Dark Claw

Dark Claw

You possess powerful claws that can do anything.


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.


Claw
Beginning at 1st level, you have learned to harden your cursed energy into dark claws on your left hand. As a bonus action for 1 cursed energy, you form your claw for 1 hour. Your claws are natural weapons, which counts as a simple melee weapon you are proficient with. It deals 1d6 slashing damage and has the light and finesse property and can use your Cursed Energy modifier for attack and damage rolls. This increases to 1d8 at 3rd level, 1d10 at 6th level, 1d12 at 11th level, and 2d8 at 18th.


Claws Modifications
At 3rd level, you have learned new methods of enhancement. You gain two Claw options and one more option at 6th, 11th, and 18th level.

  • Brutal Claws. Your claws deal an additional damage dice.
  • Elemental Claws. You can choose to change the damage type of your claws to one of the following types: fire, cold, lightning, thunder, acid. You can change the type during a long rest.
  • Absorbing Claws. On a hit, you can spend 1 CE to deal an additional 1d6 necrotic damage. You regain hit points equal to the necrotic damage dealt.
  • Pure Claws. Your claws ignore resistances to damage.
  • Barbed Claws. Once per turn on a hit, you can spend 2 CE to force the target to make a Constitution saving throw. On a failed save, they are bleeding and take 1d6 slashing damage at the start of their turn until a creature uses their action to staunch the wound or they regain hit points.

Ultimate Claws
At 6th level, choose one of your Claw options to be replaced by its Upgraded Claw option. You gain an additional Upgraded Claw option at 11th and 18th level. You can have two Upgraded Claw options at a time and switch as part of short or long rest.

  • Brutal Claws. Your claws deal one additional damage dice on a hit and gain a +2 bonus to attack and damage rolls. This increases to +3 at 11th level.
  • Elemental Claws. You can choose to change the damage type of your claws to one of the following types: fire, cold, lightning, thunder, acid. You deal additional damage equal to your proficiency bonus on a hit. You can change the damage type during a long rest.
  • Absorbing Claws. On a hit, you can spend 1 CE to deal an additional 2d6 necrotic damage. You regain hit points equal to the necrotic damage dealt. This increases to 3d6 at 11th level.
  • Pure Claws. Your claws ignore damage resistances and immunities. At 18th level, you deal maximum slashing damage against a creature without immunities or resistances to your damage.
  • Barbed Claws. Once per turn on a hit with your claws, you can spend 2 CE to force the target to make a Constitution saving throw. On a failed save, they are bleeding and take 2d6 slashing damage at the start of their turn. This ends if the creature uses their action to staunch the wound or regains hit points.

Maximum: Zenith Claw Option
At 11th level, you have learned that your claws have even more room for growth and can destroy cursed tools to strengthen your claws. As an action while holding a cursed tool, you must spend CE depending on the cursed tool’s grade and then crush it in your claws to destroy it. You can then use its abilities and bonuses as a Zenith Claw option. You can only have one Zenith Claw option active at a time and can swap options as part of a short or long rest.

GradeCursed Energy Cost
4th Grade3
3rd Grade4
2nd Grade6
1st Grade10

Domain Expansion: Hall of the Five Clawed Dragon
Finally at 18th level, you have learned to expand your domain. At initiative 20, you stab your claws through space targeting a creature within your domain with a guaranteed hit with your claws while ignoring distance and dealing critical damage (cannot roll for Black Flash). All of your Claw attacks are guaranteed hits within your domain and you can swap any number of your Claw options at the beginning of your turn.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Soft Beats Hard
You have learned the reversal of your technique. Instead of hardening cursed energy to form claws, you mold soft cursed energy over your hand. As a bonus action for 2 CE, you activate this technique for 2 hours or until you end it as a bonus action. While your reversal is active, you cannot form claws and you gain a special reaction. When you are targeted by an attack roll, you can use your reaction to make a melee attack roll using your unarmed strikes (using Strength, Dexterity, or your Cursed Energy modifier) against the damage roll. If your roll is higher, the attack’s impact is absorbed by your soft cursed energy and the damage is nullified. You can spend 2 CE to use this again without spending your reaction.

You gain a +2 bonus to this special attack roll at 6th level. This increases to +3 at 11th level and +4 at 18th level.