You hold a technique that changes the very essence of your energy to electricity. However, its true power is unknown even to you.
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.
Electric Energy
Starting at 1st level, you may not know your cursed technique yet, but you have gained insane mastery over your aura. Once per turn when you deal damage with a melee weapon attack, you can spend 1 cursed point to add 1d10 lightning damage to the total amount. This damage increases to 2d10 at 3rd level, 3d10 at 6th level, 4d10 at 11th level, 5d10 at 14th level, and 6d10 at 18th level.
Lightning Body
At 3rd level, your cursed energy is always electrifying your whole body, making your reactions instant. Your eyes gain marks of lightning around them, as a sign of your energy always refilling you. You can add your Cursed Energy modifier to your initiative rolls, and you may now use the Electric Energy feature twice per turn.
Also, whenever you deal lightning damage, you can add one additional damage die of the same size as one damage die from that attack or technique.
Lightning Discharge
When you reach 6th level, your control over your technique has improved to the point where you are able to separate the charges of your electricity. After hitting a creature with Electric Energy, you may choose to mark the creature with a positive charge. You may have a number of charges on a target equal to twice your Cursed Energy modifier. After putting charges on a creature, as an action, you can release a lightning bolt which heads straight for the accumulated charges, dealing a number of d12s equal to the number of charges.
Starting at 11th level, this gains the same limb-removing effect as listed in Chapter 7, Limb Damage Table, using the same table and conditions for limb removal/damage.
Mythical Beast Amber Release
Once you reach 11th level, you have finally learned your innate technique and its terrible cost. Once activated, this technique reconstructs the user’s flesh in order to manifest phenomena that can be created by electricity, which is converted from the user’s cursed energy. However, since the technique causes the user’s body to surpass the limits of a human, it can only be used once before their body collapses following the technique’s conclusion. As an action for 20 Cursed Energy, your body starts getting filled with electric cursed energy, making you constantly grow in power for a short period of time. You can deactivate your form at any moment as a bonus action; however, depending on how much time passes, your deactivation causes more backlash. When it reaches 5 minutes, it instantly ends, making you die instantly:
| Minutes Passed | Benefits | Deactivation Side Effects |
|---|---|---|
| 0 Minutes | +2 to Str, Dex, and Con ignoring limits. Immunity to lightning. +20 feet of movement. | You must make a DC 10 Constitution saving throw. On a failure, you gain 1 level of exhaustion. On a success, you suffer nothing. |
| 1 Minute | +3 to Str, Dex, and Con ignoring limits. Immunity to lightning. +40 feet of movement. +1 Attack. | You must make a DC 15 Constitution saving throw. On a failure, you gain 2 levels of exhaustion. On a success, you suffer only 1. |
| 2 Minutes | +4 to Str, Dex, and Con ignoring limits. Immunity to lightning. +60 feet of movement. +1 Attack, +1 BA. | You must make a DC 20 Constitution saving throw. On a failure, you gain 3 levels of exhaustion. On a success, you suffer only 2. |
| 3 Minutes | +5 to Str, Dex, and Con ignoring limits. Immunity to lightning. +80 feet of movement. +1 Action, +1 BA. | You must make a DC 25 Constitution saving throw. On a failure, you gain 4 levels of exhaustion. On a success, you suffer only 3. |
| 4 Minutes | +6 to Str, Dex, and Con ignoring limits. Immunity to lightning. +100 feet of movement. +2 Actions, +1 BA. | You must make a DC 30 Constitution saving throw. On a failure, you gain 6 levels of exhaustion. On a success, you suffer only 5. |
Your body slowly alters itself while in this form, gaining the following as it progresses.
Cursed Claw. When you activate this form, your cursed energy surrounds your hands and increases your overall attack power. Your unarmed strikes now deal one of the following damage types: thunder, lightning, fire, force, or cold, and deal one additional damage die of the same size as your unarmed strike’s damage die + 1d10 lightning damage.
Loud Blast (1 minute). When you reach 1 minute in this form, your mouth starts to get covered with cursed energy, allowing you to emit loud energy blasts from your mouth. Make a cursed energy attack roll against a creature within 30 feet of you. On a hit, it deals 6d10 lightning damage. Hit or miss, all creatures within 15 feet of the creature you aimed at must make a Constitution saving throw. On a failure, they take 6d6 thunder damage and are deafened until the beginning of your next turn due to how loud the attack is. On a success, they take half as much damage and are not deafened.
Lightning Armor (2 minutes). When you reach 2 minutes in this form, your torso and legs start to get filled with cursed energy. You gain damage reduction equal to your Cursed Energy modifier.
X-Ray Vision (3 minutes). When you reach 3 minutes in this form, your head gets completely filled with cursed energy, even granting you new eyes. You gain 120 feet of truesight, and will also be able to see all the features one creature of your choice has.
Cursed Beam (4 minutes). When you reach 4 minutes in this form, your very cursed energy has been improved. As an action for 10 Cursed Energy, you launch a huge cursed energy beam in a 30-foot line, forcing every creature in that line to make a Dexterity saving throw. On a failure, they take 10d10 force damage and are blinded until the beginning of your next turn. On a success, they take half as much damage and are not blinded. You can spend additional cursed energy into this technique, with each one adding 1d10 force damage and a +1 to its DC.
Domain Expansion: Lightning God’s Realm
Finally, at 18th level, you have honed your control over your energy into a domain expansion. Starting at initiative 20, all creatures in your domain gain 3 charges without a charge limit.