Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from Leather Armor to Chain Mail to costly Plate Armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: Light Armor, Medium Armor, and Heavy Armor. Many warriors supplement their armor with a Shield.

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Using macOS Disk Utility to create DMG file. Next step, go to Finder Application Utilities and open macOS Disk Utility App. In the macOS Disk Utility App, go to File New Image Image from Folder. See screenshot below. And then choose the folder of your files and documents that you want to create the DMG file. Nov 15, 2018  Click on Load DMG to import the macOS installation file into the application. Insert a USB (16G free space) and click on the 'Burn' button next to the appropriate media type. The important thing to remember here is that you now know how to create a macOS installer in Windows. Aug 21, 2017  How to Create a Encrypted Dmg File (Mac). Want to know how to protect your personal files on your mac? This article will explain how to create an Encrypted DMG file. In the Utilities folder, open up 'Disk Utility'. In the Disk Utility app on your Mac, choose File New Image, then choose Image from Folder. Select the folder or connected device in the dialog that appears, then click Open. Enter a filename for the disk image, add tags if necessary, then choose where to save it. This creates a dmg file (in this case 64M) that can be mounted on a mac. After wich you just copy the content you want to it (in /mnt/foo). Unmount it, and the dmg can be copied over to a mac and mounted there. Dmg's created this way are showing up 'locked' in Finder, I'm told. Dmg file for mac.

Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends. The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items,. DnD 5e Magic Items: A few common and rare, many uncommon. Insignia of Claws - HotDQ 94. Shield +1 - DMG 200. Luckstone - DMG 205. Sun Blade - DMG 205. Nov 30, 2014  D&D 5e/Next; Optimization DMG Best common/uncommon magic items? If this is your first visit, be sure to check out the FAQ by clicking the link above. You will have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

The Armor table shows the cost, weight, and other properties of the Common types of armor worn in fantasy gaming worlds.
Armor Proficiency: Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.
Armor Class (AC): Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
Heavy Armor: Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
: If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
: A Shield is made from wood or metal and is carried in one hand. Wielding a Shield increases your Armor Class by 2. You can benefit from only one Shield at a time.

Light Armor

Made from supple and thin materials, Light Armor favors agile adventurers since it offers some Protection without sacrificing mobility. If you wear Light Armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
Common Dmg 200 D&dPadded:Padded Armor consists of quilted layers of cloth and batting.
Leather: The Breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Studded Leather: Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium Armor

Medium Armor offers more Protection than Light Armor, but it also impairs Movement more. If you wear Medium Armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Hid⁠e: This crude armor consists of thick furs and pelts. It is commonly worn by Barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Chain⁠ S⁠hirt: Made of interlocking metal rings, a Chain Shirt is worn between layers of clothing or leather. This armor offers modest Protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Scale M⁠ail: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Breastp⁠late: This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good Protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
Half⁠ Plate:Half Plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg Protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, Heavy Armor offers the best Protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy Armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.
Ring⁠ Mail: This armor is Leather Armor with heavy rings sewn into it. The rings help reinforce the armor against blows from Swords and axes. Ring Mail is inferior to Chain Mail, and it's usually worn only by those who can’t afford better armor.
Chain⁠ Mail: Made of interlocking metal rings, Chain Mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Splint: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mail protects the joints.
Plate: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Armor
ArmorCostArmor Class (AC)Weight
Light Armor
Padded
5 gp11 + Dex modifierDisadvantage8 lb.
Leather
10 gp11 + Dex modifier10 lb.
Studded leather
45 gp12 + Dex modifier13 lb.
Medium Armor
Hide
10 gp12 + Dex modifier (max 2)12 lb.
Chain shirt
50 gp13 + Dex modifier (max 2)20 lb.
Scale mail
50 gp14 + Dex modifier (max 2)Disadvantage45 lb.
Breastplate
400 gp14 + Dex modifier (max 2)20 lb.
Half plate
750 gp15 + Dex modifier (max 2)Disadvantage40 lb.
Heavy Armor
Ring mail
30 gp14Disadvantage40 lb.
Chain mail
75 gp16Str 13Disadvantage55 lb.
Splint
200 gp17Str 15Disadvantage60 lb.
Plate
1,500 gp18Str 15Disadvantage65 lb.
Shield
10 gp+26 lb.

Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor’s category.
Don: This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.
Doff: This is the time it takes to take off armor. If you have help, reduce this time by half.
Donning and Doffing Armor
CategoryDonDoff
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor10 minutes5 minutes
1 action1 action

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Magic items are gleaned from the hoards of conquered monsters or discovered in long‑lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.

  • 5Activating an Item
  • 6Magic Items
  • 7Sentient Magic Items
    • 7.1Creating Sentient Magic Items

Attunement

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

Wearing and Wielding Items

Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-­made armor might fit elves only. Dwarves might make items usable only by dwarf-­sized and dwarf-­shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-­ti with a snakelike tail instead of legs can't wear boots.

Multiple Items of the Same Kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

Paired Items

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.

Activating an Item

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item.

Command Word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented, as in the area of the silence spell.

Consumables

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells

Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.

Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Magic Items

Common
ItemTypeSubtype
Potion of ClimbingPotion
Potion of Healing (Magic Item)Potion
Spell ScrollScroll
Uncommon
ItemTypeSubtype
Adamantine ArmorArmormedium or heavy, but not hide
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of Proof against Detection and LocationWondrous item
Bag of HoldingWondrous item
Bag of TricksWondrous item
Boots of ElvenkindWondrous item
Boots of Striding and SpringingWondrous item
Boots of the WinterlandsWondrous item
Bracers of ArcheryWondrous item
Brooch of ShieldingWondrous item
Broom of FlyingWondrous item
Circlet of BlastingWondrous item
Cloak of ElvenkindWondrous item
Cloak of ProtectionWondrous item
Cloak of the Manta RayWondrous item
Decanter of Endless WaterWondrous item
Deck of IllusionsWondrous item
Dust of DisappearanceWondrous item
Dust of DrynessWondrous item
Dust of Sneezing and ChokingWondrous item
Efficient QuiverWondrous item
Elemental GemWondrous item
Eversmoking BottleWondrous item
Eyes of CharmingWondrous item
Eyes of Minute SeeingWondrous item
Eyes of the EagleWondrous item
Figurine of Wondrous PowerWondrous item
Gauntlets of Ogre PowerWondrous item
Gem of BrightnessWondrous item
Gloves of Missile SnaringWondrous item
Gloves of Swimming and ClimbingWondrous item
Goggles of NightWondrous item
Hat of DisguiseWondrous item
Headband of IntellectWondrous item
Helm of Comprehending LanguagesWondrous item
Helm of TelepathyWondrous item
Immovable RodRod
Javelin of LightningWeaponjavelin
Lantern of RevealingWondrous item
Medallion of ThoughtsWondrous item
Mithral ArmorArmormedium or heavy, but not hide
Necklace of AdaptationWondrous item
Oil of SlipperinessPotion
Pearl of PowerWondrous item
Periapt of HealthWondrous item
Periapt of Wound ClosureWondrous item
Philter of LovePotion
Pipes of HauntingWondrous item
Pipes of the SewersWondrous item
Potion of Animal FriendshipPotion
Potion of Giant StrengthPotion
Potion of GrowthPotion
Potion of Healing (Magic Item)Potion
Potion of PoisonPotion
Potion of ResistancePotion
Potion of Water BreathingPotion
Restorative OintmentWondrous item
Ring of JumpingRing
Ring of Mind ShieldingRing
Ring of SwimmingRing
Ring of WarmthRing
Ring of Water WalkingRing
Robe of Useful ItemsWondrous item
Rope of ClimbingWondrous item
Shield, +1, +2, or +3Armorshield
Slippers of Spider ClimbingWondrous item
Spell ScrollScroll
Staff of the PythonStaff
Stone of Good Luck (Luckstone)Wondrous item
Trident of Fish CommandWeapontrident
Wand of Magic DetectionWand
Wand of Magic MissilesWand
Wand of SecretsWand
Wand of WebWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wind FanWondrous item
Winged BootsWondrous item
Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of HealthWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of ResistanceArmorlight, medium, or heavy
Armor of VulnerabilityArmorplate
Arrow-Catching ShieldArmorshield
Bag of BeansWondrous item
Bead of ForceWondrous item
Belt of DwarvenkindWondrous item
Belt of Giant StrengthWondrous item
Berserker AxeWeaponany axe
Boots of LevitationWondrous item
Boots of SpeedWondrous item
Bowl of Commanding Water ElementalsWondrous item
Bracers of DefenseWondrous item
Brazier of Commanding Fire ElementalsWondrous item
Cape of the MountebankWondrous item
Censer of Controlling Air ElementalsWondrous item
Chime of OpeningWondrous item
Cloak of DisplacementWondrous item
Cloak of the BatWondrous item
Cube of ForceWondrous item
Dagger of VenomWeapondagger
Dimensional ShacklesWondrous item
Dragon SlayerWeaponany sword
Elven ChainArmorchain shirt
Feather TokenWondrous item
Figurine of Wondrous PowerWondrous item
Flame TongueWeaponany sword
Folding BoatWondrous item
Gem of SeeingWondrous item
Giant SlayerWeaponany axe or sword
Glamoured Studded LeatherArmorstudded leather
Handy HaversackWondrous item
Helm of TeleportationWondrous item
Horn of BlastingWondrous item
Horn of ValhallaWondrous item
Horseshoes of SpeedWondrous item
Instant FortressWondrous item
Ioun StoneWondrous item
Iron Bands of BindingWondrous item
Mace of DisruptionWeaponmace
Mace of SmitingWeaponmace
Mace of TerrorWeaponmace
Mantle of Spell ResistanceWondrous item
Necklace of FireballsWondrous item
Necklace of Prayer BeadsWondrous item
Oil of EtherealnessPotion
Periapt of Proof against PoisonWondrous item
Portable HoleWondrous item
Potion of ClairvoyancePotion
Potion of DiminutionPotion
Potion of Gaseous FormPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of HeroismPotion
Potion of Mind ReadingPotion
Ring of Animal InfluenceRing
Ring of EvasionRing
Ring of Feather FallingRing
Ring of Free ActionRing
Ring of ProtectionRing
Ring of ResistanceRing
Ring of Spell StoringRing
Ring of X-ray VisionRing
Ring of the RamRing
Robe of EyesWondrous item
Rod of RulershipRod
Rope of EntanglementWondrous item
Shield, +1, +2, or +3Armorshield
Shield of Missile AttractionArmorshield
Spell ScrollScroll
Staff of CharmingStaff
Staff of HealingStaff
Staff of Swarming InsectsStaff
Staff of WitheringStaff
Staff of the WoodlandsStaff
Stone of Controlling Earth ElementalsWondrous item
Sun BladeWeaponlongsword
Sword of Life StealingWeaponany sword
Sword of WoundingWeaponany sword
Vicious WeaponWeaponany
Wand of BindingWand
Wand of Enemy DetectionWand
Wand of FearWand
Wand of FireballsWand
Wand of Lightning BoltsWand
Wand of ParalysisWand
Wand of WonderWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wings of FlyingWondrous item
Very Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of the PlanesWondrous item
Animated ShieldArmorshield
Armor, +1, +2, or +3Armorlight, medium, or heavy
Arrow of SlayingWeaponarrow
Bag of DevouringWondrous item
Belt of Giant StrengthWondrous item
Candle of InvocationWondrous item
Carpet of FlyingWondrous item
Cloak of ArachnidaWondrous item
Crystal BallWondrous item
Dancing SwordWeaponany sword
Demon ArmorArmorplate
Dragon Scale MailArmorscale mail
Dwarven PlateArmorplate
Dwarven ThrowerWeaponwarhammer
Efreeti BottleWondrous item
Figurine of Wondrous PowerWondrous item
Frost BrandWeaponany sword
Helm of BrillianceWondrous item
Horn of ValhallaWondrous item
Horseshoes of a ZephyrWondrous item
Ioun StoneWondrous item
Manual of Bodily HealthWondrous item
Manual of Gainful ExerciseWondrous item
Manual of GolemsWondrous item
Manual of Quickness of ActionWondrous item
Marvelous PigmentsWondrous item
Mirror of Life TrappingWondrous item
Nine Lives StealerWeaponany sword
OathbowWeaponlongbow
Oil of SharpnessPotion
Potion of FlyingPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of InvisibilityPotion
Potion of SpeedPotion
Potion of VitalityPotion
Ring of RegenerationRing
Ring of Shooting StarsRing
Ring of TelekinesisRing
Robe of Scintillating ColorsWondrous item
Robe of StarsWondrous item
Rod of AbsorptionRod
Rod of AlertnessRod
Rod of SecurityRod
Scimitar of SpeedWeaponscimitar
Shield, +1, +2, or +3Armorshield
Spell ScrollScroll
Spellguard ShieldArmorshield
Staff of FireStaff
Staff of FrostStaff
Staff of PowerStaff
Staff of StrikingStaff
Staff of Thunder and LightningStaff
Sword of SharpnessWeaponany sword that deals slashing damage
Tome of Clear ThoughtWondrous item
Tome of Leadership and InfluenceWondrous item
Tome of UnderstandingWondrous item
Wand of PolymorphWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Legendary
ItemTypeSubtype
Apparatus of the CrabWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of InvulnerabilityArmorplate
Belt of Giant StrengthWondrous item
Crystal BallWondrous item
Cubic GateWondrous item
Deck of Many ThingsWondrous item
DefenderWeaponany sword
Hammer of ThunderboltsWeaponmaul
Holy AvengerWeaponany sword
Horn of ValhallaWondrous item
Ioun StoneWondrous item
Iron FlaskWondrous item
Luck BladeWeaponany sword
Plate Armor of EtherealnessArmorplate
Potion of Giant StrengthPotion
Ring of Djinni SummoningRing
Ring of Elemental CommandRing
Ring of InvisibilityRing
Ring of Spell TurningRing
Ring of Three WishesRing
Robe of the ArchmagiWondrous item
Rod of Lordly MightRod
Scarab of ProtectionWondrous item
Sovereign GlueWondrous item
Spell ScrollScroll
Sphere of AnnihilationWondrous item
Staff of the MagiStaff
Talisman of Pure GoodWondrous item
Talisman of Ultimate EvilWondrous item
Talisman of the SphereWondrous item
Universal SolventWondrous item
Vorpal SwordWeaponany sword that deals slashing damage
Well of Many WorldsWondrous item

Artifacts

ArtifactTypeSubtype
Orb of DragonkindWondrous item

Sentient Magic Items

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit 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 items can manifest sentience, but consumable items such as potions and scrolls are never sentient.
Sentient magic items function as NPCs under the GM'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 normally. 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 roll 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 it communicates or roll on the following table.

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d100Communication
01-60The item communicates by transmitting emotion to the creature carrying or wielding it.
61-90The item can speak, read, and understand one or more languages.
90-00The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.

Senses

With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

d4Senses
1Hearing and normal vision out to 30 feet.
2Hearing and normal vision out to 60 feet.
3Hearing and normal vision out to 120 feet.
4Hearing and darkvision out to 120 feet.

Alignment

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

d100Alignmentd100Alignment
01-15Lawful good74-85Chaotic neutral
16-35Neutral good86-89Lawful evil
36-50Chaotic good90-96Neutral evil
51-63Lawful neutral97-00Chaotic evil
64-73Neutral

Special Purpose

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

d10Purpose
1Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)
2Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.
3Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.
4Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5Templar: The item seeks to defend the servants and interests of a particular deity.
6Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
9Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10Creator Seeker: The item seeks its creator and wants to understand why it was created.

Conflict

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands:

  • The item insists on being carried or worn at all times.
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • The item demands that its wielder pursue the item's goals to the exclusion of all other goals.
  • The item demands to be given to someone else.

If its wielder refuses to comply with the item's wishes, the item can do any or all of the following:

  • Make it impossible for its wielder to attune to it.
  • Suppress one or more of its activated properties.
  • Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.

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