Divergent Fist

特技 Feats for this technique → Divergent Fist

A learned technique using cursed energy manipulation. It was created accidentally due to slow cursed energy, but it 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 amount of cursed energy you possess is based on your class; some classes use either Charisma or Wisdom as the modifier (the player’s choice).
Your Cursed Energy DC is 8 + your Cursed Energy modifier + your proficiency bonus.


Divergent Flow
At 1st level, once per turn, you can choose one of your attacks that deals damage. For 1 Cursed Energy, at the start of the target’s turn, the target takes the attack’s damage as 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 is stunned until the end of their next turn and takes 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 strikes. The first one doesn’t add your damage bonus, but if it hits, the second one has 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 as a reaction.

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, you 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 the Sparks. You always land a black flash.