Atkian Dice (d15)

A set of odd dice given to you by an Atkian monk. Their exact effects on you and your energy remains unclear.

d15 Result

1

Every locked door and window in a 20-foot vicinity flies open, and every unlocked or open door and window shuts and locks. Briefly, you see the symbol of a key.

2

The die produces a silvery mist that surrounds you. You teleport up to 30 feet to an unoccupied space that you can see.

3

A beam of crackling energy emerges from the die and hits the nearest creature. They must roll a Charisma saving throw; on a fail, roll 1d10 force damage.

4

A ghostly, skeletal hand is created in the space of a creature within range, chosen at random (roll one die; the number will correspond to the initiative order of your party and NPCs on the board). Roll 1d20 to make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

5

You and two random allies (roll two die for the number of members in your party, with numbers being assigned by initiative order) are turned invisible for the next hour. You may dismiss the spell early by rolling 1d13 to invoke another effect.

6

A momentary circle of spectral blades surround you in a five-foot circle. Each creature in range must succeed a Dexterity saving throw or take 2d6 force damage.

7

A small swarm of bees emerges from the die, attacking the nearest creature. The creature must succeed on a Constitution saving throw or take 1d6 poison damage for the next three turns; after the third turn, the bees will dissipate, and the poison will fade.

8

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

9

A random creature (roll one die; the number corresponds to the combined initiative of both your party and NPCs on the board) that you see within range that is not at full hit points. It is forced to make a Constitution saving throw. On a failure, that creature’s wounds open and bleed profusely; it takes 2d6 damage from blood loss. On each subsequent turn, the creature must make a new saving throw or take damage equal to your spellcasting attribute modifier (minimum 1 point). This effect ends if the creature succeeds on the majority of three saving throws, is treated with healing magic, or has its health otherwise restored by nonmagical means, such as with a healer’s kit.

10

A sudden loud ringing noise, painfully intense, erupts from the die. Each creature in a 10-foot-radius sphere centered on that point, save for yourself, must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

11

A sphere of negative energy ripples out in a 60-foot- radius sphere from where the die hit in your space. Each creature in that area must make a Constitution saving throw. A target takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one.

12

For the duration of the spell, your eyes become a radiant bronze imbued with chaotic power. One random hostile (roll 1 die; the number corresponds to NPC initiative order) within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for its next three turns.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

13

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on your d15. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Select one of the following creatures within one minute of rolling: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

14

By the grace of Atki, you imbue pure rage into the people around you through a radiant sphere of teal light. All it touches is swathed in bronze runes, and every humanoid in a 30-foot radius must succeed on a Charisma saving throw unless they choose to fail. On a fail, the humanoid creature is consumed with rage toward for the next ten turns. The creature's entire focus becomes inflicting as much physical damage as possible onto a target of their choosing. After the fifth turn, the creature becomes frustrated and has disadvantage on all attacks save for unarmed melee. Affected targets will continue to attempt to harm their target until the spell ends or the target is killed.

15

The dice sap from the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 3d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. When all effects of the spell end, you are knocked unconscious for an hour unless otherwise awoken.