Master Dice Roller Image
Prerequisite: You must have at least 100 hours of training with dice (Magic Dice ability has more specific requirements listed in description)
 

By achieving this feat that means you are very skilled at using dice and know how to play many games with them. The games you know how to play are gambling, magic dice, and D&D. First off is gambling which can be done with a person unofficially or at a casino in a larger city. With a single person you would generally do smaller gambles and it may be easier to cheat as well. In a casino you can do larger gambles but it is also more difficult to cheat. The first thing you have to do is determine the wager. This could be money, magic item, or even services, but it needs to be agreed by both sides of the gamble. Next you have to roll the dice, literally, roll 4d6 and have the other person do the same, and whoever gets the higher number wins the first round. After three rounds of this whoever has the most wins, wins the bet and gets the prize. If the other person doesn't want to give you the prize then fighting may happen or you could get the law involved, but it is mostly up to the DM what happens there. In order to cheat you need to make a Slight of Hand ability check and your opponent needs to make a Perception ability check. If yours is higher then you successfully cheat and can re-roll the dice to try again or turn one dice to a different number. If your opponent gets higher then you get caught cheating and repercussions will follow. The next game is magic dice. This game is one player and allows you to get a random magical effect. You can play this game in a battle which uses an action or you could do it in normal game play as well. You roll a d20 and check the list for what magical effect you get. Here is the list of numbers in relation to the magical effect.

1 = A small explosion happens where you threw the dice and all creatures (includes self) within 5 feet have to make a 14 Constitution saving throw or take 12 (2d6 + 5) force damage.

2 = When you throw the dice they turn into flying bugs that distract the enemy causing them to use their action to swat at the bugs. After 1 turn they turn back into dice.

3 = The dice start to glow and you find that you have gained the ability Dark Vision for 24 hours.

4 = You throw the dice and ropes come out of them binding you and one other creature unless you make a Strength saving throw of 15 or higher

5 = When you roll the dice all of a sudden it starts raining in a circle around you with a 100 foot diameter.  

6 = All of the dice land on 6 and a portal opens up letting through a elf that congratulates you and presents you with a random magic item determined by the DM

7 = When the dice hit the ground a bolt of lightning strikes anyone within 10 feet of the dice doing 21 (2d10 + 10) lightning damage.

8 = Right before the dice hit the floor, time stops for everything except for you for the length of one action and you can do an action with advantage on whatever you do

9 = After you roll the dice a random object nearby or in your inventory disappears (Determined by the DM)

10 = The dice create a loud shrieking noise which cause any creature within 50 feet to do a Constitution saving throw of 18 or get the condition Deafened and Frightened (Includes self)

11 = When the dice land the nearest inanimate object comes to life and does a dance before becoming inanimate again. This distracts everyone other then yourself giving you an extra action to use

12 = The dice start to hover when they leave your hand and when they reach 100 feet in the sky then they fall down doing 5 (2d4) bludgeoning damage to you

13 = The dice sparkle with pink lights and everyone in your group heals 15 (4d4 + 5) hp

14 = When you roll the dice you suddenly feel more skilled. You can pick to increase any ability score by 1 (no higher then level 20) or gain proficiency in something of your choice

15 = The dice grow large and help block you from attack. Your AC increases 2 points for 1 turn.

16 = When the dice hit all water within 100 feet freezes, all fire within 100 feet is put out, and all creatures within 100 feet take 12 (2d6 + 5) cold damage

17 = The dice turn invisible when they hit the ground and you cannot find them for 2 minutes (3 turns)

18 = The dice cause an illusion of a dragon to appear in the distance and for 1 turn all enemy attacks are focused on the illusion.

19 = The dice grow spikes and attach to the nearest enemy causing 5 (2d4) piercing damage

20 = The nearest unfriendly creature gets captured in the dice and you can let them out as your minion whenever you so choose. Every time you let them out they can make a Wisdom saving throw and if they get an 18 or higher then they escape the magic and become hostile to you.

You can play magic dice 3 times per long rest. If the dice are destroyed or lost then any effects from them end. A final note is that in order to play magic dice you must have the dice attuned to yourself and also be at least a 3rd level spell-caster. The final game is D&D which is what you are currently playing. The owner can pick to play with as many other players as they want and they go into another game of D&D as the character they are in their current game. Anything that happens to them in that game effects their character in their primary game. The players can leave the secondary game whenever they choose to but still have whatever things that they did in the secondary game. How exactly this will work is up to the DM. You can only play one game of D&D per week. If you die in the other game of D&D you come back to the primary world your character is in and loose everything you got from the secondary game.

Master Dice Roller Image

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