Dials
Dials are mysterious devices made from sea shells that each hold a unique power. They are normally found throughout the sky islands, and often vary in size and power.
Some are used for completing simple tasks such as cooking, refrigeration, or blowing air, while others can be used to enhance weapons or deal devastating amounts of damage to enemies.
Common dials are easy to come by when exploring sky island. However, it may be difficult to discover more rare and powerful dials on your own. Purchasing or trading to attain special rare dials is one way to gather them, but they may not be available in many shops. Therefore, finding them in dungeons or well-guarded fortresses might be the only way to get a rare dial that you want.
Finding a Simple Dial
Searching for the more simple dials is easy when you're traveling through the sky islands, especially along the shorelines. Finding dials, especially rare ones, outside of any sky islands is incredibly difficult.
When searching along shorelines throughout the sky islands, such as the shore of the White-White Sea, a DC 15 Intelligence (Investigation) check may be rolled for every 24 hours spent searching to see if a character locates a Simple Dial shell. If a character is proficient in using Dials, they make this check with advantage.
If a character succeeds on finding a simple dial, have them roll a d20 and use the Simple Dial Table below to determine which dial they receive.
Finding a Rare Dial
Rare dials are far more difficult to find than ordinary dials. They are often larger, store massive amounts of energy, and are used in warfare and advanced machinery. In order to find a rare dial, it may be required to search sky island ruins or dungeons to discover such powerful dials.
If a character does find a way to locate a rare dial, the DM may choose to roll a d20 on the Rare Dial Table or pick from it when giving it to the character.
Using a Dial
Each type of dial has a special ability that may be more useful or powerful than others depending on the desired outcome. Dials work by sapping power from a source of energy, impact, or element, then pushing a button on the shell to expel everything built up within the dial to perform any type of task. Simple dials tend to have less overwhelming or dangerous abilities, and absorb less from their designated energy source on average. Rare dials are often incredibly effective in combat, and some have the power to devastate both their user and any foe from the amount of power they can expel in an instant.
Being proficient in dials allows you to add your proficiency bonus to any check or attack roll when using a dial. Dial effects for both simple and rare dials are listed below.
Breath Dial (Uncommon)
By storing air, gases, or wind currents, breath dials have the ability to emit anything it absorbs as a gust of energy. Simple breath dials have 5 charges. By expending a charge from this dial as a bonus action, you can absorb up to a 5-foot cube of any gas or wind. By pressing the button on the dial as an action, you can expel up to a 5-foot cube of any stored gas in a space within 5 feet of you. For example, if you absorbed poisonous gas, you may fill up any 5-foot square of space within 5 feet of you with this poisonous gas you as an action. Any creature in the space being filled with gas must succeed on a DC 10 Strength (Athletics) check or be pushed out of the space away from the dial. Objects less than 10 pounds are also pushed out of the space automatically. Simple breath dials can store up to 25 cubic feet of gas, and regain up to 1d4+1 expended charges daily at dawn.
Large Breath Dials (Rare Variant)
Has 10 charges and can store up to 50 cubic feet of gas. Additionally, they regain 1d6+4 expended charges daily at dawn instead. You can also use a large breath dial to power a standard waver, reducing the cost of building a waver by 80%.
Flavor Dial (Uncommon)
Similar to breath dials, flavor dials specialize in storing gases and scents. This includes explosive gas or foul odors. However, flavor dials aren't capable of emitting strong gusts that can push things away. Simple flavor dials have 5 charges. By expending a charge from this dial as a bonus action, you can absorb up to a 5-foot cube of any gas or scent. By pressing the button on the dial as an action, you can expel up to a 5-foot cube of any stored gas in a space within 5 feet of you. Simple flavor dials can store up to 25 cubic feet of gas, and regain up to 1d4+1 expended charges daily at dawn.
Large Flavor Dials (Rare Variant)
Has 10 charges and can store up to 50 cubic feet of gas. Additionally, they regain 1d6+4 expended charges daily at dawn instead.
Freeze Dial (Uncommon)
By absorbing freezing substances or gases, freeze dials can be used to chill and cool off anything by expelling cold elemental energy. Simple freeze dials have 5 charges. By expending a charge from this dial as a bonus action, you may sap cold energy from any 5-foot cube of material or gas that is 0° C (32° F) or less in temperature, such as ice, snow, or frigid air by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to keep that space at freezing or cool temperatures for up to 24 hours for every 5-foot cube of stored cold energy released. This can be used for freezers or refrigerators. Alternatively, you can release all the cold energy stored in a freeze dial to make an attack. As an action, you can make a melee attack against a creature and release the cold energy within the dial to deal 1 cold damage for every 5-foot cube of cold energy expelled. Simple freeze dials can store up to 25 cubic feet of cold energy, and regain up to 1d4+1 expended charges daily at dawn.
Large Freeze Dials (Rare Variant)
Has 10 charges and can store up to 50 cubic feet of cold energy. Additionally, they regain 1d6+4 expended charges daily at dawn instead.
Heat Dial (Uncommon)
By absorbing hot substances or gases, heat dials can be used to heat up anything by expelling hot elemental energy. Simple heat dials have 5 charges. By expending a charge from this dial as a bonus action, you may sap heat energy from any 5-foot cube of material or gas that is 100° C (212° F) or more in temperature, such as fire, magma, or burning gas by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to keep that space at burning or boiling temperatures for up to 24 hours for every 5-foot cube of stored cold energy released. This can be used for ovens or heaters. Alternatively, you can release all the heat energy stored in a heat dial to make an attack. As an action, you can make a melee attack against a creature and release the heat energy within the dial to deal 1 fire damage for every 5-foot cube of heat energy expelled. Simple heat dials can store up to 25 cubic feet of heat energy, and regain up to 1d4+1 expended charges daily at dawn.
Large Heat Dials (Rare Variant)
Has 10 charges and can store up to 50 cubic feet of heat energy. Additionally, they regain 1d6+4 expended charges daily at dawn instead.
Lamp Dial (Uncommon)
By absorbing light from any source, a lamp dial can emit bright light for an extended period of time. Simple lamp dials have 5 charges. By expending a charge from this dial as a bonus action, you may absorb up to an hour worth of light or sunlight, for each charge spent, into this dial by holding it or placing it within range of the source without interruption. To use this dial, as an action, you can press the button on the dial to continuously shed bright light in a 20-foot radius and dim light for an additional 20 feet from the dial for a duration equal to the amount of stored light in hours. Simple lamp dials can store up to 5 hours worth of consistent light, and regain up to 1d4+1 expended charges daily at dawn.
Large Lamp Dials (Rare Variant)
Has 10 charges and can store up to 10 hours worth of light. Additionally, they regain 1d6+4 expended charges daily at dawn instead.
Milky Dial (Uncommon)
This dial only works in extremely high altitudes, such as any location in the sky islands. By absorbing giant chunks of clouds into a milky dial, you can release pathways or blocks of cloud from the dial. Simple milky dials have 5 charges. By expending a charge from this dial as a bonus action, you may absorb any 5-foot cube of island or sea clouds by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to release a 5-foot cube of island or water cloud stored, depending on the type of clouds absorbed, within 5 feet of the dial once at the beginning of every round. Each 5-foot cube of this cloud has 1 HP and AC 6, and will float slowly in any direction it is expelled or pushed, up to 5 feet per round. Simple milky dials can store up to 25 cubic feet of cloud, and regain up to 1d4+1 expended charges daily at dawn.
Large Milky Dials (Rare Variants)
Has 10 charges and can store up to 50 cubic feet of cloud. Additionally, they regain 1d6+4 expended charges daily at dawn instead.
Thunder Dial (Uncommon)
By absorbing electric elemental energy from a material or current, thunder dials can be used as an electric power source to anything by channeling stored electricity. Simple thunder dials have 5 charges. By expending a charge from this dial as a bonus action, you may sap electric energy from any 5-foot cube of material or current that is releasing or channeling electricity, such as a lightning rod, active wiring, or generator, by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to channel electricity into one nearby device for up to 24 hours for every 5-foot cube of electric energy stored being released. This can be used for simple machines such as a fan or light bulb. Alternatively, you can release all the electric energy stored in a heat dial to make an attack. As an action, you can make a melee attack against a creature and release the electricity within the dial to deal 1 lightning damage for every 5-foot cube of electric energy expelled. Simple thunder dials can store up to 25 cubic feet of electric energy, and regain up to 1d4+1 expended charges daily at dawn.
Large Thunder Dials (Rare Variant)
Has 10 charges and can store up to 50 cubic feet of electric energy. Additionally, they regain 1d6+4 expended charges daily at dawn instead.
Tone Dial (Uncommon)
This dial can store sounds or spoken messages to replay them out loud at a later time when activated. Simple tone dials have 5 charges. By expending any number of charges from this dial as a bonus action, you can record up to 10 seconds for each charge spent of any sound or spoken message. As an action, you can press the button on the dial to play any stored noise or message, which can be heard up 120 feet away from the dial depending on the volume. Additionally, stored messages can be replayed or looped for up to an hour each day, or can be erased in up to 10 second segments as an action. Simple tone dials can store up to 50 seconds of sound or speaking, and regain up to 1d4+1 expended charges daily at dawn.
Large Tone Dials (Rare Variant)
Has 10 charges and can store up to 100 seconds of sound, which can be replayed or looped infinitely. Additionally, they regain 1d6+4 expended charges daily at dawn instead.
Vision Dial (Uncommon)
By capturing and absorbing visible colored light in an area, vision dials can capture photos and print them onto paper or parchment. Simple vision dials have 5 charges. By expending a charge from this dial as a bonus action, you can capture a single photo in one direction. As an action, you can press the button on the dial to print the stored image onto a piece of paper or parchment and delete the stored photo data on the dial. Simple vision dials can store up to 5 individual photos at a time, and regain up to 1d4+1 expended charges daily at dawn.
Large Vision Dials (Rare Variant)
Can record videos for up to 10 seconds for every 2 charges spent, have 10 charges, and can store up to 10 photos or videos at a time. Videos can be played back on a projector created by the large vision dial, and can have individual frames printed out. Photos and videos can also continue to be stored without getting deleted after being printed. Additionally, they regain 1d6+4 expended charges daily at dawn instead.
Water Dial (Uncommon)
This dial can absorb and store any type of water or liquid and then release it when activated. Simple water dials have 5 charges. By expending a charge from this dial as a bonus action, you may absorb any 5-foot cube of water or liquid by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to release and pour up to 5 cubic feet of stored liquid, within a space up to 5 feet of the dial once at the beginning of every round. This liquid can be stored in containers or poured over surfaces or even fires to put them out. Simple water dials can store up to 25 cubic feet of liquid, and regain up to 1d4+1 expended charges daily at dawn.
Large Water Dials (Rare Variant)
Has 10 charges and can store up to 50 cubic feet of liquid. Additionally, they regain 1d6+4 expended charges daily at dawn instead.
Axe Dial (Very Rare).
Are incredibly powerful damage-dealing dials that can amplify the effects of attacks. They can be attached to your body or combined with any weapon to amplify its effects. By passively absorbing and storing sharpness from a blade, weight from a blunt weapon, strength from the user's fists and legs, etc. an axe dial will greatly enhance any attack made with a weapon it is attached to. The are three different types of axe dials, each type increasing in both strength and rarity.
A +1 axe dial (Rare) will give any weapon, including your unarmed strikes, a +1 bonus to attack and damage rolls when attached.
A +2 axe dial (Very Rare) will give any weapon, including your unarmed strikes, a +2 bonus to attack, and damage rolls when attached.
A +3 axe dial (Legendary) will give any weapon, including your unarmed strikes, a +3 bonus to attack, and damage rolls when attached.
To attach an axe dial to a weapon or body part, the user must spend time during a short or long rest properly fitting and attaching it to the desired weapon. A weapon can only receive the benefits from one dial at a time, and the effects of separate dials on a single weapon do not stack. Furthermore, axe dials do not stack with innate weapon bonus stats, and can only increase a weapon's innate bonuses up to a total of +3 for attack or damage rolls. However, axe dial bonuses do stack with bonuses from character feats and abilities. For example, a +3 supreme grade meito would receive no benefits from an axe dial and a +2 great grade meito would only increase to a +3 bonus to attack and damage rolls for the weapon if it had a +3 axe dial attached
Ball Dial (Very Rare)
This dial is almost identical to the large milky dial (use the description from Milky Dial.), except when segments of solid cloud are produced from this dial, they become floating 5-foot diameter balls that can be attached to each other without breaking. They each have 1 HP and AC 6, and can be pushed up to 30 feet in any direction as a ranged attack, popping on impact with the first thing they touch. Additionally, when a cloud ball is destroyed or popped, it will produce a random effect. Roll a d100 on the wild magic surge table (D&D standard 5th edition rules) to determine the effect, and have the effect target and damage the creature closest to the ball or the ball itself after popping. If the rolled effect grants sorcery points or doesn't have an applicable effect, re-roll on the table instead.
Eisen Dial (Very Rare)
The eisen dial is considered one of the strongest types of dials. This dial is almost identical to the simple milky dial (use the description from Milky Dial.), except when segments of solid cloud are produced from this dial, they are as thick and durable as iron. They have 30 HP and AC 20 per 5-foot cube released and will shatter into metallic dust when destroyed. Additionally, by releasing a 5-foot cube of stored cloud, you may transform it into an iron simple melee weapon of choice that you can use. If you are proficient with rare dials, you are also proficient with the created weapon. This weapon lasts for 1 hour, or until it is dispelled as a bonus action, in which it will crumble into metallic dust afterward.
Flash Dial (Very Rare)
This dial is very similar to a lamp dial, but instead releases stored light in a powerful flash that can blind enemies. Flash dials have 5 charges. By expending a charge from this dial as a bonus action, you may absorb up to an hour worth of light or sunlight, for each charge spent, into this dial by holding it or placing it within range of the source without interruption for the desired amount of time. To use this dial, as an action, you can press the button on the dial while holding it to release an hour worth of stored light in a powerful instant flash of blinding light. Each creature aside from the user within 30 feet of the dial has to make a DC 15 Constitution saving throw or become blinded until the end of their next turn. Flash dials can store up to 5 hours worth of consistent light, and regain up to 1d4+1 expended charges daily at dawn.
Flame Dial (Very Rare)
By absorbing flames or burning materials, flame dials can be used to release scorching bursts or beams of fire. Flame dials have 5 charges. By expending a charge from this dial as a bonus action, you may sap fire from any 5-foot cube of fire, magma, or burning material by placing it within 5 feet of the source. To use this dial, as an action, you can release a burst of flames from the dial, one ray for every stored 5-foot cube of fire released, and hurl them at targets within 120 feet. Make a ranged attack for each burst of flame created. On a hit, the target takes 2d6 fire damage. Flame dials can store up to 25 cubic feet of fire, and regain up to 1d4+1 expended charges daily at dawn.
Impact Dial (Very Rare)
By absorbing an instance of damage or force from an incoming attack, you can store and later release the force in a devastating burst of concentrated energy. Impact dials have 5 charges. When the user is individually targeted by an attack, spell, or damaging effect, they can use the impact dial to absorb the damage or a portion of it by expending charges as a reaction. Roll a d10 for every charge spent, and reduce the damage of the attack, spell, or effect by the number rolled and store that amount inside of the dial as part of that same reaction. The number stored cannot be more than the total amount of damage rolled by the attack, spell, or effect targeting the user of the dial. Additionally, if the damage rolled by the attack, spell, or effect is reduced to 0, it is nullified and has no effect.
To release the stored damage as a concentrated shock wave, the user can spend an action to make a melee attack against a target with the dial, deciding how much stored damage to expend. On a hit, the target takes a number of force damage equal to the expended damage. Whether the attack hits or misses, the user of the dial will be damaged by half of the expended force damage (rounded down) as recoil in force damage as well. Impact dials can store up to 30 force damage at once, and regain up to 1d4+1 expended charges daily at dawn. If the stored force damage reaches its cap, any carryover damage that can't be absorbed when attempting to nullify an attack is still dealt to the user and isn't reduced.
Jet Dial (Very Rare)
By storing powerful gusts or wind currents, jet dials have the ability to emit anything it absorbs as a gust of energy. Jet dials have 5 charges. By expending a charge from this dial as a bonus action, you can absorb up to a 5-foot cube of any strong wind or gas. By pressing the button on the dial as a bonus action, you can expel at least one 5-foot cube of stored wind to launch you 30 feet x every 5-foot cube of stored wind released in any direction. Jet dials can store up to 25 cubic feet of wind, and regain up to 1d4+1 expended charges daily at dawn. Additionally, attaching a jet dial to a waver will double its speed.
Reject Dial (Very Rare)
Reject dials are one of the strongest and hard to find dials among even the rarest dials. However, reject dials are also incredibly dangerous to use, with the recoil being able to potentially kill anyone who uses them. This dial is almost identical to the impact dial (use the description from Impact Dial.), except it has 10 charges, can store up to 60 force damage, and regains 1d6+4 expended charges daily at dawn.
Storm Dial (Very Rare)
This dial is almost identical to the simple milky dial (use the description from Milky Dial.), except when segments of solid cloud are produced from this dial, they come in the form of condensed chunks of powerful storm clouds. Every 5-foot cube of storm cloud can be passed through, though it is considered Difficult Terrain. Any creature that ends its turn inside a created storm cloud must make a DC 15 Strength saving throw or take 2d6 bludgeoning damage from the harsh maelstrom of wind inside the cloud. Additionally, at the start of each round, each 5-foot cube of storm cloud will target the closest creature within 30 feet and deal 1d6 lightning damage to it. Storm clouds only last for 1 minute after being created, in which they return to being an ordinary island or sea cloud after.