TEXT: 10 SENTIENT MAGIC ITEMS 
  by Richie Root 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon � Player's Handbook, Monster Manuat Dungoon Master's Guide, D&D Ad,,.nturers League, all other 
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  express written pEIDlission of Wizards of the Coast 
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  Stockley Park, Uxbridge, Middlesex, UBI I !Er, UK 
  1 
  
  TABLE OF CONTENTS 
  BLADEMASTER'S PRIDE (RAPIER) .................................................................................................. 3
  CHAMBERLAIN (RING) ........................................................................................................................... 4 
  CLARION (HORN) ...................................................................................................................................... 5
  EARTHSHATTER (MAUL) ...................................................................................................................... 6
  FLAMEKEEPER (SHIELD) ..................................................................................................................... 7
  HANGMAN (WHIP) .................................................................................................................................... 8 
  QUARRY (WAR PICK) .............................................................................................................................. 9 
  SPLINTERBOLT (BLOWGUN) ............................................................................................................ 10
  THUMP (GREATCLUB) ......................................................................................................................... 12 
  WARDEN (COMPONENT POUCH) .................................................................................................... 13
  USING THESE ITEMS 
  These items conform to the rules for sentient magic items laid out on pages 214-216 of the 
  Dungeon Master's Guide. Though these items may not all have a rarity of legendary, they are 
  all still considered unique magic items and only one of each item exists in the world, unless 
  otherwise stated. 
  For any questions, comments, discussions or game reports on any content included in this 
  document, you can find the author on Twitter, @RichieRooooot 
  2 
  
  BLADEMASTER'S PRIDE 
  Weapon (rapier), legendary (requires 
  attunement) 
  Generations past, a man with a thin '
  ornate blade walked into a guild of 
  warriors and proclaimed that anyone who 
  could best him in single combat to the 
  death would be given his magical rapier. 
  The man wore no armor and the sword's 
  handle was studded with priceless gems, 
  so all of the members of the guild wanted 
  to take their turn. As the sun set, the man 
  walked out of the guild with his blade still 
  in his hand, though the building was 
  emptied of all other living souls. 
  No one knows who this man was or 
  who eventually took his blade from him '
  but the rapier was passed down somehow, 
  trading hands through the ages as its 
  wielder is bested in single combat. 
  Blademaster's Pride will only serve a 
  master of single combat, and anyone who 
  wields the beautifully perfect blade should 
  be considered a serious threat. 
  You gain a +3 bonus to attack and 
  damage rolls made with this magic 
  weapon. It has the following additional 
  properties. 
  Momentum. When you make a 
  successful attack with Blademaster's 
  Pride, you gain 1 point of Momentum. You 
  have a base of O points of Momentum and 
  these points disappear after any round in 
  which you do not make an attack with the 
  rapier. You may gain only one point of 
  Momentum per turn. 
  When you make an attack roll using 
  Blademaster's Pride, if the number rolled 
  on the die (excluding any modifiers) is 
  equal to or lower than the number of 
  Momentum points you have, your attack is 
  a critical hit. For example, if you have 4 
  Momentum points and your attack roll 
  (excluding any modifiers) is 3, your attack 
  is a critical hit. 
  After scoring a critical hit, whether 
  through this benefit or naturally, your 
  Momentum points reset to 0. 
  Patience. Instead of making an 
  initiative check, you can decide to 
  substitute a result of 1 in the initiative 
  instead of rolling, so that you may size up 
  your opponents. If you choose to do so, 
  you immediately gain 5 points of 
  Momentum. 
  Sentience. Blademaster's Pride is 
  a neutral rapier with an Intelligence of 18, 
  a Wisdom of 1 7 and a Charisma of 16. It 
  can see and hear to a range of 60 feet, but 
  only during combat or when you have 
  been challenged. Otherwise, it has little 
  interest in the world around it. 
  The rapier speaks Common, Elvish 
  and Dwarvish in a supremely haughty 
  tone, often taking the time in battle to 
  critique the form and skill of your enemies 
  and allies. 
  Personality. Blademaster's Pride 
  lives to face and overcome challenges and 
  it expects you to do the same. If it sees a 
  worthy competitor, it will attempt to 
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  convince or compel you to challenge it to 
  single combat. If anyone challenges you 
  and you refuse, Blademaster's Pride will 
  initiate a conflict to force you to accept. If 
  you ever lose a challenge, Blademaster's 
  Pride will abandon you and instantly 
  appear in the victor's possession. 
  Though it can often be haughty and 
  rude, Blademaster's Pride is intensely 
  proud to be in your possession and will 
  staunchly defend your abilities if anyone 
  dares to doubt you. 
  CHAMBERLAIN 
  Ring, rare (requires attunement) 
  Within this ring lies the spirit of one of the 
  masked lords of Waterdeep, deceased but 
  never truly unmasked. Though she 
  managed to remain anonymous her whole 
  life, her actions and influence were the 
  deciding factor in keeping the city stable 
  and supplied during wartime. 
  The masked lord used her skills of 
  diplomacy and subtle threats to keep 
  orders when no one else could, rallying 
  the generals and stopping a mutiny within 
  the city walls. When she died, her masked 
  remains were presented at a state funeral, 
  and no one dared to even attempt to lift 
  her mask. 
  Chamberlain is a simple band of 
  brass that is cool to the touch. Like its 
  namesake, the ring may be inscrutable 
  from the outside, but great power lies 
  beyond its simple exterior. 
  Smooth Talker. When wearing 
  Chamberlain, your proficiency bonus is 
  doubled for any check you make that uses 
  your Charisma modifier and your 
  proficiency bonus. This bonus does not 
  add to the effect of similar features, such 
  as from the Expertise feature. 
  In addition, if you make a Charisma 
  check that you are not proficient in, you 
  may add your proficiency bonus to the roll. 
  Influence Other. Once per day, you 
  may cast either charm person, hold 
  person or hold monster. Charisma is your 
  spellcasting ability for these spells. 
  fudge of Character. Add your 
  Charisma modifier to your passive insight. 
  Sentience. Chamberlain is a 
  sentient neutral good ring with an 
  Intelligence of 16, a Wisdom of 16 and a 
  Charisma of 19. It can hear normally but 
  cannot see. 
  Chamberlain is able to speak, 
  though her voice is blurred and distorted. 
  She is still a charming conversationalist, 
  but prefers to let her wielder take the lead 
  unless she is needed. 
  Personality. Chamberlain abhors 
  violence and will be insulted if her wielder 
  inflicts damage on another creature while 
  she is worn. H the wearer of the ring takes 
  the Attack action or casts a spell that deals 
  damage, the ring constricts, dealing ld4 
  bludgeoning damage to the wearer. 
  In social situations, Chamberlain is 
  polite when addressed, but generally lets 
  her wearer take the lead. She may 
  sometimes whisper advice to her wearer if 
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  she feels it necessary or if she believes her 
  wearer is being manipulated. 
  CLARION 
  Horn, rare (requires attunement) 
  Though no one knows the origins of 
  Clarion, historians have accounted for it at 
  every great battle in history, always on the 
  side of the forces of good. The silver 
  horn's call can be heard from a mile 
  around if the wielder desires it and causes 
  the forces of evil to recoil in pain. 
  Researchers and theologians 
  speculate that the horn was created by 
  one or more of the good gods in order to 
  protect the armies and great heroes of the 
  forces of righteousness. It has 
  singlehandedly routed armies of 
  marauding ores, rampaging demons and 
  monstrous death knights and has returned 
  countless heroes to life, in order to 
  continue their good works. 
  Clarion's CaJJ. When wielding 
  Clarion, you may use the Attack action to 
  direct a pure note towards a creature 
  within 60 feet. If the targeted creature is of 
  a good alignment, they are unaffected and 
  you take ld6 psychic damage. Otherwise, 
  make an attack roll against the target, 
  using your Charisma modifier for the 
  attack roll. If the attack hits, deal ld6 + 
  your Charisma modifier psychic damage 
  to the target. 
  If you have multiple attacks from a 
  feature such as Extra Attack, you may use 
  Clarion to make as many attacks as you 
  are able. You can control the noise 
  emitted from the call, ranging from the 
  volume of a normal voice to a blast that 
  can be heard up to a mile away. 
  Inspire the Righteous. A single 
  blast from Clarion can pull at the hearts of 
  men, inspiring them to greater prowess 
  and steadying them against the forces of 
  evil. Once per day, as an Action, you may 
  emit a tone that soars above the 
  battlefield. All allies within 1 mile are 
  affected by the bless spell. 
  Dirge of Second Chances. Though 
  Clarion is powerful in the hands of a 
  mighty hero, it cannot always protect its 
  wards. When the righteous fall, though, 
  Clarion can help them to continue their 
  work if they are willing to sacrifice. As an 
  action, the wielder of Clarion can cast the 
  true resurrection spell on a non-evil 
  creature that died within the last 10 
  minutes without using any costly material 
  components. 
  Once Clarion is used in this 
  fashion, its purpose has been fulfilled and 
  it disappears, presenting itself to another 
  hero on a noble quest. 
  Sentience. Clarion is a lawful good 
  horn with an Intelligence of 15, a Wisdom 
  of 16 and a Charisma of 19. It can see and 
  hear to a range of 60 feet. 
  The horn cannot speak, but it can 
  emit soft, lilting tones that communicate 
  emotion and intent to the wielder. 
  5 
  
  Personality. Clarion is strictly 
  lawful and perfectly good and will not 
  abide any evil acts by its wielder. 
  Clarion will only present itself to a 
  good character who is on a quest that will 
  further the aims of the forces of good. If 
  the wielder abandons or deviates from 
  that quest, Clarion will attempt to 
  convince it to continue, or start a conflict 
  to force the wielder back on track. If it has 
  no other way to convince the wielder to 
  accomplish their mission, it will 
  disappear, presenting itself to another 
  adventurer. 
  Clarion's purpose varies from 
  wielder to wielder, but it is always to 
  accomplish the stated quest. If a neutral 
  character attempts to wield Clarion, the 
  horn will give the wielder one chance to 
  change their alignment to good and prove 
  their worth, otherwise it will disappear. If 
  an evil character attempts to wield the 
  horn, it will immediately vanish and 
  reappear to a worthy person somewhere 
  in the world. 
  EARTHSHATTER 
  Weapon (maul), ve1}' rare (requires 
  attunement) 
  Earthshatter is the desiccated arm and fist 
  of a stone giant of the same name who 
  was slain by an ancient silver dragon. The 
  giant had killed an entire brood of silver 
  dragons, wiping out a generation of young 
  wurms before the ancient beast finally 
  hunted him down. 
  As he died, the giant let out a 
  thundering howl that reverberated 
  through an entire continent. His clutched 
  fist carries the remnants of his hatred as it 
  inspires a new vessel to continue his hunt. 
  You gain a + 1 bonus to attack and 
  damage rolls made with this magic 
  weapon. It has the following additional 
  properties. 
  Brute. While wielding the mighty 
  maul, some of the power of the physical 
  power of the giant is imparted to the 
  wielder. While you are wielding 
  Earthshatter, you are under the effects of 
  an enlarge person spell. 
  Pound. As an action, you may slam 
  Earthshatter into the ground, sending 
  tremors out in a wide radius. All creatures 
  within 20 feet of you must succeed on a 
  Constitution saving throw (DC is equal to 
  8 + your proficiency bonus + your Strength 
  modifier) or be knocked prone and 
  stunned until the end of their next turn. 
  Once you have used this ability, you 
  may not use it again until you finish a long 
  rest. 
  Sentience. Earthshatter is a 
  sentient chaotic evil maul with an 
  Intelligence of 8, a Wisdom of 14 and a 
  Charisma of 10. It can see and hear out to 
  30 feet and has a keen sense of smell. 
  The maul does not speak often, 
  mainly grunting and roaring combat, but if 
  it gets angry enough to talk, it will shout in 
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  Giant at a deafening volume, no matter 
  where it is. 
  Personality. Earthshatter has only 
  one purpose: to hunt and kill good 
  dragons of all types. It has a special hatred 
  for silver dragons and will immediately 
  enter into conflict with its wielder if they 
  encounter a silver dragon and don't 
  immediately engage in combat. 
  Though it doesn't take much 
  interest in its wielder's affairs, 
  Earthshatter delights in the suffering of 
  those it sees as weak and will often laugh 
  loudly at the misfortune of others. 
  FLAMEKEEPER 
  Shield, rare (requires attunement) 
  The dwarves who reside in the hold of 
  Ironmaster are notoriously protective of 
  its secrets and routinely kill any non­
  dwarven interlopers who seek entrance 
  into the city. Only one creature has ever 
  managed to live peacefully among the 
  Ironmaster dwarves, a gnomish smith and 
  priest of Moradin named Frug Kendor. 
  Though Frug was allowed to live in 
  the city and ply his trade, the heads of the 
  clans within the city made his life 
  exceptionally difficult. The adamantine 
  mines of Ironmaster allowed Frug to craft 
  many wondrous items, often beyond the 
  quality of those crafted by the dwarven 
  smiths of the city. 
  Tired of facing down constant 
  threats and the occasional assassin, Frug 
  decided to leave the city and find a home 
  that would appreciate his works. Moradin, 
  disappointed in the behavior of his 
  children, blessed Frug's forge, flattening it 
  out into an impossibly deep adamantine 
  shield called Flamekeeper that he could 
  take with him to work his craft wherever 
  he went and protect him from jealous 
  rivals. When Frug died, he bequeathed the 
  shield to his apprentice and it has 
  travelled from craftsman to craftsman ever 
  since. 
  Moradin's Edge. The blessing of 
  Moradin helps to protect the bearer of 
  Flamekeeper, just as it protected Frug 
  Kendor as he left Ironmaster. If a creature 
  is attacking you and their attack roll is 
  equal to your AC, their attack is counted 
  as a miss instead of a hit. 
  Molten Metal. At the heart of 
  Flamekeeper is the well of molten 
  adamantine that powered Frug's 
  exceptional forge in Ironmaster. When an 
  attack that would have hit you were it not 
  for the extra armor provided by 
  Flamekeeper is deflected, you gain one 
  charge of Molten Metal. Charges of 
  Molten Metal last 1 minute before 
  dissipating. 
  Flamekeeper effectively provides 3 
  AC due to the effect of Moradin's edge. So 
  for example, if your armor class while 
  wielding Flamekeeper is 18, you would 
  gain a charge of Molten Metal if you are 
  missed with an attack roll of 16, 17 or 18 
  7 
  
  (due to Moradin's Edge). You do not gain a 
  charge of Molten Metal unless the final 
  result of the attack roll falls within this 
  range. 
  As a reaction, when a creature 
  makes an attack against you, you can 
  release a gout of molten adamantine at the 
  target. The target must make a Dexterity 
  saving throw (DC 14) or take ld6 fire 
  damage per charge of Molten Metal. On a 
  successful save, the target takes half 
  damage. 
  Masterwork Forge. Flamekeeper 
  is a forge without equal. When a 
  blacksmith uses Flamekeeper as a forge, 
  they are able to contribute 1 Sgp work of 
  progress on an item every day instead of 
  Sgp (as described in the crafting rules on 
  page 187 of the Player's Handbook). 
  Sentience. Flamekeeper is a 
  sentient lawful good shield with an 
  Intelligence of 14, a Wisdom of 18 and a 
  Charisma of 12. It has darkvision out to a 
  range of 120 feet. 
  Flamekeeper can speak Common 
  and Dwarvish, though it will only speak 
  Common if its wielder is in danger and 
  they do not understand Dwarvish. Its deep 
  voice rings with gravitas, a reflection of 
  the grandeur of Moradin. 
  Personality. Flamekeeper is 
  generally very serious and stern, but it has 
  a deep appreciation of fine craftsmanship. 
  Decades of travel with Frug, a gregarious 
  gnome, have softened its demeanor 
  somewhat and it occasionally attempts to 
  make jokes, with mixed results. 
  The shield's purpose is to protect 
  its wielder, a mission passed down from 
  Frug to each holder of the shield after 
  him. As such, Flamekeeper will attempt to 
  talk the wielder out of any needlessly 
  dangerous action, possibly initiating a 
  conflict if it believes the wielder is 
  throwing their life away. If the wielder's 
  intentions are good, the shield may agree 
  that the risk is necessary, but it believes 
  that it always knows best. 
  Flamekeeper will not submit to 
  anyone but an accomplished smith, and 
  functions as a normal shield for anyone 
  who does not have proficiency in 
  blacksmith's tools. 
  HANGMAN 
  Weapon (whip), ve.ry rare (requires 
  attunement) 
  This frayed length of rope is stained not 
  only with the souls of the hundreds of lives 
  it has taken, but with the dark heart of the 
  man who made it what it was. Known only 
  as The Hangman, this hooded executioner 
  roamed the lands, showing up 
  unexpectedly to punish and murder those 
  who he found guilty of a set of laws that 
  only he knew. 
  Eventually, a party of Justiciars sent 
  by the masked lords of Waterdeep 
  managed to track him down, surrounding 
  his unassuming home and attempting to 
  starve the dangerous man out. Days later, 
  when they slammed the door down, they 
  8 
  
  found him hanging from his own rope, a 
  sickly grin frozen on his face. 
  You gain a + 1 bonus to attack and 
  damage rolls made with this magic 
  weapon. It has the following additional 
  properties. 
  Noose. When you successfully hit a 
  creature with Hangman, the rope wraps 
  around your target's throat and you are 
  able to attempt to initiate a grapple 
  without using any action. Add your 
  proficiency bonus to this grappling check 
  if you are proficient with whips. 
  If you have a creature in your 
  Noose, you may attempt to move them (as 
  explained in the grappling rules on page 
  195 of the Player's Handbook), but the 
  creature will always remain 10 feet behind 
  you, trailing by the rope. 
  Choke. When you have a creature 
  grappled using Hangman's Noose feature, 
  you may use your action to tighten the 
  noose, asphyxiating your victim. 
  When you Choke a creature, deal 
  2d6 + your Strength or Dexterity modifier 
  bludgeoning damage. 
  Sentience. Hangman is a lawful 
  evil whip with an Intelligence of 16, a 
  Wisdom of 15 and a Charisma of 15. It 
  can see and hear out to 30 feet. 
  Hangman speaks with a ragged 
  whisper that only its wielder can hear. It 
  speaks almost constantly, seeming to want 
  to drive its wielder to madness. 
  Personality. Hangman spends the 
  entirety of its time whispering to its 
  wielder, telling them each of the sins 
  committed by everyone they encounter, 
  urging the wielder on to punish them for 
  imagined crimes and slights. If the wielder 
  is not lawful evil, every week that they 
  wield Hangman, they must make a DC 14 
  Charisma saving throw or be influenced 
  by the whispers, moving one step closer 
  on the alignment axis toward lawful evil. 
  Hangman's purpose is to punish 
  those that defy its code. Though the code 
  is complicated and ever-changing, it 
  generally sees anyone that stands in the 
  way of its wielder's goals as guilty of some 
  crime. If the wielder allows someone to 
  oppose them without consequence, 
  Hangman will attempt to initiate a conflict, 
  forcing the wielder to strangle and murder 
  their opponent. 
  QUARRY 
  Weapon (war pick), ve.cy rare (requires 
  attunement) 
  Not so very long ago, a group of slaves of 
  the drow were sent by a sect of the temple 
  of Lolth to dig out an area outside of 
  Menzoberranzan for them to desecrate. As 
  they worked, an ore in the group of slaves 
  devised a plan to revolt and overthrow the 
  priestess who oversaw their work. As one, 
  the slaves rose up against their cruel 
  mistress, except for one cowardly halfling 
  who hid in a crevice. 
  As the priestess was overrun by the 
  slaves, she used her dying breath to pull 
  the stone down around her. The halfling, 
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  trapped in a crevice, clutched her pick and 
  screamed as her oxygen slowly trickled 
  away. 
  Months later, a raiding party dug 
  through the rubble as they trekked toward 
  the drow city, thinking the moans and 
  cries they heard within were a trapped 
  victim. Inside, they found only a tiny set of 
  remains, skeletal hand tightly gripping a 
  worn pick. The raiding party took the pick 
  with them, only to fall at the gates of 
  Menzoberranzan. 
  You gain a + 1 bonus to attack and 
  damage rolls made with this magic 
  weapon. It has the following additional 
  properties. 
  Last Wish. The pick is able to 
  manifest the halfling's last wishes, that 
  she had some power to escape from the 
  rockslide that enveloped and killed her. 
  You are able to cast meld into stone and 
  stone shape each once per day. 
  RockfaJJ. The feeling of sharp, 
  heavy stone falling from the ceilings is 
  ingrained deep within Quarry. Whenever 
  you make an attack roll with the pick, roll 
  a second D20 (do not use this roll to 
  determine the result of the attack). 
  If the number rolled on the second 
  D20 (excluding any modifiers) matches 
  the number rolled on the attack roll 
  (excluding any modifiers), a rock appears 
  out of nowhere and smashes into the 
  target's head, dealing ld6 bludgeoning 
  damage. The target must make a 
  Constitution saving throw (DC 14) or be 
  stunned until the end of its next turn. 
  Sentience. Quarry is a sentient 
  lawful neutral war pick with an 
  Intelligence of 14, a Wisdom of 16 and a 
  Charisma of 16. 
  The pick can see and hear out to 60 
  feet and has darkvision out to 60 feet. It 
  can speak, but is constantly reliving its last 
  moments with only cries, whimpers and 
  shouts. 
  Personality. Quarry is still stuck in 
  a crevice in its mind, playing out its dying 
  moments again and again as it suffocates 
  under a pile of unmovable stone. It refuses 
  to communicate with its wielder, only able 
  to cry out and whimper as it feels it 
  impending death coming again. 
  Quarry hates being underground 
  and will protest and fight to avoid it. If the 
  wielder promises that going underground 
  will accomplish something to hurt the 
  drow, the pick will begrudgingly allow it. 
  Its purpose has become to eradicate the 
  drow. Only when fighting a drow does its 
  babbling become coherent, as it rails and 
  rages against the dark elves. 
  SPLINTERBOLT 
  Weapon (blowgun), very rare (requires 
  attunement) 
  In the jungles of Chult, closeknit tribes of 
  people live in some of the most dangerous 
  conditions in the Realms. One such tribe 
  was exterminated decades ago in a bloody 
  conflict with another tribe that they had 
  considered to be their close allies. 
  10 
  
  A father and son had been out 
  hunting when the massacre took place 
  and returned to find their conquerors 
  bathing in the blood of their fallen 
  tribemates. Overcome with grief, the 
  father, a powerful shaman and elder, 
  sacrificed himself to grant power to his 
  son, transferring his spirit into the boy's 
  blowgun. With this weapon, Splinterbolt, 
  the boy killed every last invader before 
  walking into the jungle, never to be seen 
  again. 
  Splinterbolt is a simple reed pipe 
  lashed with thick grass. You gain a + 1 
  bonus to attack and damage rolls made 
  with this magic weapon. It has the 
  following additional properties. 
  Titan'sjavelin. Though 
  Splinterbolt looks like a normal blowgun, 
  the magic within it allows it to spread 
  massive destruction across the battlefield. 
  This blowgun fires ammunition as normal, 
  but when the needles leave the gun they 
  grow immediately into spears. Once these 
  spears are fired, they turn back into 
  regular needles. 
  When your attacks with 
  Splinterbolt hit a creature, they deal ld6 
  piercing damage + your Dexterity 
  modifier. Splinterbolt has a range of 
  80/320 and does not have the loading 
  property. 
  Exhale. Once per day, you may use 
  Splinterbolt to cast the gust of wind spell. 
  Wisdom is your spellcasting ability for this 
  spell. 
  Chult's Embrace. When you land a 
  critical hit with Splinterbolt, your enemy is 
  afflicted with one of the many poisons 
  native to the deadly flora and fauna of 
  Ch ult. At the end of each of the creature's 
  turns, they must succeed on a Constitution 
  saving throw (DC is equal to 10 + your 
  proficiency bonus) or take ld6 poison 
  damage. This effect does not end until 
  cure poison or a similar spell is cast on the 
  creature, or a successful DC 15 Wisdom 
  (Medicine) check is administered to the 
  creature. You can have multiple instances 
  of this poison on your target and they take 
  ld6 damage for each instance of poison if 
  they fail their saving throw. Cure poison or 
  a successful Wisdom (Medicine) check 
  will end all instances of this poison on a 
  creature. 
  Sentience. Splinterbolt is a 
  sentient neutral good blowgun with an 
  Intelligence of 13, a Wisdom of 15 and a 
  Charisma of 14. It has vision out to 120 
  feet and can sense heat signatures. 
  Splinterbolt speaks only to its 
  wielder, and even then only in whispers. It 
  will not speak if it thinks anyone that it 
  does not trust could overhear it. Gaining 
  its trust is a long process, and only 
  longtime allies will ever earn it. 
  Personality. Splinterbolt always 
  speaks in a hushed whisper, still afraid 
  that it will be discovered by its enemies. 
  The blowgun wants its wielder to remain 
  unseen and avoid confrontation until they 
  have a clear advantage and will not be 
  risking their safety. 
  11 
  
  Splinterbolt's purpose is to hunt 
  down betrayers and turncoats, a way for it 
  to exact vengeance on its tribe's former 
  allies that slaughtered everyone it knew in 
  life. If its wielder is ever betrayed, 
  Splinterbolt will insist that the offender be 
  run down and will begin conflict if its 
  wielder does not comply. 
  THUMP 
  Weapon (greatclub), very rare (requires 
  attunement by a creature of non-lawful 
  alignment) 
  Long before the time of the humans, the 
  dwarves and even the long-lived elves, a 
  race of primitive people rules the Realms. 
  These folk died out long ago, but every so 
  often one of their sacred relics resurfaces. 
  Thump was a weapon of chieftains and 
  mighty warriors, a pinnacle of military 
  might in a time when steel blades were yet 
  unknown. It remains in this world as a 
  reminder of the people that are gone now, 
  and a piece of their spirit remains within 
  it. 
  Thump is a thick darkwood branch 
  as long as a human arm and three times 
  as thick, the wood and the twine used to 
  lash it together petrified from millennia of 
  aging. 
  You gain a +2 bonus to attack and 
  damage rolls made with this magic 
  weapon. It has the following additional 
  properties. 
  Hunter. Whenever you use Thump 
  to make an attack against a beast that is at 
  least Large size, you gain advantage on 
  the attack roll. 
  Gatherer. While in a natural 
  environment, Thump will assist you in 
  gathering sustenance for you and your 
  allies. As long as you wield Thump, you 
  are able to find enough food for up to 10 
  people to live off of for a day after an hour 
  of searching. 
  Relic of a Lost Age. The spirit that 
  rests within Thump cannot understand or 
  abide the trappings of this strange new 
  world. When wielding Thump, if you hit a 
  creature who is wielding weapons or 
  wearing armor that are made of metal or 
  use advanced technology such as firearms 
  and crossbows, your attacks deal 
  maximum damage. 
  Sentience. Thump is a sentient 
  chaotic neutral greatclub with an 
  Intelligence of 12, a Wisdom of 18 and a 
  Charisma of 15. It has hearing, sight and 
  smell out to a range of 60 feet. 
  The weapon understands Common 
  but cannot speak it. Thump speaks to its 
  wielder in an unknown tongue of hoots, 
  grunts and whistles that convey its 
  emotions clearly to the wielder. 
  Personality. Thump does not 
  communicate often, except when it is 
  aggravated or sees something that it 
  wants. The spirit of a hunter lies within 
  the greatclub, and this spirit wants its 
  wielder to hunt, eat, drink, find romance 
  and indulge their animal instincts. 
  12 
  
  The greatclub's purpose is to 
  eradicate technology and return the world 
  to the state that existed when its people 
  were alive. Thump will be aggravated if its 
  wielder uses metal armor or weaponry 
  and downright hostile to the point of 
  conflict if they engage with more 
  confusing technology, such as firearms or 
  steamworks. 
  WARDEN 
  Component pouch, rare (requires 
  attunement) 
  Few have contributed more to the 
  conservation and preservation of nature 
  than powerful Fey sorceress Janna 
  Allgood, who spent her life wandering the 
  wild lands of the world with her ape 
  companion and forging connections to the 
  forces of nature. 
  When she died of natural causes 
  deep in some unknown wood of the world 
  a chorus of howls erupted from miles 
  ' 
  around as the beasts and the trees 
  mourned her passage and celebrated her 
  life. Her spirit soared off on the carrying 
  voices, finally coming to rest in her leather 
  component pouch that her loyal ape had 
  kept as a memory of their time together. 
  Little Friends. You are able to cast 
  animal messenger and speak with animals 
  at will without using a spell slot. When you 
  cast animal messenger, an appropriate 
  creature appears from inside Warden, 
  ready to carry your words. 
  Safeguard. As an action, you may 
  attempt to coax a living, unaligned 
  creature of CR 1 or less into the 
  component pouch. You make a Wisdom 
  (Animal Handling) or Intelligence (Nature) 
  check opposed by the target's Wisdom 
  saving throw. If the target trusts you, it 
  may voluntarily fail its saving throw. 
  If you win this contested roll, you 
  successfully coax the creature into 
  Warden, where it is held safely in an 
  extraplanar space and regains its hit 
  points to its maximum. At any time, you 
  may use your action to release this 
  creature. 
  When released, the creature can 
  understand your telepathic commands 
  and will fight or complete a task for you. 
  Once the combat or task is complete, it 
  leaves for good, returning to the 
  wilderness. 
  You may only hold one creature 
  inside Warden at a time and once you 
  have released a creature, you must 
  complete a long rest before you are able to 
  do so again. You cannot recapture a 
  creature you have released. 
  Natural Defenses. Warden 
  functions as a component pouch, a druidic 
  focus, or a holy symbol for any god whose 
  portfolio includes the Nature domain. 
  When you use Warden to cast a 
  spell that deals poison damage or that 
  restores hit points, treat the spell as if you 
  were casting it from a spell slot one level 
  higher than you actually are. This cannot 
  13 
  
  raise a spell above 9th level and does not 
  affect cantrips. 
  Sentience. Warden is a neutral 
  good component pouch with an 
  Intelligence of 17, a Wisdom of 19 and a 
  Charisma of 15. It cannot see, but it can 
  hear when the pouch is opened. 
  Warden will only speak when the 
  pouch is open. The voice of a kindly but 
  stern older woman rings gently out when 
  the pouch is addressed. 
  Personality. Warden's purpose is 
  to protect the beasts and plants of the 
  wild. She demands that her user protect 
  such creatures when they are threatened, 
  though she will begrudgingly understand 
  her wielder defending themselves if they 
  are in danger. 
  If the wielder encounters a force 
  that is actively destroying natural things, 
  such as a logging camp or poachers, they 
  must attempt to put a stop to the actions. 
  If they do not, Warden will initiate a 
  conflict and attempt to force their hand. 
  Warden's voice is soothing and 
  gentle, and when the pouch is opened, her 
  wielder can hear her speaking softly with 
  the creatures contained within, as though 
  they were her close friends. 
  14 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Richie Root/Richie Root - 10 Sentient Magic Items - Volume I.pdf