User:Red Monster
Curse Technique's[edit]
Here will every made technique by Red Monster, 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 Red Monster is new to createing. Thanks for your understanding.
OverRuler[edit]
Your technique is extremely powerful and versatile, however its efficiency is definitely lacking. Your technique is very powerful always sucking away from your cursed energy, when you use a your cursesd technique features that uses cursed energy you must spend twice as much cursed energy.
Since your technique bends the rules of the world allowing you to create new rules. The creator put a limit on the amount of rules you can create. You technique has the limit of having one rule up at a time. You will also be a slave by your own rules, when you use your Lapse Technique you will be under the effects of the rule no matter what.
Lapse Technique Starting at 1st lvel, you gain the ability to create rules. As an action for 5CE you can create a rule, this rule effects a 35 ft radius around you, and last for 1 min. Once every turn if a creature enters or starts their turn in the radius they must make a Charisma saving throw or they will obey the rule you created. If They succeeds then nothing happens. Rules Cursed Energy Deficiency Creatures affected by this, will have problems controlling their cursed energy. While under this rule they will need to pay double the amount of cursed energy for the same benefits. Every 2 Cursed Energy they use will only count as 1.
creatures affected by this becomes intoxicated making it reacts more slowly creatures under this rule gain the intoxicated condition (intoxicated condition: the creature loses a reaction)
creatures under the effect of this rule has there action cost to be increased by 1. (free action->bonus action->action->full turn action)
Creatures affected by this will be weaker than usual. When a creature is affected by this rule their damage dice tier will be reduced by 1 tier. (2d6->d12->d10->d8->Etc.).
Creatures affected by this will become slower. When a creature is affected by this rule they get their movement speed cut in half.
Technique improment Starting at 3th level you begin to create rules that help instead of “debuffing”. As an action for 5CE you can create a rule in a 35 ft radius for 1 min. Where you are the center. since this is all positive there is no Charisma save.
Creatures under this rule will become more efficient with they're cursed energy. While under this rule every one cursed energy spent wil count as two. “(when using features like Cursed Energy Ray, Cursed Armor or Weapons Enchantment, the cursed energy used will also count as two.)”
Creatures affected by this will feel a surge of energy flowing through them. While under this rule creatures will add they're Charisma + they're Proficiency Bonus to their Cursed Energy maximums
Creatures affected by this. Feels like everything they can do is becoming much easier. Creatures under the effect of this rule has there action cost to be reduced by 1 (full turn action->action ->bonus action->reaction->free action)
Creatures affected by this become alert making it react much faster than normal. Creatures under this rule gain an additional reaction
Stronger By Nature Creatures affected by this will be stronger than usual. When a creature is affected by this rule their damage dice tier will be increased by 1 tier. (d6->d8-d10>d12->2d6->Etc.).
Creatures affected by this rule become faster. Creatures affected will get their base movement speed dubbled
Creatures affected by this rule get better potential. Creatures under this rule can use additional Cursed Energy up their proficiency bonus.
Rule Changer Extension Technique At 6th level you realize you can't stop a rule once active so you learned how to change a rule once created. As a bonus action for 2CE you can change a rule you have created 10th level
Technique Improvement Starting at 20th level you push past the one boundary the creator placed on you. You force the law of the creator to the breaking point allowing you to have a maximum of 2 laws active instead of one. But you can’t have two of the same rules active.
Must have the Reverse Cursed Technique cursed feat You finally grasped it. The understanding of the rules of this world and it sickens you. You gain the ability to break already existing rules for a short period of time. Breaking what the creator created. As an reaction For 5 CE you can break an existing rule in a 35 ft radius around you until end of this turn. e.g.
Breaking this rule will change the dmg of falling so for every 20 feet you fall you take 1d6 instead of every 10 feet. And you do not fall prone when you fall more then 20ft.
Breaking this law ends all conditions in the radius.
As a reaction to a creature forcing a save you can break this rule to make cretures succeed the save unless it's a death save.
Breaking this law will grant the creature attacking disadvantage. or Breaking this law will give the creature attacking -your Charisma to the hits.
As an reaction to seeing a creature summoning a shinigami you can break this law forcing the summoning to fail. |
Buddha[edit]
Six Realms Staff Lapse Technique Starting at 1st level, you can summon a the Staff of Six Realms, a cursed tool that allows the user to transfrom it into other tools. As a free action for 5 cursed energy, you create a oversized staff cursed tool, called Staff of Six Realms. It has the reach and two-handed properties, you may use your Charisma modifier for its attack and damage rolls, and on a hit it deals 1d6 piercing damage + your Charisma modifier necrotic. Additionally, it counts as a grade 4 cursed tool. You may dismiss Staff of Six Realms at will. You can only have one Staff of Six Realms created at a time. Six Realms Staff
In addtion when dealing damage with Staff of Six Realms, you may then once per turn use a no-action required to make a Strength (Athletics) check or an Dexterity (Acrobatics) check against the damaged target. (you may use Charisma instead of Strength / Dexterity.) If you gain a higher result then the target is grappled. While the traget is grappled when taking the attack action and deal damage you the stop the grapple and throw them a number of feat equal to 5*Charisma modfier in feat. at 5th level six realms staff count as a grade 3 cursed tool. at 11th level, Six Realms Staff counts as a grade 2 cursed tool. At 17th level, Six Realms Staff counts as a grade 1 cursed tool. At 20th level, Six Realms Staff counts as a Special Grade cursed tool.
The Six Realms Staff has another property. The property to change forms. Spend 1CE to transform six realms staff into one of 5 tools. Additionally all transformation counts as grade 4 cursed tool and follows the same progression as Six Realms Staff
First Realm: Divine Realm: Loka Pala it deals 1d8 Slashing damage + Charisma modifier in necrotic damage. In addition When taking the attack action with your weapon you may choose to spend a nuber of cursed energy equal to your Charisma modfier to gain it +1d6 Piercing + 1d6 necrotic damage per 2 cursed energy spent.
Lapse Technique at 3th level you have reached the enlightenment of the buddha |