Jump to content

jokomaisu

199 views

Jinx
Northerners by the name of warlocks who reach the lands of the Kingdom are better known south of the Crown Mountains as jinxes. They are powerful and feared conjurers, capable of casting curses and misfortunes with a mere sideways glance, a false and envious word, the touch of annoyance and remorse.

All their power derives from “Madame Jinx”, the Misfortune that deflects human destinies toward the darkest outcomes, and against which even invocations of all the Saints of the Calendar are useless.

Commonly found in Volturnia, with its long tradition of conjurations and superstitions, jinxes also find employment in Tarantasia, or wherever they are needed to cast the evil eye against opponents of all kinds.

For the Creed, Misfortune is only a saying or an abstract concept, but everyone in the Kingdom knows how very real it is, and how terrible its consequences are. They say that Madame Jinx “has excellent eyesight” and offers her powers to jinxes for the kick of watching ill luck hitting here and there. Having made a pact with Madame Jinx, jinxes are not afraid to wield Misfortune.

 

The Jinx Table

Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Spell
Points
Spell
Level
1 +2 Eldritch Disturbance, Evil Eye, Misfortune Expanded Spells, Pact Magic 2 2 2 1st
2 +2 Devil's Sight, Mask of Many Faces 2 3 4 1st
3 +2 Mirror, Mirror, Pact of the Chain 2 4 6 2nd
4 +2 Ability Score Improvement, Beguiling Influence 3 5 8 2nd
5 +3 One with Shadows, Vicious Blast 3 6 10 3rd
6 +3 Eldritch Riposte, Misfortune Touch 3 7 11 3rd

Class Features
As a jinx you gain the following class features.

Hit Points
Hit Dice: 1d8 per jinx level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per jinx level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Gaming set (any)
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment
You begin the game with 110 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Eldritch Disturbance
You can use an action to strike a creature you can see within 60 feet with a reality-distorting curse, blending pain both mental and physical. The target makes a Wisdom saving throw, taking 1d10 force damage on a failure, or half damage on a success.


Evil Eye
Your patron grants you the power to spread doubts in an opponent's mind. You use a bonus action and choose a creature within 40 feet of you that can hear you. The target has disadvantage on the next saving throw it makes against a spell you cast. You regain the ability to use this feature again after a short or long rest.


Misfortune Expanded Spells
The Misfortune lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Table: Jinx Expanded Spell List

Spell Level Spells
1st bane, sleep
2nd blindness/deafness, spike growth
3rd animate dead, bestow curse

Pact Magic
With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron. 

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jinx table.

Spell Points
The Jinx table shows how many spell points you have. To cast one of your warlock spells of 1st-level or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Jinx table. You regain all expended spell points when you finish a short or long rest.

Table: Spell Points

Spell Level Spell Points
1st 2
2nd 3
3rd 5

Spells Known of 1st-Level or Higher
You know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Jinx table shows when you learn more warlock spells of your choice. Each of these spells must be of a level that you are able to cast. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level that you can cast.

Spellcasting Ability
The manner in which you pursue ever greater power from your patron is defined by the nature of that pursuit: through wit, devotion, or fervor. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen ability modifier

Spell attack modifier = your proficiency bonus + your chosen ability modifier 

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.


Level 2


Devil's Sight
You can see normally in all types of darkness (including magical) to a distance of 120 feet.


Mask of Many Faces
You can cast disguise self without spending spell points.


Level 3


Mirror, Mirror
Using a reflective object, such as an ordinary mirror or the smooth surface of water, you can commune with your patron or their emissary. You may do so during a short or long rest, receiving or conveying information related to your master’s bidding. This entity may also use such surfaces to bridge communication with you on its own terms.

You can also use this invocation to cast augury without spending spell points. Casting the spell in this way does not require material components, although you do need a reflective surface by which your patron might appear to you. Once you cast the spell in this way, you cannot do so again until you finish a long rest.


Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, sprite, or any Tiny creature of CR 1/2 or less. You can also opt for the spirit you call forth to be an aberration, elemental, or undead.

When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.


Level 4


Ability Score Improvement
You can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.


Beguiling Influence
You gain proficiency in Deception and Persuasion.


Level 5


One with Shadows
You can use an action to become invisible while you are in an area of dim light or darkness. Your invisibility lasts until you move, take an action, or use your reaction.


Vicious Blast
Your Eldritch Disturbance’s damage increases by 1d10.

This feature otherwise counts as Extra Attack (for the purpose of qualifying for feats, spell effects, and the like).


Level 6


Eldritch Riposte
When a creature you can see within 30 feet deals damage to you, you can use your reaction and spend spell points to use your Eldritch Disturbance against it. Instead of the normal damage, you deal 1d10 force damage for every 1 spell point spent activating this feature (up to a maximum equal to your proficiency bonus).


Misfortune Touch
You use a bonus action to invoke your patron to bring great and unspeakable misfortune. For a moment, a ghostly figure seems to appear behind you, putting a diaphanous hand on your shoulder. You emanate an aura of intense misfortune in a radius of 20 feet for a number of rounds equal to your Charisma modifier.

Any creature that you choose, except you, within the Misfortune Touch area, has disadvantage on all attack rolls, ability checks, and saving throws. When the effect ends, Madame Jinx calls in your debt, and you drop to 0 hit points. Once you have used this feature, you can’t use it again until you finish a long rest.


Edited by jokomaisu (see edit history)

0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...