publish: true
aliases:
- House of Dice
created: 2026-03-09T12:15:33.846-04:00
modified: 2026-03-09T12:15:33.846-04:00
published: 2026-03-09T12:15:33.846-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/warmage/dice
cssclasses: - json5e-class
obsidianUIMode: preview
House of Dice
Warmage: Subclass Feature
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 House of Dice 4th +2 5th +3 6th +3 7th +3 Loaded Dice 8th +3 9th +4 10th +4 Twisted Fate 11th +4 12th +4 13th +5 14th +5 15th +5 Roll the Bones 16th +5 17th +6 18th +6 Steal Luck 19th +6 20th +6
Tempt Fate with Chaotic Die Rolls
The House of Dice throws out the Warmage convention of meticulous, deliberate spellcasting in favor of wild, chaotic magic that presses the odds. Everything from their magical bursts to their enchanted sets of dice can fail horribly, so it’s auspicious that they often keep their fingers on the scales of fate. These Warmages have mastered not only a repertoire of cantrips, but also techniques to manipulate fortune itself, allowing them to risk everything, and more than often come out on top.
Subclass Features
Bonus Proficiencies (Level 3)
Your light fingers and unscrupulous tactics help you win the day. You gain proficiency in the Sleight of Hand skill and with the Gaming Set (Dice Set), if you don’t already have it.
Dice of Fate (Level 3)
You gain four Dice of Fate, which are d6s. Whenever you fail a D20 Test or make a damage roll, you can expend one Die of Fate and add it to the roll, potentially causing the D20 Test to succeed. Once you expend a Die of Fate, it goes to the GM, who can expend it to add it to a D20 Test or a damage roll made by an NPC or monster. When the GM expends a die, it passes back to you, and so on. When you finish a Long Rest, you regain all of your expended Dice of Fate, whether or not the GM has used them.
Beginning at level 7, you have an additional two Dice of Fate, and you can add two Dice of Fate at once to your damage rolls with Warmage cantrips.
Chaos Roll (Level 3)
You can expend two of your Dice of Fate as a Magic action, rolling them on the Chaos Roll table to create a chaotic surge of energy.
Chaos Roll
| dice: 2d6 | Effect |
|---|---|
| 2 | You cast Fireball centered on yourself. |
| 3 | Your AC is reduced by 2 until the start of your next turn. |
| 4 | You have the Prone condition. |
| 5 | Until the start of your next turn, each creature within a 60-foot Emanation originating from you can only speak in a babbling nonsense language and can’t cast spells with a Verbal component. |
| 6 | A 5-foot-radius Sphere of butterflies, insects, or doves fills a location you choose within 60 feet of you. The Sphere is Heavily Obscured until the start of your next turn. |
| 7 | You gain 7 Temporary Hit Points, and you keep the Dice of Fate instead of giving them to the GM. |
| 8 | You have the Invisible condition until the end of your next turn, as per the Invisibility spell. |
| 9 | An object within 60 feet of you chosen by the GM explodes, dealing no damage to you or your Allies, and dealing 3d6 Fire damage to one creature caught in the blast. |
| 10 | You teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the destination must succeed on a Dexterity saving throw against your spell save DC or take 2d6 Force damage. |
| 11 | Choose a creature you can see within 60 feet of you. That creature takes 4d6 Necrotic damage and you regain Hit Points equal to the Necrotic damage taken. |
| 12 | You cast Lightning Bolt and can add the Dice of Fate to the damage roll. |
| ^chaos-roll |
Loaded Dice (Level 7)
You can subtly cheat your dice. Once on each of your turns when you roll a d6, you can flip the die upside down. Note that on a balanced d6, the top and bottom numbers add up to 7, so you can determine the bottom number by subtracting the top number from 7.
Twisted Fate (Level 10)
When you make an attack roll or ability check with Disadvantage on your turn, you can attempt to invert fate as a Bonus Action. Expend a Die of Fate and roll it. On a 5, you ignore Disadvantage on the roll. On a 6, you instead have Advantage on the roll.
Roll the Bones (Level 15)
You can channel the chaotic energy of your dice in an instant. As a Reaction when you take damage from a creature you can see, you can expend two Dice of Fate to make a Chaos Roll.
Steal Luck (Level 18)
When you roll Initiative, roll a d6. You steal that many Dice of Fate back from the GM.