House of Dice
| 2d6 | Effect |
|---|---|
| 2 | You castFireball, centered on yourself |
| 3 | Your AC is reduced by 2 until the start of yoru next turn. |
| 4 | You fall prone |
| 5 | Each creature other than yourself within 60 feet of you can speak only in a babbling nonsense lkanguage for the next minute, and can't perform the verbal components of spells. |
| 6 | A 5-foot-radius sphere of butterflies, insects, or doves fills a location you choose within 60 feet of you, heavily obscuring the area until the start of your next turn. |
| 7 | You gain 7 temporary hit points, and keep the Dice of Fate instead of giving them to the GM. |
| 8 | You become invisible until the end of your next turn, as per the Invisibility spell. |
| 9 | A random object within 60 feet of you explodes, dealing no damage to you or your allies, and dealing 3d6 fire damage to one creature caught in the blast chosen by the GM. |
| 10 | You teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the destination must succeed on a Dexterity saving throw against your spell save DC or take 2d6 force damage. |
| 11 | Choose a creature you can see within 60 feet of you. That creature takes 4d6 necrotic damage, and you regain hit points equal to the necrotic damage dealt. |
| 12 | You cast Lightning Bolt and can add the Dice of Fate to the damage roll. |
Level 7: Loaded Dice
You can subtly cheat your dice. Once on each of your turns when you roll a d6, you can flip the die upside down. Note that on a balanced d6, the top and bottom numbers add up to 7, so you can determine the bottom number by subtracting the top number from 7.
Level 10: Twisted Fate
The winds of chance follow your die rolls, rather than vice versa. When you make an attack roll or ability check with disadvantage on your turn, you can attempt to invert fate as a bonus action. Expend a Die of Fate and roll it; on a 5, you ignore disadvantage on the roll, on a 6, you instead have advantage on the roll.
Level 15: Roll the Bones
You can channel the chaotic energy of your dice in an instant. As a reaction when you take damage from a creature you can see, you can expend two Dice of Fate to make a Chaos Roll.
Level 18: Steal Luck
When you roll initiative, roll a d6. You steal that many Dice of Fate back from the GM.

Comments