Your technique allows you to create perfect clones of yourself.
Cursed Energy
Starting at 1st level, you can harness your negative feelings into a usable source of energy, called cursed energy. These feelings can be harnessed into attacks or abilities. The number of cursed energy you possess is based on your class, some classes use a modifier that being charisma or wisdom (Player’s choice)
Your cursed energy DC is 8 + user cursed energy ability modifier + proficiency bonus.
One Man Army
Starting at 1st level, you can spend 3 CE as an action to create a clone within 5 feet of yourself for 8 hours. They are completely indistinguishable from you in every way. A clone has 1/4 of your hit point maximum (rounded up) as well as your AC and access to all your class features and cursed techniques, but not innate technique features. Any cursed energy it spends is treated as if you spent it. Your Clones act on your turn, but can only make one attack on their turn even if you have Extra Attack or bonus action attacks. You can replace any of your attacks on your turn with an attack from the Clone’s space. Your Clones do not have any of your items.
You can have a number of clones equal to your proficiency bonus at once and when a clone dies, the number of clones you can have is reduced by 1 for 1 minute.
Twice the Fun
At 3rd level, you can now create multiple clones as an action by spending 3 CE for each clone. When you make a melee attack against a creature while a Clone is within 5 feet of the target, you gain advantage on the attack roll.
Three is a Crowd
At 6th level you have become more skillful and efficient with the creation of your clones. Your Clones can now make as many attacks as you and have 1/2 of your total hit points. When one of your Clones is reduced to 0 hit points, you regain 1 cursed energy.
Four is a Party
At 11th level, you have mastered the ability to choose which of your Clones is your actual body. Your Clones have hit points equal to yours and you can swap bodies with one of your clones as a bonus action for 1 CE, trading hit points and causing that Clone to become your new body. When you are reduced to 0 hit points or killed outright while you have a Clone active, you can instead transfer yourself into one of your clones, gaining the Clone’s current hit points.
Your Clones can now create one Clone by spending your Cursed Energy with each Clone counting against your limit.
Domain Expansion: Divide and Conquer
Finally at 18th level you have perfected your technique, allowing you to expand your domain. You can now create one Clone as a bonus action without spending cursed energy once per turn (Your Clones do not gain this benefit). Within your domain, you can have an unlimited number of Clones. Your Clone’s attacks are guaranteed hits within your domain.
At initiative 20, an additional clone appears. All Clones created with your domain disappear when the domain ends.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Object Cloning
With great mastery over Reverse Cursed Technique, you have found out the reversal of your technique. You have learned how to clone things without cursed energy, such as ordinary objects and weapons. As an action for 4 cursed energy, you can clone a non-magical or cursed energy filled object or structure within sight range, spending 2 additional ce for every size category above medium. Objects and structures created this way have hit points equal to your clones, but work and function the exact same as the normal object or structure. For 6 cursed energy, you can clone a common magical item or semi-grade cursed tool. You can expend 8 cursed energy to clone an uncommon magical item or grade 3 cursed tool. Lastly, you can expend 10 cursed energy to clone a rare magical item or a grade 2 cursed tool. Magical items and cursed tools created from this feature last for 1 hour.