System Reference Document 5.2.1
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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 (see “Conflict” below). You can 
pick a special purpose or roll on the Sentient Item’s 
Special Purpose table.
Sentient Item’s Alignment
1d100 Alignment 1d100 Alignment
01–15 Lawful Good 74–85 Chaotic Neutral
16–35 Neutral Good 86–89 Lawful Evil
36–50 Chaotic Good 90–96 Neutral Evil
51–63 Lawful Neutral 97–00 Chaotic Evil
64–73 Neutral
Sentient Item’s Communication
1d10 Communication
1–6 The item communicates by transmitting emo -
tion to the creature carrying or wielding it.
7–9 The item speaks one or more languages.
10 The item speaks one or more languages. In ad -
dition, the item can communicate telepathically 
with any creature that carries or wields it.
Sentient Item’s Senses
1d4 Senses
1 Hearing and standard vision out to 30 feet
2 Hearing and standard vision out to 60 feet
3 Hearing and standard vision out to 120 feet
4 Hearing and Darkvision out to 120 feet
Sentient Item’s Special Purpose
1d10 Special Purpose
1 Aligned. The item seeks to defeat or destroy 
those of a diametrically opposed alignment. 
Such an item is never Neutral.
2 Bane. The item seeks to thwart or destroy 
creatures of a particular type, such as Con -
structs, Fiends, or Undead.
3 Creator Seeker. The item seeks its creator 
and wants to understand why it was created.
4 Destiny Seeker. The item believes it and its 
bearer have key roles to play in future events.
1d10 Special Purpose
5 Destroyer. The item craves destruction and 
goads its user to fight arbitrarily.
6 Glory Seeker. The item seeks renown as the 
greatest magic item in the world by winning 
fame or notoriety for its user.
7 Lore Seeker. The item craves knowledge or is 
determined to solve a mystery, learn a secret, 
or unravel a cryptic prophecy.
8 Protector. The item seeks to defend a par -
ticular kind of creature, such as elves or 
werewolves.
9 Soulmate Seeker. The item seeks another 
sentient magic item, perhaps one that is similar 
to itself.
10 Templar. The item seeks to defend the ser -
vants and interests of a particular deity.
Conflict
When the bearer of a sentient item acts in a manner 
opposed to the item’s alignment or purpose, conflict 
can arise. When such a conflict occurs, the item’s 
bearer makes a Charisma saving throw (DC 12 plus 
the item’s Charisma modifier). On a failed save, the 
item makes one or more of the following demands:
Chase My Dreams. The item demands that its 
bearer pursue the item’s goals to the exclusion of 
all other goals.
Get Rid of It. The item demands that its bearer dis -
pose of anything the item finds repugnant.
It’s Time for a Change. The item demands to be 
given to someone else.
Keep Me Close. The item insists on being carried or 
worn at all times.
If its bearer refuses to comply with the item’s de -
mands, the item can do any of the following:
• Make it impossible for its bearer to attune to it.
• Suppress one or more of its activated properties.
• Attempt to take control of its bearer, whereupon 
the bearer makes a Charisma saving throw (DC 
12 plus the item’s Charisma modifier). On a failed 
save, the bearer has the Charmed condition for 
1d12 hours. While Charmed in this way, the 
bearer must try to follow the item’s commands. 
If the bearer takes damage, it repeats the save, 
ending the effect on a success. Whether or not the 
attempt to control its bearer succeeds, the item 
can’t use this power again until the next dawn.