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Fixed Dice

From Legends of Kern

Magical item, magic weapon, requires attunement, Legendary

A dubious set of four d6 dice along with a small, pitch-black, velvet-lined carrying case. They are a deep, slightly translucent purple with raised numbering and gold borders. Each time the dice are rolled, they magically enlarge before hitting the ground and display their total in a holographic number that appears in the air above them. After the number fades, they magically teleport back into the carrying case.

If you have the dice, you can use an action to pull them out of the case and roll them, targeting one creature within 45 feet of you. That creature has to beat a DC 17 Charisma saving throw or suffer an instantaneous burst of randomly determined Psychic damage. Otherwise, on a success, nothing happens. If a damage roll with the dice deals greater than or equal to 100 damage and reduces its’ target to 0 hit points, their head explodes.

Roll the Bones. To calculate the amount of damage this weapon deals, roll 4 d6 and multiply the total of each die together. For example, if you rolled a  2, 3, 3, and 4, those numbers would multiply together to deal 2 × 3 × 3 × 4 = 72 Psychic damage.

Free Parking. If you match two dice when making an attack with this weapon, you gain an additional action. This action can only be used to roll the dice again. If you match three dice, you gain two of these actions instead of one, and three if you match all four dice.

Jackpot. If the total amount of damage you roll for one attack with the dice is greater than or equal to 400, every hostile creature within 60 feet of the target has to make the saving throw. On a failure, the dice are rolled for each creature, and this perk activates again if any roll against another target totals 400 or greater.

Snake Eyes. If you roll at least two 1’s when making an attack with this weapon, you do not receive Free Parking or Jackpot. Make a Charisma saving throw (DC 17). On a failure, make an attack against yourself by rolling the dice. If you roll greater than 100 damage and your head explodes, you die. If this happens, only a True Resurrection or Wish spell is capable of reviving you.

Powerball. If you roll all 6’s with this attack, the DM agrees to buy you Little Caesar’s in real life, the creature you are targeting instantly dies, is deleted from the game, and all NPCs forget that character ever existed.