Straw Doll Technique

特技 Feats for this technique → Straw Doll Technique

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 origin you will start with 1 Hammer, 24 nails, and 1 straw doll. As an action for 1 Cursed Energy, you can hold 2 nails in the air with your cursed energy and then hit them with your hammer. Make two ranged cursed energy attack rolls with a range of 20/60 feet. On a hit, each nail deals 1d6 piercing damage. You may also spend 4 additional Cursed Energy to make 2 additional attacks in this way.
At 10th 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 Projectiles, you can make a charisma check against a DC of 10. On a success, you regain the nail.


Resonance
At 3rd level, you have learned the true use of your technique. As a reaction, after an opponent takes slicing or piercing damage, you make a Sleight of Hand check against the target’s AC. Depending on how much damage you dealt is the size of the piece. You mix the part into the straw doll and for three cursed energy. All attacks against the doll always hit. At 18th level, your attacks using resonance lowers the target’s maximum health.

Damage RequiredEffectDamage Dice
<10% of Enemy HPMinor Body Part: Target gains disadvantage on attack rolls until the end of their next turn.(Your proficiency bonus)d6
25%> of Enemy HPMedium Body Part: The Target loses their reactions until the end of their next turn.(Your Cursed Energy modifier + your proficiency bonus)d8
50%> of Enemy HPMajor 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 roll the save again at the end of each turn, ending the effect on success.(Your Cursed Energy added twice + your proficiency bonus)d10

Hair Pin
Once you reach 6th level, you learn a new way to damage your enemies. As a bonus action for 1 Cursed Energy, you can stick a nail on an object. As a bonus action or reaction to a creature coming within 5 feet of the nail, you can spend the same amount of points you used while sticking the nails inside the objects to create huge Cursed Explosions. Every creature within a 10-foot radius of the nails must attempt a Dexterity saving throw. On a failure, they take 6d8 force damage, taking half as much damage on a success. You may spend additional Cursed Energy when you drive the nail, adding another nail and 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 and 6 cursed energy, you make an attack roll on 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, and will have the following properties:

EffectDamage Dice
For 1 minute, every time they try to use a feature that costs CE, they must make a Charisma saving throw with disadvantage. On a success, nothing happens. On a failure, the feature fails to activate although the creature still loses the amount of CE they would use in that Feature. The creature may repeat the saving throw at the end of its turns, still with disadvantage, ending the effect on a success.(your Cursed Energy modifier added twice + 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.