Random Dice (5e Class)

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[edit]

Power of the Dice

Dice Caster[edit]

For those who have played the mobile game Random Dice, this is a class based on that whole game with a little of that D&D spice thrown in the mix. If you have any questions or something seems confusing, just shoot me a message. I hope you enjoy the class!

Creating a Dice Caster[edit]

random-dice-guide-7-900x506.jpg


Quick Build

You can make a Dice Caster quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Dice Caster you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dice Caster level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dice Caster level after 1st

Proficiencies

Armor: Light, Heavy
Weapons: Simple, Martial
Tools: Dice Set
Saving Throws: Intelligence, Charisma
Skills: Choose 2 from Arcana, Persuasion, Intimidation, Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Light Armor or (b) Heavy Armor
  • (a) 2 simple weapons or (b) 1 martial weapon
  • (a) A set of 5 common dice of your choice or (b) {{{item3b}}}
  • If you are using starting wealth, you have 200 gp in funds.

Table: The Dice Caster

Level Proficiency
Bonus
Max SP Features
1st +2 120 Power of the Dice, Common Dice, SP
2nd +2 120 Swap Dice
3rd +2 140 Dice Specialty
4th +2 140 Ability Score Improvement, Dice Fragments, Dice Class UP
5th +3 160 Rare Dice
6th +3 180 More SP
7th +3 200 Increased Luck
8th +3 200 Ability Score Improvement, Unique Dice
9th +4 220 Re-Roll
10th +4 220 Extra SP
11th +4 250 Extra Dice Attack
12th +4 270 Ability Score Improvement, Dice Dilation
13th +5 300 Legendary Dice
14th +5 400 Free Summon
15th +5 500 Boss Dice
16th +5 600 Ability Score Improvement, Field Manipulation
17th +6 700 Free SP
18th +6 800 Max Chance
19th +6 900 Ability Score Improvement, Boss Enhancer
20th +6 1000 Dice Master

Power of the Dice[edit]

Starting out, you get your hands on the power that will determine your destiny: The Dice. These Dice are large in size and can be summoned up to 2 times per turn. Dice are considered constructs with an HP count of 20x their current dot count and attack of plus 1 per dot count facing against gravity, and AC of 15 which you can summon as a full turn action. You summon the Dice within 60 feet centered on your location but cannot summon them 15 feet near you. You can fuse Dice to make them stronger and have their effects become more potent, however, you can only fuse Dice once as a bonus action, and only if they are the same kind of Dice and have the same dot count (i.e. if you have a dot 1 Solar Die, a dot 1 Solar Die, and a dot 1 Transform Die, you cannot fuse the Transform and Solar Dice, even though they are the same dot count. Similarly, if you have a dot 2 Solar Die and a dot 1 Solar Die, you cannot fuse the 2 even though they are the same kind of Dice). When you fuse 2 Dice, the result becomes 1 dot higher and completely changes what kind of Die it is. This will also heal the new die equal to the HP of the 2 dice fused together to make it (i.e. if you fuse 2 dot 1 Solar Dice, each with 14 current HP, it could become any Die in my lineup as a dot 2 Die with 28 HP. This will not allow it to over heal however.) Each Die attacks by firing "Bullets" which damage the enemy. They also have a special ability that they activate when certain conditions are met.

Common Dice[edit]

There are 9 common dice to start out with though you can only have 5 dice at your disposal. Choose 5 common dice from the list:

Lock Dice Type: Debuff || Rarity: Common || Target: Front || Attacks the target creature with the highest initiative within 25ft of it. When the bullet hits the target, immobilizes the target with a certain chance (Roll 1d20, if the result is above 15, target is "Locked"). (1d8 bludgeoning damage for each dot count) (Lock Duration:1 full turn)


Broken Dice Type: Physical || Rarity: Common || Target: Random || Broken attacks a random target in its 35ft range. (1d12 bludgeoning damage for each dot count)


Gamble Dice Type: Physical || Rarity: Common || Target: Close || Gamble attacks the closest enemy creature within 35ft of it, but instead of just dealing the attack damage it deals a random damage between the attack damage and the maximum critical damage. (Roll 1d6. For evens, dice does 2d8 per dot count. If odds, dice does 1d8 per dot count this turn.)


Wind Dice Type: Physical || Rarity: Common || Target: Front || Wind will attack the first enemy creature in the initiative lineup and in 40ft of it. (1d6 per dot count.) (Gains extra attack)


Fire Dice Type: Magic || Rarity: Common || Target: Close || Fire attacks the closest enemy creature in its 40ft dealing the attack damage as well as Splash Damage to other nearby creatures. (1d8 fire damage) (Creatures within 10 ft of the target take 2d4 fire damage)


Electric Dice Type: Magic || Rarity: Common || Target: Close || Electric attacks the closest enemy creature within 40ft dealing full damage as well as dealing partial of its damage to the second target (your choice) and minimal to the third target (your choice). (1d10 lightning damage per dot count) (Second target takes 1d8 lightning damage per dot count) (Third target takes 1d6 lightning damage per dot count)


Poison Dice Type: Debuff || Rarity: Common || Target: Random || Poison will attack the first enemy creature in the initiative lineup without the poison effect and in 50ft of it. Affected monsters will take Poison Damage every turn. (1d8 poison damage per dot count) (1d4 poison damage each turn)


Ice Dice Type: Debuff || Rarity: Common || Target: Far || Ice attacks the farthest enemy creature in its 50ft range and will apply 1 layer of frost for each attack. Each layer of frost decreases the movement speed of the enemy. (1d6 ice damage per dot count) (-5ft movement speed for each frost layer)


Iron Dice Type: Physical || Rarity: Common || Target: Strongest || Iron attacks the highest HP enemy creature in its range in 40ft. Iron also does double damage to Bosses. (1d12 bludgeoning damage per dot count) (Double damage to boss enemy creatures per dot count)


SP[edit]

You summon Dice using SP which increase with each dice summon by 20 every summon, starting at 20 with the initial summon. Refer to the table above to determine how much SP you have in total. The amount of SP you get back is 30 for every enemy killed in battle. You regain all SP through long rest, half on short rests.


Swap Dice[edit]

Dont like the dice you started with? They not work together well? Well, now you have the ability to change out 1 of your dice out for other die once per long rest. However you still have to acquire them by either dice vendors, or by making them yourself.


Dice Specialty[edit]

At 3rd level you have now gotten a taste for your dice and know what style of dice you want to wield. Choose what style of dice casting you wish to specialize in at the bottom of the page.


Dice Fragments[edit]

At 4th level, you have learned how the dice are constructed. After a battle has finished you can scour the battlefield to find 1d4 dice fragments. When you have 6 fragments, you can assemble them into a copy of a die, or a new die entirely to add to your arsenal. However, you still are limited to using only 5 dice at a time. (Each dice fragment is different, you can find: buff, physical, merge, magic, install, debuff, and transformation dice fragments)


Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Dice Class UP[edit]

There is latent potential in the dice. You can feel it. When you reach 4th level when you have 10 fragments of one die, you can Class UP that die. That die does an additional die of damage and costs 50 less SP to summon.

Rare Dice[edit]

At 5th level, a new repertoire of has been discovered. You now have access to the Rare dice. Choose 1 rare die from the following:


Thorn Dice Type: Install || Rarity: Rare || Target: None || Thorn does not attack but instead sets up a trap at a random point within 75ft of itself that you choose. Traps deals 3d6 piercing damage when a creature crosses the trap. The traps lasts for 3 turns before no longer hindering creatures.


Produces 1 trap for every dot per turn, however, the Light Dice will NOT affect the dice's production speed or give radiant damage.


(Throws thorn traps a turn per dot count) (Traps last the dice's dice count +1)


Crack Dice Type: Debuff || Rarity: Rare || Target: Random || Crack attacks the closest monster in its 50ft range that doesn't have the Cracked Armor effect. (1d8 bludgeoning damage per dot count) (Cracked Armor effect decrease -2 AC per dot count)


Random Growth Dice Type: Transformation || Rarity: Rare || Target: None || Transforms into a random dice within your deck with 1~7 dot count after a certain period of time. (Duration 5 turns) (Turn count decreased by 1 per dot count)


More SP[edit]

Once you reach 6th level, your SP reserves start to fill up quick. As a reaction to one of your dice killing an enemy, you can gain an extra 40 SP. You can do this a number of times equal to your proficiency bonus.


Increased Luck[edit]

When you reach 7th level, the stars start to align in ways never thought. When you would summon a die, you can choose to flip a coin between 2 dice of your choosing. Designate a die to a side of the coin, flip it, then summon the appropriate die.


Unique Dice[edit]

Once 8th level is reached, dice with more refined abilities have been discovered. Choose one die from the Following:

Teleport Dice Type: Debuff || Rarity: Unique || Target: Random || Teleport attacks a random creature within 45ft and has a chance to teleport the creature to a location in the area of your choice. After an enemy has been teleported, it will have a Magical Rhombus on it which means that it cannot be teleported again. (1d8 bludgeoning damage per dot count) (Targeted creature teleports within 60 ft centered on its location.)


Infect Dice Type: Debuff || Rarity: Unique || Target: Random || Infect aims for a random non-infected enemy creature within 30ft although it does no damage. When an infected monster is killed it leaves behind a Poison Gas trap within 40 ft of the creature location for 5 turns. While in that trap monsters take Poison Gas Damage. (2d10 poison damage per dot count)


Absorb Dice Type: Debuff || Rarity: Unique || Target: Random || Absorb attacks a random creature within 45ft without absorb effect on it. Every affected enemy will produce SP every few seconds until they die. (1d4 piercing damage per dot count) (Drains 10 SP once every turn per dot count


Mighty Wind Dice Type: Transform || Rarity: Unique || Target: Close || Mighty Wind attacks the closest enemy creature within 50ft. Every 2 turns it transforms into Mighty Wind Mode for the Transformation Duration, which has greatly increased attack speed. After the 1 turn it turns into Mighty Wind mode, it reverts back to normal. (1d8 bludgeoning damage per dot count) (Takes the Extra Attack Feat while in Mighty Wind mode)


Cracked Growth Dice Type: Transform || Rarity: Unique || Target: Close || Cracked Growth attacks the closest creature in its range of 40ft. Transforms into a random dice after a certain period of time with dot count increased by 1 or decrease by 1. (1d6 bludgeoning damage per dot count) (Roll 1d20, if odds, dice decreases by 1 dot count [Destroy the dice if it was already at dot count 1], if evens, dice dot count increases by 1 and transforms into a new dice)


Bounty Dice Type: Merge || Rarity: Unique || Target: Close || Bounty dice attack the closest target creature in its 45ft range. When a Bounty Dice is merged, it marks enemy creatures with a Bounty mark. The Bounty mark can stack and have a highest stack of 3. When a creature with a Bounty mark dies, it gives the Bounty Dice user SP. (1d8 piercing damage per dot count) (Bounty grants 60 SP per stack)


Re-Roll[edit]

At 9th level, your luck has become very suspect amongst this who witness your power. After your dice has rolled their damage on a target creature, you can re-roll their damage. You have to take the new number that is re-rolled.


Extra SP[edit]

Upon reaching 10th level, the SP harvested from enemies become more rewarding to your reserves. When an enemy would die, as a reaction, you can make a Survival check to harvest an extra 40 SP from their body.


Extra Dice Attack[edit]

At 11th level, each of your dice gain the extra attack feature.


Dice Dialation[edit]

At 12th level, you managed to distort the flow of your dice at will. When a dice is within your range, you can double the effect they have (if any) as a full turn action. Next turn, that dice cannot attack or use an effect.


Legendary Dice[edit]

This is it! You are near the pinnacle of power! At 13th level, you have access to legendary dice. Choose 1 from the following

Nuclear Dice Type: Merge || Rarity: Legendary || Target: Far || Nuclear Dice attacks the farthest creature in its range of 150ft. Nuclear Dice also has a special ability where when it is merged with itself or a Mimic Dice it triggers a Nuclear Explosion on the target creature. (Deals 2d6 fire damage per dot count) (Nuclear explosion has a radius of 50 ft and deals 2d4 fire damage, 3d6 force damage, and 2d6 non magical bludgeoning damage)


Landmine Dice Type: Install || Rarity: Legendary || Target: None || Landmine Dice does not attack creatures directly. Rather Landmine Dice installs mines in its range of 100ft of your choice. There is a certain chance (Roll 1d20, if the result is 15 or higher, Landmine Dice becomes Super Landmine Dice) that a Super Landmine Dice is summoned instead of a normal Landmine Dice. Super Landmine Dice installs super landmines that deal double damage than a normal Landmine Dice to enemies and 1 turn of stun on contact. Mine production speed will be increased by dot count (installs 1 mine a turn per dot count) however Light Dice/Lunar Dice/Time Dice do not affect the Landmine Dice production speed. (Landmines deal 2d4 fire damage, 2d4 bludgeoning damage, and 2d4 force damage) (Super Landmines deal double the dice roll of damage)


Sand Swamp Dice Type: Install || Rarity: Legendary || Target: Far || Sand Swamp Dice attacks a random creature in its range of 150ft including allies and the caster. Every 3 turns it installs a Sand Swamp onto the field which slows enemies for 3 turns before disappearing. This sand swamp trap is considered difficult terrain, and subtracts -15 movement speed to every creature caught in it. (Deals 3d4 bludgeoning damage per dot count)


Shield Dice Type: Install || Rarity: Legendary || Target: Far || Shield Dice attacks the farthest target creature in its 100ft range. Every 2 turns Shield Dice installs a barrier on the field of your choice. This barrier is huge in size and lasts for 1 turn. (Deals 2d6 bludgeoning damage per dot count)


Blizzard Dice Type: Debuff || Rarity: Legendary || Target: Close || Blizzard Dice attacks the closest target creature in its range of 100ft while also adding a frost layer to all creatures in range every 2 turns. (Deals 2d8 cold damage per dot count) (Frost layer subtracts -15 ft movement speed per layer)


Growth Dice Type: Transform || Rarity: Legendary || Target: Close || Growth dice attacks the closest creature in its range of 100ft including allies. After 3 turns, growth dice will increase its dot count by 1 and transform into one of the dice in your deck, the growth duration reduces by class. Growth dice stops transforming when it's at 7 dot/star dot. (Deals 2d6 bludgeoning damage per dot count)


Summoner Dice Type: Merge || Rarity: Legendary || Target: Weak || Summoner Dice attacks the target creature in its 150ft range with the lowest strength stat. When the Summoner Dice is merged with another Summoner Dice or a Mimic Dice it will summon a new random Dice onto a space of your choice. The summoned Dice will always have less dots but up to the same amount of dots that the original Summoner Dice had. (2d4 magical bludgeoning damage per dot count)


Solar Dice Type: Transform || Rarity: Legendary || Target: Close || Solar dice attack the closest target creature in its 150ft range. When there are 1, 4 or 7 solar dice on board, it becomes activated. Activated solar dice has thrice the attack speed of normal solar allowing it to take the extra attack feat, it also deals an AOE splash damage from the main target dealing 2d4 radiant and 2d4 fire damage to creatures within 50 ft of the targeted creature per dot count. (Deals 2d6 fire damage per dot count) (Deals 2d10 fire damage and 2d4 radiant damage when activated per dot count)


Assassin Dice Type: Merge || Rarity: Legendary || Target: Weak || Assassin Dice attacks the creature with the lowest HP creature in its range of 200ft. When Assassin Dice is merged with another Assassin Dice or a Mimic Dice it will decrease a random opponents AC count by 1. When using it on an ally it instead increases a random ally's AC count by 1. This AC surplus/deficit is reset at the end of the battle. (Deals 2d4 piercing damage per dot count.)


Metastasis Dice Type: Merge || Rarity: Legendary || Target: Close || Metastasis Dice attacks the closest target enemy creature within 100ft of it. When Metastasis Dice is merged with another Metastasis or Mimic Dice it will trigger its extra ability. Unlike Sacrifice dice, merging a Metastasis dice with a Mimic dice will have the same effect as merging two Metastasis dice. Metastasis Dice creates an extra creature with 12 AC and 30 HP. If an allying creature kills the extra creature, the caster that fused the Metastasis dice will receive 50 SP. (Deals 2d4 bludgeoning damage per dot count) (Extra creature starts with an AC of 12 and an HP count of 30, increasing by 3 AC and 10 HP per dot count. Extra creature deals 2d8 bludgeoning damage.)


Typhoon Dice Type: Transform || Rarity: Legendary || Target: Close || Typhoon Dice attacks the enemy creature with the highest strength stat in its 150ft range. After 2 turns it triggers its second phase which lasts for 4 seconds. The Second phase is faster than the first phase allowing the dice to attack twice. After the second phase the third phase triggers which lasts 1 turn but has advantage and the fastest attack speed allowing to attack 3 times. (2d8 piercing damage per dot count) (Second and Third phase makes the damage radiant)


Supplement Dice Type: Merge || Rarity: Legendary || Target: Close || Supplement Dice attacks the closest target in its 100ft range. When Supplement Dice is merged with other Dice with the same dots it increases the Dice it was merged with by 1 dot. (2d4 bludgeoning damage per dot count)


Flow Dice Type: Merge || Rarity: Legendary || Target: None || Flow Dice does not attack. When present on the field, it slows down the enemy creatures within 100ft of it by a subtracted -15 ft to their movement speed per dot count. (This also affects fly speed)


Silence Dice Type: Merge || Rarity: Legendary || Target: Close || Silence dice attacks the closest enemy creature in its 100ft range. It casts its effect when being merged, it disables an enemy creature of your choice equaled to the number of dots merged. When silenced, creatures cannot move, communicate, or attack. (2d6 bludgeoning damage per dot count)


ix10 Dice Type: Merge || Rarity: Legendary || Target: Close || The ix10 dice attacks the closest enemy creature within 150ft of it. It casts a hack effect on a target when merged. The hacked enemy heals you, your dice, and your allies by the damage the enemy would normally deal (If the enemy would deal 1d4 of damage, you, your dice, or your allies would instead heal by that much). While the hack hinders enemies, the hacked allies are buffed and do 2 additional dice of damage. (Deals 2d10 psychic damage per dot count)


Royal Dice Type: Merge || Rarity: Legendary || Target: Close || The Royal Dice attacks the closest enemy creature within 100ft. When merged, transform enemy creatures stats to another stat (DM discretion) The amount of enemies transformed is equaled to 2 times the dot count that was merged. (2d10 bludgeoning damage per dot count)


Free Summon[edit]

At 14th level, you skill as a dice caster is really showing. 3 times per long rest, when you would summon a die, you can choose to do so without spending SP.

Boss Constructs[edit]

At 15th level, your powers have opened the gates of hell for the enemies of the very things you create are now at your mercy. Once per Battle, you can sacrifice a certain amount of dice and a Legendary die in your possession to summon a boss construct of that die. The boss constructs are huge in size, can freely move as you command, have an AC of 20, an HP of 60, and cannot remain stationary for more than 2 turns or they self destruct in a harmless fashion. You cannot summon dice until the boss construct is destroyed. The boss constructs are as follows:

THE Snake[edit]

Conditions: 5 dice sacrificed with 1 of the dice being the Summoner die.

Ability (Summon): Summons 2 Rare dice of your choice and 1 Unique dice. Summoned dice each have the remaining HP as the boss construct. (Deals 5d10 poison damage)

Initial cast: Immediate; Cooldown: 2 turns.


THE Silencer[edit]

Conditions: Sacrifice 5 dice with 1 of the dice being the Silence die, and another being the Lock die. Ability (Silence): Silences two enemies in the battle (The do not make a save), disabling the enemies ability to communicate, move, and attack. they also cannot cast spells or use any actions they may have unless the actions are legendary actions. Initial cast: 1 turn; Cooldown: 4 turns. (Deals 5d10 Necrotic damage)


THE Knight[edit]

Conditions: Sacrifice 5 dice with 1 of the dice being the Royal dice. Ability (Randomize): Switches all your opponents locations on the field. This does provoke attacks of opportunity. Initial cast: 1 turn; Cooldown: 4 turns. (Deals 5d10 Radiant damage)


THE Magician[edit]

Conditions: Sacrifice 5 dice with 1 of the dice being the Nuke Dice and another being the Healing dice. First Ability (Meteor): Targets a random enemy on the field, after a brief moment, lands a meteor on the enemy, if they are below 50 hit points, they must succeed on a DC 25 strength save, if they fail, the meteor with kill the enemy. Initial cast: 1 turn; Cooldown between casts: 3 turns. (Deals 5d10 psychic damage)

Second Ability (Self Heal): Heals itself for 60 HP at the end of your turn.


THE Leon[edit]

Conditions: Sacrifice 5 dice with 1 being the Assassin dice. First Ability (Howl): Upon its summon, Leon lets out a mighty roar. Every creature within 300 feet of it must make a DC 25 Strength save and a DC 25 Wisdom save. If they fail the strength save, they are forced prone for 3 turns, if they fail the wisdom save, they are frightened as long as they can see Leon, if they fail both, they willing surrender. Initial cast: Immediate. (Deals 5d10 Force damage)

Second Ability (Dash): Dashes forward 60 feet in a straight line, Ignores any slowing effects, can be blocked by Shield. Cooldown: 3 turns.


THE IIIIIIIIII[edit]

Conditions: Sacrifice 5 dice with 1 of the dice being the ix10 dice. Ability (Hack): Target 2 random unhacked enemies, after 1 turn, transforms 2 enemies of your choice on field into hacked enemies, causing 100% of its damage to heal any creatures or boss instead of damaging. If all enemies are hacked by IIIIIIIIIII boss or ix10 dice, it will not cast its ability. The hacked effect stays even when the boss is killed. Initial cast: 2 turns; Cooldown: 3 turns. (Deals 5d10 psychic damage)


THE Basilisk[edit]

Conditions: Sacrifice 5 dice; 1 Summoner, 1 ix10, 1 silence, 1 royal, 1 metastasis. Ability (Summon): Summons 1 boss construct other than itself (Snake, Silence, Knight, Magician, Leon, IIIIIIIIIII) 20 feet away from it. The summoned boss has half of THE Basilisk's current HP and can cast their abilities as normal but has some differences from a real boss. The summoned boss moves twice as fast and 1 size smaller than the normal boss, when being killed, it grants half of the SP of an enemy creature. Initial cast: 2 seconds; Cooldown: 10 seconds. (Deals 1d10 force damage, 2d10 psychic damage, 1d10 poison damage, 1d10 radiant, and 1d10 necrotic damage)


Field Manipulation[edit]

At 16th level, your abilities allow you to manipulate the area around you to further enhace your dice in combat, or to protect them and you. You can surround the current field with a special field of your choosing. To acquire these fields require you to spend 8 hours learning the full knowledge of it. Once you have acquired a field, you can cast the surrounding area and mask it as the specific field. The special field goes away after the battle, if you dismiss it early, OR if an anti magic spell/item is casted/used. You can spend 1 long rest to enhance a field effect temporarily but that enhancement goes away after another long rest. Boss constructs are neither hindered nor aided for the time being by fields.

The Final Colosseum The battlefield spawns 1 sand swamp at a random location (DM chooses) that last(s) for the entire battle encounter, slowing creatures that cross the sand swamps on the track.

Enhancement: Throws 3 sand swamps


The Lava Field Every certain period, all enemies on the board are inflicted with hellfire, dealing 2d6 fire damage and 2d8 necrotic damage.

Enhancement: deals an additional hit die of damage.


Club: Violet 2 random spots on the board are marked (Dm choice). Any dice placed on the marked spots will receive an extra attack as a free action. This buff does not stack with existing attack speed bonus from the dice: light and lunar.

Enhancement: 4 spots are marked instead of 2, the extra 2 are your choice.


The Pantheon 2 random spots on the board are marked (DM choice). Any dice placed on the marked spots will recieve an additional 3 hit dice when attacking.

Enhancement: 4 spots are marked (DM discretion)


Fifth Voyage Log When using this battlefield, there is a chance to give double the normal SP when enemies are killed. (Roll a d20, if the result is 11 and above, the SP is doubled)

Enhancement: Gives triple the amount of SP but still requires a dice roll.


Frost Crystal Rift Every 3 turns, all creatures besides you and your dice on the field must make a DC 20 Dexterity save. On a failed save, the creature takes 3d10 cold damage and will be frozen for their turn.

Enhancement: the save becomes a DC 25 Dexterity save, and a creature takes 4d10 cold damage on a failed save. Plus, allied creatures become immune to the field.


Plasma Shield Blocks the negative active skills, spells, and items applied with a certain chance. Roll 1d20, if the result is 11 or higher, the negative effect that would be applied to you or your dice is disregarded.

Enhancement: The roll becomes successful if the result is 6 or higher.


Luminous Prism Double casts an active skill, spell, and item applied with a certain chance. Roll 1d20, if the result is 11 or higher, the effect that would be casted now hits more than one target without any cost.

Enhancement: Instead of a double cast, the cast now is tripled.


Free SP[edit]

When you reach 17th level, you are now able to pull SP to you almost out of nowhere. As a full turn action, you can focus your mind to give yourself SP equal to 300 x your proficiency bonus. You can do this a number of times equal to your charisma modifier (Min 1) per long rest.

Max Chance[edit]

Once you reach 18th level, you start to feel your dice abilities reach their max potential. Once per battle when you would summon a die, roll a d20, if the result is 11 or higher, you can summon a star die (dot 7 die) of your choice for free. If the result is 10 or lower, you will assume the summon as normal.

Boss Enhancer[edit]

When you reach 19th level, your boss constructs become easily accessible and have more usefulness. You can now ride your constructs as a mount and now the positive effects of fields affect them.

Dice Master[edit]

You are a full master of the dice and as such, you have reach you apex. When you reach 20th level, every dice you summon use half the SP it woulve taken normally, Legendary Dice can cast their skills as a free action, and you can summon dice while boss constructs are still alive and active.



Specialty in Buff Dice[edit]

You support and manage your dice, so its only fair they do the same. The buffs they grant you and debuffs they grant your enemies will become praised and feared.

Buff the Buffer[edit]

when you choose this subclass at 3rd level, you can increase the potency of you buff dice. 3 times per long rest, when you would use the effects of a buff dice, you can spend 100 SP to double the effect of the buff. this increases to 6 times at level 8, 9 times at level 15, and 12 times at 20th level.


Buffed Numbers[edit]

At 6th level, when you have any buff dice with even numbers, they will double the buff on your dice, when you have buff dice with odd numbers, they will buff your ally creatures but will stop buffing your dice. You also gain access to the following dice:

Light Dice Type: Buff || Rarity: Rare || Target: None || Light does not attack but instead gives an extra attack to nearby Dice and allying creatures within 40ft and adds the damage to radiant. (Creatures and dice gain an extra 1d4 radiant damage per dot count)


Critical Dice Type: Buff || Rarity: Rare || Target: None || Critical does not attack but instead gives more Critical hit chance to bordering dice. Critical chance is increased by Dots and Power Ups. (Gives an additional hit dice to bordering dice) (Re-rolls bordering dice attacks if natural 1 is rolled)


Fragmented Past[edit]

Once you reach level 8, you gain advantage on rolls to find buff dice fragments.


Buff Assistance[edit]

At 10th level, as an action, you can spend 150 SP to have your dice effect your non dice allies


Buff/Debuff Manipulator[edit]

At 12th level, you have adapted to the positive and negative effects that your surroundings can cause to you and your dice. When an ability would be cast against you or your dice, as a reaction, you can spend 300 SP to block that effect. You can do this a number of times equal to your proficiency bonus per long rest. Guess What? New dice:

Scope Dice Type: Buff || Rarity: Legendary || Target: None || The Scope dice does not attack. Gives buff to nearby dice within 100ft of it. The buffed dice will have a chance to shoot +(Scope Dot count) additional bullets to random targets per turn. (Gives bordering dice each an additional attack per dot count.


Lunar Dice Type: Buff || Rarity: Legendary || Target: None || Lunar dice does not attack, it increases the attack speed of all neighboring dice and allies within 100ft of its location. To activate its buff effect, you need 3, 5 or 7 lunar dice on the field. When it is activated, it adds 2 hit dice damage buff per dot as well as an extra attack. Roll 1d20 to trigger the buff chance. (have to roll above a 15 when dice count 3, 10 when dice count 5, 5 when dice count 7)


Time Dice Type: Buff || Rarity: Legendary || Target: None || Time Dice does not attack creatures directly. The Time Dice speeds up you and your allies within 55ft by giving them an added +30 ft to their movement speed per dot count


Hell Dice Type: Buff || Rarity: Legendary || Target: None || Hell Dice does not attack creatures. Instead it gives a fixed instant death chance to the adjacent Dice and allies within 50ft of it. Instant death chance is increased by dot count. Instant kill will not work on boss creatures. (Roll 1d20, at dot count 1, the result has to be 18 or higher for instant kill effect) (Instant kill roll chance decreases by 1 every dot count)


Buff Buff Pass[edit]

Upon reaching 15th level, the buff abilities of your dice become very potent. When your buff dice would buff either another die or an ally creature, you then then select up to 2 other creatures and cast the same effect to those creatures.


The Ultimate Buffer[edit]

You have officially mastered the art of buff and debuff dice. At 20th level, when you would summon a die, if its a buff or debuff die, its effects are permanently double for the duration of the battle and are immune to negation spells and cantrips.




Specialty in Physical Dice[edit]

The best defense is a great offense. The best offense is a great defense. You physical dice are the embodiment of this philosophy, and you will ensure your survival by putting your all into this.

Physically Resistant[edit]

At 3rd level, your physical dice become resistant to non-magical bludgeoning, piercing, and slashing damage.


Best Defense[edit]

Once you reach 6th level, when in the rang of a physical die under your control, you can spend 100 SP to temporarily increase their AC by 2. You also gain access to the following dice:

Energy Dice Type: Physical || Rarity: Rare || Target: Close || Energy attacks the closest enemy creature within 45ft of it added with a percentage of your current SP. (Deals 2d6 force damage) (Does +1 more damage for each 20 SP)


Sacrifice Dice Type: Physical || Rarity: Rare || Target: Close || Sacrifice attacks the closest enemy creature within its 50ft range. This dice gives an amount of SP when merged. For every Sacrifice dice dot consumed during the merge, it will give you 80 SP. For example, merging two 1 dot count Sacrifices will result in 160 SP. However, Sacrifice dots count so merging with a Mimic will only result in half the normal amount of SP. (Deals 1d6 bludgeoning damage)


Arrow Dice Type: Physical || Rarity: Rare || Target: Random || Arrow attacks creatures in its 60ft range at random and after every 7 attacks it will shoot a special attack, dealing double damage. This ability countdown is decreased per dot count. (1d8 Bludgeoning damage per dot count) (Special attack does 2d10 radiant piercing damage per dot count) (Arrow shot countdown is decreased by 1 attack per dot count)


Fragmented Past[edit]

At level 8, you have advantage on rolls to find physical dice fragments. You now have access to new dice:

Laser Dice Type: Physical || Rarity: Unique || Target: Close || Laser attacks the closest enemy creature within 60ft. After 10 attacks it fires a laser that fires in a straight line for a duration dealing damage to all creatures it hits. (1d8 radiant damage per dot count) (Laser deals 3d6 radiant damage)


Gear Dice Type: Physical || Rarity: Unique || Target: Strong || Gear attacks the closest enemy creature with the highest strength stat within 65ft. The damage increases by an additional hit die per connected dice in the area. If there are two groups of connected gear dice then each group will be increased only by those that are connected to that group. (1d6 bludgeoning damage per dot count) (Deals an additional +2 magical bludgeoning damage for each dice that are connected to it)


Wave Dice Type: Physical || Rarity: Unique || Target: Close || Wave attacks the closest enemy creature within 45ft. It deals extra damage based on the distance the dice is from the target. (1d8 force damage per dot count) (Deals an additional +3 force damage for every 10 ft between it and its target)


Flame Dice Type: Physical || Rarity: Unique || Target: Close || Flame attacks the closest enemy creature within 50ft and deals additional splash damage to nearby creatures within 10 ft of its position (Increasing by 10ft every dot count). Flame will burn out faster the higher the dot count. Once burnt out the dice will do no damage and must be merged or removed in some other way, or somehow rekindle the flame to reset it. (2d6 fire damage per dot count) (1d8 fire splash damage) (Subtract -2 damage every attack after the first)


Healing Dice Type: Physical || Rarity: Unique || Target: Close || Heals the Hp of allying creatures and dice within 40ft prop to dot count when merged. (1d4 bludgeoning damage per dot count) (Heals 1d6 HP when merged for each dot count) (Cannot heal over max HP)


Clone Dice Type: Physical || Rarity: Unique || Target: Weakest || Clone targets the Summons a clone dice on the surrounding (8 directions) space after a certain amount of attacks. Clone effect does not work if there is no empty space within 5ft of its location. (1d4 bludgeoning damage per dot count) (Attacks until clone effect start at 10 hits each summon and/or merge)


Rock Dice Type: Physical || Rarity: Unique || Target: None || Instead of basic attacks, rolls a boulder which ignores AC in a straight line up to 35ft. Stuns (1 turn) the creature(s) (Non boss) and breaks when it either goes 35ft or hits more than 3 creatures. (Rock damage deals 2d8 bludgeoning) (Roll 1d20. If evens, the boulder stuns the creature, if odds, the creature is unaffected by the stun effect)


Physically Challenged[edit]

The strength of your dice is uncontested! At 10th level, when your physical dice would be attacked, you can spend 200 SP to temporarily increase their AC by 5. You can do this a number of times equal to your proficiency bonus. (Does not stack with Best Defense ability.)


Getting Physical[edit]

At 12th level, your physical dice now have a permanent AC increase by 2. Guess What? More dice:

YinYang Dice Type: Physical || Rarity: Legendary || Target: Close || YinYang dice attacks the closest enemy creature within 50ft. When aligned into a full row (5 horizontal dice minimum) of Yinyang dice(Yang), there will be an extra attack for each Yinyang dice in the line as well as increase the range to 150. When aligned into a full column (3 vertical dice minimum) of Yinyang dice(Yin), there will be a double attack damage buff. (3d8 psychic damage per dot count)


Gun Dice Type: Physical || Rarity: Legendary || Target: Far || Gun Dice attacks the farthest target creature in its 150ft range. This only applies for the Dice which have 1-6 dots. When Gun Dice reaches the 7 dot count or star dot it turns into a sniper rifle dice. The now dubbed Sniper Dice deals 5 extra hit dice of damage to the target and roll 1d20, if the result is 11 and above, it now ricochets into another target within 50 ft of the initial target. (Deals 2d8 non-magical piercing damage) (Sniper Dice gain an additional 5 hit dice and turn the attack into magical piercing damage.)


Physically Immune[edit]

At 15th level the mere prowess of your dice is unmatched by many. Your physical dice are now immune to all non magical damage and resistant to magical damage.


Top-O-The-Line[edit]

At level 20 you dice are pristine in all their glory. When you, a boss construct, or another physical end your turn in range of a physical die, your physical dice will begin to passively heal 2d10 every turn.




Specialty in Magic Dice[edit]

The dice are magic incarnate. You know this, and as such, you will bring their magic potential out no matter the cost.


Magical Surplus[edit]

At level 3, you have found a way to make good use with the magic you are given. When your magic dice would attack a creature, you can spend 50 SP to double the damage it would inflict.


Magic Pacifist[edit]

At 6th level you have become very adept with your dice potential. When you are within the range of a magic dice you can spend a full turn action to give one of your magic dice an attack as a free action.

You also gain access to the following Dice:

Mine Dice Type: Magic || Rarity: Rare|| Target: None || Mine does not attack but instead produces SP. (20 SP every turn per dot count)


Fragmented Magic[edit]

At level 8, you have advantage on rolls to find magic dice fragments. You now have access to new dice:

Death Dice Type: Magic || Rarity: Unique || Target: Random || Death attacks a random enemy creature within 50ft and has a chance to raise the dead as a loyal zombie. (1d6 slashing damage per dot count) (Roll 1d20 for zombification. If the result is 15 or above, enemy creature drops becomes a loyal zombie)


Mimic Dice Type: Magic || Rarity: Unique || Target: Close || Mimic attacks the closest enemy creature within 40ft. This dice can be merged with any other dice with the same dot count, triggering dice abilities, such as Assassin and Summoner.

Merging with #Sacrifice only grants SP for the Sacrifices dice dots, resulting in half the normal merged amount.

(1d8 bludgeoning damage per dot count)


Modified Electric Dice Type: Magic || Rarity: Unique || Target: Close || Modified Electric attacks the closest enemy creature within 65ft and then Chain Lightning damage is dealt a number of creatures equal to the dot count. The first creature is included in this count so a dot count of 1 doesn't cause the Chain Lightning attack. This special has no range and will hit the closest creature to the target anywhere in range. (1d20 lightning damage) (Full damage is passed in the chain per dot count)


Switch Dice Type: Magic || Rarity: Unique || Target: Close || Switch attacks the closest enemy creature within 35ft. When merged onto any dice with the same dot amount they will swap positions. Useful if you're using Gear that need to be connected. If merged with another Switch , it will result into a normal merge. (1d6 bludgeoning damage per dot count)


Magic Prowess[edit]

Starting at 9th level, when using the effect of magic dice, you can spend 250 SP to amplify its effects.


Dice Curse[edit]

At 12th level, you can feel the inner potential of your dice constructs, your dice become resistant to spells cast against them. Guess what? New Dice:

Joker Dice Type: Magic || Rarity: Legendary || Target: Far || Joker dice attacks the farthest target creature in its range of 150ft. Instead of merging with another dice, Joker serves like a wildcard dice. When being merged with another joker, it behaves like normal merges instead of copying the dice. (Deals 2d4 magical bludgeoning damage per dot count)


Star Dice Type: Magic || Rarity: Legendary || Target: Close || Star Dice attacks the closest target creature in its range of 200ft. To trigger the effect, you need to place 3 star dice at the corresponding activated locations. It will then trigger falling star effect, landing the total amount of stars equaling to the 2 times the total dots of those 3 star dice at 3 locations on the battle area (you can divide the total falling stars for each location as you see fit). Then, the 3 activated location will be assigned randomly again, you will need to place 3 star dice at those corresponding activated locations to trigger it once more. However, if less than 3 star dice are placed on the corresponding activated location, the effect will be triggered weaker, landing the total amount of stars equaling to the total dots instead of twice the total dots of the star dice. The stars do not do magical damage as opposed to the 3 Star activation, this effect triggers recursively every 2 turns until the 3 stars trigger happens. (2d6 magical piercing damage per dot count) (Shooting stars deal 4d10 force damage each)


Holy Sword Dice Type: Magic || Rarity: Legendary || Target: Stong || Holy Sword Dice attacks an enemy creature with the highest strength score in its range of 150ft and deals damage while also having a slight chance to summon a sword, dealing half the damage of the Holy Sword Dice current damage dice (Roll 1d20, if the result is 11 or higher, a holy sword will additionally attack the target). When against bosses, Holy Sword deals half damage to its current dot count. When summoned or merged, there is a chance that a Divine Sword dice can appear instead of Holy Sword dice (Roll 1d20, if the result is 15 or higher, Holy sword becomes Divine Sword). Instead of having random chance of summoning a sword to deal half dice damage to the target, divine sword summons sword(s) every turn, dealing damage to a random target, the number of sword(s) is/are equivalent to the dot count of the dice. (Deals 3d4 magical piercing damage per dot count) (Holy sword deals half of the dice of damage rounded up [Holy sword dice deals 3d4 base damage, so the summoned sword would deal 2d4 damage]) (Divine Sword deals 4d6 radiant piercing damage) (Divine summoned sword deals 3d4 radiant piercing damage)


Atomic Dice Type: Magic || Rarity: Legendary || Target: Far || Atomic Dice attacks the farthest target creature in its range of 150ft. The amount of dots on the Atomic Dice correspond to the amount of 'Atoms' spinning around the Dice. These spinning atoms will deal 2d4 necrotic damage to the creatures they hit ignoring AC. The spinning atomics will hit any creature that remain within 30ft of it after 1 turn. (Deals 2d6 necrotic damage per dot count)


Combo Dice Type: Physical || Rarity: Legendary || Target: Close || Combo Dice attacks the closest enemy creature its its range of 150ft. Every time a Combo Dice is merged with itself or with a mimic Dice its combo counter increases. (Deals 2d6 bludgeoning damage) (Deals an additional +5 magical bludgeoning damage for each combo)


Magically Immune[edit]

At 15th level, your magic dice are now immune to spells and cantrips cast onto them.


Magic Dice Master[edit]

Once you reach 20th level, your magic dice, no longer cost SP to summon. When you would summon a die, if its a magical die, regain your SP that you spent for the summon. (You must have the initial SP required for the summon)






Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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