Order of the Jinx (5e Subclass)

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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]

Caption text
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
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