Curse User Image
Prerequisite: Level 3 Intelligence of 13 Wisdom 13 Constitution 13
 

A cursed user is a rare individual who through a lot of luck and even more hard work has discovered the ability to harness and manipulate a mysterious form of necrotic energy dubbed, Curse Energy. Curse Energy is usually created and stockpiled in a world after a certain amount of sentient life inhabits it for a long enough period with proper population density. As Curse Energy coalesces it grows in strength until it to gains awareness and creates a form. These forms can have many different effects and abilities but everything they do is geared towards creating more Curse Energy. The energy can be created through many means, ants in your picnic basket, or horrifically mangling and killing other beings creating grief and despair in droves. Most curses aren't born strong enough to incorporate adequately to interact physically. typically they can only be exorcised with the proper magic, or the harnessing and control of cursed energy by those capable of such a feat.

Lately research has shown progress in figuring out a way to alter the brain of sentient vertebrates making them eligible to learn this Curse Sorcery. After a subject has been opened to the possibility of harnessing Curse Energy it often takes a few year to fully master their ability.

As long as a person has reached a Level of 3 they can be considered strong enough to undergo the process but rigorous and often painful examination is usually required before the procedure is carried out. Once the procedure is complete they gain access to the following abilities.

  • Stockpiling Curse Energy: The key to using Curse Energy is having some. After learning to sense and control the basic flow of this energy a user is able to stockpile an amount of energy equal to their Proficiency Bonus times their Constitution modifier.
  • Applying Curse Energy: At a basic level Curse Energy can be applied to any physical attack or spell cast by the Curse User. To apply this energy to an attack the user can expend a number of charges equal to their Constitution modifier to add 1d6 of damage to a damage roll. This damage is a(normally) un-resistible magical damage, if the target is a Curse Spirit they have vulnerability to the damage. To apply this damage to a spell the user expends a number equal to the spell slot burned(Min. 1) and can do one of two things: Impose Disadvantage on the saving throw or Upgrade a number of Damage Die, equal to their spellcasting modifier, up to the next die, i.e. d4->d6->d8 etc. max of d12, if the spell already casts a d12 the user can add a number of d4 equal to the level of the spell cast. This converts the damage to curse energy every time it is used in this way.
  • Reverse Curse Energy: Once per Long Rest after having received damage a user may attempt to reverse the curse energy they have stockpiled to heal wounds taken in battle, rolling an Intelligence or Wisdom check(Proficiency is always applied) DC 27 they are allowed to heal up to a maximum of 90% of their Max HP, barring HP that is taken by certain curse techniques and necrotic magic that reduces HP Max. As the user becomes more adept this DC comes down, DC 25 at Level 5, DC 23 at Level 8 and DC 21 at Level 11, DC 19 at Level 14, DC 18 at Level 17, and at Level 19 the user always succeeds on their one use.
  •         Cursed Technique. At Level 8 a user has gained enough experience in harnessing Curse Energy that they can craft a more powerful and targeted Curse Technique. A users Cursed Technique is a uniquely customized application, a combination of their stockpiled energy and unique aspects of themselves. Crafting a Curse Technique. A Cursed Technique is based off a users personality and actions, depending on the level of output in their Technique it will use a variable amount of Cursed Energy charges. It is a basic amplification or alteration of a users strengths and experiences. Unless Incapacitated, or otherwise specified, a Cursed Technique's effects will last 1 Minute or until dropped. Use the following Chart to create your Cursed Technique and calculate it's cost. A Curse Technique always deals Curse Damage. At Levels 11, 14, 17, and 19 a user may add, drop, or modify 1 aspect of their Technique.
     
  • Physical Amplification: 1 Charge per Aspect, May add Aspects more than once. Aspects: Add 1d4 to Attack and Damage Rolls, Add 5 movement, add 1d4 to Str or Dex Saves, all effects have Duration 1 Minute
    Physical Protection: 1 Charge per Aspect, May add more than once. Aspects: Add 1d4 to AC, Add 1d4 to Con Saves, Reduce incoming physical damage by 1d4, all effects have Duration 1 Minute
    Curse Energy Protection: 1 Charge Aspect: For 1 Minute the user has resistance to Curse Energy
    Magical Protection: 1 Charge per Aspect, May add more than once.  Aspect: Gain Resistance to 1 Magical Damage Type, Gain Advantage on Concentration Saves, Add 1d4 to Int, Wis, or Cha Saves. Effects last 1 Minute
    Magical Amplification: 1 Charge, May add more than once.  Aspect: Spells deal 2d4 extra damage or additional healing, enemies subtract 1d4 from spell saving throws, can use a Select Known Cantrip as Bonus action
     Magical Vulnerability: 2 Charges, only added once  Aspect: Once per turn the target is weak to the damage of one of the users magical attack, must announce it's use before the attack or saving roll is made.
     Spatial Transfiguration: 3 Charges, only added once  Aspect: The user selects a trigger, such as a snap of the fingers or enemies coming within range, etc. When the conditions for the trigger are met the user can use a Reaction to switch the spatial relationships of any 2 objects or creatures within 30ft of them. 
    Reverse Technique: 2 Charges, *!!Special Conditions!!* Cost is spent on every use!! Aspect: Once per turn; compound the damage dealt, add additional damage dice equal to half of the Damage Roll(Min 2) or heal self for half of the damage from an attack, up to max 90% Max HP
    Imbue: 3-5 charges Aspect: The user focuses on Imbuing Magical effects into the fabric of their Technique, for 1 Minute The user may cast a Selected 1st Level Spell that they know and can use that spell without expending a spell slot, at Level 11 the user can decide to upgrade to a Selected 2nd Level Spell for 4 Charges and at Level 14 the user can upgrade to a Selected 3rd Level Spell for 5 Charges.
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