You are born with an amazing power, with many possibilities, plant manipulation, allowing you to protect those you care about.
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.
Forests of Disaster
Beginning at 1st level, Starting at 1st level, you have begun to understand the power of nature. You gain the ability to manipulate nature at will. You can cast Druidcraft at will and gain the following cursed techniques:
- Binding Plants. As an action for 1 Cursed Energy, you can choose one target within 30 feet of you trapped by plants. The target must make a Strength saving throw, on a failure it will be restrained. It can make a Strength check to break free from the plants, on a success they are free from the binds, on a failure they remain stuck.
- Piercing Roots. As an action for 1 Cursed Energy, you can raise a bunch of roots from the ground to strike a target. You force all creatures in a 50ft line to make a Dexterity saving throw, on a failure they take 1d12 piercing damage, on a success they take half as much damage. This damage increases to 2d12 at 5th level, 3d12 at 11th level, and to 4d12 at 18th level.
- Wall of Roots. As a reaction for 1 Cursed Energy, you rise deep roots from the ground to defend yourself or allies from attacks. As a reaction to you or an ally being targeted by an attack, you spring forth a wall of roots 10 ft tall and 5ft wide. The wall has an amount of hit points equal to your Cursed Energy modifier times your proficiency bonus.
Root Bundle
At 3rd level, you have learned how to create small wooden balls to launch and pierce your opponents. As an action, you can create a number of two wooden balls, at the price of two cursed energy. The wooden balls will have a number of hit points equal to your Cursed Energy modifier, an AC of 10 + your CE modifier, and will keep floating around you. As a bonus action, you can send one or more of your balls towards a target within 30 feet of you. Make a cursed energy attack roll, on a hit the balls create large branches that pierce through its target, dealing 2d10 piercing damage. Right after they hit or miss the balls will disappear. You can also spend your bonus action to stand on one of the balls, gaining flying speed equal to half your walking speed while standing on them.
Flower Field
At 6th level, you can create a circle of flower petals that surrounds your opponents and removes their will to fight. As an action for 5 Cursed Energy, you create a 30 ft diameter circle in a point within 100 feet of yourself, all creatures within that circle must make a Wisdom saving throw. On a failure they are charmed for 1 minute as their will to fight is completely drained and their mind enters a state of tranquility and happiness. While charmed in this way, they are unable to take any kind of actions that would help in the battle. A creature can repeat the save at the beginning of its turn or when they take damage. Any attacks against a charmed creature is made at advantage, and any saving throws other than saves against this feature the creature makes are at disadvantage.
Cursed Buds
At 11th level, you have studied the true nature of your innate technique, creating a new type of plant that feeds on cursed energy. As an action for 6 Cursed Energy, you can create and launch a number of cursed buds equal to your CE modifier toward one or more targets within 30 feet. Make a cursed energy attack roll for each, on a hit they will attach to the creature. At the beginning of the creature’s turns it loses an amount of Hit Points equal to your CE modifier and you steal 1 CE from the target. If an affected creature uses cursed energy while infected with a cursed bud, they lose hit points equal to your proficiency bonus. An affected creature can attempt a Strength check as an action against your CE save DC to remove the curse bud.
You can instead spend 10 Cursed Energy to create a Large tree within 10 feet that will launch one cursed bud at every hostile creature within 30 feet. The tree has an AC equal to your Cursed Energy save DC, hit points equal to your proficiency bonus times your level and lasts for 1 minute, launching one cursed bud at creatures within range at the beginning of your turn.
Domain Expansion: Ceremonial Sea of Light
At 18th level, you have refined your technique to the absolute and learned to expand your domain.
At initiative 20, creatures within your domain fall under the effect of Flower Field and take 2d4 Necrotic damage. You gain half of the damage as temporary Cursed Energy that disappears once your domain ends.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Decay
As an action for 6 cursed energy you unleash a wave of decay, causing all plants and plant-based creatures within a 30-foot radius to wither and die. Nonmagical plants automatically wither and die, while plant-based creatures must make a Constitution saving throw against your cursed energy save DC. On a failure, they take 5d12 necrotic damage. On a success they take half damage.
Withering Plant. At 3rd level, you’re able to force a plant within a creature and cause it to decay, spreading internal damage. As an action, if a target was affected by a slashing or piercing attack within the last round or are under the bleeding condition or otherwise considered to have an open wound, you can spend cursed energy up to twice your CE modifier to make a melee attack roll and implant any type of flora into their open wound and cause rapid decay. The target must succeed on a Constitution saving throw or take 2d8 necrotic damage per cursed energy spent. On a success, they take half as much damage.