Base Class: Artificer
Rollers utilize enchanted/mechanized dice to cause harm and a variety of random effects to their enemies. There are many ways their dice work, from kinds that have attachments protrude from the number rolled to simple magic shenanigans.
Dice
At the end of a long rest, you may enchant one die you have on your person, the standard being a d10. When you enchant your dice at the end of a long rest, you may equip them as you would a weapon. While you equip the dice, you cannot equip another weapon or a shield. As an action, you may choose a target within 60ft that you can see and roll your dice, making an attack toll using your dexterity modifier + you proficiency bonus. Multi attack can be used with your dice. When you hit the target, roll the same kind of die you enchanted for damage, with critical hits following the same rules as any other weapon. (For reference, I will speak of a d10, but the dice of a roller are how they distinguish themselves, using different methods of executing their rolls and having dice with differing appearances. While the standard is a 10 sided die, there are some who use different kinds. Feel free to consult with your dm to create tables for different sided dice.) The damage you deal can not benefit from any outside modifier. After the damage is dealt, using the same number rolled, refer to the table below. The effect rolled will activate, however, if there is still an ongoing effect when the dice are rolled again, I.e. a target is still on fire, the new effect is nullified. If the effect requires a saving throw, the DC is 8 + twice your proficiency bonus.
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1: Any damage overflow on your next roll is negated |
6: The next attack against the target has advantage. |
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2: The target must make an intelligence saving throw or take 1d4 psychic damage. (with 1d10). Any damage overflow on your next roll is negated (with 2d10) |
7: The target is poisoned. At the beginning of each of the target’s turns, it must make a constitution saving throw or take 1d4 poison damage and become poisoned. The effects end on a successful save. |
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3: The target detonates. The target and any creatures within 10 feet of the target must make a dexterity saving throw or take 2d6 fire damage. |
8: The target gains a -4 penalty to its next attack roll. |
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4: The target must make a strength saving throw or be knocked prone. |
9: The target must make a charisma saving throw or gain vulnerability to the next attack that lands against it. |
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5: The target is set on fire. At the beginning of each of the target’s turns, it must make a dexterity saving throw or take 1d4 fire damage. The effect ends on a successful save. |
10: Roll 1d10 again to determine the effect. If this result is rolled again, choose any result from the table. |
When you reach level 5 in this class, you gain another die to enchant. I.E. your d10 becomes 2d10, etc. When you roll over 10 on your dice, called damage overflow, the roll is counted as a 10, with the excess being converted to damage on the target. For example, if you rolled a 12, the target would take 2 more damage, and the roll would count as a 10. When you gain your second die, the overflow amount becomes 20.
Gambler’s Edge
Once per long rest, as a bonus action, you can activate your Gambler's Edge. When you do, the next time you hit an attack roll with your dice, if the damage roll is over half of the maximum, the damage is doubled. If the damage is under half, the damage is halved.
Bonus die
When you finish a long rest, you can enchant two dice instead of 1. These dice are equipped together as 1 item, you still cannot equip any other weapons or shields while your dice are equipped, and any attack roll acts the same as with 1 die, but you roll two dice for damage and effect determination. When you gain the second die, you instead use this table for effect determination.
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2: The damage on your next attack roll is halved. |
6: The target can only communicate through song for the next minute. |
10: You regain one expended spell slot of second level or lower. |
14: The target must make a constitution saving throw or take 2d8 cold damage. |
18: You gain a flying speed equal to your walking speed for 10 minutes. |
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3: The target detonates. The target and any creatures within 10 feet of the target must make a dexterity saving throw or take 2d6 fire damage. |
7: You gain 1d20 gold pieces. |
11: The target has a -4 penalty to its next attack roll. |
15: The target is set on fire. The target taks 1d6 fire damage until it takes an action to extinguish itself. |
19: On your next turn, you can choose to cast a spell you have slots for frm any class's spell list. This casting still uses a spell slot. |
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4: The target must make an intelligence saving throw or take 1d4 psychic damage |
8: You cast Web. The spell, when cast this way, does not require concentration or components. |
12: The target shrinks. They suffer the effects of the “reduce” spell. |
16: You cast Levitate on the target. When the spell is cast like this, the target no longer has to be willing. It must make a strength saving throw or suffer the effects of the spell. |
20: Your dice transform into a blade. This sword deals 3d8 force damage, lasts for 1 minute, you are proficient with it, has the light and finesse and counts as magical for the purpose of overcoming resistances. During this time, you cannot roll your dice. If this effect is rolled, it cannot be rolled again until you finish a long rest. |
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5: You and the target are put to sleep. |
9: You gain the ability to understand and speak all languages for 24 hours. |
13: for one minute, you gain proficiency in one skill of your choice. If this effect is rolled again, you can replace the skill chosen. |
17: Your size grows. You gain the effects of the “enlarge” spell. |
Over 20: If you roll over 20, the roll counts as a 20. If the effect has already been activated, choose which effect occurs. |
Fortune’s Favor
Once per long rest, you gain the ability to count an attack roll made with your dice as a critical hit. You must decide to do this before the attack roll is made. If you have Multiattack, only the first of your attacks will count as a critical hit.
Enchanted Roller Spells
| Artificer Level | Spell |
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3rd |
Bane, Bless |
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5th |
Suggestion, Sleep |
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9th |
Hypnotic Pattern, Fireball |
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13th |
Fire Shield, Phantasmal Killer |
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17th |
Telekinesis, Dominate Person |
Additional Infusion Option
When you reach third level in this class, you gain an additional infusion option. You may now use an infusion slot to enchant an additional d4 to use. This die is used alongside your main die, and it's roll is added to the roll of that die. At 10th level, this die increases to a d6. You may only have 1 of these infused dice.
Previous Versions
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7/6/2022 7:40:51 AM
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3/31/2023 1:44:25 AM
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