The Vengeful Cursed Spirit technique involves the use of the spirit of someone you care about, as well as your malleable Cursed Energy.
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.
Partial Manifestation
Beginning at 1st level, at some point in your lineage or family, someone you cared about has died. Unable to accept this person’s death, you unconsciously cursed them, and they became a vengeful spirit of great power. Once per turn, you can call this spirit to your aid in combat by spending 1 Cursed Energy, allowing you to make an additional attack roll. This additional claw attack deals an additional 1d12 slashing damage.
In addition, you have learned that to control your spirit better you must focus its Cursed Energy on an object or weapon. You gain the Enhanced Weapon Cursed Energy enhancement.
At 3rd level, the number of attacks increases to 2, to 3 at 6th level, and to 4 at 10th level.
Vengeful Spirit Manifestation
At 3rd level, your life is very stressful, as being a sorcerer is filled with danger and trouble. When these times of danger come, your Vengeful Spirit may manifest into the physical world. Whenever you take damage above your level + your Cursed Energy modifier, you must make a DC 20 Wisdom saving throw. On a success, you can handle yourself in the fight and don’t let your spirit get out. On a failure, however, your Vengeful Spirit manifests itself into the world to protect you while berserk. It acts on the same turn as you do, is charmed by you, and cannot go more than 200 feet away from you. As a free action, you may make a DC 20 Persuasion check against it. On a success, it stops attacking and goes back to its dormant state. On a failure, it keeps attacking until there are no creatures but you in the radius. It always focuses on either the last thing to damage you or the closest creature to you.
At 6th level, the DC for the Persuasion check is reduced to 15, and your Vengeful Spirit stays in the physical world for a number of rounds equal to your Cursed Energy modifier and is under your control during that time.
At 10th level, you have gained more control over your cursed spirit and no longer need to make the Wisdom saving throw. You can now manifest your spirit as a free action for 1 minute. It now obeys your orders about who to attack and who not to attack. You may summon your Vengeful Spirit a number of times equal to your Cursed Energy modifier, with a minimum of once. You regain all expended uses when you finish a long rest, and you regain one expended use when you finish a short rest. Its melee unarmed attack damage is equal to 1d8 or your own unarmed strike, whichever is higher.
Mimicry
When you reach 6th level, you begin to learn about your innate technique. As a bonus action, while your Vengeful Spirit is in the world, you can command it to attack a creature. If the attack hits, it can extract the creature’s DNA with a claw attack. After that, you can attempt to replicate it with a Charisma saving throw. On a success, you can copy the Cursed Technique. On a failed save, you need to command your Vengeful Spirit to hit the creature again:
Cursed Technique = 10 + half the Cursed Energy required to perform the technique
You cannot copy maximum techniques or Domain Expansions with Mimicry.
When you copy a cursed technique, you must spend as much Cursed Energy as the technique requires. No matter what you copy, you’ll only receive the technique in its base form. For example, a Maximum Output: Hollow Purple would only come as Hollow Purple.
You can have up to your Cursed Energy modifier of these techniques prepared. You can only use them while your Vengeful Spirit is out. Whenever you learn more than your limit, you must remove another to make space for the technique.
In addition, you’ll automatically pass the Charisma check if you have already copied the cursed technique before.
Stronger Bond
Once you reach 11th level, the bond between the binding object and the Vengeful Spirit becomes stronger. Your Vengeful Spirit gains the following benefits:
- Two of its ability scores increase by 2, as do their maximums.
- You gain +2 to your Cursed Energy score, including its maximum, when it is summoned.
- Whenever it is summoned, the Vengeful Spirit gains temporary hit points equal to half your current hit points.
Domain Expansion: True and Mutual Love
Finally, at 18th level, through many battles and copies, you have learned how to expand your domain. Inside this barrier, you are allowed to use all of the cursed techniques and skills you currently have without spending Cursed Energy. At initiative count 20, you also gain one additional action, but it must be used to use a copied cursed technique that affects all hostile creatures inside the barrier.