Jinx (5e Subclass)

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The Jinx[edit]

Warlock Patron

Your pact lies with that of coincidences and strange, uncanny happenings. Many warlocks of this pact are aware of the greater forces that control what is simply perceived as luck. The great powers that hold the strings of fate often twist them in the worst way possible, which is what differentiates a jinx warlock from a more benevolent one. Jinx warlocks make use specifically of bad luck. Sometimes, this is meant to allocate good luck to themselves or others whom they care about. Other times, they simply control the flow of negative happenstance and have their opponents take the fall. In this way, they are in control of both sides of luck. They commonly forge these pacts with powerful gods like Moander and Beshaba to bring ruin upon their enemies. However, they can also ally in pact with less evil-associated deities like Tymora, who are known to curse those who spurn them.

Expanded Spell List
Spells Level
1st bane, distort value
2nd augury, warding wind
3rd bestow curse, call lightning
4th blight, death ward
5th dream, enervation

Master Of Misfortune[edit]

Starting at 1st level, you gain a small pool of misfortune which you can use to your whim, manifested in the form of unlucky points, with which you power Jinxes.

Jinxes. You learn two jinxes of your choice. You can use only one jinx per attack. You learn one additional jinx of your choice at 6th, 10th, and 14th level. Each time you would learn a new jinx, you can alternatively replace one jinx you know with a different one.

Unlucky Points. You have 2 unlucky points. An unlucky point is expended when you use it. You regain all of your expended points when you finish a short or long rest. You gain two more unlucky points at 6th level and two more at 14th level.

Saving Throws. Some of your jinxes require your target to make a saving throw to resist the effects. The saving throw DC is the same as your warlock spellcasting DC.

Flip Flop[edit]

Harnessing the capabilities of your patron, you can sap the luck of others and use them as your own. Starting at 6th level, when you force a creature to make a saving throw, you can use your reaction to reveal the result of their roll. You can then choose to take that roll after the effect concludes. If you have to make an attack, saving throw, or ability check, you can use that roll's value instead of rolling yourself. Once you do this, the roll is gone. You can only store one roll at a time. The stored roll also expires at the start of your next short or long rest, or until you use this feature again. You can use this feature a number of times equal to your Charisma modifier, regaining all uses once you finish a long rest.


Starting at 10th level, you can draw on the bad luck that is present in others to force on creatures. As an action, you can choose one creature within 60 feet of you and impose a penalty on all their rolls until the end of their turn. The penalty is equal to the number of creatures you can see within 60 feet of you, other than yourself and your target. You can use this feature a number of times equal to your Charisma modifier, regaining all uses once you finish a long rest.

From Bad to Worse[edit]

Starting at 14th level, when things seem like they can't get any worse, you can make them worse. When you successfully reveal the roll of another creature using Flip Flop, if the roll is a 1, you can force the outcome of the roll to be treated as a fumble.[1] Any attack roll, ability check, or saving throw using this roll automatically fails and ignores modifiers. Additionally, if you store this roll, you can impose it onto another creature within 30 feet of you as an action, forcing them to take the result for their next roll instead of rolling themselves.


The Unlucky Melee
The Unlucky Ranger
The Unlucky Spellcaster
The Unlucky Tank
The Unlucky Healer
The Unlucky Skiller
Unlucky melee power

Starting at 2nd level, you can spend 1 unlucky point to add 1d4 damage to your melee attack.
At 9th level, the damage goes up to 1d6

Meant to do that

Starting at 3rd level, your melee weapon attacks score a critical when you roll a 1 or a 2.

Extra Attack

Starting at 5th level, you can attack twice instead of once, whenever you take an attack action on your turn.

When it counts

Starting at 6th level, when you roll a 4 or under when doing your attack roll then the damage is counted as magic.

Tripped on a rock

Starting at 7th level, when an attack would hit you, you can use a reaction to roll a 1d20 and if its a 1 then you can dodge it.

Arm cramp

Starting at 10th level, when landing a hit on a creature you can spend 1 unlucky point to reduce the creatures movement in half for 2 turns.

Sun in the eyes

Starting at 11th level, During the daylight when running up to a creature you get advantage on all attack rolls this turn.

Dropped my weapon

Starting at 13th level, when your weapon leaves your hand during combat then your AC is increased by 3 until your empty hand has a weapon again.

Proficiently unlucky

Starting at 14th level, You can spend 3 Unlucky points as a bonus action to double your proficiency bonus for 1 turn.

One persons luck

Starting at 18th level, when a creature scores a critical on you, you can use a reaction to reduce the damage by half.

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  1. PHB, p.194
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