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Sorcerous Origin
Notes from the Nails: been a while since I’ve written a sorcerer. This one is inspired by my own personal life!

Jinx

 

Some people are cursed with bad luck from the day they were born. Known as ‘jinxes’, they are shunned everywhere they go, for fear that their misfortune will affect anyone who gets too close. As it goes, this fear is actually well-founded, for a jinx really can inflict their curse on other people and, with training, they can even harness it into a potent source of magical energy.

Cause Fumble
Starting at 1st level, whenever a creature within 30 feet of you rolls a 1 on the d20 for an attack roll, ability check or saving throw, you can use your reaction to amplify their bad luck. You can choose one of the following outcomes to inflict upon the attacker: they fall prone, they drop everything that they are holding, or they take 1d10 piercing damage.

Aura of Misfortune
Also at 1st level, you radiate an aura of misfortune. Each hostile creature within 15 feet of you (except yourself) suffers a -1 penalty to all attack and damage rolls.
     When you reach 14th level, the penalty increases to -2.

Ruin Foretold
By 6th level, your predictions of ill luck always come true, mostly because you are able to use your magic to make them happen. When you cast a spell that targets a single hostile creature, you can spend 3 sorcery points to delay the onset of the spell by up to 1 minute. You must concentrate on the spell while it is being delayed. The spell takes effect as soon as your concentration ends, or 1 minute after you initially cast it if you maintain their concentration for the whole minute.

Bad Omen
At 14th level, your presence always makes bad things worse for your enemies. All hostile creatures that are being affected by a spell that you are concentrating on have disadvantage on attack rolls against you.

Walking Disaster
When you reach 18th level, your curse reaches its maximum power, spreading chaos and misery all around you. You exude an aura of disaster in a 60-foot radius around you, which you can enable or disable as a bonus action on your turn. While the aura is enabled, no creature within it can gain advantage on any roll (or use advantage to cancel out disadvantage), critical hits cannot happen (and may even result in a miss if the total attack roll is less than the target’s AC), and abilities like the Lucky feat and the Halfling Luck racial feature cannot be used.

 

 

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