The soul is an interesting thing and your technique manipulates it.
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.
Transfiguration
Starting at 1st level, your touch can alter a creature’s very own being, their soul. Whenever you hit a creature with a natural weapon, unarmed strike, or touch them, you can deal an additional 1d6 Necrotic damage.
In addition, as an action for 1 Cursed Energy, you can force a creature within your reach to make a Constitution saving throw. On a failure, they will take 1d10 Necrotic Damage, which increases to 2d10 at 3rd level, 3d10 at 6th level, 4d10 at 11th level, and 5d10 at 18th level. On a success, the creature takes half as much damage. This damage reduces a creature’s hit point maximum until they finish a long rest.
If Necrotic damage from any features of Idle Transfiguration reduces a creature’s total hit points to 0, the creature will become one of your Transfigured Creatures. This does not work on Constructs.
Transfigured Creatures. You can have a number of transfigured creatures equal to your level x your Cursed Energy modifier. Transfigured creatures will follow your orders, act at the end of your turn and their creature type is undead. On a short or long rest, you can modify a transfigured creature’s size from tiny to huge.
- Ability Scores. The creature’s mental scores will be decreased to 4. You can redistribute the points removed from their mental stats into their physical scores, even beyond 20.
- Primitiveness. Transformed creatures lose all supernatural abilities like cursed technique as well as proficiencies, and their AC is 10 + Dexterity modifier. They can only use natural weapons or unarmed attacks. They roll a d6 in place of the normal damage of their unarmed strike.
You can command with simple orders such as to attack a creature as a bonus action. Complex orders like area control are an action. You can store transfigured creatures, extracting any number as an action.
Alteration
Beginning at 3rd level, you can safely alter yourself or an ally.
Ally Alteration: You can use your alteration on willing creatures, to alter them as you see fit. You alter a willing creature during a short or long rest, granting them one or more of the following benefits:
| Alteration | Description |
|---|---|
| Heightened Smell | The creature gains advantage in perception checks involving smell. |
| Heightened Hearing | The creature gains advantage in perception checks involving hearing. |
| Heightened Sight | The creature gains advantage in perception checks involving seeing. |
| Darkvision | The creature gains darkvision up to 60 feet, if the creature already has darkvision it will extend its range by 30 feet. |
| Hardened Skin | The creature gains resistance to either: bludgeoning, slashing, or piercing. |
| Gills | The creature gains a swimming speed equal to its walking speed and can breathe underwater. |
You can grant a number of different alterations to the same creature equal to your proficiency.
Self-Alteration: You have learned how to shape your own form in many different ways. As a bonus action, you can gain new body parts. You can choose one of the following:
| Alteration | CE Cost | Description | Restrictions |
|---|---|---|---|
| Sword Arms | 2 | Your unarmed strikes deal slashing and count as light, finesse, martial melee weapons | No Spike Hands or Wings |
| Spike Hands | 2 | Your unarmed strikes deal piercing damage, and increases damage by your Proficiency | No Sword Arms or Wings |
| Arm Shields | 2 | +2 bonus to AC. | No Wings |
| Long Arms | 2 | Increase melee reach by 10 feet | No Wings |
| Horse Hooves | 3 | Increase movement by 10 feet and Bonus Action dash. | N/A |
| Spiked Skin | 2 | As a reaction to a melee attack within 5 feet, you can deal Piercing damage equal to 4x your Proficiency. | N/A |
| Wings | 4 | You gain a 60 ft fly speed. While at least 15 feet away, you gain a +2 bonus to AC | No Spike Hands, Sword Hands, Arm Shield, or Long Arms |
At 6th level, you gain the following Self-Alteration option:
Size Change. For 2 CE, you increase or decrease your size by 1 category for 1 min (does not stack). While enlarged you have advantage on Strength checks and Strength saving throws and your unarmed strikes deal 1d4 extra damage. While reduced you have advantage on Dexterity checks and saves and a +1 to AC. You can revert as a bonus action.
Body Clone
At 6th level, you have learned how to create a near perfect clone of yourself. As an action for 6 Cursed Energy, you create a copy of yourself, giving it half of your current and max Hit Points and Cursed Energy. It is identical to you, controlled by you, acts at the end of your turn, and you can view through its senses. Your clone cannot use your Innate Technique features except Self-Alteration. You can’t make another clone until it dies or you touch it and rejoin, granting you back the rest of your max HP and Cursed Energy.
Soul Multiplicity
Starting at 11th level, you can use Self-Alteration as a free action on your turn. As an action for 5 Cursed Energy you can spend 2 or more Transfigured Creatures, fusing together for one of the following:
Body Repel. You create a barrage of Transfigured creatures being launched at high speeds. You make a ranged Cursed Energy attack with a range of 60/120 feet that deals 4d8 necrotic damage on a hit. For every additional Transfigured Creature, you deal another 1d8 necrotic damage and can split the damage die between different targets to make multiple attacks.
Polymorphic Soul Isomer. You create a Polymorphic Soul Isomer for 1 minute. When using this technique, you can add another Transfigured Creature to the fusion. Each transfigured creature counts as one soul.
Domain Expansion: Self Embodiment of Perfection
Finally, at 18th level, you have studied your powers and have finally learned your most powerful technique. You create a large dimension filled with your body parts, making escaping death impossible. At initiative 20 creatures within your domain suffer twice your Transfiguration touch damage.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Object Transfiguration
You have learned how to reverse your technique, allowing you to transfigure targets without souls. As a Bonus Action while holding or touching an object or weapon, you can spend Cursed Energy up to twice your proficiency bonus. For every 1 Cursed Energy spent, you can change one property of the object or to increase/decrease the size category of the object. The Special property costs 3 Cursed Energy instead of 1, and you must work with your DM to figure out its rules. These transfigurations last until you dismiss them as a Free Action while holding or touching the object.
Soul Splitting Weapon. At 6th level, you have learned to transfigure objects in a way to damage the souls of others. Once per turn when you hit a creature with a transfigured weapon, you can spend 4 CE to cause that creature to also suffer the effects of Transfiguration on a hit.