Grim Hollow
Grim Hollow
Grim Hollow
You've matched your penchant for illicit activities with the ability to mark your enemies
for mishaps and misfortune. Whether your mother was a hag, you were imbued with magical
powers by spending time among the fey, or you learned the art of cursing from a long line of
hedge wizards before you, you are a Misfortune Bringer. Although not universal, many
Misfortune Bringers have eyes of two different colours, using only one when glaring at the
targets they intend to curse.
Evil Eye
When you choose this archetype at 3rd level, you gain the ability to place a minor curse
on others with a glance. As a bonus action on your turn, choose a creature you can see within 60
feet. The chosen creature must succeed on a Charisma saving throw against your misfortune
save DC or be marked by your evil eye. While a creature is marked by your evil eye, you can use
your Sneak Attack against the creature even if you don't have advantage on the roll, but not if
you have disadvantage on it.
The creature remains marked by your evil eye for 1 minute or until you mark a different
creature with your evil eye, whichever comes first.
Misfortunist
Also at 3rd level, you learn misfortunes that you can inflict on those marked by your evil
eye.
Misfortunes. You learn two misfortunes of your choice, which are detailed under
"Misfortunes" below. You learn an additional misfortune of your choice at 9th, 13th, and 17th
level. Each time you finish a long rest, you can replace one misfortune you know with a
different one.
Jinx Points. You have four jinx points. When you spend a jinx point, it is no longer
available to you until you regain it. You regain all spent jinx points when you finish a short or
long rest. You gain two additional jinx points at 13th level.
Saving Throws. Your evil eye, and some of your misfortunes, require your target to
make a saving throw to resist their effects. The saving throw DC is calculated as
follows: Misfortune save DC = 8 + your proficiency bonus + your Charisma modifier
Steal Luck
Starting at 9th level, when a creature you can see within 30 feet of you makes an ability
check, attack roll, or saving throw with advantage, you can use your reaction to remove
advantage from the roll. when you do, you regain an expended jinx point. Once you use this
feature, you must finish a short or long rest before you can do so again.
Curse Caster
At 13th level, you can use an action and spend 3 jinx points to cast the bestow
curse spell. Charisma is your spellcasting ability for this spell.