Homebrew Dicefolk Species Details
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Dicefolk Traits
n/aDicefolk
Inspired by the indie game Dicefolk!
All sentient beings have a will, and follow it regardless of the multiverse’s tendency towards randomness or any obstacles faced. Hailing from the lost domain of Morning-Reach, Dicefolk are a rare subspecies of humans that have awakened the mysterious ability to directly harness the powers of fortune to align with their will. Most Dicefolk use their powers for the benefit of the world or to shape it to their liking, but a few abuse their gifts for more dubious purposes.
Dicefolk are often indistinguishable from humans from the surface. As masters over their will, Dicefolk often have more conviction in their personal beliefs, and it is rare for a Dicefolk to have a neutral disposition on either side. They are more commonly good than evil, and Dicefolk often use human naming conventions.
Ability Score Increases: Add 2 to one score of your choice and subtract 1 from three scores of your choice.
Age: Dicefolk live marginally longer than humans, typically living between 80 and 105 years.
Size: Dicefolk are Medium creatures and share the same height and build characteristics as humans.
Speed: 30
Languages: Common + two languages of your choice.
Dicefolk have expertise in all forms of gambling, and proficiency in one saving throw and skill check of their choice.
Willbending Dice
The true power of a Dicefolk is contained within a set of dice they are attuned to. The set of dice collectively takes one attunement slot, which cannot be broken in any way other than death. These dice give you the power to overwrite reality to a limited extent. The attunement is required for use of their magical abilities, and when a creature unattuned with them attempts to use them, they function like normal dice (albeit with symbols indicative of its function instead of pips or numbers), and do not interfere with the Dicefolk owner.
Dicefolk hold a number of Willbending Dice. They are d6s of 1 cubic inch. Half of them are white with dark purple inscriptions, and half are dark purple with white inscriptions. The white dice are known as “Friendly Dice” and the dark purple ones are known as “Adversary Dice”.
A level one Dicefolk possesses two Friendly Dice and one Adversary Die. At level three, you will obtain a second Adversary Die. At level seven, you will obtain a third Friendly and Adversary die. At level 14, you will obtain a fourth Friendly and Adversary die. At level 20, you will obtain a fifth Friendly and Adversary die.
Willbending Dice can only be used in combat, but can be used regardless of turn order. You can choose any die to use. Multiple dice can be used simultaneously.
Whenever you obtain a new die, roll a d6. Its number will correspond to an effect. By default, the effects of Willbending Dice are shown in the table below.
|
Friendly Dice |
Choose a friendly or neutral creature (willing, including yourself). |
Adversary Dice |
Choose an aggressive creature. |
|
1 |
Add 1d4 to its AC for one minute. |
1 |
It must attempt a melee attack, if it has one. |
|
2 |
Add 1d8 to its next damage roll. |
2 |
It must attempt a ranged attack, if it has one. |
|
3 |
Add 1d6 to its next spell’s DC. |
3 |
It must attempt a magical attack, if it has one. |
|
4 |
Add 1d4 to its next saving throw. |
4 |
Subtract 1d10 from its initiative for the remainder of the encounter. |
|
5 |
Restore 1d6 + target’s CON mod (if positive) HP. |
5 |
Impose disadvantage on its next attack roll. |
|
6 |
Add 1d4 x 5 to its speed for one minute. |
6 |
Impose disadvantage on its next saving throw. |
|
MOD COMMON |
Add 1d6 to its next attack roll. |
MOD COMMON |
Any relevant movement cannot provoke opportunity attacks from it for one minute. |
|
MOD UNCMN. |
Allow target to make a DC 10 CON save to dispel one nonmagical negative effect. |
MOD UNCOMMON |
It takes a DC 13 save of your choice. If it fails, its speed becomes 0 for one minute. |
|
MOD RARE |
Restore one spell slot of up to level 2d4. |
MOD RARE |
It must attack a friendly creature of choice regardless of whether or not it can reach. |
|
MOD V.RARE |
Restore up to 1d4 uses of a class feature that restores upon S/L Rest. |
MOD VERY RARE |
It takes a DC 13 save of your choice. If it fails, it becomes stunned for one minute. |
|
MOD LEGEND. |
Add 1d6 to all of its death saving throws for one minute. |
MOD LEGENDARY |
It gains 1d4 levels of exhaustion for one minute. Can only be used once per creature. |
Dice faces with rare effects (MOD Prefix) can be found as loot with rarity corresponding to that of magic items. You can replace faces at will with ones in your inventory, and the old face will be lost. If you or your party encounters a friendly or neutral Dicefolk merchant or smith NPC, they may offer to sell you new ones for an appropriate price at the GM’s discretion. Each die can only have exactly six effects. Whenever you replace a dice face, re-roll all unused dice of the appropriate type.
After a short or long rest, you may choose to replenish your Willbending Dice. Roll the appropriate number of d6 dice to determine new effects. You must either re-roll all of them, or none of them.
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