Page 214 - Dungeon Master's Guide
P. 214
SENTIENT MAGIC ITEMS
WiNGS OF FLYING
Some magic items possess sentience and personality.
Such an item might be possessed, haunted by the spirr·
of a previous owner, or self-aware thanks to the magic
used to create it. In any case, the item behaves like a
character, complete with personality quirks, ideals,
bonds, and sometimes flaws. A sentient item might
be a cherished ally to its wielder or a continual thorn
in the side.
Most sentient items are weapons. Other kinds of ite -
can manifest sentience, but consumable items such a_
potions and scrolls are never sentient.
Sentient magic items function as NPCs under the
DM's control. Any activated property of the item is
under the item's control, not its wielder's. As long as
the wielder maintains a good relationship with the
item, the wielder can access those properties normall_ -
If the relationship is strained, the item can suppress
its activated properties or even turn them against
the wielder.
CREATING SENTIENT MAGIC ITEMS
When you decide to make a magic item sentient, you
create the item's persona in the same way you would
create an NPC, with a few exceptions described here.
ABILITIES
A sentient magic item has Intelligence, Wisdom, and
Charisma scores. You can choose the item's abilities
or determine them randomly. To determine them
randomly, roll 4d6 for each one, dropping the lowest r
WtNGEO BooTs and totaling the rest.
COMMUNICATION
A sentient item has some ability to communicate, either
by sharing its emotions, broadcasting its thoughts
telepathically, or speaking aloud. You can choose how ·
communicates or roll on the following table.
dlOO Communication
01-60 The item communicates by transmitting emotion
WINGED BOOTS
to the creature carrying or wielding it.
Wondrous item, uncommon (requires attunement)
61-90 The item can speak, read, and understand one or
While you wear these boots, you have a flying speed more languages.
equal to your walking speed. You can use the boots to
91-00 The item can speak, read, and understand one
fly for up to 4 hours, all at once or in several shorter
or more languages. In addition, the item can
flights, each one using a minimum of 1 minute from the
communicate telepathically with any character tha
duration. If you are flying when the duration expires, you
carries or wields it.
descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for evyry
12 hours they aren't in use. SENSES
With sentience comes awareness. A sentient item can
WINGS OF FLYING perceive its surroundings out to a limited range. You can
Wondrous item, rare (requires attunement) choose its senses or roll on the following table.
While wearing this cloak, you can use an action to
d4 Senses
speak its command word. Thish turns the cloak into a
Hearing and normal vision out to 30 feet.
pair of bat wings or bird wings on your back for 1 hour
or until you repeat the command word as an action. 2 Hearing and normal vision out to 60 feet
The wings give you a flying speed of 60 feet. When they 3 Hearing and normal vision out to 120 feet.
disappear, you can't use them again for 1d12 hours. 4 Hearing and darkvision out to 120 feet.
CHAPTER 7 I TREASURE

