Random Dice (5e Class)
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Power of the Dice
Dice Caster
For those who have played the mobile game Random Dice, this is a class based on that whole game with a little of that D&D spice thrown in the mix. If you have any questions or something seems confusing, just shoot me a message. I hope you enjoy the class!
Creating a Dice Caster
- Quick Build
You can make a Dice Caster quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Dice Caster you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Dice Caster level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dice Caster level after 1st
- Proficiencies
Armor: Light, Heavy
Weapons: Simple, Martial
Tools: Dice Set
Saving Throws: Intelligence, Charisma
Skills: Choose 2 from Arcana, Persuasion, Intimidation, Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Light Armor or (b) Heavy Armor
- (a) 2 simple weapons or (b) 1 martial weapon
- (a) A set of 5 common dice of your choice or (b) {{{item3b}}}
- If you are using starting wealth, you have 200 gp in funds.
Level | Proficiency Bonus |
Max SP | Features |
---|---|---|---|
1st | +2 | 120 | Power of the Dice, Common Dice, SP |
2nd | +2 | 120 | Swap Dice |
3rd | +2 | 140 | Dice Specialty |
4th | +2 | 140 | Ability Score Improvement, Dice Class UP |
5th | +3 | 160 | Rare Dice, Dice Novice |
6th | +3 | 180 | More SP, Dice Power UP |
7th | +3 | 200 | Increased Luck, Increased Stats |
8th | +3 | 200 | Ability Score Improvement, Epic Dice, Another Rare Die |
9th | +4 | 220 | Re-Roll, Advance Dice Summoner |
10th | +4 | 220 | Extra SP, Dice Class UP |
11th | +4 | 250 | Kings Way |
12th | +4 | 270 | Ability Score Improvement, Double Power Cast |
13th | +5 | 300 | Power Block, Dice Expert |
14th | +5 | 320 | Dice Class UP, Another Legendary Die |
15th | +5 | 350 | Boss Dice |
16th | +5 | 380 | Ability Score Improvement, Dice Class UP |
17th | +6 | 400 | Free SP |
18th | +6 | 450 | Kings Way II |
19th | +6 | 500 | Ability Score Improvement, Another Legendary Die |
20th | +6 | 500 | Dice Master |
Power of the Dice
Starting out, you get your hands on the power that will determine your destiny, the dice. These Dice are large in size and can be summoned up to four times per turn. Dice are considered constructs which you can summon at will. You fuse dice to make them stronger and have their effects become more potent. However, you can only fuse dice once as a bonus action and only if they are the same die and dot count. (i.e. if you have a dot 1 Solar dice, a dot 1 Solar Dice, and a dot 1 Transform Dice, you cannot fuse the Transform and Solar dice even though they are the same dot count. Similarly, if i have a dot 2 Solar dice and a dot 1 Solar dice, i cannot fuse the 2 even though they are the same dice) When you fuse 2 dice, the result becomes 1 dot higher and completely changes what dice it is. (i.e. if i fuse 2 dot 1 Solar Dice, it could become any dice in my lineup) Each Dice attacks by firing "Bullets" which damages the enemy. They also have a special ability they activate when certain conditions are met.
Common Dice
There are 9 common dice to start out with though you can only have 5 dice at your disposal. Choose 5 common dice from the list:
Lock Dice
Type: Debuff || Rarity: Common || Target: Front || When the bullet hits the target, immobilizes the target with a certain chance (Roll 1d20, if the result is above 15, target is "Locked"). (1d8 bludgeoning damage for each dot count) (Lock Duration:1 full turn)
Broken Dice
Type: Physical || Rarity: Common || Target: Random || Broken attacks a random target and has a high damage output. As with all random targeting dice, the more dice that are on the field the more targets the dice has and the more difficult it will be to kill monsters, but relatively effective against bosses since there is usually only one target. (1d12 bludgeoning damage for each dot count)
Gamble Dice
Type: Physical || Rarity: Common || Target: Close || Gamble attacks the closest enemy creature but instead of just dealing the attack damage it deals a random damage between the attack damage and the maximum critical damage. (Roll 1d6, for evens, dice does 2d8 per dot count. If odds, dice does 1d8 per dot count this turn.)
Wind Dice
Type: Physical || Rarity: Common || Target: Front || Wind will attack the first enemy creature in the initiative lineup. It has the fastest basic attack speed. (1d6 per dot count.) (Gains extra attack)
Fire Dice
Type: Magic || Rarity: Common || Target: Close || Fire attacks the closest enemy creature dealing the attack damage as well as Splash Damage to other nearby creatures. (1d8 fire damage) (Creatures within 10 ft of the target take 2d4 fire damage)
Electric Dice
Type: Magic || Rarity: Common || Target: Close || Electric attacks the closest enemy creature dealing full damage as well as dealing partial of its damage to the second target and minimal to the third target. (1d10 lightning damage per dot count) (Second target takes 1d8 lightning damage per dot count) (Third target takes 1d6 lightning damage per dot count)
Poison Dice
Type: Debuff || Rarity: Common || Target: Random || Poison will attack the first enemy creature in the initiative lineup without the poison effect. Affected monsters will take Poison Damage every turn. (1d8 poison damage per dot count)
Ice Dice
Type: Debuff || Rarity: Common || Target: Far || Ice attacks the farthest enemy and will apply 1 layer of frost for each attack. Each layer of frost decreases the movement speed of the enemy. (1d6 ice damage per dot count) (-10ft movement speed for each frost layer)
Iron Dice
Type: Physical || Rarity: Common || Target: Strongest || Iron attacks the highest HP enemy creature in the area and has a high Damage output. Iron also does double damage to Bosses. (1d12 bludgeoning damage per dot count) (Double damage to boss enemy creatures per dot count)
SP
You summon Dice using SP which increase with each dice summon by 20 every summon, starting at 20 with the initial summon. Refer to the table above to determine how much SP you have in total. The amount of SP you get back is 30 for every enemy killed in battle. You regain all SP through long rest, half on short rests.
Swap Dice
Dont like the dice you started with? They not work together well? Well, now you have the ability to change out your dice out for other dice. However you still have to acquire them by either dice vendors, or by making them yourself.
Dice Specialty
At 3rd level you have now gotten a taste for your dice and know what style of dice you want to wield. Choose what style of dice casting you wish to specialize in at the bottom of the page.
Scan
With your keen eyes, you have managed to see the current states of creatures around you. AT 3rd level, you have advantage on perception checks
Ability Points
Ability points are what keybearers use for their limit abilities. Each Limit has a cost of AP (ability points) and each have different effects, but are all offensive. Use them wisely, for they can manipulate the battlefield more than you know. Keybearers are either strategic fighters, or full on brutal warriors. At the end of every long rest, you regain all your AP back, half on a short rest rounded up.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Keyblade Transformations
Starting at 4th level, you can hone in the magic resonating in you and your keyblade and manipulate it causing your keyblade to shift forms. When you would make 3 successful attacks on a creature, you can go into an alternative form as a bonus action giving your clothing the same color as your keyblade. While in this form, you deal an additional +5 to damage rolls with your Keyblade. The form ends after 6 turns at which point you will turn back to your normal form without injuring yourself or others around you. At 8th level you can undergo a second transformation in addition to your first as a bonus action which lasts only 3 turns. When in the 2nd transformation, your movement speed increases by 20ft and your attacks have advantage. You must be in your first transformation as well as acquire 3 hits without fail to go into your second transformation. When your form disengages, all creatures with 30ft of your position must make a dexterity saving throw. On a failed save, the creature(s) take 2d10 of (magical) bludgeoning damage and are knocked prone, and take half that and remain standing on a successful save.
Dimension Link
As an action you can create a close bond with an individual. You always know the approximate location of someone you've bonded with reguardless of distance or plane.
You can bond with 1+ (Charisma modifier) people.
When a strong bond is made, a crown card with the individuals image is created.
Keychain
At 4th level, You have unlocked the secrets to the keyblade and how its keychain changes its properties. Once per long rest, you can spend 5 AP to take an item that you have acquired and turn it into a keychain for your keyblade. Your keyblade gains additional damage properties based on the keychained item (GM choice) and you keep that keychain.
Stun-Impact
Starting at 5th level, as a bonus action, with a cost of 3 AP, you can make an attack that deals 1d6 force damage, plus proficiency, and blast all foes within 5 feet of you. All foes hit must make a constitution saving throw, on succeeded throws, they are not blasted back, if they fail, they are pushed back 5 feet and are stunned for their turn.
Extra Attack
At 5th level, you are more adept wielding your keyblade. You gain the Extra Attack Feature.
Shotlock
At 5th level, you can concentrate with all your might to either act offensively or defensively. As an action, you can focus on a creature within 60ft of your position and take the dash action (airstep) to get to their position as a small orb of light/darkness. Alternatively, as a bonus action, you can initiate a shotlock attack. The attack does 3d10 damage (depending on your subclass). You can only use the shotlock command 4 times per long rest. Do note, when you move, this does not provoke an attack of opportunity. If the target creature is not watching when you do this or is currently incapacitated, you may initiate an attack of opportunity.
High Jump
When you reach 6th level, you can now use magic to increase your physical abilities aside from fighting. As a bonus action, you can spend 1 AP to jump 30'.
Combo Plus
Once you reach the 6th level, you can continue a combo attack that you are locked in. Using 2 AP to hit once again, you are able to use your Keyblade to give your enemy another blunt smack with your Keyblade. You can use this once at 6th level, twice at 10th level, three times at 14th level, and four times at 18th level. At 20th level, you can make this feat cost no AP once per long rest. This is treated as a bonus action. The feat's AP cost increases by 1 per use (up to 5 uses per creature)
Friend Summon
Using your bonds, your allies aid you in battle. Starting when you reach 6th level, three times per long rest, you can use any crown card you have to summon your friends to the fight. They stay for the duration of the battle, or until they are knocked unconscious. If they are knocked unconscious, they disappear immediately.
Strike Raid
No enemy can escape your wrath no matter how far they run thanks to the knowledge of Strike Raid.
At 7th level, you can use the Strike Raid technique. As a bonus action, by spending 3 AP you can make a ranged throw with your Keyblade on a creature up to 60ft in front of you dealing 1d6 bludgeoning damage upon which, your Keyblade returns to your hand. On a successful hit, the Combo Plus Feature can be added to make additional ranged attacks.
Drive Forms
Starting at 7th level, you have access to Drive forms.
These are your inner light and darkness manifesting themselves to aid you in combat. You can spend 4 MP to go into 1 of these Drive Forms as a bonus action. The form ends after 2 turns or ends prematurely if you haven't attacked, cast a spell, or if you are knocked unconscious. You can also choose to end your drive form as a bonus action. You can extend the time limit of your current drive form by spending 2 AP. When you go into a drive form (exception of Limit and Anti forms) you roll 1d100. The success rate starts at 100 and decreases by 10 every successful drive change. If you roll under the success rate (For example if the success rate is 50 and you roll a 40) you are forcefully put into Anti form for the duration of your drive form timer and cannot prematurely end it. If you are forced into Anti form, the success rate resets to 100. If drive form Final is chosen, the success rate is instead 50 always. Also, willingly going into Anti form does not reset the success rate.
Anti Form
When you go into this form, your Keyblade disappears and you are left with swift melee attacks Healing items and spells have no effect Movement speed is doubled Attacks only deal 1d4 non magical slashing damage If an attack is successful, the attack keeps going (no AP used) until a failed attempt, upon which, the opposing creature get's an attack of opportunity with advantage.
Limit Form
When you go into Limit Form, every successful attack on a creature heals you for half the damage dealt rounded down.
Final Form
To go into final form, the user must be at full hp When this form is triggered, automatically cast Levitate without needing concentration
2 keyblades levitate behind the user and are manipulated by mind, no concentration needed Spells cost 0 AP to cast
Second Chance
At 8th level, your heart is so persistent that it allows you to power through even the toughest of attacks. When you would die or drop to 0 hitpoints, you can instead drop to 1 hitpoint. You can only do this once per long rest.
Spell Upgrade
AT level 8, your magic still needs fine tuning but you do gain some new spells to help supplement that. Choose 3 spells from the list below (4 if using path of arcane) (Each spell costs 5 MP to cast)
Fira (Fireball)
Blizzara (Sleet Storm)
Cura (Mass Healing Word)
Reflect (Reflect)
Gravity (Gravity Surge)
Spark (Lightning Sphere)
Aerora (Wind Wall)
Thundara (Lightning Bolt)
Magnet (Magnetic Field)
Confuse (Confusion)
Dream Eater Companion
At 8th level, your dreams have manifested themselves into the material world and you gain a dream eater companion of your choice. This creature can interact with the physical world and answers your command without fail. This creature has 50hp, a natural AC of 12 deals 2d6 slashing damage when attacking creatures. When they would be knocked to 0 or more, they turn into a small orb of darkness which you would have to revive after combat. At level 11th level its damage increases to 2d10 radiant damage, at 14th to 5d6, and at 17th to 5d10.
Dual Wield
Your heart and ability as a Keyblade wielder has allowed you to use another Keyblade without strain. Starting at 8th level, you can make another Keyblade appear in your off hand and fight with it. It is treated as a separate weapon than your normal Keyblade and will still require you to take a bonus action to attack a target with it. This extra Keyblade deals the same damage that your normal Keyblade does and has its damage increase as you level up accordingly.
Second Chance
At 9th level, your heart is so persistent that it allows you to power through even the toughest of attacks. When you would die or drop to 0 hitpoints, you can instead drop to 1 hitpoint. You can only do this once per long rest
Key Armor
At 9th level, as a bonus action you spend 30 AP to become enveloped in fully body armor that is considered magical and is immune to Anti Magic Field. This Armor gives you an AC of 25 and is immune to non-magical slashing, piercing and bludgeoning. You are considered proficient with this armor. This armor lasts up until your next rest, upon which, it disengages without damaging nearby creatures, your until you manually disengage it. You can still use keyblade transformations, spells and abilities while in this armor, but no drive forms. While you wear the armor, you have resistance to necrotic damage and advantage on saving throws against being charmed, frightened, or possessed.
Guard
With quick thinking, you now can react to nullify an enemy's attack.
At level 10, when a creature would make an attack on you, as a reaction, you can spend 5 AP to use your keyblade(s) to take half damage.
Dodge Roll
The battle terrain has open your eyes to new points of safety. At level 10, you can spend 3 AP to take "Dash" or "Disengage" as a bonus action.
Counter Guard
More and more battle tendencies are being discovered by you, as now enemies aren't safe when they try to attack you. At 11th level, when you successfully defend against a creature, you can use 3 AP to initiate a counter attack. However, you cannot use spells when counter attacking.
Retaliating Slash
When reaching 11th level, your body is more attuned to being active, even when struck. By spending 7 AP, when you would be knocked prone, as a reaction, you can get up and counterattack the enemy. This retaliating attack is with disadvantage and damage is calculated normally.
Glide
At 11th level, your keyblade allows you to defy gravity and take flight. You gain a flying speed of 60 feet.
Key Glider
At 12th level, you have unlocked a form of keyblade allowing you to transport yourself and others. You gain access to a glide and treat it as a mount. This glider has an AC of 13 and can travel up to 100ft. Any attacks on you are with disadvantage except for attacks of opportunity.
Key Absorption
Your keyblade has now acquired the innate ability to absorb and dispel magic. Starting at 13th level, when you would fail a spell saving throw, you can spend 4 AP to absorb the spell into your keyblade, take half the damage, and attack a creature with the magic or completely dispell the magic.
Keyblade Morphing
Once you have reached 14th level, your heart has allowed you to push your fighting capabilities to their limits and beyond. Once per long rest, as a bonus, at the cost of 10 AP, you can force your keyblade to entirely shift its looks taking on the appearance of a large cannon that you can carry with ease. This cannon does 3d10 of damage of a failed save, half on a successful save (damage is determined by Path taken: Light; radiant, Darkness;necrotic, Arcane; force). A creature must make a constitution saving throw or risk being knocked prone and stunned for their turn.
Ultima Weapon
Somehow, the recipe for the strongest keyblade has stumbled into your possession. To obtain the Ultima Weapon, you must obtain the following: 3 Adamantium 1 Ice Shard 1 Fire Shard 1 Lightning shard 1 Shard of light 1 Shard of darkness 1 Crystal heart
Once these ingredients are obtained, take them to a blacksmith and hand over the recipe, or if you have, and are proficient with blacksmiths tools, you can make it yourself (You do not roll for chance at failure. This keyblade does not count toward your maximum keyblade capacity limit.)
Forteller Prowess
The first of the keyblade masters, known as the original fortellers, have noticed your abilities and have taken a liking to you. At 15th Level, you may take 1 keyblade whose description tells of it being used by a forteller. (If you are at your keyblade maximum capacity, trade one of your other keyblades for it. You cannot trade out your base keyblade.)
Spell Evolution
Your spells have reached their maximum potential at level 16. Choose 3 from the following spells (choose 4 if Path of Arcane is your subclass): Firaga (Firestorm)
Blizzaga (Cone of Cold)
Curaga (Mass Cure Wounds)
Gravity (Gravity Surge)
Spark (Lightning Sphere)
Aerorga (Wind Wall)
Thundaga (Chain Lightning)
Magnet (Magnetic Field)
Confuse (Confusion)
Each spell costs 10 MP to cast
Once More
By 17th level, your heart has grown strong enough to withstand a thousand consecutive blows. When you successfully use your Second Chance feature, you become immune to all damage until the end of your next turn.
Dream Eater Companion Upgrade
Your Dream Eater now has ascended to its full potential. It is now a large creature and now deals 5d10 radiant damage, has 100 hp, and has an AC of 15.
Auto Recovery
At 18th level, your body is so akin to certain reactions that it sometimes may react on its own. When you would take damage and be knocked in the air or prone, your body recovers without having to spend AP.
Combo Master
At 19th level, you are no longer hindered by your own heart. When you would successfully attack a creature, you can keep attacking until you would fail to hit. (This is done without spending AP)
Mark of Mastery
At 20th level, your bond with your keyblade becomes unbreakable. You can’t be disarmed of your keyblade unless you are incapacitated, and you have advantage on contested Charisma checks to summon your keyblade.
In addition, the keyblade’s magic infuses your strikes with supernatural power. Weapon attacks with your keyblade inflict an extra 2d4 damage. This extra damage is radiant (if you are good), force (if you are neutral), or necrotic (if you are evil).
You also gain the Keyblade Master title, and obtain the X-blade
Rare Dice
Mine Dice
Type: Magic || Rarity: Rare|| Target: None || Mine does not attack but instead produces SP every few seconds. (20 SP every turn per dot count)
Light Dice
Type: Buff || Rarity: Rare || Target: None || Light does not attack but instead gives an attack speed increase to bordering Dice and adds the damage of the bordering dice to radiant. (Bordering dice gain an extra 1d4 radiant damage per dot count)
Thorn Dice
Type: Install || Rarity: Rare || Target: None || Thorn does not attack but instead sets up a trap at a random point of the track every attack speed. Traps deals area of effect damage every second when a monster crosses the trap. The traps lasts for a duration before being removed from the path.
Trap production speed is increased by dots, however, the Light Dice will NOT affect the dice's production speed or give radiant damage.
(Throws thorn traps a turn per dot count) (Traps last the dice's dice count +1)
Crack Dice
Type: Debuff || Rarity: Rare || Target: Random || Crack attacks the closest monster to it that doesn't have the Cracked Armor effect. (1d8 bludgeoning damage per dot count) (Armor decrease rate -2 per dot count)
Critical Dice
Type: Buff || Rarity: Rare || Target: None || Critical does not attack but instead gives more Critical hit chance to bordering dice. Critical chance is increased by Dots and Power Ups. (Gives an additional hit dice to bordering dice) (Re-rolls bordering dice attacks if natural 1 is rolled)
Energy Dice
Type: Physical || Rarity: Rare || Target: Close || Energy attacks the closest enemy creature dealing attack damage added with a percentage of your current SP. (Deals 1d8 force damage) (Does +1 more damage for each 20 SP)
Sacrifice Dice
Type: Physical || Rarity: Rare || Target: Close || Sacrifice attacks the closest enemy creature. When merged this dice gives a an amount of SP when merged. For every Sacrifice dice dot consumed during the merge, it will give the player SP. For example, merging two 1 dot count Sacrifices will result in 160 SP. However, Sacrifice dots count so merging with a #Mimic will only result in half the normal amount of SP. (Deals 1d6 bludgeoning damage)
Arrow Dice
Type: Physical || Rarity: Rare || Target: Random || Arrow attacks monsters at random and after every 5 attacks it will shoot a special attack, dealing double damage. This ability is quickened by more dots on the dice since each dot attack is counted. (1d8 Bludgeoning damage per dot count) (Arrow do 2d10 piercing damage per dot count) (Arrow shot countdown is decreased by 1 attack per dot count)
Random Growth Dice
Type: Transformation || Rarity: Rare || Target: None || Transforms into a random dice with 1~7 dot count after a certain period of time. (Duration 5 turns) (Turn count decreased by 1 per dot count)
Unique Dice
Death Dice
Type: Magic || Rarity: Unique || Target: Random || Death attacks a random enemy creature and has a chance to instantly kill non-bosses enemies. Increasing its Dot Count and attack speed will give it more chances instant kill. Its attack is low so it isn't great for Bosses and should be paired with other Boss killing dice. (1d6 slashing damage per dot count) (Roll a d20 for instant kill chance. If above 20, enemy creature drops to 0 hp)
Teleport Dice
Type: Debuff || Rarity: Unique || Target: Random || Teleport attacks a random monster and has a chance to teleport the monster back to the start of the track. After an enemy has been teleported, it will have a Magical Rhombus on it which means that it cannot be teleported again. (1d8 bludgeoning damage per dot count) (Targeted creature teleports within 60 ft centered on its location.)
Laser Dice
Type: Physical || Rarity: Unique || Target: Close || Laser attacks the closest enemy. After 10 attacks it fires a laser that fires in a straight line for a duration dealing area of effect damage to all monsters it hits. Each dot attack counts towards the 10 attacks so a 2 dot dice will fire the laser twice as fast as a 1 dot dice. The Light dice will also increase the special laser attack frequency. (1d8 radiant damage per dot count) (Laser deals 3d6 radiant damage)
Mimic Dice
Type: Magic || Rarity: Unique || Target: Close || Mimic attacks the closest monster enemy. This dice can be merged with any other dice with the same dot count, triggering dice abilities, such as #Assassin and #Summoner.
Merging with #Sacrifice only grants SP for the Sacrifices dice dots, resulting in half the normal merged amount.
(1d8 bludgeoning damage per dot count)
Infect Dice
Type: Debuff || Rarity: Unique || Target: Random || Infect aims for the first non-infected enemy creature in the initiative lineup although it does no damage. When an infected monster is killed it leaves behind a Poison Gas trap withing 40 ft of the creature location for a duration. While in that trap monsters take Poison Gas Damage. (1d10 poison damage per dot count)
Modified Electric Dice
Type: Magic || Rarity: Unique || Target: Close || Modified Electric attacks the closest enemy creature and then Chain Lightning damage is dealt a number of creatures equal to the dot count. The first creature is included in this count so a dot count of 1 doesn't cause the Chain Lightning attack. This special has no range and will hit the next monsters anywhere in range. (1d20 lightning damage) (Full damage is passed in the chain per dot count)
Absorb Dice
Type: Debuff || Rarity: Unique || Target: Random || Absorb attacks the closest target without absorb effect on it and deals its basic damage to the target. Every affected enemy will produce SP every few seconds until they die. (1d4 piercing damage per dot count) (Drains 10 SP once every turn per dot count
Mighty Wind Dice
Type: Transform || Rarity: Unique || Target: Close || Mighty Wind attacks the closest enemy creature. Every 2 turns it transforms into Mighty Wind Mode for the Transformation Duration, which has greatly increased attack speed. After the 1 turn it turns into Mighty Wind mode, it reverts back to normal. (1d8 bludgeoning damage per dot count) (Takes the Extra Attack Feat while in Mighty Wind mode)
Switch Dice
Type: Magic || Rarity: Unique || Target: Close || Switch attacks the closest enemy creature. When merged onto any dice with the same dot amount they will swap positions. Useful if you're using Gear that need to be connected. If merged with another Switch , it will result into a normal merge. (1d6 bludgeoning damage per dot count)
Gear Dice
Type: Physical || Rarity: Unique || Target: Strong || Gear attacks the enemy creature with the highest strength stat in the battle. The attack damage increases by an additional hit die per connected dice on the board. If there are two groups of connected gear dice then each group will be increased only by those that are connected to that group. (1d6 bludgeoning damage per dot count) (Deals an additional +2 magical bludgeoning damage for each dice that are connected to it)
Wave Dice
Type: Physical || Rarity: Unique || Target: Close || Wave attacks the closest enemy creature in the current battle. It deals extra damage based on the distance the dice is from the target. For example, when it attacks, Wave will deal more damage to the target, the further it is. (1d8 force damage per dot count) (Deals an additional +3 force damage for every 10 ft between it and its target)
Flame Dice
Type: Physical || Rarity: Unique || Target: Close || Flame attacks the closest enemy creature and deals additional splash damage to nearby creatures within 20 ft of its position (Increasing by 10ft every dot count). The damage starts off very high but decreases with each shot taken by the dice. Flame will burn out faster the higher the dot count. Once burnt out the dice will do no damage and must be merged or removed in some other way, or somehow rekindle the flame to reset its damage. (2d6 fire damage per dot count) (1d8 fire splash damage) (Subtract -2 damage every attack after the first)
Healing Dice
Type: Physical || Rarity: Unique || Target: Close || Heals the Hp of friendly creatures and allies prop to dot count when merged. (1d4 bludgeoning damage per dot count) (Heals 10 HP when merged for each dot count) (Cannot heal over max HP)
Clone Dice
Type: Physical || Rarity: Unique || Target: Weakest || Summons a clone dice on the surrounding (8 directions) space after certain attack counts. Cancels if there is no empty space. (1d4 bludgeoning damage per dot count) (Attacks until clone start at 25 each summon and/or merge)
Cracked Growth Dice
Type: Transform || Rarity: Unique || Target: Close || Transforms into a random dice after a certain period of time with dot count increased by 1. (1d6 bludgeoning damage per dot count) (Roll a d20, if odds, dice decreases by 1 [Destroy the dice if it was already at dot count 1], if evens, dice increases by 1 and transforms into a new dice)
Rock Dice
Type: Physical || Rarity: Unique || Target: None || Instead of basic attacks, rolls a boulder which ignores AC and deals damage (Prop to dot count) in a straight line up to 200 ft. Stuns (1 turn) the creature(s) (Non boss) and breaks when it either goes 200 ft or hits more than 3 creatures. (Rock damage deals 20 bludgeoning) (Roll a d8. If evens, the boulder stuns the creature, if odds, the creature is unaffected by the stun effect)
Bounty Dice
Type: Merge || Rarity: Unique || Target: Close || When a Bounty Dice is merged, it marks enemy creatures with a Bounty mark. The Bounty mark can stack and have a highest stack of 3. The number of dice marked each merge is scaled with dice count. When a creature with a Bounty mark dies, it gives the Bounty Dice user SP scales with stack count. (1d8 piercing damage per dot count) (Bounty grants 160 SP per stack)
Legendary Dice
Nuclear Dice
Type: Merge || Rarity: Legendary || Target: Far || Nuclear Dice attacks the farthest creature in the battle. Nuclear Dice also has a special ability where when it is merged with itself or a Mimic Dice it triggers a Nuclear Explosion on the target creature. (hence the name Nuclear Dice). (Deals 2d6 fire damage per dot count) (Nuclear explosion has a radius of 50 ft and deals 2d4 fire damage, 3d6 fore damage, and 2d6 non magical bludgeoning damage)
Landmine Dice
Type: Install || Rarity: Legendary || Target: None || Landmine Dice does not attack creatures directly. Rather Landmine Dice installs mines in its range of 200 ft of your choice. There is a certain chance (Roll 1d20, if the result is 15 or higher, Landmine Dice becomes Super Landmine Dice) that a Super Landmine Dice is spawned instead of normal Landmine Dice. Super Landmine Dice installs super landmines that deal double damage than a normal Landmine Dice to enemies and 1 turn of stun on contact. Mine production speed will be increased by dot count (installs 1 mine a turn per dot count) however Light Dice/Lunar Dice/Time Dice do not affect the Landmine Dice production speed. (Landmines deal 2d4 fire damage, 2d4 bludgeoning damage, and 2d4 force damage) (Super Landmines deal double the dice roll of damage)
Sand Swamp Dice
Type: Install || Rarity: Legendary || Target: Far || Sand Swamp Dice attacks a random creature in its range including allies and the caster. Every 3 turns it installs a Sand Swamp (hence the name) onto the board which slows enemies for 3 turns before disappearing. This sand swamp trap is considered difficult terrain, and subtracts -15 movement speed to every creature caught in it. (Deals 3d4 bludgeoning damage per dot count)
Joker Dice
Type: Magic || Rarity: Legendary || Target: Far || Joker dice attacks the farthest target creature on the field. Instead of merging with another dice, you can copy joker into another dice and it serves like a wildcard dice. When being merged with another joker, it behaves like normal merges instead of copying the dice. (Deals 2d4 magical bludgeoning damage per dot count)
Holy Sword Dice
Type: Magic || Rarity: Legendary || Target: Stong || Holy Sword Dice attacks the strongest target creature on the field and deals its base damage while also having a slight chance to summon a sword, dealing damage as the half of the Sword Dice current damage dice (Roll 1d20, if the result is 11 or higher, holy sword will additionally attack the target). When against bosses, Holy Sword deals half damage to its current dot count. When summoned or merged, there is a chance that a Divine Sword dice can appear instead of Holy Sword dice (Roll 1d20, if the result is 15 or higher, Holy sword becomes Divine Sword). Instead of having random chance of summoning a sword to deal half dice damage to the strongest target or boss, divine sword summons sword(s) every turn, dealing damage to a random target, the number of sword(s) is/are equivalent to the dot count of the dice. (Deals 3d4 magical piercing damage per dot count) (Holy sword deals half of the dice of damage rounded up [Holy sword dice deals 3d4 base damage, so the summoned sword would deal 2d4 damage]) (Divine Sword deals 4d6 radiant piercing damage) (Divine summoned sword deals 3d4 radiant piercing damage)
Hell Dice
Type: Buff || Rarity: Legendary || Target: None || Hell Dice does not attack creatures. Instead it gives a fixed instant death chance to the adjacent Dice. Instant death is increased by dot count. Instant kill will not work on boss creatures. (Roll 1d20, at dot count 1, the result has to be 18 or higher for instant kill effect) (Instant kill roll chance decreases by 1 every dot count)
Shield Dice
Type: Install || Rarity: Legendary || Target: Far || Shield Dice attacks the farthest target creature on the field. Every 2 turns Shield Dice installs a barrier on the field of your choice. This barrier is huge in size and lasts for 1 turn. (Deals 2d6 bludgeoning damage per dot count)
Blizzard Dice
Type: Debuff || Rarity: Legendary || Target: Close || Blizzard Dice attacks the closest target creature in its range and deals base damage while also adding a frost layer to all creatures in range every 2 turns. The more dots a Blizzard Dice has the more slow effect it applies to creatures in the battle. (Deals 2d8 cold damage per dot count) (Frost layer subtracts -15 ft movement speed per layer)
Growth Dice
Type: Transform || Rarity: Legendary || Target: Close || Growth dice attacks the closest creature on the field including allies. After 3 turns, growth dice will increase its dot count by 1 and transform into one of the dice in your deck, the growth duration reduces by class. Growth dice stops transforming when it's at 7 dot or star dot. (Deals 2d6 bludgeoning damage per dot count)
Summoner Dice
Type: Merge || Rarity: Legendary || Target: Weak || Summoner Dice attacks the weakest creature on the field. When the Summoner Dice is merged with another Summoner Dice or a Mimic Dice it will summon a new random Dice onto a space of your choice (hence the name summoner). The summoned Dice will always have less dots but up to the same amount of dots that the original Summoner Dice had. (2d4 magical bludgeoning damage per dot count)
Solar Dice
Type: Transform || Rarity: Legendary || Target: Close || Solar dice attack the closest target creature. Its attack damage accumulates and ramps up every 2 attacks when attacking the same target (for example: If it attacks a creature twice and deals 2d6 starting off, when it attacks the same creature again, that damage becomes 2d8, then 2d10, the 2d12, etc) When there are 1, 4 or 7 solar dice on board, it becomes activated. Activated solar dice has thrice the attack speed of normal solar allowing it to take the extra attack feat, it also deals an AOE splash damage from the main target dealing 2d4 radiant and 2d4 fire damage to creatures within 50 ft of the targeted creature per dot count, the splash damage also accumulates when attacking the same target. (Deals 2d6 fire damage per dot count) (Deals 2d10 fire damage and 2d4 radiant damage when activated per dot count)
Assassin Dice
Type: Merge || Rarity: Legendary || Target: Weak || Assassin Dice attacks the creature with the lowest HP mob on the field. When Assassin Dice is merged with another Assassin Dice or a Mimic Dice it will decrease a random opponents AC count by 1. When using it on an ally it instead increases a random ally's AC count by 1. This AC surplus/deficit is reset at the end of the battle. (Deals 2d4 piercing damage per dot count.
Atomic Dice
Type: Magic || Rarity: Legendary || Target: Far || Atomic Dice attacks the farthest target creature in its range on the field dealing its base attack damage. The amount of dots on the Atomic Dice correspond to the amount of 'Atomics' spinning around the Dice. These spinning atoms will deal 2d4 necrotic damage to the creatures they hit ignoring AC. The spinning atomics will hit any creature that remain within 30ft of it after 1 turn. (Deals 2d6 necrotic damage per dot count)
Gun Dice
Type: Physical || Rarity: Legendary || Target: Far || Gun Dice attacks the farthest target creature in the area. This only applies for the Dice which have 1-6 dots. For every additional dot on Gun Dice the attack gains a re-roll and the Dice gains an extra target to attack. When Gun Dice reaches the 7 dot count or star dot it turns into a sniper rifle. The now dubbed Sniper Dice deals 5 extra hit dice of damage to the target and roll a d20, if the result is 11 and above, it now ricochets into another target within 50 ft of the initial target. In turn it has an incredibly slow attack speed however that can be fixed by placing a Light Dice or Lunar Dice next to it. (Deals 2d8 non-magical piercing damage) (Sniper Dice gain an additional 5 hit dice and turn the attack into magical piercing damage.
Metastasis Dice
Type: Merge || Rarity: Legendary || Target: Close || Metastasis Dice attacks the closest target enemy creature. When Metastasis Dice is merged with another Metastasis or Mimic Dice it will trigger its extra ability. Unlike Sacrifice dice, merging a Metastasis dice with a Mimic dice will have the same effect as merging two Metastasis dice. Metastasis Dice creates an extra creature with 12 AC and 30 HP that the enemy creatures has to deal with. If an allying creature kills the extra creature, the caster that fused the Metastasis dice will receive 50 SP. (Deals 2d4 bludgeoning damage per dot count) (Extra creature starts with an AC of 12 and an HP count of 30, increasing by 3 AC and 10 HP per dot count)
Typhoon Dice
Type: Transform || Rarity: Legendary || Target: Close || Typhoon Dice attacks the strongest target creature on the board. After 2 turns it triggers its second phase which lasts for 4 seconds. The Second phase is faster than the first phase allowing the dice to attack twice. After the second phase the third phase triggers which lasts 1 turn but has advantage and the fastest attack speed allowing to attack 3 times. (2d8 piercing damage per dot count) (Second and Third phase makes the damage radiant)
Supplement Dice
Type: Merge || Rarity: Legendary || Target: Close || Supplement Dice attacks the closest target on the field. When Supplement Dice is merged with other Dice with the same dots it increases the Dice it was merged with by 1 dot. (2d4 bludgeoning damage per dot count)
Time Dice
Type: Buff || Rarity: Legendary || Target: None || Time Dice does not attack creatures directly. The Time Dice speeds up your allies by giving them an added +30 ft to their movement speed per dot count
Combo Dice
Type: Physical || Rarity: Legendary || Target: Close || Combo Dice attacks the closest enemy creature on the board. Every time a Combo Dice is merged with itself or with a mimic Dice its combo counter increases. (Deals 2d6 bludgeoning damage) (Deals an additional +5 magical bludgeoning damage for each combo)
Lunar Dice
Type: Buff || Rarity: Legendary || Target: None || Lunar dice is a buff dice, it increases the attack speed of all neighboring dice and allies. It has a special effect allowing it to buff more powerfully. To activate the special effect, you need 3, 5 or 7 lunar dice on the field. When it is activated, it increases 1d20 (have to roll above a 15 when dice count 3, 10 when dice count 5, 5 when dice count 7) critical chance buff and 2 hit dice damage buff per dot as well as an extra attack.
Flow
Type: Merge || Rarity: Legendary || Target: None || Flow Dice does not attack. When present on the field, it slows down the enemy creatures by a subtracted -30 ft to their movement speed per dot count.
Star Dice
Type: Magic || Rarity: Legendary || Target: Close || Star Dice attacks the closest target creature and can cast special effect dealing a lot of damage. To trigger the effect, you need to place 3 star dice at the corresponding activated locations. It will then trigger falling star effect, landing the total amount of meteors equaling to the 2 times the total dots of those 3 star dice at 3 locations on the battle area (you can divide the total falling stars for each location as you see fit). Then, the 3 activated location will be assigned randomly again, you will need to place 3 star dice at those corresponding activated location to trigger it once more. However, if less than 3 star dice are placed on the corresponding activated location, the effect will be triggered weaker, landing the total amount of meteors equaling to the total dots instead of twice the total dots of the star dice, the meteors do not do magical damage as opposed to the 3 Star activation, this effect triggers recursively every 2 turns until the 3 stars trigger happens. (2d6 magical piercing damage per dot count) (Shooting stars deal 4d10 magic damage each)
Silence Dice
Type: Merge || Rarity: Legendary || Target: Close || Silence dice attacks the closest enemy creature. It casts its effect when being merged, it disables an enemy creature of your choice equalled to the number of dots merged. When silenced, creatures cannot move, communicate, or attack. (2d6 bludgeoning damage per dot count)
ix10 Dice
Type: Merge || Rarity: Legendary || Target: Close || The ix10 dice attacks the closest enemy creature or friendly ally (Your choice). It casts a hack effect on the target when merged. The hacked enemy heal you, your dice, and your allies by the damage the enemy would normally deal (If the enemy would deal 1d4 of damage, you, your dice, or your allies would instead heal by that much). While the hack hinders enemies, the hacked allies are buffed and do 2 additional dice of damage. An Interaction between the ix10 dice and IIIIIIIIIII boss is that ix10 can overwrite the hack effect from the boss, causing the hack effect to be less powerful.
Royal Dice
Type: Merge || Rarity: Legendary || Target: Close || The Royal Dice attacks the closest enemy creature. When merged, transform enemy creatures stats to another stat (DM discretion) The amount of enemies transformed is equalled to the 2 times the dot count was merged. (2d10 bludgeoning damage per dot count)
YinYang Dice
Type: Physical || Rarity: Legendary || Target: Close || YinYang dice attacks the closest enemy creature. When aligned into a full row (5 horizontal dice minimum) of Yinyang dice(Yang), there will be an extra attack for each Yinyang dice in the line. When aligned into a full column (3 vertical dice minimum) of Yinyang dice(Yin), there will be a double attack damage buff. (3d8 psychic damage per dot count)
Scope Dice
Type: Buff || Rarity: Legendary || Target: None || Gives buff to nearby dice. The buffed dice will have a chance to shoot +(Scope Dot count) additional bullets to random targets per turn. (Gives bordering dice each an additional attack per dot count.
Specialty in Buff Dice
Shadow Striker
When dealing with dark magic or area of dark influence, you see through the greatest of false illusions and are resistant to necrotic damage. As a bonus, when fighting at night or in places where light ceases to touch, you gain a +3 to attacks made with your keyblade.
Seeker of Darkness
At 6th level you get the title Seeker of Darkness and have the ability to control the darkness with concentration. Once per long rest, you can spend 3 AP to summon a heartless to your side and can control it as if you were casting the Find Familiar spell, and must make a Charisma save at the end of every turn to keep control of the heartless. On a failed save, the heartless breaks free from control and attacks the closest creature to it. To regain control, you must make a successful charisma save with disadvantage. (See Heartless)
Valor Form
When you go into Valor Form, you make a second Keyblade appears in your offhand. This Keyblade has the same damage die and properties as your regular Keyblade You have advantage on Dexterity based checks. When you make your first attack on your turn, you can decide to attack recklessly. This gives advantage on attacks against you, as well as give you advantage on attack rolls.
Sonic Blade
Once you reach level 8, as an action, you can spend 10 magic points to lunge forward in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half as much damage on a successful one. You can then use a bonus action and spend an additional 10 magic points to return to your original position, forcing each creature in the line to make the save again.
Ragnarok
At 10th level, as an action, you can spend 20 MP to launch fifteen necrotic darts from your keyblade. Each dart hits a creature of your choice that you can see within 60 feet. A dart deals 1d4 + 1 necrotic damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Darkness's Curse
At 12th level, you have fully mastered the dark arts and are fully immune to necrotic damage.
Dark Prowess
At 15th level you have perfected dark magic and can summon up to 3 heartless at a time but you must make saving throws on all of them to keep them under control
Harbinger of Darkness
The darkness will forever be in your heart at level 20. You gain a +5 necrotic damage to damage done with your keyblade
Specialty in Physical Dice
Ray of Hope
When dealing with light magic or area of light influence, you use the light to your advantage allowing you to weaponize it and are resistant to radiant damage. As a bonus, when fighting during the day or in places where light shines the brightest, you gain a +3 to attacks made with your keyblade.
Master Form
When Master form is triggered, movement speed is doubled and a keyblade levitates just out of reach in your off hand. Your offhand keyblade has its attack doubled on a successful hit if used after your on hand keyblade. You AP recharges by 1 every turn (this includes enemy turns.) You have advantage on all athletic and acrobatic checks.
Guardian of Light
At 6th level, you get the title Guardian of Light and can deal 1d10 radiant damage as a reaction for a successful attack on a target 3 times per long rest.
Oath Keeper
At level 8, You obtain the Oath Keeper keyblade.
Ars Arcanum
You heart has grown more aggressive with each new power it gains. At 10th level, when you take the Attack action, you can use a bonus action to make up to four additional attacks. You must spend 5 AP for every attack you make with this bonus action, and these attacks must be made against a single creature.
Light's Blessing
At 12th level, the light holds no danger for you as you are now immune to radiant damage.
Trinity Limit
At 15th level you can now fully weaponize light even in the darkest of spaces. Once per long rest you can spend 20 MP to summon a large rune circle at your feet that surrounds the area up to 60ft and large rays of light rapidly shoot out of the rune dealing 4d10 radiant damage on a failed save, half on a successful save.
Bringer of Light
At level 20 can use the power of the light to give yourself a +5 radiant damage to damage rolls.
Specialty in Magic Dice
Magic Surge
At level 3, most magic is not a mystery to you and you know how to use it as well as defend against it as you have advantage on saving throws on spells that aren't Radiant or Necrotic. As a bonus, when you would cast a spell on a target, you have advantage for the duration of the spells effects.
Magic Master
At 6th level you get the title Magic Master and your magic prowess amplifies making your offensives spells deal an additional 1d6 (damage decided on the type of spell used).
Wisdom Form
The damage with spells you cast increases with Keyblade Master level
The user automatically cast Levitate without needing concentration The user have advantage on Wisdom based checks You do not make physical attacks. Instead you cast Wisdom Shot. You fire a magical dart at a targeted creature and deal 1d6 per keyblade Master level. As a bonus action, you can spend 1 AP (up to 3 times) to fire more Wisdom Shot's
Star Seeker
At level 8, You obtain the Star Seeker keyblade
Ripple Drive
Starting at 9th level, when making a melee aerial attack against a target, you can spend 2 AP and 2 MP to strike enemies with a ball that does 1d8 force damage. This ball is a 10 foot sphere centered around your location.
Cure Arts
At 12th level, once a day, you can spend 5 AP points to heal for and additional 2d10 when casting Cure, Cura, or Curaga.
Magical Restorer
At 15th level, you can spend 10 AP points as an action to restore your MP by 20.
Magic Lock-On
By 20th level, your spells never missed a hit. Whenever you would cast a spell on a creature, the spell does not miss.
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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