The soul is an interesting thing; your technique is to manipulate 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 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.
Transfiguration
Starting at 1st level, your touch can alter a creature’s very being, its soul. Whenever you hit a creature with a natural weapon or unarmed strike, or touch it, you deal an additional 1d6 necrotic damage.
In addition, as an action for 1 Cursed Energy, you may force that creature within your reach to make a Constitution saving throw. On a failure, it takes 1d10 necrotic damage, which increases to 2d10 at 5th level, 3d10 at 9th level, 4d10 at 13th level, and 5d10 at 17th level. On a success, the creature takes half as much damage.
If necrotic damage from any feature of your Idle Transfiguration reduces a creature’s hit points to 0, the creature becomes 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 times your Cursed Energy modifier, with a minimum of one. All of your transfigured creatures follow all of your orders, and their type is undead. Once you have gained a transfigured creature, during a rest, you may modify the following things on the creature:
- Size. The size may be changed anywhere from Tiny to Huge.
- Scores. All of the creature’s ability scores remain the same, but its mental scores are decreased to 4. You may redistribute the points removed from its mental stats into its physical scores, being able to surpass their maximum.
- Primitiveness. Transfigured creatures lose all their supernatural abilities, such as using spells or cursed techniques, they have no proficiencies, and their AC is 10 + Dexterity modifier. They can only use natural weapons or unarmed attacks. They can roll a d6 in place of the normal damage of their unarmed strike.
Giving your transfigured creatures simple orders, such as to attack a creature, takes a bonus action, while more complex orders, like defending an area, take an action.
You can safely store your transfigured creatures in your own body, extracting any number of them as a bonus action.
Alterations
Beginning at 3rd level, you can alter yourself or an ally.
Ally Alteration: You may use your alteration on willing creatures to alter them as you see fit. You alter a willing creature during a short rest or long rest, granting them one or more of the following benefits:
| Alteration | Description |
|---|---|
| Heightened Smell | The creature gains advantage on Perception checks involving smell. |
| Heightened Hearing | The creature gains advantage on Perception checks involving hearing. |
| Heightened Sight | The creature gains advantage on Perception checks involving sight. |
| Darkvision | The creature gains darkvision up to 60 feet. If the creature already has darkvision, it extends its range by 30 feet. |
| Hardened Skin | The creature gains resistance to one of the following damage types: bludgeoning, slashing, or piercing. |
| Gills | The creature gains a swimming speed equal to its walking speed, and it is able to breathe underwater. |
You may grant a number of alterations to the same creature equal to your proficiency bonus.
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 may choose to gain one of the following:
| Alteration | CE Cost | Description | Restrictions |
|---|---|---|---|
| Sword Arms | 2 | Your unarmed strike damage type changes to slashing, and it counts as a light martial melee weapon. | No Spike Hands or Wings |
| Spike Hands | 2 | Your unarmed strike damage type changes to piercing damage, and increases damage by your proficiency bonus. | No Sword Arms or Wings |
| Arm Shields | 3 | +2 to your AC. | No Wings |
| Long Arms | 3 | Increases reach by 10 feet. | No Wings |
| Horse Hooves | 3 | Increases land speed by 10 feet and lets you take the Dash action as a bonus action. | N/A |
| Spiked Skin | 4 | Whenever you receive bludgeoning, slashing, or piercing damage from a melee attack, you may use your reaction to deal piercing damage equal to your proficiency bonus. | N/A |
| Wings | 4 | You gain a flying speed of 60 feet. While you are flying and at least 15 feet above the ground or another surface, you gain a +2 bonus to AC. | No Spike Hands, Sword Arms, Arm Shields, or Long Arms |
Body Clone
At 6th level, you have learned how to create an almost perfect clone of yourself. As an action for 6 Cursed Energy, you create a perfect copy of yourself. When you create the clone, your hit point maximum and Cursed Energy maximum are reduced by half. The clone is identical to you, is controlled by you, acts on your turn, and you can see through its eyes or hear through its ears. Your clone cannot use any of your Innate Technique features except self-alteration. You can’t make another clone after the first one until it dies or you touch it. When the clone rejoins you, this reduction ends. This does not restore any hit points or Cursed Energy you or the clone have spent or lost.
Soul Multiplicity
Starting at 11th level, as an action for 5 Cursed Energy, you may spend 2 or more of your Transfigured Creatures, fusing them together and creating one of the following effects:
Body Repel. You create a barrage of Transfigured Creatures being launched at high speeds. You launch a Cursed Energy attack with a range of 60/120 feet. This deals 5d8 necrotic damage. For each additional Transfigured Creature, you add 1d8 to the total necrotic damage.
Polymorphic Soul Isomer. You create a Polymorphic Soul Isomer. When using this technique, you can spend 5 additional Cursed Energy to add another Transfigured Creature to the fusion (minimum of 2), and 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 inside receive your transfiguration touch damage rolled twice.