Deadly Sentencing

特技 Feats for this technique → Deadly Sentencing

The technique you have is made for one purpose, justice.


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.


Judge’s Gavel
At 1st level, once per long rest, you can summon a magical gavel for free once per long rest. Otherwise, you can spend 1 Cursed Energy to resummon it to your hand. This weapon has 3 forms: a base form a light hammer, maul, and pole hammer (Reach, d10).


Domain Expansion: Deadly Sentencing
Beginning at 3rd level, your will lets you expand your domain for free once per long rest. Within the domain, no offensive action can be taken by either party. The target must make a contested Persuasion check against you to prove their innocence. You gain a piece of Evidence determined by a d20 roll. If you succeed, they suffer the punishment based on your Evidence for 1 minute and the domain ends.

RollEvidence
1Innocent: The person is innocent but accused of a heinous crime which is easily excusable. You fail unless the defendant admits to it for some reason, if so a dependent punishment can apply.
2-9Guilty: The person is guilty of a small crime with minimum evidence, your roll is normal. Confiscation
10-15Very Guilty: The person is guilty of a crime, and you have good evidence, your roll is at advantage. Confiscation
15-19Severely Guilty: The person is guilty of a severe crime, and you have decent evidence. Death Penalty
20Unforgivably Guilty: The person is guilty beyond a doubt of an unforgivable sin, you instantly succeed. Death Penalty, Confiscation

Confiscation: The target loses either their innate technique or any magic items they have. A creature without a technique loses their CE.

Death Penalty: Your Judge’s Gavel is replaced by the Executioner’s Sword which instantly kills the accused on a hit.

Your DM may impose bonuses or penalties to Evidence rolls if fitting.

Your domain is Non-Lethal and instead of a guaranteed hit, gains the benefits of Peace Treaty as listed in Non-Lethal Domains. If you manage to convict a target with Confiscation or Death Penalty, you are not affected by Technique Burnout when your domain ends.


Gavel Improvements
Starting at 6th level, your mastery over Judge’s Gavel has improved. You can now re-summon your gavel as a free action. You can also spend 2 CE to increase the size of the gavel for 1 minute. The damage dice increase by one tier (d8<d10<d12<2d8). As an action, you can swing the enlarged gavel down on a 10 feet diameter square within 5 feet of you, forcing creatures within range to make a Dexterity saving throw or take twice your gavel’s damage.


Better Evidence
At 11th level, when rolling for evidence you can roll two dice and pick the one you find more beneficial. This becomes 3 at 18th level.


Unstopping Justice
Finally, at 18th level, you have reached the peak of your technique, showing off to others that only with skill you can truly win. You can now use Deadly Sentencing a number of times equal to your CE modifier without spending Cursed Energy each long rest.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Proven Innocence
Because of your unique technique and your mastery over Reverse Cursed Technique, your cursed technique reversal is much different than others. Your reversal works inside of your domain. The main properties of your domain stay the same, but you now are proving the innocence of a deceased creature. If you witness a creature die in the range you can cast your domain, you can use a reaction to open it in its reversal. This costs cursed energy if you do not have a free use. When you open it in this way, you bring yourself, the deceased creature, and the creature who killed them. For the duration of the domain, the deceased creature is revived.

Inside the domain, Judgeman will first announce the charges against the defendant, which are actual crimes they may or may not have committed(Chosen by the GM). These crimes should relate to why the defendant died. Judgeman automatically knows everything about everyone inside the domain but this information isn’t shared with you. The verdict of the trial depends on the arguments presented by both sides.

After the accusation is reviewed, the defendant is given one chance to defend their case. You can help the defendant prove their innocence. They have three options: silence, confession, or denial. If the defendant chooses to deny the charges, they can lie in their statements. The defendant’s goal is to dispel all doubt and win a pronouncement of innocence from Judgeman. Lies the defendant makes can be cross examined by the prosecutor(Deception vs Insight) as normal, same for lies from the prosecutor being cross examined by the defendant. Confession or Silence make the guilty verdict automatic in the former’s case, or uncontestable given sufficient evidence in the latter’s case. Judgeman will give you information in the form of evidence to help you find the defendant not guilty. The evidence appears as a sealed envelope in your hand. The evidence submitted is not necessarily conclusive and it will not be opened and shared with the prosecutor until after their statement, but you will be informed of the contained information by Judgeman upon receiving the envelope. Evidence that is mostly unrelated or merely tangentially related may require a persuasion check to go through, with the DC depending on how much of a reach the argument is. (10 slight reach, 15 moderate reach, 20 hard reach, 25 exceedingly hard reach, and 30 nearly impossible to agree with reach. 45 for fully impossible to agree with reach).

The prosecutor also only has one chance to make a statement.

The prosecutor’s goal is to provide reasoning for why they killed the defendant. After their statement, they must make the same persuasion check against your argument if their reasoning was not sufficient. (15 slight reach, 20 moderate reach, 25 hard reach, 30 exceedingly hard reach, and 35 nearly impossible to agree. 50 for fully impossible to agree with).

Once the prosecution and defense have both made their statements, Judgeman(the Game Master) will deliver a lawful verdict. The person who proved their argument better will win the case. If the defendant is found innocent, the domain will end and they will be revived with full hit points. If the defendant is found guilty they will remain dead. If the defendant is found guilty, the domain will end and you will gain 1 level of exhaustion for 1 minute, and cannot use your innate technique features.

Every time you cause a creature to be innocent, you gain an additional free domain use that day, and will gain refinement points as if you have reduced them to 0 hit points.