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 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.
Electric Energy
Starting at 1st level, you may not know your cursed technique yet, but you have gained insane mastery over your energy. Once per turn when you deal damage with a melee attack, you can spend 1 cursed energy to add 1d10 lightning damage to the total amount. This increases to 2d10 at 3rd level, 3d10 at 6th level, 4d10 at 11th level, to 5d10 at 14th level, and to 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 now add your Cursed Energy modifier to your initiative rolls.
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 electricity. After hitting a creature with Electric Energy you can mark the creature with a positive charge for 1 minute. You can have a number of charges on a target equal to twice your Cursed Energy Modifier. As an action you can expend charges to release a lightning bolt at one creature within 60 ft 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 limb-removing effect of the Limb Damage Table.
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 8 cursed energy, your body will start getting filled with electric cursed energy, making you constantly grow in power for a short period of time. You start at Stage 1 and every 5 rounds, you gain the next stage. As a bonus action, you can spend CE to expedite your transformation by 1 round per 2 CE. You can deactivate your form at any moment as a bonus action, however, depending on what stage you reached, your deactivation causes more backlash. After your fifth round in Stage 5, it instantly ends, making you die instantly:
| Stage | Benefits | Deactivation Side Effects |
|---|---|---|
| Stage 1 | +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 will gain 1 level of exhaustion. On a success, you suffer nothing. |
| Stage 2 | +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 will gain 2 levels of exhaustion. On a success, you suffer only 1. |
| Stage 3 | +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 will gain 3 levels of exhaustion. On a success, you suffer only 2. |
| Stage 4 | +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 will gain 4 levels of exhaustion. On a success, you suffer only 3. |
| Stage 5 | +6 to Str, Dex, and Con ignoring limits. Immunity to lightning. +100 feet of movement. +2 Action, +1 BA. | You must make a DC:30 Constitution saving throw, on a failure you will gain 6 levels of exhaustion. On a success, you suffer only 5. |
Your body will slowly alter itself while in this form, gaining the following as it progresses.
Cursed Claw(Stage 1). When you activate this form, your cursed energy will surround your hands and increase your overall attack power. Your unarmed strikes now deal one of the following damage types: Thunder, Lightning, Fire, Force, or Cold, and will deal one additional damage dice + 1d10 Lightning damage.
Loud Blast(Stage 2). When you reach Stage 2 in this form, your mouth will start to get covered with cursed energy, allowing you to emit loud energy blasts from your mouth. As an action, make a cursed energy attack roll against a creature within 30 ft. On a hit it deals 6d10 lightning damage. Hit or miss, all creatures within 15 ft of the target must make a Constitution saving throw. On a failure, they take 6d6 thunder damage and are deafened until the beginning of your next turn. On a success, they take half as much.
Lightning Armor(Stage 3). When you reach Stage 3 in this form, your torso and legs will start to get filled with cursed energy. You will gain damage reduction equal to your Cursed Energy modifier.
X-Ray Vision(Stage 4). When you reach Stage 4 in this form, your head is completely filled with cursed energy, even granting you new eyes. You will gain 120 feet of truesight, and will also be able to see all the features one creature of your choice has as a bonus action.
Cursed Beam(Stage 5). When you reach Stage 5 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 gains 3 positive charges without a charge limit.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Mythical Beast Suppression
Your mastery of the Reverse Cursed Technique has granted you the reversal of your technique, the ability to turn your body back to flesh after using your Release. As a bonus action, while Mythical Beast Amber Release is active, you can spend 6 cursed energy to start reversing the effects.
The amount of time that you were using your Release is now the amount of time it will take to fully reverse the effects. While the technique is active, you must maintain concentration. If you lose concentration, the reversal ends and you must immediately make the saving throw using your current stage’s save DC. If you wait for the same amount of time that you had your Release active then your Mythical Beast Amber Release will be deactivated and you do not have to make a saving throw. Even if you spent Cursed Energy to speed up your transformation, you must wait the number of rounds as if you had progressed normally.