Heavenly Restriction
Curse Sorcerer Subclass
Heavenly Restriction is not a gift. It is a catastrophic exchange. Your body is ruined beyond ordinary repair, but in return, your cursed energy output flows through a mechanical companion with impossible intensity. You do not simply spend resources to use your abilities. You spend years of your remaining life.
Heavenly Restriction Features
| Curse Sorcerer Level | Feature |
|---|---|
| 3rd | Cursed Birth, Life Expectancy, Exempt from Time, All-Purpose Companion, Absolute Spectacle, Companion Techniques, Improvised Abilities |
| 7th | Gear Up! |
| 13th | So Far, So Good! |
| 15th | Still Alive! |
| 18th | Defying Fate |
3rd-Level Feature: Cursed Birth
The sheer excess of your cursed energy corrodes your body beyond return. When the Heavenly Restriction is bestowed upon you, you suffer severe physical weaknesses.
Your body becomes sickly, and your control over your limbs weakens considerably. Your Constitution modifier cannot be higher than +0, regardless of your Constitution score.
Your skin deteriorates and becomes dangerously prone to infection. You must almost always remain wrapped in medical-grade bandages or similar protective coverings. Failing to do so may lead to further consequences at the DM’s discretion.
Your bones and tissue are barely held together. Attack rolls made against you with attacks that deal bludgeoning, piercing, or slashing damage have advantage.
It is advised to use your companion for transportation whenever possible.
HBB Note: It is advised to keep your body in a semi-confined, heavily protected place before combat begins, or as soon as possible after initiative is rolled.
3rd-Level Feature: Life Expectancy
Starting at 3rd level, your remaining life expectancy is 34 years.
Certain Heavenly Restriction features require you to expend years from your remaining life expectancy. When you use a feature with a year cost, subtract that cost from your remaining life expectancy.
Whenever you gain a level in this class after 3rd level, your life expectancy increases. You can either increase it by 6 years or roll 1d10 and increase it by the number rolled.
Once your life expectancy is determined by Heavenly Restriction, you cannot live longer than your remaining life expectancy by any means. Spells, effects, or features that would extend your lifespan beyond this limit fail to do so.
3rd-Level Feature: Exempt from Time
Upon choosing this subclass, your time functions as a separate entity that does not obey the laws of time in your universe.
Spells and effects that manipulate time lose their effect on you. Your personal time cannot be stopped, accelerated, reversed, extended, reduced, or otherwise manipulated unless you allow it.
3rd-Level Feature: All-Purpose Companion
You craft a mechanical companion using your cursed energy to compensate for your body’s immense weaknesses.
The companion can take any shape you choose, but it can be no larger than Medium. It is created through a once-in-a-lifetime ritual that transfers a great amount of your cursed energy into an inanimate object with defined borders. The ritual requires 15 uninterrupted minutes to complete.
The main material of the object can affect your companion’s stat block at the DM’s discretion. For example, an iron body might be more durable but less agile, while a wooden body might be more buoyant but more vulnerable to fire.
If the object targeted by the ritual is not in the exact shape you desire, the ritual can slightly reshape it to fit your intended form. The extent of this modification is determined by the DM.
Your companion is an extension of your character. It shares your initiative and acts on your turn. It can move and take one action, one bonus action, and one reaction as normal, unless a feature says otherwise.
You can use all your senses through your companion, regardless of the distance between you and it.
By default, your companion has the following statistics.
| Statistic | Value |
|---|---|
| Size | Medium |
| Armor Class | 17 |
| Hit Points | Four times your hit point maximum |
| Speed | 40 ft. |
| STR | 10 (+0) |
| DEX | 10 (+0) |
| CON | 10 (+0) |
| INT | 10 (+0) |
| WIS | 10 (+0) |
| CHA | 10 (+0) |
| Initiative | +1 |
| Senses | Darkvision 60 ft., passive Perception 12 |
Your companion does not need to eat, drink, sleep, or recharge by any ordinary means. As long as you are alive and conscious, your companion can function ceaselessly.
If you fall unconscious or are reduced to 0 hit points, your companion stops functioning until you regain consciousness.
Your companion is strong enough to carry you and another object or creature with a weight equal to your own. Anything heavier requires specific modification, at the DM’s discretion.
Basic attacks, object interactions, movement, and standard actions that are not part of a feature with a year cost do not expend years from your life expectancy.
Your companion can function under extreme conditions, such as intense pressure, underwater environments, sand deserts, and similar hostile terrain. The true limits of this durability are determined by the DM.
Your companion can be modified by implementing, replacing, or removing pieces, provided the modification is done skillfully and does not compromise the companion’s structural integrity. There is no rigid limit to this modification, though the DM determines what is possible.
If your companion is destroyed, you can perform the ritual again to restore it, provided enough of its original pieces remain within 60 feet of you. If the remaining pieces are insufficient, you can perform the ritual on another object to craft a new All-Purpose Companion.
3rd-Level Feature: Absolute Spectacle
When you use a non-Ultimate Heavenly Restriction technique and the year cost of that technique exceeds your remaining life expectancy, you can use that technique’s Absolute version instead.
When you do so, you pour every remaining fragment of your cursed energy into one final catastrophic display. The Absolute version of the technique resolves, and you are then reduced to a fleeting pile of cursed energy. You die immediately after the Absolute version is resolved.
3rd-Level Feature: Companion Techniques
You gain access to all of the following companion techniques at 3rd level. Each technique lists its year cost, if any.
Draw Your Sword!
You command your companion to transform one of its extremities into a sharp, sword-like weapon no longer than 4 feet. This transformation does not require an action.
Your companion can use the sword to make melee weapon attacks.
Melee Weapon Attack: your proficiency bonus + your Strength modifier to hit, reach 5 ft., one target.
Hit: 1d12 + your proficiency bonus + your Strength modifier slashing damage.
Boost On
Cost: 1 Year
As a bonus action, you command your companion to convert a portion of your cursed energy into propulsion.
For the next 10 turns, your companion’s movement speed is doubled, its movement does not provoke opportunity attacks, and it ignores difficult terrain.
Absolute Boost On
Your companion consumes the entirety of your cursed energy to charge itself beyond survivable limits.
It grabs one creature of Medium size or smaller within 5 feet of itself and launches upward at impossible speed, reaching approximately 17,500 miles per hour (28,000 km/h). The companion does not stop until it travels beyond low orbit, destroying anything in its path during the ascent.
Once it reaches low orbit, the companion swiftly dismantles itself.
A creature carried beyond low orbit in this way is removed from combat and dies unless it can survive the environment and return by magical or comparable means.
Protective Dome
Cost: 1 Year
As a bonus action, you use your cursed energy to create a formidable barrier around yourself. The barrier takes the form of a perfectly enclosed hemisphere and does not allow even the tiniest particle to pass through it.
Inanimate objects carrying your cursed energy can pass through the barrier.
You must maintain concentration while Protective Dome is active. The dome lasts until your concentration ends.
The dome has hit points equal to twice your companion’s hit point maximum and an Armor Class equal to your companion’s Armor Class + 3.
Absolute Protective Dome
Your companion converts your final cursed energy into a perfect defensive field.
Choose any number of allies you can see. Each chosen ally becomes enclosed in a protective dome for 1 hour or until the dome around that ally is destroyed.
Each dome has hit points equal to twice your companion’s hit point maximum and an Armor Class equal to your companion’s Armor Class + 3.
When a dome created by this feature ends or is destroyed, the protected ally permanently gains a +1 bonus to Armor Class, as a lingering fragment of your soul remains with them.
Ultra Cannon
Cost: 2 Years
As an action, your companion unleashes a concentrated beam of burning cursed energy in a line that is 40 feet long and 10 feet wide.
Each creature in the line must make a Dexterity saving throw against your Curse Sorcerer save DC. On a failed save, a creature takes 8d4 + your Charisma modifier fire damage. On a successful save, it takes half as much damage.
Absolute Cannon
Your companion brings all of its extremities together and pins itself firmly to the surface below to withstand the recoil. It then burns through the last of your cursed energy and releases a cataclysmic beam of plasma in a line that is 120 feet long and 30 feet wide.
Each creature in the line must make a Dexterity saving throw against your Curse Sorcerer save DC. On a failed save, a creature takes 10d10 fire damage plus 10d10 force damage. On a successful save, it takes half as much damage.
Ultra Spin
Cost: 2 Years
As an action, you command your companion to spin one of its extremities at frightening speed and lunge toward one target within 30 feet.
Make a melee weapon attack using your Dexterity modifier and proficiency bonus.
Hit: 5d6 + your Dexterity modifier piercing damage.
If the target’s Armor Class depends on armor, natural armor, a shell, a hull, plating, or another sturdy external surface, the attack breaks through that surface and reduces the target’s Armor Class by 5. This reduction lasts until the damaged surface is repaired or restored, as determined by the DM.
If the target does not have a sturdy or breakable external surface, the Armor Class reduction lasts for 2 turns instead.
Absolute Spin
Your companion begins spinning each and every part of its body, transforming itself into a massive drill. It then uses your remaining cursed energy to propel itself beyond the speed of sound in a line that is 60 feet long and 15 feet wide.
Each creature in the line must make a Dexterity saving throw against your Curse Sorcerer save DC. On a failed save, a creature takes 20d10 + your Dexterity modifier piercing damage. On a successful save, it takes half as much damage.
Ultra Shield
Cost: 1 Year
When your companion is targeted by an attack, it can use your reaction to transform one of its limbs into a defensive shield, increasing its Armor Class by 6 against the triggering attack.
If this bonus causes the attack to miss, your companion has advantage on the next attack roll it makes against the attacker before the end of your next turn.
Absolute Shield
Instead of defending itself, your companion forces all of your remaining cursed energy into the attacker’s body.
The attacker’s body and soul rupture under the crippling pressure of your cursed energy, taking 40d8 force damage.
This feature does not prevent the triggering attack unless the DM determines otherwise.
Ultimate Companion Techniques
You cannot use an Ultimate Companion technique if its year cost exceeds your remaining life expectancy.
When you use an Ultimate Companion technique, your companion grows to Huge size for the duration of that technique. After the technique resolves, your companion reverts to its original size.
Ultimate Cannon
Cost: 7 Years
As an action, you command your companion to charge its entire body with cursed energy. Your companion glows bright enough to turn night into day, then unleashes violent bursts of red plasma throughout a 60-foot-radius area centered on itself.
Each creature of your choice in the area must make a Dexterity saving throw against your Curse Sorcerer save DC. On a failed save, a creature takes 30d12 fire damage. On a successful save, it takes half as much damage.
After using this technique, your companion reverts to its original size.
HBB Note: This ability is powerful enough to completely evaporate a Medium-sized lake.
Punch of the Damned
Cost: 4 Years
As an action, your companion gathers cursed energy into one arm and delivers a punch with enough force to fold the ground beneath the impact.
Choose a point within your companion’s reach. Each creature in a 45-foot-radius area centered on that point must make a Dexterity saving throw against your Curse Sorcerer save DC. On a failed save, a creature takes 10d10 bludgeoning damage and falls prone. On a successful save, it takes half as much damage and does not fall prone.
The impact leaves a massive crater behind, and the affected area becomes difficult terrain.
After using this technique, your companion reverts to its original size.
Pigeon Viora
Cost: 6 Years
As an action, you overcharge your companion using your cursed energy, causing it to grow to Huge size. Your companion then launches five guiding energy balls that seek their targets and explode on impact.
Choose up to five points you can see within 120 feet. Each energy ball travels toward one chosen point. When an energy ball reaches its destination, it explodes in a 35-foot-radius area.
Each creature in an explosion’s area must make a Dexterity saving throw against your Curse Sorcerer save DC. On a failed save, a creature takes 6d10 force damage. On a successful save, it takes half as much damage.
A creature caught in more than one explosion is affected by each explosion separately.
The energy balls track their targets with high accuracy. If an energy ball strikes an obstruction before reaching its destination, it explodes at the point of impact instead.
You decide the color of each energy ball.
After using this technique, your companion reverts to its original size.
Improvised Abilities
You can create an unlimited number of unique attacks and features by using your existing companion techniques as a base.
The effect, damage, range, area, and year cost of an improvised ability can change, but the ability must be approved by your DM before use.
7th-Level Feature: Gear Up!
Your companion’s attacks become significantly more destructive.
Whenever your companion deals damage with an attack or Heavenly Restriction technique, the damage increases by 1d10.
If the damage is dealt by an Ultimate Companion technique, the damage increases by 2d10 instead.
In addition, when you gain a level in this class, your life expectancy increase changes. You can either increase your life expectancy by 7 years or roll 1d12 and increase it by the number rolled.
13th-Level Feature: So Far, So Good!
Your body begins to endure the restriction more effectively.
Your Constitution modifier is no longer capped at +0.
In addition, you and your companion each gain a +1 bonus to Armor Class.
15th-Level Feature: Still Alive!
Your remaining time stretches further than it should.
When you gain a level in this class, your life expectancy increase changes again. You can either increase your life expectancy by 13 years or roll 1d20 and increase it by the number rolled.
18th-Level Feature: Defying Fate
You finally overcome the most debilitating consequences of Cursed Birth.
You no longer suffer the detrimental effects of Cursed Birth.
In addition, your non-Ultimate Heavenly Restriction techniques no longer expend years from your life expectancy. Ultimate Companion techniques still expend years as normal.
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