Bringer of Misfortune (1/year). At any point and at no action cost the bleak omen can choose any creature it can see within 60 feet of it. The bleak omen gains 5 "jinx points", these are used for many of the bleak omen's abilities and each morning they are fully recovered. Additionally the bleak omen always knows the exact location of the target of this ability and can catch up to it every time the target takes a long rest. After one year or if the bleak omen is destroyed these effects end and the bleak omen loses all remaining misfortune points. The bleak omen might not choose the same target twice.
Fallible Invisibility. The bleak omen is invisible. This invisibility can be circumvented by four things:
- The bleak omen appears as a skinny goblinoid with dark skin and a great green eye if its reflection can be seen in a mirror or on another surface.
- The bleak omen appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.
- Humanoid children, aged 10 and under, can see through this invisibility.
Trackless. The bleak omen leaves no tracks to indicate where it has been or where it’s headed.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. If the bleak omen has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage.
Call Detrimental Weather (Recharge 6 on short rest). The bleak omen uses two jinx points to generate either strong winds or heavy rain. The weather affects a 2 mile radius arround the bleak omen, and moves with it, before clearing after half an hour.
Bring Around Unfortunate Circumstances (Recharge after 2 weeks). The bleak omen uses three jinx points for something horrible to happen to the target of bringer of misfortune. This terrible event could be anything as long as it is an actual problem for the target, rather than just an inconvenience. The event doesn't need to happen to the target as long as it affects it directly.
For example: if the target is going to meet the king a burglar might steal the presentation card.
Inflict Bad Luck. If the target of bringer of misfortune succeeds on an ability check, attack roll or saving throw, and is within 60 feet of the bleak omen, the bleak omen can choose to use one jinx point to force the creature to reroll and keep the worst result.
Take Away Bad Luck. If a creature fails on an ability check, attack roll or saving throw against the target of bringer of misfortune or anything that uses its AC or has its DC provided by it, and is within 60 feet of the bleak omen, the bleak omen can choose to use one jinx point to force the creature to reroll and keep the best result.
Trip Over (Recharge 6 on short rest). If the target of bringer of misfortune takes the dash action and is within 60 feet of the bleak omen, the bleak omen can use 2 jinx points to force the target to make a DC 15 dexterity saving throw. If the target fails the saving throw, it falls prone, drops any held items, and ends its turn.
Description
While some demons find pleasure from random acts of cruelty, the bleak omen has much more sophisticated tastes. They enjoy the thrill of choosing a single creature and doing their best to utterly ruin that creature's life for as long as possible. As their name suggests, they do so by twisting the creature's luck, making them seemingly fail at everything they ever wished to achieve out of sheer misfortune.
Previous Versions
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