Just a glance in your direction slowly leads to mental corruption.
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.
Madness Inducement
Starting at 1st level, just looking at you slowly leads to mental corruption. As an action for 3 cursed energy, you can activate your technique for 1 minute causing madness to spread to everyone around you. If a creature ends their turn within 60 ft of you and can see you, it gains a 5% increase to Mental Corruption. You can choose a number of creatures to be immune to this effect when you activate the technique.
| Corruption Rate | Effect |
|---|---|
| 10% | -1 to AC |
| 20% | -1 to saves |
| 25% | Roll D10 |
| 30% | -4 to passive Perception |
| 40% | -2 to AC and saves |
| 50% | Roll D6, Can’t maintain Concentration |
| 60% | Disadvantage on skill checks |
| 70% | Charmed by you |
| 75% | Roll D4 |
| 80% | -4 to AC and saves |
| 90% | Random Direction |
| 100% | Can’t talk, only scream |
Paranoia and Madness. When a creature reaches 25% Mental Corruption, they begin seeing all creatures as faceless monsters and must roll a d10 at the start of their turn. On a roll of 1-2, the target spends their action attacking the closest creature. A creature can only have up to 25% Mental Corruption at a time.
Madness Removal. Mental Corruption persists even after your technique has been deactivated. A creature without line of sight to you can make a Wisdom saving throw to reduce Mental Corruption by 5% and repeat the save at the beginning of their turn. If a creature has more than 25% corruption, they cannot reduce corruption below 25% as the madness becomes rooted more deeply within their mind. As part of a long rest, they can attempt to make a Wisdom saving throw to cleanse their mind. On a success, they can begin making saves to reduce madness as normal, down to the next 25% segment before they must complete another long rest to repeat the save and continue to process.
Madness Enhancement
At 3rd level, you learn to directly inject madness into a creature. Once per turn, when you hit a creature with a melee attack while your technique is active, they gain a 5% increase to Mental Corruption. You can spend additional cursed energy up to your proficiency bonus on a hit to increase Mental Corruption by 5% per cursed energy spent.
Obsession and Insanity
At 6th level, the percent of Mental Corruption you can force on a creature increases to 50% and increases by 25% again at 11th level and 18th level. The die size for Paranoia and Madness decreases with every 25% increase and at 100% it happens automatically. At 90% you fall further into madness and must make a Wisdom saving throw at the beginning of your turn, moving in a random direction on a failed save.
Maximum: Rumination
At 11th level, you can spend 6 cursed energy as an action to target a creature within 30 feet that you can see and is currently afflicted by your madness. The target must make an Intelligence saving throw or take 1d10 psychic damage per 10% Mental Corruption they currently have.
A creature with more than 50% Mental Corruption makes this save with disadvantage.
Domain Expansion: Theia Mania
Finally at 18th level, you have learned to expand your domain. At initiative 20, all creatures of your choice within your domain gains 5% Mental Corruption. Creatures gain a -1 penalty to all rolls for every 10% Mental Corruption they have while within your domain.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Face of Wisdom
You have learned the reversal of your technique. Rather than destroying the mind with madness and corruption, you strengthen it with wisdom and rationality. As an action for 6 CE, you activate your reversal for 2 minutes. You and creatures of your choice within 30 ft that can see you gain immunity to the charmed and frightened condition, resistance to psychic damage and advantage on mental saving throws. You cannot have Face of Wisdom and Madness Inducement active at the same time.