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Nerdarchy > Dungeons & Dragons  > Baron Smellybones Rolls Some Magic Dice into Your Next 5E D&D Game

Baron Smellybones Rolls Some Magic Dice into Your Next 5E D&D Game

Enhance Your Witchlight Carnival with Fey Magic Items for 5E D&D
D&D Ideas -- Arachnids

I’ve been inspired to create some new D&D magic items by the Scented Dice by Baron Smellybones on Kickstarter. They are also a Nerdarchy sponsor for the sake of transparency and for the folks who care about such things. These Scented Dice by Baron Smellybones are a carefully curated collection of exquisitely scented dice offering a fragrance for any tabletop adventure. I’m intrigued by the idea of the Baron Smellybones character, which got me thinking about his dice. The Kickstarter is currently offering up five different scents — Arcane Vapors, Fireball Char, Nature’s Embrace, Ancient Armory and Healer’s Balm. Now let’s create some D&D magic items!

Love the smell of D&D adventure anytime

Dungeons and Dragons

Warrior’s Gambit Dice

Wondrous item, rare (requires attunement by someone proficient with martial weapons)

A set of three Warrior’s Gambit Dice come stored in a plain, small iron box. The dice themselves are made of iron or steel. While attuned to the dice your weapon attacks are magical.

The set of dice has 3 charges, and it regains 1d3 expended charges daily at dawn. While holding the dice you can use an action (unless otherwise indicated) to spend 1 charge and gain one of the following benefits of your choice:

  • For one minute, whenever you hit a creature with a weapon attack the creature takes an extra 1d4 damage.
  • As a reaction add 1d6 to your AC against one weapon attack that would hit you. To do so you must see the attacker and be wielding a melee weapon.
  • For one minute, whenever you hit a creature with a weapon attack a different creature within 5 feet of the original target takes 1d8 force damage.
  • When you hit a creature with a weapon attack you can spend 1 charge to deal an additional 1d10 damage.
  • When you miss a creature with a weapon attack you can spend 1 charge to roll 1d12 and add the number rolled to the attack roll, potentially turning the miss into a hit.
  • Increase your hit point maximum by 1d20 until you finish a long rest.
  • As a reaction when you are hit with a weapon attack you gain 1d100 temporary hit points, which last until the end of your next turn.

D&D

Arcane Absorption Dice

Wondrous item, very rare (requires attunement by a sorcerer, warlock or wizard)

This exquisite set of seven dice hums with power and appear clear with swirling colors contained within. Sometimes called spell eaters they can be used foil magic and magical effects. They are usually found stored in a plain satin or velvet bag with a silk draw string. As an action you can roll or fling one of the icosahedrons towards a spell or magical effect within 60 feet. Roll 1d20. Any spell of a level equal to or lower than the result ends. Subtract that number from the result. For one minute, at the start of another creature’s turn you can use your reaction to end a spell of a level equal to or lower than the new result. The die crumbles into a fine dust after one minute or when the number of the initial die roll is 0.

D&D Magic Items

 

Call of the Wild Dice

Wondrous item, varies (requires attunement by a druid or ranger)

A set of three Call of the Wild dice are typically contained in a buckskin pouch stitched with woodlands scenes. The dice themselves are carved from wood and always appear in the brown and green colors of the forest. While attuned the dice you can use them as a spell focus.  While holding this set of dice, you gain a bonus to spell attack rolls and saving throw DCs of your druid or ranger spells. The bonus is determined by the dice set’s rarity.

  • Uncommon. +1 bonus
  • Rare. +2 bonus
  • Very Rare. +3 bonus

The set of dice has 3 charges, and it regains 1d3 expended charges daily at dawn. While holding the dice you can spend 1 charge and gain one of the following benefits of your choice:

  • If you spend 1 minute meditating on the set of dice, you can replace one of your prepared or known spells with a different spell. The new spell must be of the conjuration school.
  • When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.

Dungeons & Dragons

Dice of Fireballs

Wondrous item, very rare

A set of six Dice of Fireballs are always found in a singed leather pouch that smells of soot and ash. The dice themselves are swirled orange and yellow with glowing red numbers and consist of a d4, d6, d8, d10, d12 and d20. As an action you can throw one die at a point you choose within 150 ft. The die streaks towards the direction it is hurled and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. Roll the die you threw; the total is how many d6s of fire damage a target takes on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Once a die is cast it ceases to exist and has burned up in the fiery explosion.

A Dice of Fireballs set does not contain d100 but there are rumors of their existence.

D&D DiceBlessed Dice of the Healer

Wondrous item, varies (requires attunement by a cleric or paladin)

A set of six Blessed Dice of the Healer is always found in a silk bag stitched with holy sigils. The dice themselves are swirled silver and pearl with gold numbering. While attuned the dice you can use them as a spell focus. Whenever you cast a healing spell to restore hit points to a creature they regain additional hit points determined by the dice set’s rarity.

  • Uncommon. +1 bonus
  • Rare. +2 bonus
  • Very Rare. +3 bonus

The set of dice has 3 charges, and it regains 1d3 expended charges daily at dawn. While holding the dice you gain the following benefits:

  • Whenever you cast a healing spell to restore hit points to a creature, for every charge you spend the spell is cast as if using a spell slot one level higher.
  • You can spend 1 charge to cast lesser restoration.
  • You can spend 1 charge to remove one level of exhaustion.

Check out the Scented Dice by Baron Smellybones Kickstarter that inspired these 5E D&D magic item dice sets and discover the best pledge level for you. Click here and tell them Nerdarchy sent you.

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david friant

My name is Dave Friant I've been gaming off and on for over 27 years. But here is the thing it's always been a part of my life I've kept secret and hidden away. I've always been ashamed of the stigma that gaming and my other nerdy and geeky pursuits summon forth. Recently I decided screw it! This is who I am the world be damned. From now on I'm gonna be a geek, nerd, or however folks want to judge me and just enjoy life. Currently one of my greatest joys is introducing my 13 yr old son to table top RPG's.

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