Jinx Mage

Jinx Mages manipulate the forces of misfortune to destabilize their foes. Their magic is rooted in twisted fate, ill omens, and subtle curses, interfering with luck and unraveling enemy confidence.


You specialize in disrupting opponents through cursed spells, fateful hexes, and debilitating misdirection. Whether sabotaging plans or turning fortune against your enemies, you thrive when chaos tilts the balance.

Jinx Mage Features By Level

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Hexblood
1st Level Feature
Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. Your Arcana proficiency bonus is doubled and 60 feet of Darkvision in both magical and non magical darkness.

You can cast the Disguise Self and Hex spells with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.
Mark of Misfortune
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Mark of Misfortune
3rd Level Feature
Your non damaging spells curse affected creatures. They roll 1d4 and subtract the number from all saving throws, skill checks, and attack rolls until they are no longer under the effects of the spell.
Fate Twister
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Fate Twister
6th Level Feature
You learn the Silvery Barbs spell. It does not count against your number of spells known. You can cast Silvery Barbs without expending a spell slot a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Maledict
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Maledict
10th Level Feature
When you damage a creature you can affect them with a curse that makes them take more damage. For one minute, they take an additional 1d6 anytime they take damage. They must succeed on a Charisma saving throw at the start of their turn to end this effect.

You can use this feature a number of times equal to your proficiency bonus per short rest.
Mark of Despair
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Mark of Despair
14th Level Feature
As an action, you can choose one creature within 60 feet and mark it with a hex of despair. This creature must succeed on a Charisma saving throw or become paralyzed for 1 minute. While paralyzed, the creature takes necrotic damage equal to your spellcasting modifier at the start of each of its turns. The target can make a new Charisma saving throw at the end of each of its turns, ending the effect on a success.

You can use this feature once per long rest.

Wretched Luck
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Wretched Luck
19th Level Feature
As an aura of misfortune surrounds you, all hostile creatures within 15 feet of you have disadvantage on their first attack roll or saving throw each round.

This radius increases to 60 feet while you are concentrating on a spell.