You were born with the ability to create cursed paintings leading to unique subspaces.
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.
Cursed Painting
Starting at 1st level, you can spend 1 cursed energy to create a painting of cursed ink under a Medium or smaller creature within 30 ft, forcing them to make a Dexterity saving throw. On a failed save, they are sucked into the painting. The painting takes the form of an empty 30 ft subspace of greyscale. You can change the color or create simple illustrations within the subspace as an action. You can enter, exit, place, or remove an item from the subspace of your paintings as a free action once per turn without spending cursed energy. Your subspace becomes 120 ft at 3rd level, 600 ft at 6th, and 1200 ft at 11th level.
At the beginning of your turn, you must spend 1 CE to keep any creatures (including yourself) within a painting. Otherwise, they reappear at the point they disappeared.
You can use a binding vow to remove the cost at the beginning of your turn by placing a method of escape. This creates an Exit Painting in a random, but accessible area within the subspace that allows a creature to exit the painting, reappearing in the space they disappeared.
You can have a number of subspaces equal to your CE modifier, but if you have creatures in different paintings, you must spend 1 cursed energy for each subspace at the start of your turn. This increases to twice your CE modifier of paintings at 11th level.
Alternatively, you can paint a physical painting and imbue it with up to 3 cursed energy during its creation, spending 1 hour painting per cursed energy. A creature that gets within 5 ft and can see the painting must make a Dexterity saving throw, getting sucked into the painting on a failed save. A painting imbued this way keeps a creature trapped for 3 rounds. The painting’s subspace can only be accessed through the physical painting.
At 3rd level, you can spend additional cursed energy up to your Cursed Energy modifier to imbue the painting with more power and increase the painting time. This increases to twice your CE modifier at 11th level. This allows the painting to keep an unwilling creature trapped for an additional round for every cursed energy spent. You can also use this painting to store items, but it also counts against the number of paintings you can have at once.
At 6th level, you can instead cause the painting to spend the imbued cursed energy to use Ink Wave against a creature that moves within 5 ft of it.
Impasto Canvas
At 3rd level, you gain the ability to change the content of one of your paintings in one the following ways while within your painting:
Ink Shikigami. As an action, you can spend up to your Cursed Energy modifier to create one Ink Wolf for each cursed energy spent. Each wolf appears in an unoccupied space you can see anywhere within your painting and acts on your initiative. The wolves obey your verbal commands (no action required).
Exit Shift. You move the Exit Painting up to 80 ft as an action.
Difficult Terrain. As an action, you create a 15 ft radius area of difficult terrain anywhere within your painting. The terrain lasts until the painting ends or until you use this feature again.
Structure Generation. As an action, you create one structure from cursed ink anywhere within your painting. The structure must fit entirely within a 30 ft cube and can be any ordinary structure you choose, such as walls, platforms, towers, bridges, or buildings.
The structure’s AC equals your CE save DC and each 5 ft by 5 ft section has hit points equal to 5 x your proficiency bonus.
If reduced to 0 hit points, it dissolves into ink and disappears. Any creatures standing on the structure when it is destroyed fall or are affected at the DM’s discretion. You can create, destroy, or replace a structure while within the painting.
Trap Creation. As an action, you create one trap of your choice in an unoccupied 5 ft square anywhere within your painting. The trap lasts until triggered or until the painting ends. A creature can detect a trap with an Intelligence (Investigation) or Wisdom (Perception) check against your Cursed Energy save DC. All traps use your CE save DC.:
- Pit Trap. When a creature enters the trapped space, it must succeed on a Dexterity saving throw or fall 20 feet into the pit, taking 2d6 bludgeoning damage and falling prone.
- Spike Trap. When a creature enters the trapped space, it must succeed on a Dexterity saving throw or fall 10 feet into the pit, taking 2d10 piercing damage and falling prone.
- Snare Trap. When a creature enters the trapped space, it must succeed on a Dexterity saving throw or become restrained. A creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check, freeing the target on a success.
- Rolling Stone Trap. When triggered, an ink-formed boulder rolls in a 5 ft wide 30 ft line from the trap’s space in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 4d10 bludgeoning damage and knocked prone on a fail, or half as much damage and not prone on a success.
Sgraffito
At 6th level, you have improved your technique. You can now manipulate your painting as a bonus action and gain the following improvements and options:
Ink Shikigami. You can summon new types of shikigami:
Greater Ink Wolf (2 CE)
Ink Crow (3 CE)
Exit Shift. You cause the location of the Exit Painting to a new random accessible location in the subspace.
Difficult Terrain. You can now create a 30 ft radius area of difficult terrain anywhere within your painting.
Structure Generation. Each 5 ft by 5 ft section of a structure you create now has hit points equal to 10 x your proficiency bonus.
Trap Creation. Your traps now deal an additional 2 damage dice. This increases to an additional 4 damage dice at 11th level.
Ink Wave. As an action for 2 cursed energy, you create a 30 ft cone originating from you or an Ink Shikigami. A creature within the cone must make a Constitution saving throw, taking your proficiency bonus in d6s of necrotic damage and be blinded until the end of their next turn on a failed save. (This can also be used outside your subspace)
Larger Frames. You can now use Cursed Painting on Large or smaller creatures. This increases to Huge at 11th level.
Panoramic Composition
At 11th level, as an action, you can spend cursed energy up to twice your CE modifier, forcing that number of creatures within 60 ft to make a Dexterity saving throw. On a failed save, they are sucked into your cursed paintings.
Domain Expansion: Magnum Opus
At 18th level you have learned to expand your domain. The inside of your domain counts as your painting’s subspace, expanding to the same size as your subspace and following the same rules, except your Ink Shikigami and Traps are imbued with your guaranteed hit. At initiative 20, two different Impasto Canvas effects of your choice happen (if you choose Ink Shikigami, they still cost Cursed Energy).
Reversal
反転 How to gain this: Cursed Technique Reversal →
Artistic Vandalism
You have learned the reversal of your technique that causes creative destruction rather than creative freedom. As an action for 2 CE you touch a non-magical object or structure within 5 ft, spending 2 CE for every size category larger than medium it is. The target takes 50 necrotic damage + (25 for every additional CE). If this destroys the object or structure, it liquefies into black ink.
Sfumato
As an action for 4 CE, you force a creature within 30 ft that you can see to make a Constitution saving throw. On a failed save, they begin to lose definition for 1 minute. For the duration their body becomes blurred and their appearance is almost impossible to discern. Both attacks they make and attacks made against them are at disadvantage. Additionally, at the start of their turn you can force the target to take necrotic damage equal to twice your level and reduce its movement speed by 5 ft. If this reduces the target’s movement to 0, it becomes restrained for the rest of the duration as it melts into the environment.