FuzzleSwit’s Arcane Chance
- Wondrous Item, Rare
- Requires Attunement
This perfectly faceted 20-sided die is carved from a single, flawless piece of glowing Manastone. Its surface hums with barely contained energy, and faint arcane symbols shift across its faces, a testament to the experimental nature of its gnomish creator, FuzzleSwit.
While attuned to this die, you can use an action to roll it. The die then vanishes from your hand, reappearing after the effect is resolved. You cannot roll the die again until you finish a long rest. The effect depends on the number rolled, with even numbers yielding positive outcomes and odd numbers resulting in negative or unpredictable magical incidents, much like FuzzleSwit’s own concoctions which “occasionally leads to minor mishaps and explosions”.
| Roll | Effect (Even: Positive / Odd: Negative) |
|---|---|
| 1 | Temporal Stutter: Your next action or bonus action on your next turn has a 50% chance to fail as time momentarily skips around you. |
| 2 | Mana Flicker: You regain 1 expended 1st-level spell slot, or 1d4 temporary hit points if you have no spell slots. |
| 3 | Static Shock: You take 1d4 force damage as raw Manastone energy arcs through you. |
| 4 | Insightful Glow: For the next minute, you have advantage on your next Wisdom (Insight) or Intelligence (Investigation) check. |
| 5 | Disorienting Shimmer: You have disadvantage on your next attack roll before the end of your next turn. |
| 6 | Swiftstep: Your speed increases by 10 feet until the end of your next turn. |
| 7 | Fading Luminescence: Any light source you are holding (lantern, torch, etc.) dims to only dim light in a 5-foot radius for 1 minute. |
| 8 | Reinforced Ward: You gain a +1 bonus to your AC until the start of your next turn. |
| 9 | Distracting Hum: You have disadvantage on your next Dexterity (Stealth) check within the next minute. |
| 10 | Minor Cleansing: You end the poisoned condition on yourself, or remove one level of exhaustion. |
| 11 | Unstable Mana: You take 1d6 psychic damage as the die’s magic briefly touches your mind. |
| 12 | Focused Channeling: The next spell you cast that deals damage deals an additional 1d4 force damage to one target. |
| 13 | Sudden Burden: Your carrying capacity is halved for the next hour. |
| 14 | Perceptive Pulse: You gain darkvision out to 30 feet for 10 minutes. If you already have darkvision, its range increases by an additional 10 feet. |
| 15 | Fickle Fortune: You have disadvantage on your next saving throw before the end of your next turn. |
| 16 | Quick Mend: One non-magical object you are touching that has a single break or tear no larger than 1 foot is mended (as per the mending cantrip). |
| 17 | Unsettling Echo: For the next minute, illusory whispers or strange echoes can be heard faintly around you by others (no game effect, just flavor). |
| 18 | Mana Resonance: For the next hour, you gain proficiency in one skill of your choice, or advantage on a skill check you are already proficient in (choose when rolled). |
| 19 | Disruptive Surge: Any concentration spell you are currently maintaining ends. |
| 20 | Arcane Boon: You regain 1 expended spell slot of 3rd level or lower, or gain 2d6 temporary hit points if you have no spell slots. |







