Wondrous Item, legendary

Normally found in chests or gem shops, these dice are found either as a 20 sided die, or 12 sided die cut from a precious gem. Looking like a normal gem upon first glance, upon closer inspection you see the sides carved with what seem to be the face of die. Replacing the 20 and 1 appear to be theater face masks. Faint twists of magical power stem from the die. Seemingly worth countless gold pieces, no shop will offer more than 10gp for the dice. Roll the die causes the magical effect to take place. Numbers matching the following charts.

1

Wish With a Twist

You feel enormous magical power flow into your very being. The next words you speak in the form of a question that can be resolved magically come true.

2

A Magical Item

A shapeless form floats before your hands. Your head starts tingling as you take 2D4 Psychic damage, causing you to zone out for 15 minutes. When you come to this item is now in your hands in the shape of a magical item best suiting your character. Looking at all aspects of yourself, including class, race, age. (Uncommon-Legendary GM and player discuss the item)

3

Servant of Servitude

You gain a servant of servitude, within 2 levels of the current character. This servant is not able to fight, only used for manual tasks such as cooking, cleaning, etc.…

4

10,000 Copper Coins

10,000 copper coins come pouring forth like a spring from the dice.

5

5 Level Spell Slot

Gain one 5 level spell slot, regardless of class or level. Players can cast this new spell at will. The spell that fills the spell slot changes after each use ranging from a level one spell to a level five spell. The cast time is instantaneous regardless of the spell.

6

Know The Next Enemy’s Weakness

The next enemy you run into, regardless of who or what it is. You know the weakness of the creature. Even if you are not able to take advantage of this weakness yourself.

7

Elephant Steed

An Elephant Steed appears in the next available location able to hold it. Requires taming to control.

8

Double Movement Speed

You gain double your movement speed permanently. Each time you use more than half of your movement speed, you gain a level of exhaustion. You can use Haste at the cost of two levels of exhaustion.  

9

Friend of The Townspeople

No matter what town you go to, the townspeople treat you as a friend. Able to fulfill your tasks around town easier, such as information gathering, places of rest, the better shops to sell your items. The townspeople see you as such a friend that they speak to you only in their native tongue.

10

True Neutral

Your alignment is set to true neutral. Your stats are all set to 14 before bonuses, and improvements.

11

Beast of Burdon

A random monkey attaches to you, no means seem to allow you to get rid of this monkey. Seemingly immortal, not even attempting to kill it works. Anytime this monkey detects enemies it screeches loudly to alert other players of danger. This unfortunately alerts the enemies to your location as well.

12

Night Eyes

The target’s eyes become entirely black. The appearance is eerie and strange to other living creatures, causing the target to take a -1d4 penalty on Charisma (Persuasion) skill checks, though the target also gains a +1d4 bonus on Charisma (Intimidate) checks against creatures with fewer Hit Dice than its own. Besides their strange appearance, the target also becomes almost completely blind in areas of bright light or normal light. While treating areas of dim light and darkness (including magical darkness) as if it were dim light, gaining dark vision, with a range of 30 feet.

13

Common Items

A flash of magical power seems to gather to the dice. You are no longer able to use any magical items. Any magical items you own become common. Due to the mass absorption of magical power, the dice seems to carve down into a twelve-sided die.

14

Enemy Den

You gain a deed to a mansion belonging to an enemy force. You must clear out the mansion to claim full ownership.

15

Negative Repercussions

The Character gains 1 permanent negative level.

16

Mortal Enemy

An arch fiend of a different dimension becomes mortal enemies with you. Using everything in its power to cause your death.

17

Stats Reversal

All stat modifiers are reversed. +5 to -5, +4 to -4 etc.

18

Disadvantage Saving Throw

You gain a permanent disadvantage to one saving throw. Roll 1d6 to determine the save that gains disadvantage.

19

Sympathetic Pain

You feel the pain and suffering you inflict upon others. When you deal damage to a living creature, you take ¼ that amount of damage as psychic damage. If you successfully affect another creature with a condition, you must also succeed a Wisdom saving throw against the effect’s DC or be affected by the same effect for as long as the creature is affected.

20

Make 3 Death Saving Throws

Best two out of three determines your fate at the hands of the die.



 

1

Wish With a Twist

You feel enormous magical power flow into your very being. The next words you speak in the form of a question that can be resolved magically come true.

2

Magical Item

A shapeless form floats before your hands. Your head starts tingling as you take 2D4 Psychic damage, causing you to zone out for 15 minutes. When you come to this item is now in your hands in the shape of a magical item best suiting your character. Looking at all aspects of yourself, including class, race, age. (Uncommon-Legendary GM and player discuss the item)

3

10,000 Copper Coins

10,000 copper coins come pouring forth like a spring from the dice.

4

Double Movement Speed

You gain double your movement speed permanently. Each time you use more than half of your movement speed, you gain a level of exhaustion. You can use Haste at the cost of two levels of exhaustion.  

5

Friend of The Townspeople

No matter what town you go to, the townspeople treat you as a friend. Able to fulfill your tasks around town easier, such as information gathering, places of rest, the better shops to sell your items. The townspeople see you as such a friend that they speak to you only in their native tongue.

6

True Neutral

Your alignment is set to true neutral. Your stats are all set to 14 before bonuses, and improvements.

7

Beast of Burdon

A random monkey attaches to you, no means seem to allow you to get rid of this monkey. Seemingly immortal, not even attempting to kill it works. Anytime this monkey detects enemies it screeches loudly to alert other players of danger. This unfortunately alerts the enemies to your location as well.

8

Enemy Den

You gain a deed to a mansion belonging to an enemy force. You must clear out the mansion to claim full ownership.

9

Negative Repercussions

The Character gains 1 permanent negative level.

10

Disadvantage Saving Throw

You gain a permanent disadvantage to one saving throw. Roll 1d6 to determine the save that gains disadvantage.

11

Sympathetic Pain

You feel the pain and suffering you inflict upon others. When you deal damage to a living creature, you take ¼ that amount of damage as psychic damage. If you successfully affect another creature with a condition, you must also succeed a Wisdom saving throw against the effect’s DC or be affected by the same effect for as long as the creature is affected.

12

Make 3 Death Saving Throws

The best two out of three determines your fate at the hands of the die.

Crazydiehard

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