Grim Hollow

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Rogue: Misfortune Bringer

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.

Improved Steal Luck


At 17th level, you can use the Steal Luck feature three times, regaining all uses when you
finish a short or long rest.
The misfortunes are presented in alphabetical order.
Curse of the Befuddled. As an action you can spend 2 jinx points, and the creature marked by
your evil eye is charmed for 10 minutes. When you do, the creature is no longer marked by your
evil eye, and the charmed condition ends early if you or your allies deal damage to the creature
or cause it to make a saving throw. After the 10 minutes have elapsed, the creature knows you
used magic to influence its mood and disposition towards you.
Curse of the Clumsy. When a creature marked by your evil eye moves 5 feet or more, you can
use your reaction and spend 3 jinx points to cause the crature to fall prone and have its
movement speed reduced to 0 until the end of the turn. When you do, the creature is no longer
marked by your evil eye.
Curse of the Debilitated. When a creature marked by your evil eye takes damage, you can use
your reaction and spend 1 jinx point to roll 1d12. The creature takes necrotic damage equal to
the result.
Curse of the Doomed. After you miss with a weapon attack against a creature marked by your
evil eye, you can use your reaction and spend 1 jinx point to make an additional weapon attack
against the creature as part of the same action.
Curse of the Fearful. As an action you can spend 2 jinx points, and the creature marked by
your evil eye is frightened for 1 minute. When you do, the creature is no longer marked by your
evil eye, and it can make a Wisdom saving throw at the end of each of its turns, ending this
misfortune early on a success.
Curse of the Inept. After a creature marked by your evil eye makes an ability check or attack
roll, but before the DM declares whether or not it is successful, you can use your reaction and
spend 1 jinx point to make the creature reroll and use the lower result.
Curse of the Insensate. As an action you can spend 3 jinx points, and the creature
Misfortunes
marked by your evil eye is blinded and deafened for 1 minute. When you do, the creature
The
is nomisfortunes
longer marked are by
presented
your evil in eye,
alphabetical
and it can order.
make a Constitution saving throw at the
Curse of the Befuddled. As an action you
end of each of its turns, ending this misfortune early on can spend 2 jinx points, and the creature
a success.
markedofbythe
Curse your evil eye
Maimed. is charmed
When you hitfor 10 minutes.
a creature markedWhen by you
yourdo,evilthe
eyecreature
with a is no
weapon
longer marked by your evil eye, and the charmed condition ends
attack, and the die result was 18 or 19, you can use your reaction and spend 2 jinx pointsearly if you or your
allies
to turndeal
the damage
hit into atocritical.
the creature or cause it to make a saving throw. After the 10 minutes
have
Curseelapsed, the creature
of the Marked. As aknows
bonusyou used
action onmagic to influence
your turn, you canits mood
spend and disposition
2 jinx points to
towards you.
enhance the effects of your evil eye on a creature you have marked by it. When you do,
Curse of theincreases
the duration Clumsy. When a creature
to 24 hours marked
or until by your
you mark evil eyecreature
a different moves 5with feet your
or more,
evil
you
eye, whichever comes first. Additionally, while the creature is marked by your evil and
can use your reaction and spend 3 jinx points to cause the crature to fall prone eye,
have its movement speed reduced to 0 until the end of the turn.
you always know the direction and distance to the creature, provided you are on the sameWhen you do, the
creature
plane. is no longer marked by your evil eye.
Curse of
Curse of the
the Plagued.
Debilitated. When
When a creature
a creature marked
marked by by
youryour
evilevil
eyeeye takeshit
regains damage,
points,you
you
can use your reaction and spend 1 jinx point to roll 1d12. The creature
can use your reaction and spend 1 jinx point to halve the amount of hit points regained. takes necrotic
damage
When you equal
do, to
thethe result. can't regain hit points until the start of your next turn.
creature
Curse
Curse of of the
the Doomed.
Ruined. After Afterayou miss marked
creature with a weapon
by yourattack
evil eyeagainst
makes a creature
a savingmarked by
throw, but
your evil eye, you can use your reaction and spend 1 jinx point
before the DM declares whether or not it is successful, you can use your reaction and to make an additional
weapon attack
spend 2 jinx against
points the creature
to make as partreroll
the creature of theandsame
use action.
the lower result.
Curse of the Fearful. As an action you
Curse of the Somnolent. As an action, you can spend can spend 2 jinx points,
3 jinx and and
points, the creature
the creaturemarked
by your by
marked evilyour
eye evil
is frightened
eye becomes for 1drowsy.
minute.Roll When you do,of
a number thed10
creature
equal is to no
yourlonger
level in
marked
this class and add 15 to their total. If the creature's current hit points are equaloftoeach
by your evil eye, and it can make a Wisdom saving throw at the end of its
or less
turns,the
than ending
total,this misfortune
it goes unconscious.early onThea target
success. regains consciousness after 10 minutes, or
Curse of the Inept. After a creature
when it takes damage or another creature uses its marked by your eviltoeye
action makes
rouse it. an ability check or
attack roll,
Curse of thebutUnlucky.
before the AsDMa bonusdeclares
actionwhether
on your orturn,
not ityou
is successful,
can spend 3you jinxcan use your
points to put
reaction and spend 1 jinx point to make the creature reroll and
a pox on a creature marked by your evil eye. Whenever the creature makes an attack rolluse the lower result.
or saving throw, you roll 1d4 and subtract the result from their total. The pox ends when
the creature is no longer marked by your evil eye.

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