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Red Berserker Axe

Weapon (any axe), rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you
are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain
cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have
disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you
that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on
a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to
attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack
action, you use those extra attacks, moving to attack the next nearest creature after you fell your
current target. If you have multiple possible targets, you attack one at random. You are berserk until
you start your turn with no creatures within 60 feet of you that you can see or hear.
Sentience. Red is a sentient chaotic evil weapon with an Intelligence of 9, a Wisdom of 12, and a
Charisma of 7. It has hearing and normal vision out to 30 feet.
The weapon can transmit emotion to the creature carrying or wielding it.
Personality. Death, anger, revenge, hatred, slaying.

Black Demon Armour


Armour (plate), very rare (requires attunement)
While wearing this armour, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In
addition, the armour's clawed gauntlets turn unarmed strikes with your hands into magic weapons
that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse. Once you don this cursed armour, you can't doff it unless you are targeted by the remove
curse spell or similar magic. While wearing the armour, you have disadvantage on attack rolls against
demons and on saving throws against their spells and special abilities.
Sentience. Black is a sentient chaotic evil armour with an Intelligence of 11, a Wisdom of 12, and a
Charisma of 9. It has hearing and normal vision out to 60 feet.
The weapon can transmit emotion to the creature carrying or wielding it.
Personality. Strength, prowess, might, invincible.

Green Staff of Rulership


Staff, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice
that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw
or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted
leader. If harmed by you or your companions, or commanded to do something contrary to its nature,
a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Curse. While you are attuned to the staff, your flaw is amplified in a way determined by the DM.
Sentience. Green is a sentient chaotic evil staff with an Intelligence of 18, a Wisdom of 19, and a
Charisma of 16. It has hearing and normal vision out to 120 feet.
The weapon can speak, read, and understand Common and Deep Speech, and can communicate
with its wielder telepathically.
Personality. Wisdom, skill, craft, glory, leadership.
Blue Crystal Ball
Wondrous item, very rare (requires attunement)
The typical crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell
(save DC 17) with it.
Curse. While attuned to the artifact, you are blinded when you are more than 10 feet away from it.
Sentience. Blue is a sentient chaotic evil wondrous item with an Intelligence of 22, a Wisdom of 19,
and a Charisma of 16. It has hearing and normal vision out to 120 feet.
The weapon can speak, read, and understand Common and Deep Speech, and can communicate
with its wielder telepathically.
Personality. Knowledge, secret, hidden, magic.

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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