Pachinko Fever

特技 Feats for this technique → Pachinko Fever

Did you know most gamblers stop before their big hit? Let’s hope you don’t, as failing may mean death, but your luck has got 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.


Great Luck
Beginning at 1st level, luck has sided with you, and you may use it against your foes. Once per long rest you can force one of your rolls to be critical. You can not activate a black flash on this forced critical.


Domain Expansion: Idle Death Gamble
At 3rd level, you gain access to your domain expansion. Once per long rest, as an action, you and all creatures of your choice within 175 feet of you are taken to a demiplane that resembles a subway station as music starts playing. This domain cannot be reacted to unless the opposing user has a domain with at least 400 refinement points and has higher refinement than you.
You gain three types of Pachinko attacks that can be used as a bonus action, each attack increases the “expectation” by a percentage.

  • Green Balls. As a bonus action for 1 cursed energy, make a ranged cursed energy attack roll against a target within 30ft. It deals 1d4 bludgeoning damage on a hit and raises expectations by 10%.
  • Red Rod. As a bonus action for 3 cursed energy, make a melee cursed energy attack roll against a target. It deals 1d8 bludgeoning damage on a hit and raises expectations by 25%.
  • Golden Train Door Attack. As a bonus action for 4 cursed energy, make a ranged cursed energy attack roll against a target within 30ft. of you or a melee cursed energy attack roll. On a hit, the target takes 1d12 bludgeoning damage and must make a Strength saving throw or be restrained. This attack increases expectations by 50%.

You can consume the expectation at any time by using your bonus action to place your bet and an event takes place.
There are 4 possible types of events, to know which event will happen you must roll a d20 + your expectation bonus. You get a +1 for every 10% in expectation, to a maximum of +19 at 190%.

NumberEvent TypeDescriptionJackpot Dice
1-9Transport GateWill they make it in?d12
10-14Seat ArgumentCan she get the seat?d10
15-18Tight SqueezeCan they get to the bathroom?d8
19-20Last TrainCan they catch the train?d6

Once an event starts, you roll a d10 to see how many rounds will the event last.

Number RolledMultiplier
1-123
13-154
16-175
18-1910
20Rainbow

At the end of the event, you must roll a d20 (also adding expectation to this roll as with the other one, 10% per +1) to find out if you win the multiplier bonus or the rare “Rainbow” bonus. You can reroll all jackpot dice an amount of times equal to your multiplier, if “Rainbow” lands you have an automatic jackpot in that event. At the end of the event you will roll 3dX, with the value of the dice will be defined by the event. If 3 equal numbers land, you will win a jackpot. When you hit a jackpot the domain expansion is undone, your cursed energy becomes infinite and you become immortal.
You will gain the following benefits for 4 Rounds:

  • Your cursed energy fully refuels at the beginning of your turn.
  • You will receive the effects of Reverse Cursed Technique as if you have spent cursed energy up to your Cursed Energy modifier at the beginning of your turns. In addition, you cannot go below 1 hit point. You also heal all injuries.
  • You regain one free use of Idle Death Gamble.

After you spent all of your uses, you may summon your domain again by spending 25 Cursed Energy.


On a Roll
Once you reach 6th level, after activating Idle Death Gamble, after leaving a Jackpot, you gain advantage on all of your rolls related to achieving a Jackpot.


The Fever
When you achieve the 11th level, after entering your jackpot, you start gathering the fever points. Every time you are lowered to one hit point, you gain a fever point. You can use one of your fever points to do one of the following effects:

  • You can choose to land a critical hit
  • You gain an extra action
  • Add a +10 to a saving throw or ability check

Luckiest Sorcerer Alive
You now roll 3d20 when deciding your multiplier, and can choose which roll you want. Your reverse cursed technique makes you regain hit points as if you had spent a number of cursed energy equal to your Cursed Energy modifier added twice, and you can use Reverse Cursed Technique as a free action while you have the jackpot bonus.
In addition, your jackpot duration will now be a number of minutes equal to your Cursed Energy modifier.