Adding a sentient magic item? Be careful!

They’ve been there from the very start of D&D – magical items (or at least swords) with a mind (and a voice) of their own.

It sounds like a cool idea…but be sure you’re ready for it if you decide to introduce one into your campaign. Having done this in my campaign, I can assure you it’s a lot more effort than I expected.

What is a sentient item?

No idea what I’m talking about? Think of the One Ring from Lord of the Rings – it has a mind of its own and sometimes forces Frodo into certain actions he might not otherwise have done (and drains his very life essence, while keeping him alive, so he feels stretched). Or the Sword of Kas, which talks telepathically to its wielder, and wants to bring ruin to Vecna and its works. Or the sword Hezirawn from Horde of the Dragon Queen, which can talk in Common and Netherese.

In the Basic boxed-set D&D (BECMI), intelligent swords were introduced among the magic items in the Expert set. [D&D Expert Rulebook pp59-60, published 1983]

The DM should select or randomly determine the type of sword (short, normal, or two-handed). The intelligence of the sword should also be determined; if randomly, roll ld20. A result of 14 or less indicates no intelligence; if the result is 15-20, see Intelligent Swords for details.

Intelligent Swords

Certain magic swords may be intelligent, and may have other special abilities as well. An intelligent sword should be played by the DM, just like an NPC character. Intelligent swords have no wisdom, and should be played accordingly, relying on the owner’s wisdom for guidance and decision making.

The DM’s first step is to decide whether the sword is an “ordinary” intelligent sword, or a Special Sword. Special Swords are extremely rare; they should always be placed with care, and not randomly determined. [For “ordinary” intelligent swords] , use the procedure given below.

1. Determine the sword’s Intelligence (1d20) and languages known.

2. Find the sword’s Alignment (1d20).

3. Find the sword’s Powers (d%). (If extra powers are indicated, another d% roll will be needed.)

4. Find the sword’s Ego score (1d12).

Sounds like an interesting option, right? A magic item that talks and has opinions on what the character is doing.

Intelligent swords (in BECMI) will have at least one special power, determined by rolling d20:

1d20IntelligenceMethod of CommunicationPowersLanguages
1-67Empathy1 Primary
7-118Empathy2 Primary
12-159Empathy3 Primary
16-1810Speech3 Primary1-3
1911Speech3 Primary + reads magic1-6
2012Speech3 Primary + 1 Extraordinary, also reads magic2-8

It also says:

A speaking sword talks aloud if drawn, held, and asked a question. It will usually cooperate, within its limits. Any sword that reads magic also reads the languages it can speak. A speaking sword can always speak its alignment tongue plus the number of languages rolled (or chosen).

Primary powers include detect evil or good, detect gems, detect magic, detect metal, detect shifting walls and rooms, detect sloping passages, find secret doors, find traps, or see invisible.

Extraordinary powers include clairaudience, clairvoyance, ESP, extra damage, flying, healing, illusion, levitation, telekinesis, telepathy, teleportation and x-ray vision.

Better and better!

Ego

So what is this ego it talks about?

Roll 1d12 to determine the Ego score of the sword. Ego is a measure of strength of personality.

Now add the sword’s Intelligence and Ego scores to find its Will Power. Add 1 to Will Power for each Extraordinary Power (if any). Make a note of the total Will Power of the sword.

When an intelligent sword is handled, it may try to control its user! The DM must compare the Will Power of the sword to that of the user, and find the results (see Control Check).

A character’s Will Power is the total of the character’s Intelligence and Wisdom scores. The DM may subtract 1-8 points of Will Power if the character is wounded. If the sword and the user are of different alignments, the sword gains another 1-10 points of Will Power. (This must be determined for each change of users.)

Okay, so how might it take control?

Control Check: An intelligent sword will try to control its user in each of five different situations:

1. When the user first handles the sword.

2. When the user is wounded, and has ½ normal hit points remaining (or less).

3. When the user acquires any other magic weapon.

4. When anyone else uses the sword.

5. When a Special Purpose could be used (if applicable).

To make the control check, the DM simply compares the Will Power scores of the user and the sword. The higher score takes control! The DM must determine the actions of any sword in control. The control lasts either until the sword is satisfied or until the situation which caused the control check has passed. Typical results are:

Leading the user past other magic weapons found, or to discard other weapons.

Forcing the user to charge into combat to win glory for itself.

Forcing the user to surrender to an opponent — either one more worthy of the sword, or one easier to control.

Forcing the user to spend money on items for the sword, such as jewelled fittings, fancy scabbards, and so forth.

So this can be game-changing, taking control out of the player’s hands. Use with caution! It can make for interesting stories, but be careful it doesn’t destroy the fun.

AD&D intelligent swords

But there’s history earlier than the 1983 Expert set. In the AD&D Dungeon Masters Guide from 1979, Gary has four pages (six and a half columns) on magical swords, half of it about “Unusual Swords” [AD&D 1e DMG, pp166-168]

Similar to the Expert set, a magical sword has quite a high chance (one in four) of being intelligent:

Dice RollIntelligenceCapabilitiesCommunication
01-75nonenoneNone
76-83121 primary abilitySemi-empathy
84-89132 primary abilitiesEmpathy
90-94142 primary abilitiesSpeech
95-97153 primary abilitiesSpeech
98-99163 primary abilities, read languages/maps of any non-magical sortSpeech
00173 primary abilities plus one extraordinary power, reads languages and magical writingsSpeech and telepathy

Note a couple of things here.

Vorpal Sword via WOTC

First – significantly higher intelligence. It starts at 12 for the least intelligent, which is what the Expert set has as the most intelligent.

Second – the least intelligent swords communicate via “semi-empathy”. This is explained as “The possessor will receive some signal (a throb, tingle, etc.) and feel urges when its ability functions.”

Also, the number of languages for speaking swords is rolled separately, and doesn’t depend on the intelligence. In rare cases, it could be anything up to 10 languages – a languages roll of 00 followed by two of 96-99!

Primary abilities include: detect “elevator”/shifting rooms/walls; detect sloping passages; detect traps of a large size; detect evil/good; detect precious metals, kind and amount; detect gems, kind and number; detect magic; detect secret doors; detect invisible objects; locate object; or add an extraordinary power instead.

Extraordinary powers include: charm person; clairaudience; clairvoyance; determine directions and depth; ESP; flying; heal; illusion; levitation; strength; telekinesis; telepathy; teleportation; and X-ray vision.

Note that:

Powers function only when the sword is held and drawn and the possessor is concentrating upon the desired effect. Most powers will require that the character stop and concentrate for a full round.

Gary then talks about Special Purpose Swords, although unusually he doesn’t have a random table which determines that the sword has a special purpose – for once, it is up to the DM to decide. But being Gary, of course he has two tables – one for the purpose, and one for the effect.

Purposes listed are: defeat/slay diametrically opposed alignment; kill clerics; kill fighters; kill magic-users; kill thieves; kill bards/monks; overthrow law and/or chaos; slay good and/or evil; slay non-human monsters.

And Special Purpose Powers are: blindness for 2-12 rounds; confusion for 2-12 rounds; disintegrate; fear for 1-4 rounds; insanity for 1-4 rounds; paralysis for 1-4 rounds; +2 on all saving throws, -1 on each die of damage sustained.

AD&D Intelligent Swords also have ego, but it’s much more deterministic:

  • Each + of sword = 1 ego point
  • Each primary ability = 1 ego point
  • Each extraordinary power = 2 ego points
  • Special purpose = 5 ego points
  • Each language spoken = ½ ego point (rounding up)
  • Telepathic ability = 2 ego points
  • Reading languages ability = 1 ego point
  • Reading magic ability = 2 ego points

How is this used? I think it’s time to let Gary’s own words tell the tale:

Swords Versus Characters

When a sword possesses unusual characteristics, it has a personality which is rated by combining its intelligence and ego scores. The sword will, of course, be absolutely true to its alignment, and if the character who possesses the sword is not, personality conflict will result, i.e. sword versus character. Similarly, any sword with an ego of 19 or higher will always consider itself superior to any character, and a personality conflict will result if the possessor does not always agree with the sword’s dictums.

The personality strength of a character is: INTELLIGENCE + CHARISMA + LEVEL OF EXPERIENCE. Note level is reduced by 1 for every group of hit points damage taken equal to the character’s average number of point per hit die for total levels of experience [more complications calculation explanations omitted…]

Whenever personality conflict occurs, the sword will resist the character’s desires and demand concessions such as

1. removal of associates, henchmen, hirelings, or creatures of alignment or personality distasteful to the sword

2. The character divesting himself or herself of all other magic weapons

3. obedience from the character so that the sword can lead the expedition for its own purposes

4. immediate seeking out and slaying of creatures hateful to the sword

5. encrustation of gems on pommel, hilt, scabbard, baldric, or belt and a special container for its safekeeping likewise of precious substances

6. magical protections and devices to protect it from molestation when not in use

7. that the character pay it handsomely for all abilities and powers the sword is called upon to exercise in behalf of its possessor

8. that the character always take it along on all occasions

9. that the character relinquish the sword in favour of a more suitable person due to alignment differences and/or conduct

At any time that the personality score of a sword exceeds the personality score of the character who possesses it, the sword will dominate its possessor, and it can force any or all of the above demands or actually cause any of the following actions:

1. force its possessor into combat

2. refuse to strike opponents

3. strike at its wielder or his or her associates

4. force its possessor to surrender to an opponent

5. cause itself to drop from the character’s grasp

Naturally, such actions are unlikely where the character-sword alignment and purposes are harmonious. However, the sword might well wish to have a lesser character possess it so as to easily command him or her, or a higher level possessor so as to better accomplish its goals.

All magical swords with personalities will desire to play an important role in the success of activities, particularly combat. Likewise, they are rivals, even if of the exact same alignment, and they will be aware of the presence of any similar weapon within 60’, and try the best to lead a possessor into missing or destroying the rival unless this is totally inimical to its nature […]

Swords of this nature will never be totally controlled or silenced by the characters who possess them, even though they may be heavily out-weighed by personality force. They may be powerless to force their demands, but they will be in there plugging. Even a humble +1 sword of unusual nature can be a vocal martyr, denigrating its own abilities and asking that the character only give it the chance to shatter itself against some hated enemy, etc.

He adds an interesting rider to all this:

N.B. Most players will be unwilling to play swords with personalities as the personalities dictate. It is incumbent on the DM to ensure that the role of the sword is played to the hilt, with the DM assuming the persona of the sword if necessary.

Wow! Of course Gary adds a lot more detail and chance of conflict. And then there’s that rider at the end which puts the DM on notice that the sword is effectively an NPC. What’s the chance of conflict?

Fifth edition sentient items

Sword of Kas via WOTC

In fifth edition (2024), the Sentient Magic Items are under Treasure in the DMG.

Some magic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sentient.

The DM controls sentient magic items and their activated properties. A bearer who maintains a good relationship with the item can access those properties. If the relationship is strained, a conflict can ensue (see “Conflict” below).

Fairly similar. What about languages, powers and so on?

When you make a sentient magic item, you create the item’s persona much as you would create an NPC, … with these exceptions.

Abilities. A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item’s abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totalling the rest.

Alignment. A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item’s Alignment table.

Communication. A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item’s Communication table.

Senses. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item’s Senses table.

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.

Communication is a d10. On 1-6 it communicates by empathy. On 7-9 it speaks one or more languages, and on a 0 (10), it speaks one or more languages and can also communicate telepathically with its wielder.

Special purposes and conflict

Special purposes are listed as follows:

1d10Special Purpose
1Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment. Such an item is never Neutral.
2Bane. The item seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Undead.
3Creator Seeker. The item seeks its creator and wants to understand why it was created.
4Destiny Seeker. The item believes it and its bearer have key roles to play in future events.
5Destroyer. The item craves destruction and goads its user to fight arbitrarily.
6Glory Seeker. The item seeks renown as the greatest magic item in the world by winning fame or notoriety for its user.
7Lore Seeker. The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
8Protector. The item seeks to defend a particular kind of creature, such as elves or werewolves.
9Soulmate Seeker. The item seeks another sentient magic item, perhaps one that is similar to itself.
10Templar. The item seeks to defend the servants and interests of a particular deity.

They are particularly relevant when the bearer acts against the item’s purpose:

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 dispose 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 demands, 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.

There is no shopping list of special powers in the 5e DMG, although the 2014 one does have four examples. But it looks like a lot of the inspiration comes from effects from other magic items, or from spells.

My experience

So those are the rules. How do they play in practice, and what caveats would I give? Here’s what’s happening in our campaign.

We have two talking items in the campaign.

The first one was a stuffed head, which occasionally comes out with random-sounding utterances like “onions and garlic” or “two heads tonight”. The players have been faithfully recording the utterances (one player in particular) in case they end up having significance. Minor item which mostly sits on a shelf back at base and only occasionally comes up. A bit of fun and weirdness, but no problem.

It’s the second item that’s causing me more issues. A player wanted a flaming sword for their character, and I decided to go along with this, but I decided to add the twist that it talks, thinking it would trash talk the character from time to time.

That was all the planning I did.

So the party had found this sword, and Gareth (the character) started using it, and suddenly it started commenting on what they were doing. Cue surprise. (Well, once I managed to make it clear it was the sword talking). So far, so good.

The trouble is, it’s Gareth’s weapon of choice, so it’s always there. I keep forgetting about the talking. And when I do remember, I’m never quite sure what to say.

I really need to get to know it better.

Which is what the sentient items section of the DMG guides. If I’d read it before introducing it, that would have guided me to flesh it out a bit more before introducing it.

Flame Tongue Sword via WOTC

Learnings

I have found both plusses and minuses from this experience.

Positive:

  • It has added interest (when I remember)
  • It adds a sense of the world having strangeness
  • It is a character I can use to nudge the story

Issues:

  • I keep forgetting about it
  • I don’t know how the sword wants to react, so I don’t know when it should talk and what it should way
  • It’s always there, and will always be there unless the character disposes of the sword or otherwise loses it

What would I do differently next time?

Well, the big thing is to think of it as introducing an NPC which is going to be constantly around.

  • Give it Intelligence, Wisdom and Charisma scores, as suggested by the DMG
  • Define its character and personality – is it chatty? Up-beat? Depressed? Confrontational? Encouraging?
  • Give it a goal or two
  • Decide whether to give it a purpose – if bringing it in to a campaign, it probably deserves a purpose that interacts with the story in some way

And if you’re thinking about adding a speaking magic item to your campaign, think very carefully about how you want to do it – remember it’s going to be an NPC that is always there with the party.

Now, if you’ll excuse me, I’ve got a personality to work out…

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