Disaster Verdure

特技 Feats for this technique → Disaster Verdure

You are born with an amazing power, with many possibilities, plant manipulation, allowing you to protect those you care about.


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.


Forests of Disaster
Beginning at 1st level, Starting at 1st level, you have begun to understand the power of nature. You gain the ability to manipulate nature at will. You gain the following cursed techniques as well as Druidcraft:

  • Binding Plants. As an action for 1 Cursed Energy, you can choose one target within 30 feet of you trapped by plants. The target must make a Strength saving throw, on a failure it will be restrained. It can make a Strength check to break free from the plants, on a success they are free from the binds, on a failure they remain stuck.
  • Piercing Roots. As an action for 1 Cursed Energy, you can raise a bunch of roots from the ground to strike a target. You force all creatures in a 50ft line to make a Dexterity saving throw, on a failure they take 1d12 piercing damage, on a success they take half as much damage. This damage increases to 2d12 at 5th level, 3d12 at 11th level, and to 4d12 at 17th level.
  • Wall of Roots. As a reaction for 1 Cursed Energy, you rise deep roots from the ground to defend yourself or your allies from attacks. As a reaction to when you or an ally is targeted by an attack roll, you can spring forth a wall of roots that it’s 10ft. tall and 5ft. wide, covering 10fts around you. The wall has an amount of hit points equal to your Cursed Energy modifier times your proficiency bonus.

Root Bundle
At 3rd level, you have learned how to create small wooden balls to launch and pierce your opponents. As an action, you can create a number of two wooden balls, at the price of two cursed energy. The wooden balls will have a number of hit points equal to your Cursed Energy modifier, an AC of 10 + your CE modifier, and will keep floating around you. As a bonus action, you can send one or more of your balls towards a target within 30 feet of you. Make a cursed energy attack roll, on a hit the balls create large branches that pierce through its target, dealing 2d10 piercing damage. Right after they hit or miss the balls will disappear. You may also spend your bonus action to get above one of the balls, gaining flying speed equal to your walking speed while above them.


Flower Field
At 6th level, you can create a circle of flower petals that surrounds your opponents and removes their will to fight. As an action for 10 Cursed Energy, you create a 30-foot radius circle in a point within 100 feet of yourself, all creatures within that circle must make a Wisdom saving throw. On a failure, their will to fight is completely drained as their mind enters a state of tranquility and happiness, they are unable to do any kind of actions that would help in the battle for 1 minute. On a success, nothing happens. The state may be removed early if the target succeeds in a Wisdom saving throw at the beginning. of its turn or is targeted by an attack or saving throw. Any attacks against the creature in that state will be made with advantage, and any saving throws the creature makes will be with disadvantage.


Cursed Buds
At 11th level, you have studied the true nature of your innate technique, creating a new type of plant that feeds on cursed energy. As an action for 8 Cursed Energy, you can create and launch a number of cursed buds equal to your CE modifier toward one or more targets within 30 feet of you. Make a cursed energy attack roll for each, on a hit they will attach to the creature. At the beginning of the creature’s turns, it will lose an amount of Hit Points equal to your CE modifier, which. The creature can make a Strength check to remove the curse bud, removing it on a success. You may instead spend 10 Cursed Energy to create a large-sized tree that will launch one cursed bud for every hostile creature within 30 feet of it. The tree lasts for 1 minute, launching more cursed buds at the beginning of your turns.


Domain Expansion: Ceremonial Sea of Light
At 18th level, you have refined your innate technique to the maximum, learning your domain expansion. All creatures inside the domain are under the effect of Flower Field as well as taking 2d4 Necrotic damage which you gain as Cursed Energy.