BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Fabrials - Uncommon

Alchemy Jug
Requires 1 slot
This jug can be made of any material, and appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.   The wielder can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Any liquid produced by the jug will always taste bland compared to a good quality product that is mundanely produced.   Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the wielder finishes a long rest.  
Liquid Amount
Concentrated Acid 4 vials
Basic Poison 1 dose
Beer 4 gallons
Apple Cider 4 gallons
Honey 1 gallon
Hot Tea 1 gallon
Mayonnaise 2 gallons
Crude Oil 1 gallon
Plant Oil 1 gallon
Soy Sauce 1 gallon
Vinegar 2 gallons
Water (Fresh) 8 gallons
Water (Salt) 12 gallons
Wine 1 gallon
 
Amulet of the Drunkard
Requires 2 slots
This amulet smells of old, ale-stained wood. The wearer can regain 4d4 + 4 hit points when they drink a pint of beer, ale, mead, or wine (Once per long rest).  
Bag of Holding
Requires 1 slot
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.   If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.   Placing a bag of holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.  
Barrier Stone (Uncommon)
Requires 2 slots
Grants the wielder an AC of 13 + DEX.   See Fabrials - Variable Rarity.  
Bloodwell Vial
Requires 2 slots
Requires attunement by a sorcerer
This vial increases the wielder's spell attack bonus and spell save DC by +1, and allows them to recover 5 sorcery points when spending Hit Dice. See Variable Rarity Augmentations.  
Decanter of Endless Water
Requires 1 slot
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.   The wielder can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (their choice) pours out of the flask. The water stops pouring out at the start of the wielder's next turn. Choose from the following options:
  • "Stream" produces 1 gallon of water.
  • "Fountain" produces 5 gallons of water.
  • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As part of the opening action, the wielder can aim the geyser at a creature they can see within 30 feet of them. The target must succeed on a DC 14 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, the wielder can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from the wielder.
 
Driftglobe
Requires 1 slot
This small sphere of thick glass, or gem weighs 1 pound. If they are within 60 feet of it, the wielder can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the Daylight effect can't be used again until the wielder finishes a long rest.   The wielder can speak another command word as an action to make the illuminated globe rise into the air and float 5 ft. off the ground. The globe hovers in this way until a creature grasps it. The globe follows the wielder until it is within 5 ft. of you, and moves at the same time as the wielder. It takes the exact same route as the wielder does. If prevented from moving, the globe sinks gently to the ground and its light winks out.  
Engraving of Adaptation
Requires 2 slots
This engraving can be put on a wearable accessory as part of an outfit. The wearer can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud effects, inhaled poisons, and the breath weapons of some dragons).  
Helm of Comprehend Languages
Requires 1 slot
This engraving can be put on a wearable accessory as part of an outfit. The accessory has 6 charges. The wearer can use an action and spend 1 charge to cast the Comprehend Languages spell without spending a spell slot. The accessory regains all expended charges once the wearer finishes a long rest.  
Engraving of Health
Requires 2 slots
This engraving can be put on a wearable accessory as part of an outfit. The wearer is immune to contracting any disease, and have resistance to poison damage while they are wearing the engraving. If they are already infected with a disease, the effects of the disease are suppressed while wearing the accessory.   This effect does aleviate some negative effects of old age, but does not significantly extend the wearer's natural lifespan.  
Engraving of Living Essence
Requires 2 slots
While wearing this nondescript accessory, spells and anything else that would detect or reveal the wearer's creature type treat them as humanoid, and those that would reveal their alignment treat it as neutral.  
Engraving of Jumping
Requires 1 slot
This engraving can be put on a wearable accessory as part of an outfit. The wearer's jump distance is trippled. This affects their long jump distance, and the height of their jumps.  
Engraving of Magical Shielding
Requires 2 slots
This engraving can be put on a wearable accessory as part of an outfit. The wearer has resistance to force damage, and you have immunity to damage from the Magic Missile spell.  
Engraving of Mind Shielding
Requires 2 slots
This engraving can be put on a wearable accessory as part of an outfit. The wearer is immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your creature type. Creatures can telepathically communicate with you only if you allow it.   The wearer has advantage on saving throws agianst being charmed.   If the wearer dies while wearing this equipment, a reflection of their consciousness enters it, while their original consciousness passes on. This reflection can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.  
Engraving of Murmurs
Requires 1 slot
This engraving can be put on a wearable accessory as part of an outfit. If the wearer knows a creature wearing another Eccessory of Murmurs and that creature is within 1 mile of the wearer, they can communicate telepathically with each other. As a bonus action, the wearer can allow that creature to hear everything they can hear for 1 hour. This effect can be ended as a bonus action, and it ends if either wearer is incapacitated.  
Engraving of Proof Against Detection and Location
Requires 2 slots
This engraving can be put on a wearable accessory as part of an outfit. The wearer is hidden from divination magic. They can't be targeted by such magic or perceived through magical scrying sensors.  
Engraving of Supernatural Resistance
Requires 2 slots
The wearer gains resistance to one damage type. This damage type is choosen at the moment of creation, and can be one of the folowing: acid, cold, fire, force, lightning, necrotic, poison, psycic, radiant, or thunder.  
Engraving of Thought
Requires 2 slots
This engraving can be put on a wearable accessory as part of an outfit. The accesory has 3 charges. The wearer can use an action and expend 1 charge to cast the Detect Thoughts spell (save DC 14) from it. The accessory regains 3 expended charges when the wearer finishes a long rest.  
Engraving of Truth
Requires 2 slots
This engraving can be put on a wearable accessory as part of an outfit. The wearer has advantage on Insight checks to determine whether someone is lying to them. In addition, the wearer can determine with certainty whether or not another creature is lying, if they roll a suficiently high Insight check (determined by the DM).  
Engraving of Warmth
Requires 2 slots
This engraving can be put on a wearable accessory as part of an outfit. The wearer has resistance to cold damage.   In addition, they can tolerate cold environmental temperatures, preventing them from sufferning negative effects of hypothermia.  
Engraving of Water Walking
Requires 1 slot
This engraving can be put on a wearable accessory as part of an outfit. The wearer can stand on and move across any liquid surface as if it were solid ground. This does not protect the wearer from any harmful effcts of standing on the liquid's surface, such as dissovling in acid, or getting burned by molten metal.  
Engraving of Wound Closure
Requires 2 slots
This engraving can be put on a wearable accessory as part of an outfit. The wearer gains 1 hit point whenever they start their turn with 0 hit points.   In addition, whenever they roll a Hit Die to regain hit points, double the number of hit points it restores.  
Eyes of Charming
Requires 2 slots
These crystal lenses fit over the eyes, or can be embedded into a Seeing Eye. They have 3 charges. The wearer can expend 1 charge as an action to cast the Charm Person spell (save DC 14) on a humanoid within 30 feet of them, provided that they and the target can see each other. The lenses regain all expended charges when the wearer finishes a long rest.  
Eyes of Minute Seeing
Requires 1 slot
These crystal lenses fit over the eyes, or can be embedded into a Seeing Eye. The wearer can see much better than normal out to a range of 1 foot. They have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.  
Eyes of Finding
Requires 2 slots
These crystal lenses fit over the eyes, or can be embedded into a Seeing Eye. The wearer gains the following benefits:
  • When making an Insight check, the wearer can roll a d4 and add the number rolled to the check.
  • As an action, the wearer can use the goggles to examine an object to identify the aura of the last creature that touched it. They make a Insight check against a DC of 13 + the number of days since the last contact occurred. On a success, the wearer learns the creature's type (and ancenstry when aplicable), and can immediately use the lenses to cast the Locate Creature spell to find that creature. This property can't be used again until the wearer finishes a long rest.
 
Eyes of Night
Requires 1 slot
These crystal lenses fit over the eyes, or can be embedded into a Seeing Eye. The wearer has darkvision out to a range of 60 ft. If they already have darkvision, wearing the lenses increases their darkvision range by 60 ft.  
Eyes of Object Reading
Requires 2 slots
These crystal lenses fit over the eyes, or can be embedded into a Seeing Eye. The wearer has advantage on Intelligence checks made to reveal information about a creature or object they can see. This works with observe actions during combat.   In addition, the wearer can cast the Identify spell using the lenses. Once they do so, they can't do so again until the wearer finishes a long rest.  
Eyes of the Eagle
Requires 2 slots
These crystal lenses fit over the eyes, or can be embedded into a Seeing Eye. The wearer has advantage on Perception checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across at a maximum distance of 2000 ft.  
Feywylde Shard
Requires 2 slots
Requires attunement by a sorcerer
This warm crystal glints with the sunset colors of the Feywylde sky and evokes whispers of emotional memory. As an action, the wielder can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. The wielder can use the shard as an Arcane spellcasting focus while they hold or wear it.   When the wielder uses a Metamagic option on a spell while they are holding or wearing the shard, they can roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.   If the wielder doesn't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the wielder finishes a long rest.  
Figurine of Wondrous Power
Requires 1 slot
See Fabrials - Variable Rarity.  
Gem of Brightness
Requires 1 slot
This prism has 5 charges. The wielder can use an action to speak one of four command words to cause one of the following effects:
  • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until the wielder repeats the command word or until they use another function of the gem.
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature they wielder can see within 60 feet of them. The creature must succeed on a DC 14 Constitution saving throw or become blinded for 1 minute (save ends at end of turn).
  • The third command word expends 3 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
  • The fourth command word expends 5 charges and causes the gem to flare with blinding light in a sphere with a radius of 20 ft. originating from the gem. Each creature in the sphere must make a saving throw as if struck by the beam created with the second command word.
The gem regains all it's charges when the wielder finishes a long rest.  
Inspiring Instrument (Twist)
Requires 2 slots
Requires attunement by a bard
The wielder gains a +1 bonus to spell attack rolls and to the spell save DC. In addition, the wielder can regain 1 use of Bardic Inspiration as an action.
See Fabrials - Variable Rarity.  
Lantern of Revealing
Requires 1 slot
This lantern burns without oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. An adjacent creature can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.  
Mask of the Beast
Requires 1 slot
This wooden mask is shaped in the likeness of a beast's visage and has 3 charges. The wearer can expend 1 charge and use the mask to cast the Animal Friendship spell at 1st-level as an action. Spending more charges allows the wearer to upcast the spell by one level per extra charge spent. The mask regains all expended charges when the wearer finishes a long rest.  
Pearl of Power
Requires 2 slots
Requires attunement by a spellcaster
This orb can be made of pearl, glass, or crystal, and is often part of an accessory or outfit. The wearer can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once the pearl has been used, it can't be used again until the wearer finishes a long rest.  
Pipes of Haunting
Requires 1 slot
Requires the wielder to have proficiency in wind instruments
These pipes have 3 charges. The wielder can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of the wielder that hears the pipes play must succeed on a DC 15 Wisdom saving throw or become frightened of the wielder for 1 minute (save ends at end of turn). Creatures in the area that aren't hostile toward the wielder can be designated to automatically succeed on the saving throw. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 3 expended charges when the wielder finishes a long rest.  
Repelling Gem
Requires 2 slots
A gem that puts out a repelling force that deflects projectiles. The gem can be activated using a free action. While active, the wearer has half cover against ranged attacks.  
Sending Stones
Requires 1 slot
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While a wielder touches one of the stones, they can use an action to cast the Sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.   Once sending is cast through with a stone, they can't be used again until the wielder finishes a long rest. If one of the stones in a pair is destroyed, the other one becomes nonmagical.  
Symbol of the Devout (Blessed)
Requires 2 slots
Requires attunement by a Divine spellcaster
The wielder gains a +1 bonus to spell save DC, spell attack rolls, and can use their Chanel Divinity once without spending resources. See Fabrials - Variable Rarity.  
Symbol of Good Fortune (Blessed)
Requires 2 slots
Requires attunement by folower of Penelope
The wielder gains a +1 bonus to spell save DC, spell attack rolls, AC, saving throws, and Luck checks.
See Fabrials - Variable Rarity.  
Symbol of the Moon (Blessed)
Requires 2 slots
Requires attunement by folower of Cernunos
The wielder gains a +1 bonus to spell save DC, spell attack rolls, and grants 2 + spell level bonus to healing spells.
See Fabrials - Variable Rarity.  
Wind Fan
Requires 1 slot
This fan is made from the feathers of a magical creature, and has 3 charges. By using an action and spending 1 charge, the wielder can cast Gust of Wind as a 2nd-level spell using the fan. It regains 3 expended charges when the wielder finishes a long rest.  

Specialized Materials - Soulstones

Focus of Magical Sensing
Requires 2 slots
Requires Chuul Soulstone as material
This focus can be any handheld object, trinket or wearable accessory with a Chuul Soulstone integrated in the design. The focus allows the wielder to sense magical effects, such as spells and magic items, within a range of 120 ft. Other than the range, this sense works the same as the Detect Magic spell.  
Gem of Darkness
Requires 1 slots
Requires Darkmantle Soulstone as material
This gemstone has 10 charges. The wielder can use an action to speak the command words to cause the following effect:
A 10 ft. radius of magical darkness extends out from the gemstone, moves with it, and spreads around corners. The darkness lasts for 1 minute per charge expended. The radius of the darkness increases to 20 ft. if the wielder expends double the amount of charges. The gemstone regains up to 10 charges when the wielder finishes a long rest.   Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.  

Specialized Materials - Misc.

Dragon Vessel (Slumbering)
Requires 2 slots
Requires material or ingredient from a dragon
See Fabrials - Variable Rarity.  
Night Caller
Requires 2 slots
Requires material or ingredient from an undead
This whissle is carved from the bones of an undead creature. If the wissle is blown in darkness or under the night sky, it allows the wielder to cast the Animate Dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve the wielder. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.   Once every 24 hours, the wissle must be blown to reassert control over one or two creatures animated with it

Comments

Please Login in order to comment!