Fabrials - Variable Rarity
Barrier Stone
Requires 2 slotsThis stone can be a gem, crystal, or any other mineral. It is used as an accessory as part of an outfit. The stone protects the wearer by coating them in an invisible magical barrier. While they aren't wearing armor, the stone grants the wearer an Armor Class according to the stone's rarity. You can use a shield and still gain this benefit. Uncommon. AC = 13 + DEX.
Rare. AC = 15 + DEX (to a maximum of +2).
Very-rare. AC = 18.
Bloodwell Vial
Requires 2 slotsRequires attunement by a sorcerer
The vial can be crafted from any material, as long as it is capable of holding a few drops of blood. To attune to this vial, the wielder must place a few drops of their blood into it. The vial can't be opened while the wielder is attuned to it. If the attunement to the vial ends, the contained blood turns to ash. The wielder can use the vial as a spellcasting focus for their Arcane spells while wearing or holding it, and they gain a bonus to spell attack rolls and to the saving throw DCs of their Arcane spells. The bonus is determined by the vial's rarity. In addition, when the wielder rolls any Hit Dice to recover hit points while they are carrying the vial, they can regain 5 sorcery points. This property of the vial can't be used again until the wielder finishes a long rest. Twist (Uncommon). +1 bonus to spell save DC and spell attack rolls.
Braid (Rare). +2 bonus to spell save DC and spell attack rolls.
Weave (Very-rare). +3 bonus to spell save DC and spell attack rolls.
Dragon Vessel
Requires attunementRequires material or ingredient from a dragon
This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid. Slumbering (Uncommon). As a bonus action, if the vessel is empty, the wielder can speak the command word to fill the vessel with one of the following (their choice): Ale, Olive Oil, a Potion of Healing, or a Potion of Climbing. Once this property is used, it can’t be used until the wielder finishes a long rest. A potion created in this way loses its magical properties if it isn’t drunk within 24 hours. Stirring (Rare). In addition to the options for a Slumbering vessel, the wielder can fill a Stirring vessel with Mead, a Potion of Fire Breath, or a Greater Potion of Healing. Wakened (Very Rare). In addition to the options for a Slumbering or Stirring vessel, the wielder can fill a Wakened vessel with Wine, a Potion of Flying, or a Superior Potion of Healing. Ascendant (Legendary). In addition to the options for other states, the wielder can fill an Ascendant vessel with Whiskey, a Supreme Potion of Healing, or a Potion of Dragon’s Majesty.
Figurine of Wondrous Power
Requires 1 slotA Figurine of Wondrous Power is a statuette of a beast small enough to fit in a pocket. If the wielder uses an action to speak the command word and throw the figurine to a point on the ground within 60 feet of them, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to the wielder and their allies. It understands the wielder's languages and obeys their spoken commands. If the wielder issues no commands, the creature defends itself but takes no other actions. See the Monster Manuel for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if the wielder uses an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows the wielder to cast the Animal Messenger spell on it at will. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with the wielder at any range if they and it are on the same plane of existence. Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. Gold Canary (Legendary).
Requires material or ingredient from a Gold Dragon
Giant Canary Form. The figurine becomes a giant canary (see the accompanying stat block) for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can’t be used this way again until the wielder finishes a long rest.
Gold Dragon Form. While the wielder is missing half or more of their hit points, they can speak a different command word and the figurine becomes an adult gold dragon for up to 1 hour. The dragon can’t use any legendary actions or lair actions. Once the figurine has become an adult gold dragon, it can’t be used this way again until 1 year has passed.
Inspiring Instrument
Requires 2 slotsRequires attunement by a bard
The wielder gains a bonus to spell attack rolls and to the saving throw DCs of their Arcane spells. The bonus is determined by the Instrument's rarity. As an action, the wielder can play the instrument to regain a number of uses of their Bardic Inspiration feature. This property of the instrument can't be used again until the wielder finishes a long rest. Twist (Uncommon). +1 bonus to spell save DC and spell attack rolls. Restore 1 use of Bardic Inspiration.
Braid (Rare). +2 bonus to spell save DC and spell attack rolls. Restore 2 uses of Bardic Inspiration.
Weave (Very-rare). +3 bonus to spell save DC and spell attack rolls. Restore 3 uses of Bardic Inspiration.
Tapestry (Legendary). +3 bonus to spell save DC and spell attack rolls. Restore all uses of Bardic Inspiration.
Symbol of the Devout
Requires 2 slotsRequires attunement by a Divine spellcaster
This symbol can be made of any material, and is blessed by god of the wielder. The wielder gains a bonus to spell attack rolls and the saving throw DCs of their Divine spells. The bonus is determined by the amulet's rarity. The wielder can use their Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the wielder finishes a long rest. Blessed (Uncommon). +1 bonus to spell save DC and spell attack rolls.
Holy (Rare). +2 bonus to spell save DC and spell attack rolls.
Divine (Very-rare). +3 bonus to spell save DC and spell attack rolls.
Symbol of Good Fortune
Requires 2 slotsRequires attunement by folower of Penelope
This decorated symbol is blessed by the good fortunes of Penelope, the Fateweaver. The wielder gains a bonus to spell attack rolls and the saving throw DCs of their Divine spells. The bonus is determined by the symbol's rarity. While attuned to this symbol, the wearer gains a bonus to Luck checks, AC, and saving throws determined by the symbol's rarity. Blessed (Uncommon). +1 bonus to spell save DC, spell attack rolls, AC, saving throws, and Luck checks.
Holy (Rare). +2 bonus to spell save DC and spell attack rolls, AC, saving throws, and Luck checks.
Divine (Very-rare). +3 bonus to spell save DC and spell attack rolls, AC, saving throws, and Luck checks.
Ascendant (Legendary). +3 bonus to spell save DC, spell attack rolls, and AC. +5 bonus to saving throws and Luck checks.
Symbol of the Moon
Requires 2 slotsRequires attunement by folower of Cernunos
This symbol glimmers softly with moonlight, its form blessed by Cernunnos, the Horned One. The wielder gains a bonus to spell attack rolls and the saving throw DCs of their Divine, or Primal spells, determined by the weapon's rarity. In addition, they can use the symbol as a spellcasting focus for their Divine, or Primal spells. When the wielder casts a spell that restores hit points to a creature, the wielder can add a bonus to the amount of hit points that creature recieves based on a set number + the spell's level. This effect can be triggered once per round. Untamed (Uncommon). +1 bonus to spell save DC and spell attack rolls. Add 2 + spell level to a healing spell
Feral (Rare). +2 bonus to spell save DC and spell attack rolls. Add 4 + spell level to a healing spell
Wylde (Very-rare). +3 bonus to spell save DC and spell attack. Add 6 + spell level to a healing spell
Primal (Legendary). +3 bonus to spell save DC and spell attack rolls. Add 10 + spell level to a healing spell
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