Darlingverse/Jinx

From Hökaland Wiki
Revision as of 23:26, 9 December 2025 by Leord (talk | contribs)
Jump to navigation Jump to search
Darlingverse nav.. (e)

Primary


Darlingverse
Areas
Rules


Voices 1


Kael: The Steadfast Protector
Lyra: The Calculating Analyst
Borin: The Rock of Resolve
Pip: The Curious Explorer

Voices 2


Zee: The Silent Watcher
Flicker: The Chaotic Creator
Roric: The Swift Observer
Elara: The Arcane Seeker

Voices 3


Lysander: The Defiant Melancholy
Grut: The Raw Force
Skree: The Cacophonous Voice
Jinx: The Wild Card


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 Magic 6) / Warlock (Archfey 4)
  • 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, Intimidation +9, Arcana +4, 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 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) for 3 turns. Target is allowed a new saving throw at end of their turns. If the target takes more slashing damage one more time, the Confusion worsens to -3 and reset the duration. Every subsequent application resets application. IF the target succeeds they are immune to Jinx's confusion for 10 minutes.
  • 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), Subtle Spell (No somatic/verbal components).
    • Can convert spell slots to points and vice versa as bonus action 1=2, 2=3, 3=5, 4=6, 5=7.
  • Warlock Slots: 2 slots of 2nd Level (refresh on Short Rest).
  • Cantrips (At Will): Prestidigitation (6), Fire Bolt (2d10 damage), Dancing Lights, Friends, Mending, Message, Mind sliver, Minor Illusion, Shape Water.
  • Sorcerer Spells:
    • 1st Level (4): Mage Armor, Shield, Chaos Bolt, Hex (Warlock), Tasha's Hideous Laughter.
    • 2nd Level (3): Misty Step, Invisibility, Spray Of Cards (Warlock).
    • 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 to skip).
  • Tides of Chaos (passive): Jinx can gain Advantage on one attack roll, ability check, or saving throw. If used, always roll two dice on Surge Checks until it does. After a surge and after a Short or Long Rest, this feature is reset/replenished and one dice is rolled as normal.
  • 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, 1/Short or Long Rest): Each creature in a 10-foot cube originating from Jinx must succeed on a DC 17 Wisdom save or be Charmed or Frightened by Jinx until the end of the next turn (Jinx's choice).


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 this as a Reaction and expending two Sorcery Points when a creature within 30 ft. fails a saving throw against allowing the creature 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, a lvl 2 spell slot or takes 6d6 psychic damage as well as activating a Wild Magic Surge.


Other

Jinx: The Dazzling Performer

Before Darling: Jinx was an energetic and wildly charismatic tabaxi child of nine, who believed the world was her stage. She was a natural street performer in Waterdeep's bustling streets, known for her acrobatic flips, dazzling sleight of hand, and quick, playful wit. She thrived on attention and loved to surprise people, often using her mischief to bring a smile to someone's face, or perhaps to skillfully pick a loose coin from their pocket. She yearned for grand spectacles and dazzling lights.

Captured by Papa: One vibrant afternoon, while mid-leap during a particularly captivating performance in a busy market square, Jinx felt a sudden, profound chill. A sweet, cloying scent enveloped her, and before she could even land her tumble, a heavy, suffocating cloth was thrown over her. She remembered the terrifying sensation of her performance abruptly ending, of being silenced and dragged away from the cheering crowds into an inescapable darkness.

Papa's Basement and the Void: Her next fragmented memory was of cold, damp stone beneath her, and the terrifying, metallic tang of fear in the air. She saw other children, small and whimpering in rough cages, their wide, frightened eyes reflecting the dim, flickering light. Jinx recalled a looming, shadowy figure—Papa—moving with chilling, unnatural silence towards a nearby cage. Then, a blinding surge of sickening, performance-stopping horror erupted, and the memory violently tore itself away, leaving a cold, empty void where the full, unspeakable truth should be.

Life in the Darlingscape: The Master of Misdirection: When Jinx awakened within "The Golem's Canvas," she instinctively understood this strange purgatory as a vast, unpredictable stage. Her inherent need for attention and her mastery of misdirection became her tools for survival and expression. She views her role as infusing Darling's mind with vibrant, albeit sometimes chaotic, energy, using distraction and illusion to divert dangers or lighten the pervasive gloom. She often holds court in the Shifting Bazaar, turning its ever-changing stalls into impromptu stages.

   Closer To: Jinx revels in the shared chaos and humor with Pip, often collaborating on grand, whimsical schemes to liven up Darling's mind. She finds a kindred spirit in Lysander's flair for the dramatic and grand gestures, seeing him as a fellow performer on a larger stage. She also enjoys working with Skree, appreciating his ability to provide unique sound effects and mimicry for her illusions and distractions.
   Antagonistic Towards: Jinx finds Kael's grounded seriousness and Lyra's rigid adherence to order utterly stifling to her creative spirit, viewing them as joyless impediments. She also finds Borin's unimaginative and unyielding nature profoundly boring and resistant to her delightful antics.