Level
1st
Casting Time
1 Hour Ritual
Range/Area
Self
Components
V, S, M *
Duration
12 Hours
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning (...)

You summon a sentient creature resembling a roulette. As you roll 1d6 the roulette spins as well. Each number of the die represents a weapon. The Sentient Creature takes the form of the weapon and becomes a Sentient Weapon(Intelligent Weapon).

  • The Sentient Weapon follows the rules of Creating Sentient Magic Item Source: Basic Rules, Ch14, Part 4: 
  • Its ability scores are:    INT:11(+0)    WIS: 14(+2)    CHA: 17(+3)
  • Its Alignment is Neutral Evil
  • It has Hearing and Darkvision of 120 ft.
  • It can speak, read, and understand Common and Infernal. In addition, it can either communicate telepathically(or Verbally if DM Allows this choice) with only his/her summoner or with any other character that touches it or wields it, ask your DM what will he/she allows and make your choice after.
  • Its purpose is Destiny Seeker.

In case of conflict with the Sentient Weapon then follow the instructions on Conflict With a Sentient Magic Item and ask for your DM to roll for your weapon as well as decide what actions will it take if you lose the contest.

*Sentient Magic Weapon Conflict, Source: Basic Rules, Ch14, Part 4*

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.

The Sentients Weapon forms repository:

d6

  1. Dagger
  2. Sickle
  3. Light Hammer
  4. Quarterstaff
  5. Handaxe
  6. Spear

The wielder can only use the one-handed function of the items above.

Spells which give bonuses to rolls can't be used for this roulette.

This Spell can be used only once per day and the Sentient Weapon will have to keep the form declared from the die for the rest of the duration of the spell. The spell cannot be Dispelled by the caster. Each form the Sentient Weapon takes has a unique appearance of the equipment listed above but their stats resemble the stats of regular weapons for each weapon.

 

At Higher Levels. The Ritual Activation requires 5 gp, at 5th Level you can spend 15 gp instead for extra options, at 11th Level you can spend 50 gp instead for extra options and at 17th Level you can spend 250 gp for the special option. At 17th Level you can still just spend 5 gp if you don't want any extra options. The extra options for the higher Levels are listed below:

  • At 5th Level, instead of a d6 you roll 1d12 on the roulette. The new repository is: 1-Dagger, 2-Sickle, 3-Light Hammer, 4-Quarterstaff, 5-Handaxe, 6-Spear, 7-Whip, 8-Shortsword, 9-Rapier, 10-Scimitar, 11-Warhammer, 12-Longsword. The wielder can only use the one-handed function of the items above
  • At 11th Level, You now roll an additional 3d20. If your total score is 03-12, there are no changes upon the weapon. If your total score is 13-45 the weapon evolves to +1. If your total score is 46-55 the weapon evolves to +2. If your total score is 56-60 the weapon evolves to +3.
  • At 17th Level, The roulette gains the function Legendary Or Nothing! In exchange for 250 gp you roll an additional 1d100 right after you rolled every other dice on the roulette. If you rolled in the range of 01-50, the summon is dispelled needs a long rest to be used again. If you rolled in the range of 51-97, nothing happens. If you rolled in the range of 98-100, the Sentient Weapon evolves into a Vorpal Longsword for 30 min. After 30 min pass the Sentient Weapon returns back to the initial form it had before you used Legendary Or Nothing.

 

* - (5 gp)

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2023 1:20:10 AM
3
1
1
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12/1/2023 1:27:59 AM
3
1
1.2
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12/16/2023 5:01:38 AM
10
1
1.25
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12/16/2023 5:19:16 AM
11
1
2.0
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Spell Tags: Summoning Utility

Available For: Sorcerer (Legacy) Warlock (Legacy)

Tsumibito

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