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This page is incomplete and/or lacking flavor. Reason: Nothing in base 5e grants "cursed energy", so this page should link to whatever homebrew grants it.
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This page is of questionable balance. Reason: The first benefit can easily grant a +25 bonus to effectively all rolls. The second benefit is very bag-of-rats (or potentially punch-the-floor) exploitable.
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Cursed Energy Master
Prerequisites: need to have cursed energy, 16 Charisma, 8th level
Through all your confrontations with other curses and sorcerers, you have learned how to use your cursed energy more efficiently, and also how to steal it. You gain the following benefits:
- You can spend curse points to gain a bonus to your attack rolls, damage rolls, saving throws, or ability checks equal to your Charisma modifier. You can add this bonus before or after making the roll, but before your DM says the result of the roll. You can spend a maximum number of curse points equal to your Charisma per turn.
- When an attack hits, you can try to steal cursed energy from your enemies. When you land an attack on a target, you can force it to make a Constitution or Wisdom roll (your choice). On a successful roll, the target takes additional necrotic damage equal to 1 unarmed attack and you steal a number of cursed energy points equal to the result of the roll. You can use this feature a number of times equal to your Charisma modifier and recharge all uses on a long rest.
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