Contractual Recreation

特技 Feats for this technique → Contractual Recreation

You can recreate the subject of contracts you find, like receipts.


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.


Recreation
Starting at 1st level, you have learned the basics of your technique in materializing things from receipts, paying the cost in cursed energy. You start with 5 receipts of your choice. To materialize from a receipt, you spend the required cursed energy as an action. The receipt then becomes ashes and you cannot use this technique if the receipts are wet. You can summon materializations within 100 ft.

SizeCE Cost
Tiny2
Small4
Medium6
Large8
Huge10
Gargantuan20

Object. You summon an object from the receipt, spending cursed energy equal to its size.

Vehicle. You can summon a vehicle from the receipt, spending cursed energy equal to its size.

Reservation. You can use a reservation receipt for 4 cursed energy, giving you the same effects staying on said place for all of the duration would. For example, a 2 day spa reservation would give you the benefits of a long rest.

Structure. You can create a structure from a receipt for 20 CE.

If you create an object over a creature, they must make a Dexterity save against your CE save DC. On a failure they take 2d6 bludgeoning damage for every size larger than Tiny the object is. If the object is Huge or larger, a creature takes half as much damage on a successful save or is knocked prone and restrained under the object in addition to damage on a fail. Anything created through your technique lasts indefinitely.


Quick Spender
At 3rd level, you become better in using your technique with faster activation. You can now materialize receipts as an action or bonus action. At 18th level, you can materialize receipts as an action, bonus action or free action on your turn.


Splurge
At 6th level, you become even better with your technique and can use multiple receipts at a time. You can now use a number of receipts at once equal to your proficiency bonus, as long as you’re holding them.


Contractual Control
At 11th level, you have learned how to manipulate your materializations using your mind. You can manipulate objects or vehicles as a bonus action by spending 3 cursed energy per object or vehicle manipulated. Anything you use this on disappears afterwards.

Objects. You can manipulate a number of objects you have summoned telepathically. You can move them in the air up to 60 ft, and can use them normally from afar.

Weapon. Once per turn when you take the attack action, you can replace one of your attacks with a melee cursed energy attack roll with said object if it was a weapon. On a hit, it deals 5 of the weapon’s damage dice. This increases to 7 dice at 15th level and 10 at 18th level.

Vehicles. You can order a vehicle to ride up to 60 ft. A creature in the path must make a Dexterity save or take the vehicle damage dice (depending on size) and be knocked prone.


Domain Expansion: Black Friday
At 18th level, you have learned to expand your domain. You can use Recreation and Contractual Control at no cursed energy cost within your domain. At initiative 20, you gain a random receipt. D4 (1: Object, 2: Vehicles, 3: Reservation, 4: Structure) The DM decides the nature of the receipt.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Contractual Transformation
You have learned how to reverse your technique, transforming things into receipts. As a bonus action for an amount required of energy depending on the object’s size, you can transform it into a receipt as long as it could be realistically sold. You cannot do this to magical objects, cursed objects, cursed tools, or if a creature is holding the object.