Gambling Items For D&D 5e – Homebrew Items For Daring DMs

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Posted: June 25, 2025

Updated: June 25, 2025

  • Get your game right in D&D with these homebrew items!
  • How to try online gambling games with real cash?
  • Gambling items for D&D 5e

Discover the thrill of gambling items for D&D 5e. Because each item offers a unique twist of fate, your adventures will never feel the same. Therefore, explore these magical treasures and let luck guide your path!

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Every adventurer loves a bit of risk now and then. Therefore, it’s no surprise that gambling items hold a special charm in Dungeons & Dragons. Because players often seek excitement beyond sword swings and spell slots, these magical trinkets offer fresh thrills. Thus, we step into a world where the dice aren’t the only things with stakes. Gambling items for D&D 5e bring unpredictability, fun, and clever mechanics that can shape encounters and stories alike.

So, let’s explore these treasures and see how they might tempt your next character. To get inspired for your homebrew items, register at any of the online casino sites in Germany to test gambling games for real cash!

Daggerdice – Gambling Items For D&D 5e

Let’s start with a pretty simple idea for a D&D gambling item. This is a simple dagger with a pattern of suit-holes on it. The Daggerdice is the most loyal companion to all rogues and duelists! The mechanics are simple. This dice has the default damage of 1d6 +1. Whenever you manage to deal exactly 7 damage with this weapon, it will deal 7d7 instead. This effect refreshes every short rest or long rest. When the damage 6 is scored, card-like blades erupt from the blade, dealing slashing damage.

Because of this, rogues and duelists especially treasure the Daggerdice. It suits those who crave high-stakes combat and moments of unpredictable brilliance. However, its appeal doesn’t end there. Any adventurer drawn to chance can appreciate what this blade offers. Therefore, it’s no wonder Daggerdice often ends up at the hip of gamblers, con artists, or anyone with a taste for risk. Each attack feels like a small gamble, a chance at glory or disaster. Thus, the weapon keeps both player and character on edge, always hoping for that perfect roll. Register at King Billy Casino to try gambling games online!

Fiendish Slots

A funny trinket among the Gambling items for D&D 5e. According to Reddit, slots have around 20 symbols, but for simplicity’s sake, let’s stick to 3. As a bonus action, the player may decide to activate this small, hand-side mechanical trinket, by simply pulling the rope on its side. In that case, the Fiendish Slot will start spinning, requesting 1d3 rolls, three times from the player. If the same numbers don’t match, nothing will happen. If the player manages to roll the same consecutive numbers, then a spell effect will take place in the next turn:

  • Devil Symbol (3) – A Planar Ally of the DM’s choice is spawned as an ally of the party. It stays unless sent away. The Planar Ally may give their service for free this time, as long as it makes sense. The DM may decide on a cost, but it can not be more than at least a quarter of the default amount described by the spell.
  • Angel Symbol (2) – On the next turn, the player receives the Sanctuary spell on themselves, which stays based on the spell’s default criteria.
  • Eye Symbol (1) – The player receives an invisibility the next turn. The type of invisibility spell is the highest its current available spell slots allow.

Because of the Fiendish Slots’ random nature, players use it thoughtfully. Every pull of the rope feels like a true gamble. Therefore, players must weigh the risks of spending their bonus action. The excitement isn’t just in the reward, but also in the decision to try.

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Ring of High Places – Gambling Items For D&D 5e

This is especially good for our gambling adventure ideas for D&D. At first glance, the Ring of High Places looks like an ordinary band. However, its magic reveals itself the moment you try to enter exclusive circles. The Ring of High Places is simple, but genius for a character who loves the lifestyle of gambling, crime, and of course, partying, and even maybe politics. The Ring of High Places will offer a +2 to the roll of the player in any attempts at getting into exclusive clubs dedicated to leisure activities. Furthermore, this gives a proficiency in sleight of hand.

Because of its unique magic, this ring encourages roleplay. Players find themselves tempted to chase bigger thrills, richer prizes, and deeper intrigue. Therefore, the Ring of High Places offers more than numbers. It offers opportunities. The wearer can slip through velvet ropes, whisper with power brokers, and tilt the odds in their favor. Thus, stories twist and turn as players use the ring’s charm and skill boost to change their fortunes.

The Coin of Uncertain Wealth

This item works for both the 2014 and 2024 ED. A well-tested fan-favourite among our Gambling items for D&D 5e. If you are a Dungeon Master who doesn’t mind gambling and riches at the party, the coin of uncertain wealth can be a great topic of amusement for a few sessions for the player. The coin is worth 1 GP at the beginning. Each day, the player may decide to flip the coin, deciding on heads or tails before the flip. As stated, the enchantment activates during the flip. It is eitherheads or tails”. Then the player must flip a coin, and see the result. If it’s the player’s picked symbol, the value of the coin duplicates. However, if it is the opposite, the value of the coin halves, not until minimum. After 7 flips, an additional enchantment on the coin becomes available:

All or Nothing: The player may decide to say the wordcashoutbefore their next flip. In this case, the coin will have a final flip. If the player wins this flip, the value doubles, then the coin turns into the amount of GP the coin is currently worth. If it fails, the coin’s magical enchantment fades, and it turns into a mundane 1 GP-worth coin. This item shapes character decisions. Because players can flip it daily, they must choose when to risk and when to wait. Therefore, it encourages careful planning alongside bold gambles.

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Roulette Shield – Gambling Items For D&D 5e

Let’s roll with the basics. According to D&D Beyond, a default shield gives 2 AC. This you can obviously modify if you want something more powerful. An enormous shield with a roulette mechanism inside of it. Whenever you are hit with an attack, you may use your reaction to roll 1d6. The following effects take place:

  • 1 (No Luck): Nothing happens.
  • 2 (Minor Push): The attacker is pushed 5 feet directly away from you.
  • 3 (Deflection): The damage you take from the attack is reduced by 1d4.
  • 4 (Vanguard’s Spin): You can move up to 10 feet without provoking opportunity attacks.
  • 5 (Reckless Rebuke): The attacker takes 1d6 force damage.
  • 6 (Lucky Evasion): The attack instead misses you.

Because of these possibilities, the shield makes every hit feel thrilling. Players don’t just brace for impact. They hope for that lucky spin. Thus, the Roulette Shield adds tension and excitement to every clash. Because it offers both defense and the chance for counterattacks or escapes, it suits bold fighters. Therefore, it’s perfect for those who trust in luck as much as skill.

Cape Of Cards

The final one among the Gambling items for D&D 5e is for every player. According to Roll20, there are no restrictions on wearing cloaks at all. This flowing cape is made of a shimmering, dark fabric that subtly shifts color, giving the impression of a constantly shuffling deck of cards. Close inspection reveals faint, almost holographic images of playing cards that seem to drift across its surface. While attuned to this cape, you can, as an action, make a magical gesture, causing ahandof three spectral playing cards to burst forth from the cape and fly towards a target you can see within 60 feet. Make a separate ranged spell attack for each card using your spell attack modifier. On a hit, the card deals 1d6 force damage.

After determining hits and damage for the three cards, if at least two cards hit the same target, you can choose one additional effect based on the most common suit among the cards that hit (or a suit of your choice if there’s a tie):

  • Heart: The target gains 1d4 temporary hit points. (This effect occurs on the target you hit, not yourself. A bit of a cursed gift, or perhaps you’re forcing them to take aluckyturn they don’t want.)
  • Diamond: The target’s AC is reduced by 1 until the end of its next turn.
  • Club: The target’s speed is reduced by 10 feet until the end of its next turn.
  • Spade: The target has a disadvantage on its next saving throw before the end of its next turn.

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