Wondrous Item, rare

The half-orc Barizard created this box of small polygon dice to add more fun and chaos to combat. Each dice can only be used once unless nothing happens. Open the box, roll the dice and let the chaos unfold!

D20. 1-10: Nothing happens.

11-15: The d20 explodes in a burst of flame. All creatures within a 5ft. radius must make a DC15 dexterity saving throw or take 2d8 fire damage.

16-20: The d20 breaks on the floor, and a young bronze dragon emerges, ready to fight for the owner of the box.

D12. 1-6: Nothing happens.

7-10: The d12 breaks, and poisonous gas leaks out in a 10ft. radius. All creatures that end thier turn within this radius must make a DC17 constitution saving throw or take 1d10 poison damage.

11-12: A tongue unfurls from the die. It's a mimic!

Percentile Die and D10. 1-50: Nothing happens.

50-65: The dice explode, all creatures within a 15ft. radius centred on each die must make a DC15 dexterity saving throw or take 2d8 bludgeoning damage.

66-80: The percentile die emits a clap of thunder out to a radius of 100ft. All creatures within this radius that can hear must make a DC15 constitution saving throw or take 3d10 thunder damage. The d10 shoots a bolt of lightning at the nearest creature, dealing 2d6 lightning damage.

80-99: The dice break, and water floods out, filling a 500ft squared area with water. The water comes from a pool in the feywild, connected to the dice through a portal.

100: The percentile die splits open, and a void swallows everything within a 100ft. radius, killing every creature and destroying all objects, turning the land into a space of nonexistance.

D8. 1-4: Nothing happens.

5-7: The die splits open, and 100gp falls out.

8: The die breaks, and the fragments re-form into good aligned gargoyles which attack all evil aligned creatures.

D6. 1-3: Nothing happens.

4-5: A confusing array of numbers spill out of the dice. All creatures that can see the numbers and have an intelligence score lower than 12 must make an intelligence saving throw or take 1d12 psychic damage. Any creature with an intelligence score of 15 or higher can make a DC13 intelligence check to understand the numbers. On a successful check, they understand the numbers' message (Barizard is the best!) and gain 200xp. On a failed save they take 1 psychic damage.

6: A baby goblin appears in a random unoccupied space within a 15ft. radius of the die. The goblin latches onto the party member with the highest strength score

D4. 1-2: Nothing happens.

3: You gain 5d4 hit points, and your hit point maximum increases by 2d4.

4: You feel a sharp stabbing pain in your foot, and take 10d10 piercing damage.

 

          

 

TrakShortblade

Comments

Posts Quoted:
Reply
Clear All Quotes