Rogue: Sinner
Vice clings to you like a second skin-cheating, drunkenness, and games of change are your bread and blood. A scoundrel by nature, sin calls your name, and whispers of malefic powers reach your ears, you heed them. Those powers offer more than temptation-they grant you the tools to deceive, steal, and even kill with a precision you never dreamed of.
Perhaps it begins with a meeting in a seedy saloon, a ritual under desert skies, or a cursed temple found deep in the jungle. No matter the road, the end is always the same. Jinxcraft. Through hexes, curses, and grim magic, you entwine yourself with sin, casting aside judgement and righteousness. The laws of man and gods are nothing to you-only the cold comfort of the wicked path remains
Level 3: Hex Slinger
When you deal damage to a creature with your Sneak Attack, you can unleash the power of your Jinxcraft. When you roll your Sneak Attack dice, designate two of the dice before the roll (such as rolling them separately or using different coloured dice). The total rolled on these dice determines the effect of your Jinxcraft as noted on the Hex Slinger Jinxes table. You can use this feature a number of times equal to your Proficiency Bonus you regain all expended uses when you finish a Short Rest.
2D6 | Jinx |
---|---|
2 | Snake Eyes. On |
3-4 | The Nightmare. The |
5-6 | Whiskey Bottle. The |
7 | Cheap Shot. Until |
8-9 | Withered Arm. Until |
10-11 | Bad Luck. Until |
12 | Dead Man. If |
Level 3: Get Jinxed
You have learned the secret art of Jinxcrafting-drawing magic power from the dark deeds and deals of sin. You gain the following benefits.
Roll the Bones
You gain profinency with two Gaming Sets of your choice (playing cards and dice are recommended).
Hex Weapon
As a 1-hour ritual using a Gaming Set, you magically create a weapon that channels your Jinxcraft. This weapon takes the form of a Pistol or a Gaming Set. For you, the hex weapon is a Simple Ranged weapon with range 30/90, and deals 1d10 Force damage on a hit. In this form you throw cards, dice, or other gaming set pieces, or use them to unleash bolts of hex magic. Alternatively, you can infuse a Simple or Martial weapon you have proficiency with, turning it into your hex weapon. The infused hex weapon deals Force damage instead of its normal type. If you create a second hex weapon, the first vanishes or its bond to you breaks.
Parlor Trick
You learn one of the following cantrips of your choice: Dancing Lights, Mage Hand, Minor Illusion or Prestidigitation. Charisma is your spellcasting ability for it.
Level 9: Borrowed Luck
When you use Hex Slinger feature, you siphon away a silver of the target's luck. You gain Heroic Inspiration if you don't already have it. If you do have it, you can expend your Heroic Inspiration instead of expending a use of Hex Slinger.
Level 13: Pick Your Poison
When you use Hex Slinger, you can roll the designated Sneak Attack dice twice and choose which total to use.
If the roll you choose is the same number on both dice, the target takes Psychic damage equal to half your level.
If the roll you chose is a 2 or a 12, you don't expend that use of Hex Slinger.
Level 17: The Other Side
You can call on your otherworldly friends in low places to change the odds of anything you do in your favor. You gain the following benefits.
Crossroads Devilry
When you miss with an attack roll or fail a saving throw, you can roll any number of your Sneak Attack dice (choose the number before you roll) and add the total rolled to your AC against that attack, potentially causing it to miss. You lose those Sneak Attack dice until the end of your next turn.
Lady Luck's Smiling
When a creature hits you with an attack roll, you can roll any number of your Sneak Attack dice (choose the number before you roll) and add the total rolled to your AC against that attack, potentially causing it to miss. You lose those Sneak Attack dice until the end of your next turn.