Curse of Misfortune

You, or one of your ancestors, managed to earn the ire of a powerful magical entity, whether it be a hag, deity, or archmage, that cursed your family line with poor luck. You’re constantly losing things as though they’ve vanished into the aether, you injure yourself in the most improbable of ways, and it always rains if you’ve forgotten your cloak. You’ve learned, however, that the magic that surrounds you simply alters probability, and have discovered that you can manipulate it. Perhaps, if you gain enough control over this ability, you may even be able to alter fate...

Misfortune Ailments

As a creature afflicted with extraordinary unluck, you suffer the following ailments:

Immediately after you finish a short or long rest or roll initiative, a shroud of unluck settles around you. You can choose for the shroud to be invisible, though it appears as a cloak of smoke if you don’t or to a creature that has truesight or is under the effects of the detect magic spell or similar magic. While the shroud surrounds you, you have disadvantage on ability checks and saving throws that use Strength, Dexterity, and Constitution, as well as on attack rolls. Immediately after you make one of these rolls, you can choose to discard or regain the shroud.

Whenever a creature scores a critical hit against you, it can roll one of the weapon or effect’s damage dice one additional time and add it to the extra damage of the critical hit.

Level 1: Jinxing Shroud

While you have your shroud of unluck, the range of your Jinx increases to 30 feet. Additionally the target is unaware that you are the source of this feature, even if you don’t make a Dexterity (Sleight of Hand) check, unless it has truesight or is under the effects of the detect magic spell or similar magic, in which case you make the ability check as normal.

Level 1: Fortune Twist

You learn to manipulate your luck. When you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll, potentially changing the failure to a success. Once you use this feature, you can’t use it again until you fail another roll of the same type.

For example, if you used this feature to reroll an attack roll, you can’t use this feature again until you miss with a different attack roll.

Level 3: Curse Spells

You gain curse spells at the accursed levels listed in the Misfortune Curse Spells table. See the Spellcasting class feature for how curse spells work.  
Accursed LevelSpells
2ndBane
5thEnhance Ability
9thBestow Curse
13thConfusion
17thSkill Empowerment
 

Level 3: Unfortunate Accident

Once during each of your turns when you use your Jinx, you can choose to imbue the jinx with additional bad luck. If the target of the jinx fails of its saving throw, it takes 1d8 force damage, the extra bad luck causing a random event to injure it. When a creature fails its saving throw against this feature, it counts as you hitting the creature with an attack for the purpose of your accursed spells. You must use this feature before the target rolls its saving throw.

The damage increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Level 3: Cheating Shroud

You learn to utilize your shroud of unluck to cause games of chance to go in your favor. While you have your shroud of unluck, when a creature you can see within 30 feet makes an ability check involving a game of chance, such as using a dice set or playing card set, you can use your reaction to give the creature advantage or disadvantage on the ability check. The target doesn’t know you manipulated its luck this way.

Level 5: Unavoidable Accident

When a creature succeeds on its saving throw against your Unfortunate Accident, it takes half the damage, but suffers no additional effects from your jinx.

Level 11: Shared Misfortune

You can pass your bad luck onto others. While you have your shroud of unluck, when you see a creature within 30 feet of you make an attack roll or ability check, you can use your reaction to force the creature to make the roll with disadvantage. You must use this feature before the creature makes the roll.

Level 15: Luck Twist

You gain a finer control over luck, allowing you to grant good luck to others. While you have your shroud of unluck, when you see a creature within 30 feet of you make an attack roll or saving throw, you can use your reaction to grant the creature advantage on the roll. You must use this feature before the creature makes the roll.

Level 20: Sovereign of Fate

You can bend the fate of all around you. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to use either your Shared Misfortune or Luck Twist feature, and you can’t use it on the same turn that you take your normal reaction.


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