Technique Extermination

特技 Feats for this technique → Technique Extermination

This Innate Technique bestows its user with the gift of angelic power, capable of smiting those they consider ‘villains’ and hampering the use 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 amount of cursed energy you possess is based on your class; some classes use a modifier, either Charisma or Wisdom (player’s choice).
Your Cursed Energy DC is 8 + your Cursed Energy ability modifier + your proficiency bonus.


Extinguishment
Beginning at 1st level, you have gained use of the essentials of your technique. As an action for 1 Cursed Energy, you may target a creature: after a trumpet of light appears, a beam of light falls from the sky. The target must succeed on a Charisma saving throw. If the creature fails, it takes 2d12 radiant damage and loses the ability to use spellcasting or Cursed Energy abilities. On a success, it takes half as much damage and doesn’t have its Cursed Energy features or Spellcasting abilities negated. It may repeat the saving throw at the beginning of its 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 that minute ends, you can spend 1 more Cursed Energy to keep your flying 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 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, blow into it, and 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 that area other than you must make a Charisma saving throw. On a failure, it takes 10d12 radiant damage and suffers the same effects as Extinguishment for 2 minutes. On a success, it takes half as much damage and does 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 DC or spell save DC. On a hit, you 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-radius circle. Also, it ignores features such as Evasion that reduce damage.


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