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.