House of Dice

SubclassValdaSpire242014Warmage

Subclass features

Tempt Fate with Chaotic Die Rolls

The House of Dice throws out the Warmage convention of meticulous, deliberate spellcasting in favor of wild, chaotic magic that presses the odds. Everything from their magical bursts to their enchanted sets of dice can fail horribly, so it's auspicious that they often keep their fingers on the scales of fate. These Warmages have mastered not only a repertoire of cantrips, but also techniques to manipulate fortune itself, allowing them to risk everything, and more than often come out on top.

Bonus Proficiencies

Your light fingers and unscrupulous tactics help you win the day. You gain proficiency in the Sleight of Hand skill and with the Gaming Set (Dice Set), if you don't already have it.

Dice of Fate

You gain four Dice of Fate, which are d6s. Whenever you fail a D20 Test or make a damage roll, you can expend one Die of Fate and add it to the roll, potentially causing the D20 Test to succeed. Once you expend a Die of Fate, it goes to the GM, who can expend it to add it to a D20 Test or a damage roll made by an NPC or monster. When the GM expends a die, it passes back to you, and so on. When you finish a Long Rest, you regain all of your expended Dice of Fate, whether or not the GM has used them.

Beginning at Warmage level 7, you have an additional two Dice of Fate, and you can add two Dice of Fate at once to your damage rolls with Warmage cantrips.

Chaos Roll

You can expend two of your ValdaSpire24 as a Magic action, rolling them on the Chaos Roll table to create a chaotic surge of energy.

Chaos Roll

2d6Effect
2You cast Fireball centered on yourself.
3Your AC is reduced by 2 until the start of your next turn.
4You have the Prone condition.
5Until the start of your next turn, each creature within a 60-foot Emanation originating from you can only speak in a babbling nonsense language and can't cast spells with a Verbal component.
6A 5-foot-radius Sphere of butterflies, insects, or doves fills a location you choose within 60 feet of you. The Sphere is Heavily Obscured until the start of your next turn.
7You gain 7 Temporary Hit Points, and you keep the ValdaSpire24 instead of giving them to the GM.
8You have the Invisible condition until the end of your next turn, as per the Invisibility spell.
9A small explosion erupts in the face of an enemy chosen by the GM, dealing 3d6 Fire damage to it.
10You teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the destination must succeed on a Dexterity saving throw against your spell save DC or take 2d6 Force damage.
11Choose a creature you can see within 60 feet of you. That creature takes 4d6 Necrotic damage and you regain Hit Points equal to the Necrotic damage taken.
12You cast Lightning Bolt and can add the ValdaSpire24 to the damage roll.

You can subtly cheat your dice. Once on each of your turns when you roll a d6, you can flip the die upside down. Note that on a balanced d6, the top and bottom numbers add up to 7, so you can determine the bottom number by subtracting the top number from 7.

Twisted Fate

Level 10

When you make an attack roll or ability check with Disadvantage on your turn, you can attempt to invert fate as a Bonus Action. Expend a ValdaSpire24 and roll it. On a 5, you ignore Disadvantage on the roll. On a 6, you instead have Advantage on the roll.

You can channel the chaotic energy of your dice in an instant. As a Reaction when you take damage from a creature you can see, you can expend two ValdaSpire24 to make a ValdaSpire24.

Steal Luck

Level 18

When you roll Initiative, roll a d6. You steal that many ValdaSpire24 back from the GM.

Raw data
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  "shortName": "Dice",
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  "hasFluffImages": true,
  "subclassFeatures": [
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          "The House of Dice throws out the Warmage convention of meticulous, deliberate spellcasting in favor of wild, chaotic magic that presses the odds. Everything from their magical bursts to their enchanted sets of dice can fail horribly, so it's auspicious that they often keep their fingers on the scales of fate. These Warmages have mastered not only a repertoire of cantrips, but also techniques to manipulate fortune itself, allowing them to risk everything, and more than often come out on top.",
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              "Your light fingers and unscrupulous tactics help you win the day. You gain proficiency in the {@skill Sleight of Hand|XPHB} skill and with the {@item Gaming Set|XPHB} ({@item Dice Set|XPHB}), if you don't already have it."
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            "entries": [
              "You gain four Dice of Fate, which are d6s. Whenever you fail a {@variantrule D20 Test|XPHB} or make a damage roll, you can expend one Die of Fate and add it to the roll, potentially causing the {@variantrule D20 Test|XPHB} to succeed. Once you expend a Die of Fate, it goes to the GM, who can expend it to add it to a {@variantrule D20 Test|XPHB} or a damage roll made by an NPC or monster. When the GM expends a die, it passes back to you, and so on. When you finish a {@variantrule Long Rest|XPHB}, you regain all of your expended Dice of Fate, whether or not the GM has used them.",
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              "You can expend two of your {@subclassFeature Dice of Fate|Warmage|ValdaSpire24|Dice|ValdaSpire24|3} as a {@action Magic|XPHB} action, rolling them on the Chaos Roll table to create a chaotic surge of energy.",
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                    "4",
                    "You have the {@condition Prone|XPHB} condition."
                  ],
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                    "5",
                    "Until the start of your next turn, each creature within a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you can only speak in a babbling nonsense language and can't cast spells with a Verbal component."
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                    "6",
                    "A 5-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} of butterflies, insects, or doves fills a location you choose within 60 feet of you. The {@variantrule Sphere [Area of Effect]|XPHB|Sphere} is {@variantrule Heavily Obscured|XPHB} until the start of your next turn."
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                    "9",
                    "A small explosion erupts in the face of an enemy chosen by the GM, dealing {@damage 3d6} Fire damage to it."
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                  ],
                  [
                    "11",
                    "Choose a creature you can see within 60 feet of you. That creature takes 4d6 Necrotic damage and you regain {@variantrule Hit Points|XPHB} equal to the Necrotic damage taken."
                  ],
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            "name": "Loaded Dice",
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            "entries": [
              "You can subtly cheat your dice. Once on each of your turns when you roll a {@dice d6}, you can flip the die upside down. Note that on a balanced {@dice d6}, the top and bottom numbers add up to 7, so you can determine the bottom number by subtracting the top number from 7."
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            "entries": [
              "When you make an attack roll or ability check with {@variantrule Disadvantage|XPHB} on your turn, you can attempt to invert fate as a {@variantrule Bonus Action|XPHB}. Expend a {@subclassFeature Dice of Fate|Warmage|ValdaSpire24|Dice|ValdaSpire24|3|ValdaSpire24|Die of Fate} and roll it. On a 5, you ignore {@variantrule Disadvantage|XPHB} on the roll. On a 6, you instead have {@variantrule Advantage|XPHB} on the roll."
            ],
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    [
      {
        "type": "entries",
        "level": 15,
        "__prop": "subclassFeature",
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          {
            "name": "Roll the Bones",
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            "__prop": "subclassFeature",
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            "source": "ValdaSpire24",
            "entries": [
              "You can channel the chaotic energy of your dice in an instant. As a {@variantrule Reaction|XPHB} when you take damage from a creature you can see, you can expend two {@subclassFeature Dice of Fate|Warmage|ValdaSpire24|Dice|ValdaSpire24|3} to make a {@subclassFeature Chaos Roll|Warmage|ValdaSpire24|Dice|ValdaSpire24|3}."
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    [
      {
        "type": "entries",
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        "__prop": "subclassFeature",
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          {
            "name": "Steal Luck",
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            "level": 18,
            "__prop": "subclassFeature",
            "header": 2,
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            "entries": [
              "When you roll {@variantrule Initiative|XPHB}, roll a {@dice d6}. You steal that many {@subclassFeature Dice of Fate|Warmage|ValdaSpire24|Dice|ValdaSpire24|3} back from the GM."
            ],
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}