Auspicious Beast Summon
術式 View technique: Auspicious Beast Summon →
Double Up
Prerequisites: Must have a Auspicious Beast Summon, Kaichi
Your proficiency with your technique and bond with Kaichi improves.You may summon up to two Kaichi horns, they still work the same as normal Kaichi.
Zero Friction
Prerequisites: Must have Auspicious Beast Summon, Reiki
Your proficiency with your technique and bond with Reiki improves. While having your movement increased by Reiki, your AC is increased by 2.
Maximum: Kirin’s Flames
Prerequisites: Must have Auspicious Beast Summon, Kirin, 20 Cursed Energy stat
Your proficiency with your technique reaches a crescendo, and your bond with Kirin improves. Whenever a creature hits you with a melee attack while having your Kirin activated, you deal fire damage equal to thrice damage taken.
Black Bird Manipulation
術式 View technique: Black Bird Manipulation →
All Seeing
Prerequisites: Must have Black Bird Manipulation, Cursed Crow
You have improved your ability to manage information. While you see through the crows you don’t gain the blinded condition.
Scavenger
Prerequisites: Must have Black Bird Manipulation, Omen of Death
You have learned from the opportunistic way of the crows. After attacking a frightened creature you gain an amount of temporary hit points equal to your proficiency modifier.
Maximum: Kamikaze
Prerequisites: Must have Black Bird Manipulation, Bird Strike, 20 Cursed Energy stat
Through trial and error, your mastery over Bird Strike has reached new heights. Whenever you use Bird Strike you can choose between dealing a d12 instead of d10, or roll an additional d6 to damage a limb.
Blood Manipulation
術式 View technique: Blood Manipulation →
Blood Production
Prerequisites: Must have Blood Manipulation
You have found a way to link your blood and Cursed Energy supply. For one Cursed Energy, you may create a sufficient source of blood as a bonus action for 3 CE.
Poisonous Blood
Prerequisites: Must have Blood Manipulation
Your blood has grown to be harmful to others. On a 15+ to hit, or on failing a DC by 5 or more, the target is poisoned for 1 minute. They can make a Constitution save at the start of their turn against your DC to cure the condition.
Blood Crystallization
Prerequisites: Must have Blood Construction
You gain the ability to harden your blood to a solid, even if it risks thrombosis. This further increases your versatility, you gain the following:
- As a reaction, you can add a +5 to your AC
- Your unarmed damage dice, increases by one category
- You gain resistance to bludgeoning, piercing, and slashing damage
At the start of your turn, you roll a d20, on a 3 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, while having Flowing Red Scale, you gain the following:
- Your movement is now thrice your base movement
- You gain a +3 AC
- You gain advantage on Dexterity and Strength saving throws and Strength checks.
- You gain one extra action and reaction.
Blood Edge
Prerequisites: Must have Convergence and 20 Cursed Energy score
By rotating your blood at high speed, you can increase its strength and lethality by making a weapon out of it. You can spend up to your Cursed Energy modifier in Cursed Energy points to create any kind of non-magical melee weapon as a free action, although they count as magical for overcoming resistances. For every two Cursed Energy points used the weapon gains one additional damage tier.(d10->d12->2d8)
Maximum: Supernova
Prerequisites: Must have 20 Cursed Energy Score, Piercing Blood
You can create small orbs of condensed blood that explode in dozens of piercing blood particles. As an Action, you condense your Piercing Blood into a small orb of blood that can fit in your hand at an unoccupied space that you can see within 30 feet, which stays there for a maximum of 1 minute. The orb then explodes, forcing every creature within 10 feet of it to make a Dexterity saving throw. On a failure, the creature receives 10d8 piercing damage and is knocked prone. On a success, they receive half as much damage and aren’t knocked prone. You may create as many orbs as your proficiency bonus in an action with each having its own cost, spending additional Cursed Energy and Hit Points for each, and may choose for them to explode immediately upon creation or manually as a Reaction to a creature entering its range of explosion.
Maximum: Wing King
Prerequisites: Must have 20 Cursed Energy Score, Piercing Blood
You condense your blood into wings resembling veins. As a bonus action, you gather the wings behind you, gaining the following benefits:
- Your movement is now four times your base movement
- You gain a flying speed equal to your helf
- You gain one additional action, this action can be used to unleash lines of blood. This takes shape as three Cursed Energy attacks, each deals 3d10 + your CE modifier in necrotic damage.
You can do this once per long rest, for 10 Cursed Energy.
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. When you Boogie, the first attack against you is at 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. After the first success, they gain advantage on future saves. Additionally, as an action you may let off a fake clap, forcing them to do Insight versus your Deception or Performance.
Maximum: Best Friend
Prerequisites: Must have, Round of Applause, 20 Cursed Energy stat
Boogie Woogie, as effective as it is in solo combat, only reaches its full potential with an ally, but with a best friend. At the start of combat, you may choose one ally as a Best Friend when fighting with that ally, you gain the following:
- When you switch the place of your Best Friend with an ally who was previously in range of an enemy right before the switch, on top of advantage, the attack will count as having its crit range increased by 3.
- Swapping your Best Friend has no cost.
- When flanking with your Best Friend both you and your Best Friend have a bonus to damage equal to your proficiency modifier.
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 may store them in objects allowing anyone who touches them to experience them from your point of view.
Maximum: Backup
Prerequisites: Must have Immortality, 20 Cursed Energy stat
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 may prepare it as a backup. This backup works the same as the Clone spell, without the cost or time requirement.
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 may 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 that Cursed Tool, you may imbue an item with that item’s Technique, for one week.
Maximum: Perfect Sphere
Prerequisites: Must have Insectoid Armor, 20 Cursed Energy stat
Through research and creativity, you have discovered a horrifying and destructive creation. As an action for 10 Cursed Energy, you create a 5-foot-radius perfect sphere of metal that appears in an unoccupied space of your choice within 10 feet of you and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 5d12 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.
Cursed Cannon
術式 View technique: Cursed Cannon →
Detonate
Prerequisites: Must have Granite Blast
You have realized a new way to utilize your massive output. You may turn your Granite Blast into a melee attack.
Canshot
Prerequisites: Must have Scatter Shot
The ability to control your Granite Blasts has improved further. After hitting a creature, you may spend an additional 3 Cursed Energy points, making all creatures within 5 feet of the target take half the damage dealt, as the attack splits on impact.
Maximum: Antimatter Bomb
Prerequisites: Must have Nuclear Shell
You have found a brand new and destructive pathway for your technique. As an action, when you use Nuclear Shell, you may change the area of effect to a 100-foot radius sphere surrounding yourself. All nonmagical objects not worn or held are reduced to dust.
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 may make the enemy make a Wisdom saving throw, on a failure for the next minute they have disadvantage attacking anyone but you. On a success, nothing happens.
Quick Tongue
Prerequisites: Must have Interjection
Your versatility and training have increased the amount of words you have and your speed. You may 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 additional Cursed Energy, you may make it a 70-foot cone.
Cursed Spirit Manipulation
術式 View technique: Cursed Spirit Manipulation →
Cursed Spirit Embodiment
Prerequisites: Must have Cursed Spirit Absorption, 16+ Cursed Energy stat
By absorbing the very essence of your Cursed Spirits, this allows you to transform yourself into the cursed spirit. For an amount of Cursed Energy equal to the Cursed Spirit’s CR. You can stay in a Cursed Spirit shape for a number of hours equal to half your level (rounded down). You then revert to your normal form unless you expend more use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the Cursed Spirit, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores.
- When you transform, you assume the Cursed Spirit’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in Spirit form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You lose the ability to use any feature from Cursed Spirit Manipulation.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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 may summon a creature to take the damage instead of an attack, instead of you.
Uzumaki Versatility
Prerequisites: Must have Maximum: Uzumaki, 20 Cursed Energy Stat
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 until it spends a bonus action to make a DC: 25 Perception check. As an action or reaction for 5 Cursed Energy, you can release all the condensed energy from this Uzumaki into a creature. Make a cursed energy attack roll, on a hit the target takes Xd12 of necrotic damage(The ‘X’ is the combined challenge rating of the two curses, and like the 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 obtain all actions, reactions, bonus actions, legendary actions, and the creature’s Innate Technique
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
- Two spells below 5th level dealing fire damage. They cost the same as the spell’s level Cursed Energy.
Shooting Star
Prerequisites: Must have Cursed Energy Stat of 16+
Through focus and thorough planning, you have gained further ideas. As a bonus action, you can gain a 60 foot fly 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 15 Cursed Energy you may cause all non magical objects in a 100 foot radius to melt to, you may control this lava. Each creature touching the lava must make a Constitution saving throw, or take 4d6 fire damage.
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(This feat can be taken more than once):
- You can transform your root wall into any of the others.
- Two spells below 5th level dealing with nature. They cost the same as the spell’s level Cursed Energy.
Bouquet
Prerequisites: Must have Flower Field
You have found a way to do more with less. As an action, for 3 Cursed Energy you may 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 may give yourself the ability to drain Cursed Energy. This takes form as after a melee attack or an Innate Technique attack, you roll a d4 which you recover as Cursed Energy.
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(This feat can be taken more than once):
- Piercing Water: You make a small water beam made to hit and pierce right through enemies. As an action for 2 cursed energy, you make a cursed energy attack roll against a creature within 30 feet of you. On a hit, they take 2d10 cold damage + 2d6 piercing damage and are forced to make a Constitution saving throw. On a failure, they will be knocked prone and will receive the damage rolled one additional time as one of their vital organs has been hit. On a success, they won’t take the additional damage and are not knocked prone.
- Two water spells below 5th level. They cost the same as the spell’s level Cursed Energy.
Shoal
Prerequisites: Must have Horizon of Captivating Skhanda
You have increased the depths of your Cursed Technique’s potential uses. You gain the ability to use Death Swarm outside your domain without the sure hit effect.
Typhoon
Prerequisites: Must have Water Defensive Ring
The scale and power of the ring of water surrounding you has increased. In addition to its normal effects, for an extra 4 cursed energy it creates a 20-foot-radius sphere of whirling storm centered on 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 spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet. Make a cursed energy attack. You have advantage on the attack roll 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 made to listen.
Divergent Fist
術式 View technique: Divergent Fist →
Black Belt
Prerequisites: Must have Martial Prowess
Through a lot of training, gain additional one of the following additional martial options(This feat can be taken multiple times):
- Takedown: Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action. You can choose to also go prone as a free action
- Judo Throw: When you hit a grappled creature with a melee attack, you can grab the target and flip them on their back. The target if Huge or smaller, it must make a Strength saving throw. On a failed save, you make 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 a unarmed attack(Calculator here). The target takes your unarmed damage, and is pushed back 30ft.
Opportunistic Blow
Prerequisites: Must have Controlled Divergent Flow
You can take full advantage of the unpredictability of your attacks. After a Divergent Fist is landed, you can force the enemy to do a Cursed Energy DC or you gain advantage against them.
Maximum: Soul Punch
Prerequisites: Must have Chosen by the Sparks, Cursed Energy score 20
You have mastered your ability to target the heart of a creature’s soul. Before you make an unarmed strike, you can choose to spend 5 CE to cause any attacks you make during your turn to directly target the soul of a creature you attack. This attack’s damage cannot be reduced by a cursed technique or healed using Reverse Cursed Technique as it directly targets and damages the soul. On a hit, the creature’s output drops by 1, causing them to be able to spend 1 less cursed energy for any cursed techniques they use. You can reduce a creature’s output by an amount equal to your Cursed Energy modifier. This effect lasts until the target takes a short or long rest. A creature’s who output has been reduced, it can’t use maximum output techniques.
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 may turn your Gavel into any melee weapon.
Weight of Judgment
Prerequisites: Must have Judge’s Gavel
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 Deadly Sentencing,
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. Every time your opponent attacks, they are penalized for assault and the opponent gains a -1 on attack rolls and saving throws.
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. This takes form as whenever you Push a creature, they instead get pushed 10ft. Back. When creatures are grappled or restrained, they take a d6 at the start of their turn.
Handy Dandy
Prerequisites: Must have Hand Shield
When as an action, you use your Love Hands in new and inovative ways. As an action, you can make your Hands into a solid platform. This can be used for traversing, or area control.
Maximum: Love at First Sight
Prerequisites: Must have Cutie Honey, 20 cursed energy score
As an action for 10 CE, you can choose to instantly put a creature into the effects of Cutie Honey, without needing to first restrain them.
Idle Transfiguration
術式 View technique: Idle Transfiguration →
Remote Transfiguration
Prerequisites: Must have Transfiguration
You have mastered your observation of the soul to the degree where whenever you touch a human with your hand you can imprint a small, latent amount of cursed energy upon their souls for an unlimited period of time allowing you to transfigure them from large distances.
Awakening
Prerequisites: Must have Alteration
When you use Ally Alteration on a Non-Sorcerer, you can make a DC 15 cursed energy check to see if the target has an Innate Technique despite being a Non-Sorcerer. On a success, you can spend 10 cursed energy to Awaken their technique, which begins to grow over the course of 1d4+1 days.
Maximum: Spirit Body of Distorted Killing
Prerequisites: Must have Self Embodiment of Perfection, 20 cursed energy score
As an action for 10 cursed energy, you mold your body and soul into a form most befitting you. A form suited for killing. For 10 minutes, your AC cannot be lower than 25 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 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.
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.
Frostbite
Prerequisites: Must have Frost Calm
The cold of your ice has increased exponentially. When restrained by ice, your opponent gains an additional level of exhaustion.
Maximum: Shatter
Prerequisites: Must have Icefall
You now freeze through flesh and muscle. As an action, when a creature is restrained you may break off a limb.(Using the limb table) This does free the creature from being restrained.
Limitless
術式 View technique: Limitless →
Offensive Infinity
Prerequisites: Must have Infinity
Through intense training, you can push the infinity to an aggressive mode. As an action, you can choose a target near a wall, and crush them into it. The target must do a Constitution saving throw, or take Xd6 Force damage. X=Cursed Energy Spent
Spatial Skirmishing
Prerequisites: Must have 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, you gain advantage on that attack roll as your technique attracts the target. Once you unlock Red you may also imbue it upon your fists. When you use Red, the target must make a Strength saving throw on a hit or be launched the same as a normal red.
Teleportation
Prerequisites: Must have Blue, 20 Cursed Energy Stat
Your control over blue and space manipulation has increased. As an action, you can teleport 10 feet per Cursed Energy used.
Delayed Purple
Prerequisites: Must have Hollow Purple
You have found a new more powerful way to fire Purple. As a reaction or action when a blue is active. You may shoot off a red into it. This forcefully creates a Hollow Purple that affects everything in a 100 foot radius around the source. This Hollow Purple deals maximum damage, creatures may do a Dex save to take half instead. You must also make a saving throw if you are within range.
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, and 3 CE you can forced 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*CE feet.
Maximum: Star Crossed
Prerequisites: Must have Shining Star, 20 cursed energy score
As an action for 10 CE, you push yourself and mark a creature with all your power. Marking a creature this way, attracts one body into itself causing massive damage. When you activate this, the creature must do a Constitution saving throw, 25d4 force damage.
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 may force the attacker to make a Constitution Saving Throw. On a failure, the creature is paralyzed until the beginning of their next turn.
Imbued Weapon
Prerequisites: Must have Lightning Discharge
You have learned how to further manipulate your lightning. After a hit using 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 do a Dex save taking half on a success and everything on a failure.
Grounded Charge
Prerequisites: Must have Cursed Energy stat above 20,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 minute. This makes 0 minutes have no side effects.
New Shadow Style
術式 View technique: New Shadow Style →
Augmented Vow
Prerequisites: Must have True New Shadow Style: Simple Domain
You can apply a Binding Vow to you and any creatures within your Simple Domain, such as a Binding Vow forcing Nonviolence. You can set the trigger to anything you wish, but the Binding Vow is automatically dispelled after a number of rounds equal to your cursed energy modifier and any Binding Vow affecting creatures within your Simple Domain also affect you.
Instantaneous Attack
Prerequisites: Must have Batto Sword Draw
You have learned the fastest way to draw defensively. As an action after activating the simple domain you can do a free attack against someone who enters it.
First Strike
Prerequisites: Must have Evening Sword Strike
You have honed your reaction speed to the finest edge. As a free action when you roll initiative you may enter a simple domain or roll an attack.
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 may use great luck with a 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. All attacks have a 30 foot range.
Maximum: Love Train
Prerequisites: Must have The Fever, and Pachinko Manifestation
You have fully understood the essence of your technique. As an action for 10 Cursed Energy, you can summon the Train. This is a 200 foot line, 20 feet wide, in which the target must do a Dexterity saving throw against your DC, and 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 a direction opposite of where it was summoned.
Prayer Song
術式 View technique: Prayer Song →
Fortissimo
Prerequisites: Must have Marcado
When you hit a creature with an attack, once per turn, you maximize an attack’s damamage for an additional 3 CE.
Cadence
Prerequisites: Must have Caesura
You put a full stop to the rhythm of your enemy. As a reaction for a 4 CE, you make one attack they make miss, or make them fail a save.
Maximum: Double Time
Prerequisites: Must have Crescendo, 20 cursed energy score
As an action for 10 CE, you double the tempo of your song and the battle. As an action, for every one turn that passes, you treat every turn as if two turns passed.
Projection Sorcery
術式 View technique: Projection Sorcery →
White Space
Prerequisites: Must have 24 Frames rule
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 you take until the beginning of your next turn. You can reduce a number of damage equal to 2d10 + Xd10 damage.
(X being your cursed energy modifier)
Air Shatter
Prerequisites: Must have 24 Frames Rule
As an action, for 5 cursed energy, you create a 30 foot line of frames in the air that you explosively break. All creatures in that line mist do a Dexterity saving throw or take xd10 force damage.(X is equal to your Cursed Energy modifier)
Maximum: Sakuga
Prerequisites: Must have Fastest Sorcerer Alive, 20 Cursed Energy Stat
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 gain the following effects:
- Your speed is doubled
- You gain advantage on Dexterity saves
- 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 Puppet
As an action, you can wear your puppet, this gives you your puppets HP as temporary, as well as traits and physical stats. This 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 proficiency modifier and anything learned by one is shared to all. These can be 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 the resources, time, and Cursed Energy to create.
Ratio Technique
術式 View technique: Ratio Technique →
Focused Attacks
Prerequisites: Must have Critical Focus
Your focus is amazing, this leads to your critical hit range increasing by one again.
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 three cursed energy to create and hit a vulnerable ratio point on their weapon. This forces 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 is simply deflected.
Fatal Ratio
Prerequisites: Must have Improved Ration
For an additional 2 Cursed Energy, when you land a critical hit using ratio. Your target loses a limb using the limb table.
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 30ft cone which triggers a Dexterity saving throw.
Form of Battle
Prerequisites: Must have Perfect Form
Your power and tactics with your new body have improved. After grappling a creature, you gain advantage on all attacks against them. They also gain disadvantage on saving throws.
Maximum: World Cutter
Prerequisites: Must have Malevolent Shrine, 20 Cursed Energy
You have broadened the understanding of your technique, cutting the area your target is in instead of the target itself. Your Cleave/Dismantle attack ignores all resistances, immunities, and obstacles(AC bonuses, covers, etc…).
Solo Forbidden Zone
術式 View technique: Solo Forbidden Area →
Blessing of Resilience
Prerequisites: Must have Bless
You have mastered Blessing those within your Zone. Those in your Zone have their output increased, and have their durability increased. When you first set up your Zone, all allies gain 5 Temporary Hit Points.
Blessing of Combat
Prerequisites: Must have Arena
When you use Zone, you Maximize the output offensively. Allies in your Zone gain a d4 which they can add to hit or damage.
Maximum: Shrine of The Gods
Prerequisites: Must have Self Embodiment of Perfection, 20 cursed energy score
As an full action for 10 CE, you can roll a d10. Instead of you having to use the action, your Zone lasts for as long as you rolled the d10 for.
Sky Manipulation
術式 View technique: Sky Manipulation →
Cloak of Invisibility
Prerequisites: Must have Sky Shape
As an action, for 3 Cursed Energy you may cast the invisibility spell as the Sky Surrounds you allowing opponents to not see you. When you reach third level, you also gain the benefits of Sky Armor when invisible.
Spacial Tear
Prerequisites: Must have Thin Ice Missile
As an action for an additional 2 Cursed Energy, you may make Thin Ice Breaker a melee Cursed Energy attack, against a single creature.
Maximum: Hurricane
Prerequisites: Must have Thin Ice Missile, 20 Cursed Energy
As an action, for 10 Cursed Energy you may 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.
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 15 feet away.
Shooting Star
Prerequisites: Must have Virtual Mass Improvement
When you have your mass increased, you can spend 5 Cursed Energy to kick an object with massive strength. This causes a 5 foot wide, 50 foot long line, dealing twice your unarmed attack dice in damage, as well as taking off a limb potentially.
Maximum: Black Hole
Prerequisites: Must have Virtual Mass Mastery
For 20 Cursed Energy, as an action you can sacrifice yourself, becoming a Black Hole. This forces creatures in a 100 foot radius of your choice to do a strength saving throw, or die as they are sucked into a black hole, and crushed.
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 d4 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 any of 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 land a resonance, for an additional 10 Cursed Energy, you can choose to land an Improved Resonance.
Technique Extermination
術式 View technique: Technique Extermination →
Blessed Blow
Prerequisites: Must have Extinguishment
For an additional 2 Cursed Energy, you can after an attack, add 2d12 Radiant damage to that attacks damage. You can increase the damage by 1d12 by adding 1 Cursed Energy, you may only spend as much Cursed Energy as your proficiency modifier.
Archangel’s Present
Prerequisites: Must have Angel’s Blessing, a breakthrough event
You gain a Blessing from the Dungeon Master’s Guide.
Sword of Michael
Prerequisites: Must have Maximum: Jacob’s Ladder, 20 Cursed Energy Stat
Through rigorous effort and control, you have managed to convince the might of Jacob’s Ladder into a single blow. As an action for an additional 5 Cursed Energy, you can do a Melee Cursed Energy attack against a single creature, that creature will then suffer the full effects of Jacob’s Ladder.
Ten Shadows Technique
術式 View technique: Ten Shadows Technique →
Divine Dog Totality
Prerequisites: Must have Divine Dogs
You have learned the Divine Dogs’ true potential. Instead of summoning two divine dogs you can choose to summon the individual Divine Dog Totality.
Shadow Skulker
Prerequisites: Must have Shadow Storage
You have furthered the uses of your shadow. As an action, for 2 Cursed Energy you enter the shadow as well as being able to summon creatures within the shadow.
Chimerafication
Prerequisites: Must have Wells Unknown Abyss, 20 Cursed Energy Stat
Through training and study, you have learned how to fuse powers of your Shadows. When using Wells Unknown Abyss you can add more then one bonus, however you won’t be able to summon shadows used for 1 month.
Triple Core
術式 View technique: Triple Core →
Maximum: Crippling Strikes
Prerequisites: Must have Unblockable Blows, 20 cursed energy score
You have mastered your Unblockable Blows. Your blows now that immunity as resistance by using 1 more CE. You can spend more then 1 CE in a attack.
Maximum: Blast Away
Prerequisites: Must have Energy Blast, 20 cursed energy score
When you use Energy Blast you have improved your output. Your when you use at least 5 CE, the damage dice becomes a d8 and creatures must do a Strength saving throw or be knocked 10ft back.
Maximum: Fortress
Prerequisites: Must have Defensive Form, 20 cursed energy score
As an action for 3 CE, you turn into an impenetrable fortress. While you have temporary HP, you are resistant to Piercing, Bludgeoning, and Slashing.
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. Instead of applying your extra damage you can instead grapple or shove.
Technique Storage
Prerequisites: Must have Mimicry
When you copy techniques, you can keep more in the Vengeful Spirit. You may store twice as many techniques, however, half of those are stored within your spirit and you must use an action to get them.
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 will still be considered a cursed spirit, despite now acting as a Shikigami. Although you can use your action to give it an order, making it act on its own to complete the order. However, it can only be out for 1 minute a day.