Blasters manipulate cursed energy through overwhelming raw output. Unlike other Curse Sorcerers, they convert cursed energy directly into destructive force, firing it like artillery.
A Blaster excels at long-range combat but does not rely on it. By reinforcing their strikes with explosive bursts of cursed energy, they remain just as dangerous at close to mid-range, clashing on equal terms with even the most formidable melee fighters.
Among all Curse Sorcerers, Blasters possess the highest raw output.
Level 3: Granité Blast
You learn to discharge cursed energy in its purest and most destructive form.
Granité Blast is not a single technique, but a system of output-based abilities fueled by raw cursed energy. All Granité Blast features use your Curse Sorcerer save DC and Charisma modifier.
Passive Features
Overheat.
Some Blaster features cause you to enter Overheat. While overheated, you cannot use features that rely on cursed energy.
You can end Overheat as a Bonus Action by performing a distinctive, character-defining action that restores your composure and presence.
Well-Aged Charisma.
Your silver tongue and commanding presence soften even the most stubborn opposition. You gain a +1 bonus to Charisma-based ability checks.
Sweet Tooth.
You crave the satisfaction that comes from indulgence, whether through dessert or the thrill of overwhelming an opponent. You gain a +1 bonus to Initiative rolls.
Actions and Techniques
Granité Buffet
You condense cursed energy into a short, sharp beam of destructive output.
As an Action, make a ranged spell attack against one target within 45 feet. On a hit, the target takes 3d4 + your proficiency bonus + your Charisma modifier radiant damage.
Due to Granité Buffet’s relatively controlled output, the beam bounces off reflective surfaces instead of destroying them. If Granité Buffet hits a reflective surface, such as a mirror, polished metal, reflective paint, or a similarly reflective material, it immediately ricochets, and its remaining range is doubled.
You cannot control the direction of the ricochet. The beam follows the natural angle of reflection and obeys ordinary physical trajectory.
Granité Buffet disappears when it hits a target or exceeds its range.
Linear Blast (2/Day).
You channel cursed energy into a concentrated beam refined through repetition into near-perfect execution.
As an Action, make a ranged spell attack against a creature within 60 feet. On a hit, the target takes 4d6 + your Charisma modifier radiant damage.
Beam of Distraction (2/Day).
You release a wide but intentionally weak burst of cursed energy to disrupt your opponent’s focus.
As a Bonus Action, target a creature within 60 feet, provided you have at least 5 feet of movement remaining. You can then move toward the target and make one melee attack.
On a hit, the attack deals an additional 1d8 + your Charisma modifier bludgeoning damage.
Charge Up.
You concentrate and gather cursed energy into a single decisive output.
As an Action, you store cursed energy. Until the end of your next turn, the next attack you make that does not cause Overheat deals an additional 2d6 radiant damage.
If you are preparing a feature that causes Overheat, you can still use your movement, Bonus Action, and Reaction normally while holding the charge. If the stored energy is not used before it expires, it dissipates.
Level 7: Headcanon (1/Day)
You channel all your cursed energy into a single devastating beam.
As an Action, you unleash a blast in a line that is 70 feet long and 30 feet wide. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 8d6 radiant damage, or half as much damage on a successful one.
After using this feature, you enter Overheat.
Level 7: Rapid Blast (1/Day)
You release cursed energy in a compact and condensed form, leaving your target little room to escape.
As an Action, you fire a blast in a line that is 60 feet long and 20 feet wide. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 + your Charisma modifier radiant damage, or half as much damage on a successful one.
Level 10: Circle Slash (2/Day)
You manipulate your cursed energy output into a rapidly spinning ring around your body.
As an action, you create a 5-foot-radius ring of radiant energy centered on yourself. The ring moves with you and lasts for a number of turns equal to your Charisma modifier, provided you maintain concentration.
Only the ring’s perimeter deals damage. The space inside the ring is harmless.
When a creature enters the ring’s perimeter for the first time on a turn or leaves through it, it must make a Dexterity saving throw. On a failed save, it takes 3d12 + your Charisma modifier radiant damage, or half as much damage on a successful one.
As a bonus action on each of your turns while the ring persists, you can move the ring up to a number of feet equal to half your movement speed. The ring does not need to remain centered on you after you move it in this way.
A creature is considered to have entered the ring’s perimeter if it willingly moves through it or is moved through it by any effect, including being pushed, pulled, shoved, dragged, teleported, or otherwise forced through the perimeter. This movement can trigger the ring’s damage only once per turn for each creature.
You are immune to the damage dealt by this feature.
After using this feature, you enter Overheat.
Level 13: Lift-Off Blast
You propel yourself using controlled bursts of cursed energy.
As a Bonus Action, your movement speed is doubled, and you gain a flying speed equal to your movement speed for a number of turns equal to your Proficiency Bonus.
If you are still airborne when this effect ends, you fall unless another effect supports you.
You can use this feature once per Long Rest.
Level 15: Orbital Blast (1/Day)
You fire a beam of cursed energy straight into the sky. The beam pierces through physical matter and rapidly gathers radiant energy before collapsing back down.
At the start of your next turn, the beam crashes down at the point from which it was fired. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw. On a failed save, a creature takes 8d10 + your Charisma modifier radiant damage, or half as much damage on a successful one.
After using this feature, you enter Overheat.
Level 18: Maximum Output
Your cursed energy output reaches its peak.
All damage dealt by your Blaster features increases by an additional 2d8 radiant damage.
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