Difference between revisions of "Darlingverse/Jinx/Statblock"

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(Created page with "'''<-Darlingverse/Jinx''' __NOTOC__ == Jinx Statblock == Jinx is the '''Nexus of Chaos and Charm''', representing Darling's magical talent, confidence, and volatility....")
 
 
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* '''Perception:''' Darkvision 60 ft
* '''Perception:''' Darkvision 60 ft
* '''Saving Throws:''' Constitution +5, Charisma +9
* '''Saving Throws:''' Constitution +5, Charisma +9
* '''Skills:''' Persuasion +9, Deception +9, Intimidation +9, Arcana +4, Acrobatics +7, Stealth +7, Perception +4, Performance +13
* '''Skills:''' Persuasion +9, Deception +9, Sleight of hand +8, Arcana +3, Acrobatics +7, Stealth +7, Perception +4, Performance +13


==== Combat & Tactical ====
==== Combat & Tactical ====

Latest revision as of 01:48, 14 December 2025

<-Darlingverse/Jinx


Jinx Statblock

Jinx is the Nexus of Chaos and Charm, representing Darling's magical talent, confidence, and volatility.


Core Stats & Proficiencies

  • Gender: Female (She/Her)
  • Race/Class: Tabaxi / Sorcerer (Wild) / Warlock (Archfey)
  • Armor Class (AC): 17 (Mage Armor 13 + DEX)
  • Hit Points (HP): 70 (10 hit dice)
  • Speed: 30 ft.
  • STR 8 (-1), DEX 18 (+4), CON 12 (+1), INT 8 (-1), WIS 12 (+1), CHA 20 (+5)
  • Proficiency Bonus (PB): +4
  • Perception: Darkvision 60 ft
  • Saving Throws: Constitution +5, Charisma +9
  • Skills: Persuasion +9, Deception +9, Sleight of hand +8, Arcana +3, Acrobatics +7, Stealth +7, Perception +4, Performance +13

Combat & Tactical

  • Weapon: Claws (Melee Attack)
    • Attack: +8 to hit, Reach 5 ft., one target.
    • Damage: 1d6 + 4 Slashing damage.
    • Confusion: If target takes 8 or more slashing damage from Jinx's claws they must succeed on a DC 18 Wisdom save or become Confused (-2 to Insight, Investigation, Perception and -2 to mental saving throws) until the end of their next turn.
  • Feline Agility: Jinx's reflexes and agility allows her to move with a burst of speed. When she moves on her turn in combat, she can double her speed until the end of the turn. Once she uses this trait, she can’t use it again until she moves 0 feet on one of her turns.
  • Uncanny Dodge (Reaction): When an attacker Jinx can see hits her with an attack, she can use her reaction to halve the attack's damage.

Other

  • Jack of All Trades (Passive): Jinx can add half her Proficiency Bonus (+2) to any ability check she makes that doesn’t already include her Proficiency Bonus.
  • Grand Finale (Action): If Jinx spends at least 10 minutes performing for resting allies, those allies regain an extra 1d10 hit points during the Short Rest.

Spellcasting

  • Spell Save DC: 17
  • Spell Attack Modifier: +9
  • Metamagic: (7 Sorcery Points) Quickened Spell (Bonus Action casting [2]), Subtle Spell (No somatic/verbal components [1]).
    • Can convert spell slots to points and vice versa as bonus action 1=2, 2=3, 3=5, 4=6.
  • Warlock Slots: 2 slots of 2nd Level (refresh on Short Rest). ADD 2 WARLOCK SPELLS!
  • Cantrips (At Will): Prestidigitation (6), Fire Bolt (2d10 damage), Dancing Lights, Friends, Mending, Message, Mind sliver, Minor Illusion, Shape Water.
  • Spells:
    • 1st Level (4): Mage Armor, Shield, Chaos Bolt, Tasha's Hideous Laughter, Hex (W).
    • 2nd Level (3): Misty Step, Invisibility (W), Spray Of Cards (W).
    • 3rd Level (3): Hairball (mod. Fireball), Dispel Magic.
    • 4th Level (1): Polymorph.
  • Prestidigitation Master (Passive): Jinx can maintain up to six different, non-instantaneous effects of the Prestidigitation cantrip at the same time and activate 3 with one casting instead of 1.

Wild Magic

  • Wild Magic Surge (passive): Jinx can trigger a Wild Magic Surge whenever casting a spell. Any time Jinx casts a spell, roll a Surge Check: Cantrip = d20, lvl spell = D6. If the result is a 1, roll on the Wild Magic Surge table (DM's discretion if it is skipped).
  • Tides of Chaos (free): Jinx uses chaos to gain Advantage on one attack roll, ability check, or saving throw. If used, subsequent Surge Checks use double dice until Wild Magic surges. After a surge and after a Short or Long Rest, this feature is reset/replenished and one dice is rolled as normal again.
  • Bend Luck (Reaction, 2 Sorcery Points): When a creature Jinx can see makes an attack roll, ability check, or saving throw, Jinx can spend 2 Sorcery Points to use their Reaction to grant the target a 1d4 bonus or penalty (Jinx's choice) to the roll.
  • Fey Presence (Action): Each creature in a 10-foot cube originating from Jinx must succeed on a DC 17 Wisdom save or be Charmed or Frightened (Jinx's choice) by Jinx until the end of Jinx's next turn. (1/Short or Long Rest)


Darlingverse Stabilization

These abilities focus on channeling chaotic energy safely and manipulating localized luck.

1. Minor Stabilization: Taming the Tides (Bonus Action or Reaction)

  • Requirement: Jinx must be within 30 ft. of a source of minor chaotic magic (e.g., an unnaturally fluctuating light, a small crack).
  • Effect: Jinx safely channels raw chaos. As a Bonus Action, Jinx gains Advantage on their next Wild Magic Surge roll or can spend 1 Sorcery Point to grant herself or an ally within 30 ft Inspiration. Alternatively, Jinx can use Taming as a Reaction and expending two Sorcery Points when a creature within 30 ft. fails a saving throw against allowing the creature allowing them to re-roll the save.

2. Major Stabilization: The Perfect Misfortune (Action & 1 Minute Concentration)

  • Requirement: Jinx must expend a 2nd level spell slot or higher and remain in a state of controlled arcane flux through Concentration.
  • Effect: Jinx manipulates the local probability field, suppressing large-scale mental errors. All hostile creatures within a 30-foot radius must succeed on a DC 17 Charisma Saving Throw or suffer a -4 penalty to all all Saving Throws, or -2 on a successful save. If Jinx maintains concentration for a full minute, the ritual permanently stabilizes the underlying pattern of probability in the area, permanently preventing any enemy from benefiting from gaining Advantage on their rolls in this location. If the ritual is interrupted, Jinx immediately suffers a loss of 3 Sorcery points (if she has none, she loses a lvl 2nd or higher spell slot and if she has none of those she takes 6d6 psychic damage) as well as activating a Wild Magic Surge.