Golden Hour

特技 Feats for this technique → Golden Hour

You have the unique ability to manipulate time when you strike a pose.


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.


Golden Hour
At 1st level, you can strike a pose and move so quickly it seems as if time has stopped. As a bonus action for 1 cursed energy you can stop time until the end of your turn. During stopped time, you cannot use cursed energy, and are affected by the following:

  • You have advantage on all attack rolls against creatures in stopped time.
  • Ranged attacks you make become affected by stopped time and are suspended in mid-air, but finish when time resumes.
  • Other creatures in stopped time automatically fail Strength and Dexterity saves and cannot use reactions. (A creature can use their reaction against a ranged attack you have made once time has resumed.)

Majestic Pose
At 3rd level, you can instead spend up to twice your proficiency bonus in cursed energy as a Full Turn Action (Action + Bonus Action + Movement) to strike a majestic pose and immediately take one turn per three CE spent in stopped time. Doing so places extreme stress on your body. Once time resumes your movement speed is reduced to 0 until the end of your next turn.

When you stop time, your speed increases by 10 ft until time resumes. This increases by 5 ft at 6th, 11th, and 18th level.


Golden Week
At 6th level, you have begun to master your technique. You have learned to use your technique for longer. As an action for 4 cursed energy instead of stopping time you can empower yourself for longer, gaining the following benefits for 1 minute:

  • Your speed is doubled.
  • You gain a +3 bonus to AC.
  • You have advantage on Dexterity saving throws.
  • You gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

You cannot stop time until this feature ends.


Samsara Rewind
At 11th level, you have gained the limited ability to reverse time. As a Full Turn Action (Action + Bonus Action + Movement) for 8 cursed energy you can strike a supreme pose and rewind time by 6 seconds, taking all creatures and objects within 100 ft back in time 1 round to the start of your previous turn.

Any damage taken or cursed energy spent (other than this technique) during that round is undone and all creatures are taken back to where they were 6 seconds ago as long as it is within the 100 ft radius of the rewind.


Domain Expansion: The World
Finally at 18th level, you have created a domain imbued with your perfected technique. At initiative 20, you can stop time and immediately take one turn as your domain empowers you. Whenever you stop time in your domain using your technique, you stop time for an additional turn.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Blue Hour
After mastering Reverse Cursed Technique, you have unlocked your cursed technique reversal. Once per turn on a hit with a melee attack, you can spend cursed energy up to twice your CE modifier. On a hit, in addition to the attack’s damage, the target must make a Constitution saving throw against your Cursed Energy save DC. On a failure, the target is slowed for a turn for every 2 cursed energy spent. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The DC for an affected creature equals your Cursed Energy save plus the number of of remaining turns.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or cursed items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to use a technique with a casting time of 1 action, roll a d20. On an 11 or higher, the technique doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete it. If it can’t, the technique is wasted.


Leisure Time
You can spend 2 cursed energy as a bonus action to briefly slow your own perception of time. Until the start of your next turn, you have advantage on Wisdom (Perception) checks and Dexterity saving throws.