You can create devastating fields of antigravity.
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.
Antigravity
Starting at 1st level, you have learned how to use your technique to manipulate gravity, allowing you to make a small gravitational field around yourself. As an action for 3 cursed energy, you can reverse gravity in a 10 foot-radius 30 foot-high cylinder centered on you for all creatures but yourself until the beginning of your next turn.
All creatures and objects that aren’t anchored to the ground in the area fall upward. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it and take the remaining height as fall damage. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down, taking fall damage.
The height of the cylinder increases to 50 feet at 3rd level, 100 feet at 11th level and 200 feet at 18th level. Fall damage from this technique ignores any type of fall damage reduction or immunity. Fall damage die becomes d8 at 3rd level and d10 at 6th level.
Gravity Field
At 3rd level, you gained the following benefits through practicing your technique.
Light Fall. As a reaction for 1 CE to falling, you and creatures equal to your proficiency bonus within 120 feet have their rate of descent slowed to 60 feet per round and take no fall damage when you land.
Focused System. When you use your innate technique, you can choose a number of creatures equal to your CE modifier + your proficiency bonus to be unaffected by your technique.
Disorienting Gravity. Any creature that is lifted upwards by your Antigravity must make a Constitution saving throw. On a failure, they make any attacks at disadvantage and cannot maintain concentration while within your field.
Antigravity Shield
At 6th level, you have learned to defend yourself from attacks using your antigravity. As a reaction for 2 CE, you can encase yourself in a field of antigravity, causing attack rolls against you to be made at disadvantage and any damage other than psychic is reduced by your CE modifier + your level until the beginning of your next turn. If you are taking the Dodge action, you can use this reaction on another creature within 5 feet.
Boosted System
At 11th level, you master all aspects of your technique and gain the following improvements to your Antigravity:
Lasting Field. You can spend additional CE up to your modifier to increase the range by 10 feet and the duration by 1 round per CE.
Sweeping Gravity. Creatures with a Dexterity score below your CE save DC cannot make a Dexterity saving throw against your technique.
Nauseating Gravity. If a creature fails a saving throw against your Disorienting Gravity, they are also stunned until the end of their next turn.
Hard Fall. Fall damage from your field becomes d12 bludgeoning.
Domain Expansion: Zero Gravity
At 18th level you have learned how to expand your domain. At initiative 20, all creatures of your choice are affected by and fail all saving throws against Antigravity, which can be released by you at will.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Gravity System
You have learned how to reverse your own technique, manifesting a field of intense gravity. As an action for 6 cursed energy, you force every creature within a 10-foot-radius of you to make a Strength saving throw. On a failure, they take 10d10 force damage and are knocked prone and restrained until the beginning of your next turn or until they leave the area, and their melee attack rolls will automatically fail. On a success, they take half as much damage. Melee attack rolls will be made with disadvantage.
This technique deals twice as much damage to objects and structures.
You can also use this technique as a reaction to an attack being made against you or if you’re forced to make a saving throw. If used against a saving throw, you reduce the damage of the saving throw by the damage of your Gravity System. If you reduce the damage to 0, the effect ends. Any remaining damage after being reduced, is transferred to you. This only works on physical saves or things affected by gravity.
Ranged attacks made inside Gravity System or whose projectiles enter it will fail if the roll is lower than twice your cursed energy DC.
If a Dexterity or Constitution saving throw targets a creature inside Gravity System, its total damage will be reduced by your Gravity System damage die. This does not affect thunder or psychic damage.
This technique’s damage increases to 15d10 at 11th level, 20d10 at 18th level, and to 25d10 at 20th level.
Perfect Gravity. At 18th level, your gravity has reached its peak, completely destroying your opponents on contact. If your opponent’s Strength score is equal or less than your cursed energy DC, they have disadvantage on the saving throw. Also, if they fail your saving throw by 5 or more they gain one level of exhaustion.
Additionally, while a creature is restrained they now automatically fail Dexterity saving throws.