Prerequisite: Only player characters with a Jinx background, and the Jinxer feat, that are also level 6, can choose the Jinxer Adept feat.
You have inexplicably bad luck that seems to kick in at just the wrong moment, but you've learned how to control it, and even sometimes direct it towards other targets instead of yourself.
- You have a pool of Jinxer Adept luck points that you can spend from. After a long rest your Jinxer Adept base pool is 3.
- Whenever you make an attack roll, an ability check, or a saving throw, you can spend one or more luck points to roll additional d20. You can choose to spend your luck points after you roll the die(s), but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
- You can also spend one or more luck points when an attack roll is made against you. Roll that number of d20, and then choose whether the attack uses the attacker's roll or one of yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
- You can also spend any number of luck points (up to your pool current balance) to skew the rolls of other individuals negatively as a luck "penalty". This can be split across any number of targets, the number of which cannot exceed the number of luck points expended.
- At the end of a long rest, your Jinxer Adept base pool returns to 3.
For every Jinxer Adept luck point spent, roll per the Wild Magic rules for possible side effects. A natural 1 on 1d20 requires you to roll on the corresponding effects tables, to determine what the effect(s) of your spending are.
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