You are born with an amazing power, with many possibilities, storm creation to ride the breeze.
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.
Storms of Disaster
Starting at 1st level, you have learned the basics of storm generation and can launch a wave of cutting winds from your hands as well as the ability to cast Gust. As a bonus action for 1 Cursed Energy, you unleash a 15-foot cone which forces targets in range to make a Dexterity save. On a failure, they take 2d8 slashing or thunder (your choice) damage or half as much damage on a success. Your damage dice increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.
Lightning
At 3rd level, as an action for 2 cursed energy you can make a ranged cursed energy attack roll against a creature you can see within 60 ft. On a hit, you deal 3d6 lightning damage.
If another creature is within 10 ft of the target, you can make another attack against them, dealing half as much damage on a hit. This damage increases to 4d6 at 6th level, 6d6 at 11th level, and 8d6 at 18th level.
Storm Creation
At 6th level, you can spend 3 cursed energy as an action to create a localized storm centered on you in a 10 ft radius for 1 minute. You can spend additional cursed energy up to your proficiency bonus to increase the radius by 5 ft per cursed energy.
This area is difficult terrain and creatures that start their turn within range must make a Strength saving throw. On a failed save, they are knocked prone. Ranged attacks targeting a creature within this storm are made at disadvantage. When you deal lightning or thunder damage to a creature within this storm, you add your Cursed Energy modifier to the damage roll.
Maximum: Divine Storm Sovereign
At 11th level, you have learned to greatly amplify your storms. As an action for 10 cursed energy, you fill a 100 ft sphere within 300 ft that you can see with a thick storm. The sphere is considered difficult terrain and heavily obscured to all creatures other than you. In addition to the effects of Storm Creation, all creatures other than you that start their turn within range take 3d10 lightning damage. When you take the Attack action, you can spend 2 cursed energy to replace one of your attacks with a use of Lightning, targeting a creature within the storm sphere with a ranged cursed energy attack even if you can’t see them.
Domain Expansion: Heavenly Throne of the Raging Tempest
Finally at 18th level, you have learned to expand your domain. At initiative 20, all creatures take 6d12 lightning damage. Any Disaster Storms technique you use within your domain targets all creatures within your domain.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Sunny Day
You have learned your reversal which allows you to instead create a beautiful sunny day that empowers you and allies. You can spend 6 cursed energy as an action to create a miniature sun floating above your head for 2 minutes that creates a sunny aura in a 20 ft radius centered around you. You can spend additional cursed energy equal to twice your proficiency bonus to increase the radius of the aura by 5 ft per cursed energy. Friendly creatures within the aura have resistance to fire damage and gain temporary hit points equal to twice your CE modifier (min of 2) at the start of your turn. You cannot have Sunny Day and Storm Creation or Divine Storm Sovereign active at the same time.
Sunshine
You can spend 4 CE to replace an attack on your turn with a burning ray from the miniature sun. Make a cursed energy attack against a creature within 120 ft. On a hit, you deal 6d6 fire damage. This increases to 8d6 at 6th level and 12d6 at 11th level. If this attack hits a creature within the radius, you add your CE modifier to the damage roll.