You can launch a barrage of giant fists against your opponents.
Cursed Energy
Beginning 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.
Missile Impact
Starting at 1st level, you can spend 1 cursed energy as a bonus action to materialize giant fists of cursed energy. Until the end of your turn, you can replace any of your attacks with a Missile Fist, making a ranged Cursed Energy attack against a creature within 20 ft. A Missile Fist does 1d8 + your CE modifier necrotic damage on a hit. As part of the bonus action you use to activate this technique, you can make one additional Missile Fist attack. If you use Missile Fist against a creature within 5 ft, you can instead make a melee Cursed Energy attack that can use your Strength or Dexterity modifier for the attack and damage rolls.
The damage of your Missile Fist increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 18th level.
Devastating Barrage
At 3rd level, when you use your Missile Fist, you can spend additional cursed energy up to your Cursed Energy modifier to make an additional Missile Fist attack per cursed energy spent. Additionally, the range of your Missile Fists increases to 30 ft. This range increases by 20 ft again at 6th, 11th, and 18th level.
If you hit a creature that is Large or smaller with a Missile Fist, instead of dealing damage, you can choose to grapple it for 1 minute. If you hit a grappled creature that is Large or smaller with a Missile Fist, instead of dealing damage, you can choose to restrain it for 1 minute. A creature can make a Strength saving throw against your CE save DC at the end of their turn to escape your technique. On a success, they can remove one of the Missile Fists, removing either the Grappled or Restrained conditions. These conditions end if you become Incapacitated.
Unrelenting Fury
At 6th level, you have learned that a strong offense is the only thing that matters. As an action for 3 CE, you create a 30 ft cone of Missile Fists. All creatures within the cone must make a Strength saving throw.
On a failed save, they take 2d8 necrotic damage for every attack you can make as an action and they are knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone. You can spend your bonus action to increase the damage by 2d8. You can spend cursed energy up to your CE modifier to increase damage by 2d8 per CE.
Maximum: Brutal Bombardment
At 11th level, you can combine your Missile Fists into a larger, more brutal attack. As a Full-Turn Action (Action + Bonus Action + Movement) for 6 CE, you create a wave of Missile Fists. A creature within 50 ft must make a Strength saving throw. On a failed save, the target takes 3d8 + 3d8 necrotic damage for every attack you can make as an action (counting as an additional Missile Fist for range) and is knocked prone. If the target is a creature, the target takes an additional 4d10 bludgeoning damage from being crushed. On a successful save, a creature takes half as much necrotic damage and no bludgeoning damage. If the target is an object or structure, it instead takes maximum damage.
All creatures within 5 ft of the target (+5 ft per Missile Fist) must make a Strength saving throw or similarly be crushed, taking the necrotic damage of the Missile Fist wave on a failed save or half as much damage on a successful save. Objects and structures automatically fail this save. You can spend cursed energy up to your CE modifier to increase the damage by 3d8 per CE spent, counting as an additional Missile Fist.
Domain Expansion: Unrelenting Ring of Spirit
At 18th level you have learned to expand your domain. At initiative 20, all creatures take 8d8 necrotic damage and are knocked prone by giant Missile Fists. As an action, you can target any creature of your choice within your domain with a single Missile Fist without spending cursed energy.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Leg Aegis
After mastering the Reverse Cursed Technique, you have learned the reversal of your offensive Missile Fist is the defensive Leg Aegis. As a reaction to being attacked, you can spend Cursed Energy up to twice your Cursed Energy modifier to summon a large leg in front of you that kicks away attacks. The Leg Aegis has hit points equal to 10 times the amount of Cursed Energy spent, and its Armor Class is equal to your Cursed Energy Save DC. The Leg Aegis absorbs damage you would take, and automatically fails saving throws. The Leg Aegis lasts until its hit points are depleted or until the beginning of your next turn.