User:Noro
Contents
Curse Technique's[edit]
Here will every made technique by Noro, it will and can be looked at by others and they may freely be used by others. This page is only here to please and make custom game fitting technique's. There will be a number of techniques, that will be guided towards players and non camping specific. Many of these may need tweaks and some care from others, since that Noro has a habit of making stuff either to powerful, but also very gimmicky. Thanks for your understanding.
Cursed Rift Creator[edit]
Your cursed energy is a bit different, your cursed energy uses space itself as the catalyst. Giving you the ability to make rifts, these rifts works like portals or like one way mirrors where you can teleport to them but the creatures can't enter them, not without permission. Quantum Zone's You have two zones, that are radius's around you, these do different things and different "actions" can be done in them.
As you always need to make sure where and how your portals are you have are always ready and always keeping an eye out for cursed energy. Your abnormal focus on curse energy and where it is, grants you the Curse Energy Traker Feat, and you may add your Charisma modifier and proficiency bonus when making Perception checks with Curse Energy Tracker, instead of only your Charisma. Cursed Portal You unique curse energy makes portals. These portals when created will face a certain way where it will only have "line of sight" in a 200ft cone in front of it. The portal has the following features.
Your technique heavenly uses other features and feats you have to work. And uses cursed energy in many ways. You may choose one of the follwing of the unique ways of using cursed energy. You may pick another one at 3th, 5th, 9th, 13th, 16th and 19th level. If you already have all inculding the feats, you may instead choose a Cursed Energy Manipulation Feat. that you meet the prerequisites for. Cursed Energy Piercer
You have learned how to create a arrow shaped head out of pure cursed energy. As an action and by spending cursed energy up to your Charisma modifier, you can launch a cursed energy arrow head as a ranged attack. If hit they will take 1d8 + a number of additional dice equal to the amount spent in necrotic damage and 1d6 + a number of , and half additional dice equal to the amount spent in piercing damage. The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features. Cursed Energy Beam
You have learned how to create a concentrated beam out of pure cursed energy. As an action and by spending cursed energy up to your twice you Charisma modifier, you then shoot out a beam in a line thats 15ft wide 60ft long. Every creature in that range make a Dexterity throw. On a failure, they take 1d10 + a number of additional dice equal to the amount spent in necrotic damage, and half as much on a success. The beam will last until the start of your next turn. If a creature starts or moves into the line. They will need to re-roll the Dexteritysave or 1d6 + a number of additional dice equal to half the amount spent (rounded down) in necrotic damage, The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features. Curse Energy Fist
You have learned how to create a fist out of pure cursed energy. As an action and by spending cursed energy up to your Charisma modifier, you then make a 25ft cone infront of you where the fist will punch out. every creature in that range make a Dexterity saving throw. On a failure, they take 1d10 + a number of additional dice equal to the amount spent in necrotic damage and they take 1d6 + a number of additional dice equal to half the amount spent (rounded down) in bludgeoning damage, and half as much on a success. The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.
Laspe Technique At 1st level, you are able to use your cursed energy to make portals. You can as an action for 2 cursed energy make a portal within the Outer Zone. You may then once per turn use a bonus action to teleport to that portal. You can also you an action to either teleport yourself to a portal within the Outer Zone or attempt to touch a creature within 5ft of you. You will make a Dexterity (Sleight of Hand) check against the targets AC. The target may also use a no-action required let you touch them. If you touch them yoy may then teleport them to a portal that is placed within the Outer Zone. When making a melee attack against a creature within a 5ft range you may spend 1 cursed energy, to make a small portal that teleports your hand or melee weapon to hit the creature in a abnormal way. Gaining you + half your proficient bonus (rounded up) to hit. You may also choose to use 1 cursed energy to extend the length of your reach by an extra 10ft. At 5th level when you take an action to make a portal you may spend curse energy up to twice your Charisma modifier, making one portal per 2 cursed energy used. At 7th level you may also use bonus actions to do this. At 13th level you are now able to create one portal as a free action.
Technique Improvement At 3rd level, you are now able to use your technique more effectively and your connection to your curse energy has increased. You have learned how to better use cursed energy through your portals. When using a Curse Energy Feature thorugh your portal you may use up to your Charisma modifier in curse energy to add a number of d10 necrotic damage on the Curse Energy Feature, equal to the amount of cursed energy spend. Hive Connection When taking the attack action with a Cursed Energy Feature, you may choose as a part of the same attack action to make one portal within your Proximity Zone to attack with either the same Cursed Energy Feature or a different one. But the amount of cursed energy you can use on that Curses Energy Feature is reduced by 2. At 9th level are you able to make up to your proficiency bonus portals within your Proximity Zone to attack. At 12th level you will be able to spend the maximum amount of cursed energy on your Cursed Energy Feature through the additional portals.
Extension Technique At 6th level, you have found a new way of making your portals. You have found new use for you unique and powerful ability. You may now when creating a portal use cursed energy euqal to your Charisma modifier. They will then now become either double so big or double so small.
You will in addtion to that gain some new ways of using your Cursed Energy Features, these will be improvement to the origals. When using a Cursed Energy Feature you will need to choose if you will use the origanal or the improved versions. You may pick one of your existing Curse Energy Features to improve. You will need to meet the Prerequisites. You will be able to pick another at 8th, 14th, 17th and 20th level.
Prerequisites: Cursed Energy Piercer You can now condence your curse energy into small daggers. As an action and by spending cursed energy up to your twice Charisma modifier, you can launch a cursed energy dagger for every 3 cursed energy used, as a ranged attack. If hit they will take 1d6 + a number of additional dice equal to the amount spent in necrotic damage and 1d6 + a number of additional dice equal to the amount spent in piercing damage. If one or more hit the same creature the creature will need to make a Constitution save for each dagger that has hit that creature excluding the fist. If they fail they will gain the condition bleeding. The daggers will stay in the hit creature they may pull it out by making a Strength save. If they fail they will take 1d4 necrotic damage. You may as an bouns action choose to spend 2 cursed energy per dagger to explode the daggers dealing 2d6 necrotic damage per dagger. They must be within your Proximity Zone to use this bonus action. The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.
Prerequisites: Cursed Energy Beam You can now make a condence beam of pure cursed energy. As an action and by spending cursed energy up to your thrice you Charisma modifier, you then shoot out a lazer in a line thats 5ft wide 90ft long. Every creature in that range make a Dexterity throw. On a failure, they take 1d12 + a number of additional dice equal to the amount spent in necrotic damage, and half as much on a success. You will hold concentation on that beam and it will continue to be active for a number of rounds equal to your Charisma modifier. If a creture enter, leave or start their turn within the area of the lazer then they will make a Dexterity save. If they faill then they will take the damage again. if they succeed then they will take half. If this is used by a portal you may then once per turn move the lazer 15ft. If you are the one that is shooting it out you may then look either 5ft to the left or 5ft to the right. You can also as a no-action required stop concentrating on the lazer. Once per turn when a creature enter the area of the lazer, you may then use 2 curse energy to compact the lazer to force the target to make a Constitution save, if they fail then they will become Fist Degree Burn until the start of your next turn. The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.
Prerequisites: Cursed Energy Fist You can now make a gaint fist to slam down on your foes. As an action and by spending cursed energy up to your Charisma modifier, you then make a 15ft radius around you where the fist will land. every creature beshides you in that area must make a Dexterity saving throw. On a failure, they take 1d8 + a number of additional dice equal to the amount spent in necrotic damage and they take 1d12 + a number of additional dice equal to the amount spent in bludgeoning damage and make a Strength save or be grappled, and half as much on a success and will not make the Strength save. Then fron the center of the raius and away from you a 20ft cone will be created, every creature inside that area must make a Strength save or the shock wave will deal 3d8 necrotic damage and they will be pushed 15ft away from you. If the succeed then they will take no damage and will still be pushed 15ft away. If they are grappled by the jand then instead of making the Strength save they will be thrown 20ft to 45ft away and will land prone The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.
Prerequisites: Cursed Energy Ray Your condence energy have transformed into a bomb of cursed energy. As an action and by spending cursed energy up to your Charisma modifier, you can launch a cursed energy ball in a line of 40ft. Once it reaches the end of the line, or if a creature is within the line, it will explode in a 30ft. dome, making every creature in that range make a Dexterity saving throw. On a failure, they take 2d8 + a number of additional dice equal to the amount spent in necrotic damage, and half as much on a success. And they will make a Constitution save to be knocked prone. If they fail by 5 or more then they will need to make a Constitution save or gain Fist Degree Burn until the start of your next turn. You may use up to your Charisma more cursed energy when using this feature to make the bomb compact and then its radius will become 10ft, but i will deal 1d6 + a number of additional dice equal to the amount spent in necrotic damage. And if this is done then they won't make the Constitution save to become prone. The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.
Prerequisites: Cursed Energy Explosion You are capable of releasing a implosion burst of cursed energy from your body. As an Action by spending cursed energy up to your Charisma modifier, you can release a burst of raw cursed energy. Every creature within a 45ft cone infront of you, must make a Dexterity save. On a failure they take 1d6 + a number of additional dice equal to the amount spent in necrotic damage and will pulled a number of feet equal to 5 times the amount of cursed energy used. If they are pulled 30 or more feet, then they will make a Constitution save to become Confused for 1 minute. If they succeed then they will only take half as much damage and will not make the Constitution save. The ground where the cone was will become difficult terrain. The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.
Prerequisites: Cursed Energy Slash As an action while Cursed Energy Weapon Enhancement is active on a weapon that deals slashing damage, you can spend cursed energy up to twice your Charisma modifier to produce a number of slashes equal to 1 + the amount of curse energy spent. Every creature in 40ft radius around you will make a Dexterity save or take 1d8 + a number of additional dice equal to the amount of slashes in necrotic damage. And 1d6 + a number of additional dice equal to the amount of slashes in slashing damage. If you created 5 or more slashes exuding the + 1. Then every creture inside the area that was taken damage by this feature will make a Constitution save or gain the condition bleeding until the end of your next turn. If you use 5 or more curse energy you may then choose if you want to make it into a 40ft cone instead of a radius. The damage type of this technique may change like the Cursed Strike and Cursed Weapon Enhancement features.
Technique Improvement At 10th level, you have been training and your have found the true nature of your power. Battlefield control. You have seen that youre power is best used as a trap or a high area of effect type. You have learned how to integrate this within your technique. Whenever you use any action to make a portal you may then spend curse energy up to your Charisma modifier to make a number of weaker portals in addtion to the orthers. These will have to be within your Proximity Zone and they will only have a duration of 1 minute instead of two. Once per turn when making a portal you may then also use 3 curse energy to teleport to that portal instantly. When you are in combat you may use 5 cursed energy to release some cursed enrergy into the air. Expanding your Proximity Zone by 30ft in radius. This will last for 1 minutes. While this is up, when you use a Imporved Cursed Energy Feature from the Hull Breacher feature it will count as you already have used 2 cursed energy in them. You will still need to use a minimum of one curse energy to do the action. This may only count a number of times per turn equal to your Profintcy bonus (rounded down). Portal Improvement Your portals grow with you, becomming better and stronger with your while your technique grows. Upon reaching this level you have learned how more effectively use your portals and make them stronger and better. they gain the following benefits while they are inside of your Proximity Zone
(At 15th level it then becomes 3d10, advantage or an increased DC of + Charisma modifier)
Exstention Technique at 14th level, your mastery over your technique increase. And you become better at taking over the battlefield. You may now spend an action for 10 cursed energy, to fill your Prozimity Zone with portals. You make a number of portals up to your maximum in a dome like form, with a radius of 20ft. When you do this all other portals you have up will be destoyed, and if you try to make a portal you will then destroy the Absolute Domain.. While you are within a 20ft range of a portal placed by this. You are able to use a 3 cursed energy to teleport to a portal, you may only use this once per turn. This will count as one big portal, so when you use a Cursed Energy Feature, while this is active every portal will be shoot out. You will gain + twice your Charisma modifier on attack rolls, and increased DC of + your Charisma modifier. While Absolute Domain is up you may move any portal 20ft as a No action required once per turn.
Technique Improvement at 20th level your cursed energy manipulation has gotten so good that your portals and Cursed Energy Features have gotten alot better. When you create a portal you may as the same action spend cursed energy uo to twice your Charisma modifier to make one of your Cursed Energy Features, When you use a Cursed Energy feature you may spend cursed energy up to your Proficiency bonus adding +1 to your DC and attack roll. If you spend 5 or more they instead gain disadvantage on saving throws and you gain advantage on the attack rolls. |
Revenant Constructs[edit]
You have the ability to create bone like contructs out of your cursed energy, with this power you are able to make body parts and weapons. Your bone like contructs have cursed energy inside them and have the gift of granting you benifts like deffence, damage or even grant you a powered cursed energy. As you level up this technique will do so, boosting your cursed energy density and in all making you conjured bones like cursed energy materiel stronger. You will gain new ways of using it. Cursed Bone Structure Your cursed energy is way more dense then others, having the ability to withstand hits and blows from other cursed techniques. Your contructs will have their own hitpoints and toughness in the form of aromor class, this will be determind by the amount of cursed energy that would get used to create these contructs. These hitpoints and armor class will be classified and listed as Normal Bone Structure . When you get serten feats the Normak Bone Structure will gain some benefits and have some additional feature they are able to do.
Denser Cursed Energy Prerequisite: Dense Cursed Energy Your cursed energy has become denser gaing you adidtional benifts. When you gain this feature, every instence of Normal Bone Structure Table, will become Strong Bone Structure Table. Your cursed energy have effectively made your technique stronger and therefor your bone constructs have imporved greatly. Whn you use your cursed technique's contructs now have an increased power and abilitys. This will also be listed under your techniques.
Bones Of The Kings Skeleton Prerequisites: Dense Cursed Energy and Improved Cursed Energy Output Your cursed energy have become so dense that have have gotten deep blue, and radiant cursed energy. Your contructs of your cursed energy have gotten way more dense, this have effected your technique's power and durability. When you gain this feature every instence of Strong Bone Structure Table, will become Imporved Strong Bone Structure Table. Some additinal features will also be listed under your techniques.
Skeleton Creaton Lapse Technique At 1st level, your cursed energy has the unique ability to compact itself in a bone like contruct form. As you grow the more powerful your contructs grow. Whenever you use your lapse technique the contruct will last for a number of rounds equal to your Charisma modifier or until they are destroyed. When a contruct gets destoyed you will need to wait 2 turns before using that same contruct. Your bone like contructs will have a increased cursed energy signature. So when a creature tracks your cursed energy they will gain + their Charisma modifier to find you or track your cursed energy. But your cursed energy have such imens power that even when your cursed technique isn't active you will still radiant cursed energy. Your cursed energy is so dense that it resembles a humanoid contruct of pure anger. When you roll initiative you may force any number of targets up to your Charisma modifier, to make a Wisdom save or become frightened for 1 minute. As longs as they are frightened you will add your proficiency bonus on saves that their curse technique forces you to make. In adttion you gain two construct that you have the abillity to make. You may only have a number of contructs up at a time equal to your Proficiency bonus at a time, making one more will destroy one of the others. You may also only have a number of the same construct equal to one. (Some may change higher levels).
As an bonus action, you may spend curesed energy up to your Charisma modifier. You make a bone like hand that exstend from your body, this contruct will use the Normal bone Structure Table. While this is active you may gain advantage on Acrobatics, Sleight of Hand and Athletics checks. When making a unarmed strike you may instead choose to use the Bone Hand, it will deal double your Unarmed skrive dice + your Strength in magical bludgeoning and Charisma modifier in necrotic damage. When landing a successful melee attack with Bone Hand, you may force the target to make a Strength save. If failed then they will become grappled by the hand. if you have used the maximum amount of cursed energy on it, it will force disadvantage on the Strength save to become grappled. When a creature is grappled you may either throw that creature as a bonus action, up to your Charisma or Strength (whichever is higher) times 5 in feet away from you. Or as a bonus action, you may make the hand crush the creature, dealing your unarmed damage dice in magical bludgeoing damage + a number of 1d6 for each cursed energy used on the Bone Hand. After you have used any action with the hand, you may then as a no-action required move the hand either behind, left, right or infront of you. To block damage that whould be incomming from that direaction.
At 10th level, you are now able to have another Bone Hand up at a time. You will also get another attack action, only to use a Bone hand to attack.
When using Cursed Armor, you may use a number of cursed energy in addtion. These will not count towards the Cursed Armor cursed energy used, But the Ripcage will be added to the Ripcages health. And a Ripcage will be created, this will last for aslong as Cursed Armor is up. While this is up you gain some additional features. While this is up you may use a bonus action to activate Bone Hand. It will only last for halv the original time While Ripcage is up you will gain the following benefits.
Extension Technique At 3rd level you have become |
Pest Of Querehsha[edit]
Your cursed energy allows you to control and make insects. Your unatural control over endemic life i rivaled only by Cursed Spirit Manipulation.
You have a unique talent of both creating and controlling insects. in the form of shikikgami or curse. Whenever you take or gain the Shikigami Summon feat you may only take from the listed bellow. You may ignore the "You must choose one of the Shikigami listed at the Shikigami list, with a CR equal or lower than half of your level(rounded down)". Since it will be replaced with "You must choose one of the Summons listed from below Insects Table, with a CR equal or lower then your Pest Of Querehsha technique level". You won't pay cursed energy equal to their CR, they will have a fixed cursed energy cost. This can't change from any feat, feature or technique. When you pick or gain the feat Shikigami Summon, You will gain two shikigami's, the shikigami must be the same. At 7th level it becomes a CR equal or lower then your Querehsha level + Charisma modifier. Insect Table
Insect Creator You have a way of creating your shikigami out of your cursed energy, when you become stronger you begin to create them. at 1st, 3rd, 5th, 7th, 10th, 14th, 17th and 20th level you will gain the Shikigami Summon Feat.
You are able to use your cursed energy to store your shikigami's in a dark realm, When you gain the feat Shikigami Summon or when you have a shikigami summoned, then you may use Cursed Energy equal two double the amount you summoned the shikigami for, or double the amount it whould cost to summon. If done you transport the shikigami to the dark realm. You can store a number of shikigami equal too your Charisma modifier + half your Pest Of Quereshha technique level (rounded down). Then as an no-action required you may use cursed energy equal two doulble the amount of shikigami you want to summon, to then summon a number of shikigami from your Dark Hive. When done this way the shikigami will gain the Bloodlusted for 3 turns, and they will be Bloodlusted towards all creatures in a 25ft cone infront of it when it gets summoned (This can't effect you).
Lapse Technique Starting at your 1st level, you gain access to your Dark Hive. You an now summon your shikigami from your Dark Hive, you will use no talisman or summoning paper. You can summon these insects away from you, by making your Dark Hive a physical matter, a void of sorts that will connected to you. As a action you may expand your Dark hive from your body by a number of feet equal to 5 * Charisma modifier away from your self. You may summon a number of shikigami equal to your Charisma modifier. Paying their cost and rolling their initiative. Your mastery over your insects are out of the ordinary even when it comes to the most talented, where you are a part of a connected hive mind. Therfor the summoning rules have been bended over for you. yours have been updated since your hive mind allows you to better control your shikigami, But not without cost, you may once per turn use your hive mind to control your shikigami's by using 3 cursed energy. If done you will be ble to use your Hive Mind Summonig Rules for that turn. (When you don't use this you use the Summon Commanding Rules). Hive Mind Summoning Rules Your summons cannot use actions on their own. You can spend a free action to control the summon with a Simple Command, or with an bonus action to order them a Complex Command. Whichever command you use, you can command multiple summons at the same time, giving them different orders or the same, but you can only control a number of summons individually per round equal to your twice your Charisma modifier, while the others you didn't control will just keep doing something they were doing (such as fleeing, holding an object, concentrating on a spell or technique or grappling a creature) or defend themselves to the best of their ability, such as taking the Dodge action. You can de-summon any of your summons for no action required on your turn or as a reaction to them being attacked if they are in your sight range, as long as they normally need to be summoned or manifested in the first place. Simple Command. You control the summon's actions for that turn. Complex Command. You command the summon to perform a specific objective or task, which it will try to accomplish with the best of it's ability. This can be anything such as protect that creature, grab that, defend that area, etc. The summon will continue to try to achieve this task on subsequent turns, without the need to be further controlled by you until it finishes it or otherwise becomes unable to continue it (such as if it dies or if it's trying to attack a creature it doesn't know where it is). If it becomes able to resume the task again, it will do so. Reaction Command. Your summons can take reactions out of their own will as long as you allow them, with no action cost on your part. Poisoned Cursed Energy Lapse Technique At 3rd level, you have unlocked your other part of your technique, a poison like substance is create when you form and compact your cursed energy. You can now make venom lke attacks. You learn three new ways of using your cursed energy. When ever a creature is damaged by one of your techniques they will need to make a Constitution save. If they fail then they will gain the condition poisoned, If they fail by 5 or more you may choose to force them to make another Constitution save to become Medium Envenomed if they failed the original save by 10 or more they instead become Major Envenomed.
As a bonus action for 3 cursed energy can you coat and object, weapon or a willing creatures talons, claws, teeths or tusks. That thing will do another 3d6 poison damage extra on attacks that use that part for the next 1 minute. You may also istead choose to touch a creature withing your melee range, making a Sleight of Hand against the targets AC. If you get a higher result then you will deal 4d8 poison damage.
Construct Of The Plauges As an action for 4 cursed energy you make and attack with a hand of plauge. This hand will last for 1 minute and will float around you, and you can at a maximum have a number of them up equal to your Charisma modifier. When making attacks with your construct you will make a cursed weapon attack roll. If the construct hits, it will then deal half your Charisma modifier in d8 bludgeoning + 2d6 poison damage. (at 7t level it becomes your Charisma modifier in d8 and + 4d6. and at 15th level it becomes d10 instead of d8 on the bludgeoning damage and d8 insteaf of d6 in poison damage.) Construct Hitpoints: 5 * Charisma + half your sorcerer level (rounded down). Construct AC: 8 + Charisma + proficiency bonus. Construct Movement Speed: 20ft flying (hover). Construct Size: they Occuy a 5 by 5, they will not force difficult terrain when occupying the same space as them. While you have a contuct up you may then use a action to attack with a construct (reach 10ft), or to try to grapple a creature and slam it in the ground. (The construct uses your stats for the Athletics and Acrobatics but uses your Charisma instead of your Dexterity or Strength.). If it's succeeds then it slams the targe in the ground daling 4d10 bludgeoning damage and they must make a Constitution save or become prone.
As an action for a number of cursed energy up to yours Charisma modifier, you shoot a venom like substance out up to 25ft away from you. making a ranged weapon attack roll, if hit then the target will take 1d12 + 1d6 poison damage per cursed energy spent, and will make a Constitution save, if failed then they will become prone.
Technique Improvemnet Starting at 6th level you have leanred how to changed the nature of your shikigami, and gaining them features as you use cursed energy to fix the biological holes that this ability makes. You may for 6 cursed energy starting to form a kind of chant. You do this for 1 minute and when that time is up you may then use 2 cursed energy to do the chant for another minute. While doing the chant you gain the following downsides and benefits.
While you are using this chant you are able to use the following actions.
Feature Table
Querehsha's Toxic Bloom Technique Improvement At 10th level, your poison technique becomes way more refined gaining, your technique becomes stronger, in addtion all of your past poison techniques will have grown stronger. When using Plauge Enchantment you may choose to either shorten the duration by 3 turns and add another 2d6 poison damage. Or lengthen the duraction by 3 turns, but in return removing 1d6 of poison damage. Additionally When you use the other variation of the action, you now also add half of your Charismamodifier (rounded up) on the Sleight of Hand check. When take the action to make a Construct Of The Plauges, you now create a number of contruct equal to half your Charisma modifier (rounded down). And when yu take the attack action using your Contructs you may use 2 cursed energy per Contruct to attack with a number of them equal to your proficiency bonus. In addtion your Venom Spit has gotten stronger, when you take the attack action to spit out your cursed energy, you may now choose to use up to double your Charisma modifier if done and used the maximum you can, then your Venom Spit will become a gaint wave of poison that will flood out. You create a 20ft cone infront of you. Every creature inside the range will make a Dexterity save, if failed then they will take 5d10 Bludgeoning damage and d6 poison damage equal to half the amount of cursed energy used. While your past techniques have been changed to better fit your level and experience with poison. Once per turn when using one of your poison techniques then you may increase the amount of cursed energy you can use on that action by half your Charisma modifier (rounded down). for every 1 more cursed energy the action will gain either.
(These extra cursed energy wont count towards the Venom Spit's damage.)
Exstention Technique At 14th level, your over powering cursed insect making has allowed you to make two very strong shikigami's that inbody the strong side of the insect or the cursed nature of them. You either gain the Skit´zik the Broodfather shikigami. A shikigami that imbodys destruction and feasting of its enemies. Or you gain the The Controlwing Tyrant a shikigami that imbodys the pact like behavior o the insects and their helping ways. |
Grahgvön Echo[edit]
Grahgvön Skeleton Due to your innate technique you have a harder cursed energy, creating bone like appendages. Whenever you deal damage with a cursed energy feature you can change the damage type to Bludgeoning, Slashing or Piercing instead of necrotic. In addition you gain resistance to Bludgeoning, Slashing and Piercing damage when your Cursed Armor is active. You will also count as a size larger for the purpose of shoving, pushing, dragging, carrying, grappling and weight. While Cursed Armor is active you. Ossified Vessel Your bond with Grahgvön warps your body into a monstrous form, reshaping your frame to bear the weight of the ancient terror's summoned remains. Your strength and body is not just supernatural — it is structural, carved into your very bones. You will gain a Body Feat that you meet the prerequisites for.
Lapse Technique At 1st level you gain the ability to summon parts of Grahgvön as a bone like spines that form a tail. As an bonus action for a number of cursed energy equal to your Charisma modifier. You will create a number of vertebrates equal to the number of cursed energy spent. These will last for 1 minute, and you may once per turn use a bonus action and up to your Charisma modifier in cursed energy to add a number of vertebrates equal the the amount spent, it will last aslong as the others since it will be connected to the tail. You can at maximum have 24 vertebrates active at a time on a tail. You may use Cursed Strike with your tail. And when the 1 minute is over you may then use 3 cursed energy to exstend the timer with 1 minute. you may do this a number of times equal to your Constitution modifier on a long rest. Your skeletal structure becomes partially fused with cursed fragments, forming a Cursed Boneframe. You gain a bonus to your AC and Strength saving throws equal to half your proficiency bonus (rounded down) while any part of Grahgvön is summoned. (At 5th level you may spend cursed energy equal to Charisma modifier + proficiency bonus, at 11th level it becomes twice your Charisma modifier. at 16th level it becomes thrice your Charisma modifier.) While in this transformation you may use a action and lose your bonus action to attack with the tail. Or replace a unarmed strike with a tail attack by spending 5 cursed energy (only once per turn). When attacking with your tail you will make a melee cursed energy attack roll. On hit it will deal a number of your martial arts dice equal to half the number of vertebrates you have + your Strength or Charisma modifier, whichever is higher in Bludgeoning or Piercing damage, with a maximum of 5 martial arts dices. You will also gain +5ft of reach for every 6 vertebrates on the tail. With a maximum of the martial arts dice of d10. (At 5th level it then becomes a maximum of 9 martial arts dices, at 17th level it becomes the amount of vertebrates you have, with the same maximum.)
Heavy Slam You slam you tail in front of you making a 15ft cone in front of you, forcing every creature inside that area to make a Dexterity or Strength save (you choose). If failed then they will take a number of martial arts dice equal to half the number of vertebrates you have + your Strength or Charisma modifier, with ever is higher in Bludgeoning damage, with a maximum of 7 martial arts dice. If you have 10 or more vertebrates then they will also make a Strength save to become prone. If they succeed the original Dexterity or Strength save, then they will only take half. Piercing Stab You use your tail to jab out at a target within your tails reach. Making a melee cursed energy attack roll, if hit then they will take a number of martial arts dice equal to half the number of vertebrates you have + your Strength or Charisma modifier, with ever is higher in Piercing damage, with a maximum of 8 martial arts dice. They will also make a Constitution save or take a additional 2d10 slashing damage. Tail Blender You make a 360 turn and every creature inside a 20ft radius around you will make a Dexterity save if failed then they will take 3 martial arts dice Slashing damage per 6 vertebrates you have + Strength modifier, with a maximum of 6 martial arts dice + Strength modifier. (at 7th level, their maximum increase with 2, and will have a increased length, size, radius, range and width of 10ft )
Exstention Technique At 3rd level your adaptation of the power your technique has have been refinded, Your cursed energy has a sturdier frame and a stronger when you use Cursed Armor, Cursed Weapon Enhancement and Cursed Armor. You may then choose to spend addtional cursed energy (Not counting towards the total used on the Cursed Energy Enhancements). By doing this you will use Grahgvön cursed energy adaptation and fuse that with your own cursed energy. When using these cursed energy features while you are under your transformation from your Lapse Technique or any Extension Techniques, you may spend cursed energy up to half your Charisma modifier (rounded up), by doing this your Cursed Energy Enhancements will become stronger, using the power from your technique to make them stronger. When you use this feature on Cursed Armor, you will grow a spine with a exoskeleton, to support your body making you more athletic and resilient as the primal cursed energy changes the biology in your body. Your benefits will become stronger equal to the amount of extra cursed energy used. You will gain a AC buff equal to half the amount spend (rounded down). You will also gain a bonus equal to the number of cursed energy spent on the feature in Dexterity, Strength and Constitution saves. And if you used the maximum amount you could use then you will gain advantage on Athletics , Acrobatics and saving throws to not be prone and restrained. When you use this feature on Cursed Strike, your arms will grow a bone gauntlet and your tail well become thicker. When landing the Cursed Strike you will deal an additional number of your unarmed strike damage dice in magical Piercing damage equal to half the amount of cursed energy used (rounded down). And forcing them to make a Strength saving throw, if failed then they will be pushed back a number of feat equal to 5 times the amount of cursed energy used. If you used the maximum amount you could on this feature then they will be forced to make a Strength save at the end of the line where they got pushed back, if failed then they will lose half their movement speed and have disadvantage on Dexterity saves for 1 minute. When you use this feature on Cursed Weapon Enhancement, you will know create a bone like edge on the weapon, now when you deal damage with the weapon, it will deal an extra 2 times the amount of cursed energy in either Bludgoning, Piercing or Slashing damage. And if you land a crit with this, then the creature will need to make a Constitution save to not gain a condition for 1 minute based on the damage type that you choose. Bludgeoning → prone, Piercing → Disdavantage on Dexterity checks, Slashing → Bleeding.
Exstention Technique At 6th level, your bond with Grahgvön's cursed energy have increased. You gain some new ways of implementing Grahgvön cursed energy with your body and cursed energy. Your now able to create a set of bone like hands with sharp claws. By using a action you may spend cursed energy equal to your Charisma modifier, making two arms of Grahgvön. These will last for a number of rounds equal to the number of cursed energy used + 1. These bone hands will wrap around yours making a reinforcing case. These boosts your physical capabilities. While these hands are created you gain access to some unique attacks, in addition your unarmed strike's will deal slashing damage and an extra 1d8 necrotic damage, and when a creature gets hit with a unarmed strike they will make a Strength save or be pushed 5ft back or pulled 5ft towards yourself. Grounded Punisher As a reaction to a creature leaving or being forcefully existing you reach, you may then make a Athletics check against the creatures AC. If yours are higher you then grab the creature and smashes it down in the ground. Dealing 5d6 Bludgeoning damage + Strength modifier. They will then make a Strength saving throw, if failed then they will become stuck in the ground, gaining creatures advantage on attack rolls against the creature and having 0 movement speed. They will need to make a DC 10 + Your Strength modifier, Strength save to get out. Scatter 0 As an action for 4 cursed energy you slap you hands with the power of Grahgvön and your full body, allowing you to create a shockwave in the form of a giant 0. Making a cylinder with a length of 30ft and a width of 15ft Infront of you. every creature inside that area must make a Dexterity save, if failed they will take 6d8 Thunder damage + 2 of your martial arts dice in Bludgeoning, also forcing them to make a Constitution and Strength saving throws. if they fail the Constitution then they become deafend for 1 minute. If they fail the Strength save then they will be pushed back a number of feet equal to the length of the cylinder behind them, if they hit an object or structure then both will take 1d10 per 5ft that is left when coming into contact with the object or structure. The terrain inside the area will become difficult. In addition to gaining the ability to make arms of Grahgvön's cursed energy, you will also gain the ability to make bone like legs. As an bonus action for 3 cursed energy you can create a bone like substance that engulfs your legs. This will last for 1 minute and while you have this active you will gain some additional benefits, listed below.
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Dream Eater[edit]
Sand Man's Cursed Energy Your technique is constantly affecting your system. Whenever you deal damage with a cursed energy feature you can change the damage type to Psychic instead of necrotic. In addition you gain resistance to Psychic damage when your Cursed Armor is active.
Your cursed technique has changed your cursed energy to go into the mind of sleeping foes, to harm them. Your technique has a shikigami linked to it, called Dream Caster a shikigami that puts creatures to sleep, and causes nightmares to damage its foes. Your shikigami Dream Caster, will become stronger with your technique while you grow as a scorcerer. It will gain features, higher stats and slowly become bigger and more feared. Whenever you gain a level in the Dream Eater Supclass the Dream Caster shikigami will increase its CR with one. Gaining diffrint and stronger benefits scaling with its CR. (When revering to ability scores it will use yours at that level).
Conditions[edit]Here some new conditions are made since that some of the techniques will require you to use them, all are made by Noro, it will and can be looked at by others and they may freely be used by others. This page is only here since that the condtions from [Conditions] or our own Additional satus conditions. There will be a number of conditions, that will be guided towards players and technique specific. Many of these may need tweaks and some care from others, since that Noro has a habit of making stuff either to powerful, but also very gimmicky. Thanks for your understanding. Sleep[edit]
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