In this bag are 7 dices that disappear after use (until the battle is over). These die stick to surfaces and roll on them. Depending on what you roll, it could drastically change the battle.
In this bag are - as mentioned - 7 dice. These dice are as followed. A 1d4, 1d6, 1d8, 1d10, 1d12. 1d20, and a 1d100. The following effects are as followed:
1d4 - Roll as a reaction during combat, you can add this to your AC to hopefully block, dodge, parry, or Deflect attacks
1d6 - roll on top of a weapon to enchant it with 1d6 magic damage till the end of the 3rd round.
1d8- summon an animal to help in combat
1-4 I - Summon 1d4 goblins with 10 AC/HP and 1d6 attack damage. Disappears after battle
5-7 I - Summon 1d4 Wolves with 14 AC/HP and 2d6 attack damage. Disappears after battle
8 I - Summon a werewolf with a 16 in AC and 42 HP. It can Bite for 1d12 damage and the target bleeds each turn for 1d4 damage, and it can slash for 2d12 damage which also results in bleeding. Disappears after battle
1d10 - Add 1-10 to either you or one of your party members as a sort of BLESS.
1d12 - roll on someone to test their fate.
1-4 I - Their limbs explode, gone, not coming back till the battle ends and the dice is returned.
5-7 I - Their feet become rubber and their movement speed is reduced to 10. BUT they also cannot be knocked prone.
8-11 I - They gain Bardic Inspiration, Bless, Become Inspired, and gain back 2d20 HP, and they're AC is increased by 2.
12 I - Full health, Advantage on ability checks. Blessed, and most importantly...All damage is doubled.
1d20 - Point at someone with this die in hand and roll it. Whatever it lands on is how much damage they take, plus your int modifier. No roll to hit required.
1d100 - summon terrain where its thrown, a giant wall, mountain, or moat. Roll the d100 for how much HP it has as a mountain or wall, and depth for moat.
Notes: 1 charge for every dice. Reappears when the battle is over.
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