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 20+ Cursed Energy Stat, 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 16 Cursed Energy Stat or higher.
Your Cursed Energy has massive reserves, making you become a cursed energy powerhouse. You gain the following benefits:
- You will gain +1 to your Cursed Energy score. This cannot go 20+.
- You gain additional Cursed Energy equal to your Cursed Energy score modifier.
Malevolent Cursed Energy
Prerequisites: Cursed Energy Stat 20
Your soul is rotten, and your cursed energy shows that. As an action, whenever you release your cursed energy, they must make a Wisdom saving throw against your cursed energy DC. On a success, they can feel your cruelty but are not shaken by it. On failure, they are frightened and one receive the following detriments:
- They hesitate to act due to your suffocating presence, their ability checks, saving throws, and attack rolls are reduced by your Cursed Energy modifier.
- Your power makes them become paralyzed in fear, they have a disadvantage on your saving throws.
- If the creature’s CR or level is equal to or higher than your level, they make this saving throw with advantage. If the creature’s CR or level is 3 or more below your level, they make this saving throw with disadvantage. Once a creature passes this saving throw, it becomes immune to it unless its CR or level is at least 3 or more below your level, which makes it immune for 24 hours.
Cursed Energy Tracker
Prerequisites: You must have proficiency in Perception.
You will gain +1 to your Cursed Energy score. This cannot go 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. In case 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 the weapons you are proficient with, you may use your Cursed Energy modifier instead of Strength or Dexterity for your attack and damage rolls. However, on a natural one, you must pass against your own Cursed Energy DC, or shatter the weapon as you overcharge it.
Cursed Enhanced Body
Prerequisites: 18 or higher Cursed Energy score.
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 give a huge cursed energy slash. You make all creatures in a 15-foot cone or a 30ft 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 in necrotic damage, on a success they take half as much damage.
Improved Cursed Energy Output
Prerequisites: Must have 15 Cursed Energy score or higher.
As opposed to simply forcing cursed energy into use for your abilities, you have become far more efficient in their output resulting in a dramatic boost in power.
You gain the following benefits by spending an action to activate. 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 damage of an attack by your Cursed Energy modifier.
- If you have Cursed Energy Slash, you decide if it is a 60ft line or a 30ft 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: 20 Cursed Energy Stat
You have mastered the trait peculiar to your energy. It gains an additional effect depending on the damage type after investing 1 CE. These effects are not stackable, and last a number of turns equal to your CE modifier:
- Acid Con save, reduces AC by 1
- Bludgeoning ignores resistance
- Cold, reduces Con save, halves movement
- Fire, the following attack deals an extra 3 fire damage
- Force, Str Save, knockback 10ft
- Lightning, Con Save, no reactions
- Necrotic, Con Save, Disadvantage on Str saves
- Piercing ignores resistance
- Poison, Con save, Poisoned
- Psychic, Wis Save, frightened
- Radiant, Con save, blinded
- Slashing ignores resistance
- Thunder, Dex save, Prone
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 in the range may attack your Cursed Projectiles to destroy them; they have 1 hit point and 10 AC.
One In A Billion
Prerequisites: 20 Cursed Energy score or higher, 15th level, Breakthrough
Your cursed energy manipulation is some of the best that the world has ever seen, it must 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 1/LR you may deal max 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 sp for example reverse cursed technique would only heal 10. You may only do this 1/LR
Chanting
Prerequisites: 12th level.
You can set a recitation of chanting 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 in the next turn after reciting your chant, it will be given the following boost:
- Your bonded technique will bypass resistances and immunities turn to resistance.
- If your Innate Technique feature is an attack, it gains advantage on the attack roll. If it instead requires a saving throw, the target(s) will make their saves at 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 whilst Chanting.
Blessed by Black Sparks
Prerequisites: N/A
The Black Flash has blessed you. When you land a critical, your black flash range increases to 18-20.