Achron's Temporal Dice

While most chronomancers deliberately remain anonymous, Temporal Lord Achron enjoyed his fame as protector of the time stream. He enchanted a multitude of time magic devices and once created a set of temporal dice: seven cubic, wooden dice with draconic symbols. Five have normal numbering of one through six (called the Maturation Dice), and two have specialized sides as follows:

1, 1, 2, 5, 6, 7 (Tomorrow Die)

2, 3, 3, 4, 4, 6 (Time Dragon's Tooth)

Achron left them on one of his journeys through time and has forgotten completely about them.

Fate of the Worlds

The dice act as an arcane focus to replace material components. They are also considered a rare magic item, usable only by a chronomancer, and must be attuned (all dice must be attuned to a single peron). The real power of the dice are when they are drawn out of their pouch and rolled.

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A chronomancer can roll temporal dice a number of times per day of his chronomancer level divided by 3, rounded up, any of the three types but only one roll. For example, a 1st level cronomancer could roll the Maturation die once but at at 8th level could role the Tomorrow Die, The Time Dragon's Tooth, and then the Tomorrow Die again. The magic of the dice is restored once the chronomancer takes a long rest.

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Maturation Dice

The Maturation Dice allow a chronomancer to cast a single spell as his fututure self, the Riddle evocation.

Riddle

5th-level evocation

Casting Time: 1 action

1 action Range: Self (40-foot radius)

Self (40-foot radius) Components: Temporal Dice

Temporal Dice Duration: Concentration, up to 1 minute

You call upon an extraplanar entity, an alien intellect, becomong the conduit for its power as you speak out a complex riddle to all creatures, friend or for except yourself. Creatures that cannot hear you or do not have a spoken language are uneffected; however creatures understand the riddle correctly by succeeding on Intelligence saves, they are subject to the crushing otherworldly presence of the being whose power you have called upon. On a successful save, creatures takes psychic damage of only the 2 highest dice of the 5d6 from brush of the vast alien intellect.

On a failed save, the creatures become stunned for the duration. A the start of each of the creatures' turns before the spell ends, the creatures take 5d6 psychic damage and can make another saving throw. On a successful save, the spell's effects end for each individually.

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The Tomorrow Die

The Torrow Die allows a chronomancer to travel through time. When this die is rolled, the chronomancer and any creatures touching him (unwilling creatures get a DC 10 Wisdom saving throw) travel through time to the time period listed on the Tomorrow Die chart below; they remain there for 24 hours and then automatically return even if the chronomancer is no longer alive or in possession of the Tomorrow Die. If you use this ability more than once per month, the ripple effects of repeated trips through time begin to unravel the fabric of time or alert ancient time lords.

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Tomorrow Die

Results Roll Time Travelled To 1 caster's choice 2 caster's choice plus or minus 1 year 5 1000 years into the past 6 100 years into the past 7 100 years into the future

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Time Dragon's Tooth

The Time Dragon's Tooth allows the chronomancer to conjure and command a set of Animated Armor. The number that is rolled represents how many rounds the Animated Armor is summoned. Even if the armor is reduced to 0 hit points, it disappears once the conjuration dispells.

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Achron's Temporal Dice created by Jim Heston 2016. Based on a chronmancer designed by zst0rm: https://drive.google.com/file/d/0BzArt9stiOmmdmJqVkRmaUFDSFk/view