Homebrew Sentient Dice Species Details

Those pests- ugh, why are you even asking me about them? They're an abomination, a creation that reminds me of the Mourning every damn time I see them. You know they were created because some soldier didn't remember to leave his damn dice set at home? When the mists hit, whatever power makes up that stuff made the set come to life. Things are cursed if you ask me, so stop poking around and let them rot.

 

Curious and Naïve

Many Sentient Dice have little to no knowledge of the commonly accepted practices and customs of the world outside of their small community. Due to their small communities being very isolated- both by the humanoids around them and by the elders of the communities themselves- many of the newer generations have left their homes to pursue their curiosity of the outside world. 

Sentient Dice Names

Often names of sentient dice are either double letters or have some relation to numbers- often, because they are dice, their names are only numbers, in the numerical language or a pun on common terms for dice games. While many dice have tried to take on human customs, there have yet to be established Family names or difference between female and male names.

Names: Roll, Nat, 012, Dice, Di, 102, etc.

Subraces

As sentient dice began to settle and marry each other, there became more and more diverse subraces of dice. Genetics wise, this is simply explained with basic math- if a four sided dice that was given sentience in the Mourning met another four sided dice of the same nature, their children would be first generation “nat” or “natural” dice. Should two “nat” four sided dice meet and have children, there is a 50% chance their children will be born as a twenty sided dice and a 50% chance their child will be second generation “nat.” As far as it is known in the sentient dice community, there are only 4 sided, 6 sided and 20 sided dice- however more are bound to begin leaving the Mournland, introducing more complicated forms.

Sentient Dice Traits

Small with a Chance of Luck

Ability Score Increase

Your Dexterity score increases by 2.

Age

When it comes to aging, the sentient dice still have no understanding of mortality- they are entirely immortal unless they are completely destroyed in battle. Most dice reach maturity around the four or five year mark and are immortal.

Alignment

Most Sentient Dice are along the neutral alignment. As a rule, they are curious and naive, they have an almost childlike wonder for the world they have yet to experience and they desire to be liked. They are prone to shifting alliances due to the manner in which they are treated- hence their neutrality.

Size

Sentient Dice average about 2-3 feet tall and weigh about 40 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave

You have advantage on saving throws against being frightened.

Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Languages

You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

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