Jinx (5e Subclass)

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The Jinx[edit]

Warlock Subclass

Your pact lies with that of coincidences and strange, uncanny happenings. Many warlocks of this pact are aware of the greater forces that control what is simply perceived as luck. The great powers that hold the strings of fate often twist them in the worst way possible, which is what differentiates a jinx warlock from a more benevolent one. Jinx warlocks make use specifically of bad luck. Sometimes, this is meant to allocate good luck to themselves or others whom they care about. Other times, they simply control the flow of negative happenstance and have their opponents take the fall. In this way, they are in control of both sides of luck. They commonly forge these pacts with powerful gods like Moander and Beshaba to bring ruin upon their enemies. However, they can also ally in pact with less evil-associated deities like Tymora, who are known to curse those who spurn them.

Expanded Spell List[edit]

Spell Level Spells
1st bane, distort value
2nd augury, warding wind
3rd bestow curse, call lightning
4th blight, death ward
5th dream, enervation

Master Of Misfortune[edit]

Starting at 1st level, you gain a small pool of misfortune which you can use to your whim, manifested in the form of unlucky points, with which you power Jinxes.

Jinxes. You learn two jinxes of your choice. You can use only one jinx per turn. You learn one additional jinx of your choice at 6th, 10th, and 14th level. Each time you would learn a new jinx, you can alternatively replace one jinx you know with a different one.

Unlucky Points. You have 2 unlucky points. An unlucky point is expended when you use it. You regain all of your expended points when you finish a short or long rest. You gain two more unlucky points at 6th level and two more at 14th level.

Saving Throws. Some of your jinxes require your target to make a saving throw to resist the effects. The saving throw DC is the same as your warlock spellcasting DC.

Flip Flop[edit]

Harnessing the capabilities of your patron, you can sap the luck of others and use them as your own. Starting at 6th level, when you force a creature to make a saving throw or when you see a creature make a skill check, you can use your reaction to reveal the result of their roll. You can then choose to take that roll after the effect concludes. If you have to make an attack, saving throw, or ability check, you can use that roll's value instead of rolling yourself. Once you do this, the roll is gone. You can only store one roll at a time. The stored roll also expires at the start of your next short or long rest, or until you use this feature again. You can use this feature a number of times equal to your Charisma modifier, regaining all uses once you finish a long rest.

Starting at 10th level, you can also use the stored roll to swap with another creature's roll when you force a creature to make a saving throw.

Imposing[edit]

Starting at 10th level, you can draw on the bad luck that is present in others to force on creatures. As an action, you can choose one creature within 60 feet of you and impose a penalty on all their rolls until the end of their turn. The penalty is equal to the number of creatures you can see within 60 feet of you, other than yourself and your target. You can use this feature a number of times equal to your Charisma modifier, regaining all uses once you finish a long rest.

From Bad to Worse[edit]

Starting at 14th level, when things seem like they can't get any worse, you can make them worse. When you successfully reveal the roll of another creature using Flip Flop, if the roll is a 1, you can force the outcome of the roll to be treated as a fumble.[1] Any attack roll, ability check, or saving throw using this roll automatically fails and ignores modifiers. Additionally, if you store this roll, you can impose it onto another creature within 30 feet of you as an action, forcing them to take the result for their next roll instead of rolling themselves.

Jinxes[edit]

Jinxes are the manifestations of unlucky points you spend to mess with others. Sometimes, these jinxes are not only detrimental to others, but they are conversely beneficial towards someone else.

The Unlucky Ranger

When you are hit by a ranged spell or weapon attack, you can use your reaction to spend an unlucky point and divert its effects onto some other unfortunate soul. When you do so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier + your warlock level.

If you reduce the damage to 0, the jinx kicks the projectile into chaotic overdrive and it leaps from you to a different creature of your choice within 30 feet of yourself. The projectile uses its original attack roll against the new target's AC, and the same damage roll.

The Unlucky Spellcaster

As a reaction, you spend an unlucky point to attempt to interrupt a creature in the process of casting a spell within 60 feet of you. Make a Charisma ability check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

The Unlucky Tank

When you make a successful attack against a creature and the creature is not reduced to 0 hit points, you can spend an unlucky point without further action. Until the end of your next turn, the creature you attacked takes a penalty to their AC equal to your Charisma modifier.

The Unlucky Heal

As a reaction, when you see a creature regain hit points within 60 feet of you, you can spend an unlucky point to halve the amount of hit points regained.

The Unlucky Skill

As an action, you use an unlucky point to declare a skill. Any creature within 60 feet of you that makes a skill check of that skill within the next minute does so with a penalty to their check equal to your Charisma modifier.

Unlucky Melee Power

As an action, you use an unlucky point to select a number of creatures within 30 feet of you equal to your Charisma modifier. Until the end of their next turn, all melee attack rolls the targets make have disadvantage, and melee attack rolls against the targets have advantage.

Meant To Do That

As a bonus action, you spend an unlucky point to invert the misfortune of a creature within 10 feet of you, including yourself. For 1 minute, the target makes critical hits on a roll of 1-2, instead of 20.

Malfunction

As a bonus action, you spend an unlucky point and choose a piece of equipment within 30 feet of you that you can see. For 1 minute, the equipment loses any magical properties it has and becomes mundane.

Tripped On A Rock

As an action, you can spend an unlucky point to gain uncanny protection. For the next minute, when an attack would hit you, you can use a reaction to roll a 1d20. On a 1, the attack misses and you drop prone.

Cramp

As a bonus action, you can use an unlucky point to "bless" your attacks with misfortune. For the next minute, when you successfully hit a creature with a spell attack, their movement speed is halved until the end of their next turn.

Sun In The Eyes

While you are within bright light, you can use an unlucky point as a bonus action. For the next minute, as long as you remain within bright light, all attack rolls against you have disadvantage.

Dropped My Weapon

While you are not holding a weapon, you can spend an unlucky point as an item interaction. For the next minute, as long as you are not holding a weapon, all attack rolls against you have disadvantage.

Proficiently Unlucky

When you make a skill check that you are proficient in, you can spend an unlucky point to store the roll if it is a 1 or 2 and automatically have the roll become a 10. You can use the stored roll for your Flip Flop feature.

One Person's Luck

As a bonus action, you can spend an unlucky point to have all critical rolls within 30 feet of you become normal rolls for 1 minute.

Expired

As an item interaction, you can use an unlucky point to touch a potion or food product. The product immediately expires. Any creature that eats it becomes poisoned for one minute.

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  1. PHB, p.194