This Innate Technique bestows its user with the gift of angelic power, capable of smiting those they considered as ‘villains’ and hampering the user of a particular target’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 one cursed energy, you may target a creature as after a trumpet of light appears, a beam of light falls from the sky. The target must succeed a Charisma save, if the creature fails it takes 2d12, and loses the ability to use spell casting or Cursed Energy abilities. On a success, they take half as much damage and don’t have their cursed energy features or Spellcasting abilities negated. They may remake the saving throw at the beginning of their turns, ending the effect early 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 between barriers such as curtains without breaking them. You may also do that with magic walls and barriers that were cast with a spell slot 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.
In addition, due to your holy nature you gain resistance to radiant damage.
Improved Extinguishment
Once you reach 6th level, the damage dice increase to 5d12. Magic items held or worn by the creature also lose their abilities.
Maximum Technique: 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 same effects as Technique Extinguishment for 2 minutes. On a success, they take half as much damage and do not receive the side effects. Undead and creatures of evil alignment make this saving throw with disadvantage.
You may also use this technique as a way 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. Make a cursed energy attack roll against the cursed energy or spell save DC, on a hit you will destroy your target, removing any curses that were affecting creatures because of it or removing creatures imprisoned inside.
At 13th level, if you use this technique with Maximum Output, its beam of light range increases to a 30-foot circle. Also, it will ignore features such as evasion 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 all the effects of Jacob’s Ladder.