You can change form, nature, and substance through your technique.
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.
Basic Transmutation
Starting at 1st level, you have learned to use your technique to alter the properties of items you touch. As an action you can spend an amount of cursed energy up to your Cursed Energy modifier to alter the shape or properties of a nonliving object you touch.
For each cursed energy point spent, you can affect up to a 5 ft cube of material per cursed energy spent (Metal costs an additional CE per cube). You can reshape the affected material in any way that fits within its original volume, allowing you to create cover, create difficult terrain, block passages, form platforms, or otherwise reposition the material to aid movement. At 6th level you can spend up to twice your Cursed Energy modifier, three times at 11th and four times at 18th.
A Transmuted Object has an AC of 10 and 5 hit points per 5 ft cube affected. The object’s durability increases if transmuting one of the following, as shown below:
- Wood: +1 AC and +10 hit points per cube
- Earth: +2 AC and +15 hit points per cube
- Stone: +3 AC and +20 hit points per cube
- Metal: +4 AC and +30 hit points per cube
Transmuted Objects automatically fail Strength and Dexterity saving throws and are immune to poison and psychic damage.
Chemical Formulae
At 3rd level, you have studied the structure of your technique and learned greater ways to utilize it:
Transmute Explosion. On a hit with a weapon attack, you can spend 2 cursed energy to transmute the attack and force the creature to make a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a successful save. This increases to 3d6 at 6th level, 4d6 at 11th level and 6d6 at 18th level.
Transmute Self. As a reaction, you can spend cursed energy to transmute yourself in one of the following ways (X = CE modifier):
- Harden (2 CE) You harden your body and gain a +4 bonus to AC until the start of your turn.
- Shell (X CE) You create a shell over your body and gain 5 temporary hit points per cursed energy spent.
- Slick (2 CE) You cover parts of your body in a solution and gain a 20 ft bonus to walking speed and do not provoke opportunity attacks until the start of your turn.
Areal Transmute
At 6th level, you have learned to change the properties of larger areas. As an action for 6 cursed energy, you can transmute the ground beneath you in a radius of up to 30 ft in the following ways:
Slippery. You coat the area in a solution, forcing all creatures other than yourself to make a Dexterity saving throw or fall prone.
Explosive. You destabilize the ground by adding protons. As an action on your next turn, you release an explosion forcing all creatures in range (including you) to make a Constitution saving throw. On a failure, a creature takes 4d6 fire damage or half as much on a success. This increases to 6d6 at 11th level and 8d6 at 18th level.
Spikey. You form physical spikes in the area. A creature that walks 5 ft through this area takes 2d4 piercing damage.
Shifting. You form random foot falls and hazards in the area, causing it to become difficult terrain.
Maximum: Railgun
Starting at 11th level, you can compress matter and cursed energy into a hyper-accelerated projectile, launching it at a deafening velocity.
As an action, you spend 8 cursed energy and transmute a small piece of nonliving material you can touch or that is on your person into a railgun slug. Choose a point or creature you can see within 120 feet to be the target and make a ranged cursed energy attack against them
On a hit, the target takes 8d12 piercing damage or half as much damage if the attack misses and must succeed on a Strength saving throw against your Cursed Energy save DC or be pushed up to 30 feet directly away from you and knocked prone. If the target impacts another object or structure it takes 2d12 bludgeoning damage. Objects and structures in the projectile’s path automatically take twice as much damage and are destroyed if reduced to 0 hit points. A creature in the projectile’s path must make a Dexterity saving throw, taking 4d12 thunder damage on a failure or half as much on a success.
Domain Expansion: Mandala of Dependant Origination
At 18th level you have mastered your technique allowing you to expand your domain. At initiative 20, your entire domain is affected by an Areal Transmute of your choice and takes effect immediately. Additionally, you can use Transmute Self on willing creatures within your domain.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Cursed Immutation
Your reversal allows you to instead alter chemical structure to make things extremely resistant to all forms of change.
As an action, you can spend up to twice your cursed energy modifier to give yourself or an object or willing creature you touch a number of temporary hit points equal to the hit points that would be regained if you had used Reverse Cursed Technique using that amount of cursed energy. While a creature has these temporary hit points, it is immune to limb damaging effects and has advantage on saving throws against effects that would alter their form. While an object has these temporary hit points, it is immune to effects that would deal higher damage against objects or structures.