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Fixed Magic Item Subtitles
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@ -1490,7 +1490,7 @@ Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be
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### Necklace of Adaptation
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### Necklace of Adaptation
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Wondrous item, uncommon (requires attunement)
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*Wondrous item, uncommon (requires attunement)*
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While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as *cloudkill* and *stinking cloud* effects, inhaled poisons, and the breath weapons of some dragons).
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While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as *cloudkill* and *stinking cloud* effects, inhaled poisons, and the breath weapons of some dragons).
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@ -1656,7 +1656,7 @@ When you drink this potion, you gain the "reduce" effect of the *enlarge/reduce*
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### Potion of Flying
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### Potion of Flying
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Potion, very rare
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*Potion, very rare*
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When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
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When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
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@ -2736,11 +2736,11 @@ Sentient magic items function as NPCs under the GM's control. Any activated prop
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When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here.
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When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here.
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### Abilities
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#### Abilities
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A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.
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A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.
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### Communication
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#### Communication
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A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.
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A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.
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@ -2753,7 +2753,7 @@ A sentient item has some ability to communicate, either by sharing its emotions,
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| 91-100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. |
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| 91-100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. |
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### Senses
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#### Senses
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With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.
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With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.
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@ -2767,7 +2767,7 @@ With sentience comes awareness. A sentient item can perceive its surroundings ou
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| 4 | Hearing and darkvision out to 120 feet. |
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| 4 | Hearing and darkvision out to 120 feet. |
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### Alignment
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#### Alignment
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A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.
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A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.
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@ -2786,7 +2786,7 @@ A sentient magic item has an alignment. Its creator or nature might suggest an a
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| 97-100 | Chaotic evil |
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| 97-100 | Chaotic evil |
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### Special Purpose
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#### Special Purpose
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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, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.
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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, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.
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@ -2806,7 +2806,7 @@ You can give a sentient item an objective it pursues, perhaps to the exclusion o
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| 10 | Creator Seeker: The item seeks its creator and wants to understand why it was created. |
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| 10 | Creator Seeker: The item seeks its creator and wants to understand why it was created. |
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### Conflict
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#### Conflict
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A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. 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:
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A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. 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:
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