Order of the Jinx (5e Subclass)
From D&D Wiki
Order of the Jinx[edit]
Blood Hunter Subclass
The order of the jinx is an order of blood hunters that uses curses instead of blood arts.
Leveling[edit]
Level | ability |
---|---|
1 | get the bloodgun, bloodwhip, and bloodsyche |
2 | get the ability to use your crimson rite, and you can make potions with it by rolling 1d4 plus your level |
3 | get the cruse play dice |
4 | get the cruse unseen motion |
5 | get the cruse poisonous thorns |
6 | get the cruse blood thief |
7 | get the cruse unstable footing |
8 | get the cruse chilling aura |
9 | get the cruse fleshy acid |
10 | get the cruse bloody grave |
11 | get the cruse fearful glace |
12 | get the cruse healing rain |
13 | get the cruse blood barrier |
14 | get the cruse muscly whip |
15 | get the cruse deadly guard |
16 | get the cruse thunderous strike |
17 | get the cruse bony barrack |
18 | get the cruse electric nerve |
19 | get the cruse flaming soul |
20 | get the crues holy blast |
Cruses[edit]
Cruse play dice
Roll 2d20 and if you don't roll 2 the deal the result in cruse damage on your next attack. if you get 2 then take 40 cruse damage. costs 1 blood
Cruse unseen motion
for the next 5 rounds, you can detect anything within a 20ft circle around you. costs 2 blood
Cruse poisonous thorns
for the next round, all enemies that attack you take 1d4 plus your level poison damage. costs 4 blood
'Cruse Blood thief
do a Dexterity check, if you roll 16 or more then for every attack for the next round you get blood back equal to the damage you do. costs 3 blood
Cruse unstable footing
roll a strength check, if you roll 18 or more then make all creatures in 20ft circle do a saving roll for 18 if they fail they are knocked prone. costs 2 blood
Cruse chilling aura
for the next 5 rounds, you make all creatures in a 20ft circle do a constitution saving roll for 14 if they fail they take 1d4 plus your level. costs 5 blood
Cruse fleshy acid
target an enemy in your line of sight, they must make a Dexterity saving roll for 16 if they fail they take 3d4 acid damage and every creature within a 10ft circle. costs 6 blood
Cruse bloody grave
on the same round you kill an enemy you can roll 3d10 and get that much blood. costs 1 action
Cruse fearful glace
target an enemy in your line of sight, they must make a saving roll of 14 or they lose their next turn, roll disadvantage for the next round, and are knocked prone. costs 5 blood
Cruse healing rain
you make an ally or yourself roll 4d4 and add health back equal to the result for the next two rounds at the start of their turn. cost 7 blood
Cruse blood barrier
you make a barrier around yourself or an ally and add 1d10 to their AC for the next round. cost 3 plus the level of the target blood
Cruse muscly whip
roll strength check for 18 if you pass you attack an enemy within 40ft dealing 2d4 force damage, dragging the enemy to you if you are bigger or dragging you to the enemy if you are equal in size or smaller, and you are grappling the enemy. cost 10 blood
Cruse deadly guard
for the next 3 rounds if you are attacked, the attacker takes 1d4 necrotic damage for each time they attack you when they are attacked. cost 5 blood
Cruse thunderous strike
every enemy in 50ft circle must make a saving throw of 18 if they fail they take 5d4 thunder damage and are knocked prone. cost 15 blood
Cruse bony barrack
summon a bone barrack on an ally or yourself dealing 4d4 in 10ft circle around them and add give the advantage to ranged attacks. the target does not take damage. cost 10 blood
Cruse electric nerve
in a 50ft circle deal 3d4 lighting damage and 1d4 psychic damage to up to 8 creatures that are not blocked and bring them to you and grapple them. cost 30 blood
Cruse flaming soul
target up to three enemies in your sight and deal 3d4 fire damage in a 5ft square around them. the target does take damage. cost 10 blood
holy blast
Do an intelligence check for 16, if successful fire a beam 300ft dealing 2d100 radiant damage, if you fail take 100 radiant. cost every action you have that turn and 40 blood
Blood Weapons[edit]
- Blood gun 2+Int to attack, range 60ft flat cone 90°, 2d6+Int bleeding, 1d6+Int knockback, 1d4 crit, cost 2 blood
- Blood whip, 2+Dex to attack, range 10ft cone 45°, 1d20+dex bleeding, 1d4 crit, cost 1 blood
- Blood scythe 2+Str, must be grappled 2d20 Bleeding, 1d4 crit
Back to Main Page → 5e Homebrew → Character Options → Subclasses