You are born with a great power, with great possibilities, and astounding potential, water manipulation.
Cursed Energy
Beginning 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.
Tides of Disaster
Starting at 1st level you have the ability of hydrokinesis which on top of giving you the Shape Water cantrip. When you throw water you spend 1 Cursed Energy to roll a cursed energy attack roll against one target dealing 1d8 cold damage on a hit. This feature damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Domain Expansion: Horizon of Captivating Skhanda
At 3rd level, due to being a prodigy with cursed energy you have already learned how to expand your domain. are seemingly calm. Your domain expansion can be opened for free twice per long rest, otherwise it costs you 20 Cursed Energy. If you don’t catch hostile creatures in your domain, it will last indefinitely.
- Death Swarm. While on your domain expansion, you can use your Death Swarm technique. Making their attacks also count for the sure-hit effect dealing 1 attack as they are summoned. As an action for X Cursed Energy, you can summon a number of sea Shikigami up to your Cursed Energy modifier within sight range. These shinigami count swimming speed as a flying speed.
| Shikigami | Cost |
|---|---|
| Giant Sea Eel | 1 Cursed Energy |
| Swarm of Piranhas | 2 Cursed Energy |
| River Serpent | 4 Cursed Energy |
| Killer Whale | 6 Cursed Energy |
| Sperm Whale | 12 Cursed Energy |
Water Defensive Ring
Beginning at 6th level, you can make a ring of water that protects you from any incoming attack. As an action for 6 Cursed Energy, you can create a ring of water around you, granting you temporary hit points equal to your Cursed Energy modifier times 15. This may also be used as a reaction to incoming damage for 8 Cursed Energy. While the ring is active, you gain immunity to cold damage and resistance to bludgeoning, slashing, and piercing damage. You can only use this cursed technique again after the current ring is over.
Flash Flood
Starting at 11th level, with your studies you have learned how to condense the water that you create and use it as a ball of mass destruction. As an action for 8 Cursed Energy, you can choose one target within 30 feet of you. Make a cursed energy attack roll against it. On a hit, it will take 10d8 cold damage and be pushed 80 feet away from you. You may instead as an action for 10 Cursed Energy choose a point within 30 feet of you. All creatures within a 10-foot radius circle of that point must make a Dexterity saving throw. On a failure they receive 8d12 cold damage, if the target succeeds on the test they take half damage. If the area is enclosed it is filled with 10 feet deep water.
Maximum: Tsunami
At 18th level, you have reached the pinnacle of manipulating your tides, creating a massive wave that destroys everything in its path. As an action for 10 Cursed Energy, you can cast the Tsunami spell as an 8th-level spell.