Base Class: Rogue
At a certain point, simple coincidence doesn't explain a person's misfortune. You are far beyond that point. You are a walking cataclysm, and all those around you get caught in the crossfire. Where this unluckiness came from varies from Jinx to Jinx. Some are cursed by gods or hags; others were just born unlucky. Whatever the cause, you have gained the ability to channel your curse to accomplish your goals. That is, if you don't get destroyed by it yourself.
Born Gambler
3rd-level Jinxed feature
You gain proficiency in the Playing Card and Dice gaming sets.
Jinx Techniques
3rd-level Jinxed feature
You are a harbinger of misfortune, and can shape bad luck into techniques. The power to do this is represented by your Jinx dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel the various jinx techniques you have, which are detailed below.
Some of your techniques expend the Jinx die they use, as specified in the technique's description, and you can’t use a technique if it requires you to use a die when your dice are all expended. You regain all your expended Jinx dice when you finish a long rest. In addition, you can regain 1 expended Jinx die whenever a creature within 30 feet of yourself rolls a natural 1 on a d20. This range increases to 50 feet at 7th level.
When you reach certain levels in this class, the size of your Jinx dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The techniques below use your Jinx dice.
Aura of Misfortune. As a bonus action, you can spend 1 Jinx die to create an aura of misfortune 30 feet around yourself. This aura lasts until the end of your next turn. Every creature, including yourself, has disadvantage on all attack rolls. Disadvantage on attack rolls gained from using this technique doesn't affect your ability to use your Sneak Attack class feature. At 7th level, this range increases to 50 feet.
Cursed Strike. When you successfully deal damage to another creature with an attack, spell, or feature, you can spend 1 Jinx die to cause that creature to take additional damage. You roll 1 Jinx die, and the target creature takes that amount of damage as untyped damage. When you use this technique, you also roll 1 Jinx die and take that amount as untyped damage yourself. If the damage you take from using this technique is more than the damage the creature you targeted took, you regain 1 expended Jinx die.
Missed Chance. As a reaction, when a creature within 30 feet of yourself attempts a saving throw, you can spend 1 Jinx die to cause that creature to have disadvantage on its save. If you use this technique, you will have disadvantage on your next saving throw caused by a hostile creature. This lasts until you either are forced to attempt a saving throw by a hostile creature or you regain any Jinx die, whichever comes first. At 7th level, the range in which you can use this technique increases to 50 feet.
Switched Fate. When you are forced to make a saving throw along with other creatures, you can spend 3 Jinx dice to trade the results your d20 roll with another creature's roll.
Ruinous Touch
9th-level Jinxed feature
You can spend an action and a number of Jinx dice to touch a nonmagical object or structure. This object or structure takes an amount of untyped damage equal to the amount rolled by the Jinx dice spent. In order to affect a held or worn item, you must make a successful attack roll against the creature wearing or holding it.
On a Roll
13th-level Jinxed feature
You can spend a bonus action and 3 jinx dice to gain advantage on all attack rolls against a creature you have successfully used your Sneak Attack feature against. This lasts until either combat ends, you attack another creature, or you miss an attack. If you miss an attack while using this feature, you will have disadvantage on all attack rolls until you either successfully attack a hostile creature, or regain a Jinx die.
Deny Destiny
17th-level Jinxed feature
When a creature within 50 feet of yourself attempts a saving throw, you can spend a reaction to treat that creature's saving throw as a failure. This feature doesn't work on certain powerful beings subject to DM discretion. If you successfully use this feature, you automatically fail any saving throw you are subjected to for the next minute. If the DM determines that the creature targeted by this feature is unable to be affected by it, you don't use your reaction and it doesn't count as using it.
Once you successfully use this feature, you are unable to do so again until you finish a long rest.
Previous Versions
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5/4/2022 9:55:47 PM
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