Pain Killer

Pain Killer

While you cannot heal, you can stop injuries from getting worse.


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.


Pain Killer
Starting at 1st level, you can use your technique to stop injuries from getting worse. As a bonus action for 1 CE, you can make a symbol with your hand and touch a creature within 5 feet. If a creature is taking damage over time, you cause that damage to stop and the creature gains temporary hit points equal to your CE modifier + your level for 1 hour. This does not stop new effects from affecting the target. You also gain proficiency in Medicine.


Practiced Hands
At 3rd level, you can use Pain Killer on all willing creatures within 5 feet as a free action on your turn, spending 1 CE for each creature. This increases to 10 feet at 6th level and 15 feet at 11th level.


Pain Breaker
At 6th level, when you use Pain Killer on a creature, they also lose one condition of your choice and if they are making death saves they are immediately stabilized. You now gain Expertise in Medicine.


Analgesic
At 11th level, when a creature that you can see within 10 feet would take damage, as a reaction for 4 CE you can halve the damage.


Domain Expansion: Medical Clinic
Finally at 18th level you have learned to expand your domain. At initiative 20, you and all creatures of your choice fall under the effects of Pain Killer. You can use Analgesic as a free action for no cursed energy without a reaction, but only once per damage instance.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Killer Pain
You have mastered reverse cursed technique and learned the reversal of your technique. You can attempt to touch a creature within 5 feet by succeeding a Dexterity (Sleight of Hand) check against their AC. On a success, you can spend CE up to your CE modifier to cause them to take 5 additional psychic damage from any source of damage for every 2 CE spent. This lasts for 1 hour and increases with your duration of Pain Killer. At 3rd level, you can use this feature with Practiced Hands.


Pain Maker
At 6th level, if a creature has less than their hit point maximum, they immediately take 10 psychic damage from Killer Pain and a creature under the effects of Killer Pain makes death saves at disadvantage. Additionally, you can spend an additional 6 CE as part of using Killer Pain to give the target the poisoned condition for the duration.