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.

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0

??? (Ancient Concept)

Unknown

1

The Fates

Activation: Before the end of your next long rest.
As a bonus action, you can choose three willing creatures you can see within 30 feet of yourself, granting the creature a brief glimpse of the future. For one minute, the creature has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

2

The Void

Activation: Within 1 minute.
As an action, you can choose one creature you can see within 60 feet of yourself.
You can instantly banish that creature to Nihility's Edge. The target cannot save against this, it will happen.
If you do not select a creature within 1 minute of this effect activating, you are banished instead.

3

The Skull

Activation: Before the end of your next long rest.
As an action, you summon a reaper spirit. It appears in an unoccupied space within 10 feet of you and obey your commands.
The reaper spirit take their turns immediately after yours on the initiative count. The reaper spirit emains for 1 hour, until it or you die, or until you dismiss the reaper spirit as an action. The reaper can cast the invisibility as a spell to hide themselves freely.
The reaper spirit's stats are treated as 6th-level spell with spell attack bonus +9, save DC 17
The reaper's attacks cannot be non-lethal.

4

The Balance

Activation: Within 1 minute.
As an action, you can choose one creature you can see within 30 feet of yourself and drain its life force. The target must succeed on a DC 20 Constitution saving throw or take 4d8 necrotic damage. The target is always left at 1 HP even if the damage goes over their total hitpoints. You then regain a number of hit points equal to the necrotic damage the target takes.

5

The Gem

Activation: Within 1 minute.
As an action, you create a spray of 5d10 gems in a 30-foot cone originating from you. Each creature in that area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes an amount of bludgeoning damage equal to the number of gems created. On a successful save, a creature takes half as much damage. The gems remain after the effect ends, and each one is worth 10 gp.
You can choose to have this attack be non-lethal.

6

The Donjon

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 must succeed on a DC 20 Charisma saving throw, or it vanishes, transported to a prison on another plane of existence. After 1 hour, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

7

The Ruin

A question is asked: "Do you want the power to protect or the power to destroy?"

Activation: Before the end of your next long rest.
If you choose To Protect, you can cast the Wall of Force spell (save DC 20).
If you choose To Destroy, you can cast the Disintegrate spell (save DC 20).

8

The Sun

Activation: Before Sunset, if it is currently night, within 1 minute.

A question is asked: “Do you seek to shine for yourself, or to shine for others?”

Personal Glory
While in initiative, whenever you succeed on an attack roll, saving throw or ability check.
You gain a cumulative +1 bonus to any of these rolls. This bonus can stack up to a maximum of +5
If you succeed again while already at +5, the bonus remains at +5

Stronger Together
While in initiative, whenever you succeed on an attack roll, saving throw or ability check
Any ally, other than yourself within 30 feet of you earns a cumulative +2 bonus to any of these rolls.
This bonus can stack up to a maximum of +10. If you succeed again while already at +10, the bonus remains at +10

9

The Moon

Activation: Instantaneous

You transform into a beastlike Theran for 1 minute, you earn the benefits of a long rest instantly.
For that duration, you have resistance to all damage except Necrotic and Radiant.
And when you hit a target with a weapon or an unarmed strike, the target takes an extra 2d6 force damage.

Afterwards, a question is asked: “Do you want to stay like this? Yes or No."
If the answer is Yes. You'll be reincarnated as a Theran. If the answer is no, you'll transform back to normal.

10

The Star

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

The Comet

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

The Flames

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

The Talons

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

The Euryale

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.
The petrification can only be removed through a special ritual.

15

The Key

Activation: Instantaneous

A question is asked: “Do you want to open, or to close, or to know?”

  • Open: You may cast Plane Shift once without material components.

  • Close: You may seal a doorway or portal with divine authority, preventing any planar travel through it.

  • Know: You may cast the spell Legend Lore once without material components.

16

The Puzzle

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

The Sage

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

The Throne

Activation: Before the end of your next long rest.

You gain advantage on Charisma (Intimidation or Persuasion) checks for 1 minute.
In addition, for that duration, you can use this power to cast the Command spell (save DC 20) as an action.

19

The Knight

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

The Rogue

A question is asked: “Do you want to hurt or do you want to mislead?”

Activation: Before the end of your next long rest.
To hurt: The next time you hit a target with a weapon attack, you can deal an extra 10d6 force damage to that target.
To mislead: You can cast the spell: Mislead, requiring no concentration and it will last its full duration. (Spell DC 20)

21

??? (Incomprehensible)

Unknown

The abilities listed above originate from the "Deck of Many Things" 5e sourcebook with strong adjustments.