As an action you can expend one use of dark surge then positive energy burst in a 15ft cone in front of you, any willing creatures of your choice within the cone gain temporary hit points equal to your dark surge dice.

By 6th level you have discovered how to hurt others with your curse rather than empower. As a bonus action, you can place a small machine on a creature within 10ft. Due to the minor yet distracting pain caused by the machine, the total of their next roll is reduced by your constitution modifier.

By 10th level there are many incredibly small machines in your spit, blood and other fluids repairing you body. You gain a passive regeneration that allows your body to be rebuilt, for example, an arm would grow back in about a week. Whenever a creature ingests or otherwise comes in contact with you blood or other fluids they regain 3d12 hit points.

At 14th level you gain the ability to use your dark surge to restore magical energy to allied spellcasters. Target a spellcaster other than yourself and expend one use of dark surge to restore them spells slot of 5th level or lower, the levels of spell slots restored must add up to a collective of 5th level or lower. For example you can restore one 5th level spell slot or one 3rd level spell slot and two 1st level spell slots.

By 20th level your body has become more metal than flesh. You gain immunity to poison and you are now considered a construct rather than a humanoid. You no longer require sleep and cannot be forced to sleep with magic.

The Hive

one million fucking bEEs IN your ASSHOLE your EYEs Your mouth and even the bellend of your cock. those who suffer the curse of the hive act as the hive for a swarm of magical insects.

The Hive Spells Cursed Level Spells 3rd Cause Fear, Insect Spray* 5th Blindness/Deafness, Web 7th Animate Dead, Spirit Guardians 9th Giant Insect, Vitriolic Sphere 11th Antilife shell, Insect Plague 13th Contingency, Wall of Thorns

Infesting Surge At 1st level when you choose this curse, you gain the ability to SHOOT TEN THOUSAND bEeS at yOur foes. as an action you can expend one use of Dark Surge to place a small Sub-hive on a surface in an unoccupied space within 10 feet of you, the sub hive has an AC equal to your spell save DC and 15 hit points. As a bonus action you can command the sub hive to make a ranged spell attack to shoot a small swarm of insects at a target within 60 feet. On a hit, deal piercing damage equal to your Dark Surge dice.

The Colony Also at first level. You serve as the hive for a swarm of roughly 60,000 insects, whether you control them or they control you doesn't matter. You can communicate telepathically with the swarm. You must always keep at least 25% of the swarm within yourself or you will be knocked unconscious until the swarm returns to you. And you are vulnerable to fire damage but you gain resistance to poison As an action, you can order the swarm to either attack a single target or protect you, only one of these orders may be issued at a time. If you choose to attack, make a ranged spell attack on a target within 60 feet. On a hit, deal 4d4 + your constitution modifier in piercing damage. If you choose to protect, the swarm flies in a 10 foot sphere centered on you. If a creature ends its turn inside the area it must make a constitution saving throw. On a failed save, it takes 2d4 + your constitution modifier in piercing damage, or half as much on a successful one.

Expanding the Swarm Starting at 6th level. If a creature is killed by one of your sub-hives then, as a reaction you may expend another Dark Surge to animate the corpse as a hive walker. The hive walker has an AC equal to your spell save DC and hit points equal to twice your Spell save DC. On each of your turns, you can use a Bonus Action to mentally Command the hive walker is within 60 feet of you (if you control multiple hive walkers, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the hive walker will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The hive walker will continue to serve you until it is destroyed, and you can control up to 4 hive walker's at a time. Additionally, any zombies you raise with the Animate Dead spell become Hive Walkers instead.