Construction, as the name implies, allows the user to conjure objects from nothing.
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 amount of Cursed Energy you possess is based on your class; some classes use a modifier, either Charisma or Wisdom (player’s choice).
Your Cursed Energy DC is 8 + your Cursed Energy ability modifier + proficiency bonus.
You regain all spent Cursed Energy on a long rest.
Construct
Beginning at 1st level, you can create any kind of object you understand with your technique, although without much efficiency. As a bonus action for 1 Cursed Energy, you can create one nonmagical object you have a basic understanding of and know the properties of.
You may also spend twice the Cursed Energy on this technique to create one object with two sets of properties. For example, if you create a greatsword mixed with a spear, it would have the heavy, two-handed, versatile, and thrown (20/60) properties. When mixing a light and heavy weapon, choose which set of properties it will maintain.
Cursed Creation
At 3rd level, your construction technique has improved greatly, and you may now even create cursed or magical objects. You can create a Cursed Tool for 3 Cursed Energy + 1 for every grade it has above common (cannot go higher than a Grade 1 weapon). These created Cursed Tools last only for a number of hours equal to your Cursed Energy modifier, vanishing right after that time passes.
If you so desire, you can make a Special Grade (Legendary) Cursed Tool. However, due to the backlash of your technique, you will die afterward. You cannot be revived in any way, shape, or form after using this feature.
Liquid Metal
At 6th level, you have learned how to create liquid metal, a substance with fluid form and changeable volume but stable physical properties due to semi-autonomous Cursed Energy. As part of creating a weapon with your Construction, you may spend up to an additional 4 Cursed Energy to make it fluid and able to change volume. This allows you to extend the reach of melee weapons by 10 feet per Cursed Energy.
In addition, whenever you attack with the weapon in this increased-reach form, its damage die tier increases by an amount equal to the Cursed Energy used. (1d8 > 1d10 > 1d12 > 2d6 > 2d8)
Insectoid Armor
At 11th level, you realize you need a way to efficiently use your Cursed Energy despite having an inefficient technique. You have learned how to create armor that simulates the efficiency of an insect’s body. As a bonus action for 10 Cursed Energy, you can surround yourself in this armor and gain the following benefits:
- Your Strength, Dexterity, and AC increase by 4; this is the result of the efficiency of insects.
- You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. This evolves to immunity at level 20.
- Wings sprout from your back, giving you a flying speed equal to your walking speed. In addition, you can now take the Dash action as a free action once per turn.
- Your unarmed strikes deal two additional damage dice. In addition, your unarmed strikes roll one additional damage die on a critical hit.
Domain Expansion: Threefold Affliction
Finally, at 20th level, you have refined your technique to the maximum point, now gaining your Domain Expansion. While inside your domain, you can now create any of your items by spending no Cursed Energy. All of these items deal one additional damage die, and attacks made with them cannot miss. However, these weapons last only until the end of the domain.