Divergent Fist

特技 Feats for this technique → Divergent Fist

A learnt technique using cursed energy manipulation created accidentally due to slow cursed energy, turns out to be effective.


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.


Divergent Flow
At 1st level, once per turn, you can choose the damage of one of your attacks. For 1 cursed energy, at the start of the target’s turn, they take the attack’s damage in force damage. These strikes can’t be black flashes.


Martial Prowess
At 3rd level, your lack of an innate technique has caused you to make up for it with pure martial prowess. Once per turn you can use one of the following abilities:

  • Manji Kick: Once per turn as part of an unarmed strike, drop your knees and rotate your body down to give a massive kick in your opponent’s face. On a hit, the opponent must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, the opponent will be stunned until the end of their turn and take twice your unarmed strike damage. On a success they aren’t stunned and take half as much damage.
  • One-Two: As a bonus action, you land a massive One-Two combo. Make two unarmed attacks, the first one doesn’t add your damage bonus, but if it hits the second gains advantage. The second one adds three times your Strength or Dexterity modifier to the damage roll.
  • Weave: As a reaction, you enter a defensive stance. You take the dodge action using a reaction instead.

Controlled Divergent Flow
Once you reach 6th level, you have gained better manipulation over your divergent fist attack. You can now apply your divergent fist to two separate attacks.


Stance of the Sparks
Starting at 11th level, as an action, crouch, placing your fist over your palm. While in this stance, you may only make one attack on your following turns. This attack allows you to roll for a black flash, even if the attack is not a critical hit.


Chosen by the Sparks
Finally, at 18th level, you no longer need to roll for a black flash after landing a critical hit or using Stance of Sparks, you always hit a black flash.