Through your beliefs, you set both your weapon and heart alight with your blazing courage.
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.
Ignition
Starting at 1st level, your technique allows yourself to ignite your weapon in flames, increasing your fire power. You can spend up to your CE modifier (min of 1) as a bonus action while holding a melee weapon, igniting said weapon in flames for 1 minute. For the duration, the weapon deals 1d6 fire damage on a hit per ce spent, and emits bright light for 5 feet and dim light for another 10 feet.
This increases to 1d8 per ce spent at 6th level and again to 1d10 at 11th level and 1d12 at 18th level.
Mantle of Courage
Starting at 3rd level, you can strengthen both yourself and your weapon. When you use Ignition, you ignore any detriments or penalties of the weapon or can use it on yourself for your unarmed strikes, potentially recreating a lost limb for the duration.
While Ignition is active, you can spend 3 CE as a free action on your turn. You emit an aura of flames within 10 feet of you for 1 minute, giving you resistance to fire and cold damage. An enemy that enters your mantle or starts their turn there must make a Constitution saving throw, taking your Ignition damage on a failed save or half as much on a successful save.
Eternal Flames
At 6th level, when you spend at least 3 ce on Ignition, you can increase the weapon’s range by 10 feet, ignore resistance to fire damage and when you miss with a weapon attack by 2 or less, you deal half your Ignition damage.
This increases to 3 or less at 11th level and 4 or less at 18th level.
Maximum: Conflagration
At 11th level, while your technique may be simple, that does not mean it isn’t powerful. While holding a melee weapon you can spend 10 ce as an action to swing your weapon, creating a 30 feet cone of intense flame and heat. All creatures within range must make a Constitution saving throw, taking 10d12 fire damage and being knocked prone on a failed save or half as much on a successful save.
If a creature fails by 5 or more, they gain severe burns and take additional fire damage equal to your proficiency bonus from any source of fire damage until they finish a long rest.
Domain Expansion: Fire of the Heart
Finally at 18th level you have learned to expand your domain. Any melee weapon you are holding is treated as having the maximum cursed energy used for Ignition and is imbued with your domain’s guaranteed hit. At initiative 20, all creatures of your choice within your domain suffer the damage of your Mantle of Courage.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Freezing Resolve
Your mastery of Reverse Cursed Technique has led to you unlocking your cursed technique reversal. You are now able to imbue your weapon with ice instead of fire. You can spend up to twice your CE modifier (minimum of 2) in cursed energy as a bonus action while holding a melee weapon, freezing said weapon for 1 minute. For the duration, the weapon deals 2d6 cold damage on a hit per 2 energy spent.
At 6th level, you now deal 2d8 cold damage per energy spent, this increases to 2d10 at 11th level.
Mantle of Resolve
You have mastered extending your ice outside of your blade as well as fixing your blade. If your weapon is suffering any penalties from being broken in some kind, when you activate freezing resolve those penalties are removed until the technique ends.
Also, while Freezing Resolve is active, you can spend 6 Cursed Energy as an Action to emit an aura of ice within a 10 ft radius centered on you that lasts for 1 minute. While the aura persists you have resistance to cold and fire damage, and any creature that enters the ring of ice or starts its turn on the radius must make a Constitution saving throw. On a failure, they take your Freezing Resolve damage dice and their movement speed becomes 0. On a success, they take half as much damage