Roguish Archetype
Vice clings to Sinners like a second skin - cheating, drunkenness, and games of chance are their bread and blood. A scoundrel by nature, sin calls their name, and when whispers of malefic powers reach their ears, they listen. Those powers offer more than temptation; they grant the tools to deceive, steal, and even kill with a precision these rogues never dreamed of.
Perhaps it begins with a meeting in a seedy saloon, a ritual under desert skies, or a cursed temple found deep in the jungle. No matter the road, the end is always the same: Jinxcraft. Through hexes, curses, and foul magic, Sinners cast aside judgment and righteousness. The laws of man and gods are nothing to them. Only the cold comfort of the path of sin remains.
Sinners wield their jinxcraft through a wide variety of jinxed items that serve as magical weapons. The jinx weapon forms table offers suggestions for how your jinx weapon might appear.
| 1d4 | Weapon Form |
|---|---|
| 1 | A wooden, glyph-covered talisman, carved into the shape of a pistol, that fires magenta blasts. |
| 2 | A pair of bone dice that shoot ghastly, green bursts of jinxcraft from their pips. |
| 3 | Enchanted playing cards that can be thrown with explosive, magical power. |
| 4 | A lucky coin that launches towards foes when flipped, and always returns. |
Whenever you deal damage to a creature with your sneak attack, you may unleash the power of your jinxcraft. Whenever you roll your sneak attack dice, designate two of the dice before the roll; the total rolled on these dice determines the effect of your jinxcraft as noted on the hex slinger jinxes table. You may use this feature a number of times equal to your CHA (minimum of 1) per short rest.
| 2d6 | Jinx | Effect |
|---|---|---|
| 2 | Snake Eyes | On the target's next turn, it may only do one of the following: move, take an action, or take a bonus action. If it targets you or any number of creatures of your choice with an attack on that turn, it takes 2d6 psychic damage. |
| 3-4 | The Nightmare | The target is frightened of you until the end of its next turn, and it must immediately use its reaction to move as far as it can away from you, up to its speed. |
| 5-6 | Whiskey Bottle | The target drops anything it's holding. Until the end of its next turn, when the target picks up an item, it must succeed on a DC 15 DEX saving throw, or immediately drop the item again. |
| 7 | Cheap Shot | Until the end of its next turn, the target's speed is halved, and for that duration, attack rolls against it gain advantage. |
| 8-9 | Withered Arm | Until the end of its next turn, the target gains disadvantage on STR checks, STR saving throws, and attack rolls that use STR. |
| 10-11 | Bad Luck | Until the end of its next turn, whenever the target makes an attack roll or saving throw, it must subtract 1d6 from the total. |
| 12 | Dead Man | On your next attack you make before the end of your next turn, you gain the following effects. If you roll a 20 on the d20 of the attack roll, you may roll the attack's damage dice three times instead of twice; on a hit, the attack is automatically a critical hit; on a miss, the attack hits instead. |
You have learned the secret art of jinxcrafting - drawing magical power from the dark deeds and deals of sin. You gain the following benefits:
Cards and Bones. You gain proficiency with 2 gaming sets of your choice.
Jinx Weapon. As a 1 hour ritual using a gaming set, you may magically creature a jinx weapon that channels your jinxcraft. This weapon takes the form of a pistol, or a gaming set. For you, the jinx weapon is a simple ranged weapon, with a range of 30/90ft., and it deals 1d8 force damage on a hit. As a gaming set, you throw cards, dice, or other gaming set pieces, or you may use them to unleash bolts of hex magic. Alternatively, you may imbue jinxcraft into a simple or martial weapon you have proficiency with, turning it into your jinx weapon. The infused jinx weapon deals force damage instead of its normal damage type. If you attempt to create a second jinx weapon, the first either vanishes or loses its jinxcraft magic, depending on how you created it.
Parlor Trick. You learn one of the following cantrips of your choice. CHA is your spellcasting ability for it: dancing lights, mage hand, minor illusion, mysterious presence, or prestidigitation.
Whenever you use your hex slinger feature, you may siphon away a sliver of the target's luck. You gain inspiration if you don't already have it. If you do have it, you may expend your inspiration to use your hex slinger feature without expending a use.
Whenever you use your hex slinger feature, you may roll the designated sneak attack dice twice, and choose which total to use. If the roll you choose is the same number on both dice, the target takes psychic damage equal to half your rogue level. If the roll you choose is a 2 or a 12, you may use that hex slinger effect without expending a use.
You may call on your otherwordly friends in low places to change the odds of anything you do in your favor. You gain the following benefits:
Crossroads Devilry. Whenever you miss with an attack roll, or fail a saving throw, you may choose any number of sneak attack dice, roll them, and add the total to the attack or saving throw, potentially turning a miss into a hit, or a failure into success. Your next use of your sneak attack feature will use less dice equal to the amount used by this feature, after which the dice return to normal.
Lady Luck's Smiling. Whenever a creature hits you with an attack roll, you may choose any number of sneak attack dice, roll them, and add the total to your AC against that attack, potentially turning the hit into a miss. Your next use of your sneak attack feature will use less dice equal to the amount used by this feature, after which the dice return to normal.
Source: The Crooked Moon