Sorcerer
Base Class: Sorcerer
The Awakening of Cursed Energy

Cursed Sorcerers are practitioners who manipulate cursed energy, a dangerous and volatile force born from the negative emotions of living beings. Cursed energy is the physical manifestation of death, fear, anger, hatred, and sorrow—the emotions that shape the human experience. This energy exists in everything, from the smallest insect to the greatest sorcerer, constantly fluctuating with the negativity that surrounds it. While cursed energy can be a destructive force, it is also the source of immense power, wielded by those who are able to channel it.

For most Cursed Sorcerers, their connection to cursed energy is not simply a birthright; it is a process tied to their life experiences. Some are born with the ability to perceive and manipulate cursed energy, often inheriting it from powerful bloodlines. Others awaken their cursed abilities through traumatic events, moments of intense emotion or fear that ignite their innate potential. These awakenings are often life-changing, shaping the trajectory of a sorcerer's life. A singular event—such as witnessing the death of a loved one, suffering immense loss, or experiencing a near-death experience—can activate cursed energy, marking the moment they enter the dangerous and unpredictable world of curses.

Unlike other arcane casters who refine their craft through study and discipline, Cursed Sorcerers often hone their abilities through sheer willpower, raw emotion, and the instinct to survive. This process involves a continual struggle to control the cursed energy that flows through them, as unchecked emotion can easily cause it to spiral out of control, wreaking havoc on both the sorcerer and those around them. The control of cursed energy requires immense concentration and understanding, often requiring years of training or constant self-discipline to prevent the energy from overwhelming the sorcerer.

The Nature of Cursed Energy

Cursed energy is born from the negative emotions of living beings. It manifests as a tangible, albeit unstable, energy that can be manipulated for various techniques and spells. To a Cursed Sorcerer, cursed energy is more than just a tool—it is an inseparable part of their being, drawn from both their own emotions and the emotions of those around them. While emotions like fear, grief, and anger generate cursed energy in abundance, they also pose a danger. A sorcerer's power is deeply tied to their emotional state, and if they lose control or are consumed by negative feelings, their cursed energy can turn against them.

In addition to their inherent cursed energy, Cursed Sorcerers often work with "Cursed Techniques," specialized spells or abilities that manipulate cursed energy into a desired form. These techniques can range from simple enhancements to combat abilities to complex, domain-expanding rituals that reshape reality itself. Cursed Techniques are shaped by the sorcerer’s personal experiences, emotional trauma, and the nature of their cursed energy. As such, no two Cursed Sorcerers will have the same techniques, and their abilities may evolve or change over time as their connection to their cursed energy deepens.

The Price of Power

Harnessing cursed energy is not without its risks. While it can grant a sorcerer extraordinary power, it also comes with a heavy cost. Cursed energy is a dangerous, unstable force that constantly threatens to consume the sorcerer. Those who misuse or lose control of it can fall victim to their own emotions, turning them into a danger to themselves and others. Many Cursed Sorcerers must constantly battle against the temptation to give in to their darker impulses, knowing that once they cross a line, there is no turning back.

The temptation to use cursed energy for destruction or personal gain is ever-present. Sorcerers may walk the line between being a force of good and a force of chaos, with some succumbing to their desires for power or vengeance. Others strive to master their cursed abilities to protect others from the dangers of curses, seeking to use their power to protect the innocent from cursed spirits or other malevolent sorcerers. This duality is what defines many Cursed Sorcerers: they are both victims and victors, walking the fine line between salvation and ruin.

A Cursed Path

The life of a Cursed Sorcerer is one of constant conflict, both with external forces and the darker aspects of their own nature. Cursed Sorcerers are feared and misunderstood by those around them, seen as wielders of dark magic and dangerous power. They often find themselves walking a solitary path, constantly at odds with both the forces of curses and the expectations placed upon them by society.

Some Cursed Sorcerers choose to embrace the darkness of their power, using it as a tool for destruction or to fulfill their personal goals. These individuals may seek to dominate the cursed world, becoming harbingers of chaos and suffering. Others, however, see cursed energy as a burden—a curse that must be controlled for the greater good. They may devote themselves to exorcising curses, protecting others from the dangers of cursed spirits, or striving to control their emotions in order to keep their powers in check.

Regardless of their motives, all Cursed Sorcerers share one undeniable truth: the power of cursed energy is both a blessing and a curse. Their abilities are a direct reflection of their own struggles, a constant reminder of the emotions that bind them to the world of curses. Their journey is one of constant growth, self-discovery, and control, as they seek to understand the very energy that defines their existence.

The Way of the Sorcerer

The path of a Cursed Sorcerer is not a path of simple mastery. It is a path of hardship, introspection, and the willingness to confront the darkest parts of oneself. Cursed Sorcerers are not bound by tradition or the strictures of society. They are shaped by their experiences and their connection to cursed energy—an energy that is always in flux, constantly feeding off their emotions, thoughts, and desires. They are a living testament to the volatile nature of cursed energy, and it is up to each sorcerer to choose whether they will wield this power for their own purposes or for the greater good.

Legendary Practitioners of Cursed Techniques

Throughout history, masterful wielders of cursed energy have created techniques that define the art of curse manipulation. Their legacies live on, whispered among sorcerers as tales of inspiration and caution.

  • Limitless: This technique, which manipulates space itself, is credited to Kamiyo Mugensei, "The Infinite Star of the Divine Era," who bent reality to their will with unparalleled precision.

  • Straw Doll: The art of redirecting harm to an effigy was perfected by Aname Tsukumogami, "The Spirit Root of Cursed Tools," whose mastery over cursed objects remains unrivaled.

  • Disaster Flames: Imbuing spells with cursed fire originated with Ryomen Jōka, "The Twin-Faced Purifying Flame," a figure both feared and revered for their fiery wrath and cleansing infernos.

  • Probability Manipulation: The ability to influence luck was pioneered by Kibaku Enzan, "The Calculated Fatebinder," whose techniques tipped the scales of destiny.

  • Soul Sculptor: The manipulation of living souls is attributed to Shinjū Tamashizu, "The Pearl That Quiets Souls," a healer and destroyer in equal measure.

  • Fists of the Fallen: Channeling cursed energy into devastating strikes was the hallmark of Shura Kensei, "The Holy Fist of Carnage," a warrior-sorcerer who sought balance through combat.

  • Blood Manipulation: This lethal technique of transforming blood into a weapon was developed by Chizome Ketsuen, "The Bloodstained Lineage," a sorcerer tied to an unbroken cycle of vengeance.

  • Ten Shadows: Summoning cursed spirits, including the fearsome Mahoraga, is credited to Enrin Kageya, "The Wheel of Shadows," whose techniques embodied the eternal cycle of life, death, and rebirth.

  • Cursed Speech: Commanding obedience with words was first used by Onkō Genmei, "The Stern Voice That Turns Sound," whose every utterance carried the weight of authority.

  • Tool Manipulation: The empowerment of objects with cursed energy was created by Ishiku Kuyō, "The Stonemason of Nine Stars," a craftsman whose weapons shaped the course of battles and history.

The Origin of Cursed Sorcerers

Cursed Sorcerers trace their origins to the first emergence of curses—manifestations of negative energy given form. Legends speak of a primordial sorcerer, a being who first unlocked the secrets of cursed energy and mastered its use. Known only as Zenchō no Noroware, "The Foreteller of Curses," this enigmatic figure is said to have paved the way for the practice of cursed techniques, teaching others to wield this volatile force.

Cursed Sorcerers believe their art represents both a curse and a salvation—a means to confront and balance the negative energies that permeate the world. Their teachings have been passed down through generations.

Level 3: Cursed Energy

You acquire a reserve of Cursed Energy points, the size of which is determined by 5x your Charisma modifier. These points serve as the fuel for your various cursed abilities, allowing you to unleash powerful techniques and effects. Once you've expended all of your Cursed Energy points, they are fully replenished upon completing a long rest, restoring your capacity to tap into your cursed potential.

Level 3: Cursed Technique

At 3rd level, you select one of the following Cursed Techniques to define your connection to cursed energy:

  • Limitless🛡️: Manipulate space itself. Spend 1 Cursed Energy point as a bonus action to gain +5 AC until your next turn, you are also immune to magic missile.

  • Straw Doll🎎: Redirect damage to an effigy. Use your reaction and spend 1 Cursed Energy points to halve the damage you take.

  • Disaster Flames🔥: Imbue spells with cursed fire. When you cast a damaging spell, spend 1 Cursed Energy point to change its damage type to fire and add your Charisma modifier to the damage.

  • Probability Manipulation🎰: Influence luck. As a bonus action, spend 1 Cursed Energy point to add +2 to a single attack roll, ability check, or saving throw.

  • Soul Sculptor🧿: Alter the souls of living beings. Spend 1 Cursed Energy point to touch a creature and force a Charisma saving throw. On failure, you can either Deform, Enhance, or Heal the target with varying effects based on your cursed power.

  • Fists of the Fallen👊: Channel cursed energy into your physical strikes. After attacking, you can spend 1 Cursed Energy point to make one unarmed strike as a bonus action. When you score a critical hit, you can use your reaction to unleash a Black Flash, dealing 3d10 Necrotic and Radiant damage and stunning the target until the end of your next turn.
  • Blood Manipulation🩸: Transform cursed energy into blood, wielding it as a weapon or to restore your energy reserves. Spend 1 Cursed Energy point to launch high-speed projectiles at foes or sacrifice Hit Points to regain Cursed Energy.
  • Ten Shadows🐺: Summon cursed spirits to fight for you. Spend 1 Cursed Energy point to summon a shikigami with unique abilities to aid in battle for up to 1 hour.
  • Cursed Speech📢:  Issue commands that compel obedience. Spend 1 Cursed Energy point to force a creature within 60 feet to obey a simple directive like "Flee" or "Silence".
  • Tool Manipulation🛠️: Empower and wield objects with cursed energy. Spend 1 Cursed Energy point to make a weapon or tool magical for 1 minute, adding +1d6 to attack rolls as a bonus action.
Blood Manipulation

You gain mastery over manipulating your Cursed Energy into blood, shaping it into deadly weapons infused with cursed energy.

  • Piercing Blood: As an action, spend 1 Cursed Energy point to form your blood into a projectile. Target a creature within 60 feet, forcing a Dexterity saving throw (DC = your Spell Save DC). On a failure, they take 3d8 necrotic damage, or half as much on a success.

  • Blood Reservoir: As a bonus action, you can sacrifice Hit Points equal to twice your Sorcerer level to regain 1d4 + your Charisma modifier Cursed Energy points.

Cursed Speech

You learn to imbue your words with cursed energy to exert control over others. As an action, you can spend 1 Cursed Energy point to issue a command to one creature within 60 feet that can hear you. The creature must succeed on a Wisdom saving throw against your spell save DC or obey your command for its next turn.

Valid commands include simple directives like "Flee," "Kneel," or "Silence." At the DM's discretion, more complex commands may be allowed if reasonable.

Additionally, you learn the command spell, and it does not count against your spells known. When you cast it, you can expend 1 Cursed Energy point to target an additional creature. If multiple creatures are targeted by Voice of Command, you may choose different commands for each target.

Disaster Flames

Imbue your spells with cursed fire. When you cast a damaging spell, spend 1 Cursed Energy point to change its damage type to fire and add your Charisma modifier to the damage.

Fists of the Fallen

Upon choosing this technique, you unlock the ability to use your cursed energy to empower your physical strikes:

  • Fury of the Fallen: You can make one unarmed strike as a bonus action after taking the Attack action.
  • Cursed Strike: Your unarmed strikes deal 2d6 damage 
  • Critical Hit Enhancement: You score a critical hit on a roll of 19 or 20 when making unarmed strikes.

Additionally, once per turn when you score a critical hit with an unarmed strike, you can use your reaction to unleash a Black Flash (costing 1 Cursed Energy point). The Black Flash causes the target to take an additional 2d6 force damage and forces them to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of your next turn.

Limitless

You manipulate space itself. Spend 1 Cursed Energy point as a bonus action to gain +5 AC until your next turn, you are also immune to magic missile. Starting at 6th level, you can also increase your movement by 10 feet for that turn.

Probability Manipulation

Influence luck. As a bonus action, spend 1 Cursed Energy point to add +2 to a single attack roll, ability check, or saving throw.

Soul Sculptor

Alter the souls of living beings. Spend 1 Cursed Energy point to touch a creature and force a Charisma saving throw. On failure, you can either Deform, Enhance, or Heal the target with varying effects based on your cursed power.

Straw Doll

You redirect damage to an effigy. Use your reaction and spend 1 Cursed Energy points to halve the damage you take. At 6th level, you can transfer the halved damage to a willing creature within 30 feet of you.

Ten Shadows

You gain the ability to summon shikigami from the Ten Shadows Technique. You may summon one shikigami from the list below as an action by expending 1 Cursed Energy point. The shikigami persists for up to 1 hour or until it drops to 0 hit points. You may have one shikigami summoned at a time.

To summon a shikigami, you must first defeat it in ritual combat. This ritual must be preformed alone, and without outside assistance. If you fail to defeat the shikigami, you cannot attempt the ritual again until after your next long rest.

[List of Shikigami]
Additional Effects

Each shikigami possesses unique abilities. Refer to their individual stat blocks for detailed information.

Tool Manipulation

Your cursed energy is uniquely attuned to objects and tools, granting you the ability to manipulate and empower weapons, tools, and artifacts with incredible precision. This subclass focuses on enhancing your combat versatility and utility with empowered items. You gain the following benefits:

Empowered Tools: You can imbue a non-magical weapon, tool, or object with cursed energy, making it count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Imbuing a tool requires 1 Cursed Energy point and lasts for 1 minute.

Guided Strike: When you attack with a weapon imbued with cursed energy, you can use your bonus action to roll an additional d6 and add it to the attack roll. You can use this feature a number of times equal to your Charisma modifier per long rest.

Level 6: Domain Expansion

Upon reaching 6th level, you gain the ability to create a formidable pocket dimension known as a Domain Expansion. This space enhances your Cursed Techniques and provides powerful effects tailored to your choice of domain. Activating your Domain Expansion requires spending 5 Cursed Energy points and takes an action. The effect lasts for a minimum of 1 minute to a maximum of 5 Minutes and does not require concentration. After using this ability, you must complete a long rest before you can activate it again.

Binding Voice

As an action, you can spend 5 Cursed Energy points to activate Binding Voice, a pocket dimension that enhances your techniques and leaves enemies at your mercy. The Domain Expansion lasts for 1 minute (up to 5 minutes) and does not require concentration.

While inside the domain:

  • Absolute Command: Creatures of your choice automatically fail saving throws against your Voice of Command and are unable to take reactions.

  • Resonating Power: Whenever a creature fails a saving throw against your cursed speech abilities, it takes psychic damage equal to twice your Charisma modifier (minimum 2).

  • Amplified Range: The range of your Voice of Command and other speech-based abilities doubles.

Once you use this feature, you cannot activate it again until you complete a long rest. Alternatively, you may spend 7 Cursed Energy points to use this feature again before completing a long rest.

Cage of the Fallen

You manifest a cursed domain that traps your foes in a brutal arena where your physical prowess reigns supreme. As an action, you can spend 5 Cursed Energy points to activate Cage of the Fallen, lasting for 1 to 10 minutes and requiring no concentration. Within the domain, your strikes become terrifyingly precise and devastating:

  • Relentless Assault: Every unarmed strike you make counts as a Black Flash, dealing an additional 3d10 Necrotic and Radiant damage on hit.
  • Unmatched Agility: Your movement speed increases by 30 feet, and you can take the Dash action as a bonus action.
  • Cursed Shield: Your AC increases by your Charisma modifier (minimum +1), making you harder to hit.

Chimera Shadow Garden

You manifest a cursed domain that intertwines the spirits of multiple shikigami, granting you unparalleled mastery over their presence and influence. As an action, you can spend 5 Cursed Energy points to activate Chimera Shadow Garden, which lasts for 1 to 10 minutes, requiring no concentration. While within the domain, your command over shikigami becomes absolute

Crimson Rain

You summon a torrential downpour of cursed blood, enveloping a 30-foot radius with relentless, crimson devastation. As an action, you can spend 5 Cursed Energy points to activate the Crimson Rain Domain. The domain lasts for 1 to 5 minutes, requiring no concentration, and grants you unparalleled control over your blood manipulation techniques.

Forge of Dominion

In the Forge of Dominion, a 30-foot radius domain of spectral tools and weapons surrounds you. All weapon and tool attacks you make deal an additional 1d8 force damage while inside the domain. Additionally, at the start of each of your turns, you can animate up to three objects to fight for you as if you cast animate objects. These animated objects deal extra damage equal to your Charisma modifier. As a bonus action, you can cause a weapon within the domain to attack a creature of your choice, using your Charisma modifier for the attack and damage rolls.

Idle Death Gamble

The Idle Death Gamble creates a vibrant, pachinko-themed domain resembling a bustling train station. The domain lasts for 1 to 5 minutes, during which you roll 3d6s at the start of each of your turns. If you roll the same number on each die, you hit the Jackpot. For the next 4 minutes and 11 seconds, you gain unlimited Cursed Energy and become immune to damage and conditions from attacks or spells, rendering you temporarily untouchable, if you were damaged before you hit the jackpot, you get healed back to full. However, you cannot cast spells during this time. Additionally, enemies in the domain suffer disadvantage on saving throws against your spells and take double damage from your attacks.

Infinite Void

Within the Infinite Void, a 30-foot radius space under your control, you gain significant advantages. You have advantage on all attack rolls and saving throws, while enemies have disadvantage on their attack rolls against you and any creatures you designate. Your movement speed is doubled, allowing you to traverse the area freely, even moving through other creatures and objects as if they were difficult terrain, emphasizing your absolute control over the battlefield.

Malevolent Shrine

In the Malevolent Shrine, a 30-foot radius domain of cursed flames flares to life around you. All your fire and force damage spells deal maximum damage while inside the shrine. Additionally, at the start of each of your turns, every enemy in the domain takes fire damage equal to your Charisma modifier. As a bonus action, you can teleport up to 30 feet to any unoccupied space within the domain, making you elusive and dangerous amidst the flames.

Self-Embodiment of Perfection

When you activate Self-Embodiment of Perfection, you create a 30-foot radius sphere centered on you that lasts for 1 to 5 minute. While this domain is active, you can use your Idle Transfiguration ability as a bonus action. Any creature that starts its turn in the domain or enters for the first time must make a Wisdom saving throw; on a failed save, they are stunned until the start of their next turn, struggling to comprehend the essence of their own soul. Additionally, you have advantage on all saving throws against spells and magical effects, embodying the pinnacle of cursed power.

Wicker Womb

When you activate Wicker Womb, you create a 30-foot radius cursed field centered on you that lasts for 1 to 5 minutes. Within the domain, your Straw Doll technique can damage a second creature within 30 feet of the target for half the damage dealt, ignoring resistances and treating immunities as resistances. Hostile creatures have halved movement speed, cannot Dash, and suffer disadvantage on their first attack roll each turn. Your Straw Doll technique’s range increases to 120 feet, and you can target creatures through cover. As a bonus action, you can curse one creature in the domain to take 6d10 necrotic damage and make a Wisdom saving throw (DC = your spell save DC) or be paralyzed until the start of your next turn.

Level 14: Enhanced Technique

At 14th level, your control over your Cursed Technique becomes formidable, allowing you to manipulate and augment its effects. This mastery provides you with new ways to utilize your abilities in battle, enhancing your effectiveness and versatility. The improvements you gain are tailored to the specific Cursed Technique you’ve chosen, making your skills a significant threat to your enemies.

Blood Manipulation

Your mastery of Hemokinesis allows you to unleash explosive power with your cursed blood.

  • Blood Surge: When you hit a creature with Piercing Blood, you can spend 3 additional Cursed Energy points to create a chain reaction. All creatures within 10 feet of the target must make a Dexterity saving throw. On a failed save, they take necrotic damage equal to your Piercing Blood damage. On a successful save, they take half damage.

  • Vital Fortification: You gain resistance to necrotic damage, and when you take damage, you can spend 3 Cursed Energy points to reduce the damage by an amount equal to your Charisma modifier + your Sorcerer level.

Cursed Speech

Your mastery over your cursed speech reaches new heights, allowing you to augment its effects in unique ways. You gain the following benefits:

  • Command the Masses: When you use Voice of Command, you can target any number of creatures within range by spending 1 additional Cursed Energy point per additional target. Each creature must make its own saving throw.

  • Unyielding Words: Creatures that fail their saving throws against Voice of Command are stunned until the end of your next turn and take psychic damage equal to your sorcerer level.

  • Sonic Detonation: When you deal damage with your cursed speech abilities, you can spend 2 Cursed Energy points to unleash a sonic shockwave. All creatures within 15 feet of the original target take psychic damage equal to your Charisma modifier and must succeed on a Constitution saving throw or be pushed 10 feet away.

Disaster Flames

When you activate your Disaster Flames feature, you gain the option to deal force damage instead of fire damage. This shift in damage type allows you to bypass certain resistances and immunities, making your attacks more versatile and unpredictable. Enemies may find it challenging to defend against the raw force of your cursed energy, ensuring that your spells maintain their potency in various situations.

Fists of the Fallen

Your connection to cursed energy reaches new heights, granting you the ability to unleash devastating strength for a short time. As a bonus action, you can activate Fury of the Fallen, which lasts for 1 minute. While in this state, you gain the following benefits:

  • Unleashed Power: Your unarmed strikes deal an additional 2d6 force damage.
  • Black Flash Burst: Whenever you score a critical hit, creatures within 10 feet of you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be knocked prone.
  • Cursed Endurance: At the start of each of your turns, you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.

Once you use this feature, you can't do so again until you finish a long rest.

Limitless

With your mastery of the Limitless technique, you can now activate this feature as a reaction when you are targeted by an attack. By bending the space around you, you create an opportunity for the attack to miss entirely. This ability enhances your survivability in combat, allowing you to evade dangerous strikes and reposition yourself strategically.

Probability Manipulation

When you achieve the Jackpot during your Idle Death Gamble, you can choose to extend the fortune of your luck to your allies. As a reaction, select up to three allies within 30 feet, granting them temporary hit points equal to your Charisma modifier and advantage on all attack rolls, saving throws, and ability checks for one minute. Additionally, while your Idle Death Gamble domain is active, the bonus provided by your Probability Manipulation feature increases to +4, and you can use it twice per long rest instead of once. This enhancement allows you to share the fortune of your abilities and bolster your party in critical moments.

Soul Sculptor

When you are struck by a melee attack, you can use your reaction and spend 2 Cursed Energy points to instantly reshape your body, momentarily shifting your form to avoid the attack. The attacker must reroll their attack with disadvantage, giving you a chance to evade the blow. This technique showcases your mastery over your Cursed energy, allowing you to adapt and respond to threats with unparalleled agility.

Straw Doll

Your mastery of the Straw Doll technique has deepened, enabling you to transfer damage to an unwilling creature within 30 feet. When you take damage, you can target a creature of your choice; that creature must make a Constitution saving throw against your spell save DC. On a failed save, it suffers the transferred damage, allowing you to turn the tide of battle by redirecting pain and suffering. This ability emphasizes your cunning and adaptability, making you a dangerous opponent in any confrontation.

Ten Shadows

You have refined the art of shikigami fusion. When one of your shikigami is destroyed, you can use its essence to enhance another shikigami. As a bonus action, you may target a shikigami you control to grant it an additional ability or benefit based on the essence of a destroyed shikigami:

  • Divine Dogs Totality: Increases their damage die by one step (e.g., 1d8 becomes 1d10).
  • Nue Totality: Doubles the range and potency of Nue's electric attacks.
  • Toad Totality: Grants the Toad increased grapple strength, with advantage on Strength checks.
  • Great Serpent Totality: Grants the ability to restrain and poison enemies on a successful attack.
  • Max Elephant Totality: Increases the size and force of its water blasts, dealing additional bludgeoning damage.
  • Piercing Ox Totality: Its charge no longer requires a straight path, and it can turn corners without losing momentum.
  • Round Deer Totality: Enhances its healing capabilities, allowing it to heal multiple creatures within a 10-foot radius.
  • Rabbit Escape Totality: Doubles the number of rabbits summoned, increasing the distraction and chaos they create.
  • Tiger Funeral Totality: Adds a fiery aura to its attacks, dealing additional fire damage to all enemies within 5 feet of its target.

Once a shikigami benefits from a Totality effect, it retains the enhancement until it is destroyed or dismissed.

Tool Manipulation

Your control over your Cursed Technique becomes formidable, allowing you to manipulate and augment its effects. This mastery provides you with new ways to utilize your abilities in battle, enhancing your effectiveness and versatility.

Harmonic Resonance: Weapons imbued with your cursed energy deal an additional 2d8 damage of your choice: necrotic, radiant, or force. When you score a critical hit with these weapons, the target must make a Constitution saving throw against your spell save DC or be stunned until the end of your next turn.

Tool Projection: You can create spectral copies of any weapon or tool you touch, allowing you to wield duplicates in combat. As a bonus action, you can spend 2 Cursed Energy points to create up to three spectral weapons or tools that float around you. These duplicates last for 1 minute and deal damage equal to the original weapon when used to attack.

Level 18: Maximum Technique

Your command over your Cursed Technique culminates in a remarkable effect that exemplifies your capabilities. You select one enhancement based on your chosen Cursed Technique, each providing a unique advantage that can significantly alter the course of a battle. This ultimate expression of your Cursed energy showcases your unrivaled skill and strategic prowess, allowing you to dominate your foes and protect your allies with unparalleled strength.

Blood Manipulation

You unlock the pinnacle of Blood Manipulation, a devastating wide-area attack that exemplifies your mastery over cursed energy. As an action, you can spend 10 Cursed Energy points to create a massive, explosive surge of cursed blood. You select a 30-foot radius sphere centered on a point within 120 feet. All creatures in the area must make a Dexterity saving throw against your Spell Save DC. On a failed save, they take 10d10 necrotic damage and are restrained until the end of your next turn as cursed blood locks them in place. On a successful save, creatures take half damage and are not restrained. After the initial impact, the cursed blood surges outward, creating a lingering bloodstorm in the affected area for 1 minute. At the start of each of your turns, you can target one creature in the bloodstorm to make a Constitution saving throw. On a failure, they take 5d8 necrotic damage, and their movement speed is reduced to 0 until the start of your next turn.

Cursed Speech

Your cursed speech reaches its ultimate potential. You gain the Words of Annihilation technique, a devastating ability that can turn the tide of battle. On a successful save, the creature takes half damage and is not stunned or silenced. A stunned creature can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you must finish a long rest before using it again. Alternatively, you can spend 10 Cursed Energy points to use this feature again before completing a long rest.

Disaster Flames

When you deal fire damage through your spells, you can spend 4 Cursed Energy points to maximize the damage roll. Instead of rolling the dice for damage, each die automatically deals its maximum possible damage. This ability allows you to unleash devastating fire attacks, overwhelming your enemies with an onslaught of scorching energy, ensuring that your spells hit with the utmost potency and ferocity.

Fists of the Fallen

When making unarmed strikes, you score a critical hit on a roll of 18, 19, or 20. This increased critical hit chance represents your honed focus and devastating strength, turning every attack into a potentially lethal blow.

Limitless

Your mastery of the Limitless technique allows you to cast the Globe of Invulnerability spell on yourself once per long rest without expending a spell slot. This protective barrier lasts for 1 minute and does not require concentration, shielding you from many harmful spells and granting you a significant advantage in battle. 

Probability Manipulation

As an action, you can spend 8 Cursed Energy points to activate Infinite Jackpot for 1 minute. During this period, every attack you make, as well as every saving throw or ability check you attempt, automatically succeeds, highlighting your peak mastery over luck and probability. Additionally, any enemy that attempts to attack you during this time must roll a d6. On a roll of 4-6, the attack automatically misses. This ability exemplifies your command over fate, turning the tides of battle in your favor with overwhelming certainty.

Soul Sculptor

With your advanced mastery of the Soul Sculptor technique, you can merge the souls of two willing creatures (including yourself) as an action by spending 5 Cursed Energy points. For 1 minute, the merged beings share one body, combining their hit points and inheriting the best attributes and abilities of both. When the effect concludes, the creatures separate, retaining any healing received during their temporary merger. This powerful ability emphasizes your connection to souls and the unique bonds you can create, turning allies into a singular force in battle.

Straw Doll

When employing your Straw Doll feature, you can choose to negate the damage entirely instead of simply halving it. This powerful option can be activated once per long rest, allowing you to protect yourself or your allies from harm completely. This enhancement demonstrates your advanced control over your Cursed energy, making you a strategic force on the battlefield capable of turning the tide of combat and safeguarding those around you from grievous injury.

Ten Shadows

You gain the ability to channel your shikigami's power through yourself, granting you an ability based off the shikigami chosen:

  • Divine Dogs: Your unarmed strikes deal 2d6 piercing damage as your hands become like wolf claws.
  • Nue: You gain a flying speed of 30, and gain resistance to lightning damage.
  • Toad: You gain advantage on grappling and extended range of 15 feet on your unarmed strikes.
  • Great Serpent: You have a burrowing speed of 20 ft, and can deal additional poison damage equal to your Proficiency bonus.
  • Max Elephant: Your size and weight are doubled, and can use the Water Blast action (check the Max Elephant stat sheet for information).
  • Piercing Ox: Your walking speed has tripled, and cannot be interrupted when using movement. When you walk through or stop on a space with another creature, they take 12d12 bludgeoning damage.
  • Round Deer: Your Hit points are doubled, and can heal yourself and others for 15d10.
  • Rabbit Escape: You can take the Disengage and Hide actions without costing an action or bonus action.
  • Tiger Funeral: Your arms become flaming claws; when you deal unarmed damage, they take 14 (2d8 + 5) slashing damage plus 5 (1d10) fire damage.
  • Mahoraga: You gain the adaptation ability, whenever you take damage roll, a d6 at the start of your next turn. On a roll of 4–6, you gain resistance to that damage type for the rest of the encounter. If you already have resistance to a damage type and take damage again, roll a d4. On a roll of 3–4, you gain immunity to that damage type

Tool Manipulation

Your command over your Cursed Technique culminates in a remarkable effect that exemplifies your capabilities. You can unleash the full power of your cursed tool manipulation. As an action, you can spend 8 Cursed Energy points to summon a vast array of cursed weapons and tools to overwhelm your enemies. The weapons rain down or fly around you, creating the following effects for 1 minute:

  • Hostile creatures within a 30-foot radius of you must make a Dexterity saving throw at the start of their turns or take 4d10 slashing, piercing, or bludgeoning damage (your choice) from the flying weapons.

  • You can use your action to focus on a single target, directing all the summoned weapons at them. The target must make a Dexterity saving throw or take 6d12 damage of the same type chosen above.

  • Allies within the area can pick up the summoned weapons. These weapons count as magical and deal an additional 1d8 damage of your choice.

This ultimate expression of your Cursed energy showcases your unrivaled skill and strategic prowess, allowing you to dominate your foes and protect your allies with unparalleled strength.

Once you use this feature, you cannot use it again until you finish a long rest.

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