The 6D (5e Equipment)

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Wondrous Item, artifacts (require attunement)

These are six dice of varying shape and colour. Each one has 2 minor beneficial properties, and 1 minor detrimental property. Whilst attuned to one of the die, you can cause it to manifest a cord which allows it to be worn as a necklace by you.


Properties of The Strength Die

Appearance: A red 4 sided die, with a rune of Strength inscribed in place of the four.

Strength Enhancement: Your strength score is increased by 2, and its maximum is increased by 6.

Burst of Godly Might: As a free action whenever you make a strength based ability check, attack or saving throw, you may roll 1d4+1 and multiply your strength score by the result for the rolls involved. If your strength score is increased to greater than 2 times your constitution score, you must make a constitution saving throw with a dc equal to 4 + your strength modifier during the Increase. On a failed save, you roll all of your hit die, and take force damage equal to half of the result, and the body parts which were used for the check become unusable until you have regained the hit points lost. Once this feature has been used, it cannot be used again until you have completed a long rest.


Properties of the Dexterity Die

Appearance: An Orange 6 sided die, with a rune of Agility in place of the 6.

Agility Enhancement: Your dexterity score is increased by 2, and it’s maximum is increased by 6.

Unearthly Agility: The Die has 5 charges, regaining 1d6-1 charges whenever you complete a short rest. Whenever you make a dexterity based attack, ability check or saving throw, you may spend one charge to turn a critical failure into a regular failure, or a regular failure into a success. If you succeed on the roll, you may spend two charges to make it a critical success. You can use this feature any number of times per roll, as long as you have enough charges remaining. You regain all charges when you complete a long rest.


Properties of the Constitution Die

Appearance: A Purple 8 sided die, with a rune of Health inscribed in place of the 8.

Health Enhancement: Your constitution score is increased by 2, and it’s maximum is increased by 6.

Body of Iron: Whenever you take damage of any kind except psychic, roll 1d8 for every three levels you have (minimum of one) and reduce the damage you take by that amount. Whenever this feature is used, roll a d8. If you roll less than 5, you cannot use this feature again until you complete a long rest.


Properties of the Intelligence Die

Appearance: A blue 10 sided die, with a rune of Intelligence inscribed in place of the 10.

Intelligence Enhancement: Your Intelligence score is increased by 2, and it’s maximum is increased by 6.

Constructed Sentience: The Die is sentient, with its sentience built from the combined knowledge of every creature it has encountered over its existence. It has an Intelligence score of 15, a Wisdom score of 13 and a Charisma score of 11. The Die has two way telepathy out to 10ft, with an infinite range to the attuned character. Whenever the Die comes within 10ft of a creature for the first time, its intelligence, wisdom and charisma scores are increased by the creatures equivalent modifiers, but not reduced. When attuned to the die, when it is moved within 10ft of a creature other than you, you can make the die probe the creature’s mind for information. When you do, roll 1d10, and learn that many things about the creature, chosen by the DM(they should consult the table). Intelligence score Wisdom score Charisma score Surface thoughts A crucial point in their memory Alignment Personality trait(s) Ideal Bond Flaw


Properties of the Wisdom Die

Appearance: A yellow 12 sided die, with a rune of wisdom in place of the 12.

Wisdom Enhancement: Your wisdom score increases by 2, and it’s maximum is increased by 6.

Time Freeze: As an action(or reaction taken when you are targeted by a spell or attack or are in the area of one) roll 1d12 divided by 4. Time freezes for that many rounds. During this time, you can move and take actions as normal, however: - Actions or bonus actions that affect other creatures stop you from taking any other actions or moving on the same turn. - You have +5 to attack rolls against creatures. If you used time freeze as a reaction, you gain +5 to your AC against the attack, or to your saving throw. - All damage and effects you apply to creatures during this time are delayed until time freeze ends. Usage of this feature returns when you complete a long rest.


Properties of the Charisma Die

Appearance: A green 20 sided die, with a rune of persona in place of the 20.

Persona Enhancement: Your charisma score increases by 2, and it’s maximum increases by 6.

Enforce Emotion: As a bonus action, you can force a creature within 30ft of you to make a charisma saving throw, with a save dc equal to 8 + your proficiency bonus + your charisma modifier. The creature may willingly fail the save. On a failed save, you force them to feel a particular emotion. You choose what emotion, what sort of effect it has (within reason) and how strongly it is felt. The creature can repeat the save at the end of each of their turns with disadvantage. The effect ends after 1 minute, or until you end it as a bonus action. On a successful save, the creature is immune to this effect for 24 hours. Whenever you use this effect, roll a d20. On a 1, you cannot use this feature again until you complete a long rest.





Destroying the The 6D. When a creature touches one of the dice they are not attuned to whilst they are attuned to another, they feel searing pain emanating from the parts of their body where each die touches. When attuned to more than one die, a creature takes Necrotic damage equal to the number of dice they are attuned to whenever they take damage of any kind. All of this is due to the fact that the die are powered by highly unstable magic. When alone, each of the die is unbreakable. However, when all are within direct physical contact with eachother, the magic maintaining them becomes unstable enough for them to be broken. They have AC 10 and a single hit point. Upon being reduced to 0 hit points, they break, and their energy explodes from them. All creatures and objects within a 30ft radius sphere centred upon the dice must make a constitution saving throw, taking 2d10 each of force, fire, acid, cold, lightning, and thunder damage, ar half as much damage on a successful save.


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