For the past few days I've been thinking of a magic item that is actually several items and when combined together at an important part of the story something crazy happens.
They're called the Dice of Power; all six polyhedral dice that do different effects. These dice were created by Tymora, goddess of good fortune, and hid them all across the world, and when found and brought to her ancient temple, she will give the adventurers a chance to win legendary treasures.
Here are the summaries of each die.
Die of Vitality (D4)
You can roll this die to regain a certain amount of hit points based on what you roll plus your level (I was going to do times half your level but i'm not sure about it yet). If the hit points you gain exceed your hit point maximum, the remaining points can be turned into temporary hit points (to a maximum of 15 points) that last until your next long rest. Each number rolsed increases the amount of d4s you roll for health (1 to 4 like potions of healing). The die can be used four times before it becomes inert for 7 days.
Die of Hardening (D6)
You can roll this die to gain a bonus to your armor class based on what you roll for 1 hour. Your skin also changes appearance depending on what you roll. Only one bonus can be applied to each creature and cannot be stacked until the current bonus dissipates. Every two numbers from 1 to 6 is a different bonus (+2, +3, +4). Same again with 7 days but used three times.
Die of Endurance (D8)
You can roll this die to gain resistance to a certain type of damage for 1 hour.
1. Piercing
2. Slashing
3. Bludgeoning
4. Fire
5. Cold
6. Lightning
7. Poison
8. Acid
Same usage and days as above
Die of Spirits (D10)
You can roll this die to gain a spirit companion that can aid you on your journey for 8 hours. I used humanoids and beasts of CR 1 to 3.
All of the spirit companions share these traits: they share your initiative in combat, they obey only your commands, all of their attacks are magical, and they have resistance to non-magical damage. Same days but two uses.
Die of Spellcraft (D12)
You can roll this die to gain the ability to cast a spell. The result also shows how many times you can cast that spell (three, two, or one time based on what leveled spell it is). The spell stays with you until your next long rest or when you cast all its uses. The spells are cast at their base level. You use your highest mental ability score for casting the spell. Same days and uses as above.
Die of Luck (D20)
You roll this die for a wondrous effect to happen, such things like gaining darkvision for 5 hours, or turning into a dragon for 1 hour. If you roll a 15 or higher, there is a 15% chance that the die becomes inert for 1 year. Same days but it's one use.
So yeah, there you go. Obviously these are legendary items. I have tables of these already but it would be too much for you guys to process. If you want to see the D20 table (its chaotic) then please let me know. I wanted to gather your thoughts on it and if you think i need to nerf these a little bit. So please share your thoughts. Thank you.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
For the past few days I've been thinking of a magic item that is actually several items and when combined together at an important part of the story something crazy happens.
They're called the Dice of Power; all six polyhedral dice that do different effects. These dice were created by Tymora, goddess of good fortune, and hid them all across the world, and when found and brought to her ancient temple, she will give the adventurers a chance to win legendary treasures.
Here are the summaries of each die.
Die of Vitality (D4)
Die of Hardening (D6)
Die of Endurance (D8)
Die of Spirits (D10)
Die of Spellcraft (D12)
Die of Luck (D20)