Sentient Sword (5e Creature)
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Sentient Sword[edit]
Small construct, chaotic neutral Armor Class Wielder (Wielder's armor, shield)
Skills Deception +10, Insight +10, Investigation +10, Perception +10, Persuasion +10 ACTIONSWielder's actions
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Forged by a simple village blacksmith, some quirk of magic or nature unknown to it granted it sentience. When a sentient creature touches it, that creature must make a combined Constitution and Wisdom save (roll 2d20, add the two values with the modifiers, divide by two) above the sword's own Constitution and Wisdom (45). If the creature's rolled value is 46 or greater, the sword is a normal steel shortsword that cannot become magical by any means and speaks to the creature telepathically. However, if the creature's rolled value is 45 or less, the sword takes control of the creature by moving it's own consciousness into the creature and pushing the creature's own consciousness into the sword. If the sword is removed from the possession of the creature by any means, the creature regains control of it's body and the sword's consciousness is sent back into the sword. If a player character fails the save, that character becomes an NPC and the dungeon master takes control. When the sword takes control, only the Constitution, Intelligence, Wisdom, and Charisma values change (CON 25, INT/WIS/CHA 20). Nothing about the creature changes except for it's Constitution, Intelligence, Wisdom, and Charisma stats. If the creature taken over is a player character, it's skill proficiencies change so only the values above apply. |
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