You have the Zenin Clan’s praised technique, said to rival the six eyes.
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.
Divine Dogs
Beginning at 1st level, you have the prized technique of the Zenin clan, the ten shadows earned to summon Shikigami from the shadows. As an action for 1 Cursed Energy, you can summon up to 2 Divine Dogs(1 CE per dog) within 10 ft of you. Your Divine Dogs last for 1 hour, until they are reduced to 0 hit points or you dismiss any summoned shikigami as a bonus action while within line of sight. As a reaction to seeing your shikigami reduced to 0 hit points, you can unsummon them and cannot summon them again until you finish a long rest.
Your shikigami cannot use actions on their own. You must spend a bonus action to command your shikigami or can spend an action to order them to do something more specific for longer, such as protect that creature, grab that, defend that area, etc. The number of Shikigami you can control at once is equal to half your level(rounded up).
Trial
Once you reach the 3rd level, you have gained access to your other spirits, and you must face them in ritual combat alone to gain access to them. As an action, you can summon an untamed Shikigami within 30 ft of you without spending cursed energy. Any creature within 50 feet is considered participating in the ritual. An untamed shikigami will be berserk (attack the nearest creature), but if you have defeated the shikigami alone (not including your shikigami) and reduce it to 0 hit points, you can now summon the shikigami normally. You can summon a number of shikigami at a time equal to half your level rounded up (Divine Dogs and Rabbits count as one entity).
| Cursed Energy | Shikigami |
|---|---|
| 1 Cursed Energy | Gama |
| 2 Cursed Energy | Nue |
| 4 Cursed Energy | Great Serpent |
| 6 Cursed Energy | Rabbit Escape |
| 7 Cursed Energy | Mourn Tiger |
| 8 Cursed Energy | Max Elephant |
| 9 Cursed Energy | Round Deer |
| 10 Cursed Energy | Piercing Ox |
| 20 Cursed Energy | Divine General Mahoraga |
If reduced to 0 hit points during a trial with multiple participants, you do not make death saving throws until all participants are unconscious.
Totality
Any shikigami reduced to 0 hit points dies and cannot be summoned again. A destroyed shikigami is eligible for Totality, with the exception of Rabbit Escape or Mahoraga.
If one of your shikigami is killed, during a short or long rest you can perform a 1-hour ritual to pass on the strength of one deceased shikigami to a different Non-Totality (other than Rabbit Escape or Mahoraga), granting it a permanent Totality form. When you make a Totality, they gain the following changes:
- Their Strength, Dexterity, Constitution, Wisdom, and Charisma scores become those of the creature who has the higher score. Then they gain a bonus to that ability score equal to the modifier of the creature with the smaller score.(Ex: Nue has 16 Strength while Divine Dog has 12, their Totality would have 17 Strength.) They also gain the higher AC of the shikigami used.
- They receive the hit points of both creatures.
- Their movement speed is added together.(2 with 30 would have 60)
- They receive all features, traits, actions, bonus actions, reactions, legendary actions, skill, saving throw proficiencies, damage resistances, damage immunities and condition immunities from both creatures.
- Their size can be either of the shikigami.
- The CE cost becomes the higher shikigami + half of the lower shikigami’s cost.
- Their CR equals the creature with a higher CR + half the CR of the creature with the smaller CR rounded up.(Ex: Nue’s CR is 4, and Great Serpent’s CR is 5, their totality’s CR would be 7)
- After calculating ability scores, the difference in the ability modifier of the original user of a damaging feature and the Totality is added to the amount of dice. For save effects damage, the score corresponding to the save is used.
(Ex: Mourn Tiger has a +5 in Dexterity and Nue has a +3. Mourn Tiger’s Dexterity Score increases by +3, meaning a +1 bonus to Dexterity modifier so you add 1 additional dice to the Totality’s attack to the damage dice that use Dexterity as the ability modifier, changing Mourn Tiger’s bite attack from a 1d10+5 into a 2d10+6.) This increase only applies to direct attack rolls and saving throws.
As an optional ruling, your DM can choose to ignore Totality, instead having all shikigami come back on a long rest, rather than being killed and eligible for Totality.
Shadow Manipulation
Starting at 6th level, you’ve learned to make use of your ability to manipulate shadows, allowing you to form an extra dimensional space to hide your things and even manipulate the shadows of others.
Shadow Storage. You can store objects in an extra-dimensional space within your shadow. You can physically place something into your shadow, costing no cursed energy. However you must spend 1 cursed energy to interact with an object in this space, potentially removing it. Everything in your shadow counts for your carrying capacity. Additionally, you can trap creatures within your shadow. As a bonus action for 2 ce, you can force a creature to make a Dexterity (Acrobatics) check against your CE save DC. This check is made at Disadvantage if they are in complete darkness or inside a veil, and automatically fail within your domain. On a failure they are trapped inside your shadow, counting for carrying capacity. They can hold their breath for a number of minutes equal to their Constitution modifier (min of 1) before suffocating. They can make a Strength or Dexterity saving throw at the end of their turns, freeing themselves on a success and appearing prone in an unoccupied space within 5 ft.
Well’s Unknown Abyss
When you reach 11th level, you can combine your shikigami into different forms. As an action, you can temporarily combine two of your living shikigami into a single type, granting the base shikigami an alteration feature from the other. You spend half the CE cost of the base shikigami to summon up to your proficiency bonus in altered shikigami at once, spending CE for each.
An altered shikigami has half the hit points of the base shikigami and you can reduce its size category by 1 to reduce the CE cost by 1. When reduced to 0 hit points, it does not affect the shikigami used in its creation and is not eligible for Totality. You cannot summon any unaltered shikigami while altered shikigami are summoned. If the base shikigami or alteration shikigami’s CR is 4 or higher, you can only create up to two altered shikigami with them at a time.
| Shikigami | Alteration |
|---|---|
| Divine Dogs | Pack Tactics feature |
| Gama | Standing Leap feature |
| Great Serpent | +15 hit points and Constrict attack |
| Nue | 80 feet fly speed |
| Round Deer | Antler attack |
| Piercing Ox | Relentless Charge feature |
| Mourn Tiger | Mourning Roar feature |
| Max Elephant | +50 hit points |
Domain Expansion: Chimera Shadow Garden
Finally, at 18th level you have learned how to expand your domain. Your domain is a huge shadow barrier, filling your surroundings with overwhelming darkness. Any hostile creatures that end their turn within your domain must make a Dexterity (Acrobatics) check or become restrained and sink. They can make a Strength (Athletics) check at the beginning of their turn to escape. The area is difficult terrain for creatures of your choice, and you are under the effects of Freedom of Movement within the domain.
Shadow Clones. While inside the domain, as a bonus action you can spend cursed energy up to your Cursed Energy modifier to create a number of clones of yourself equal to the CE spent. The clones have all your features and stats, but not weapons or hit points and cannot use Cursed Energy. Their hit points are equal to your Cursed Energy modifier and become a shadow puddle once reduced to 0 hit points. You can use your reaction to switch places with a clone when you are hit, making the clone take the hit instead.
Shikigami Clones. Your domain allows you to summon copies of your shikigami to overwhelm your opponents. Whenever you summon a shikigami, you can instead spend cursed energy equal to the shikigami’s cost(treat its price as if you were outside your domain) to summon a perfect copy of the shikigami. You can spend CE to make a number of shikigami clones up to your Cursed Energy modifier on the same turn. You cannot create copies of Mahoraga with this feature.
In addition, your normal Shikigami won’t cost you Cursed Energy within your domain.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Light Manipulation
With great mastery over Reversed Cursed Technique, you have found the reversal of your technique. You have learnt how to channel light rather than shadow, illuminating your or another creature’s shadow. As a bonus action for 4 cursed energy, you may target a creature’s shadow who you can see, erupting it in a blinding flash of light. The creature must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature is blinded until the end of your turn.
Summon Dispelling. You can also manipulate the light to interfere with the summons of others. As a bonus action, you can invert the shadow of a summon within 120 feet which you are connected to, for a number of cursed energy equal to half of the summon’s CR or level(rounded down) You may force its summoner to make a CE saving throw. On a failure, the Summon becomes incapacitated and cannot move until the end of your next turn. If the summoner fails the saving throw by 5 or more, the summon is unsummoned, and cannot be summoned again for a number of rounds equal to your CE modifier.
Light Ridge. As a reaction to a melee attack roll for 2 cursed energy, if the attacker is within 10 feet of you, you may force them to make a Constitution Saving throw, on a success, nothing happens. On a failure, the attack misses, and the attacker is blinded until the end of the turn. A creature is immune to this feature if they do not rely on sight, such as with blindsight.
Using Light Manipulation causes your shadow storage to become unstable. When you use Light Manipulation, you must make a DC 15 Concentration check. On a failure, one random object, if any, currently inside your shadow storage will be ejected out, ending up within 5 feet of the shadow on which Light Manipulation was used.
At 11th level, you can now use Light Manipulation to target an entire area of shadow, inverting it into a blinding flash of Light. As a bonus action for 6 cursed energy, you may cause a creature’s Shadow that you are connected to and can see, or your own shadow, to flash in a large radius. All creatures within a 20 feet radius must make a constitution saving throw. On a success, nothing happens, on a failure becoming blinded for one minute. A creature can repeat the save at the beginning of their turns, ending the effects on a success.
Using Light manipulation in this way causes all items within your Shadow Storage to be forced out, ending up within 5 feet of the shadow on which Light Manipulation was used.