Fighter
Base Class: Fighter

Cursed Energy

Cursed Energy

3rd-level Cursed Energy User Feature

You harbor a wellspring of Cursed Energy within yourself. This energy is represented by your Cursed Energy Points. You have number of cursed energy points equal to 10 + 2 times your class level, and they fuel various Cursed Energy skills you have, which are detailed below.

Some of your powers expend the Cursed Energy Points they use, as specified in a power’s description, and you can’t use a power if it requires you to use a number of points when you have less than that. You regain all your expended Cursed Energy Points when you finish a long rest, and 1/4 on a short rest.

 

Cursed Energy Sense

3rd-level Cursed Energy User feature

Everyone that uses cursed energy will at one point be able to sense and see other peoples cursed energy, either as it flows through them or traces of it after somebody used some cursed energy, this also means that you can see cursed spirits cursed energy as well. At 3nd level you gain proficiency in the perception skill if you already have proficiency in it you instead gain expertise in it. You can also use your bonus action to see the cursed energy flowing through people and curses, outside of battle you can roll a perception check to see a person or curses cursed energy or to see if you can see the traces of cursed energy from it being used within 60 ft of you, in the past 24 hours.

Cursed Energy Infusion

3rd-level Cursed Energy User feature

One of the most basic uses of cursed energy is the ability to infuse your attacks with it, whether that be with your fists or legs, or an actual weapon, once you can do this your fighting potential will increase as you should be able to do more damage. At 3rd level you are able to infuse your attacks with cursed energy, your unarmed attacks now are 1d6 + your strength modifier or your dexterity modifier bludgeoning damage. You can spend 1 cursed energy (up to a max of 1) to give your attack an extra 1d6 force damage, you spend that cursed energy for each attack action.

Discharge

3rd-level Cursed Energy User feature

At 3rd level you gain the ability to build up, store, and release electricity with your attacks. You can spend up to 6 cursed energy for this skill with a minimum of 1, for each cursed energy used after the first you gain a boost to either the skill's damage or stun effect. You can spend these points as you attack, spending one point gives you an extra 1d6 of lightning damage and stuns the enemy for 1 turn if they fail a con saving throw. The second point will increase the damage to 2d6, the third will increase the stun to 2 turns, the fourth will increase the damage to 3d6, the fifth one will increase the stun to 3 turns and the sixth one will increase the range of the attack by 5 ft.

-When you gain the immense cursed energy feature the base range of all attacks using this skill is now 10 ft.

-While your domain expansion is active, you can use Discharge anywhere and you gain a bonus to your attack roll equal to half your proficiency bonus.

Reverse Cursed Energy

4th-level Cursed Energy User feature

There may become a point in your training that you unlock the ability to reverse cursed energy, to be able to use cursed energy the way curses do to heal themselves and make a different twist on their techniques. At 18th level you now have the ability to reverse the flow of your cursed energy allowing you to do different things and expanding your arsenal. The first thing is cursed energy healing or regeneration with this you can heal yourself and possibly regenerate missing body parts and organs, as a bonus action you can use 5 cursed energy to heal yourself for 4d6 + your wisdom modifier.

Railgun

6th-level Cursed Energy User feature

When you gain the Reversed Cursed Energy feature at 5th level you gain the ability to make new techniques by reversing the energy. The reversed technique for Discharge is Railgun, like Discharge the more cursed energy you put into it the stronger it gets. You can spend up to 6 cursed energy for this skill with a minimum of 1, for each cursed energy spent after the 1st the range and damage of the skill increases. By spending 1 point you can make electricity go from one point to another at the speed of light, you attack in a line 90ft long, all creatures in this line must make a dex saving throw or take 4d8 on a fail and half as much on a success. Spending a second point makes the damage go up to 5d8 lightning damage, a third point will increase the width of the line to 10ft, a fourth point will increase the damage to 6d8 lightning damage, a fifth point will increase the range to 120ft, and a sixth point will increase the width to 15ft and the damage to 7d8 lightning damage. This attack passes through allies harmlessly. 

-When you gain the Cursed Energy Abundance feature increases the damage by 2d8.

-While Domain Expansion is active the range is increased by 30ft and the damage is increased by 1d8 per cursed energy spent.

Plasma Shield

6th-level Cursed Energy User feature

At 6th level you gain the ability to release electricity around you burning the air creating a plasma shield. You can spend 4 cursed energy as a reaction to create a plasma shield around you, you can choose to spend these points before you see if the attack hits, this shield will do 2d6 Lightning damage to anyone within 5 feet of you whenever it is activated, they also have to make a con saving throw or be stunned for 1 turn.

-When you gain the immense cursed energy feature, the damage goes up by 1d6 and the range goes up by 5 ft, and the stun now lasts for 2 turns.

-While your domain expansion is active you can now use Plasma Shield for 2 cursed energy, it now does 1d6 more damage, and you gain a bonus to your save DC equal to half your proficiency bonus.

Cursed Energy Armor

7th-level Cursed Energy User feature

A slightly more complicated technique to do with cursed energy is to cover yourself with it to give you some form of protection from basic attacks and attacks that are infused or using cursed energy. At 7th level you gain the ability to cover yourself with cursed energy and to keep this up you reserve 4 cursed energy that you can't use since it's to fuel this ability, at all times you are getting a boost to your AC equal to half your wisdom modifier, and as a bonus action you can give yourself a number of temporary hit points equal to 1.5 times your level, you can only do this a number of times equal to your wisdom modifier, this will be reset after a short or long rest. You can also spend 10 cursed energy to regenerate a limb or organ and heal for 4d6 + your wis mod.

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