No one knows where the dice came from. Some whisper that it's a fragment of Ignisar’s first creation, others claim it's a powerful gift from the Jester of Fate itself.
It's true origin is veiled to even the wisest scholars of Ignisar. Yet all stories agree on one thing: the dice do not answer to greed or ambition. They reveal themselves only in moments of dire need, when a mortal stands unbroken in their belief, choosing conviction over despair. To roll the dice, is to touch the heartbeat of reality itself. In its roll lies the power to rewind the flow of time, or to even hurl a mortal into The Void. Each of its twenty faces bears a Concept, a truth of existence. In moments of crisis, a roll is more than chance. It is the summoning of raw power, capable of rewriting reality. The die’s bond cannot be broken by force. It may only pass to another when its bearer gives it willingly, entrusting its power to new hands.
But miracles are not without sacrifice. Those who cast the die may lose names, faces, or even memories they once cherished, trading fragments of their own story to rewrite another. And though the die cannot be seized by force, it can be given, willingly passed on like a torch, to another who may face the storm of chaos.

0 | Unknown | |
1 | Activation: Before the end of your next long rest. | |
2 | Activation: Within 1 minute. | |
3 | Activation: Before the end of your next long rest. | |
4 | Activation: Within 1 minute. | |
5 | Activation: Within 1 minute. | |
6 | Activation: Before the end of your next long rest. | |
7 | A question is asked: "Do you want the power to protect or the power to destroy?" | |
8 | Activation: Before Sunset, if it is currently night, within 1 minute. Personal Glory Stronger Together | |
9 | Activation: Instantaneous You transform into a beastlike Theran for 1 minute, you earn the benefits of a long rest instantly. Afterwards, a question is asked: “Do you want to stay like this? Yes or No." | |
10 | Activation: Instantaneous As an action, you can speak your desire, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action. | |
11 | Activation: Instantaneous As an action, you can call down a fiery meteor to a point you can see within 120 feet of yourself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and 6d6 fire damage, or half as much damage on a successful save. | |
12 | Activation: Before the end of your next long rest. As an action, you summon two bearded devils. The devils appear in unoccupied spaces within 60 feet of you, obey your commands, and can't summon other devils. The devils take their turns immediately after yours on the initiative count. A summoned devil remains for 1 hour, until it or you die, or until you dismiss one or both summoned devils as an action. The devils can cast the invisibility as a spell to hide themselves freely. The bearded demons attacks cannot be non-lethal. | |
13 | Activation: Before the end of your next long rest. As an action, target one magic item or magical object that you can see within 120 feet of yourself. If the item isn't an artifact, its magical properties is dispelled immediately, and the item is destroyed. If the item is an artifact, you roll a 2d10 The item's magical properties are suppressed for the amount of minutes equal to the roll. | |
14 | Activation: Before the end of your next long rest. As an action, you can choose one creature you can see within 30 feet of yourself. The target begins to turn to stone at the legs, and it suffers from the restrained condition. At the end of the target's turn, it must succeed on a DC 20 Constitution saving throw, on a failure the target is petrified to stone. On a success, the target remains restrained. If the target succeeds 3 times, the effect ends on the target. | |
15 | Activation: Instantaneous A question is asked: “Do you want to open, or to close, or to know?”
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16 | Activation: Instantaneous Choose a target within 60ft. or target yourself The target is reverted back in time equal to 2d10 minutes. The target's hit-points, hitdice, spellslots and other used abilities, including any magic items on them are reverted back to the state they were previously in. Note: If the DM and Player cannot agree a consensus which state you were in, then the DM decides this for you. | |
17 | Activation: Before the end of your next long rest. As an action, you can cast the Lvl 5 | Contact Beyond spell. When you cast the spell in this way, your questions are answered by the mysterious figure depicted on a card that appears before you, roughly the size of a painting. Once the spell ends, you can keep the painting, which probably is worth a good price for the right buyer. | |
18 | Activation: Before the end of your next long rest. You gain advantage on Charisma (Intimidation or Persuasion) checks for 1 minute. | |
19 | Activation: Instantaneous As an action, you can summon two knights, the knights have the same alignment as you and appear similarly to you. (The DM decides their appearance) Instead of Humanoid they are either Celestial, Dreamers or Fiends. (depending on your alignment) The knights appear in unoccupied spaces within 60 feet of you and act as your allies. They take their turns immediately after yours on your initiative count. The knights remain for 1 hour, until they or you die, or until you dismiss one or both of them as an action. The knights can cast the invisibility as a spell to hide themselves freely. The knight's attacks cannot be non-lethal if their alignment is evil. | |
20 | A question is asked: “Do you want to hurt or do you want to mislead?” Activation: Before the end of your next long rest. | |
21 | Unknown |
The abilities listed above originate from the "Deck of Many Things" 5e sourcebook with strong adjustments.