Fabrials - Common
Common Augmentations
Bottle of Boundless Beverage
Requires 1 slotThis bottle can be made of any material. It carries 1 pint of a certain beverage of the crafter's choosing, which refills when the wielder finishes a long rest. This beverage can be hot, or cold. It can contain alcolhol, dairy, water or sugar, but must have a viscosity close to that of water. Any beverage produced by the bottle will always taste bland compared to a good quality beverage that has been mundanely produced. The beverage in the bottle is always at the desired temperature, and none of the heat can be transfered through the sides of the bottle. Any liquid poured out of the bottle disapears after 1 hour, unless it is drunk. It comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the beverage it produces.
Cleansing Stone
Requires 1 slotThis stone can be a gem or other mineral, carved with arcane symbols. The wielder can use an action to remove any grime, dirt, or liquid from their person, or use this effect against a willing creature within 10 ft. of them.
Delving Stone
Requires 1 slotThis stone can be a gem or other mineral, carved with arcane symbols. It sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the stone issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the stone dropped based on the tone.
Earring of Message
Requires 1 slotThis trinket has to be worn on the ear. As an action, the wearer can cast the cantrip message.
Engraving of Minor Shielding
Requires 2 slotsThis engraving can be put on a wearable accessory as part of an outfit. When they would be hit by a melee or ranged attack, the wearer can use their reaction to increase their AC by 5 until the start of their next turn, including against the triggering attack. They must be wearing the accessory and able to see the creature that made the triggering attack to use this ability. This effect can be used once per long rest.
Engraving of Preservation
Requires 1 slotA small plaque or tablet engraved with arcane sigils that can be fixed to an inanimate object no heavier than 100 lb. This object is now protected against wear and tear, including environmental damage such as heat or water damage. The object takes reduced damage from damage sources, and does not degrade over time. This engraving is commonly used on books, especially wizard's spell tomes.
Engraving of Supernatural Shielding
Requires 2 slotsThis engraving can be put on a wearable accessory as part of an outfit, and can reduce incomming damage of certain damage types. Choose one of the folowing sets during the crafting: fire and cold, radiant and necrotic, acid and poison, lightning and thunder, force and psychic. The wearer can use their reaction to reduce a single source of the chosen damage types by 3 (reduction before resistance).
Escape Stone
Requires 1 slotWhen the wielder is standing at a branching path inside of an enclosed space, such as a cave, building, or dungeon, the stone will blink when pointed at the path that leads the wielder most quickly to the outside.
Feather Trinket
Requires 2 slotsRequires material or ingredient from a creature with an innate flying speed
This trinket is to be worn as part of an outfit. If the wearer falls 20 ft. down, the trinket will automatically cast the spell feather fall on the wearer.
Horn of Silent Alarm
Requires 1 slotWhen the wielder uses an action to blow it, one creature of their choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn.
Masque Trinket
Requires 2 slotsThis trinket is to be worn as part of an outfit. The wearer can use an action to cast the disguise self spell (DC 13 to discern the disguise) once per long rest. The duration of the spell is 1 hour.
Medal of Muscle
Requires 2 slotsThe wearer can squeeze this medal tightly in the palm of their hand as an action. Doing so gives them advantage on Strength checks and Strength saving throws for 1 hour. This effect can be used once per long rest.
Medal of the Conch
Requires 2 slotsThe wearer can rub this medal as an action. Doing so gives them a swimming speed equal to your walking speed for 1 hour. This effect can be used once per long rest.
Medal of the Wetlands
Requires 2 slotsWhen the wearer uses an action to trace the edge of this medal, difficult terrain doesn’t cost them extra movement for 1 hour. This effect can be used once per long rest.
Medal of Wit
Requires 2 slotsThe wearer can press this medal to their temple as an action. Doing so gives them advantage on Intelligence checks and Intelligence saving throws for 1 hour. This effect can be used once per long rest.
Memory Shard
Requires 1 slotA memory shard can be crafted from any kind of gem or crystal. The shard can hold the equivalent of one book that's no more than 160,000 words, or 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can define specific creatures that are able to access the information. While holding the shard, the wielder can use an action to open their mind to the shard, seeing its content in their mind. Reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes someone to read and write normally. Thinking of a particular phrase or topic draws the wielder to the first section in the shard that addresses it. A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard.
Smoke of Remembrance
Requires 1 slotThis object takes the shape of a pipe, incence burner, or other object that can produce smoke. The wielder inhale the smoke and impart one of their memories onto it. The exhaled smoke gathers in front of the wielder and takes the shape of the memory, playing as a scene on loop. The scene is exactly as the wielder remembers it, and it cannot show any details outside of their viewpoint. The smoke cannot convey colours or fine details such as writing, but it can distinguish faces.
Seeing Eye
Requires 2 slotsThis artificial eye replaces a real one that was lost or removed. It can be crafted of any material. While the eye is embedded in the wearer's eye socket, it can't be removed by anyone other than the wearer, and they can see through the tiny orb as though it were a normal eye. Different types of lenses can be embedded into the eye, to a maximum of three different effects not including regular sight. If multiple lenses are embedded, the wearer can use a free action to switch between them. The eye can only have one lens active at a time. Any embedded lens that requires attunement can share its attunement slot with the Seeing Eye.
Trinket of Continuous Heat
Requires 1 slotThis trinket can take any shape, such as jewlery, figurine or other craft. The trinket sheds dim red light for 10 ft., and produces enough heat to boil a gallon of water in 10 min. This heat can be used to cook meals or warm a small to medium sized room during cold weather. A creature can use an action start or stop the emmision of heat by speaking a command word.
Trinket of Endless Light
Requires 1 slotThis trinket can take any shape, such as jewlery, figurine, other craft, a candle or a lantern. The trinket produces bringt light up to 30 ft. and dim light for the same amount. If placed in a bullseye latern, the light is shed in a 60 ft. cone instead. The wielder can reduce or increase the range of light using an action. This light cannot be extinguished by any means, except for the complete destruction of the trinket. The trinket does not light it's surroundings inside magical darkness, but any creature in that same darkness is able to see the trinket as a point of light.
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