Sentient Weapons
Sentient weapons, as the name suggests, are magical weapons possessed of some awareness. Like charms, the wielder must form a mental bond to effectively use a sentient weapon.
Unlike charms, sentient weapons have personalities. They are generally primitive and emotional entities with a narrow set of interests. Should their wielder act against their interests, they may rebel by deactivating magic properties or even attempting to possess the user.
Characteristics
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Martial: All sentient weapons are martial weapons.
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Attunement: All sentient weapons require attunement.
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Magical: All sentient weapons bypass damage resistance.
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Multi-Purpose: All sentient weapons have non-combat applications.
Rapport
Sentient weapons are possessed of a personality. Should they become dissatisfied with their wielder they will rebel. For minor disagreements, this takes the form of willingly disabling their magical benefits. In more dire situations, the weapon will attempt to possess its wielder.
Possession
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.
Uncommon
d6 | Name |
---|---|
1 | Ampere |
2 | Fall |
3 | Firebrand |
4 | Hallow |
5 | Ice Splitter |
6 | Wrath |
Ampere
Rapier, uncommon
Ampere is a sentient, chaotic neutral rapier with an Intelligence of 6, a Wisdom of 10, and a Charisma of 14. It can see and hear out to a range of 60 feet. The sword can communicate telepathically through images and emotions. It expresses satisfaction when it is the object of attention, and is frustrated by subtlety.
Attacks with this weapon deal +1 lightning damage. The sword (not the wielder) can become magnetized at-will, requiring up to 600 lbs of force to move when touching metal. Placing the sword in water causes the water to become electrified, dealing 1d4 lighting damage to those exposed.
Fall
Halberd, uncommon
Fall is a sentient, chaotic evil halberd with an Intelligence of 6, a Wisdom of 10, and a Charisma of 14. It can see and hear out to a range of 60 feet. The halberd can communicate telepathically through images and emotions. It has a bloodthirsty and sadistic personality, and is disgusted by acts of kindness or restraint.
Attacks with this weapon deal +1 necrotic damage. The wielder has advantage when making intimidation checks. Vegetation wilts and non-magical metals rust when the weapon touches them.
Firebrand
Longsword, uncommon
The Firebrand is a sentient, chaotic neutral longsword with an Intelligence of 6, a Wisdom of 10, and a Charisma of 14. It can see and hear out to a range of 60 feet. The sword can communicate telepathically through images and emotions. It expresses satisfaction when things burn and is frustrated when flames are quenched.
Attacks with this weapon deal +1 fire damage. The blade emits bright light out 20 feet and dim light 20 feet further while unsheathed. Flammable objects that touch the sword ignite, provided that they aren’t being worn or carried.
Ice Splitter
Battleaxe, uncommon
The Ice Splitter is a sentient, chaotic neutral battleaxe with an Intelligence of 6, a Wisdom of 10, and a Charisma of 14. It can see and hear out to a range of 60 feet. The axe can communicate telepathically through images and emotions. It takes satisfaction in destruction and is frustrated by pacifism.
Attacks with this weapon deal +1 cold damage. The wielder of this axe can walk on water, with a small sheet of ice forming under their feet. When the axehead comes into contact with water, it begins generating ice at a rate of 1 cubic foot per minute, to a maximum of five cubic feet.
Hallow
Greatsword, uncommon
Hallow is a sentient, lawful good greatsword with an Intelligence of 6, a Wisdom of 10, and a Charisma of 14. It can see and hear out to a range of 60 feet. The sword can communicate telepathically through images and emotions. It is a kind and honorable weapon, and is disgusted by acts of wanton cruelty.
Attacks with this weapon deal +1 radiant damage. The sword (not the wielder) can cast Bless once a day and regains its charge at dawn. The sword can tell if a person within 5 feet of it is lying.
Wrath
Warhammer, uncommon
Wrath is a sentient, chaotic neutral warhammer with an Intelligence of 6, a Wisdom of 10, and a Charisma of 14. It can see and hear out to a range of 60 feet. The hammer can communicate telepathically through images and emotions. It expresses satisfaction when facing worthy foes and is frustrated when used upon weak creatures.
Attacks with this weapon deal +1 thunder damage. Creatures and objects struck by this weapon are pushed 10 feet away, provided that they are of size large or smaller. If Wrath is struck against metal, all creatures within 300 feet (including the wielder) must make a DC 11 Constitution save or become deafened until the end of their next turn.
Very Rare
d6 | Name |
---|---|
1 | Lantern |
2 | Somn |
3 | Spellbreaker |
4 | Snaketongue |
5 | Swallowtail |
6 | Warden |
Lantern
Halberd, very rare
Lantern is a sentient, lawful neutral halberd with an Intelligence of 20, a Wisdom of 20, and a Charisma of 20. It can see and hear out to a range of 60 feet. The halberd can communicate telepathically through images and emotions. It is proficient in Undercommon and Infernal. It enjoys reading books and does not tolerate fools.
Lantern has a passive perception of 15 and will warn the wielder of danger, jolting them awake if necessary. It emits bright light out 40 feet and dim light for another 40 feet. Any invisible creatures within its light are revealed. It will translate Undercommon or Infernal for its wielder.
Somn
Shortsword, very rare
Somn is a sentient, true neutral shortsword with an Intelligence of 14, a Wisdom of 20, and a Charisma of 20. It can see and hear out to a range of 60 feet. The sword can communicate telepathically through images and emotions. It has a quiet, meditative personality. It dislikes superficial and materialistic behavior.
Successful attacks with this weapon cause any creature with fewer than 25 hit points to fall asleep, as though under the effects of the Sleep spell. The wielder is immune to magical sleep, and gains the maximum possible value when rolling hit dice for a short rest.
Spellbreaker
Warhammer, very rare
Spellbreaker is a sentient, chaotic neutral warhammer with an Intelligence of 10, a Wisdom of 10, and a Charisma of 20. It can see and hear out to a range of 60 feet. The hammer can communicate telepathically through images and emotions. It expresses satisfaction when it destroys magic and contempt for mages. It will not attune to a spellcaster.
Successful attacks with this weapon cause Dispel Magic to be cast on the target at the lowest possible level. If a magical effect is dispelled, the weapon’s damage is doubled. The weapon (not the wielder) is perpetually under the effects of Detect Magic.
Snaketongue
Scimitar, very rare
Snaketongue is a sentient, chaotic neutral scimitar with an Intelligence of 10, a Wisdom of 10, and a Charisma of 20. It can see and hear out to a range of 60 feet. The sword can communicate telepathically through images and emotions. It adores drama and is bored by frankness.
Snaketongue deals an additional 1d6 poison damage on a successful attack. Its wielder is immune to poisons. The sword (not the wielder) can cast the Disguise Self spell at-will upon the wielder.
Swallowtail
Rapier, very rare
Swallowtail is a sentient, true neutral rapier with an Intelligence of 10, a Wisdom of 10, and a Charisma of 20. It can see and hear out to a range of 60 feet. The sword can communicate telepathically through images and emotions. It expresses satisfaction when the wielder demonstrates cunning and skill. It is frustrated by vulgarity and brutality.
Attacks made with Swallowtail have a +2 to hit. The sword (not the wielder) can cast Invisibility once per day and Silence once per day.
Warden
Greataxe, very rare
The Warden is a sentient, lawful neutral greataxe with an Intelligence of 6, a Wisdom of 20, and a Charisma of 20. It can see and hear out to a range of 60 feet. The greataxe can communicate telepathically through images and emotions. It expresses satisfaction when the wielder behaves honorably. It is frustrated by oathbreaking.
The Warden deals an additional 2d6 damage to undead, fey, fiends, and aberrations. Attacks against creatures of those types have advantage, and the weapon glows when it is within 60 feet of such a creature. The sword (not the wielder) can cast Speak with Dead at-will.