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Cult Activity: Order of the Jinx

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In societies where magic is commonplace or at least recognized and understood, rulers often seek to leverage eldritch power to supplement the armed forces. A soldier with even a moderate amount of magical training is a living terror to common conscripts on the battlefield, both in terms of raw power and simple intimidation. The Magic Initiate feat presents an interesting means of implementing this modicum of magical power on a broad scale and can easily be applied to NPCs to create new and interesting templates.

Order of the Jinx

The Order of the Jinx is a military platoon made up of warriors trained in the basics of magical ability. An elite unit, membership in the Order of the Jinx is a definite step up from being a common foot soldier, though the Order’s missions are often just as dangerous if not more so. Petitioners to the order undergo an intensive examination to determine their aptitude for magic. Those found to be ideal—with the Intelligence, Wisdom, or Charisma necessary for rudimentary dweomers but not so potent as full spell-casting classes—go through intensive training, at the conclusion of which they must demonstrate the magic they have learned. Those who fail to master the spells are sent back to the common ranks, but those who succeed are awarded the rank of Jinx Corporal. Higher in rank than other enlisted personnel but without true command authority, Jinx Corporals are used as healers, infiltrators, shock troops, snipers, and other specializations depending on their exact capabilities.

Below is a list of common specialties. Usable on their own, these examples also serve as a guide toward the creation of new combinations.

Jinx Corporal: Healer

Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 11 (+0)

Skills Perception +4, Medicine +4, Survival +4
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Spellcasting. The healer’s spellcasting ability is Wisdom. It can cast the following cleric spells (spell save DC 12):

  • At will: resistance, spare the dying
  • 1/day: cure wounds
Actions

Multiattack. The healer makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

These field medics supplement basic first aid and surgical knowledge with magic meant to keep soldiers on their feet.

Jinx Corporal: Infiltrator

Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Deception +5, Insight +4, Perception +5, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1/2 (100 XP)

Cunning Action. On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The infiltrator deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

Spellcasting. The infiltrator’s spellcasting ability is Charisma. It can cast the following bard spells (spell save DC 13:

  • At will: message, minor illusion
  • 1/day: charm person
Actions

Multiattack. The infiltrator makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Manipulators and spies, these schemers excel at working their way into restricted or secured enemy areas.

Jinx Corporal: Shocker

Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 13 (+1)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)

Reckless. At the start of its turn, the shocker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Spellcasting. The shocker’s spellcasting ability is Charisma. It can cast the following sorcerer spells (spell save DC 11):

  • At will: chill touch (ranged spell attack +3), true strike
  • 1/day: jump
Actions

Multiattack. The infiltrator makes two melee attacks.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Heavy infantry with added mobility, these soldiers serve to get into (or out of) an encounter quickly and hit hard.

Jinx Corporal: Sniper

Medium humanoid (any race), any non-lawful alignment
Armor Class 14 (studded leather)
Hit Points 72 (11d8 + 22)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

Saving Throws Dex +4, Cha +5
Skills Acrobatics +4, Deception +5
Senses passive Perception 10
Languages any two languages
Challenge 2 (450 XP)

Spellcasting. The sniper’s spellcasting ability is Charisma. It can cast the following warlock spells (spell save DC 13):

  • At will: eldritch blast (ranged spell attack +5, 3 beams), minor illusion
  • 1/day: expeditious retreat
Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

These mystical sharpshooters have the advantages of mundane archers, but need no equipment or ammunition.

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