Jinxed (5e Class)

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Jinxed UNFINISHED[edit]

Do you have bad luck? Do you roll those Nat 1's like mad? Do you even know if your die has a 20 on it? Well Jinxed is the perfect class for you.

The fable Jinxed[edit]

These people go around afraid of the world knowing that today might be the day a dragon will shit on them and kill them. The ones who survive unlock a power that fuels their motives and fighting.

Creating a Jinxed[edit]

With the power of their unluckiness you can do anything!

Quick Build

You can make a Jinxed quickly by following these suggestions. First, Pick any ability score you want to be highest doesn't matter, followed by any ability score you want! Second, choose the whatever background you want to rp with. Third, choose equipment you think you can be unlucky with.

Class Features

As a Jinxed you gain the following class features.

Hit Points

Hit Dice: 1d6 per Jinxed level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Jinxed level after 1st

Proficiencies

Armor: All Armor
Weapons: All weapons
Tools:
Saving Throws: Constitution, Dexterity
Skills: Choose 2 of any skill

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Fine clothes or (b) Common clothes or (c) Rags
  • (a) 2 Simple weapons or (b) 1 Martial weapon
  • (a) Leather Armor or (b) Scale Mail or (c) Chain Mail
  • Unlucky Symbol
  • If you are using starting wealth, you have 0 in funds.

Table: The Jinxed

Level Proficiency
Bonus
Unlucky Points Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 Flip Flop, Unlucky Professions 2
2nd +2 2 Unlucky Profession 3
3rd +2 2 Unlucky Profession 4 2
4th +2 3 Ability Score Improvement 4 3
5th +3 3 Unlucky Profession 4 3 2
6th +3 4 Unlucky Profession 4 3 3
7th +3 4 Unlucky Profession 4 3 3 1
8th +3 5 Ability Score Improvement 4 3 3 2
9th +4 5 Unlucky Profession 4 3 3 3 1
10th +4 6 Unlucky Profession 4 3 3 3 2
11th +4 6 Unlucky Profession 4 3 3 3 2 1
12th +4 7 Ability Score Improvement 4 3 3 3 2 1
13th +5 7 Unlucky Profession 4 3 3 3 2 1 1
14th +5 8 Unlucky Profession 4 3 3 3 2 1 1
15th +5 8 Unlucky Profession 4 3 3 3 2 1 1 1
16th +5 9 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 9 Unlucky Profession 4 3 3 3 2 1 1 1 1
18th +6 10 Unlucky Profession 4 3 3 3 3 1 1 1 1
19th +6 15 Ability Score Improvement, Unlucky Profession 4 3 3 3 3 2 1 1 1
20th +6 20 Unlucky Profession 4 3 3 3 3 2 2 1 1

Unlucky Points[edit]

Through sheer unluckiness, you have unlocked the power to negate certain outcomes. If you roll a 19 or 20 on an attack or ability check you can spend an unlucky point to re roll the die. Unlucky points are replenished upon finishing long rest or half on a short rest.

Flip Flop[edit]

Harnessing your power of your terrible luck you instead bring it out to your advantage. When you roll for Attack, Saving throws, and ability checks you flip that roll before adding any modifiers.

Unlucky Professions[edit]

You have focused all your bad luck into one skill set being the most unlucky at this profession.

  • The Unlucky Melee
  • The Unlucky Ranger
  • The Unlucky Spellcaster
  • The Unlucky Tank
  • The Unlucky Healer
  • The Unlucky Skiller

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

The Unlucky Melee[edit]

Rather it being swinging one weapon, two weapons, or a big weapon swing it and hope for the best.

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.

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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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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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