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 amount of Cursed Energy you possess is based on your class; some classes use either Charisma or Wisdom as the modifier (player’s choice).
Your Cursed Energy DC is 8 + your Cursed Energy ability modifier + your proficiency bonus.


Nail Projectile
Beginning at 1st level, due to your origin, you 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 frugal with your nails, making sure to 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 slashing or piercing damage, you make a Sleight of Hand check against the target’s AC. The size of the piece depends on how much damage you dealt. You mix the part into the straw doll and spend 3 Cursed Energy. All attacks against the doll always hit. At 18th level, your attacks using Resonance lower the target’s hit point maximum.

Damage RequiredEffectDamage Dice
<10% of Enemy HPMinor Body Part: Target has 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 Part: The creature must make a Constitution saving throw; on a failure, black spikes erupt from the creature’s body, stunning them for 1 minute. They can make the save again at the end of each turn, ending the effect on a success.(your Cursed Energy modifier added twice + your proficiency bonus)d10

Hairpin
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 into an object. As a bonus action, or as a reaction to a creature coming within 5 feet of the nail, you can spend the same amount of Cursed Energy you spent while sticking the nails into the objects to create huge Cursed Explosions. Every creature within a 10-foot radius of the nails must make 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 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, and has the following properties:

EffectDamage Dice
For 1 minute, every time the creature tries to use a feature that costs CE, it 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 it would use for 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 count 20, you unleash a full-power Improved Resonance on all creatures inside the domain.