Centipede Shroud

特技 Feats for this technique → Centipede Shroud

Your technique summons a centipede shikigami to fight with you.


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.


Cursed Centipede
Starting at 1st level, you can summon your shikigami as a bonus action. You can command your shikigami on your turn as a bonus action. Your centipede can enter your space, floating around you as a shroud providing the following benefits:

  • On a hit with a melee attack, you deal an additional 1d10 damage as your Centipede fights with you.
  • You gain a bonus to AC equal to your proficiency bonus.
  • You can make an additional melee attack as a bonus action.
  • When you or the centipede take damage, you can choose to have the other take the damage instead. If this damage would reduce the centipede to 0 hit points, you take the remaining damage.

You can summon your shikigami for free once per long rest and again for 3 CE. You can only have one Cursed Centipede summoned at a time.


Insect Storage
Starting at 3rd level, you can store items in the stomach of your centipede. You must have your centipede summoned to take items in or out of it and items can be no larger than a shield or polearm. Your centipede can store a number of pounds equal to twice your Cursed Energy score times your proficiency bonus and you can store or withdraw an item as an object interaction. If you die, the items you had stored in your centipede explode from your stomach.


Earthquake
Starting at 6th level, as an action you can spend 3 CE to force all creatures within 30 feet to make a Strength saving throw if they are on the ground. On a failure, they take 6d6 bludgeoning damage and fall prone. On a success, they take half as much damage. If your cursed centipede is summoned, you can instead do this as a bonus action. This damage increases to 10d6 at 11th and 14d6 at 18th level.

Additionally, you gain 5 stat points you can spend to increase your centipede’s ability scores (max of 22). You can now add your proficiency bonus to any saving throw or skill check it makes.
You gain 5 additional stat points at 11th level.


Vermin of Disaster
At 11th level, your technique increases by leaps and bounds. As an action for 8 cursed energy, you can launch up to 3 giant centipedes at targets within 120 feet, making a ranged cursed energy attack roll for each. On a hit, they deal 8d10 necrotic damage and the target must make a Strength saving throw. On a failure, the target is pushed or pulled 30ft closer or further (your choice) and falls prone.

Additionally, you can now have two cursed centipedes summoned at a time. While you have two cursed centipedes acting as your shroud, you can make 2 melee attacks as a bonus action.


Domain Expansion: Oomukade Banzai
At 18th level, you have mastered your technique allowing you to open your domain. Within your domain, your cursed centipedes’s attacks are guaranteed hits. At initiative 20, all creatures are restrained by cursed centipedes and can make a Strength (Athletics) check at the beginning of their turns to escape. The cursed centipedes disappear once the creature is no longer grappled.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Millipede Spear
Due to your mastery over Reverse Cursed Technique, you have unlocked your cursed technique reversal. Your reversal allows you to instead summon a white millipede that can be used offensively instead of supporting you. You can summon your cursed millipede for 6 cursed energy as a bonus action. It has the same stat block as your cursed centipede, but deals twice as much damage die on a hit. While within 5 ft of you, the millipede can enter your space, giving you the following benefits:

  • On a hit with a melee or ranged attack, you deal an additional 2d10 damage as your Millipede fights with you.
  • Your AC decreases by your proficiency bonus.
  • When you or the millipede take damage, you can choose to have the other take the damage instead. If this damage would reduce the millipede to 0 hit points, you take the remaining damage.

Once per turn, you can replace one of your attacks with two attacks from the millipede, which deals an additional 2d10 piercing damage on a hit. You cannot have your centipede and millipede summoned at the same time until you reach level 11. At level 11, you can have only one of each summoned at the same time.