Jinx (League of Legends Supplement)

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Jinx, causing carnage in Zaun. [1]

Jinx[edit]

Medium humanoid, chaotic evil


Armor Class 19
Hit Points 104 (11d8 + 55)
Speed 35 ft.


STR DEX CON INT WIS CHA
16 (+3) 28 (+9) 20 (+5) 26 (+8) 12 (+1) 22 (+6)

Saving Throws DEX +16 INT +14
Skills Acrobatics +16 Perception +8 Sleight of Hand +16
Senses Passive Perception 18
Languages Common
Challenge 20 (26,000 XP)


Get Excited! After reducing a creature to 0 hit points, Jinx may immediately move up to her speed without provoking opportunity attacks and gains one extra action for that round of combat.

Demolitionist Jinx deals double damage to objects and structures.

ACTIONS

Multiattack Jinx can make 3 attacks with Pow-Pow or 2 attacks with Fishbones.

Pow-Pow Ranged Weapon Attack: +16 to hit, range 40/300ft., one target. Hit 14 (3d8 + 7) piercing damage.

Fishbones Ranged Weapon Attack: +16 to hit, range 120/600 ft., one target. Hit 22 (4d6+10) fire damage. Anything within 10 ft. of the target of the rocket must succeed a DC 20 Dexterity saving throw or take damage equal to half the damage that the target of the rocket took.

Zapper Ranged Weapon Attack: +16 to hit, range 20/60 ft, one target. Hit 10 (2d6 + 4) lightning damage. The targeted creature must succeed on a DC 18 Constitution saving throw. On a failed save, the target is stunned for 1 minute. The target can repeat the saving throw at the end of each of its' turns, ending the effect on itself on a success.

Chompers Jinx lays out multiple traps in an unoccupied 5-foot cube. If a creature steps on the traps, they must make a DC 22 Dexterity Save or take 1d10 piercing damage and 2d10 fire damage. The creature takes half the damage upon a success.

Super Mega Death Rocket! (1/day) To perform this action, Jinx must have Fishbones in her hands. Jinx begins aiming a rocket at a point she can see for one turn. Jinx must maintain concentration on this attack as if concentrating on a spell. At the beginning of Jinx's next turn, she fires the rocket. Each creature in a 100-foot-radius sphere centered on the chosen point takes 48 (12d8) fire damage. Objects not being worn and structures within the attack's area are destroyed unless protected by magic.


LEGENDARY ACTIONS

The Champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Champion regains spent legendary actions at the start of its turn.

Shimmer Burst (1/Day) Jinx can move up to 10 feet, she does not provoke opportunity attacks when moving in this way.

Swapsies! Jinx can swap the weapon in her hand. If she is holding Fishbones, she can swap to Pow-Pow or Zapper. If she is holding Zapper, she can swap to Fishbones or Pow-Pow. If she is holding Pow-Pow, she can swap to Fishbones or Zapper.

Pew pew pew Jinx can make one attack with Pow-Pow.

Kapow! (Costs 2 Actions) Jinx can make one attack with Fishbones.

Shocking Jinx can make one attack with Zapper.

Trippity Trap (Costs 2 Actions) Jinx makes one Chompers attack.

Tactics Jinx is chaotic and unpredictable so may rapidly change tactics during a fight.

Jinx is at her strongest when firing Pow-pow from a distance and is very weak when directly engaged in melee combat. Because of this Jinx will set up snares before a fight or attack from a difficult-to-reach location.

If Jinx is cornered she will launch an all-out attack to down the weakest looking enemy. If she succeeds in doing so she will use her Get Excited feature to get away without provoking opportunity attacks.

Lore

Jinx's story is best told through the story of Arcane on Netflix.


Credit to Eimaj for the help!

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