"The odds are 1,000 to 1, and your luck is all used up. Are you spinning again?"
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An eccentric yet deadly dagger, a dice is suspended by some invisible force in the middle of the blade. When holding it, you feel lucky.
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Luck of the Draw
+3 to hit, 1d10 + 2 damage. 6ft range. Roll a d12 when attacking. Depending on what you roll, your damage type will be:
1 - Acid
2 - Cold
3 - Fire
4 - Force
5 - Lightning
6 - Necrotic
7 - Piercing
8 - Poison
9 - Psychic
10 - Radiant
11 - Slashing
12 - Thunder
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Spin to Win
Always hits, but costs 50G to use. Roll a d8.
1: Cherries. Heal 1d10 of hp.
2: Bells. Deal 1d10 thunder damage to all opponents, as well as creating a very loud noise.
3: Fish. Summons three Pikedogs to fight for you. They have an AC of 11, HP of 10, and have a single +3 to hit 1d4+1 bite attack. All other stats are determined by the dm.
4: Coin. Gold will rain from the sky. Everyone gains +250G.
5: Lightbulb. A blinding flash of light will give all enemies disadvantage on their next roll and deal 1d10 radiant damage.
6: Skulls. Smoke and lightning will sputter from the knife, and you take 1d8 lightning damage.
7: Sevens. All pluses to rolls and all minuses are flipped for this turn of combat. For example, any attack that is +2 to hit is now -2, and if a character had -1 to dexterity throws it is now +1.
8: Question marks. Something random decided by the dm will happen. This could be an unexpected animal appearing in thin air, everyone’s stats being shuffled, etc.
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Recovered from the vaults of Casino Blue.
2,500G Rent 5,000G Buy
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