Magic Swords 5e

Magic Swords 5e Average ratng: 9,7/10 7854 reviews

Well anyone who can use a sword now can but that is a nice power up from the PHB, 1d10 finesse weapon that deals magic damage sign me up.

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.Applicable Weapons: NameTypeDamagePropertiesMartial Melee2d6 slashing,Martial Melee1d8 slashing(1d10)Martial Melee1d8 piercingMartial Melee1d6 slashing,Martial Melee1d6 piercing,Notes: Damage: Cold, Resistance: Fire, Damage, Combat, VersatileItem Tags:Damage CombatBasic Rules, pg.

Some 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, 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.

Magic Swords 5e

Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.Sentient function as under the GM’s control. Troll face quest horror 2 halloween game. 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 SentientWhen 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.AbilitiesA sentient magic item has, and 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.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.d10001 - 60The item communicates by transmitting emotion to the creating carrying or wielding it.61 - 90The item can speak, read, and understand one or more.91 - 00The item can speak, read, and understand one or more. In addition, the item can communicate telepathically with any character that carries or wields it.With sentience comes awareness.

A sentient item can perceive its surroundings out to a limited range. You can choose its or roll on the following table.d41Hearing and normal vision to 30 ft.2Hearing and normal vision to 60 ft.3Hearing and normal vision to 120 ft.4Hearing and to 120 ft.A sentient magic item has an. Its creator or might suggest an. If not, you can pick an or roll on the following table.d10001 - 15Lawful Good16 - 35Neutral Good36 - 50Chaotic Good51 - 63Lawful Neutral64 - 73Neutral74 - 85Chaotic Neutral86 - 89Lawful Evil90 - 96Neutral Evil97 - 00Chaotic EvilPurposeYou 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 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.