Moonblade 5e Dmg

Table 40: Tables in the DMG and their Page Number
Table NameDMG PageRoll
Ability Check Proficiencies by Class263
Ability Check Usage237
Abyssal Corruption62d10
Adventure Allies74d12
Adventure Climax75d12
Adventure Introduction74d12
Adventure Patrons74d20
Adventure Villains74d20
Adventuring Day Experience Points (XPđź“–)83
Airborne and Waterborne Vehicles119
Artifacts: Major Beneficial Property219d100
Artifacts: Major Detrimental Property220d100
Artifacts: Minor Beneficial Property219d100
Artifacts: Minor Detrimental Property220d100
Astral Color Pools47d20
Building a Stronghold128
Buildings: Building Type113d20
Buildings: Relgious Building113d20
Buildings: Residence113d20
Buildings: Shop114d20
Buildings: Tavern113d20
Buildings: Tavern Name Generator113d20
Buildings: Warehouse113d20
Carousing128d100
Cataclysmic Disaster28d10
Chase: Escape Factors253
Chase: Urban Chase Complications254d20
Chase: Wilderness Chase Complications254d20
Cleric: Death Domain Spells94
Conversation Reaction245
Crafting Magic Items129
Creature Size and Space251
Cult and Religious Groups100d20
Customizing Encounters: Effective Hit Points Based on Resistance and Immunities276
Customizing Encounters: Experience Points by Challenge Rating275
Customizing Encounters: Hit Dice by Size276
Customizing Encounters: Monster Features280
Customizing Encounters: Monster Statistics by Challenge Rating274
Customizing Encounters: Non-Player Character (NPCđź“–) Features282
Damage Severity and Level249
Damage Severity by Level121
Dawn War Deities10
Difficulty Class238
Discoveries31d10
Dungeon Creator100d20
Dungeon Goals73d20
Dungeon History101d20
Dungeon Location99d100
Dungeon Purpose101d20
Encounter Multipliers82
Ether Cyclone49d20
Ethereal Curtains49d8
Event-Based Goals76d20
Event-Based Villain Actions75d6
Examples of Faction Ranks22
Exotic Location99d20
Explosives268
Extinction or Depletion30d8
Feywild Time Warp50d20
Figuring Out Alien Technology268
Firearms268
Food and Water Needs111
Foraging Difficulty Class (DCđź“–)111
Forms of Government18d100
Framing Events79d100
Gate-Towns of the Outlands67
Improvising Damage249
Invading Forces29d8
Leader Types27d6
Lingering Injuries272
Madness: Indefinite260d100
Madness: Long-Term260d100
Madness: Short-Term259d100
Magic Item Power by Rarity284
Magic Item Table A144d100
Magic Item Table B144d100
Magic Item Table C145d100
Magic Item Table D145d100
Magic Item Table E145d100
Magic Item Table F146d100
Magic Item Table G147d100
Magic Item Table H148d100
Magic Item Table I148d100
Magic Item: Alchemy Jug Liquid150
Magic Item: Apparatus of Kwalish Levers151
Magic Item: Armor of Resistance152d10
Magic Item: Bag of Beans Effect153d100
Magic Item: Belt of Giant Strength155
Magic Item: Candle of Invocation157d20
Magic Item: Carpet of Flying157d100
Magic Item: Cube of Force Charges Lost160
Magic Item: Cube of Force Faces160
Magic Item: Deck of Illusions162
Magic Item: Deck of Many Things162
Magic Item: Dragon Scale Mail165
Magic Item: Efreeti Bottle Effect167
Magic Item: Elemental Gem168
Magic Item: Gray Bag of Tricks154d8
Magic Item: Horn of Valhalla175d100
Magic Item: Instrument of the Bards176
Magic Item: Iron Flask Contents178
Magic Item: Manual of Golems180d20
Magic Item: Necklace of Prayer Beads182d20
Magic Item: Potion of Giant Strength187
Magic Item: Potion of Healing188
Magic Item: Potion of Resistence188
Magic Item: Qual's Feather Token188d100
Magic Item: Ring of Resistance192d10
Magic Item: Ring of Shooting Stars192
Magic Item: Robe of Useful Items195d100
Magic Item: Rust Bag of Tricks154d8
Magic Item: Scroll of Protection199d100
Magic Item: Spell Scroll200
Magic Item: Sphere of Annihilation201d100
Magic Item: Staff of Power203
Magic Item: Staff of the Magi203
Magic Item: Sword of Answering206
Magic Item: Tan Bag of Tricks154d8
Magic Item: Wand of Wonder212d100
Maintenance Costs127
Map Travel Pace242
Mixing Potions140d100
Mob Attacks250
Monsters by Challenge Rating306
Monsters by Environment: Arctic Monsters302
Monsters by Environment: Coastal Monsters302
Monsters by Environment: Desert Monsters302
Monsters by Environment: Forest Monsters302
Monsters by Environment: Grassland Monsters303
Monsters by Environment: Hill Monsters304
Monsters by Environment: Mountain Monsters304
Monsters by Environment: Swamp Monsters304
Monsters by Environment: Underdark Monsters305
Monsters by Environment: Underwater Monsters305
Monsters by Environment: Urban Monsters305
Monuments108d20
Moral Quandaries79d20
NCP Class101d20
New Organizations31d10
NPC Abilities: High Ability89d6
NPC Abilities: Low Ability89d6
NPC Alignment100d20
NPC Appearance89d20
NPC Bonds91d10
NPC Flaws and Secrets91d12
NPC Ideals: Chaotic90d6
NPC Ideals: Evil90d6
NPC Ideals: Good90d6
NPC Ideals: Lawful90d6
NPC Ideals: Neutral90d6
NPC Ideals: Other90d6
NPC Interaction Traits90d12
NPC Mannerism90d20
NPC Talents90d20
Object Armor Class246
Object Hit Points247
Other Goals74d12
Paladin: Oathbreaker Spells96
Poisons257
Proficiency Die263
Psychic Wind Effects: Location Effect48d20
Psychic Wind Effects: Mental Effect48d20
Random Dungeon Chamber Contents296d20
Random Dungeon Chamber Purpose: Death Trap292d20
Random Dungeon Chamber Purpose: General Chambers295d100
Random Dungeon Chamber Purpose: Lair293d20
Random Dungeon Chamber Purpose: Maze293d20
Random Dungeon Chamber Purpose: Mine293d20
Random Dungeon Chamber Purpose: Planar Gate293d100
Random Dungeon Chamber Purpose: Stronghold294d100
Random Dungeon Chamber Purpose: Temple or Shrine294d100
Random Dungeon Chamber Purpose: Tomb295d20
Random Dungeon Chamber Purpose: Treasure Vault295d20
Random Dungeon Chamber State295d20
Random Dungeon Dressing: Air299d100
Random Dungeon Dressing: Books, Scrolls, and Tomes301d100
Random Dungeon Dressing: Container Contents301d100
Random Dungeon Dressing: General Features299d100
Random Dungeon Dressing: General Furnishings and Appointments299d100
Random Dungeon Dressing: Mage Furnishings300d100
Random Dungeon Dressing: Noises298d100
Random Dungeon Dressing: Odors299d100
Random Dungeon Dressing: Religious Articles and Furnishings300d100
Random Dungeon Dressing: Utensils and Personal Items300d100
Random Dungeon Random Traps: Damage Severity297d6
Random Dungeon Random Traps: Effects297d100
Random Dungeon Random Traps: Trigger297d6
Random Dungeon Tricks: Objects298d20
Random Dungeon Tricks: Objects298d20
Random Dungeon: Beyond a Door291d20
Random Dungeon: Chamber Exits291d20
Random Dungeon: Chambers291d20
Random Dungeon: Door Type291d20
Random Dungeon: Dungeon Hazard296d20
Random Dungeon: Exit Location291d20
Random Dungeon: Exit Type291d20
Random Dungeon: Monster Motivation296d20
Random Dungeon: Obstacles297d20
Random Dungeon: Passage Width290d20
Random Dungeon: Passages290d20
Random Dungeon: Stairs291d20
Random Dungeon: Starting Area290d10
Random Encounters at Sea d12+d8117
Random Undersea Encounters d12+d8116
Random Urban Encounters d12+d8114
Running a Business129d100
Salable Magic Items130
Sample Hierarchy of Noble Titles19
Saving Throw Usage238
Scroll Mishaps140d6
Selling a Magic Item130
Sentient Magic Item: Alignment216d100
Sentient Magic Item: Communication214d100
Sentient Magic Item: Moonblade Properties217d100
Sentient Magic Item: Senses214d4
Sentient Magic Item: Special Purpose216d10
Settlements: Current Calamity112d20
Settlements: Known for its...112d20
Settlements: Notable Traits112d20
Settlements: Race Relations112d20
Settlements: Ruler's Status112d20
Shadowfell Despair52d6
Side Quests81d8
Sowing Rumors131
Speed Factor Initiative Modifiers271
Spell Damage284
Spell Points: By Level289
Spell Points: Cost288
Starting Equipment38
Sylvan Forest Encounters d12+d887
System Shock273
Targets in Areas of Effect249
The Calendar of Harptos33
The Outer Planes58
Tracking DCs244
Training to Gain Levels131
Trap Save DCs and Attack Bonuses121
Treasure: 10 Gold Piece (gpđź“–) Gemstones134d12
Treasure: 100 GP Gemstones134d10
Treasure: 1000 GP Gemstones134d8
Treasure: 25 GP Art Object134d10
Treasure: 250 GP Art Object135d10
Treasure: 2500 GP Art Object135d10
Treasure: 50 GP Gemstones134d12
Treasure: 500 GP Gemstones134d6
Treasure: 5000 GP Gemstones134d8
Treasure: 750 GP Art Object135d10
Treasure: 7500 GP Art Object135d8
Treasure: Horde: Challenge 0-4137d100
Treasure: Horde: Challenge 11-16138d100
Treasure: Horde: Challenge 17+139d100
Treasure: Horde: Challenge 5-10137d100
Treasure: Individual Treasure Challenge 0-4136d100
Treasure: Individual Treasure Challenge 11-16136d100
Treasure: Individual Treasure Challenge 17+136d100
Treasure: Individual Treasure Challenge 5-10136d100
Treasure: Magic Item Rarity135
Twists80d10
Underwater Encounter Distance116
Villain's Methods94d20
Villain's Scheme94d8
Villain's Weakness94d8
Weather: Precipitation109d20
Weather: Temperature109d20
Weather: Wind109d20
Weird Locales109d20
What is a Detail from its History?141d8
What Minor Property Does it Have?142d20
What Quirk Does it Have?143d12
Who Created It or Was Intended to Use It?141d20
Wilderness Goals73d20
Wildnerss Navigation DC112
World-Shaking Events27d10
Wuxia Weapon Names41
XP Thresholds by Character Level82
Some Magic Items possess 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. In any case, the item behaves like a character, complete with PersonalityQuirks, Ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Moonblade Pdf Dnd 5e Dmg Pubg Weapon Dmg Fallout 3 Mac Download Sto Dmg Modifier Openoffice Mac Download Audacity Download For Mac Bioshock Mac Download Nioh Equipment Weigt Dmg Bonus Dmg Equipment Company Ltd Geforce Mac Download Dr Cleaner Mac Download.dmg. Considering that the basic property says 'Reroll if the moonblade already has a +3 bonus', I'd read that as meaning that +3 is the max. There is no weapon in 5e with a + higher than that, although they do say you can go higher if you really want to. I'd personally cap it at +3.


Most sentient items are Weapons. Other kinds of items can manifest sentience, but consumable items such as Potions and Scrolls are never sentient.
Sentient Magic Items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those Properties normally. If the relationship is strained, the item can suppress its activated Properties or even turn them against the wielder.

Creating Sentient Magic Items

5E The Plane of Fire and the City of Brass - how have you handled them?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.
Moonblade 5e Dmg

Abilities

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.
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.
d100
01 - 60The item communicates by transmitting emotion to the creating carrying or wielding it.
61 - 90The item can speak, read, and understand one or more Languages.
91 - 00The 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.

Senses

CelestialWith 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.
d4Senses
1Hearing and normal vision to 30 ft.
2Hearing and normal vision to 60 ft.
3Hearing and normal vision to 120 ft.
4Hearing and Darkvision to 120 ft.
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.
d100
01 - 15Lawful Good
16 - 35Neutral Good
36 - 50Chaotic Good
51 - 63Lawful Neutral
64 - 73Neutral
74 - 85Chaotic Neutral
86 - 89Lawful Evil
90 - 96Neutral Evil
97 - 00Chaotic Evil

MagicYou 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 SpecialPurpose, 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 SpecialPurpose or roll on the following table.
d10Purpose
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 defeat or destroy creates of a particular kind, such as Fiends, shapechangers, Trolls, or Wizards.
3Protector: The item seeks to defend a particular race or kind of creature, such as Elves or Druids.
4Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5Templar: The item seeks to defend the servants and interests of a particular deity.
6Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7Glory Seeker: The item seeks Renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8Lore Seeker: The item craves knowledge or is determined to solve a Mystery, learn a Secret, or unravel a cryptic prophecy.
9Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10Creator Seeker: The item seeks its creator and wants to understand why it was created.

Conflict

D&D 5E - Moonblade Properties: Do They Stack? | EN World ...

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:
  • 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:

5E Shield As Hex Weapon?

  • 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.

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