Curse Those You’re About to Strike
You’ve matched your penchant for illicit activities with the ability to mark your enemies for mishap and misfortune. Whether you were imbued with magic by spending time among the Fey or you learned the art of cursing from a long line of hedge Wizards, you are a Misfortune Bringer. Although not universal, many Misfortune Bringers possess heterochromia iridum, eyes of two different colors, and they use only one when glaring at targets they intend to curse.
You can place a minor curse with a glance. As a Bonus Action, choose a creature you can see within 60 feet of yourself to be cursed by your Evil Eye. While a creature is cursed by your Evil Eye, you can deal Sneak Attack damage to the creature if you don’t have Disadvantage on the attack roll.
The creature remains cursed by your Evil Eye for 1 minute or until you curse a different creature with your Evil Eye, whichever comes first.
You learn Misfortunes that you can inflict on those cursed by your Evil Eye.
Misfortunes. You learn two Misfortunes of your choice, which are detailed under “Misfortunes” below.
You learn an additional Misfortune of your choice when you reach Rogue levels 9, 13, and 17. When you finish a Long Rest, you can replace one Misfortune you know with a different one.
Jinx Points. You have 4 Jinx Points. You gain 2 additional Jinx Points at Rogue level 13. To use a Misfortune option, you must spend the number of Jinx Points that it costs.
You regain all expended Jinx Points when you finish a Short or Long Rest.
Saving Throws. If a Misfortune requires a saving throw, the DC equals 8 + your Charisma or Intelligence modifier (your choice) + your Proficiency Bonus.
When a creature you can see within 30 feet of yourself is about to make a D20 Test with Advantage, you can take a Reaction to prevent the roll from being affected by Advantage. When you do so, you regain 1 expended Jinx Point.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
You can take a Magic action and spend 3 Jinx Points to cast Bestow Curse.
You can use your Steal Luck feature three times, and you regain all expended uses when you finish a Long Rest.
The following options are available to your Misfortunist feature. The options are presented in alphabetical order.
Cost: 2 Jinx Points
As a Magic action, choose a creature that you can see within 60 feet of yourself that is cursed by your Evil Eye and spend 2 Jinx Points. The target must make a Wisdom saving throw.
On a failed save, the creature has the Charmed condition for 10 minutes or until you or your allies damage it. When the effect ends, the target knows it was Charmed by you.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 3 Jinx Points
When a creature cursed by your Evil Eye moves at least 5 feet on its turn, you can take a Reaction and spend 3 Jinx Points to cause the creature to have the Prone condition and have its Speed reduced to 0 until the end of its turn.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 1 Jinx Point
When a creature cursed by your Evil Eye takes damage, you can take a Reaction and spend 1 Jinx point to roll 1d12. The creature takes Necrotic damage equal to the roll.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 1 Jinx Point
When you miss with an attack roll against a creature cursed by your Evil Eye, you can take a Reaction and spend 1 Jinx Point to reroll the attack. You must use the new roll.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 2 Jinx Points
As a Magic action, choose a creature that you can see within 60 feet of yourself that is cursed by your Evil Eye and spend 2 Jinx Points. The target must make a Wisdom saving throw.
On a failed save, the creature has the Frightened condition for 1 minute. At the end of each of its turns, the Frightened target repeats the save, ending the Misfortune on itself on a success.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 1 Jinx Point
After a creature you can see that is cursed by your Evil Eye makes a D20 Test, you can take a Reaction and spend 1 Jinx Point to make the target reroll, and it must use the new roll.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 3 Jinx Points
As a Magic action, choose a creature that you can see that is cursed by your Evil Eye and spend 3 Jinx Points. The target must make a Wisdom saving throw.
On a failed save, the creature has the Blinded and Deafened conditions for 1 minute. At the end of each of its turns, the target repeats the save, ending the Misfortune on itself on a success.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 2 Jinx Points
When you hit a creature cursed by your Evil Eye with an attack roll using a weapon or Unarmed Strike and roll a 19 or 20 on the d20, you can take a Reaction and spend 2 Jinx Points to score a Critical Hit.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 2 Jinx Points
As a Bonus Action, you can spend 2 Jinx Points to increase the duration of your Evil Eye to 1 hour or until you mark a different creature with your Evil Eye, whichever comes first.
Additionally, while a creature is affected by this curse, you always know the direction and distance to the creature while the two of you are on the same plane of existence.
Cost: 1 Jinx Point
When a creature you can see that is cursed by your Evil Eye would regain Hit Points, you can take a Reaction and spend 1 Jinx Point to halve the number of Hit Points regained. Afterward, the creature can’t regain Hit Points until the start of your next turn.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 3 Jinx Points
As a Magic action, choose a creature you can see that is cursed by your Evil Eye and spend 3 Jinx Points. The target must make a Wisdom saving throw.
On a failed save, the creature has the Unconscious condition for 1 minute. The condition ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the Misfortune’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this Misfortune.
After you use this Misfortune, the creature is no longer cursed by your Evil Eye.
Cost: 3 Jinx Points
As a Bonus Action, you can spend 3 Jinx Points to put a pox on a creature cursed by your Evil Eye. Whenever the creature is about to make an attack roll or saving throw, you can roll 1d4 and subtract the number rolled from the total. This Misfortune ends when the creature is no longer cursed by your Evil Eye.