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 unarmed strikes or weapon attacks. For 1 cursed energy, you cause the creature to take the attack’s damage in necrotic damage at the beginning of their turn. These strikes can’t be black flashes. If used with Cursed Strike, the additional necrotic damage doesn’t happen until the start of the creature’s turn.


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 round, you can use one of the following abilities:

  • Manji Kick: 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 creature will be stunned until the beginning of their next turn and take twice as much bludgeoning damage from the attack.
  • One-Two: As a bonus action, you land a One-Two combo. Make two unarmed attacks. The first damage roll doesn’t add your ability modifier, but on a hit the second gains advantage. The second attack adds three times your Strength or Dexterity modifier to the damage roll if both attacks hit.
  • Weave: You enter a defensive stance. You take the dodge action as a reaction instead.

Extreme Divergent Flow
Once you reach 6th level, you have gained better manipulation over your divergent fist attack. You can now use Divergent Flow on two separate attacks on your turn. When a creature is damaged by your Divergent Flow, they must make a Constitution saving throw. On a failure they become disoriented. Their next attack is made at disadvantage or creatures have advantage on the next saving throw forced by that creature.


Stance of the Sparks
Starting at 11th level, as an action, crouch, placing your fist over your palm. While in this stance, your movement is 0 and you can only make one attack on your following turn. This attack allows you to roll for a black flash, even if the attack is not a critical hit. You make all rolls for a black flash at advantage.


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