Lamp Dial
Common Dial - Ⓑ¹
Description
The Lamp Dial is similar to the Flash Dial, capable of storing and releasing light. Unlike the Flash Dial however, it releases light steadily and gently, rather than all at once, making it much less useful for combat purposes but well-suited for domestic use as a light source. It carries up to 10 charges. It automatically regains a charge by spending at least a minute in direct sunlight.
Rank 1. At Rank 1, a Lamp dial carries the Lamp feature, detailed below.
Lamp. When you spend a charge and an action, the Lamp dial begins to shed bright light in a 15-foot-radius, and dim light for an additional 15 feet. This light lasts for up to 1 hour.
Rank 2. At Rank 2, a Lamp dial gains the Lantern feature alongside the Lamp feature.
Lantern. When you spend 2 charges and an action, the Lamp dial begins to shed bright light in a 60-foot-cone. This light lasts for up to 8 hours. As an actio||n, you can point this light suddenly at a creature within range. The target must succeed on a Constitution saving throw (DC 13) or be Dazzled until the end of their next turn.
Heat Dial
Common Dial - Ⓑ¹
Description
The Heat Dial stores and releases heat energy; it is not to be confused with Flame Dials. It is commonly used by citizens of sky islands to power ovens and other heating devices. It appears to be able to let out heat in different amounts. The Heat dial carries up to 10 charges, and like the Flame dial, must spend at least a minute engulfed in flames to regain a charge.
Rank 1. At rank one, a Heat dial has the Heater feature, detailed below.
Heater. When you activate the Heat dial as an action and spend a charge, it generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius) for up to 8 hours.
Rank 2. At rank two, a Heat dial gains the Searing Touch feature alongside the Heater feature.
Searing Touch. When you make an unarmed attack against a creature while the Heat dial is equipped and hit, you can spend 2 charges to force them to make a Constitution saving throw (DC 13) or become Burned. You take 2 fire damage and immediately drop the Heat Dial after making this attack. (edited)
Tone Dial
Common Dial - Ⓑ¹
Description
The Tone Dial is able to record and replay sounds spoken into it, akin to an audio recorder. It can carry a number of recordings depending on its rank. You can delete a recording of your choice from the Tone dial as a bonus action.
Rank 1. At Rank 1, a Tone dial can carry up to 5 separate recordings that can be up to 10 minutes in duration each. It has access to the Triggered Playback feature, detailed below.
Triggered Playback. Choose a recording in the dial with which to tie into this feature. Finally, determine the circumstance that will trigger the dial to deliver your message. When that circumstance occurs, the dial recites the recording in perfect audio at the same volume you recorded it as. The triggering circumstance can be as general or as detailed as you like, though it must be based on audible conditions that occur within 30 feet of the object. For example, you could instruct the dial to activate when a silver bell rings within 30 feet of it.
Rank 2. At Rank 2, a Tone dial can carry up to 10 separate recordings that can be up to an hour in duration each. It gains access to the Boom Bass feature, as well as the Triggered Recording feature.
Boom Bass. Choose 2 recordings in the dial with which to use with this feature. Those recordings play simultaneously at a booming volume out of the dial in a 15 foot cube originating from you. All creatures within this cube must make a Constitution saving throw (DC 13). If they fail, they are deafened until the start of their next turn and are pushed back 5 feet away from you.
Flavor Dial
Common Dial - Ⓑ¹
Description
A Flavor dial is the most common type of Breath dial, able to store and release aromas and gases. It holds 10 charges, which an only be regained by spending time in an area that smells pleasant, like a patch of flowers, or disgusting, like a trash heap. For each minute it spends in one of these areas, it regains 1 charge.
Rank 1. At rank one, a Flavor dial has the Perfume feature, detailed below.
Perfume. A sweet smelling aroma is stored within the Flavor dial. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower.
Rank 2. A Flavor dial gains the Stinking Cloud feature alongside the Perfume feature.
Stinking Cloud. By spending an action and 3 charges, the Flavor dial emits a 5-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration of 1 minute. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw (DC 13) against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Water Dial
Uncommon Dial - Ⓑ¹
Description
The Water Dial is used for storing and releasing water. It holds a set number of charges depending on its rank. A Water Dial can absorb and store water with which it is submerged in. For every hour that a Water dial stays submerged, it regains 1 charge.
Rank 1.
At rank 1, a Water dial carries 10 charges and has access to the Stream feature, detailed below.
Stream. When you use a bonus action and spend a charge, the Water dial releases up to a gallon of water in a 10 foot line away from you in a light stream.
Rank 2.
At rank 2, a Water dial carries 10 charges and has access to the Fountain feature alongside the Stream feature.
Fountain. When you use an action and spend 3 charges, the Water dial releases up to 5 gallons of water in a 15 foot line away from you stronger stream. As a bonus action while holding the dial, you can aim this fountain at a creature. The target must succeed a Strength saving throw (DC 14) or be pushed 10 feet away from you in the direction that the fountain is going.
Rank 3.
At rank 3, a Water dial carries 15 charges and has access to the Geyser feature, alongside the Fountain and Stream feature.
Geyser. When you use an action and spend 4 charges, water gushes forth in a geyser 30 feet long and 1 foot wide, from the dial. As a bonus action while holding the dial, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on Strength saving throw (DC 15) or take 2d6 bludgeoning damage, be pushed up to 15 feet away from you and fall prone. Instead of a creature, you 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 you.
Flame Dial
Uncommon Dial - Ⓑ¹
Description
The Flame Dial stores and releases fire; it is not to be confused with Heat Dials. It carries a set number of charges depending on its rank. A Flame Dial can absorb and store the essence flames it is engulfed by, allowing you to harness their power later. For every hour that a Flame Dial spends in flames, it regains one charge.
Rank 1. At rank 1, a Flame dial carries 10 charges, and has access to the Lighter feature, detailed below.
Lighter. When you use an action and spend a charge, a flickering flame emits from the orifice of the dial. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so requires the dial to be activated again. When you activate the dial, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged improvised weapon attack. On a hit, the target takes 1d6 fire damage.
Rank 2. At rank 2, a Flame dial carries 10 charges. In addition to using the Lighter ability of the dial, you also gain access to the Inferno Burst feature, detailed below.
Inferno Burst. When you use an action and spend 3 charges, you can hold the Flame dial aloft and speak a command word to release a stored charge of fire. The released charge creates a 15-foot cone of searing flames that extends from the shell's opening. Any creature in the cone must make a Dexterity saving throw (DC 14) or take 2d6 fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the cone ignite.
Rank 3. At rank 3, a Flame dial carries 15 charges, and gains access to the Scorching Blast feature alongside the Lighter and Inferno Burst features.
Scorching Blast. When you use an action and spend 5 charges, the dial emits three rays of fire and hurls them at targets within 60 feet of you. You can hurl them at one target or several. Make a ranged improvised weapon attack against the targets. They take 3d6 fire damage on a hit and become Burned.
Impact Dial
Uncommon Dial - Ⓑ¹
Description
The Impact Dial can be hit by anything blunt or incapable of slicing and will absorb the kinetic energy. It can also absorb the impact of explosions. Once the apex of the dial is pressed, the stored blunt force is released, usually causing internal injuries to a living body it is used against while not leaving any visible external damage. It holds a set number of charges depending on it's rank, that can only be regained through taking the impact of damaging attacks and effects. When an Impact is hit by an attack that deals at least 10 damage, it regains one charge.
Rank 1. At rank one, an Impact dial carries 10 charges and has access to the Blowback feature, detailed below.
Blowback. As an action and by spending a charge, you hold the Impact Dial within melee range of a creature and press the apex. The target must make a Dexterity saving throw (DC 14) or take 1d6 bludgeoning damage and become Bruised by one rank. When you use this feature, you take 1d4 bludgeoning damage from the recoil, unless you are of the Sky Island Tribes.
Rank 2. At rank two, an Impact dial carries 10 charges and gains access to the Hammer Pop feature alongside the Blowback feature.
Hammer Pop. When you make an unarmed attack against a creature while holding an Impact dial and hit, you can use your bonus action and expend 3 charges to inflict an extra 2d6 bludgeoning damage to them. The creature must make a Constitution saving throw (DC 14) and take 2 ranks of the Bruised condition on a fail. When you use this feature, you take 2d4 bludgeoning damage from the recoil, unless you are of the Sky Island Tribes.
Rank 3. At rank three, an Impact dial carries 15 charges and gains access to the Retaliation Wave feature, alongside the Hammer Pop and Blowback features.
Retaliation Wave. As an action and by spending 5 charges, you hold the Impact dial out in front of you and release a wave of stored up blunt force in a 10 foot cone by pressing its apex. Each creature in the cone must make a Strength saving throw (DC 15). On a fail, they take 3d6 bludgeoning damage, become Bruised by 3 ranks, and are knocked prone. When you use this feature, you take 3d4 bludgeoning damage from the recoil, unless you are of the Sky Island Tribes. (edited)
Ball Dial
Uncommon Dial - Ⓑ¹
Description
The Ball Dial releases a puff of clouds that forms into a spherical shape upon being released. Ball clouds can be used as a floating platform that one can sit or stand on, or can be used to store various objects within them. A new use for Ball Dials has been discovered in recent years, revealing its use as a storage device. Despite its size, it can carry a myriad of items by storing them in ball clouds and absorbing them into the dial. The amount that a ball dial can carry depends on it's rank. No matter how many items are carried within the ball dial, it retains its weight. You can release an item from the Ball dial as a free action. The item will exit the dial within a ball cloud, that erupts harmlessly and drops the item in an unoccupied space within 5 feet of you. It can drop the item into your hands, if you choose. If the Ball dial is ever ruptured or destroyed, its contents spill forth, unharmed onto the ground. You cannot store living creatures within a Ball Dial.
Rank 1. At rank one, a Ball dial can carry up to 500 pounds, not exceeding a volume of 64 cubic feet.
Rank 2. At rank two, a Ball dial can carry up to 750 pounds, not exceeding a volume of 98 cubic feet.
Rank 3. At rank three, a Ball dial can carry up to 1000 pounds, not exceeding a volume of 140 cubic feet. (edited)
Breath Dial
Uncommon Dial - Ⓑ¹
Description
The Breath Dial is capable of storing and releasing air-currents. It holds a set number of charges depending on its rank, that can only be regained through absorbing air or gases. As an action, the Breath Dial can absorb and store air or gases from the environment, regaining a charge. If you absorb gases into a Breath dial, you cannot absorb air without diluting the gases inside, losing their properties. If no gas is stored within the the Breath Dial, it automatically regains one charge for every hour it is exposed to a breathable atmosphere, such as fresh air or a normal environment. The Breath Dial cannot absorb harmful gases or toxins in this way.
Rank 1. At rank one, the Breath dial carries 10 charges and has access to the Air Release feature, detailed below.
Air Release. When you use an action and spend a charge, whatever gas, smoke, or air stored within the dial pours out in a 20-foot radius from the dial. The area gains the effects of whatever substance was absorbed, such as heavily obscured if it was smoke, and poisoned if it was gas. Each minute the dial remains open in this way within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 60 feet, and a charge is expended. If gas, smoke or poison was stored within the Breath dial, use the list below to determine the effects.
Gas. At the start of their turn, creatures within the affected area must make a Constitution saving throw (DC 15) or take 1d6 poison damage and become poisoned until they leave the area.
Smoke. The area becomes heavily obscured.
Poison. If a specific poison with the Inhalant tag is stored within the dial and released, creatures that require air to breath within the affected area are subject to the effects of the poison.
Rank 2. At rank two, the Breath dial carries 10 charges and gains the Propelled Jump feature alongside the Air Release feature.
Propelled Movement. As a bonus action on your turn and by spending 3 charges, you can propel yourself with amazing speed. Your movement speed gains a bonus of 20 feet until the end of your turn.
Rank 3. At rank three, the Breath dial carries 15 charges and gains the Air Blast feature alongside the Propelled Jump and Air Release features.
Air Blast. As an action on your turn, you can spend 5 charges to release a blast of air. The blast creates a 30-foot line of intense wind that extends from the shell's opening in a direction you choose. Any creature in the line must make a Strength saving throw (DC 15) or be pushed back 10 feet and take 3d6 bludgeoning damage on a failed save.
Axe Dial
Vision Dial
Thunder Dial
Milky Dial
Jet Dial
Very Rare Dial, Requires Attunement - Ⓑ¹
A Jet Dial is a much more rare and powerful version of the Breath Dial which blows out a powerful burst of air at great speed. This allows them to be used for much faster propulsion than a Breath Dial. It stores a number of charges depending on it's rank, that can only be regained through absorbing strong winds. A jet dial that spends at least a minute in a place where strong wind is blowing onto it regains one charge.
Rank 1. At rank one, a Jet Dial carries 10 charges, as well as the Jet Burst feature, detailed below.
Jet Burst. By using an action and spending a charge, a line of strong wind 60 feet long and 10 feet wide blasts away from the dial in the direction it is facing. Each creature that starts its turn in the line must succeed on a Strength saving throw (DC 18) or take 5d8 bludgeoning damage and be pushed 20 feet away from you in a direction following the line. If the creature succeeds, it only takes half of the damage and is not pushed. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. You can aim the jet dial towards the ground to propel yourself 60 feet into the air instead.
Rank 2. The Jet dial carries the Rank 1 properties, and gains the Flight property.
Flight. As an action, and by spending 3 charges, you can use the Jet dial to give yourself a flying speed of 60 feet. You must have at least one hand free to maintain flight. This features lasts for 10 minutes unless you deactivate the dial as a bonus action, the dial is destroyed, or you are knocked unconscious. When the effect ends, you descend safely to the ground if you are still aloft through short bursts of the dial.
Rank 3. The Jet dial carries the Rank 1 and Rank 2 properties, gaining 5 charges and the Cyclone Emission property.
Reject Dial (unavailable)
Very Rare Dial
Frenzy Dial (unavailable)
Very Rare Dial, Requires Attunement
Eisen Dial
Legendary Dial, Requires Attunement
Description
Control Dial
Legendary Dial, Requires Attunement
Description