Devilish Dice

Icosas, Lord of Games, legendary Fey craftsman, is father to many a noteworthy and efficacious magical artifact. He also happens to be an absolute gambling fiend. Deep in his cups one night, and missing several thousand of whatever the local currency was, Icosas was struck with sudden inspiration.

Taking flight to his workshop deep in the Feywild, Icosas crafted hundreds of onyx, glass, and crystal dice, each one possessed of mercurial strength and unpredictable powers. His muse satisfied, he deposited his creations into the pockets of gamblers across the Forgotten Realms. They have beguiled mortals ever since.

These tiny carved polyhedrons are all usable as regular dice, of course, but beware you do not set them off accidentally. The results of a bad roll could range from a night in the stockade to the destruction of an entire city.

If lady luck favor thee, read on.

- Icosas, Lord of Games

d4 of Dissolution

Wondrous item, uncommon

This tiny glass tetrahedron is half-full with a glowing green liquid. The numbers 1 through 4 are etched on its faces.

As an action, you may toss the die up to 30 feet. It may also be used as ammunition in a sling or similar weapon. After designating a target, roll 1d4 and assign the result to value X.

As the die flies through the air, it grows to X times its original size. The die shatters on impact, creating an acid pool with a (X*5) foot radius.

On impact, any creature standing in the area of effect must make a DC (X*5) Dexterity save or take Xd4 Acid damage. Any creature that ends their turn in the acid automatically takes Xd4 Acid damage. The pool lasts X turns before evaporating.

d6 of Dissociation

Wondrous item, legendary

This tiny cube is carved of cherry wood. Its faces are marked with small pits, painted black, that mark the numbers 1 through 6.

As a ritual, you may take a magic item and roll this die over it. The item you use must be of at least Uncommon rarity. If it has any special abilities, at least one ability must be useable when you roll the die. If it uses charges to fuel its powers, it must have at least 1/4 of its charges remaining, rounded up.

You must have a specific magic item in mind when you roll the die that a) you know of, b) is of the same category as the item being rolled (weapon, armor/shield, or wondrous item) and c) is of a rarity one level higher than the item being rolled (Mundane, Uncommon, Rare, Very Rare, Legendary). At the end of the ritual, the item is transformed.

When you use this item, roll 1d6 and consult the following chart for the results. The d6 of Dissociation may be used again no sooner than a number of weeks equal to the result.

d6 Effects
Roll Effect
6 The transformed item becomes your named item.
5 The transformed item becomes an item of the same rarity and category as the named item; however, the DM decides the result. It cannot transform into the named item.
4 No change. All depleted charges are restored, and the item's abilities are set to their maximum number of remaining uses.
3 No change.
2 No change. All charges and limited-use abilities are depleted from the item.
1 The transformed item becomes an item of the same category as the named item; however, the DM decides the result, which must be one rarity level lower than the transformed item.

If the result of rolling a 1 is a mundane item, the d6 may be used on it again after 1 week. If the result is a 5 or 6, follow the results as above. Otherwise, the item can never be used with the d6 again. If the result of this roll is a 1, the item transforms into a crude facsimile of the original, fashioned from detritus such as scrap metal and driftwood. This object cannot be used with the d6 either, and is functionally worthless.

d8 of Doom and Despair

Wondrous item, rare

This tiny octahedron is fashioned from onyx, and inlaid with a silver number on each face, numbering 1 through 8.

As an action, you may throw the die at a creature up to 30 feet away as a ranged weapon attack. You may also use it as ammunition in a sling or similar weapon. If the die misses, it simply falls to the ground and can be recovered.

If the die hits a creature, you may choose to impose Doom or Despair on that creature.

If you choose Doom, roll 1d8 and subtract the result from the creature's next saving throw.

If you choose Despair, roll 1d8. The creature has disadvantage on the next number of saving throws equal to 1/2 the result, rounded down.

d10 of Disintegration

Wondrous item, very rare

This tiny decahedron is made of a cloudy, opaque quartz. The numbers 1 through 10 are emblazoned on its faces, each number glowing an angry, firey red.

As an action, you may throw the die at a creature up to 30 feet away as a ranged weapon attack. You may also use it as ammunition in a sling or similar weapon. Before making an attack roll, roll 1d10. If the result is a 1, the d10 consumes itself in a flash of red light and is destroyed. If the result is 10, cast Disintegrate at the target as a 6th level spell (DC 16). If the result is 2 through 9, assign the result to value X and make a ranged attack roll.

If the die hits the creature, it deals Xd6+(X*2) force damage. If this damage reduces the creature to 0 hit points, it is disintegrated as per the Disintegrate spell.

If the die misses, or strikes an inanimate object, up to an X-foot cube of matter is disintegrated where it strikes.

Hit or miss, the die's power is drained after use. Its numbers cease to glow and only reignite at the next dawn, after which it is useable once more.

Two energized d10s of Disintegration may be used to create a d100 of Decimation (see below).


d12 of Deterrence and Disarray

Wondrous item, rare

This tiny dodecahedron is formed of clear, reddish-tinted crystal. Pink motes of light swirl inside it, occasionally being refracted through the numbers 1 through 12 carved on its faces.

As an action, you may throw the die at a point up to 30 feet away, or fire it up to the maximum range of a sling or similar weapon. Choose Deterrence or Disarray.

If you choose Deterrence, roll 1d12. All damage dealt to creatures within 10 feet of the die is reduced by the result for 3 turns.

If you choose Disarray, roll 1d12. All attack rolls made by creatures within 10 feet of the die are reduced by half the result, rounded down, for 3 turns.

For either choice, the d12 goes dark and cannot be used for 12 hours, after which it lights up again.

d20 of Destiny

Wondrous item, legendary

This tiny icosahedron seems to be formed out of a ruby and a sapphire, melded together. On each of its faces is a number from 1 to 20, inlaid in gold.

You may choose to roll this die as part of a short or long rest. The result will have an effect on your immediate future that can range from fortuitous to dire, which can last anywhere from an hour to a week.

After declaring you will roll the die, roll 1d20 and consult the chart on the following page. The die's power cannot be used again until the next dawn, and not until its previous effect has ended.

d20 Effects
Roll Effect
1 You immediately lose a level.
2 You have disadvantage on all saving throws and ability checks for the next 24 hours.
3 Icosas declares his enmity on you for mishandling his dice. Once during the next week, a single dice roll you make will be forced to roll all 1's.
4 You will soon be placed in a deadly situation, where one misstep could spell your end.
5 One of your most valuable possessions will be stolen from you in the middle of the night.
6 You will be plagued with worry and doubt for a day, but nothing extraordinarily bad will actually happen.
7 The weather for the next week will be foul. Traveling for you and your companions will be slow, inconvenient, and miserable.
8 You will be falsely accused of a crime sometime in the next week.
9 The next person you meet will be irritable and find your mannerisms repulsive.
10 In the next few hours, 10d6 gold belonging to you will go missing.
11 In the next few hours, you will find 10d6 gold simply lying around.
12 The next person you meet will be friendly and easily charmed by your presence.
13 Sometime in the next week, an injustice will quickly be resolved in your favor.
14 The weather will be fair for the next week. You and your companions will make excellent time to whatever destination you plan.
15 You will feel optimistic and upbeat for a day, but nothing especially good will actually happen.
16 Sometime in the next few days, you will find a valuable magical item.
17 You will miraculously find yourself safe in a treacherous situation.
18 Icosas contacts you and offers a boon of good fortune. Once during the next week, you may automatically roll the maximum amount on a single dice roll.
19 You have advantage on all saving throws and ability checks for the next 24 hours.
20 You immediately gain a level.

d100 of Decimation

Wondrous item, legendary

When two d10s of Disintegration are placed near one another, they attract each other, falling into a stable mutual orbit. In this state, the dice hover a foot off the ground at rest and are always 6 inches apart. They float weightlessly in a bag or container, and the glow of their numbers fades to a dull orange.

As a free action, you can collapse the dice's orbit, causing them to cling together as a single object for up to a minute or until used. In this state you can throw them at a creature within 30 feet of you as a ranged weapon attack or use them as ammunition in a sling or similar weapon.

If you hit the target, roll 1d100. The target takes the resulting percentage of its maximum health as Force damage (rounded up). If this damage kills the target, it is disintegrated as per the Disintegrate spell. The dice's magic is spent after this, leaving them both unusable for the next 10 days.

If the attack misses, the dice float gently to the ground nearby, resuming their orbit. In this state they can be safely recovered.

If the d100 of Decimation has not expended its energy, it can be freely split into two d10s of Disintegration. Alternatively, you can add another d10 to the system, forming a d1000 of Devastation. However, we heavily recommend against this.

d1000 of Devastation

Wondrous item, forbidden

When a third d10 of Disintegration is introduced to a d100 of Decimation, the resulting orbit sytem is erratic and appears highly unstable, as the three shapes careen around a vague central point, their numbers glowing an eye-searing yellow. You can remove a d10 at any time to reduce the d1000 back to a d100.

As an action, you can attempt to merge the three dice together. This requires a DC 22 Strength check. If you fail, you take 3d10 Force damage as blowback, and the dice resume their former configuration.

If you succeed, the three dice fuse into a pure white glowing shape 3 inches in diameter, which appears to be a perfect sphere but is in fact a thousand-faced chiliahedron. The white glow emanates from one thousand inscribed numbers, one for each face.

When you form the chiliahedron, roll 1d1000 and note the results. Assign the ones-place die to value X, the tens-place to value Y, and the hundreds-place to value Z. Also note the total roll.

After the chiliahedron is formed, it will detonate in X hours. No one knows of this timer except for you and anyone you inform. After X hours have passed, the chiliahedron explodes, consuming everything in a Z-mile radius in a blinding white wave of destruction. Everything within the explosion's radius immediately takes the total roll in Force damage, and another (10*Y)+X damage per round for the next Y minutes.

The explosion scours the earth bare in its radius, and for Z months after the detonation no flora or fauna will set foot in the blast zone. No man made structure can survive the explosion, and very few creatures are capable of withstanding its raw explosive power.

The DM may unconditionally forbid the formation of a d1000 of Devastation, in which case any d100 will repel a third d10 indefinitely.