Dice Fighting Image

You have gained the ability to create and use magical dice to create a variety of good and bad effects. When you take this feat, you gain the ability to create a set of magical dice. As an action, you can create a set of magical dice. These dice are represented by 8d8, and their appearance is up to you. You gain a number of “Roll Points” equal to one half of your overall character level, and can use these Points to roll on the Dice table below. You regain all spent Roll Points at the end of a long rest. When you roll, spend one Roll Point and roll 8d8. Then add the total of the numbers rolled, and use the total to determine what effect takes place. Once you create your dice, you can use a bonus action to make them disappear or summon them into your hand. Once you throw your dice, they disappear until you summon them again. When you throw your dice, you cannot throw them again until you take one different action I.E. attacking, casting a spell, etc.(Holding an action to throw the dice does not count as a different action). If the roll produces an effect that lasts for more than one turn, you must wait for the effect to end before you throw them again, I.e. rolling a 39 means you cannot roll until one hour has passed or you cancel your ability to fly. You can spend 10 Roll Points to throw your dice and choose the effect that takes place. You cannot use this feature until you finish 1d4 +1 long rests.

If a result casts a spell, use your choice of INT, WIS, or CHA as your spellcasting modifier.

If a result requires a saving throw, your save DC equals 8 + twice your proficiency bonus.

If a result casts a cantrip, use normal scaling rules to determine damage dice. i.e. firebolt becoming 2d10 damage at 5th level.

If a result casts a leveled spell, it is cast at it’s base level unless you use one or more roll points to increase the spell's level by one, to a maximum of 5th level.

If a result casts a spell with components, the spell requires no components.



8- You are reduced to 0 hit points with 1 failed death save.

28- Your movement speed increases by 5 ft. for 1 minute

48- One creature you can see within 120 ft must succeed on a charisma saving throw or have its size reduced by one category. The creature suffers a -2 to all strength ability checks, saving throws, and attack rolls.

9-turn into a potted plant until the end of your next turn.

29- you cast Acid Splash

49-you gain one temporary Luck Point.

10- a 5 foot tall weasel is summoned 5 feet in front of you. The weasel takes it’s turn immediately after yours, and will impose disadvantage on any attack you make by getting in your way. The weasel has 10 hit points and 13 AC. The weasel will disappear after 2 turns have passed.

30- you cast thunderclap.

50- Your size grows by one category for one minute. Any equipment you are wearing grows with you. Until this effect ends, you gain a +2 to all strength checks, saving throws, and attack rolls.

11- for 1 minute, you cannot take bonus actions or reactions.

31- you cast Eldritch Blast.

51- an eye appears on your forehead for the next minute. During that time, you have advantage on wisdom checks using sight.

12- you are sent to the astral plane until the end of your next turn, after which you reappear in the space you occupied.

32- You roll on this table twice, using either result.

52- you cast scorching ray.

13- you cast polymorph on yourself. If you fail the saving throw, you are turned into a sheep for the duration.

33- you cast Chill touch.

53- you summon a random weapon with the finesse or versatile properties. You are proficient with this weapon, and gain a +1 to attack and damage rolls with it. The weapon disappears after one minute.

14- A silly hat is summoned on your head for one minute. You cannot remove the hat.

34- you summon a cow on top of a creature you can see. The creature must succeed on a dexterity saving throw or take 3d10 bludgeoning damage and be knocked prone. The cow then disappears.

54- you summon a hole within  10 from you. This hole is 40 feet deep, and 10 feet in diameter. The hole disappears after one minute, and anything inside the hole is ejected to a space 5 feet away.

15- For the next minute, whenever you touch something flammable that is not being carried or worn, that object combusts.

35- you cast fog cloud centered on yourself.

55-you summon a tree on top of a creature you can see. The creature must succeed on a dexterity saving throw or take 5d10 bludgeoning damage and be knocked prone. The tree then disappears.

16- You remember something embarrassing about your past. You must succeed on a dc 17 intelligence save or take 1d8 psychic damage.

36- choose one creature within 60 feet of you. That creature must succeed on a strength saving throw or be knocked prone. On a failed save, you summon a magical guillotine that deals 4d10 slashing damage to the creature.

56- If you die within the next minute, you are restored to life with all your hit points.

17- your age changes by 1d10 years. Older of the roll is even, younger if the roll is odd.

37- you cast Firebolt.

57- you cast fireball.

18- your height changes by 1d10 inches. Taller if the roll is even, shorter if the roll is odd.

38- you cast Bless on yourself.

58- you regain 1d6 dice points.

19- you summon an old man. the man does nothing, but he will always stand 30 feet from you. He disappears after one minute.

39- you gain a flying speed equal to your walking speed, and you can hover, for 1 hour.

59- you regain 2d10 hit points.

20- you suffer a -1 to your AC until the end of your next turn.

40– you cast Poison Spray.

60- you are under the effects of the sanctuary spell. The spell requires no concentration.

21- you are levitated 20 feet in the air until the end of your next turn, at which point you are safely returned to the ground.

41- you create a spectral shield that hovers around you for one minute. While the shield is active, you have a +2 to AC and immunity to the magic missile spell.

61- Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

22- you are knocked prone.

42- you cast Guiding Bolt.

62- You can take one additional action immediately.

23-you cast catapult on one object you are holding. If you are holding nothing, the spell fails.

43- you cast Bane.

63- You gain resistance to all damage for the next minute.

24- a sharp rock shard falls from the sky at you. You must make a DC 15 dexterity save or take 2d10 piercing damage.

44- You cast cure wounds on yourself.

64- You awaken a wellspring of power within yourself. For the next minute, you glow with magical power. You can fly, have resistance to all damage, can add your PB to your damage rolls, and regenerate 1d10 hit points at the start of each of your turns. Once this effect wears off, you cannot use it again until you complete a long rest. Instead, if you roll this result again, choose any result from the table to happen.

25- your size decreases by one category for one minute. For the duration, you suffer a -2 penalty to all strength ability checks, saving throws, and attack rolls.

45- A spectral cannon appears in an unoccupied space within 10 feet of you. The cannon fires once at a target you can see within 60 ft. The target must succeed on a dexterity saving throw or take 3d10 bludgeoning damage. This damage is magical. The cannon then disappears. (If cannons do not exist, or do not fit the theme of the campaign, replace the cannon with a catapult.)

 

26- You are reduced to one hit point. A creature you can see that you choose takes damage equal to the amount of HP you lose.

46- you cast Shatter.

 

27- you and any creatures within 60 feet must succeed a charisma saving throw or fall asleep for 1 minute.

47- You cast Fairy Fire.

 

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Dice Fighting Image

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