
Diceling
T he last thing I expected when I went to Ol' Mammy's gambling house was a couple of cube-headed dice-throwers waiting for me at the table. I sit down, crack a joke, "Well, isn't this a little unfair?" And it certainly was! I was down a month's wages after that little charade.
-Farmer Mile Jagadogo, Desert Times
Devilish Gamble
The story goes that in ancient times, a master gambler was whisked away to the realm of an almighty devil lord who had a penchant for gambling. Not wanting to lose to the devil, the gambler used his trusty weighted dice. The devil discovered he was a cheater and slew the gambler where he stood. The dice where then burned in infernal flames and forgotten about.
Somehow, the internal flames bathed the weighted dice and gave rise to the first dicelings. The dicelings spread out, forming cities, and expanding across the multiverse.
Facets are Power
Diceling society abides by a single rule: the more facets a diceling has, the more powerful they are treated. There is a distinct caste system, ranging from the lowly tetrars to the mighty icosars.
Since authority is determined by an innate trait, social mobility in diceling cities are very low, and higher-ups are often cruel to those that are less fortunate. Non-faceted races are seen as equivalent to tetrars in diceling society.
Biology
Although dicelings have a unique, unwordly appearance, they have the same physical capabilities as other races of the same size. Dicelings are able to speak and eat through a mouth located between their head and their neck. Small orifices on the dice allow dicelings to see, hear, and smell.
Diceling Names
All dicelings are hermaphrodites, and have no sense of gender. Dicelings tend to take Infernal names with harsh consonants, which represent the sound of clacking dice. Alternatively, some diclings take names from the Common language that revolve around dice and gambling.
- Diceling Names: Biogac, Clackstack, Dropdie, Duth, Garddumm, Rakkagir, Rukin, Shuffle, Tamdekk
Diceling Traits
As a native denizen of a diceling colony on some infernal plane, you gain the following traits, common to all dicelings.
Ability Score Increase. Your Charisma score increases by 2.
Age. Dicelings vary when they reach their age of maturity, ranging anywhere from 15 to 150 years, depending on the individual. Dicelings typically live to be around 800 years old.
Alignment. Dicelings adhere to a strict caste system. Dicelings that have more faceted heads hold more power. Most dicelings tend toward lawful alignments. Although dicelings have no innate tendency towards good or evil, many end up as criminals or warmongers.
Size. Dicelings stand between 5 and 6 feet tall, weighing anywhere from 100 to 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Devilish Heritage. You have resistance to fire damage.
Natural Gambler. You gain proficiency with dice sets, and your choice of Deception or Persuasion.
Languages. You can speak, read, and write Common and Infernal.
Subraces. There are six subraces of dicelings, each corresponding with a die typically found in dice games: tetrars, hexars, octars, decars, dodecars, and icosars. Choose one of these subraces.

Tetrar
The most common subrace of dicelings are the tetrar. Tetrar live together in throngs, populating extensive slums. They excel at street fighting and thievery.
Ability Score Improvement. Your Dexterity score increases by 1.
Sharp Edges. Your pointy head is a natural weapon, which you can use to make unarmed attacks. If you hit with it, you deal piercing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Simple, Yet Mighty. Once per turn when you roll a d4 for a damage die, you may reroll the d4 and add it to the total damage dealt.
Hexar
The hexar are renowned for their versatility, having the ability to apply their skills to any situation. Only the tetrar respect the authority of the hexar. Other dicelings tend to look down upon hexars due to their relatively dimunitive statures.
Ability Score Improvement. Your Strength, Dexterity, or Constitution score increases by 1.
Skill Set. You gain proficiency with one skill, three artisan's tools or instruments, and one martial weapon of your choice.
Octar
The role of priests and druids fall to the octar in diceling society, as they are naturally inclined with magical talents. Octars are known for their calm attitudes and gentle manners.
Ability Score Improvement. Your Wisdom score increases by 1.
Octar Magic. You know the magic stone cantrip. When you reach 3rd level, you can cast the absorb elements spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the barkskin spell once as a 2nd-level spell with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Decar
Decar make up most of the diceling military groups, due to their aggressive and bloodthirsty nature. The will to fight is an instinct for decars, and continues to control their bodies even when they fall unconscious.
Ability Score Improvement. Your Constitution score increases by 1.
Bloodthirsty. You gain proficiency with the Intimidation skill.
Fighting Instinct. When you are unconscious, you can still use your reaction to make attacks of opportunity.
Dodecar
Dodecars are the largest and strongest of the dicelings, demanding respect from the smaller subraces. In addition to their might, dodecars adhere to a specialty, which they train for their entire life.
Ability Score Improvement. Your Strength score increases by 1.
Special Might. As a reaction to taking damage, you can expend a use of a class feature that you would normally take as an action or bonus action on your turn. You can't cast spells using spell slots with this feature. Once you use this feature, you can't use it again until you finish a short or long rest.
Icosar
Icosars are rare and exert their power over other dicelings, even dodecars. Icosars are born with inherent knowledge about the workings of the multiverse, allowing them to predict future events. Icosars are whisked to the top of diceilngs society from birth. Since icosars are rare and usually hold authority over a society, ask your DM if you can play an icosar.
Ability Score Improvement. Your Intelligence score increases by 1.
Weave Fate. At the end of a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll is made. When you finish a long rest, you lose your previous roll.
Detect Balance
ASI. +12
Devilish Heritage. +4
Natural Gambler. +4
Subrace Ability. ~6
Total: ~26
Artwork Credit
Rogue by SirHanselot
(I pasted the die on his head)
Octahedron by The Fink