3 cores, 1 body, you have different forms with separate powers.
Cursed Energy
Beginning 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.
First Core
Starting at 1st level, your cursed energy is gathered into a single core. As a bonus action, you can choose to enter a secondary form giving you access to a special ability for 1 minute. You gain one core option at this level:
- Unblockable Blows: When you hit with a melee attack, you can spend 1 CE to ignore resistances. If the creature is not resistant, they are considered vulnerable.
- Energy Blast: As an action you spend CE up to your CE modifier to launch a blast of cursed energy. You make a ranged cursed energy attack against a target within 80 feet dealing 2d6 necrotic damage for each CE.
- Defensive Form. As a bonus action, you assume this form for 1 minute, buffing your defense. You gain a number of temporary hit points equal to twice your current cursed energy. You can spend 1 CE at the beginning of your turn to refresh the temporary hit points.
- Divebomb. As part of the bonus action you take to enter this form, you spend CE up to your CE modifier. For the duration of this form, your speed increases by 10 ft per CE spent and you gain a +2 bonus to AC. You deal an additional 1d4 damage for every 15 ft you move in a straight line before hitting a target with a melee attack.
Triple Threat
At 3rd level, you can choose two more core options. You can only have one core option active at a time.
Upgraded Form
At 6th level, you have learned to specialize in one of your forms, allowing it to become semi-permanent. Choose one of your core options you have access to and gain its upgraded option:
Unblockable Blows. Your strikes are imbued with unblockable power. Once per turn when you miss with a melee attack, you still deal damage equal to your Strength or Dexterity modifier.
Energy Blast. Your cursed energy has become far more destructive. Once per turn when you deal damage with a ranged cursed energy attack, you add your Cursed Energy modifier to the damage roll. If you already add your modifier to the roll, you add it a second time.
Defensive Form. Your body passively reinforces itself with cursed energy. When you take damage, you can use your reaction to reduce the damage by your Cursed Energy modifier + your proficiency bonus.
Divebomb. Your body has adapted to improve its swiftness. You can spend 1 ce to take the dash, disengage, or dodge action as a bonus action.
Your upgraded options are always active even when you haven’t entered a core form. Though you can not benefit from an upgraded option while in a different core option’s form. You can gain an additional upgraded option at 11th and 18th level.
Core Exhaustion
Starting at 11th level, when you would be reduced to 0 hit points, you can choose to lose access to one of your core forms for 1 week to return to half your maximum HP.
Domain Expansion: Rule of Three
At 18th level, you gain true understanding over your cores. When inside your domain, you are under the effect of all three cores.
Reversal
反転 How to gain this: Cursed Technique Reversal →
Core Reversal
With great mastery over Reversed Cursed Technique, you have found the reversal of your technique, allowing you to reverse the functions of your cores, allowing you to enter one of the following forms as a bonus action. You cannot use a Core form with Core Reversal.
Blocking Blows: When you are hit with a melee attack, you can spend 2 CE to gain resistance to that damage.
Reverse Energy Blast: As an action you spend CE to launch a blast of reverse cursed energy. You make a ranged cursed energy attack against a target within 160 feet dealing 4d6 radiant damage for every 2 CE. Offensive Form: As a bonus action, you assume this form for 1 minute, buffing your offense. You deal additional damage equal to 2 times your current cursed energy and costing 2 CE at the beginning of your turn to maintain.
Crash: When you hit a creature with a melee attack, they are affected by your technique and cannot control their speed. If a creature moves more than 20 feet on their turn, they must make a Dexterity saving throw or fall prone.