Your technique erases your memory of everyday little miracles to store them for when needed.
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.
Little Miracles
Starting at 1st level, your technique brings you strength when you witness good fortune. When you witness this, you gain a Miracle. You can have up to six Miracles at once, which are stored as marks somewhere on your body. You gain 2 Miracles for every miracle you witness at 11th level and 3 Miracles at 18th level.
| Miracle | Description | ||
|---|---|---|---|
| Lucky! | Everyone loves a Jackpot! When you or an ally you can see rolls the maximum amount on a roll, you gain a Miracle. | ||
| Equal Numbers! | Equal Numbers are supposed to be lucky, right? When you or an ally you can see rolls two equal numbers one after the other, you gain a Miracle. | ||
| Treasure! | Finding free stuff is always cool! When you or an ally you can see find an item worth $1,000 or more, you gain a Miracle. | ||
| Overcoming Hardship | Overcoming hardship is something rare in this harsh world, so every chance we get is a miracle. When you or a creature you can see succeeds on a roll they had disadvantage on, you gain a Miracle. |
Blind Luck
Once per round when you take damage, you can spend a Miracle to reduce the incoming damage by Xd4 equal to your CE modifier. You add your proficiency bonus to the rolled amount and reduce the damage by that much. You can also do this as a reaction for a Miracle and 1 CE.
When used this way, the d4 increases to a d6 and you add your proficiency bonus twice.
Miraculous Outcome
At 3rd level, you can self-consciously alter fate. As a reaction to failing a roll you can spend 1 Miracle and 1 CE to add a d6 to the roll, potentially turning it into a success. This increases to a d8 at 6th level and a d10 at 11th level.
Deadly Miracle
At 6th level, you have learned that out of difficulties, miracles grow. Your technique lets you fend off death by some miracle. When you are hit by an attack or fail a saving throw that would reduce you to 0 hit points or kill you outright, you can spend 2 Miracles and 2 CE to instead succeed the save or survive the attack and take no damage or additional effects. Completely escaping harm by seemingly dumb luck.
While you have at least 1 Miracle, you make death saving throws at advantage.
At 11th level, you can use this feature against an attack or effect that would reduce you to 1/2 or below your hit point maximum.
Fated for Fortune
At 11th level you realize there is no bad future for you, only a path to fortune paved with miracles! If you roll 20 or higher using Miraculous Outcome, it is considered a critical success as if you had rolled a natural 20 (cannot roll for Black Flash or gain Miracle).
Domain Expansion: Luck of the Draw
Finally at 18th level you have mastered your technique allowing you to expand your domain. Your domain costs 2d20 CE to expand and lasts 1d4 minutes. If you lack the Cursed Energy, you must reattempt on your next turn and reroll the 2d20. If you expand your domain as a reaction to another Domain Expansion, you can choose to spend 20 CE or to roll 2d20.
At initiative 20, you gain 3 Miracles and have no limit on your max amount of Miracles. Within your domain, you can spend a Miracle on yourself or another creature when they make an attack or use a technique to imbue it with your guaranteed hit.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Calamity
After mastering reverse cursed technique, you found out your technique reversal, learning about Calamity Marks. Whenever you witness a calamity happening, a yellow marking appears right somewhere on your body, making you gain a Calamity Mark. You can have up to 6 Calamity Marks.
| Calamity | Description | ||
|---|---|---|---|
| Unlucky… | Failing makes no one but the person who failed sad. Whenever you or a hostile creature you can see or hear rolls the minimum amount they could on a dice roll, you gain 1 Calamity Mark. | ||
| Opposite Numbers… | Nobody likes opposite numbers, it just looks ugly. Every time you or a hostile creature you can see or hear rolls two different numbers with one being odd and the other being even, you gain 1 Calamity Mark. | ||
| Trash… | Finding free stuff is cool, but only if it’s valuable. Every time you or a hostile creature you can see finds a new item, weapon or armor of at max Uncommon rarity you gain 1 Calamity Mark. This only counts towards cursed tools and magical items. | ||
| Failing with Ease… | Overcoming hardships is something rare to see in such a vile world we live in, so seeing it is truly a miracle. Whenever you or a hostile creature you can see or hear fails in a saving throw, ability check, or attack roll they had advantage on, you gain 1 Calamity Mark. |
As a reaction to a creature succeeding a roll, you can spend 1 Calamity Marks and 2 cursed energy to roll a d10. After rolling it, subtract it from the roll. If they fail because of your die and it reaches a 1 or lower (counting the natural die with no modifiers), it is considered as if they have rolled a natural 1 and ignores features that avoid natural 1s.