
- You gain additional Cursed Energy equal to your Cursed Energy modifier.
Malevolent Cursed Energy
Prerequisites: Cursed Energy score 20
As an action, you release your cursed energy in a suffocating display. Choose any number of creatures of your choice within 30 feet of you that can see or sense you. Each target must make a Wisdom saving throw against your Cursed Energy DC.
A creature whose CR or level is equal to or higher than your level makes this saving throw with advantage. A creature whose CR or level is 3 or more lower than your level makes this saving throw with disadvantage.
On a success, the creature feels your cruelty but is not shaken by it. On a failure, the creature is frightened of you for 1 minute and you choose one of the following effects for it:
- Its ability checks, saving throws, and attack rolls are reduced by your Cursed Energy modifier.
- It is paralyzed by fear.
A frightened or paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once a creature succeeds on this saving throw, it is immune to this feature for 24 hours.
Cursed Energy Tracker
Prerequisites: You must have proficiency in Perception.
You gain +1 to your Cursed Energy score. This cannot increase it above 20.
You have learned how to track down remains of cursed energy. You may make a Perception check to see if there are any remains of cursed energy in the place you’re at. If you succeed, you know exactly who the energy is from. If you do not know who the person is, then you can only track down where the cursed energy trail leads you. The DC is equal to the Cursed Energy DC of the creature you’re trying to track. Additionally, you can see anything that’s invisible as long as it’s made out of Cursed Energy, or it’s using Cursed Energy to turn itself invisible.
Enhanced Weapon
Prerequisites: N/A
When attacking with weapons you are proficient with, you may use your Cursed Energy modifier instead of Strength or Dexterity for your attack and damage rolls. However, when you roll a 1 on the d20 for an attack roll using this benefit, you must make a Cursed Energy ability check against your own Cursed Energy DC. On a failure, the weapon shatters as you overcharge it.
Cursed Enhanced Body
Prerequisites: Cursed Energy score 18 or higher.
Your entire body is enhanced by cursed energy, making you excel in tasks people who train their bodies all their lives can’t. You gain the following benefits:
- Whenever you make a Strength, Constitution, or Dexterity saving throw, you may spend Cursed Energy up to your Cursed Energy modifier as a reaction to add the number of energy spent as a bonus to the saving throw. If you have Reverse Cursed Technique, you can also do this for your Intelligence or Wisdom saving throws.
- When attacking with your unarmed strikes or weapons you are proficient with, you may use your Cursed Energy modifier instead of Strength or Dexterity for your attack and damage rolls.
Cursed Energy Slash
Prerequisites: Enhanced Weapon
As an action while holding a weapon that deals slashing damage, you can spend 5 Cursed Energy to unleash a huge cursed energy slash. You make all creatures in a 15-foot cone or a 30-foot line make a Dexterity saving throw. On a failure, they take the damage of your weapon + a number of weapon damage dice equal to your Cursed Energy modifier as necrotic damage. On a success, they take half as much damage.
Improved Cursed Energy Output
Prerequisites: Must have a Cursed Energy score of 15 or higher.
As opposed to simply forcing cursed energy into use for your abilities, you have become far more efficient in its output, resulting in a dramatic boost in power.
You gain the following benefits by using an action to activate this feat. This costs 1 Cursed Energy per turn to keep active:
- Your Cursed Energy score increases by 1, to a maximum of 20.
- Once per turn, you can increase the damage of an attack by your cursed energy modifier.
- You can choose to shield yourself as a reaction; you can lower the damage of an attack by your Cursed Energy modifier.
- If you have Cursed Energy Slash, you decide if it is a 60-foot line or a 30-foot cone that deals double damage to structures or objects.
Cursed Energy Trait
Prerequisites: N/A
Your cursed energy has taken an individual form affecting people differently. Pick a damage type. When a feature uses your raw cursed energy to deal damage, you may choose to deal that damage type instead.
Cursed Energy Trait Mastery
Prerequisites: Cursed Energy score 20
You have mastered the trait peculiar to your energy. After spending 1 Cursed Energy, it gains an additional effect depending on the damage type. These effects do not stack, and last a number of turns equal to your Cursed Energy modifier:
- Acid: The target must make a Constitution saving throw against your Cursed Energy DC. On a failure, its AC is reduced by 1; on a success, this effect is not applied.
- Bludgeoning: ignores resistance.
- Cold: The target must make a Constitution saving throw against your Cursed Energy DC. On a failure, its speed is halved; on a success, this effect is not applied.
- Fire: the following attack deals an extra 3 fire damage.
- Force: The target must make a Strength saving throw against your Cursed Energy DC. On a failure, it is pushed 10 feet away; on a success, this effect is not applied.
- Lightning: The target must make a Constitution saving throw against your Cursed Energy DC. On a failure, it can’t take reactions; on a success, this effect is not applied.
- Necrotic: The target must make a Constitution saving throw against your Cursed Energy DC. On a failure, it has disadvantage on Strength saving throws; on a success, this effect is not applied.
- Piercing: ignores resistance.
- Poison: The target must make a Constitution saving throw against your Cursed Energy DC. On a failure, it is poisoned; on a success, this effect is not applied.
- Psychic: The target must make a Wisdom saving throw against your Cursed Energy DC. On a failure, it is frightened; on a success, this effect is not applied.
- Radiant: The target must make a Constitution saving throw against your Cursed Energy DC. On a failure, it is blinded; on a success, this effect is not applied.
- Slashing: ignores resistance.
- Thunder: The target must make a Dexterity saving throw against your Cursed Energy DC. On a failure, it is knocked prone; on a success, this effect is not applied.
Cursed Infusion
Prerequisites: N/A
You have learned to imbue your cursed energy into projectiles such as arrows, bolts, or any other type of ammunition or weapon with the thrown property. You can imbue a number of pieces of ammunition up to your Cursed Energy modifier, turning them into Cursed Projectiles, which also add your Cursed Energy modifier to the damage instead of any other modifier you would use. When using these Cursed Projectiles, you make ranged Cursed Energy attacks instead of what you would normally use to attack with them, and you control their trajectory while in the air, making it so that attacks with them ignore cover. Additionally, they will stay in the air floating for a number of rounds equal to your Cursed Energy modifier, allowing you to keep making attacks with them even after being shot until they hit a solid object or target when they lose this property. You can only control a number of pieces of ammunition this way at the same time up to your Cursed Energy modifier. A creature within range of one of your Cursed Projectiles can attack it to destroy it; it has 1 hit point and AC 10.
One in a Billion
Prerequisites: Cursed Energy score 20 or higher, 15th level, Breakthrough
Your cursed energy manipulation is some of the best that the world has ever seen. It would take at least a couple of centuries for another person such as yourself to be born once again. You gain the following benefits:
- If a feature deals damage, you can reroll all 1s and 2s on damage dice, and once per long rest you may deal maximum damage.
- You may choose one feature that requires Cursed Energy. The cost of that feature is lowered to 0. If a feature depends on how much Cursed Energy you spend, it counts as if you used the minimum required. For example, reverse cursed technique would only heal 10. You may only do this once per long rest.
Chanting
Prerequisites: 12th level.
You can set a chant for one of your cursed techniques. Example: “Polarized light. Crow and declaration. Between front and back.” You may recite your chant as an action. If you use the bonded technique on the next turn after reciting your chant, it gains the following boosts:
- Your bonded technique will bypass resistances, and immunities turn into resistances.
- If your Innate Technique feature is an attack, it gains advantage on the attack roll. If it instead requires a saving throw, the targets will make their saves with disadvantage.
- If your Innate Technique feature inflicts damage, you deal double the damage dice.
If your Innate Technique does not deal direct damage initially, you can choose one of the following options:
- Its range increases by the Innate Technique feature’s original range, rounded down.
- The Innate Technique feature can now target an additional number of creatures equal to the number the original feature could target.
- You can increase the duration of an Innate Technique feature by the original duration.
If your Innate Technique feature that benefits from Chanting requires more than one attack roll or save to be made, the first attack roll or save gains the benefits of Chanting. You cannot use Maximum Output on an Innate Technique feature you are performing Chanting on, nor can you use a Domain Expansion while Chanting.
Blessed by Black Sparks
Prerequisites: N/A
The Black Flash has blessed you. When you land a critical hit, your black flash range increases to 18-20.