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.
Nail Projectile
Beginning at 1st level, due to your experience with your technique, you will start with 1 Hammer, 24 nails, and 1 straw doll. As an action for 1 Cursed Energy, you strike 2 nails by hitting them with your hammer. Make two melee or ranged cursed energy attack rolls with a range of 20/60 feet. On a hit, each nail deals 1d6 + your CE modifier piercing damage. You can also spend 2 additional Cursed Energy to make 2 additional attacks in this way.
At 6th level, you have become rather cheap with your nails, making sure to always recover as many as possible from the battlefield. As a bonus action while touching a creature that has taken damage from Nail Projectile, you can make a DC 10 Dexterity check. On a success, you regain the nail.
Resonance
At 3rd level, you have learned the true use of your technique. As a reaction while within 5 feet of a target that just took slashing or piercing damage, you make a Sleight of Hand check against the target’s AC. The damage dealt determines the size of the piece. You can mix a body part from a creature into the straw doll for three cursed energy. While within 200 feet, you can use your action to damage the original creature through your straw doll, depending on the body part. At 18th level, your attacks using Resonance lowers the target’s maximum health.
| Damage Required | Effect | Damage Dice |
|---|---|---|
| <10% of Enemy HP Blood Or Hairs | Minor Body Part: Target gains disadvantage on attack rolls until the end of their next turn. | (Proficiency bonus)d6 |
| 25%> of Enemy HP Teeth, Skin, Bones | Medium Body Part: The Target loses their reactions until the end of their next turn. | (CE modifier + proficiency bonus)d8 |
| 50%> of Enemy HP Limbs | Major Body Parts: The creature has to make a Constitution saving throw; on failure, black spikes erupt from the creature’s body stunning them for 1 minute. They can repeat the save at the end of their turn, ending the effect on success. | (2*Cursed Energy modifier + proficiency bonus)d10 |
Hair Pin
Once you reach 6th level, you learn a new way to damage your enemies. When you launch a Nail Projectile and hit a creature or as a bonus action for 1 Cursed Energy, you can stick a nail into an object. If hitting a creature, the initial attack deals no damage. As a bonus action or as a reaction to a creature coming within 5 feet of the nail, you can create cursed explosions. Creatures within 10 feet of the nails must make a Dexterity saving throw. On a failure, they take 1d8 necrotic damage for each nail, taking half as much damage on a success. You can spend additional Cursed Energy when you drive the nail, increasing the damage by 1d8 for every additional Cursed Energy spent.
Improved Resonance
When you reach 11th level, you’ve discovered a way to utilize Resonance. Instead of using the straw doll to target the creature, you can instead use the creature’s very body in place of it to dramatically increase its effectiveness. As an action for 6 cursed energy, you make an attack roll against a creature under one of the following conditions: incapacitated, restrained, stunned, petrified, or paralyzed. On a hit, the creature is knocked prone and struck by resonance with its body being used in place of the straw doll with the following effect:
| Effect | Damage Dice |
|---|---|
| For 1 minute, every time they try to use a feature that costs CE, they must make a Charisma saving throw at disadvantage. On a failure, the technique fails to activate and the cursed energy is wasted. The creature can repeat the saving throw at the end of its turns, still at disadvantage, ending the effect on a success. | (2*CE modifier + your proficiency bonus)d12 |
Domain Expansion: Wara Ningyo
Finally, at 18th level, you have honed your technique. At initiative 20, you unleash a full-power Improved Resonance, on all creatures inside the domain.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Cursed Doll Transformation
With great mastery over the Reversed Cursed Technique, you have found the reversal of your technique. You have learned how to alter your own physical form and even your very soul to force an opponent into suffering just as much as yourself. As a reaction for 8 cursed energy whenever you use the reaction for the Resonance feature, you instead merge with the chosen piece of the creature you are targeting and your straw doll to become a living straw doll. When you take damage from an attack or damaging effect, the creature you targeted with this feature takes a quarter of the damage you received (rounded up) that will ignore any resistances and immunities. When you are forced to make a saving throw, the creature affected by this feature must make the same saving throw as you do, suffering any additional effects other than damage that result from a failed or successful saves (If they would take damage from a save, it is still a quarter of the damage, rounded down). You are treated as a straw doll and an inanimate object for the purposes of Cursed Straw features and effects. All damage you receive from a Cursed Straw feature is reduced to a quarter of its original damage (rounded down) rather than half of it (Target still takes quarter damage from these features). You ignore any effects that your Cursed Straw features would inflict when you perform them on yourself. You do not take any extra damage if you score a Black Flash from a self-inflicted attack. Lastly, the Cursed Doll Transformation lasts for 1 minute, until the creature has been reduced to 0 hit points, you are dead or you use Cursed Doll Transformation on another target.