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House of Dice

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
Starting when you choose this house at 3rd level,
your light fingers and unscrupulous tactics help you
win the day. You gain proficiency in the Sleight of
Hand skill and with gaming sets (dice set), if you
didn’t have it already.
DICE OF FATE
At 3rd level, you gain four Dice of Fate, which are
d6s. Whenever you make an ability check, attack
roll, saving throw, or damage roll, you can expend a
Die of Fate and add it to the roll. Once you expend a
Die of Fate, it goes to the GM, who can use it to add
it to a roll made by an NPC or monster. Once the
GM has used 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 7th level, you have an additional
2 Dice of Fate, and you can add two Dice of Fate to
your damage rolls with warmage spells.
CHAOS ROLL
Also at 3rd level, you can expend two of your Dice of
Fate as an action, rolling them on the table below to
create a chaotic surge of energy.
2d6 Effect
2 You cast fireball, centered on yourself.
3 Your AC is reduced by 2 until the start of
your next turn.
4 You fall prone.
5 Each creature other than yourself within
60 feet of you can speak only in a
babbling nonsense language for the next
minute, and can’t perform the verbal
components of spells.
6 A 5-foot radius sphere of butterflies,
insects, or doves fills a location you can
choose within range, heavily obscuring
the area until the start of your next turn.
7 You gain 7 temporary hit points, and
keep the Dice of Fate instead of giving
them to the GM.
8 You become invisible until the end of
your next turn, as per the spell invisibility.
9 A random object explodes nearby,
dealing no damage to you or your allies,
and dealing 3d6 fire damage to one
creature caught in the blast chosen by
the GM.
10 You teleport up to 60 feet to an
unoccupied location you can see. Each
creature within 5 feet of the destination
must make a Dexterity saving throw
against your spell save DC or take 2d6
force damage.
11 Choose a creature you can see within
60 feet. That creature takes 4d6 necrotic
damage, and you regain hit points equal
to the necrotic damage dealt.
12 You cast lightning bolt and can add the
Dice of Fate to the damage roll.
LOADED DICE
By 7th level, 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
from 7.
TWISTED FATE
Starting at 10th level, the winds of chance follow
your die rolls, rather than vice-versa. 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 Die of Fate and roll
it; on a 5, you ignore disadvantage on the roll, on a
6, you instead have advantage on the attack roll or
ability check.
ROLL THE BONES
Beginning at 15th level, 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 Dice of Fate to make a Chaos Roll.

STEAL LUCK
Starting at 18th level, when you roll initiative, roll a d6.
You steal that many Dice of Fate back from the GM.