Dice Roller
The Dice Roller lives large and fast. They take risks and let it roll. They are adept at taking wins and losses in stride. Unlike a lot of Gamblers, winning isn’t necessarily everything to them, style counts more. What’s a win if it isn’t the third tie, on the last game and everything’s on the line? They are known to work with a variety of summons as they love to put on a show.
Chance Totem Appearance: A bag or box made of fine silk or wood with a soft lining, the color and type of wood is your choice.
| Level | Spells |
|---|---|
| 3 | Find Familiar, Unseen Servant |
| 5 | Find Steed, Flock of Familiars |
| 9 | Summon Fey, Summon Shadowspawn |
| 13 | Glader’s Speedy Courier, Mordenkainen’s Faithful Hound |
| 17 | Animate Objects, Bigby’s Hand |
| 1D4 | Effect |
|---|---|
| 1 | The ground becomes Difficult Terrain. |
| 2 | The ground becomes springy allowing those you choose to have an additional 20 ft of movement speed. |
| 3 | The area becomes jagged and thorny dealing creatures 1D4 damage for every 5 ft of movement traveled through it. |
| 4 | The ground shakes forcing all creatures to make a DEX saving throw DC equal to your spell save DC and on a failure they fall Prone and take 1D6 Bludgeoning damage. |
| 1D6 | Effect |
|---|---|
| 1 | You gain temporary hit points equal to your Gambler level + your CHA modifier (Minimum 1). |
| 2 | You gain proficiency in all saving throws. |
| 3 | You have Resistance to non magical Bludgeoning, Piercing, and Slashing damage. |
| 4 | You have triple your high and long jump heights. |
| 5 | You become Invisible until you deal damage or are dealt damage. |
| 6 | You gain a Climbing and Swimming speed equal to your movement speed. |
| 1D8 | Effect |
|---|---|
| 1 | The target has a penalty to their next attack or saving throw equal to 1D8. |
| 2 | On a failed WIS saving throw the target becomes Frightened of you. |
| 3 | On a failed CHA saving throw the target becomes Charmed by you. |
| 4 | On a failed INT saving throw the target becomes Stunned until the end of their next turn. |
| 5 | On a failed CON saving throw the target becomes Poisoned. |
| 6 | On a failed STR saving throw the target becomes Restrained by spectral tendrils, ending the effect on a successful save they can attempt at the end of each of their turns. |
| 7 | On a failed DEX saving throw the target becomes Blinded until the start of their next turn by thick smoke. |
| 8 | The target has their movement speed halved. |
| 1D10 | Effect |
|---|---|
| 1 | The target takes 1D10 Acid damage and their AC is reduced by 1D4. |
| 2 | The target takes 1D10 Cold damage and their movement speed is reduced to zero until the end of their next turn. |
| 3 | The target takes 1D10 Fire damage and on a failed DEX saving throw they take 1D8 additional Fire damage. |
| 4 | The target takes 1D10 Force damage on a failed STR saving throw and is knocked back 20 ft. |
| 5 | The target takes 1D10 Lightning damage and takes 1D6 Lightning damage at the start of their next turn. |
| 6 | The target takes 1D10 Necrotic damage and on a failed CON saving throw have disadvantage on their next attack. |
| 7 | The target takes 1D10 Poison damage and a failed CON saving throw is Poisoned for one minute. |
| 8 | The target takes 1D10 Psychic damage and on a failed INT saving throw have a 1D10 penalty to their next attack or saving throw. |
| 9 | The target takes 1D10 Radiant damage, Undead and Fiends take an additional 2D6 Radiant damage. |
| 10 | The target takes 1D10 Thunder damage and on a failed CON saving throw are Deafened for one minute. |
| D12 | Feature |
|---|---|
| 1 | Expend the die, on a 1-3 you regain a 1st level spell slot, on a 4-6 you regain a 2nd level spell slot, on a 7-9 you regain a 3rd level spell slot, and on a 10-12 you regain a 4th level spell slot. |
| 2 | Expend the die, you add the result of the roll to the spell save DC of the next spell you cast or the spell attack roll of the next spell you cast within one minute. |
| 3 | Expend the die, you gain the result of the die times three temporary hit points. |
| 4 | Expend the die, one target you can see within 60 ft of you regains hit points equal to the result of the die times three. |
| 5 | Expend the die, you have a bonus to melee and unarmed attacks equal to the half the result of the die rounded down for the next minute. |
| 6 | Expend the die, on a 1-3 you gain +1 AC, on a 4-6 you gain +2 AC, on a 7-9 you gain +3 AC, on and on a 10-12 you gain +4 AC for one minute. |
| 7 | Throw the die, on a failed CON saving throw a target you can see within 60 ft of you takes the result of the die times three Necrotic damage or half as much on a successful save and you regain the same amount of hit points as the damage dealt. |
| 8 | Throw the die, on a failed STR saving throw a target within 60 ft of you that you can see is thrown back 60 ft and if they hit an object they take 1D6 Bludgeoning damage for every 10 ft they were thrown, if they hit a creature each take 1D6 Bludgeoning damage for every 10 ft they were thrown. |
| 9 | Throw the die, on a failed DEX saving throw a target you can see within 60 ft of you takes Thunder damage equal to the the result of the die times three and is Stunned until the end of its next turn or on a success save takes half as much damage and is not Stunned. |
| 10 | Throw the die, on a failed CHA saving throw a target you can see within 60 ft of you and on a failed save the target is Charmed by you for one minute. While Charmed this way the creature seeks to aid you in ways that do not endanger itself or make attacks (For instance it would administer a Potion of Healing to an ally of yours but would not strike down its comrades). It can repeat the saving throw at the end of each of its turns if it has taken damage that round. On a successful save the target takes Psychic damage equal to the die’s result. |
| 11 | Throw the die, on a failed WIS saving throw a target you can see within 60 ft of you is Blinded for one minute and uses its action to attack the nearest creature it can sense within 10 ft of it each round. On a successful save the target takes Radiant damage equal to the die’s result. |
| 12 | Throw the die, on a failed INT saving throw a target you can see within 60 ft of you takes Psychic damage equal to the result of the die times three and has disadvantage on one D20 test of your choice (Attacks, Ability Checks, or Saving Throws) for one minute. On a successful save they take half as much damage and suffer no additional effects. |
| D20 | Summon |
|---|---|
| 1 | Aboleth |
| 2 | Death Kiss |
| 3 | Deva |
| 4 | Froghemoth |
| 5 | Guardian Naga |
| 6 | Stone Golem |
| 7 | Tyranosaurus Rex |
| 8 | Young Red Dragon |
| 9 | Abominable Yeti |
| 10 | Treante |
| 11 | Chain Devil |
| 12 | Howler |
| 13 | Cloud Giant |
| 14 | Eye Drake |
| 15 | Hydra |
| 16 | Flind |
| 17 | Fomorian |
| 18 | Frost Salamander |
| 19 | Glabrezu |
| 20 | Shoosuva |
Subclass Features
Game Spells
Your chosen game grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Perfect Roll
Outside of combat your dice obey your will. When you or a creature within 30 ft of you rolls a dice you control the outcome of the roll no action required. A creature must succeed a Perception check DC equal to your spell save DC to perceive any foul play.
Basic Dice
You have a set of Arcane Dice (D4, D6, D8, D10, D12, and D20) and through practice you unlock more of their abilities. You have mastered the secrets of the humble first dice, the D4 and D6 and can draw out their powers. You can make a ranged melee attack with a range of 20/60 ft choosing one D4 or D6 and apply the following effect on a hit. You can only have the effect of one D4 and D6 active at the same time. If you use another die of the same type the older die becomes inactive.
D4: The Terrain Altering Die
The D4 affects the terrain it lands on in a variety of ways. The effects of this die last for minutes equal to your CHA modifier (Minimum 1) and has an area of effect of a 30 ft diameter. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
D6: The Supportive Die
The D6 offers a variety of helpful features to aid its roller. Its effects bolster you for minutes equal to your CHA modifier (Minimum 1). You can use this feature times per long rest equal to your CHA modifier (Minimum 1). You do not need to throw this die to benefit from its effect, instead the die flashes briefly and vanishes until after you finish a long rest.
Greater Dice
You have mastered the secrets of the powerful secondary dice, the D8 and D10 and can draw out their powers. You can make a ranged melee attack with a range of 20/60 ft choosing one D8 or D10 and apply the following effect on a hit. You can only have the effect of one D8 and D10 active at the same time. If you use another die of the same type the older die becomes inactive.
D8: The Diabolical Die
The D8 undermines the abilities of those that would harm the roller. Its effects hamper your opponents for minutes equal to your CHA modifier (Minimum 1). If the effect requires a saving throw the DC is equal to your spell save DC. The effect lasts for one minute unless otherwise specified. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
D10: The Devastation Die
The die deals damage and imposes an effect on those it hits. If there is a saving throw the DC is equal to your spell save DC. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Reroll
Any respectable Dice Roller has a trick or ten up their sleeves. You can use a bonus action to reroll one of your die effects and take the new result. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Superior Die
You have mastered the secrets of the arcane tertiary die, the D12 and can draw out their powers. You can only have the effect of one D12 active at the same time. If you use another die of the same type the older die becomes inactive.
D12: The Arcane Die
The die deals damage and imposes an effect on those it hits or some effects only require you to expend the die. If there is a saving throw the DC is equal to your spell save DC. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Supreme Die
You have mastered the secrets of the quaternary die, the D20 and draw out their powers. The summon remains for one minute and acts after you in initiative. You can use your bonus action to command the summon to take an action. Otherwise it takes the Dodge action on its turn. If you fall unconscious the summon takes the Dodge action on each of its turns. If the summon is reduced to zero hit points it vanishes and a D20 is left in its place.
The summon does not have any Legendary Actions or Legendary Resistances.
Once you use this feature you cannot use your D20 for 1D4 long rests.
Die of Destiny
You can choose the result of the die in great times of need. You can use this feature as a bonus action once per long rest each for a Basic Die or Greater Die.