The 6D (5e Equipment)

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Wondrous Item, artifact (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.

Strength Die

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. Whenever you make a Strength based ability check, attack or saving throw, you may add your Strength modifier to the roll again. If this total is more than your Constitution score, you take an amount of d6s of necrotic damage for every point above your Constitution score, not reducible by any means.

Dexterity Die

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. Whenever you fail a Dexterity based attack, skill check, or saving throw, you may treat it as a success.

Constitution Die

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, you may use your reaction to reduce the damage taken by 10, after resistance and vunerability.

Intelligence Die

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.

Unbeforeseen Knowledge. You can cast the commune spell at will while holding the Intelligence Die, with the die itself acting as the deity.

Wisdom Die

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 a reaction to any action you can see, you can cast the time stop spell. Your turns occur before the cause of your reaction, and if you would be a target by the cause of your reaction, you aren't after you exit time stop. The die can do this once, and regains the use after a long rest.


Charisma Die

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 an action, you can force one creature within 10 feet of you to make a DC 25 Charisma save. On a failure, you may determine their emotions on everything for the next minute.
Destroying the The 6D. 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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