You are blessed with an amazing technique to control Cursed Spirits.
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.
You regain all spent cursed energy on a long rest.
Cursed Spirit Absorption
Beginning at 1st level, you know the taste that no one will ever know, the taste of curses. As an action or reaction for 1 Cursed Energy, you exorcise a cursed spirit with 0 hit points, or a cursed spirit whose CR is less than your proficiency bonus within 120 ft that you can see and transform its soul into a small orb for you to eat. After that, you can summon it as an ally to fight for you. You can summon Cursed Spirits as an action by spending Cursed Energy equal to their CR. You can summon a number of cursed spirits as an action equal to your Cursed Energy modifier within 10 ft. They lose their free will and follow every command you give them. If reduced to 0 hit points they die and cannot be revived. They cannot use actions on their own. You must spend a bonus action to command each cursed spirit to attack, use cursed techniques, or do something more specific, such as ‘protect that creature, grab that, kill that, etc. You can unsummon any number of curses as a bonus action, provided they are within line of sight.
You can only consume orbs without physical detriments if the curse has a CR lower or equal to your level. If you try to eat an orb out of a creature with a CR higher than your level, you must roll a DC 5 + the creature’s CR Constitution Saving Throw. On a success, you absorb the curse and can use it after a short or long rest. On a fail, you gain 2 levels of exhaustion and receive Xd12 Necrotic Damage (X = curse CR) and cannot absorb it.
You’re also able to absorb other sorcerer’s cursed spirits as long as you kill the master first. You can have any number of cursed spirits, but for every 10 cursed spirits you consume, you must make a DC 10 Wisdom saving throw. On a success, you will gain no aftereffects. On a failure, you will gain a level of exhaustion or two exhaustion levels if you fail the save by 5 or more. This becomes three levels of exhaustion if you fail the save by 10 or more.
Curse Infused Spirits
Once you reach 3rd level, your Cursed Energy increases the power of your Cursed Spirits in the following ways:
- Their Strength, Dexterity, and Constitution scores will gain a bonus equal to your Cursed Energy modifier.
- They regain all HP at the end of a short rest.
- They become immune to the frightened or charmed condition.
- Regardless of distance, you’ll know if your cursed spirits were exorcised.
- In addition, as a reaction for x Cursed Energy you can sacrifice a cursed spirit in exchange for reducing incoming damage by xd20, with x being the CR of the creature sacrificed in the process.
Perfect Control
At 6th level, you have grown experienced with your cursed technique, giving you perfect control over your spirits and gain the following benefits:
- The amount of cursed spirits it takes for you to make a Wisdom saving throw increases to 20.
- Your cursed spirits cost is reduced by your Cursed Energy modifier (minimum cost of 1 CE).
- Your DC for eating cursed spirits with a CR higher than your level is decreased by your Cursed Energy modifier
- You can now summon cursed spirits as a bonus action.
Maximum: Uzumaki
When you reach 11th level, as an action you can put any number of your cursed spirits in a spiral-like pattern(minimum 2), making them into a dark spiral that you can use in an attack. Every creature in a 30-foot cone must make a Dexterity saving throw, on a success they take half damage, on a failure they take 2d12 Necrotic damage.
For every cursed spirit above 2, the area of effect will be increased by 5 feet, and the damage will increase by 1d12.
All of the cursed spirits that were used in the Uzumaki are killed. However, you can obtain the actions(including legendary actions)they have at a cost which must be paid when extracting them via Uzumaki. You can extract multiple actions from different curses as part of the process, but you must pay the cost for each action.
The cost for the actions is listed below and once extracted, the action can be used only once:
| Action Type | Cursed Energy Cost |
|---|---|
| Bonus Action | 3 |
| Action | 4 |
| Reactions | 5 |
| Legendary Actions | 10 |
Domain Expansion: Womb Profusion
Finally at 18th level, you have learned how to expand your domain. A tree of souls surrounded by four seated Buddhas at the cardinal points emerges behind you, as your barrier starts opening. The area targeted by this feature counts as difficult terrain for all creatures. You can use any of your cursed spirits without any cost. Cursed spirits within your domain must make a Charisma saving throw at the beginning of their turns or be instantly absorbed by you.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Cursed Spirit Annihilation
With your mastery of the Reverse cursed technique, you have now unlocked your reversal, the ability to infuse spirits with positive energy, annihilating them. As an action or reaction for an amount of cursed energy equal to half of the spirit’s CR(rounded up) you can target a spirit with a number of hit points equal to twice your CE modifier times twice your proficiency bonus that is within 60 feet of you. The spirit must make a Constitution saving throw. On a failure, they are overloaded with positive energy and die. You can also ignore the conditions if the spirit’s CR is equal to or lower than your proficiency bonus.