User:Noro
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 they 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
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