Order of the Jinx (5e Subclass)

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Order of the Jinx[edit]

Blood Hunter Subclass

Order of the Jinx bloodhunters master the art of curses, bringing their power to a new level. No longer constrained by their hemocraft, they can bewitch their enemies without the price for blood.

Jinxed Soul

At 3rd level, you gain a number of jinx points equal to twice your Blood Hunter level. You can spend 3 points to amplify a Blood Curse or to activate a Primal Rite without rolling the hemocraft die.

Jinxes. Using your jinxed soul, you can also modify your blood curses through the use of Jinxes, that alter and enhance the effects of the curses. You start by knowing four jinxes, learning more two at 7th, 11th, 15th and 18th levels. Whenever you learn a new Jinx, you can replace one you know for a new one.
Casting a Jinx. Casting a Jinx require a bonus action. Alternatively, you can use a Jinx as part of the same bonus action used to cast the Blood Curse.
Jinx Duration. The jinx last for the duration of the Blood Curse, unless otherwise stated.
Blood Weapons

Also at 3rd level, you can use the blood not used for your hemocraftic powers to manifest a new ability: the conjuration of blood weapons. You can roll a hemocraft die as a bonus action to create the blood weapon.

A blood weapon can take the form of a melee weapon with the reach property or a ranged weapon (30/90). A ranged weapon disappears after 10 attacks, while a melee weapon lasts for 1 minute.

The weapon uses your hemocraft score for attacks and damage rolls, and cause damage equal to your hemocraft die. You must choose the type: bludgeoning, piercing, slashing, when you create the weapon. This weapon is considered magical.

Brand of the Wicked

At 11th level, whenever you brand a creature, you can choose to bestow one of your Jinxes on that creature (spending points as normal). The jinx will last for the duration of the brand.

Master of Jinxes

At 15th level, whenever you kill a jinxed creature before the duration of the curse expire, you can use your reaction to move the jinx to another creature within range. You can't do so for jinxes that are triggered by the target's death.

Blood Curse of the Jinxed Words

As an Action, you shout deadly curses all around you. Each creature within 30 feet of you that can hear you must succeed on a Charisma saving throw or must subtract 1d4 for any attack roll, ability check or saving throw it makes until the end of your next turn. A creature that succeeds on its saving throw is immune to this curse for the next 24 hours.

If you jinx this curse, you must spend jinx points for each creature targeted.

Amplify. The range of this curse increases to 60 feet.
Jinx List
  • Jinx of the Unseen Motion: You can spend 1 jinx to cause the cursed creature to become visible to you, regardless of obscurement or invisibility.
  • Jinx of Bloody Grave: You can spend 1 jinx to place this jinx on a creature. If the creature dies before the curse duration ends, you regain hit points equal to a roll of your hemocraft die.
  • Jinx of the Muscle Whip: You can spend 1 jinx to force the cursed creature to make a Strength saving throw. On a failed save, you can drag it to a unoccupied space within 5 feet of you.
  • Jinx of the Poisonous Thorns: You can spend 2 jinx to cause thorns to ensnare the target. The target is poisoned for the duration of the curse. In addition, whenever you hit the jinxed target with an attack, it takes additional 1d4 piercing damage.
  • Jinx of Unstable Footing: You can spend 2 jinxes to cause the ground below the cursed creature to become unstable. Whenever that creature attempts to move on the ground, it must make a Dexterity saving throw or falls prone.
  • Jinx of the Chilling Aura: You can spend 2 jinxes to cause the cursed creature to emit an aura of cold. The target and any creature within 5 feet of it takes cold damage equal to your hemocraft die whenever they start their turn within the aura.
  • Jinx of Acidic Blood: You can spend 2 jinxes to cause the blood of a creature to become acidic upon leaving its body. Whenever the creature take damage, any creature within 5 feet (including that creature) takes acid damage equal to your hemocraft die.
  • Jinx of the Barrier: You can spend 2 jinxes to create a barrier between you and the cursed creature. Whenever the cursed creature makes an attack against you, roll your hemocraft die, and add it to your AC.
  • Jinx of the Fearful Glare: You can spend 3 jinxes to cause the creature to become afraid of your stare. Whenever the creature can see you at the start of its turn, it must make a Wisdom saving throw or become afraid of you until the start of its next turn.
  • Jinx of the Healing Rain: You can spend 3 jinxes to impose this jinx on a target. If the target is killed before the duration ends, all friendly creatures within 30 feet of it regain hit points equal to your hemocraft die.
  • Jinx of the Deadly Guard: You can spend 3 jinxes to cause your primal energies to rebuke a cursed attacker. Whenever a cursed creature makes an attack against you, it takes damage equal to a roll of your hemocraft die.
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