Innate Technique Feats

Innate Technique Feats

Antigravity System

術式 View technique: Antigravity System →

Levitation System
Prerequisite: Must have Gravity Field

As an action for 2 CE, you can cast Levitate. You can spend an additional 2 CE to force the creature to make the save at disadvantage.


Dense Antigravity Shield
Prerequisite: Must have Antigravity Shield

For an additional 3 CE, your Antigravity Shield instead reduces all damage against you by half your Antigravity’s maximum height fall damage dice until the beginning of your next turn.


Antigravitational Flight
Prerequisite: Must have Boosted System

As an action for 3 CE, you can give yourself or another creature you touch a 60 feet hover speed for 10 minutes.

Auspicious Beast Summon

術式 View technique: Auspicious Beast Summon →

Double Up
Prerequisites: Must have a Auspicious Beast #1: Kaichi

Your proficiency with your technique and bond with Kaichi improves. You can summon up to two Kaichi horns at the same time as part of your action. This lets you make an additional attack with your horns.


Zero Friction
Prerequisites: Must have Auspicious Beast #2: Reiki

Your proficiency with your technique and bond with Reiki improves. While your movement speed is increased by Reiki, you gain a +3 bonus to AC and don’t provoke opportunity attacks.


Maximum: Kirin’s Flames
Prerequisites: Must have Auspicious Beast #3: Kirin

Your proficiency with your technique reaches a crescendo, and your bond with Kirin improves. Whenever a creature hits you with a melee attack while you have Kirin activated, you can force them to take fire damage equal to twice the damage taken.

Black Bird Manipulation

術式 View technique: Black Bird Manipulation →

All Seeing
Prerequisites: Must have Cursed Crow

You have improved your ability to manage information. While you see through the crows you don’t gain the blinded condition. You gain 10 ft of blindsight for every cursed crow within 60 ft of you that is not incapacitated.


Scavenger
Prerequisites: Must have Omen of Death

You have learned from the opportunistic way of the crows. Once per turn when you hit a frightened creature with an attack, you gain temporary hit points equal to your level.


Maximum: Kamikaze
Prerequisites: Must have Bird Strike

Through trial and error, your mastery over Bird Strike has reached new heights. Whenever you use Bird Strike you can choose between either increasing the damage die size to d12 or to roll an additional d6 to damage a limb.

Black Box

術式 View technique: Black Box →

Instant Manifestation
Prerequisite: Must have Dark Cube

You have learned a trick to instantly deploy your technique. Creatures have disadvantage on saving throws against being trapped by your Dark Cube and you can create a Dark Cube around yourself as a reaction to being hit with an attack, causing it to take the damage in your stead. If you take the dodge action on your turn, you can also use this reaction to create a 10 feet cube around yourself and another creature within 5 feet.


Offensive Creations
Prerequisite: Must have Black Box Reinforcement

You have focused on using your technique to devastating effects and have learned offensive applications of your cursed technique:

Crushing Cube. As an action for 4 CE, you target a 30 feet tall, 10 feet wide square cylinder within 30 feet. All creatures in range must make a Strength saving throw. On a failure they take 5d10 necrotic damage and fall prone as they are crushed under a massive Dark Cube. On a success, they take half as much damage and are not prone.

Block Strike. As a bonus action for 2 CE, you cover your fist or other part of your body with a Dark Cube for 1 minute. You can make a melee cursed energy attack with your unarmed strikes. On a hit you deal your proficiency bonus in d4s + your CE modifier in necrotic damage.

Dark Press. As an action for 5 CE, you can create a Dark Cube in front of you that explodes in length on one side. All creatures in a 10 feet wide 60 feet long line must make a Dexterity saving throw. On a failure, they take 6d8 necrotic damage and are pushed back to the edge of the line. If they impact a solid object or structure, they take the remaining distance as fall damage.


Sealing Cube
Prerequisite: Must have Maximum: Midnight Armor

When you trap a creature in a Perfect Cube, you can choose to seal the output of the creature. They can only spend the minimum cursed energy on a cursed technique while trapped within your Perfect Cube and cannot use cursed techniques that cost more than 5 cursed energy.

Blazing Courage

術式 View technique: Blazing Courage →

Ferocious Courage
Prerequisite: Must have Ignition

Once per turn, you can choose to deal additional fire damage equal to your proficiency bonus.


Blazing Heart
Prerequisite: Must have Mantle of Courage

When you use Mantle of Courage, all creatures of your choice in range gain 5 temporary hit points and again at the start of your turn for the duration.


Soulfire
Prerequisite: Must have Eternal Flames

You have learned to burn even the soul. When you hit with a melee attack, you can spend 3 CE to cause all fire damage dealt on your turn to ignore immunity to fire damage and reduce a creature’s maximum hit points until they complete a long rest.


Technique Release
Prerequisite: Must have Maximum: Conflagration

When you hit with an attack while Ignition is activated, you can release the technique, ending the effects of Ignition on the weapon in exchange for doubling your fire damage for this attack. If used with Maximum: Conflagration, it instead deals a number of additional damage die equal to the CE spent on Ignition.

Blood Manipulation

術式 View technique: Blood Manipulation →

Blood Production
Prerequisites: Must have Blood Manipulation

You have found a way to link your blood to Cursed Energy. For 1 CE, you can create a sufficient source of blood worth 10 HP that can only be used for your Blood Manipulation features. This does not regain HP.


Poisonous Blood
Prerequisites: Must have Blood Manipulation

Your blood has grown to be harmful to others. If you hit a creature by 5 or more than their AC or a creature fails a save against a Blood Manipulation technique by 5 or more, the target is poisoned for 1 minute. They can make a Constitution save at the end of their turn to cure the condition.


Blood Crystallization
Prerequisites: Must have Blood Constructs

You gain the ability to harden your blood to a solid, even if it risks thrombosis and further increases your versatility. As a bonus action for 3 CE. you gain the following for 1 minute:

  • As a reaction, you can add a +5 to your AC against an attack.
  • Your unarmed damage dice increases by two levels (d8<d10<d12<2d8)
  • You gain resistance to bludgeoning, piercing, and slashing damage

At the end of your turn, roll a d20. On a 2 or lower you gain a level of exhaustion.


Flowing Red Scale: Stack
Prerequisites: Must have Flowing Red Scale

The power of the Flowing Red Scale has reached new heights. As a bonus action for 6 CE or while Flowing Red Scale is active for 3 CE, you instead gain the following benefits for 1 minute:

  • Your movement speed is tripled
  • You gain a +4 bonus to AC
  • You have advantage on Dexterity and Strength saving throws and Strength checks and once per round you can reroll a check or save
  • You gain one extra action and reaction.

Supernova
Prerequisites: Must have Piercing Blood

You can create small orbs of condensed blood that explode like a buckshot. As an action, you condense your Piercing Blood into a tiny orb of blood in an unoccupied space that you can see within 30 feet, which stays there for a maximum of 1 minute before exploding. You can create as many orbs as your proficiency bonus in an action with each having its own cost, spending 5 CE and 5 HP for each, and can choose for them to explode immediately upon creation or manually as a reaction to a creature entering the range of explosion.

The orb then explodes, forcing every creature within 10 feet of it to make a Dexterity saving throw for each orb. On a failure, the target takes 8d8 piercing damage and is knocked prone. On a success, they take half as much damage and aren’t knocked prone.


Wing King Imitation
Prerequisites: Must have Piercing Blood

You condense your blood into wings resembling veins as a bonus action for 10 CE, gathering the wings behind you and gaining the following benefits for 1 minute:

  • Your walking speed is quadrupled
  • You gain a flying speed equal to half your walking speed
  • As a free action on your turn, you can unleash lines of blood. This takes shape as three ranged Cursed Energy attacks against a creature within 60 feet. Each attack deals 3d10 + your CE modifier in necrotic damage.

While using Wing King, you cannot use Piercing Blood.

Boogie Woogie

術式 View technique: Boogie Woogie →

Boogie Down
Prerequisites: Must have Boogie

Your Boogie has increased in speed and the unpredictability of your Boogie. You gain 2 additional reactions which can only be used to Boogie. Additionally, when you Boogie the next attack made against you has disadvantage.


Beguiling Tactics
Prerequisites: Must have Woogie

The tricky timing and misdirection with Woogie has improved. After getting swapped, the enemy creature must make an Intelligence save or be stunned until the end of their next turn. On a success, a creature gains advantage on future saves against this feature. Additionally, as an action you can fake clap, forcing a creature that has experienced your technique to make an Insight check versus your Deception or Performance. On a failure, they waste their next attack by attacking in the wrong direction.


Maximum: Best Friend
Prerequisites: Must have Round of Applause

Boogie Woogie, as effective as it is in solo combat, only reaches its full potential not with an ally, but with a best friend. At the start of combat, you can choose one ally as a Best Friend. When fighting with that ally, you gain the following benefits:

  • When you switch the place of your Best Friend with an ally who was previously in melee range of an enemy, on top of advantage, the attack will have its critical range increased by 3.
  • Swapping your Best Friend has no cost.
  • When flanking with your Best Friend, you and your Best Friend gain a bonus to damage rolls equal to your proficiency bonus.

Body Manipulation

術式 View technique: Body Manipulation →

Flawless Acting
Prerequisites: Must have Grave Robber

Your acting skills from hopping bodies transfer to other uses. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of others.


Memory Bank
Prerequisites: Must have Skill Theft

Memories fade and wane, you however have grown beyond that. You remember everything you experience, and you can store them in objects allowing anyone who touches them to experience them from your point of view.


Maximum: Backup
Prerequisites: Must have Immortality

As much as you might as well be immortal, it never hurts to be prepared. As an action, after having a dead body prepared, you can prepare it as a backup. This backup works the same as the Clone spell, without the cost or time requirement.

Centipede Shroud

術式 View technique: Centipede Shroud →

Dowsing Vibrations
Prerequisite: Must have Cursed Centipede

While your centipede shikigami is summoned, you gain 100 ft tremorsense while both of your feet are on the ground. You gain a +2 bonus to attack rolls against creatures who are within your tremorsense (must be touching the ground). This increases to 150 ft at 6th level, 200 ft at 11th, and 300 ft at 18th level.


Wu Gong
Prerequisite: Must have Insect Storage

You have learned to concentrate the venom of your cursed centipede and add it to your attacks. When you or your centipede hit with a melee attack, you can spend 1 CE to force the creature to make a Constitution saving throw. On a failure, the creature takes your proficiency in d6s of poison damage and they are stunned until the beginning of their next turn.


Centipede Festival
Prerequisite: Must have Earthquake

Through your bond with your shikigami, you have learned of its hunger for both flesh and battle, improving your teamwork even more:

  • When you or your centipede kill a creature within 5 ft, your centipede partially devours the corpse and regains hit points equal to your level + your CE modifier. At 11th level, your centipede can also feast on its cursed energy (unless it has none), causing you to regain 1 cursed energy.
  • You can spend 1 CE as a bonus action or as part of summoning it to give it temporary hit points equal to twice your level.

Clone

術式 View technique: Clone →

Meant to be Expendable
Prerequisite: Must have One Man Army

As a reaction to damage, you can spend 4 CE to summon a Clone, which shoves you 5 feet and takes the damage in your place.


Unstoppable Legion
Prerequisite: Must have Three is a Crowd

You have trained extensively in fighting together with your Clones, gaining the following benefits:

  • When flanking with a Clone, you deal additional damage equal to your proficiency bonus
  • You can create Clones as a bonus action for 1 extra CE per clone
  • When one of your Clones is reduced to 0 hit points, rather than waiting 1 minute, you only need to wait 1 round

Maximum: Conga Line
Prerequisite: Must have Four is a Party

You can spend 8 CE as a free action to tag team an enemy with your Clones, making a Conga Line on your way to stomp them. You and all clones can immediately move 30 feet and take the attack action.

Comedian

術式 View technique: Comedian →

Lasting Laughs
Prerequisite: Must have Comedy

Even when you’re the one telling the joke, you can’t stop laughing. For an additional 2 CE when you activate Comedy, you can make the technique last 10 minutes. This does not work with Peak Comedy.


Super Gag
Prerequisite: Must have Commit to the Bit

You have stepped up your game with some premium material you read online. You gain the following gags while your technique is active:

  • Written on your Face. As an action for 3 CE, you target a creature within 30 ft that you can see. For 1 minute or when your technique ends, the target’s emotions and intentions are literally written on their face. The target has disadvantage on attacks against anyone who can see their face. Anyone that can see their face knows their general emotions and can tell whenever they are scheming or planning something by reading the doodles on their face.
  • Costume Switch. As an action for 2 CE, you apply a wardrobe change to a number of creatures equal to your CE modifier within 30 ft of you that you can see. This effect is purely cosmetic and cannot change their AC or movement and cannot give them any conditions. You can also change a property about them, such as giving them multiple eyes or arms. These changes are nonfunctional and a creature can take an action to make a Wisdom (Perception) or Intelligence (Investigation) against your CE save DC inspect these changes. On a success, they realize the changes are fake. This feature lasts for a number of minutes equal to your CE modifier before disappearing.

Maximum: Laugh Track
Prerequisite: Must have Peak Comedy

As a bonus action for 3 CE while your technique is active, you summon an invisible audience around you. For the next minute, creatures within 30 ft have disadvantage on saves against your techniques and you have advantage on ability checks and saves to maintain your technique.

Construction

術式 View technique: Construction →

Subtle Constructs
Prerequisites: Must have Construct

After making a creation you can use underhanded tactics to trick your opponent. After making an item, you can make a Sleight of Hand check against their passive perception. On a success, your first attack or check using this creation has advantage.


Imbue
Prerequisites: Must have Cursed Creations

You have broken down your ability to create a cursed tool into its very essence, including imbuing cursed techniques into objects. At twice the cost of the normal creation of a Cursed Tool, you can imbue an existing item with that cursed tool’s Technique for one week. At 6th level this becomes 2 weeks, 3 weeks at 11th level, and a month at 18th level.


Maximum: Perfect Sphere
Prerequisites: Must have Insectoid Armor

Through research and creativity, you have created a Perfect Sphere with no contact area which generates infinite pressure. As an action for 10 Cursed Energy, you create a 10-foot diameter perfect sphere of metal that appears in an unoccupied space of your choice within 10 feet of you and lasts for 1 minute while concentrating. Any creature that touches or ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 8d12 force damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, it destroys all barriers and non-magical structures in its way.

Contractual Recreation

術式 View technique: Contractual Recreation →

Surprise Present
Prerequisite: Must have Quick Spender

As a reaction against any hostile action taken against you, you can materialize one of your receipts for twice the cursed energy cost in a surprise attack. If using an object, you force the creature to make a Dexterity saving throw at disadvantage if they are within range. On a failure, they take bludgeoning damage depending on the object’s size. On a success, the creature takes half as much damage. If using a weapon, you can make an attack with the weapon against the attacker at advantage if they are within range. At 11th level, this can be used with Contractual Control with only the one Object or Weapon used as part of this reaction.


Bulk Buyer
Prerequisite: Must have Splurge

You’ve learned that buying in bulk can lead to a sale! When you use two or more receipts as part of the same action, the CE costs are each reduced by 1 for every receipt you use (minimum cost of 1). If the receipts are of the same type, you gain advantage on attack rolls and ability checks using those creations for 1 minute.


Master of Receipts
Prerequisites: Must have Contractual Control

You have become a master at utilizing your receipts. The cost of materializing is halved, and creations you use with Contractual Control can be used a number of times equal to your proficiency bonus before they disappear.

Cursed Cannon

術式 View technique: Cursed Cannon →

Croquembouche
Prerequisites: Must have Granite Blast

You have realized a new way to utilize your massive output. Once per turn when you take the Attack action on your turn, you can spend 1 CE to replace an attack with a use of your Granite Blast as a melee cursed energy attack. This cannot be used with Grape Choux.


Corona Macaron
Prerequisites: Must have Dessert Deluge

You’ve learned to mold your cursed energy blasts into a fighting ring for yourself. As an action for 3 cursed energy, you create a 20 ft diameter ring centered on yourself for 1 minute. This ring follows you and provides half cover to creatures within the ring from outside attacks that would pass through it. This increases to three quarters cover at 11th level.

If a creature comes in contact with the outside of the ring, they must make a Dexterity saving throw or be pulled into the ring. Once a creature has been pulled inside, the ring is no longer centered on you and will not move. If you or the creature comes into contact with the ring, you take damage equal to your Granite Blast. You can only take this damage once per round. As an action, a creature inside can make a Dexterity (Acrobatics) check against your Cursed Energy save DC to escape. On a success, they slip past the ring and can exit. On a failure, they take your Granite Blast damage and are pushed 5 ft towards you. You can end this technique as a free action on your turn.


Parfait Singulier
Prerequisites: Must have Granita Lusso

You have found a brand new and destructive pathway for your technique. When you use Granite Lusso, you can choose a number of creatures in range up to your Cursed Energy modifier, spending 1 cursed energy per creature. These creatures take additional necrotic damage equal to your Cursed Energy score. On a failed save, they are knocked prone and stunned until the end of their next turn.

Cursed Corpse Creation

術式 View technique: Cursed Corpse Creation →

Expert Maker
Prerequisite: Must make Cursed Corpse Creation

You have spent your life learning your technique and learned tips and tricks that help you master the process. You can create a cursed core or body for 1/3 of the cost or time.


Soul Imbuement
Prerequisites: Must have Cursed Corpse Creation

You have learned to copy a creature’s soul information into a Cursed Corpse. You can only have 1 soul imbued corpse at a time. This increases to 2 at 11th level and 3 at 18th level.

It takes 3 long rests to imbue someone’s soul information into the core. You must have the person readily available or have a good memory of the person to turn their physical information into soul information. Once a corpse has been created, it takes 2 weeks to develop before it becomes sentient. It gains the Autonomy mutation and can choose a Cursed Energy feat as if it were a player. A corpse with this core is sentient and mimics the behavior of the soul they are imbued with, but it does not gain its memories.


Cursed Tactician
Prerequisite: Must have Corpse Tactics

When you use Corpse Tactics, you can spend ce up to your proficiency bonus to use an additional tactics option for each ce spent. You can choose the same tactics option as part of the same bonus action, but you cannot use the same tactics multiple times on the same cursed corpse.


Mutate Specialist
Prerequisite: Must have Cursed Corpse Mutation

You have learned the process to purposely force mutations to occur. When you roll for a mutation, you can add your Cursed Energy modifier to the roll. If you succeed, you roll for an additional mutation for every number higher than 20. You cannot gain the same mutation more than once.

Cursed Circuitry

術式 View technique: Cursed Circuitry →

Closed Circuit
Prerequisite: Must have Circuit

Your technique specializing in energy efficiency has begun to develop your body. You no longer leave residuals of your cursed energy and creatures have disadvantage on checks to directly detect you through your cursed energy. As an action, you can concentrate for up to 1 minute to hide your cursed energy within your circuit, giving anyone a -5 to their skill checks to directly sense your cursed energy.


Layered Grid
Prerequisite: Must have Pure Energy Efficiency

Your maximum number of circuits is doubled. Additionally, you can now apply multiple circuits to a creature or object, spending 1 CE per additional circuit. For every additional circuit, a creature’s benefits from Output increases by 1 and they gain one of your object Enhancements or an additional Enhancement if used on an object.


Maximum: Overclock
Prerequisite: Must have Circuit Breaker

While under the effects of your Circuit, you can cause overclock the Circuit, gaining the following benefits for 1 minute:

  • You reduce all damage taken by half your current cursed energy (minimum of 2 + your CE modifier).
  • If a feature’s effects depend on how much cursed energy you spend, you treat each one CE spent as five CE. This cannot cause the cursed energy spent to be higher than your output limit.
  • You deal an additional 2d12 necrotic damage on melee attacks.

Once this minute ends, the circuit automatically ends as your technique becomes overheated and you cannot gain the benefit of a Circuit or apply a new Circuit for 1 minute.

Cursed Speech

術式 View technique: Cursed Speech →

Fighting Words
Prerequisites: Must have Power of Words

“Oh, them’s fighting words”, you have found a way to make your words insulting. When using a word you can force the enemy to make a Wisdom saving throw. On a failure they have disadvantage on attack rolls against creatures other than you.


Quick Tongue
Prerequisites: Must have Interjection

Your versatility and training have increased the amount of words you have and your speed. You can choose one more word to be under the effect of Interjection.


Megaphone
Prerequisites: Must have Resounding Voice

You have found a way to increase your power using an outside tool. For 3 Cursed Energy you can create or imbue a megaphone for 1 minute that causes your words to affect a 60-foot cone. The megaphone has hit points equal to twice your CE score and damages the megaphone instead of your vocal chords when used in this way. When reduced to 0 hit points, the megaphone turns to dust.

Cursed Spirit Manipulation

術式 View technique: Cursed Spirit Manipulation →

Curse Restoration
Prerequisites: Must have Curse Infused Spirits

You have learned to weaponize the affinity cursed spirits have and utilize to regenerate and can activate it using your own cursed energy. Once per turn as an action, bonus action, or reaction you can spend up to your cursed energy modifier to restore 5 hit points per cursed energy spent to a cursed spirit you have summoned within 60 ft of you. At 11th level this becomes 10 hit points per cursed energy.


Defensive Summoning
Prerequisites: Must have Perfect Control

Your reaction speed and control over your Cursed Spirits has increased. As a reaction, for 5 Cursed Energy you can summon a CR 5 or lower cursed spirit that takes as much of the triggering damage as it can. You take any remaining damage. If it survives, it then lands in an unoccupied area within 5 ft of you.


Minimum: Uzumaki
Prerequisites: Must have Maximum: Uzumaki

Due to your extended studies, you have made a smaller version of Uzumaki that’s more deadly and much harder to dodge. As a bonus action, you can spend two cursed spirits to create a miniature Uzumaki that fits in your hand. It can’t be seen by the creature unless its passive Perception is 25 or higher, or the creature succeeds a Perception check. As an action or reaction for 5 Cursed Energy, you can release all the condensed energy from this Uzumaki at a target within 30 feet. Make a ranged cursed energy attack roll, on a hit the target takes Xd12 of necrotic damage(X being the combined CR of the 2 curses). Like Maximum Uzumaki, this ignores resistance and treats immunity like resistance. You have advantage on your attack roll if the target has not detected your Minimum Uzumaki.

Similar to Maximum Uzumaki, you can obtain actions, reactions, bonus actions, and legendary actions of the creature’s technique.

Cursed Transmutation

術式 View technique: Cursed Transmutation →

Amplified Transmute
Prerequisite: Must have Basic Transmutations

You have learned to amplify your transmutations with modified formulas and stronger cursed energy. The AC of a Transmuted Object increases by your proficiency bonus and has 15 hit points per 5 ft cube. This increases to 20 at 3rd level, 30 at 6th level, 45 at 11th level and 60 at 18th level.


Additional Formulae
Prerequisite: Must have Chemical Formulae

You can choose to gain two of the following options (This feat can be taken more than once):

Transmute Explosion (3 CE). As an action, you transmute the chemical composition of a 10 ft cube of air within 60 ft of you creating an explosion. All creatures within that cube must make a Constitution saving throw. On a failure, a creature takes 5d6 fire damage or half as much on a success. This becomes 8d6 at 11th level and 14d6 at 18th level.

Modify Attributes (2 CE). As a bonus action, you swap your Strength, Dexterity, or Constitution scores for 1 minute (can end it as a free action).

Pressurization (3 CE). As an action, you transmute the pressure of the air around you for up to 1 minute while concentrating. For the duration, you gain a 15 ft fly speed. This increases to 25 ft at 6th level, 40 ft at 11th level and 60 ft at 18th level.

Transmute Element (1 CE). When you deal a damage type from the following list, you can spend 1 CE to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.


Transmute Aether
Prerequisite: Must have Maximum: Railgun

Whether through chance or experimentation, you have learned to transmute an unknown element that cannot logically exist. As an action for 10 cursed energy, you transmute a 5 ft sphere of air or material you touch into a 5 ft cube of Aether for 1 minute. Any creature other than you that comes into contact with or hits the Aether with a melee attack within 5 ft of it takes 20d4 necrotic damage. A creature can only take this damage once per turn and it ignores immunity and resistances. The Aether has an AC of 1 and 100 hit points.

You are able to touch the Aether harmlessly and pass through it as if it were difficult terrain. You can move or reshape the Aether as an action while it is within 100 ft of you. You can move it up to 30 ft and if the Aether enters another creature’s space, it must make a Dexterity saving throw or take 20d4 necrotic damage. If you reshape the Aether, you can change its shape or split it into two smaller spheres. Touching these smaller cubes instead deals 10d4 necrotic damage.

You can only move one cube of Aether at a time no matter what size it is. While within 5 ft of Aether, you can spend half your movement to enter the Aether’s space and reappear from another Aether cube.

Dark Claw

術式 View technique: Dark Claw →

Close Combat Specialist
Prerequisite: Must have Claw

When you hit a creature with a claw attack while within 5 ft, you can attempt to grapple the creature as a bonus action. While grappling a creature, you can cause the creature to take your claw damage at the start of their turn.


Drill Claws
Prerequisite: Must have Claw Modifications

You have learned to control the length of your claws. As a bonus action, you lengthen your claws and increase your melee reach with them by 5 ft for 1 minute or until you retract them as a bonus action.

Additionally, you learn to shoot out your claws as projectiles. Once per turn when you take the Attack action you can spend 1 CE to replace one of your attacks with a Drill Claw attack. You make a ranged Claw attack using your Strength, Dexterity, or Cursed Energy modifier against a creature within 30 ft. On a hit, this attack deals 4d8 piercing damage. This increases to 6d8 at 6th level, 8d8 at 11th level and 10d8 at 18th level. The range of this attack doubles at 6th level.


Cutting Edge
Prerequisite: Must have Ultimate Claws

You have learned to sharpen your claws with cursed energy. You gain a +1 bonus to critical range with your Claws and can reroll and 1s or 2s when rolling damage for your Claws. The bonus to critical range increases to +2 at 11th level and +3 at 18th level.

Deadly Sentencing

術式 View technique: Deadly Sentencing →

Tool Versatility
Prerequisites: Must have Judge’s Gavel

Through a broadening of your understanding over your gavel. On top of your normal forms, you can turn your Gavel into any melee weapon. You also gain a +1 bonus to attack and damage rolls using your Gavel. This increases to a +2 bonus at 6th level and +3 bonus at 11th level. The Executioner’s Sword does not gain this bonus.


Weight of Judgment
Prerequisites: Must have Deadly Sentencing

When you hit a creature with your Judge’s Gavel, you can spend 2 cursed energy to deal double the weapon’s damage die. Additionally, the creature must make a Strength saving throw, falling prone on a failed save.


Judgeman Release
Prerequisites: Must have Gavel Improvements

Your attunement with Deadly Sentencing has allowed you to summon Judgeman outside the domain. As a bonus action for 5 Cursed Energy, you summon Judgeman for 1 minute. Every time your opponent attacks you, they are penalized for assault and the opponent gains a -1 penalty to attack rolls and saving throws. If a creature targets you with a cursed technique that is not an attack roll, they gain a -1 penalty to their CE save DC. These penalties last until Judgeman disappears.

Disaster Flames

術式 View technique: Disaster Flames →

Pyrokinesis
Prerequisites: Must have Flames of Disaster

Through training and understanding, you have found new applications to your flames. You gain the one of the following (This feat can be taken more than once):

  • Resistance to Fire Damage and when you roll damage for a technique that deals fire damage, you can reroll any 1s, but must take the new result, even if the new roll is a 1.
  • Two spells below 5th level dealing fire damage. The ce cost equals the spell’s level.

Shooting Star
Prerequisites: Must have Erupting Volcanoes

Through focus and thorough planning, you have gained further ideas. As a bonus action, you can gain a 60 foot hover speed for as many rounds as Cursed Energy spent.


Hellscape
Prerequisites: Must have Maximum: Meteor

Your presence can now be felt, all around. As an action for 10 Cursed Energy, you can cause all non magical objects and structures of your choice in a 100 foot radius to melt. As an action you can control where the lava flows or control it directly to make two cursed energy attacks against a creature within range, dealing 10d8 fire damage on a hit. Each creature that enters the lava or starts their turn touching the lava must make a Constitution saving throw, taking 8d8 fire damage on a failed save or half as much on a success.

Disaster Storms

術式 View technique: Disaster Storms →

Aerokinesis
Prerequisite: Must have Storms of Disaster

Through training and understanding, you have found new applications for your storms. You gain the one of the following (You can select this feat multiple times):

  • Suffocation. As an action for 2 cursed energy, you target a creature within 30 ft that you can see. They must make a Constitution saving throw, taking your proficiency bonus in d6s of necrotic damage and start suffocating on a failed save. While suffocating their movement is halved and their attack rolls have disadvantage. If you are more than 30 ft away or lose concentration, the target stops suffocating.
  • Resistance to lightning and thunder damage.

Flying Nimbus
Prerequisite: Must have Storm Creation

While using Storm Creation, you have a flying speed equal to your walking speed and can hover. When you use Storms of Disaster while flying, you can immediately move up to 10 ft without spending movement or provoking opportunity attacks.


Squall
Prerequisite: Must have Maximum: Divine Storm Sovereign

While you are within a storm of your creation, your movement speed increases by 20 ft and you can teleport to a different point within the storm as a bonus action. Additionally when you are reduced to 0 hit points, you can instead melt into storms and reconstitute your form at a different point within the storm at 1 hit point. Once you reconstitute your body using this feature, you cannot use it again until you finish a long rest.

Disaster Tides

術式 View technique: Disaster Tides →

Hydrokinesis
Prerequisites: Must have Tides of Disaster

Through training and understanding, you have found new applications to your water. You gain the one of the following (You can select this feat multiple times):

  • Piercing Water: You make a small water beam made to pierce through enemies. As an action for 2 CE, you make a cursed energy attack against a creature within 30 ft. On a hit, they take 2d10 cold damage + 2d6 piercing damage and are forced to make a Constitution saving throw. On a failure, they are knocked prone and will receive the damage rolled one additional time as a vital organ is hit. On a success, they don’t take additional damage and are not prone.
  • Two water spells below 5th level. The ce cost equals the spell’s level in Cursed Energy.

Shoal
Prerequisites: Must have Horizon of Captivating Skhanda

You have increased your technique’s potential. You can now use Death Swarm outside your domain without the sure hit effect. You can have a number of shikigami equal to your Cursed Energy modifier when used in this way. The number of shikigami increases by your CE modifier at 6th level (2x), 11th level (3x), and 18th level (4x).


Typhoon
Prerequisites: Must have Water Defensive Ring

The scale and power of the water ring surrounding you has increased. For an extra 2 cursed energy, it also creates a 20 ft radius sphere of whirling storm that is centered on and follows you. Each creature other than you in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the technique ends, you can use a bonus action to cause a bolt of lightning to leap from you toward a creature within 60 feet, making a cursed energy attack. You have advantage on the attack if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks to hear.

Disaster Verdure

術式 View technique: Disaster Verdure →

Chlorokinesis
Prerequisites: Must have Forest of Disaster

Through training and understanding, you have found new applications to your roots. You gain the one of the following (You can select this feat multiple times):

  • You can transform your root wall into any of the other forms as a bonus action.
  • Two spells below 5th level dealing with nature. The CE cost equals the spell’s level.

Bouquet
Prerequisites: Must have Flower Field

You have found a way to do more with less. As an action, for 3 Cursed Energy you can cause the effects of Flower Field on a single creature.


Sapping Roots
Prerequisites: Must have Cursed Bud

Your power has increased and been honed. As an action, for 5 Cursed Energy you give yourself the ability to drain Cursed Energy for 1 minute. On a hit with a melee attack or if you damage a creature with your Innate Technique, they lose 1 cursed energy which you gain.

Disaster Vermin

術式 View technique: Disaster Vermin →

Reinforced Vermin
Prerequisite: Must have Vermin of Disaster

As part of the bonus action you take to command your Insect Swarms, you can spend 2 cursed energy to reinforce one of your Insect Swarms with cursed energy for 1 minute. While reinforced, their size category increases by one and they deal an additional 2 damage dice on a successful Bites attack (only +1 if bloodied). If you use multiple Reinforced Insect Swarms to form a Vermin Swarm, it only gains these benefits once.


Vermin Techniques
Prerequisite: Must have Almighty Swarm

You have learned to better control the combined actions of your Vermin Swarms, allowing you to learn the following ways to use your Swarms:

Insect Cloak. While you are occupying the same space as one of your Vermin Swarms, you can treat the Swarm’s hit points as temporary hit points for yourself.

Grasping Hand. You can spend 3 CE to replace one of your attacks on your turn with a grapple check through one of your Insect Swarms against a creature within 5 ft of the swarm. Instead of an Athletics check, you make a Cursed Energy (Arcana) check. The grapple gains a +1 bonus and +5 ft of range per size category above Medium the swarm is. On a success, the creature is grappled and can be pulled into the Insect Swarm.

Transport Via Bugs. As an action for 6 CE, you form a link between one Large or larger Vermin Swarm within 10 ft and connect it to another Large or larger Vermin Swarm at any distance. Before the end of your turn, you can spend 5 ft of movement to walk into the space of the Insect Swarm within 5 ft, reappearing within 5 ft of the destination Insect Swarm.


Festering Life Sword
Prerequisite: Must have Parthenogenesis

As a bonus action for 6 CE, you transform a weapon you are holding. It loses all previous benefits and becomes the Special Grade Cursed Tool: Festering Life Sword. You can only have one weapon transformed this way at a time and this tool disappears when you finish a long rest or die.

Divergent Fist

術式 View technique: Divergent Fist →

Black Belt
Prerequisites: Must have Martial Prowess

Through much training, you gain the following martial options:

  • Takedown: Immediately after you hit a creature with a melee attack on your turn, you can try to grapple or shove the target as a bonus action.
  • Judo Throw: When you hit a grappled creature with a melee attack, you can grab the target and flip them on their back. If the target is Huge or smaller, it must make a Strength saving throw. On a failed save, you knock them prone, and if they fail it by 5 or more they are stunned until the end of their next turn.
  • Flying Drop Kick: You can use an action to jump up and land a Flying Drop Kick. You target a creature within your jump distance with an unarmed attack (Calculator here). The target takes your unarmed damage, and is pushed back 30ft.

Opportunistic Blow
Prerequisites: Must have Extreme Divergent Flow

You take full advantage of the unpredictability of your attacks. After a Divergent Flow is landed, you can force the enemy to make a Cursed Energy check against your DC. On a failure, you notice their distraction and can use your reaction to make an attack against them at advantage.


Maximum: Soul Punch
Prerequisites: Must have Chosen by the Sparks

You have mastered your ability to target the soul. Before you make an unarmed strike, you can choose to spend 5 CE to cause any unarmed strikes you make on your turn to target the soul of a creature you attack. These attacks’ damage reduces the target’s maximum hit point and cannot be reduced or healed with Cursed Techniques or Reverse Cursed Technique as it targets the soul instead of the body. On a hit, the creature’s output drops by 1, causing them to be able to spend 1 less cursed energy for cursed techniques. You can reduce a creature’s output up to your Cursed Energy modifier. This effect lasts until the target takes a short or long rest. A creature whose output has been reduced can’t use maximum output techniques.

Dragon Vein

術式 View technique: Dragon Vein →

Ley Line Extension
Prerequisite: Must have Ley Line Command

You have learned to extend the benefits of your connection with the earth to others. When you create a Ley Line you can give a number of creatures equal to your Cursed Energy modifier the benefits of Flow of the Dragon while they are within 30 ft and touching the same ground as you.


Ground Control
Prerequisite: Must have Earth Dragon Soul

As an action for 3 CE, you stomp your foot and transform the ground within 30 ft in one of the following ways:

  • The ground becomes difficult terrain for all creatures other than yourself.
  • All creatures touching the ground other than you must make a Dexterity saving throw. On a failed save they are knocked prone.
  • You grant creatures of your choice within range three quarters cover until the end of your next turn with earthen walls.
  • You move one creature touching the ground with a wave of earth up to 20 ft horizontally to a point within range. An unwilling creature must make a Dexterity saving throw to avoid the effect.

Maximum: Dragon Pulse
Prerequisite: Must have World Anchor

As a Full Turn Action (Action + Bonus Action + Movement) for 8 CE, you stomp your foot forcing all creatures within 120 ft that are touching the ground or at least 30 ft above the ground to make a Strength saving throw as you cause a massive shockwave that shatters the earth around you.

On a failed save, a creature takes 10d10 bludgeoning damage and is knocked prone and stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned. Objects and structures automatically fail this saving throw and take maximum damage. For every creature that fails this save, you gain 5 temporary hit points.

Earth Manipulation

術式 View technique: Earth Manipulation →

Density Manipulation
Prerequisites: Must have Excavation

You have learned to increase the density of your stone creations. The amount of hit points each cube created by your Excavation now equals 10 times your CE modifier. Stone constructs created by your other Innate Technique features gain an additional 10 hit points.


Rock Burst
Prerequisites: Must have Sculpted Earth

As a reaction, you can cause one of your stone constructs within 60 feet of you to explode. Any creature within 5 feet must make a Dexterity saving throw. On a failed save, they take 1d12 bludgeoning damage and are knocked prone. You can spend CE up to half your proficiency bonus (rounded down) as part of this reaction to heighten the explosion and deal an additional 1d12 bludgeoning damage per CE and cause creatures in range to take half as much damage on a success.


Arms of the Giant
Prerequisite: Must have Stone Arms

You are no longer required to maintain concentration to maintain your Stone Arms. Additionally, while spending 1 CE each turn to maintain your hands, you are able to control your Stone Arms as if casting the spell Bigby’s Hand. A creature that gains the restrained condition from your Stone Arms has their movement speed halved for 1 minute or until they regain hit points.

Eight Heads

術式 View technique: Eight Heads →

Snake Scales
Prerequisites: Must have Eight Lives

As an action for 4 cursed energy, you summon the scales of Yamata no Orochi to protect your flesh. Your AC cannot be lower than 14 + your proficiency bonus and you become resistant to poison and slashing damage for 1 hour.


Blessing of the Hydra
Prerequisites: Must have Collective Will

When you use Eight Lives to return to life, you can gain resistance to one damage type that reduced you to 0 hit points or immunity to one harmful condition you had. This benefit lasts for 1 hour.


Fang Versatility
Prerequisites: Must have Fangs of Orochi

You have trained your technique to be more versatile in combat. You can wield Fangs or Orochi as a Dagger or Shortsword. On a hit with this weapon, a creature must make a Constitution saving throw. On a failure, the creature takes an additional 2d6 poison damage and is poisoned until the end of their next turn. Your Fang Shikigami gain the following improvements:

  • The AC of your Fangs becomes 15 + your proficiency bonus.
  • Your Fangs deal an additional 2d4 poison damage on a hit.

Incarnation
Prerequisites: Must have Maximum: Sacrifice

When you use Sacrifice and kill a humanoid, instead of gaining a life, you can summon a Head of Orochi as a shikigami under your control. You can control or unsummon the head as a bonus action or summon it as an action for 3 CE later, being stored somewhere on your body as a tattoo of the head of a snake. This replaces one of your Fangs of Orochi shikigami you can have active at once.

Once you have used Sacrifice to gain all eight heads, the tattoos come together to form a knot on your chest. As a Full-Turn Action (Action + Bonus Action + Movement), you can complete the ritual and incarnate the Special Grade Cursed Spirit: Yamata no Orochi as a shikigami in an unoccupied space within 10 ft of you.

Esoteric Art

術式 View technique: Esoteric Art →

Diptych
Prerequisite: Must have Cursed Painting

You have learned to fold, expand, and even connect the subspaces of your paintings. When you enter one of your painting subspaces, you can spend 4 cursed energy to exit from one of your physical paintings. Additionally, the number of paintings you can have at once increases by your proficiency bonus and the area of your subspace doubles.


Air Brush
Prerequisite: Must have Impasto Canvas

As a reaction to an attack roll, you can spend 1 Cursed Energy to add +4 to your AC against the attack by forming a cursed painting, storing the attack in your subspace on a miss. If you have taken the dodge action, you can use this reaction on allies within 5 feet.

Once per turn when you take the Attack action, you can spend 1 cursed energy to replace one of your attacks on your turn with an attack from a Giant Ink Shikigami. Make a melee cursed energy attack against a creature you can see within 30 ft. You create a painting of cursed energy and one of your Ink Shikigami attacks from the painting, dealing 3d10 + your CE modifier necrotic damage on a hit. This increases to 4d10 at 6th level and 5d10 at 11th level.


Gradient
Prerequisite: Must have Sgraffito

As an action for 5 cursed energy, you create a subspace Gradient that fills a 30 ft cube centered on you for 1 minute. You can use your innate technique features within this subspace, but they cannot extend beyond it and disappear once the technique ends. The subspace is stationary and does not move with you. At 11th level, you can increase the size of the cube to 60 ft.

Alternatively, instead of using your innate technique features within Gradient, you can instead enhance your spatial awareness. You gain advantage on attack rolls against creatures within the subspace. While Gradient is active, you can use your reaction to add your CE modifier to an attack roll, saving throw, or AC against one attack roll. While using Gradient this way, you cannot use Impasto Canvas.

Explosive Flesh

術式 View technique: Explosive Flesh →

Reduced Harm
Prerequisite: Must have Faster Throws

You have learned to minimize the damage you take when using your technique. You decrease the hit point loss from using any part of your body as an explosive by an amount equal to your Constitution modifier (minimum 1 hit point).

At 6th level, this reduction increases to an amount equal to twice your Constitution modifier plus your level (minimum 1 hit point).


Elemental Bomb
Prerequisite: Must have Guerilla Tactics

You have learned how to create different types of explosions, making them create different effects. You can spend additional cursed energy equal to the energy spent in using the bomb to make them an elemental bomb. The elemental bomb will deal additional dice of fire, cold or lightning damage, equal to the original bombs’ damage.


Maximum: Bites the Dust
Prerequisite: Must have Stronger Explosions

Your explosive prowess has reached new heights, allowing you to trigger massive blasts from your removed body parts. As an action, you can spend cursed energy equal to the body part to trigger a delayed explosion. Choose a body part you have removed within 30 ft. It detonates at the end of your next turn, forcing all creatures within 20 ft to make a Dexterity saving throw at disadvantage. On a failure, they take Xd12 force damage and are knocked prone. On a success, they take half damage and are not knocked prone. You can spend additional cursed energy up to half your proficiency bonus (rounded up) to increase the damage by an additional Xd12 for every cursed energy spent. The X is your Cursed Energy modifier.

Fa Jin

術式 View technique: Fa Jin →

Kinetic Absorption
Prerequisite: Must have Store and Release

As a reaction to bludgeoning, slashing, or piercing damage, you can spend 1 cursed energy to reduce the incoming damage by your Cursed Energy score and gain 1 Jin Charge. You cannot reduce the damage of other damage types.


Instantaneous Charge
Prerequisite: Must have Instantaneous Movement

When you use at least 3 Jin charges for Instantaneous Movement, you gain advantage on your next melee attack roll. On a hit, you deal additional thunder damage equal to your Cursed Energy modifier.


Maximum: Destructive Release
Prerequisite: Must have Maximize Potential

You have learned the method to magnify your destructive power. As a bonus action, you can spend 2 CE before using Fist of Explosive Power. You deal three damage die per Jin charge spent and all targets gain a -3 to their saving throw, being launched back 10 feet on a failed save, taking 1d6 bludgeoning damage if they hit an object, creature or structure.

Faceless God

術式 View technique: Faceless God →

Veil of the Faceless God
Prerequisite: Must have Madness Inducement

As a bonus action for 3 cursed energy, your face is adorned with a veil for 1 minute. A creature with at least 10% corruption that can see you must make an Intelligence saving throw at the beginning of their turn. On a failed save, they gain a -1 to all rolls for every 10% corruption they have until the start of their next turn (does not stack with Theia Mania). An affected creature repeats the save at the start of their turn, ending the effect on a success and automatically succeeds the save if it cannot see you.


Hands of Madness
Prerequisite: Must have Obsession and Insanity

As a bonus action for 3 cursed energy, you summon either the Left Hand or Right Hand for 10 minutes. Attacks made with a Hand of Madness increases Mental Corruption by 5% once per turn, even when your technique is not activated. You can only have one hand active at a time. At 11th level, you can spend 6 CE as a bonus action to use both.

Right Hand. The Right Hand of Madness covers your right hand. You and creatures with Mental Corruption see a horrid arm of rotting flesh, wriggling tendrils, or similarly terrifying to them. An unarmed strike made with your right hand can use your CE modifier for attack and damage rolls and deals 1d12 psychic damage on a hit. Attacks with the right hand have advantage on targets with 50% or more corruption.

Left Hand. The Left Hand of Madness covers your left hand. You and creatures with Mental Corruption see your normal arm, but it invokes an inexplicable sense of terror within them. An unarmed strike made with your left hand can use your CE modifier for attack and damage rolls and deals 1d6 psychic damage on a hit. On a hit, a creature must make a Wisdom saving throw or gain the frightened condition for 1 minute. A creature can repeat the save at the end of their turns, ending the effect on a success.


True Mania
Prerequisite: Must have Maximum: Rumination

A creature gains a temporary level of exhaustion while at 50% corruption or two levels of exhaustion at 100%.

Fate

術式 View technique: Fate →

Destined One
Prerequisite: Must have Fate Manipulation

You or the DM chooses one creature you touch as your Destined One. You can always tell where your Destined One is as the thread of Fate always guides your hand. While within 30 ft of your Destined One, you have advantage on saving throws against being charmed or frightened. Additionally, once per round you can add your proficiency bonus to your AC against an attack roll made against you or to a saving throw you make, potentially changing the outcome. You cannot change the creature chosen as your Destined One unless they die.


Web of Fate
Prerequisite: Must have Cursed Eyes of Fate

When you cast a Fate onto targets, you can instead target a number of creatures equal to 1 + your proficiency bonus within range. If the Fate requires Touch, you must touch all targets of the technique.


Maximum: Shears of Three Fates
Prerequisite: Must have Road of Karma

As an action for 15 cursed energy, you form a scissor with your fingers and snip one of the threads of fate of a creature you can see within 5 ft of you. At the start of each of the target’s turns, they must make a Death save. This roll cannot have advantage or disadvantage and the target gains 1 level of exhaustion for every failed death save. If the target fails 3 death saves, they fall to 0 hit points and die. They are unable to be revived by cursed techniques. If the target succeeds 3 death saves or you are reduced to 0 hit points or die, the technique ends and the target becomes immune to this technique for 3 days.

G Warstaff

術式 View technique: G Warstaff →

Greater Foresight
Prerequisite: Must have Predictable Strikes

Your foresight ability has reached even greater potential, reaching the point some consider enlightened. Whenever you have advantage because of your technique, you can roll 3 dice instead of 2 and keep the highest roll. Also, whenever a creature has disadvantage on attack rolls against you because of your technique, they roll 3 dice instead of 2 and keep the lowest roll.


GG True Warstaff
Prerequisite: Must have Precognition

You have created a more powerful version of your G Warstaff, being a true weapon of destruction. As a bonus action while you have G Warstaff active, you can spend 4 cursed energy to evolve it into its true form, GG True Warstaff. It gains the following benefits for 1 minute:

  • It deals one additional damage dice
  • Its reach is 15ft instead of 10ft
  • When you score a critical hit against a creature, you gain 2 seconds instead of 1
  • It gains a +1 to critical range

Maximum: Omniscient Reader’s Viewpoint
Prerequisite: Must have Storyboard Dominion

You have gained the ability to not only see, but also manipulate the contents of your manga panel. At the beginning of your turn, you can choose a creature that you can see that is marked by 6 seconds and roll a d20. Record the roll. As a reaction, you can replace one roll that creature makes with the result of that roll. At the beginning of your turn, you lose any unused rolls.

Golden Hour

術式 View technique: Golden Hour →

Quick Pose
Prerequisite: Must have Majestic Pose

You have learned to activate your technique in a fraction of a second.

  • When you use Golden Hour, you can instead use it as a free action on your turn instead of as a bonus action.
  • As a reaction for 5 CE, you can stop time for yourself and immediately take one turn. After time resumes, your movement is 0 ft and you cannot take actions until the end of your next turn.
  • At 6th level, you can use Golden Week as a bonus action instead of an action.

Prime Time
Prerequisite: Must have Golden Week

Instead of making your technique last longer, you can increase the intensity to create an even sharper burst. When you use Majestic Pose, you can spend an additional 3 cursed energy to instead quadruple your movement speed and gain a +5 bonus to attack rolls within stopped time. However, once time resumes you are unable to move or take actions until the end of your next turn, as a wave of lethargy sweeps over you.


Maximum: Clock Hand
Prerequisite: Must have Samsara Rewind

As a bonus action, you can spend 5 CE to summon the Clock Hand to your hands for 10 minutes. The Clock Hand counts as a Simple Melee weapon that you are proficient with and has the finesse and reach property. It deals 1d10 piercing damage on a hit and has the Hour Hand and Minute Hand properties.

  • Hour Hand. If used against a creature in stopped time, the Clock Hand deals an additional 3d8 necrotic damage on a hit.
  • Minute Hand. If used against a creature not in stopped time, on a hit the creature must make a Cursed Energy save or be frozen in time and suffer the penalties of stopped time until the end of their next turn.

Hair Manipulation

術式 View technique: Hair Manipulation →

Scorpion Tactics
Prerequisite: Must have Scorpion Hair

You have trained with your hair and unlocked the following maneuvers:

Barbed Defense. As a reaction to being targeted by an attack, you can make a Scorpion Hair attack against the attacker if they are within range.

Hair Wrapping. On a hit with your Scorpion Hair, you can choose to deal no damage and instead grapple the creature. You can use your Cursed Energy modifier to make grapple checks with your hair.

Split Ends. Once per turn, when you hit with your Scorpion Hair, you can add your Cursed Energy modifier to the damage roll.


Mega-Drill
Prerequisite: Must have Drill Hair

You can now use more cursed energy to imbue one Mega-drill. As an action for 4 cursed energy, you can shoot this Mega-drill in a 5 ft wide, 80 ft long line. Creatures in this line must make a Dexterity saving throw. On a failure, it deals 6d10 piercing damage. On a success, they take half the damage. This technique deals maximum damage to objects and structures and ignores half and three quarters cover. The damage of this technique increases to 8d10 at 6th level and becomes 10d10 at 11th level.


Air Bomber
Prerequisite: Must have Aircraft Hair

You have learned the following destructive ways to amplify your Aircraft Hair forms:

Copter Frenzy. As an action for 5 CE, you force all creatures within 15 ft to make a Dexterity saving throw. On a failed save they take your Helicopter Hair damage. On a successful save, they take half as much.

Jet Crash. The damage a creature takes from impacting a solid surface from your crash increases to 1d6 per 10 ft traveled in a straight line before hitting the. This becomes 1d8 at 11th level and 1d10 at 18th level.

Heart Catch

術式 View technique: Heart Catch →

Lover’s Embrace
Prerequisites: Must have Hands of Love

You have mastered the basic use of your love hands. Whenever you Shove a creature, they are instead pushed 10 feet. When creatures are grappled or restrained, they take a d6 bludgeoning damage at the start of their turn. Structures also take maximum damage from your Love Hands.


Handy Dandy
Prerequisites: Must have Hand Shield

You use your Love Hands in new and innovative ways. As an action, you can make your Hands into a solid platform. This can be used for traversing, or area control and gives you and another creature that is large or smaller a hover speed of 15 ft while on it.


Maximum: Love at First Sight
Prerequisites: Must have Cutie Honey

As an action for 8 CE, you can choose to instantly put a creature you can see under the effects of Cutie Honey without needing to restrain them.

Ice Formation

術式 View technique: Ice Formation →

Iceshape
Prerequisites: Must have Ice Creation

You have gained the ability to further shape your ice into a weapon. As an action for 1 Cursed Energy you can make a weapon made of ice or transform ice into a weapon for 1 minute. Once per turn, you can deal additional cold damage equal to your CE modifier on an attack made with that weapon.


Frostbite
Prerequisites: Must have Frost Calm

The cold of your ice has increased exponentially. While restrained by your ice, your opponent gains an additional temporary level of exhaustion and a -2 to attack rolls and ability checks.


Maximum: Shatter
Prerequisites: Must have Icefall

You now freeze through flesh and muscle. As an action while within 5 ft of a creature that is restrained by your ice, you can break off a limb that is not the head or torso (Using the limb damage table). The creature is then no longer restrained.

Idle Transfiguration

術式 View technique: Idle Transfiguration →

Transfiguration Adept
Prerequisites: Must have Transfiguration

You have mastered your observation of the soul and learned grotesque molds to shape them into. You gain the two of the following ways to use transfigured humans (this feat can be repeated):

  • Remote Transfiguration. When using Transfiguration, you can instead imprint a small, latent amount of cursed energy upon their souls, allowing you to transfigure them from large distances (only one touch per creature).
  • Wall of Flesh. As an action, you spend humans up to your proficiency bonus to form a flat panel of human flesh up to 5 ft long and wide per human used in an unoccupied space within 5 ft. The wall’s AC equals your CE save DC and has hit points equal to 5 x the combined CR of the creatures used. You can move it 5 ft as a bonus action and can have only one wall at a time.
  • Human Weapon. As a bonus action, you form a creature into a simple or martial weapon or ammunition. The weapon gains a +1 bonus to attack and damage rolls if the creature’s CR is 5 or higher and increases by +1 per 5 CR to a maximum of +4.
  • People Spikes. As an action, you spend humans up to your proficiency bonus, covering a 5 ft area per human on the ground within 30 ft of you with human spikes. A creature that walks through this area takes 2d8 piercing damage.

Awakening
Prerequisites: Must have Alteration

When you use Ally-Alteration on a Non-Sorcerer, you can instead spend 10 cursed energy to awaken the sorcerer, making a DC 25 Cursed Energy check to awaken the target. On a success, their potential grows over the course of 1d4 + 4 days, gaining a level in a Jujutsu Sorcerer class of the DM’s choice. Roll a d100 to see if the target has an Innate Technique despite being a Non-Sorcerer. On a 99-100, the target has an innate technique.

If you roll below a 15 on the Cursed Energy check, the target takes your Transfiguration damage, potentially making the target into a transfigured human.


Soul Alteration
Prerequisite: Must have Body Clone

Your manipulation over your soul has increased dramatically, making you almost impossible to kill by those who cannot target your soul. When you use Self-Alteration, you can instead spend cursed energy up to your Cursed Energy modifier to regain 5 hit points per cursed energy spent. You can regrow a limb for every 2 cursed energy spent in this way. At 11th level, this instead becomes 10 hit points per CE, can be used as a reaction to damage, and costs 1 CE to regrow limbs.

When you are reduced to 0 hit points while you have at least 1 CE, by a method that does not directly harm your soul, you are instead incapacitated until you regain hit points and do not make death saves. While incapacitated in this way, the only action you can take is to use Soul Alteration as an action.


Maximum: Instant Spirit Body of Distorted Killing
Prerequisites: Must have Self Embodiment of Perfection

As an action for 8 cursed energy, you mold your body and soul into a form most befitting you. A form suited for killing. For 1 hour, your AC cannot be lower than 25 and you gain damage reduction equal to your CE modifier as your body has become impossibly hard and dense. Additionally, you gain elbow blades that count as simple melee weapons that you are proficient with. They deal 1d12 + your Cursed Energy modifier in piercing damage on a hit. When you make an attack with your Elbow Blades, you can spend 1 cursed energy to gain advantage on and increase the range of the attack to 15 feet as the Elbow Blade extends and shoots out at the target.

Illusive Mirage

術式 View technique: Illusive Mirage →

Funny Faces
Prerequisite: Must have Cursed Illusion

You have learned to add a bit of humor to your technique. When a cursed creature sees a distorted face, you can spend 2 CE to force the Intelligence saving throw to be made at disadvantage by making the face look extra goofy. Additionally, you can spend 1 CE to change the distortion, causing them to have to make an additional Intelligence save on their next turn if they see a distorted face.


Cursed Tracking
Prerequisite: Must have Self Distortion

You have begun to work on your tracking skills over your illusions so you can track your targets at all times.

When someone is cursed by your technique you can spend an additional 3 cursed energy to forgo the effects of the illusions but enhance the tracking. Somewhere on the target’s body, a mark appears out of sight without their knowledge. They can make an Investigation check against your Cursed Energy DC to become aware of the curse or if someone else points it out. This mark will last for 24 hours and while it’s active you will always have a precise location of the target within a range of 300 ft + your proficiency bonus x 100 ft. At the beginning of each day you can spend 5 Cursed Energy to keep it active for another 24 hours.

If a target leaves your range, you cannot track them until they reenter your range. You cannot extend your tracking period if they are not within range.


Maximum: Absolute Perspective
Prerequisite: Must have Illusive Terrain

For 10 cursed energy, you can force a creature in range to make a Cursed Energy saving throw at disadvantage. On a failure, you completely fool all of their senses for 1 minute. You can freely create illusions around the target as if they are under your Cursed Illusion or Illusive Terrain. They automatically fail checks to determine the illusions are fake as their mind rationalizes any inconsistencies. Additionally, the target believes so strongly that your illusions are real that they can actually take damage. Once per turn if you create a harmful illusion, the target can take psychic damage equal to your proficiency bonus in d6s.

Inverse

術式 View technique: Inverse →

Extreme Inverse
Prerequisites: Must have Extreme Opposites

You have fully mastered your Inverse technique, allowing you to withstand devastating attacks while weak strikes take a heavy toll. When you take damage, the effect depends on whether it exceeds or falls below your threshold.

If the damage exceeds your threshold, you reduce it by an amount equal to your level. However, if the damage is below your threshold, you increase the damage taken by an amount equal to your level. This makes you near-invulnerable to powerful blows, but even the lightest strike can prove perilous.


Inverted Field
Prerequisite: Must have Quick Inversion

While training on your technique, you have found out you have a lot more to offer than just being an indestructible powerhouse. You have learned how to alter a whole area to be affected by your technique. As a bonus action for 6 cursed energy, you cause all objects and creatures within 30 ft of you to be affected by your Inverse technique for 1 minute. A creature or object is no longer affected by Inverse if they leave the range of the field. You can deactivate this as a bonus action.


Maximum: Antithesis
Prerequisite: Must have Synesthesia

You’ve learned to channel your inverted energy outward, inverting the flow of harm itself while your Inverse is active:

  • When you take damage within your threshold, you can spend 4 CE as a reaction to reflect half of that damage back to the attacker (damage becomes force or necrotic, your choice) if they are within 30 ft.
  • When you take damage below your threshold, you can instead spend 1 CE as a free action to transfer the pain. Choose a creature within 30 ft to take force or necrotic damage (your choice) equal to twice your CE modifier.

Laplace’s Demon

術式 View technique: Laplace’s Demon →

Combat IQ
Prerequisite: Must have Demonic Intellect

Through refining your ability, you have become more skilled in using your technique in combat and can add your Intelligence modifier to Initiative rolls. Additionally, when using Demonic Intellect, you gain the following additional benefits:

  • You add your proficiency bonus to all saving throws you make.
  • You gain an additional reaction each round.
  • Once per round you can add your Intelligence modifier to a damage roll you make.

Hyper-Intellect
Prerequisite: Must have Future and Past

Your brain has begun to acclimate to the constant amount of information being calculated. Your Intelligence score increases by 3 and you gain proficiency in either History, Investigation, Arcana, Religion, or Nature. Your Intelligence score increases by 1 again at 6th, 11th, and 18th level. Your maximum score for Intelligence is now 24.


Calculate Scenario
Prerequisite: Must have Overload

You focus your mind for 1 minute and spend 3 cursed energy. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply.

The answer doesn’t take into account any possible circumstances that might change the outcome, such as additional glimpses of the future or the loss or gain of a companion.

Limitless

術式 View technique: Limitless →

Spatial Skirmishing
Prerequisites: Must have Lapse Blue

Through intense training and familiarizing yourself with your technique, you have gained the ability to apply Blue to your fists. Once per turn, when you make an unarmed strike, by spending cursed energy you can make them suffer the effects of Lapse Blue on a hit. For this attack you can use your cursed energy modifier for attack rolls. When you use Blue in this way, the target takes additional damage equal to Lapse Blue on a hit and you gain advantage on that attack roll as your technique attracts the target.

If you have access to Reversal Red, you can also imbue Red to your fists. When you use Red in this way, the target takes additional damage equal to Reversal Red on a hit and must make a Strength saving throw or be launched the same distance as a normal Red.


Maximum: Hollow Purple
Prerequisite: Must have Lapse Blue and Reversal Red

You have learned how to mix positive and negative space, creating imaginary mass. After using your action to prepare the technique, you can release it as an action for 10 Cursed Energy. Every creature in a 5 feet wide 100-foot line must make a Dexterity saving throw. On a failure, they take 20d12 force damage, are moved to the end of the line, gain 1 level of exhaustion and you can target a limb from the Limb Damage Table. On a successful save, they take half as much damage.


Delayed Purple
Prerequisites: Must have Maximum: Hollow Purple

You have found a new more powerful way to fire Purple. As a reaction or action when a Blue is active, you can shoot a Red into it if it is within range. This forcefully creates a Hollow Purple that affects everything in a 100 foot radius around the source. This Hollow Purple deals maximum damage on a failed save or half as much on a success. You must also make a saving throw if you are within range. This technique cannot be used at Maximum Output.

Love Rendezvous

術式 View technique: Love Rendezvous →

Comet Reactions
Prerequisites: Must have Effective Marking

Your reaction speed has further increased. At the cost of one CE, you gain the ability to use the reactions from effective markings for other purposes.


Repelling Forces
Prerequisites: Must have Gravity

You have gained further variety with your Marks and the forces within it. As a bonus action for up to 3 CE you can force marked creatures to be repelled from the creature with the highest amount of CE. How far depends on how much CE you use, with them moving 10 feet for every CE. They take 2d8 bludgeoning damage if the repelled movement forces them into a structure, object, or creature.


Maximum: Star Crossed
Prerequisites: Must have Shining Star

As an action for 10 CE, you push yourself and mark a creature you touch with all your power. Marking a creature this way, attracts one body into itself causing massive damage. When you activate this, the creature must make a Constitution saving throw, taking 25d4 force damage and a level of exhaustion on a failed save or half as much on a success.

Miracle

術式 View technique: Miracle →

Beginner’s Luck
Prerequisite: Must have Little Miracles

You have learned to more efficiently store up luck. You can now store an additional number of Miracles equal to your CE modifier.


Blessing of Fortune
Prerequisite: Must have Miraculous Outcome

When you or a creature you can see fails a death saving throw, you can spend 1 Miracle and 1 CE as a reaction. The roll is now considered a natural 20. You cannot experience a breakthrough or gain a Miracle in this way.


Innate Luck
Prerequisite: Must have Fated for Fortune

Some have asked you: “Are you lucky because you have miracles by your side, or do you have miracles by your side because you’re lucky?” The answer was obvious, you are naturally lucky and your technique merely reflects that. You roll all dice generated by your cursed technique twice, picking the result of the higher one. Additionally, you can make a miracle die roll its maximum amount once per long rest.

Missile Fist

術式 View technique: Missile Fist →

Exploding Fighting Spirit
Prerequisite: Must have Missile Impact

You have learned to channel your passion for battle and fighting spirit into your cursed technique. When you hit a creature with Missile Fist, all creatures within 5 ft (other than you) take thunder damage equal to your CE modifier from the shockwaves. You can use this effect a number of times each turn equal to your proficiency bonus. When you hit a target with a Missile Fist, you gain a +1 bonus to attack rolls against that target. This bonus can stack and lasts until the end of your turn.


Armored Missile Fist
Prerequisite: Must have Devastating Barrage

As a bonus action for 2 CE, you cover your hands in Missile Fists, gaining the following benefits for 1 minute:

  • You gain a +2 bonus to AC while holding no weapons or shields.
  • You can use your CE modifier for attack and damage rolls using your unarmed strikes.
  • Your unarmed strikes deal your Missile Fist damage.
  • The range of your unarmed strikes becomes 10 ft.

Titan’s Grasp
Prerequisite: Must have Unrelenting Fury

As a reaction for 3 CE, when you or a creature within 30 ft would take damage, you interpose a Missile Fist, reducing the damage by your Missile Fist damage.

Moon Dregs

術式 View technique: Moon Dregs →

Immortal Jellyfish
Prerequisites: Must have Lunar Jellyfish

You have learned to reinforce your shikigami with cursed energy. As part of the bonus action to command Moon Dregs, you can spend cursed energy up to your Cursed Energy modifier to give Moon Dregs 5 temporary hit points per Cursed Energy spent. This increases to 10 temporary hit points per cursed energy at 11th level.


Adorable Poison Jar
Prerequisites: Must have Poisonous Cursed Energy

You have learned to refine your poisons within Moon Dregs to create powerful mixtures. You gain the following benefits:

  • Moon Dregs deals an additional 1d6 poison damage on a hit. This increases to 2d6 at 6th level and 3d8 at 11th level.
  • A creature grappled by Moon Dregs takes 2d4 poison damage at the beginning of their turn. This increases to 2d8 poison damage at 11th level.
  • Poison can also be used as an enhancer. You gain 4 ability points you can use to increase Moon Dregs ability scores (max of 20).

Maximum: Crippling Neurotoxin
Prerequisites: Must have Cleansing of Purity

You have finally learned to amplify your poisonous cursed energy into a crippling neurotoxin that locks down nerves. When you use Poisonous Cursed Energy, you can spend 8 additional cursed energy to enhance the poison. If a creature fails their save against Noxious Poison they are stunned until the end of their next turn and poisoned for 8 hours. On a successful save, the target is poisoned for 1 minute. A creature poisoned in this way is treated as being under 3 temporary levels of exhaustion. If a creature fails the save by 5 or more, they are paralyzed until the end of their next turn and poisoned for 24 hours.

This poison ignores cursed techniques that grant resistance, immunity, or other reductions to poison damage and the poisoned condition. This poison cannot be removed by cursed techniques or reverse cursed technique.

Mythical Beast Amber

術式 View technique: Mythical Beast Amber →

Defensive Surge
Prerequisites: Must have Electric Energy

Your Cursed Energy has gained a defensive property. As a reaction to being hit by a melee attack, you can spend 2 CE to force the attacker to make a Constitution Saving Throw. On a failure, the creature is stunned until the beginning of their next turn.


Imbued Weapon
Prerequisites: Must have Lightning Discharge

You have learned how to further manipulate your lightning. On a hit with a melee attack using a weapon it also gains a charge, and as a bonus action you can release a bolt of lightning between the weapon and yourself. Those caught in that bolt of lightning must make a Dexterity save, taking your Lightning Discharge damage on a failure or half as much on a success.


Grounded Charge
Prerequisites: Must have Mythical Beast Amber Release

Through repeated usage of your cursed technique’s release your body has grown used to the manifestation of phenomena. The side effects of using Mythical Beast Amber: Release are reduced by 1 stage. This causes stage 0 to have no side effects.

New Shadow Style

術式 View technique: New Shadow Style →

True New Shadow Style
Prerequisites: Must have New Shadow Style: Simple Domain

Your Simple Domain now has additional hit points equal to twice your Cursed Energy modifier.


Instantaneous Attack
Prerequisites: Must have Batto Sword Draw

You have learned the fastest way to draw defensively. Once per round after activating Simple Domain, you can make a melee attack against someone who enters it.


First Strike
Prerequisites: Must have Evening Moon Sword Drawing

You have honed your reaction speed to the finest edge. When you roll initiative you can activate Simple Domain or make an attack as a free action.


Maculation
Prerequisite: Must have Moonlight Veil

As an action for up to 6 cursed energy, you create up to 6 smaller Simple Domains on the ground within 30 ft of yourself that each cover a 5 ft space for 1 minute. Each Maculation functions as a Simple Domain with hit points equal to 5 x your proficiency bonus. While standing in a space with Maculation, you can use your reaction to either gain a +3 bonus to AC or reduce incoming damage by your weapon’s damage until the beginning of your next turn. A Maculation disappears if you end your turn more than 30 ft away from one.

Pachinko Fever

術式 View technique: Pachinko Fever →

Contagious Luck
Prerequisites: Must have Great Luck

Your luck seems to spread to those around you. You can use Great Luck on another creature of your choice instead of yourself.


Pachinko Manifest
Prerequisites: Must have Idle Death Gamble

Through thorough understanding of your domain, you can now manifest Pachinko Attacks outside your domain and have a 30 foot range when used this way. Whenever you use a Pachinko Attack, you add your Cursed Energy modifier to the damage rolls. Additionally, you reduce the Cursed Energy cost of your Pachinko Attacks by 1 CE. This reduces the CE cost of Green Balls to 0 CE, but cannot reduce the CE cost of other Pachinko Attacks to 0 CE (minimum of 1). These attacks do not build Expectation.


Maximum: Love Train
Prerequisites: Must have The Fever

You have fully understood the essence of your technique. As an action for 10 Cursed Energy, you can summon the Love Train. This is a 200 foot long, 20 feet wide Line attack in which a creature within range must make a Dexterity saving throw. On a failure they are launched 200 feet and take 15d6 bludgeoning damage. The train is summoned on a space of your choice within 30ft, and the opponent is launched in the opposite direction.

Pain Killer

術式 View technique: Pain Killer →

Dull Pain
Prerequisite: Must have Pain Killer

A creature under the effects of Pain Killer now gains additional temporary hit points equal to 5 times your proficiency bonus.


Long Lasting Medicine
Prerequisite: Must have Practiced Hands

A creature now gains the benefits of Pain Killer for 24 hours and is automatically stabilized if they are reduced to 0 hit points while under the effect.


Maximum: Panacea
Prerequisite: Must have Analgesic

As a reaction to a creature within 10 feet (including yourself) falling to 0 hit points you can spend 4 CE and cause them to instead remain at 10 hit points and gain the benefits of Pain Killer.

Paralyzing Gaze

術式 View technique: Paralyzing Gaze →

Immobilized Limbs
Prerequisite: Must have Immobilizing Eyes

When you use Immobilizing Eyes, you can spend 1 additional CE as part of activating the technique concentrate your eyes on a specific part of the creature, also causing one of the following restrictions while you maintain your technique:

  • Legs. The target’s speed is halved. If the target tries to move more than their movement speed, they must make a Dexterity saving throw or fall prone.
  • Arms. The target gains an additional -3 penalty to attack rolls and cannot take object interactions.
  • Torso. You reduce the target’s AC by 3.

Destructive Gaze
Prerequisite: Must have Peripheral Vision

As part of your bonus action while maintaining your technique on a creature, the target takes 2d8 psychic damage. This increases to 2d10 at 6th level, 4d8 at 11th level, and 6d8 at 18th level.


Eye Drops
Prerequisite: Must have Reactive Eye Movement

Through constant exposure, your eyes have become surprisingly tough. Whenever your eyes take damage, the damage is halved. When your eyes’ hit points would be reduced to 0 hit points, you can make a DC 20 Constitution saving throw for your eyes to stay at 1 hit point. If you have Reverse Cursed Technique, you automatically succeed. You can make this saving throw a number of times equal to your proficiency bonus each long rest.

Prayer Song

術式 View technique: Prayer Song →

Fortissimo
Prerequisites: Must have Marcado

Once per turn, when you hit a creature with an attack while Prayer is active, you can spend 3 CE to deal maximum damage.


Cadence
Prerequisites: Must have Caesura

You put a full stop to the rhythm of your enemy. As a reaction, you can spend 3 CE to make an attack miss, or spend 5 CE to make a creature fail a saving throw.


Maximum: Double Time
Prerequisites: Must have Crescendo

As an action for 3 CE, you double the tempo of your song and the battle. You treat every turn as if two turns passed.

Projection Sorcery

術式 View technique: Projection Sorcery →

White Space
Prerequisites: Must have Acceleration

As a reaction to an attack or damaging effect, you can spend 2 cursed energy to create a number of blank animation frames to absorb any damage. Roll a number of d10s equal to 2 + your CE modifier. Any damage you take before the start of your next turn instead damages these blank frames, but you take any remaining damage.


Air Shatter
Prerequisites: Must have 24 Frames Rule

As an action for 4 cursed energy, you create a 5 ft wide, 30 foot long line of frames in the air that you explosively break. All creatures in that line must make a Dexterity saving throw or take a number d10s in force damage equal to your CE modifier and are knocked prone. On a failed save, they take half as much damage.


Maximum: Sakuga
Prerequisites: Must have Fastest Sorcerer Alive

When you activate your cursed energy you can force it past its limit for short periods of time. For an additional cursed energy per round, you also gain the following effects in addition to the other effects of your technique:

  • Your speed is doubled
  • You gain advantage on Dexterity saves
  • Your Dexterity score increases by +2, ignoring your maximum
  • An additional action on each of your turns. That action can be used only to take the Attack action (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Puppet Manipulation

術式 View technique: Puppet Manipulation →

Puppet Armor
Prerequisites: Must have Ultimate Mechamaru

As an action, you can wear your puppet, this gives you your puppets HP as temporary, as well as traits and physical ability scores and also increases your AC by 2.


Communication Puppets
Prerequisites: Must have Lesser Puppet

After one long rest, you create a small puppet that can fit on the palm of your hand. This puppet holds a copy of consciousness when you created it and has enough charge for five minutes. You can have a number equal to your proficiency bonus and anything learned by one is shared to all. These can be activated as a free action or set to activate after a specific trigger.


Maximum: Ultimate Puppet
Prerequisites: Must have Absolute Puppet

You gain the ability to make a puppet of your Ultimate Puppet. This puppet can have double the traits, however it also costs double the resources, time, and Cursed Energy to create.

Ratio

術式 View technique: Ratio →

Focused Attacks
Prerequisites: Must have Critical Focus

You gain a +1 bonus to your critical range.


Weapon Breaker
Prerequisites: Must have Collapse

You focus your Ratio on your opponent’s weapon. When you are targeted by a weapon attack, you can spend 5 CE as a reaction to create and hit a vulnerable ratio point on their weapon, forcing them to make a Dexterity saving throw. On a failure the weapon breaks. If the weapon is a cursed tool, you must use a tool of equal or greater rank to break it, otherwise the attack fails. If used against an unarmed strike, it is treated as a limb damaging effect using the Limb Damage table. Roll critical damage with your weapon. If you deal the required damage, you break the limb. Either way, the target takes no damage and this feature cannot remove a limb.


Maximum: Deadly Ratio
Prerequisites: Must have Improved Ratio

For an additional 6 Cursed Energy, when you land a critical hit using ratio your target automatically loses a limb that is not the head or torso, using the limb damage table.

Regalia

術式 View technique: Regalia →

Regalia Versatility
Prerequisite: Must have Regalia

You have learned to alter your regalia and can change it to a different type of weapon as a bonus action, including ranged weapons and shields. While your Regalia is a ranged weapon, it creates its own ammunition. While it is a shield, you gain a bonus to AC while wielding equal to the bonus to attack and damage rolls your regalia has. Your GM may also choose to allow more unique weapons.


Celestial Raiment
Prerequisite: Must have Cursed Wave

While you have your Regalia manifested, you can spend 3 CE as a bonus action to summon a hagoromo scarf around your body that lasts until your Regalia disappears. As a reaction, you can add your proficiency bonus to your AC until the beginning of your next turn, or to a saving throw you make as the silken scarf protects you from harm.


Technique Release
Prerequisite: Must have Soul Bound Treasure

You have learned a method that allows you to use your maximum output. On a hit, you can spend 2 CE to deal critical damage and the target must make a Strength saving throw or be knocked prone. After the attack, your regalia breaks and must be resummoned. You can also use this on a Cursed Wave attack for 4 CE.

Retrograde

術式 View technique: Retrograde →

Retrograde Station
Prerequisite: Must have Reversion

As an action while touching part of a nonliving object that was destroyed an hour ago, you can spend 2 cursed energy to entirely repair it. Any other fragments or separated parts of it disappear and any destroyed parts reform for the object. At 6th level this increases to 1 day, at 8th level this increases to 7 days, at 11th level this increases to 1 month, at 18th level this becomes 1 year and at 20th level this increases to any point in time.


Flash Regress
Prerequisite: Must have Regression

What if we just went backwards, like really fast? When you use Regression, you no longer provoke opportunity attacks during your regressing movement. Additionally, you can instead spend up to your proficiency bonus in cursed energy. If you spend more than 1 CE, you gain a +1 bonus to the DC or Cursed Energy check per Cursed Energy spent. At 11th level, you can push creatures Huge or smaller out of your path.


Maximum: Sword of Retrograde
Prerequisite: Must have Invert Causality

When you use Invert Causality, your guaranteed attack deals critical damage (cannot roll black flash) and the target must make a Constitution saving throw. On a failed save, they are stunned until the end of your next turn.

Rockstar

術式 View technique: Rockstar →

Musical Climax
Prerequisite: Must have Sound Waves

You’ve learned that just playing isn’t enough, you need to build up to the best part. As an action you can start playing your instrument to charge up your technique. You can charge your technique using your action this way for a number of times equal to your CE modifier while concentrating, after which you must release your technique. You can use your reaction to launch either a Sound Blast or Sound Wave at any time while playing this way and add 2 damage die per action you use to play before releasing and ignore resistances.


Emotional Melodies
Prerequisite: Must have Resonating Music

As a bonus action for 5 cursed energy, you can introduce a vibe of your choice for 1 minute while concentrating. You can only have one Vibe active at a time. Deafened creatures automatically succeed.

Happy Vibes. Your music gives happy and upbeat vibes. On a hit with your Sound Blast, the target makes a Charisma saving throw or be Charmed and only hear you and your music until the Vibe ends. They can repeat the save at the beginning of their turn.

Sad Vibes. Your music gives sad and depressed vibes, bringing the mood down. On a hit with your Sound Blast, the target makes a Charisma saving throw or fall prone and their speed becomes 0 until the Vibe ends. They can repeat the save at the beginning of their turn.

Angry Vibes. Your music gives off angry and rebellious vibes! On a hit with your Sound Blast, the target makes a Charisma saving throw or becomes berserk until the Vibe ends. A berserk creature uses their reaction to make a melee attack at the closest creature at the start of their turn and must use their action to attack. They can repeat the save at the beginning of their turn.


Rock Squad
Prerequisite: Must have Maximum: Epic Solo

Looks like the band is getting back together! An epic guitar solo is always welcome, but people came for a show. When an allied creature ends their turn within 15 feet of you during your Epic Solo, their next attack or technique deals additional d4 in thunder damage equal to your proficiency bonus.

Rot

術式 View technique: Rot →

Blood Production
Prerequisite: Must have Rot Techniques

You have found a way to link your blood to Cursed Energy. For 1 CE, you can create a sufficient source of blood worth 10 HP that can only be used for your Rot features. This does not regain HP.


Condensed Decay
Prerequisite: Must have Scarlet Rot

You have learned to increase the potency of your blood’s properties. When you use a Rot Technique, you can spend additional HP up to twice your CE modifier to increase the damage dice of acid dealt by your technique by one tier for every 2 HP spent (d8<d10<d12) to a max of d12.


Blackened Blood
Prerequisite: Must have Maximum: Wing King

Your blood has become bubbling and black. A creature that fails a Constitution saving throw against your technique by 5 or more gains a level of exhaustion. A creature cannot gain more than 3 levels of exhaustion from this feature.


Wing King Improvement
Prerequisite: Must have Maximum: Wing King

You have mastered your Maximum technique, granting you the following benefits while using Wing King:

  • You gain the Evasion feature
  • You can now make four lines of blood attacks as a free action on your turn
  • You can use a Rot Technique as a bonus action

Schrift X

術式 View technique: Schrift X →

Piercing Burst
Prerequisite: Must have Piercing Schrift

You have perfected your accuracy and combined it with your piercing ability. When you use Piercing Schrift, you can also target additional targets up to your proficiency bonus that are either in front of or behind your target as long as they are within the path of the attack. You use the attack roll against the original target to determine if you would hit the additional targets.


Cursed Seal Expert
Prerequisite: Must have Cursed Mark

Through diligent practice and creativity, you have created new types of cursed seals. You gain the following options:

  • Blinding Mark: As a bonus action for 3 CE, you mark a creature within 30 feet for 1 minute. On a hit, the creature must make a Constitution saving throw. On a failed save, they are blinded for 1 minute. A creature can repeat the save at the end of their turn, removing the blinded condition on a success.
  • Crippling Mark: As a bonus action for 3 CE, you mark a creature within 30 feet for 1 minute. On a hit, the target must make a Constitution saving throw or have either their movement speed halved for 1 minute or disadvantage on attacks for 1 minute (your choice). A creature can repeat the save at the end of their turn, ending the effect on a success.

Maximum: Sancrosanct
Prerequisite: Must have Intangibility

You have practiced and mastered your technique allowing you to utilize it flawlessly. When you activate Intangibility, you are instead resistant to all damage other than psychic, but are still able to use your Innate Technique features and for the duration you can use Piercing Schrift for free once per turn.

Seance

術式 View technique: Seance →

Bestial Seance
Prerequisite: Must have Seance

You have learned to bring a bit of whimsy to your usually ghastly technique. When you use Seance on yourself, you can choose to instead channel the Physical Information of a Beast with a CR equal to or less than your proficiency bonus. You gain all the creature’s traits, senses, movements and actions in addition to the normal effects of Physical Information. To use this technique, you must be wearing a costume of that specific animal, costing $200 x the Beast’s CR. You can wear this costume with armor, but if it takes an amount of damage (other than psychic) equal to 3 x your level, it becomes unusable and you lose any benefits from this feature.


Perfect Ritual
Prerequisite: Must have Ritual of Resurrection

You won’t allow anyone to interrupt your seance. You have advantage on saving throws to maintain concentration for your Seance technique and the time to complete your Ritual is decreased to 3 rounds. Additionally, you decrease the saving throw DC a target makes against the dead humanoid’s Soul Information by your CE modifier.


Cling to Life
Prerequisite: Must have Maximum: Black Seance

When a target runs out of cursed energy and can no longer maintain the seance, they can choose to forcefully hold the spirit within their body. At the beginning of the target’s turn, they instead spend 5 HP, reducing their maximum by the same amount. Your hit point maximum is restored by 15 after each long rest.

Shadow Killer

術式 View technique: Shadow Killer →

Shadow User
Prerequisite: Must have Shadow Strike

You have furthered the uses of your shadow choosing one of the following features (This feat can be taken multiple times).

  • Shadow Skulker. As an action for 2 CE you physically enter the shadows gaining full cover for X rounds or until you exit from a shadow within 10 feet. As an action while the technique is active, you can move into a shadow within 10 ft. You can hear and see through the shadow you entered. If the shadow is sufficiently illuminated, you exit the shadow. (X = CE mod)
  • Shadow Envoy. As an action for 2 cursed energy, you can imbue your cursed energy into a creature’s shadow within 5 ft. To attempt this technique without them noticing, you must make a Cursed Energy check against their passive perception. You can imbue conditions for when the technique is triggered. You can choose to leave either a melee attack with a range of 10 ft using Shadow Strike or a simple message. If you choose to leave a Shadow Strike, it targets a specific creature under a condition you set, uses your Cursed Energy modifier and is made at advantage if the target is unaware. If you choose a message, you can choose to leave five words. When you create the message, you can choose any number of creatures who can see the message in the shadow.
  • Two shadow spells below 5th level. The CE cost equals the spell’s level.

Improved Bindings
Prerequisite: Must have Dark Binding

You have improved your technique and can cause shadows to physically wrap around the target, giving you the following additional effects when you use your technique:

  • A creature must spend an attack to make a Strength (Athletics) or Dexterity (Sleight of Hand) check to remove the weapon.
  • The target is treated as having two levels of exhaustion.
  • The target must make a Constitution saving throw at the end of their turn or be stunned until the beginning of their next turn.

Maximum: Heavenly Star of Darkness
Prerequisite: Must have Shadows of Mortality

As an action for 10 cursed energy, you invoke primordial darkness, forming a dark sun 300 ft in the sky that inhabits a 30 ft sphere for 1 minute. A creature that enters the 30 ft sphere the dark sun inhabits takes 4d6 necrotic damage and again at the start of their turns. At the end of the minute, you can spend 1 cursed energy to increase the duration by 1 minute. The technique ends if you become incapacitated. The dark sun radiates magical darkness within 600 ft of it that you can see normally in and any light from a technique costing less than 5 cursed energy is suppressed within this area. Any creature within that range with a Cursed Energy score or Passive perception higher than your Cursed Energy save DC can see through this magical darkness as if it were dim light.

You can use Shadow Strike against a creature within this area without spending cursed energy and the target has disadvantage on Dexterity saves to protect their shadow. If you spend cursed energy on Shadow Strike against a creature within this area, they are considered vulnerable to the damage.

Shrine

術式 View technique: Shrine →

Spiderweb
Prerequisites: Must have Dismantle

Your Dismantle attack has grown into more versatility. For an extra 1 Cursed energy you can make Dismantle into a 30 ft cone which deals critical damage to structures, creating difficult terrain and forcing a Dexterity saving throw for all creatures within range, taking Dismantle’s damage on a failed save.


Disassembly
Prerequisites: Must have Slicing and Severing

You have learned to further segment your attacks to target more creatures. When you spend more than 1 CE for Dismantle, you can instead fire multiple slashes splitting damage die between the slashes before attacking and making a separate attack roll for each.


Maximum: World Cleave
Prerequisites: Must have Malevolent Shrine

You have broadened the understanding of your technique, cutting the area your target is in instead of the target itself. When you spend the maximum amount of cursed energy on Cleave, you can instead create a 5 ft wide, 10 ft long line in a point within 60 ft that you can see. Any creature in range must make a Constitution saving throw. On a failure they take maximum damage, on a success they take half as much damage. This damage ignores resistances, immunities, cover, obstacles, bonuses to saving throws and any cursed techniques.

Sky Manipulation

術式 View technique: Sky Manipulation →

Cloak of Invisibility
Prerequisites: Must have Sky Shape

As an action, for 3 Cursed Energy you can cast the invisibility spell as the sky surrounds you preventing others from seeing you. When you reach third level, you also gain the benefits of Sky Armor when invisible.


Spatial Shatter
Prerequisites: Must have Thin Ice Breaker

You can spend 6 CE to make an attack on your turn into a melee cursed energy attack roll using a melee weapon or unarmed strike. On a hit, you deal damage as normal and the target also suffers the effects of Thin Ice Breaker.


Maximum: Hurricane
Prerequisites: Must have Thin Ice Breaker

As an action, for 10 Cursed Energy you can spin the space around you forcing all creatures in a 30 foot radius to make a Strength saving throw or be launched 1000 feet into the air as the space rebounds upwards.

Solo Forbidden Zone

術式 View technique: Solo Forbidden Zone →

Blessing of Resilience
Prerequisites: Must have Bless

You have mastered Blessing those within your Zone. Those in your Zone have their output and durability increased. When you create your Zone, all allies in range gain temporary hit points at the start of their turns equal to your Cursed Energy modifier.


Blessing of Combat
Prerequisites: Must have Ritual Dance

When you use Forbidden Zone, you maximize a creature’s output offensively. Allies in your Zone can add a d4 to attack and damage rolls.


Maximum: Shrine of The Gods
Prerequisites: Must have Maximize Output

When setting up your Ritual Zone as part of your full turn action, you can spend an additional 3 cursed energy to roll a d10. Instead of you having to maintain your zone each turn, it instead lasts for a number of rounds equal to the number rolled + your Cursed Energy modifier**.**

Star Dictator

術式 View technique: Star Dictator →

Domineering Shikigami
Prerequisite: Must have Minor Star Shikigami

You have learned that strengthening cursed energy lets you summon stronger shikigami. Your Minor Star Shikigami gain the following benefits.

  • The Shikigami’s Bite attack increases to 1d6. It becomes 1d8 at 6th level and 1d10 at 11th level.
  • The Shikigami gains a +2 bonus to their Dexterity score and again at 6th, and 11th level (max of 20).
  • When the shikigami is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Tyrant Shikigami
Prerequisite: Must have Major Star Shikigami

You have learned that strengthening cursed energy lets you summon stronger shikigami. You can spend 1 additional cursed energy when you summon your Major Star Shikigami to increase its size category to Large. This increases to 2 cursed energy to make it Huge at 11th level and 4 cursed energy to make it Gargantuan at 18th level. For every size category larger than medium, it gains the following:

  • +4 bonus to Strength score
  • +1d8 damage to Bite attacks
  • +30 hit points

Judicial Amputation
Prerequisites: Must have Army of the Dictator

If a creature fails their saving throw against your pseudo-domain by 5 or more, the damage is treated as having the Limb Removing Effect and targets one of their arms or legs.

Star Rage

術式 View technique: Star Rage →

Massive Push
Prerequisites: Must have Virtual Mass Increase

After landing a critical you can choose to also push the creature 30 feet away. If they hit a solid object or structure, they take the remaining distance as fall damage.


Shooting Star
Prerequisites: Must have Virtual Mass Improvement

When you have your mass increased, you can spend 3 Cursed Energy once per round to replace one of your attacks by kicking or throwing an object with massive strength. This creates a 5 foot wide, 60 feet long line, causing all creatures within range to make a Dexterity saving throw, taking twice your unarmed strike damage on a failed save as well as targeting a limb from the limb damage table.


Maximum: Black Hole
Prerequisites: Must have Virtual Mass Mastery

As an action you can sacrifice yourself, becoming a Black Hole for 1 minute, after which you die. This creates a 100 foot radius of difficult terrain where all creatures within range make a Strength saving throw at the end of your turn, being pulled 50 feet closer on a failed save or 25 feet on a success. If a creature or object gets within 5 feet of you, they are sucked into the black hole and die.

Starlight Symphony

術式 View technique: Starlight Symphony →

Enduring Shikigami
Prerequisite: Must have Kitsune Creation

You have learned to remove the time limit of your shikigami. Your fox shikigami (other than Inari) last until reduced to 0 hit points and you can add your proficiency bonus to any saving throws your shikigami make. You are still limited by the number of shikigami you can have active at once**.**


Fox Fire
Prerequisite: Must have Living Fog

You can create incredibly dense fog that can be triggered to erupt in a vapor explosion. For an additional 3 CE when you create an area of Cursed Fog, you make the fog incredibly thick. As an action, you can cause the fog to detonate in a vapor explosion. All creatures within the fog other than yourself must make a Constitution saving throw, taking twice your Cursed Energy modifier in d8s of cold damage or half as much damage on a success as a blue explosion rips through, igniting the fog.


Maximum: Fog of Exorcism
Prerequisite: Must have Inari

As an action for 10 cursed energy, you can blast a 60 ft cone with an erupting wave of destructive exploding fog. All creatures within range must make a Constitution saving throw, taking twice your CE modifier XD10 + 6d10 cold damage on a failed save or half as much damage on a success. If a creature is a cursed spirit, the damage ignores any resistance to cold damage and it makes the save at disadvantage. If used at Maximum Output, Cursed spirits automatically fail their saving throw.

Straw Doll Technique

術式 View technique: Straw Doll Technique →

Nail Volley
Prerequisites: Must have Nail Projectiles

As an action, for as much Cursed Energy as nails you unleash your nails in a cone equal to ten times the nails used you can force creatures in the area to do a Dexterity save or take a number of d6 equal to the nails used.


1000 Needles
Prerequisites: Must have Hairpin

When you use Hairpin, you can spend an additional 1 cursed energy per nail. If the creature fails its saves, it becomes Restrained by needles of cursed energy. An affected creature can make a Strength (Athletics) or Dexterity (Acrobatics) check against your cursed energy save at the end of their turn, freeing themselves on a success. On a failure, they take 1d8 piercing damage.


Maximum: Last Nail in the Coffin
Prerequisites: Must have Improved Resonance

You have mastered the Straw Doll Technique, when you use your action to damage a straw doll with Resonance, for 8 Cursed Energy you can choose to land an Improved Resonance.

Technique Extermination

術式 View technique: Technique Extermination →

Blessed Blow
Prerequisites: Must have Extinguishment

On a hit you can spend 2 Cursed Energy to deal an additional 2d12 radiant damage. You can increase the damage by 1d12 by spending an additional Cursed Energy. You can only spend as much cursed energy as your Cursed Energy modifier using this feature.


Archangel’s Present
Prerequisites: Must have Angel’s Blessing, Breakthrough

You gain a Blessing from the Dungeon Master’s Guide.


Sword of Michael
Prerequisites: Must have Maximum: Jacob’s Ladder

Through rigorous effort and control, you have managed to convince the might of Jacob’s Ladder into a single blow. As an action for 8 Cursed Energy, you can make a melee Cursed Energy attack against a single creature. On a hit that creature will then suffer the full effects of Jacob’s Ladder without a saving throw.

Teleportation

術式 View technique: Teleportation →

Perfected Teleport
Prerequisite: Must have Mastered Teleport

You’re grown more efficient with your teleports and have perfected their usage. The cost to use your technique instead becomes 1 CE and the cost to cast Teleport is reduced by your CE modifier.


Unlimited Marking Works
Prerequisites: Must have Improved Marking

You have learned a trick to empower your marks. You can now have a number of marks equal to five times your CE modifier. Additionally, your marks last indefinitely.


Maximum: Soul Swap
Prerequisite: Must have Crossroads of Instance

With some creative thinking you’ve figured out an entirely brand new way to use your technique, swapping the souls of creatures. As an action with two willing creatures within 15 feet of you, you can swap the souls of the creatures. For 1 hour or until you dismiss it at will (no action required), all of the creatures’ game statistics are swapped except for their mental stats (Intelligence, Wisdom, and Charisma) and any non-Physical feats if they had one. However, they lose access to their innate technique features and gain access to the other’s technique. They also gain the other’s cursed energy, hit points, racial features, and weapon proficiencies.

When the swap ends both creatures are returned to their original bodies, reverting the changes to game statistics, but each creature can ignore one prerequisite of any feats the other creature used while in their body, except for prerequisites that require you to be or not be a certain race, prerequisites that require you to have a certain cursed technique, prerequisites that require other feats, prerequisites that require a breakthrough, or prerequisites that require you to be a certain class. A creature can only be swapped twice in a one month timeframe, after which you must wait one month before swapping that creature again. If a creature dies while swapped, the other dies once the duration ends.

Ten Shadows

術式 View technique: Ten Shadows →

Shadow User
Prerequisites: Must have Divine Dogs

You have furthered your use of shadows. Choose one of the following features (This feat can be taken multiple times).

  • Shadow Skulker. As an action for 2 CE you physically enter the shadows gaining full cover for a turn or until you exit from a shadow within 10 feet. At the start of your turn, you can spend 1 CE to remain in the shadow. You can hear and see through the shadow and can summon tamed shikigami within the shadow. If the shadow is sufficiently illuminated, you exit the shadow.
  • Shadow Ridge. As a reaction for 1 CE against a melee attack, you force a creature within 10 ft to make a Dexterity saving throw. On a failure the target rolls the attack at disadvantage as their legs fall into their shadow briefly and they fall prone. You can instead spend 3 CE to give the target disadvantage on the save.
  • Two shadow spells below 5th level. The CE cost equals the spell’s level.

Chimerafication
Prerequisites: Must have Totality

You have learned how to better fuse the powers of your Shadows even at the cost of creating a monstrosity. When creating a Totality, you can sacrifice a tamed shikigami even if it is not destroyed. You can use a number of shikigami up to half your proficiency bonus (rounded up) + 1 that are eligible for Totality to fuse into an eligible Non-Totality shikigami, forming a Chimera. Chimeras can have humanoid forms, but cannot be used for Well’s Unknown Abyss.

You can also give an additional alteration to your altered shikigami created with Well’s Unknown Abyss, counting as part of the technique.


Maximum: Embodiment
Prerequisite: Must have Chimera Shadow Garden

As an action, you can spend half the cost (min of 1) of one of your tamed shikigami (no Totality or Chimera). Rather than summoning, you instead gain their movement, actions, legendary actions, features and one ability score of your choice from the shikigami for 1 hour. (Eg. Divine Dog’s movement, Max Elephant’s Constitution, or Mahoraga’s Adaption.) You can embody one shikigami at a time.

Tool Manipulation

術式 View technique: Tool Manipulation →

Tools of the Craft
Prerequisite: Must have Guided Control

You can imbue a set of tools with your cursed energy, such as artisan’s tools or thieve’s tools. You can use your CE modifier for ability checks made using these tools and gain a +1 bonus for each CE spent on the imbuement up to a maximum of your CE modifier.


Eyes in the Skies
Prerequisite: Must have Floating Tool Improvement

When you are riding your Floating Tool, you gain a +5 bonus to your passive Perception and Investigation and can use your CE modifier for Dexterity saving throws.


Maximum: Tsukumogami
Prerequisite: Must have Tool Mastery

As an action for 8 CE, you can imbue a cursed tool with sentience, causing it to come to life and become a Tsukumogami for 1 hour. Your Tsukumogami is always under the effects of Floating Tool and can freely move by itself. It does not count against the number of Floating Tools you can have at once, but you can only have one Tsukumogami at a time.

The Tsukumogami can take an action on your turn while you are holding it. That action can be used only to take the Attack action (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. If you use Wind Scythe or Combat Tool Improvement’s reaction with your Tsukumogami, you can roll three additional dice.

Triple Core

術式 View technique: Triple Core →

Maximum: Crippling Strikes
Prerequisites: Must have Unblockable Blows

You have mastered your Unblockable Blows core option. Your blows can now treat immunity as resistance by spending 1 additional CE. You can now spend more than 1 CE in an attack.


Maximum: Blast Away
Prerequisites: Must have Energy Blast

You have improved your output. When you use your Energy Blast core option with at least 4 CE, the damage dice becomes d8 and creatures must make a Strength saving throw or be knocked 10ft back and fall prone.


Maximum: Fortress
Prerequisites: Must have Defensive Form

When you use your Defensive Form core option, you instead gain temporary hit points equal to four times your current CE. While you have these temporary hit points, you are resistant to Piercing, Bludgeoning, and Slashing damage.


Maximum: Blitz
Prerequisite: Must have Divebomb

You have hastened yourself even further. When you use your Divebomb core option, you instead increase your speed by 15 ft per CE spent and you gain a +4 bonus to AC. You deal an additional 1d6 damage for every 10 ft you move in a straight line before hitting a target with a melee attack.

Vengeful Spirit Manipulation

術式 View technique: Vengeful Spirit Manipulation →

Partial Manifestation Versatility
Prerequisites: Must have Partial Manifestation

Your manipulation over the manifestation of limbs and such increase. The range of your partial manifestation attacks increases to 15 ft. Additionally, when you hit with one of these attacks, you can attempt to grapple or shove the target as part of the attack.


Technique Storage
Prerequisites: Must have Mimicry

When you copy techniques, you can keep more in the Vengeful Spirit. You can store twice as many techniques, with any additional techniques being stored within your spirit. You must use an action to retrieve them while within 5 ft of the Vengeful Spirit while it is summoned.

While your Vengeful Spirit is summoned, the number of times you can use a copied technique feature before it disappears increases by your CE modifier. The increased number of uses does not reset when your Vengeful Spirit is resummoned.


Free Spirit
Prerequisites: Must have Stronger Bond

You and your spirit have finally made amends, making it finally pass on to the afterlife. However, the spirit left you a present before going. Your Vengeful Spirit is now fully under your control, not being berserk when you summon it. It is now a Shikigami instead of a Cursed Spirit. Although you can use your action to give it an order, making it act on its own to complete the order. While summoned, you can use your action to borrow its power, drawing cursed energy equal to your level into yourself from its pool once per day. The spirit can only be active for a number of minutes equal to your CE modifier per day.

Voracity

術式 View technique: Voracity →

Cannibalism
Prerequisite: Must have Hunger of the Accursed

Your hunger has overwhelmed your humanity and led you to resort to this inhumane act. You can now devour the corpses of human races and use them for your innate technique features. You can take a Class Feature or Innate Technique feature using the rules of Hunger of the Accursed from a dead humanoid, changing parts of your appearance to resemble them when used. You cannot take Domain Expansions using this feature.

When you steal a cursed technique or innate technique feature from a dead humanoid, you can only take it if you are of the correct level and fulfill any prerequisites for using it. Additionally, you can only spend the base cost the technique requires. No matter what you copy, you can only use the technique in its base form. For example, a maximum output hollow purple would only come as a hollow purple. This changes if used with the Output option of Digestion at 6th level.


Necrophage
Prerequisite: Must have Regurgitation

You have learned to more accurately extract the cursed energy from a corpse that is required for your technique. You can now devour a corpse as an action for 3 cursed energy that has been dead for a number of days equal to your Cursed Energy modifier and still have it usable for your technique if the creature’s CR equals your level. This increases to twice your Cursed Energy modifier at 11th level and three times at 18th level.


Gourmand
Prerequisite: Must have Body of the Devourer

You have learned to appreciate the good food you have eaten. When you use Regurgitation, you gain temporary hit points equal to half the hit points of the creature whose devoured ability you are calling upon.