New and Improved Jinx

Hello!

So, our group has finally started playing again and I wanted to share with you my new and improved version of Jinx, a character I played as a bard in 4th edition, but modified him to be a Rogue/Cleric for 5th edition in order to maximize his skills.

(This image was found on Pinterest and is not my own work)

 

First, his background:

 

Jinx was a thief and a damn good one.

 

The real question we should be asking is…Why was he a thief?  For no other reason than he knew he would excel at it.  Sure, the thieving business can be lucrative, but it comes with high risk.  Why risk it?  Well, Jinx says, “Why the f not?”

 

Jinx was smart, wise, and quick on his feet.  Growing up in the large city of ShadowDale, he was able to cheat, swindle, rob, burgle, and con, just as well as any good thief should.  Jinx liked danger too.  The thrill and challenge of it, was what he craved.  He would purposely steal from the rich, knowing they had the money and resources to finance thorough investigations.  It kept Jinx at the top of his game.  For numerous years, Jinx was able to give the law the laugh, as well as those he robbed.  Sure, it meant he needed to be more calculated and cunning than the rest, but his jobs were always big and well planned out.  Unfortunately, one day…that all changed.

 

Jinx had decided to steal from one of the high priestesses of Selune, the goddess of the Moon.  Thinking it an easy heist on a priestess who was incredibly rich and powerful, sounded like a good way to score big and live the high life for a while.  Things went south.  Jinx had to pay the music and was brought to the High Priestess… at her request.

 

Instead of jail time, the priestess surprisingly offered Jinx atonement, by becoming an initiate of the church, with a penance of 2 years.  Since this was a much better option than hanging from the gallows or an extended stay in a birdcage, it was a no brainer.  Jinx was an opportunist and this one was shaping up to be even better than he imagined.  He’d have to suck it up by becoming an initiate for a couple of years, but in the process, would make sure to learn everything he could about them, so that one day, when his penance was complete, he would have the knowledge to infiltrate them and get his due.

 

So Jinx planned during that first year; extremely diabolical stuff I might add.  Though once again, things didn’t go exactly according to plan.

 

Jinx actually REALLY enjoyed his time in the church.  The knowledge, the inner workings of the faith and their god…it was inspiring in a way he couldn’t explain.  He not only adopted the religion, but rose quickly in their ranks, becoming a Cleric of the First Order.  His faith was returned tenfold when he was imbued with a divine magic he found utterly breathtaking.  The High Priestess Aleena, saw Jinx as one of her most devout followers; someone who was completely converted to the church and their cause, decided to sit down and speak with him.

 

“I am truly sorry, but I must burden you with a task of the utmost importance.  You’ve come a long way since the day you joined us.  I can see that Selune favors you now and that is good, because the news I have is grave.

 

There is a darkness forming in a foreign land far to West and across the Whispering Depths Sea, known as Alacia.  There is no advice I can provide other than to be careful and wary.   I’ve never had feelings this strong about anything, and given that the feelings are so strong for such a far off land, it worries me even more.

 

I need you to leave this place and journey across this sea to Alacia.  The journey will be long, arduous, challenging and dangerous.  You are strong of faith and this is your chance to atone for your transgressions and abide to the church’s bidding.  Completing this task will remove you as our indentured servant, though you are now more than ever and will always be, one of us.

 

I wasn’t sure if the color was leaving my face or not, or if she was able to read me given the brevity of the situation, but regardless, I felt like I skipped breathing for a couple minutes for what was to come. 

 

“So what must I do?” I said in little more than a whisper.

 

“I wish I knew Jinx.  There was nothing defined in what I felt and saw, just darkness.  Know that I’m sending you not only because of your faith, but because of your darker past.  I think you’ll need to rely on it heavily to fully understand and investigate what is happening over there.  All I can tell you is that you’ll know when you’re on the right path.  While there is darkness, I believe my visions have given us enough time for you to find the root of this evil.  Become familiar with the land, hone your skills, build relationships and gather intelligence.  You were made for this Jinx.  Now is your time to do something our goddess and I would be proud of.”

 

She smiled a half smile before saying, “You leave tomorrow morning on a boat called The Cresting Wave.  I’d start packing…the boat leaves in 8 hours.”

 

With that, she gave me a short, but powerful hug, and then she turned and left the room.

 

I sat there, stunned for a good 15 minutes before I awaking from my stupor, knowing there was much to do before morning.  I didn’t get much sleep that night, or on many of the nights on The Cresting Wave.  I was on a mission from my goddess and I would not fail her.

 

Now, his stats:

 

Jinx – Blond Hair – Blue Eyes – 6’1” – 198 lbs.        

Rogue 3 – Arcane Trickster          Cleric 2 – Domain of Knowledge

Background:  Sage – Wizards Apprentice

 

HP: 42                                 AC: 16                                 Initiative:  +4                     Proficiency Bonus:  +3

 

Passive Perception:  16

Gold:  657 + Gold won from Day 1 of Festival.

 

Str: 10     (-)         ST: (+1)

Dex: 19   (+4)      ST: (+8)

Con:14    (+2)      ST: (+3)

Int: 16     (+3)      ST: (+7)

Wis: 17    (+3)      ST: (+4)

Cha: 14   (+2)      ST: (+3)

 

Skills:

 

(S)  Acrobatics (Dex)  8          Animal Handling (Wis)  4              (B) Arcana (Int)  7

Athletics (Str)  1                (R) Deception (Cha)  6                       (B) History (Int)  7

(H) Insight (Wis)  7                 Intimidation (Cha)  3                        (S) Investigation (Int)  7

Medicine (Wis)  4               (C)(CE) Nature (Int)  10                        (S) Perception (Wis)  6

Performance (Cha)  3         (R) Persuasion (Cha)  6                        (C) (CE) Religion (Int)  10

(R)(RE) Sleight of Hand (Dex)  11     (R)(RE) Stealth (Dex)  11             Survival (Wis)  4

 

Skill Key:  R = Rogue    RE = Rogue Expertise   S = Skilled Feat    H = Human            CE = Cleric Expertise

B = Background   C = Cleric

 

Weapons: 

Rapier of Venom:  +8 to hit, 1d8 + 5 piercing damage + 1d6 Poison Damage

Light Crossbow: +7 to hit, 1d8 + 4 piercing damage

 

Armor:

Studded Leather (Base AC 12)                      Dex Bonus: (AC +4)

 

Feats:  (Future Possibilities include:  Alert, Observant, Resilient – Wisdom, Savage Attacker, War Caster, and UE Arcana duelist)

 

Skilled:  Gain Proficiency in 3 skills.

 

Lucky:   You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20.

 

You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

 

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.  If more than one creature spends a luck point to influence the outcome o f a roll, the points cancel each other out; no additional dice are rolled.

 

You regain your expended luck points when you finish a long rest.

 

Martial Adept:  Learn 2 Maneuvers from Battle Master Archetype.  (Feinting Attack, Parry)  Gain one Superiority Die (d6).  Regain expended superiority die after short or long rest. (pg. 74 PHB)  Feint:  Use Sup. die and use a bonus action  vs. one creature within 5 ft.  Gain adv. on next attack roll and add sup. die damage if hit.  Parry:  When damaged by a melee attack, use your reaction and sup. die to reduce the damage = to sup. die + dex modifier.

 

Class Features:

Proficiencies:

Light Armor, Simple Weapons, Long Sword, Short Sword, Rapier, Crossbows

 

Sneak Attack +2d6                         Thieves Cant                     Cunning Action (Dash, Disengage, Hide Actions) (pg. 192 & 194 PHB)

 

Arcane Trickster:              Wizard Spells

Mage Hand Legerdemain:  When I cast mage hand, I can make the spectral hand invisible, and I can perform the following additional tasks:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

 

Cleric – Domain of Knowledge:                 Cleric Domain Spells:  1st – Detect Magic, Identify

 

Learn 2 languages of my choice and proficient in two skills.  Proficiency bonus is doubled for checks using those skills.

 

Channel Divinity:             1/rest (short or long)

Divine well of knowledge:  As an action, I choose one skill or tool.  For 10 minutes, I have proficiency with the chosen skill or tool.

“Saving the World, 3 people at a time” (Custom replacing Turn Undead):   As a reaction, I can choose a number of creatures equal to my wisdom modifier.  They receive advantage on saving throws for 10 minutes.

 

Background:  Sage – Wizard’s Apprentice – Researcher                    Skill Proficiencies:  Arcana, History

 

Languages: Two of my choice.

 

Researcher Feature:  When you attempt to learn or recall a piece of lore, if you don’t know the information, you often know where and from whom you can obtain it.  Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.

 

Bless:  Apply to 3 targets.  Increase by one target per new spell level; effect last 1 minute.  Bonus action to use; proficiency bonus in uses per long rest; cost 3rd level spell to change to short rest.

 

Avandra’s Boon of Confidence:  Resistance against opportunity attacks.  +1 to Saving Throws for effects that would leave me:  Blinded, Frightened, Incapacitated, Paralyzed, Restrained or Stunned.

 

Languages:  Common, Elven, Dwarven, Giant and Sylvan (Fey)

 

Equipment:

Rapier                                                Light Crossbow                                               Quiver                                                Bolts (20)

Shield                                                 Studded Leather                                             Chalk                                                  Blanket

Caltrops                                             Scroll Case                                                       Leather Armor                                  Daggers (2)

Thieves Tools                                   Holy Symbol                                                     Bottle of Black Ink                           Quill

Small Knife                                        Letter (w/ question)                                       Common Clothes                             Belt Pouch

 

Burglar’s Pack:

 

Ball Bearings (1000)                        10 ft. of string                   Bell                                      Candles (5)                         Crowbar

Hammer                                            Pitons (10)                          Hooded Lantern Flasks of Oil (2)                  Rations (5) days

Tinderbox                                          Waterskin                           Rope (50 ft. Hemp)

 

Magic Items: 

Stone of Good Luck (+1 to all ability checks and Saving Throws)

2 Potions of Healing (Purchased)

Rapier +1 of Venom (Does an extra 1d6 poison damage to any target it hits).

Spell Focus + 1

 

Spells:

 

Arcane:                Spell attack modifier:  +7               Spell Save DC:  14                            Spell Slots:  2

 

Cantrips:  Fire Bolt, Mage Hand, True Strike

 

1st Level:  Burning Hands, Charm Person, Color Spray, Disguise Self, Magic Missile, Shield (3 Purchased for 50GP each)

 

Cleric:                   Spell attack modifier:  +7               Spell Save DC:  14                            Spell Slots:  4

 

Cantrips:  Favorites:  Guidance, Light, Spare the Dying

 

1st Level:  Favorites:  Cure Wounds, Guiding Bolt, Protection from Evil and Good, Identify (Ritual), Detect Magic (Ritual)

 

Custom Rule:  Spell casters can cast a spell for a level they have used all the slots for (can’t use this on spell levels you can’t access). To do so, make a Con saving throw equal to 10+ spell slot level. If you fail, you gain a point of exhaustion. You can do this a number of times per long rest equal to your spell casting ability modifier.

 

Let me know what you think!

 

Thanks,

 

Jinx

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

About jinx_the_bard

Longtime Dungeon Master, tabletop and video gamer. Been playing D&D and Shadowrun on and off most recently. Ran a post apocalyptic, paragon, 4th edition D&D campaign for a couple years. Running a 5th edition campaign now called "The Fall of Astia". Enjoy Borderlands 1, 2 and even the Pre-sequel (which I tend to play with fellow author Ness), Fallout 3 and 4, Bioshock and Skyrim. (Games this good never get boring) I also indulge in Magic The Gathering, mostly in the Legacy and Modern formats. Please feel free to contact me at dungeonmaster.bm@gmail.com for any questions, thoughts or things you'd like to see featured on our site.

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