Technique Extermination

特技 Feats for this technique → Technique Extermination

Your technique bestows its user with the gift of angelic power, capable of smiting villains and hampering enemy’s cursed techniques.


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.


Extinguishment
Beginning at 1st level, you have gained use of the essentials of your technique. As an action for 2 cursed energy, you can target a creature you can see within 30 ft as a trumpet of light appears and a beam of light falls from the sky. The target must succeed a Charisma save, if the creature fails it takes 2d12 radiant damage and loses the ability to use Cursed Energy for 1 minute. On a success, they take half as much damage and don’t have their cursed energy features negated. They can repeat the saving throw at the beginning of their turns, ending the effect on a success.


Angel’s Blessing
At 3rd level, your technique makes you feel like a divine being made to help others, you are a true angel. As a bonus action for 1 cursed energy, you can gain flying speed equal to half your walking speed for 1 minute, as wings of light emerge from your back and a halo stands on top of your head. While you have the wings active, you can freely move through barriers such as curtains without breaking them. You can also pass through walls and barriers that were cast with CE equal to or lower than your proficiency bonus. When said minute ends, you can spend another 1 more cursed energy to keep your fly speed for another minute. This fly speed increases to your walking speed at 11th level.

In addition, due to your holy nature you gain resistance to radiant damage.


Improved Extinguishment
Once you reach 6th level, your Extinguishment increases to 5d12 radiant damage and cursed tools of the targeted creature are also suppressed for the duration.


Maximum: Jacob’s Ladder
When you reach the 11th level, you have created an extension to your technique, one so powerful that you can burn your opponents as a radiant light falls upon them. As an action for 10 cursed energy, you summon a trumpet of light in your hands, blowing into it as you choose a point within 200 feet of you. A beam of light strikes down in a 10-foot radius circle centered on the point you choose, every creature in said area other than you has to make a Charisma saving throw. On a failure, they take 10d12 radiant damage and suffer the effects of Extinguishment for 2 minutes. On a success, they take half as much damage. Undead, cursed spirits and creatures of evil alignment make this saving throw at disadvantage.

You can also use this technique to destroy barriers and cursed objects. As an action for 6 cursed energy, you can summon a trumpet of light and blow into it, making a beam of light targeting a cursed object, cursed item, cursed tool, magic item, or any kind of barrier created by cursed energy or magic within 30 feet. Make a cursed energy attack roll against the cursed energy or spell save DC. On a hit you destroy the target, neutralizing barriers and power of cursed objects.

If you use this technique with Maximum Output, its beam of light increases to a 30-foot circle and ignores features that reduce damage.


Domain Expansion: Garden of Eden
Finally, 18th level, your technique is honed to the finest of edges. At Initiative 20 all creatures suffer the full effects of Jacob’s Ladder.

Reversal

反転 How to gain this: Cursed Technique Reversal →

Technique Ignition
After mastering Reverse Cursed Technique, you have now unlocked your technique reversal. Instead of extinguishing someone’s technique you amplify it for a certain amount of time. As a bonus action, you can spend 4 cursed energy to choose one ally or enemy within 60 ft to ignite their cursed technique. For the next minute, the chosen creature’s techniques exhibit the following enhancements:

  • The damage dice of their techniques are increased by one tier (for example, from d6 to d8).
  • They can add your CE modifier to the damage of their techniques.

However, once the minute has elapsed, the creature suffers the effects of Technique Extinguishment for one minute, during which they experience the following additional effects:

  • They cannot regain cursed energy until the end of their next turn.
  • Their maximum cursed energy is reduced by an amount equal to your CE modifier until they finish a long rest.

If the target is an unwilling creature, they must make a CE saving throw, on a failure, they are affected by this reversal. On a success, nothing happens. They can repeat the saving throw at the beginning of their turns, ending the effect on a success.