Dice of Time and Space

## Synopsis

The Dice of Time and Space are a set of magical dice, granted to Ice by Patches as a reward for retrieving the Phaelux Beacon. The dice tap into the inherently chaotic magical force that connects different worlds in extraplanar space.

## Physical Description

The Dice of Time and Space include six dice: one four-sided, one six-sided, one eight-sided, one ten-sided, one twelve-sided, and one twenty-sided. The dice are heavy and metallic, and swirling imagery of galaxies and stars radiates from beneath their surfaces. Patches will modify his holy symbol on Ice's shield, allowing for the dice to be mounted on the shield itself.

## Properties

Each of the Dice of Time and Space has its own unique function, as described below. When you roll a die, you can choose to either roll it in your space, or throw it to any space within 60 feet of you. Once a die is rolled, it cannot be rolled again until you complete a long rest. Any effect that requires a saving throw or attack roll uses your cleric spell save DC or spell attack modifier. If any of the Dice of Time and Space are not in your possession at the end of a long rest, they disappear from their current location, teleporting instantly to your hand.

### [D4] Die of Heroes' Echoes

As an action, you can roll this die, causing a spectral, semi-corporeal echo of an adventurer from another world to appear where it lands. If the space where the die lands is occupied, the adventurer echo appears in the closest unoccupied space. Roll on the Heroes' Echoes table to determine which adventurer echo appears.

Heroes' Echoes
 2
 3
 4

### [D6] Die of Displacement

As an action, you can roll this die, causing the fabric of space to become temporarily unstable around you. At the end of each of your turns, every creature within 120 feet of the die is teleported 15 feet in a random direction. If a creature would arrive in a space already occupied by an object or creature, they instead arrive at the unoccupied space that is closest to this space. This effect persists for a number of rounds equal to the number rolled on the die.

### [D8] Die of Weave Disruption

As an action, you can roll this die, tearing a rift in the fabric of the Weave and unleashing chaotic magic. Roll on the Weave Disruption table to determine a random spell, using the table that corresponds to your proficiency bonus (maximum 6). The spell is cast from the die's space, targeting the closest creature within 60 feet of the die, ignoring the spell's normal range. A spell that would normally have an area of effect (such as *earth tremor*) or other effects on secondary targets (such as *ice knife*) does not effect any creatures other than the target. A spell that normally requires concentration lasts for its full duration.

Weave Disruption - Level 2

Weave Disruption - Level 3

Weave Disruption - Level 4

Weave Disruption - Level 5

Weave Disruption - Level 6

### [D10] Die of Time Dilation

You can roll this die as a reaction at the end of any other creature's turn, or as a bonus action on your own turn, causing yourself and creatures around you to be shunted through time. Your initiative increases by the number rolled on the die. Each creature within 120 feet of the die also rolls a d10, adding the number rolled to their initiatives. Initiative order then resumes at the initiative count at which the die was rolled.

### [D12] Die of Extraplanar Summons

As an action, you can roll this die, conjuring a creature from another plane or world into your own. Roll on the Extraplanar Summons table to determine which creature appears, using the table that corresponds to your level. The creature appears where the die lands. If the space where the die lands is occupied, the creature appears in the closest unoccupied space. The creature disappears after 1 minute, or when it is reduced to zero hit points.

Roll a d4 to determine the summoned creature's disposition. On a 1, the creature is hostile towards you and your allies. On a 2, the creature is hostile towards all other creatures. On a 3 or 4, the creature is friendly to you and your allies. The creature rolls its own initiative and acts independently, according to its disposition.

### [D20] Die of Weal or Woe

As an action, you can roll this die, manifesting chaotic magic that could either help or harm you. Roll on the Weal or Woe table to determine the effects. If an effect requires a saving throw or spell attack roll, it uses your Cleric spell save DC and/or spell attack modifier.