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cumulative	   20	   percent	   chance	   of	   not	   working	   and	     Abilities
             tearing	   into	   useless,	   nonmagical	   tatters.	     A	   sentient	   magic	   item	   has	   Intelligence,	   Wisdom,	   and	   
                                                                   Charisma	   scores.	   You	   can	   choose	   the	   item’s	   abilities	   
             Winged Boots                                          or	   determine	   them	   randomly.	   To	   determine	   them	   
             Wondrous	   item,	   uncommon	   (requires	   attunement)	     randomly,	   roll	   4d6	   for	   each	   one,	   dropping	   the	   lowest	   
             While	   you	   wear	   these	   boots,	   you	   have	   a	   flying	   speed	     roll	   and	   totaling	   the	   rest.	   
             equal	   to	   your	   walking	   speed.	   You	   can	   use	   the	   boots	   
             to	   fly	   for	   up	   to	   4	   hours,	   all	   at	   once	   or	   in	   several	     Communication
             shorter	   flights,	   each	   one	   using	   a	   minimum	   of	   1	     A	   sentient	   item	   has	   some	   ability	   to	   communicate,	   
             minute	   from	   the	   duration.	   If	   you	   are	   flying	   when	   the	     either	   by	   sharing	   its	   emotions,	   broadcasting	   its	   
             duration	   expires,	   you	   descend	   at	   a	   rate	   of	   30	   feet	   per	     thoughts	   telepathically,	   or	   speaking	   aloud.	   You	   can	   
             round	   until	   you	   land.	                       choose	   how	   it	   communicates	   or	   roll	   on	   the	   following	   
             	    The	   boots	   regain	   2	   hours	   of	   flying	   capability	   for	     table.	   
             every	   12	   hours	   they	   aren’t	   in	   use.	     d100	     Communication	   
                                                                   01–60	     The	   item	   communicates	   by	   transmitting	   emotion	   
             Wings of Flying                                              to	   the	   creature	   carrying	   or	   wielding	   it.	   
             Wondrous	   item,	   rare	   (requires	   attunement)	     61–90	     The	   item	   can	   speak,	   read,	   and	   understand	   one	   
                                                                          or	   more	   languages.	   
             While	   wearing	   this	   cloak,	   you	   can	   use	   an	   action	   to	     91–00	     The	   item	   can	   speak,	   read,	   and	   understand	   one	   
             speak	   its	   command	   word.	   This	   turns	   the	   cloak	   into	   a	     or	   more	   languages.	   In	   addition,	   the	   item	   can	   
             pair	   of	   bat	   wings	   or	   bird	   wings	   on	   your	   back	   for	   1	     communicate	   telepathically	   with	   any	   character	   
             hour	   or	   until	   you	   repeat	   the	   command	   word	   as	   an	     that	   carries	   or	   wields	   it.	   
             action.	   The	   wings	   give	   you	   a	   flying	   speed	   of	   60	   feet.	   
             When	   they	   disappear,	   you	   can’t	   use	   them	   again	   for	     Senses
             1d12	   hours.	                                       With	   sentience	   comes	   awareness.	   A	   sentient	   item	   
                                                                   can	   perceive	   its	   surroundings	   out	   to	   a	   limited	   range.	   
             Sentient Magic Items                                  You	   can	   choose	   its	   senses	   or	   roll	   on	   the	   following	   

             Some	   magic	   items	   possess	   sentience	   and	   personality.	     table.	   
             Such	   an	   item	   might	   be	   possessed,	   haunted	   by	   the	     d4	    Senses	   
             spirit	   of	   a	   previous	   owner,	   or	   self-   aware	   thanks	   to	     1	     Hearing	   and	   normal	   vision	   out	   to	   30	   feet.	   
             the	   magic	   used	   to	   create	   it.	   In	   any	   case,	   the	   item	     2	     Hearing	   and	   normal	   vision	   out	   to	   60	   feet	   
             behaves	   like	   a	   character,	   complete	   with	   personality	     3	     Hearing	   and	   normal	   vision	   out	   to	   120	   feet.	   
                                                                   4	   
                                                                       Hearing	   and	   darkvision	   out	   to	   120	   feet.	   
             quirks,	   ideals,	   bonds,	   and	   sometimes	   flaws.	   A	   
             sentient	   item	   might	   be	   a	   cherished	   ally	   to	   its	   wielder	     Alignment
             or	   a	   continual	   thorn	   in	   the	   side.	     A	   sentient	   magic	   item	   has	   an	   alignment.	   Its	   creator	   
             	    Most	   sentient	   items	   are	   weapons.	   Other	   kinds	   of	     or	   nature	   might	   suggest	   an	   alignment.	   If	   not,	   you	   can	   
             items	   can	   manifest	   sentience,	   but	   consumable	   items	     pick	   an	   alignment	   or	   roll	   on	   the	   following	   table.	   
             such	   as	   potions	   and	   scrolls	   are	   never	   sentient.	   
             	    Sentient	   magic	   items	   function	   as	   NPCs	   under	   the	     d100	     Alignment	     	     d100	     Alignment	   
             GM’s	   control.	   Any	   activated	   property	   of	   the	   item	   is	     01–15	    Lawful	   good	     	     74–85	    Chaotic	   neutral	   
             under	   the	   item’s	   control,	   not	   its	   wielder’s.	   As	   long	   as	     16–35	    Neutral	   good	     	     86–89	    Lawful	   evil	   
             the	   wielder	   maintains	   a	   good	   relationship	   with	   the	     36–50	    Chaotic	   good	     	     90–96	    Neutral	   evil	   
             item,	   the	   wielder	   can	   access	   those	   properties	     51–63	    Lawful	   neutral	    	     97–00	    Chaotic	   evil	   
             normally.	   If	   the	   relationship	   is	   strained,	   the	   item	   can	     64–73	    Neutral	     	     	     	   
             suppress	   its	   activated	   properties	   or	   even	   turn	   them	   
             against	   the	   wielder.	                           Special Purpose
                                                                   You	   can	   give	   a	   sentient	   item	   an	   objective	   it	   pursues,	   
             Creating Sentient Magic Items                         perhaps	   to	   the	   exclusion	   of	   all	   else.	   As	   long	   as	   the	   
                                                                   wielder’s	   use	   of	   the	   item	   aligns	   with	   that	   special	   
             When	   you	   decide	   to	   make	   a	   magic	   item	   sentient,	   you	     purpose,	   the	   item	   remains	   cooperative.	   Deviating	   
             create	   the	   item’s	   persona	   in	   the	   same	   way	   you	   would	     from	   this	   course	   might	   cause	   conflict	   between	   the	   
             create	   an	   NPC,	   with	   a	   few	   exceptions	   described	   here.	     wielder	   and	   the	   item,	   and	   could	   even	   cause	   the	   item	   
                                                                   to	   prevent	   the	   use	   of	   its	   activated	   properties.	   You	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       251	   
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