Your technique allows you to form your hair into a variety of shapes.
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.
Scorpion Hair
Beginning at 1st level, you have learned to move your hair into different forms using cursed energy. When you take the Attack action, you can spend 1 CE to replace an attack by shaping your hair into a barbed stinger. Make a melee cursed energy attack against a creature within 10 ft of you. On a hit you deal 1d10 + your CE modifier piercing damage. You gain a +1 bonus to attack and damage rolls with this attack at 3rd level. This increases to a +2 bonus at 6th level, +3 bonus at 11th level and +4 bonus at 18th level.
Drill Hair
At 3rd level, you have learned to form your hair into drill bits and shoot them off as projectiles. When you take the Attack action, you can spend 1 cursed energy to replace an attack with a ranged cursed energy attack roll with a range of 30ft. This attack deals 1d6 + your CE modifier piercing damage. The range of this technique increases to 60 ft at 6th level.
When attacking with a drill, you can spend an additional 2 cursed energy to make the drill explode in a 5 ft radius upon the point of impact causing creatures in range to make a Dexterity saving throw. On a failure, they take an additional 3d6 fire damage. On a success, they take half as much damage. The fire damage increases to 5d6 at 6th level, 8d6 at 11th level and 10d6 at 18th level.
Aircraft Hair
At 6th level you have learned to make more complex constructs from your hair. As an action for 3 CE, you form your hair into either a Jet or Helicopter for 1 minute and can spend 1 CE to keep the form active for 1 minute:
Helicopter Hair. You gain a flying speed equal to your walking speed and can take the Dash action as a bonus action. When you take the attack action, you can spend 2 cursed energy to replace one attack by extending your blades and attempting to slash an enemy. Make a melee cursed energy attack, on a hit you deal 6d8 + your CE modifier slashing damage. This damage increases to 8d8 at 11th level, and 10d8 at 18th level.
A creature that hits you with an Opportunity attack takes slashing damage equal to your CE modifier. This becomes twice your CE modifier at 11th level.
Jet Hair. You gain a flying speed equal to your walking speed. When you take the dash action while flying, you not only do not provoke opportunity attacks, but can also choose to move in a straight line and crash through creatures. All creatures in your path must make a Dexterity saving throw. On a failed save, they take Xd8 bludgeoning damage and are pushed back 30 ft away from you and knocked prone. If they impact a solid surface, they take 1d4 bludgeoning for every 10 ft you traveled in a straight line before crashing into them. On a successful save they take half as much damage and are not pushed or knocked prone. (X = CE modifier)
At 11th level, taking the Dash action while flying you instead move up to twice your flying speed. This increases to three times your flying speed at 18th level.
Hair Spray
At 11th level, your hair has become almost indestructible, allowing you to grow it to longer lengths and activate your techniques more freely. The melee reach of your techniques increases by 5 ft and your hair counts as a Grade 1 Cursed Tool. At 18th level, your hair counts as a Special Grade Cursed Tool.
Once per turn you can spend 2 additional CE to activate one of your technique features requiring an attack roll as a bonus action. An attack roll made using this special free action is made at advantage. Alternatively, once per turn you can spend 4 CE to activate one of your technique features requiring a saving throw as a bonus action. A saving throw forced by this special free action is made at disadvantage.
Domain Expansion: Silken Strand Execution Ground
Finally at 18th level you have learned to expand your domain. Creatures other than you take 2d10 slashing damage for every 5 ft they move within your domain as infinitesimally small and sharp hairs cut into them with their every movement. Your domain counts as difficult terrain for creatures other than you.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Doll Hairs
You have learned your reversal, allowing you to gain the opposite of your technique. As an action for 4 CE, you implant your own hairs onto a creature within 10 ft of you. A creature can make a Dexterity saving throw to avoid this effect on a success. When you implant your hairs into a creature, you can use your Hair Manipulation features (other than Domain Expansion) through that creature’s hair a number of times equal to twice your CE modifier before your implanted hairs run out of cursed energy. A creature can target the hair with attacks and effects to destroy the implanted hair. The hair has an AC equal to your CE save DC and is destroyed if it takes fire or slashing damage equal to your level at once. Destroying the implanted hair in this way leaves the target bald.