Disaster Flames

特技 Feats for this technique → Disaster Flames

You are born with a great power, with nigh-endless possibilities, fire manipulation, allowing you to burn down everything in your way.


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.


Flames of Disaster
Starting at 1st level, you have learned the basics of fire manipulation, being able to launch a wave of flames from your hands as well as the ability to cast Control Flames. As a bonus action for 1 Cursed Energy, you unleash a 15 ft cone which forces people to make a Dexterity save. On a failure, they take 2d8 fire damage or half as much damage on a success. The fire ignites any flammable objects in the area that aren’t being worn or carried. Your damage dice increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.


Erupting Volcanoes
Beginning 3rd level, with a better understanding of the flames you possess, you can now create volcanoes. As an action for 2 Cursed Energy per volcano, you can create a number of volcanoes up to your Cursed Energy modifier within 60 ft of you, with each volcano occupying a 5 ft circle. As a bonus action, you can force every creature in a 30 ft long and 5 ft wide line originating from each volcano to make a Dexterity saving throw as the volcanoes erupt and disappear. On a failure, they take Xd10 fire damage equal to proficiency and become restrained by the magma for 1 minute. On success, they take half as much damage and are not restrained. The creature can make a Strength saving throw at the beginning of their turns, ending the condition early on success. Any area targeted by this feature becomes difficult terrain.


Ember Insects
At 6th level, you have learned how to create small insect shikigami from your body. As an action for 5 Cursed Energy, you can create 1 Ember Insects Swarm within 5 ft of you. These shikigami act immediately after your turn.


Maximum: Meteor
When you reach 11th level, you have learned how to extract the maximum out of your Disaster Flames, creating your maximum technique. As an action for 10 Cursed Energy, you can fly up high in the air gathering materials into a single gigantic meteor. In the following turn as you reach the ground. Every creature except you since you don’t take the damage, in a 120 feet radius from you must attempt a Dexterity saving throw. On a failure, they take 10d4 bludgeoning damage + 10d6 fire damage and are knocked prone. On a success, they take half the damage.


Domain Expansion: Coffin of the Iron Mountain
At 18th level, you have learned how to expand your domain to create a massive magma dimension. Your domain is a huge volcano-like dimension, which irradiates extreme heat. At initiative 20, all creatures other than you within your domain take 10d8 fire damage.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Heat Extinguishment
By mastering Reverse Cursed Technique and your primary ability, you have inverted your control over flames into the power to extinguish and nullify them, even affecting the heat within living beings.

As an action or reaction to being targeted by a cursed technique AOE that deals fire damage, you can spend 2 cursed energy to extinguish a 10 feet cube of flames within 30 feet where the technique is nullified. If the technique is an attack roll, you can spend 2 CE as a reaction to reduce the fire damage by 6d8. If an attack’s damage is reduced to 0, any additional effects of the attack are canceled out.

Hypothermic Touch. At 3rd level, as an action you can spend an amount of cursed energy up to twice your CE modifier to make a melee attack roll and extinguish the heat within a target’s body. The target must succeed on a Constitution saving throw or take 2d8 cold damage per cursed energy spent. On a success, they take half as much damage.

If they fail by 5 or more, their movement is reduced to 0 until the end of their turn.

This reversal does not affect creatures that do not rely on body heat or are immune to cold damage.