The Awakened Item

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The Awakened Item by and © RDD Wilkin / Studios DUNGEONS & DRAGONS, D&D, Wizards of
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© Spilled Ale Studios • The Awakened Item 1


The Awakened Item are inherited from their maker, imprinted
during creation. Others can be developed
great need.
Consider looking to the campaign world’s
A gleaming longsword set atop a pile of over time, especially if the history for inspiration. You could have
treasure deep in the heart of a dungeon awakened item has been without played a part in a significant historical
suddenly calls out to the adventurers filling companionship for years, event, or you could have been made too late
their pouches with coin. decades, centuries, or even to fulfil your original role. How long have
A fiddle levitates alongside a cheerful milennia. you existed? Where have you been during
bard. The townsfolk in their audience gasp that time? Who has owned you (or more
in delight as the fiddle begins playing itself, M ade wit h Pur p o se precisely, who have you allowed to “own”
accompanied by the bard’s flute. Seemingly All awakened items are you)?
from nowhere, a melodious voice joins the created for a very specifc, very You’ll want to collaborate with another
song—the fiddle itself is singing. important reason, and the desire player, who will play your current
A dark-clad paladin carves his way or need to pursue that purpose wielder (see Your Role in a Campaignn,
through his enemies, the black iron symbol is encoded in their personality. below). When and how did they find
of a fearsome visaged deity worn around In general, an awakened item is you? Did you partner up immediately,
his neck. The monstrous face on the never more content than when or did one or both of you resist? How
symbol moves by itself, the creature openly they are working towards their has the relationship been going, and
mocking the enemy as they are carved goal, but it’s possible that some what do you think of them at the time
down and exulting in their destruction. items might come to resent the campaign starts?
All of these are awakened items, magic or fear the purpose for which Does the purpose you were originally
items created with sentience to fulfil some they were created, and do their created for still apply, and if so, do
purpose that was considered of the utmost best to undermine themselves, you still desire it or have you begun to
importance by their creator. even as they work towards it. question your programming? iI not,
A lucky few awakened items how have you tried to fill the void, and
might actually see their purpose has it worked?
Ali v e w i t h Per s on a li t y
They might be objects, but awakened items fulfilled, but then learn that
are far from inert. In order to better fulfil they exist beyond the scope Pl ay ing a n Awa ke n ed
its purpose, an awakened item is created of that purpose. Such an item It e m
with sentience. Indeed, they are often must somehow overcome its An awakened item is an unusual
exceptionally bright and charismatic, using limitations, and find a new goal concept for a player character. Rather
these advantages to persuade others of the to inspire it to move forward. than a living thing, or even a living
justice of their cause or intimidating them construct such as a warforged, an
into submission. Creat ing an awakened item is a normally inanimate,
Though brilliant, awakened items are still Awakened It em material object.
objects and they may not fully understand As you create your awakened The rules presented here treat the
nor empathise with the living creatures item, think about who made awakened item as a player character,
around them. Their personalities can often them and why they did so. complete with race and class, levels, hit
be somewhat quirky (to put a generous face Making magic items of any kind points, and everything else that comes with
on it). In addition to their single-minded is difficult and costly, while the territory. An awakened item also has a
focus on the pursuit of their purpose, creating sentient magic items with the certain amount of autonomy, able to fly as
awakened items generally have one or two power that an awakened item can untap long as they remain close to the creature to
peculiar behavioural tics. Sometimes these requires significant sacrifice, and therefore which they are attuned.
2 © Spilled Ale Studios • The Awakened Item
While the rules presented here attempt would be happy to wield you, you could also
to treat the awakened item as any other just build an awakened item that you know
character as much as possible, there are would be a good fit for one or more of the
some differences between an awakened player characters.
item and a normal player character. The Normally, you would be in the possession
most significant difference is that choosing of the character to which you are attuned
to play an awakened item commits you to a immediately at the start of the campaign.
race and a class. An awakened item cannot You’ll need to decide between yourselves
be a fighter, a cleric, or a wizard—it can when your backstories collided, and work
never be anything other than an awakened together to decide on events that occurred
item. between that point and the campaign’s
You will also notice that the awakened beginning.
item race is more involved than most.
While it may seem at first glance that the
awakened item gets a lot of racial features,
several of these entries are actually not
racial benefits as such, but rather define
how you differ from and interact with
traditional characters.

Your Role i n a C a m pa ig n
Attunement is the key to understanding
an awakened item’s role in a game. This is
a character whose existence is intricately
tied to one of the other player characters,
and therefore adding an awakened item
to a campaign requires the cooperation of
three parties: you, your DM, and the player
who will wield you. An awakened item is a
character dripping with narrative potential,
but it takes a group that likes to collaborate
to bring out its best.
Approach your DM and one of the other
players about building your characters to
be connected. If the player agrees, discuss
with that player what sorts of characters
they would like to play and the types of
awakened item that interest you, then make
characters that you think would fit together
well or interact in unusual yet interesting
ways.
If any of the other players in your game

© Spilled Ale Studios • The Awakened Item 3


Racial Traits level character.
Alignment. All sentient items are mde by
to the same range. You are blinded and
deafened by antimagic.
As an awakened item, you gain the
following traits. someone, and all are created with a special False Appearance. While you remain
Magic Item. You have no Strength or purpose in mind. Your creator’s alignment motionless and are not flying, you are
Dexterity scores. If using point buy for and the purpose for which they made you indistinguishable from a normal object of
ability score generation, you have 18 points likely suggest your own alignment. When your type.
to spend. If the rest of your group is using deciding these things about yourself, you Forfeit Action. While you are being wielded
the standard array, you use the following should also consider the alignment of the or carried by a creature that is attuned to
array: 15, 13, 11, 9. character you intend should wield you. you, you can take a special Forfeit action.
When required to make a Strength saving Your alignment needn’t be identical to that When you do so, your wielder can make one
throw, use your Charisma. When required character, but it shouldn’t be completely additional attack during an Attack action
to make Dexterity saving throw, use your incompatible. they make between now and the beginning
Intelligence. Size. Your size is tiny. of your next turn. If your wielder has
You cannot take levels in any class other Speed. You have a speed of 0 when you the Extra Attack feature, they make this
than the Awakened Item class. are unattuned. While attuned you have a additional attack in addition to however
You are a construct. You are immune fly speed of 50 feet, and you can hover. many attacks they gain from Extra Attack.
to disease, and cannot be frightened, You can voluntarily move no further than Strong Will. When someone tries to
paralyzed, poisoned, or petrified. You are 50 feet from the creature to whom you pick you up or make use of you (such as
immune to poison damage, but vulnerable are attuned. If you are separated from the attacking with you or using one of your
to thunder damage. You do not need to eat, creature to whom you are attuned by a powers) you always have the option of
breathe, or sleep. greater distance than that, you may fly at refusing to cooperate. A creature simply
Because you are inherently magical, you your speed as long as you are travelling cannot use you if you do not wish it. A
require no components when you cast a toward them by the most direct route creature can pick you up or move you, even
spell. However, you are incapacitated while possible. if you resist, by grappling you. You resist
in the area of an antimagic field, as well as State of Repair. Since you are a magic an opponent’s grapple check using your
blinded and deafened. If you are targeted by item, it takes a lot to damage you. In your Charisma plus your Proficiency.
dispel magic, you must make a Constitution case hit point loss represents gradual wear Targetable. When you are wielded or
saving throw against the caster’s spell save and tear, and eventually serious damage. carried, a creature can always choose to
DC or fall unconscious for 1 minute. You can Physical faults you are suffering from can attack you rather than the person carrying
repeat your saving throw at the end of each be superficially repaired using the mending you., and you are also affected by area
of your turns, regaining consciousness on a cantrip, but such a repair does not restore effects.
sa success. your lost hit points. Only recovering your Languages. You can speak, read, and write
Ability Score Increase. Your Intelligence hit points will restore you to perfect form. Common and one other language (usually
score increases by 2 and your Charisma Attunement. Another creature can attune either the language of your creator or the
score increases by 1. to you using one of their attunement target of your special purpose).
Age. As an inanimate and magical object, slots. You can always refuse to attune to Form. You are a material object.
you neither tarnish (unless that is one of a creature, and you can choose to end the Depending on the type of item you choose
your unique traits) nor deteriorate. You attunement at any time. to be you might be Accessory or Clothing,
might have been recently forged, or you Magical Senses. Although you have no eyes Armour or a Shield, Adventuring Gear, an
could be thousands of years old. Whatever nor ears, you can perceive events in your Instrument, a Melee Weapon, an Orb or
your age, you have likely seen only limited surroundings through your magic. For all Wand, a Ranged Weapon, a Rod or Staff, or
use unless you start the game as a higher intents and purposes you can see and hear a Tool. Choose one of these subraces.
out to 120 feet, and you have darkvision
4 © Spilled Ale Studios • The Awakened Item
Ac ces s ory or C l ot hi ng which might suit the theme of your item (for instance: smith’s tools if you are metal,
You have the following traits in addition to but doesn’t have to. You know this spell, tinker’s tools if you have mechanical parts,
those from the sentient item race: and can cast it once per long rest for free. woodcarver’s tools if you are a simple item
Physical Form. You take the form of a Alternatively, while you are being wielded made of wood, carpenter’s tools if you are a
piece of clothing or an accessory such as by a creature attuned to you, they can cast complex item made of wood).
jewellery. Once you decide on your physical the spell using their own action, provided Enchantment. Choose a 2nd level spell,
form, your decision is final. you allow them to do so. When cast by your which might suit the theme of your item
Unarmed Attack. As a magical item, you wielder, they use their own spellcasting but doesn’t have to. You know this spell,
are resilient enough to endure a high ability. If they don’t already have levels in a and can cast it once per long rest for free.
level of physical force without damaging spellcasting class, their spellcasting ability Alternatively, while you are being wielded
yourself. As such, you can make an is Charisma. by a creature attuned to you, they can cast
unarmed strike that deals 1d4 bludgeoning You may cast your chosen spell additional the spell using their own action, provided
damage. times using mana gained from levels in you allow them to do so. When cast by your
Improvised Weapon. When you are wielded the Awakened Item class, costing 2 mana wielder, they use their own spellcasting
by another creature, you are an improvised per casting. Charisma is your spellcasting ability. If they don’t already have levels in a
weapon. ability for this spell. spellcasting class, their spellcasting ability
Rapid Don/Doff. Unlike clothing or is Charisma.
accessories you are able to magically don/ You may cast your chosen spell additional
doff yourself. You can spend a bonus action Adv ent ur ing Gear times using mana gained from levels in
to either removing yourself from your You have the following traits in addition to the Awakened Item class, costing 2 mana
wearer or return to their body. those from the sentient item race: per casting. Charisma is your spellcasting
Sense of Identity. You are proficient in one Physical Form. You take the form of an ability for this spell.
set of artisan’s tools that would have been item that doesn’t fit into one of the other
used in your construction (usually jeweler’s defined categories (typically a single item
that appears on the Other Adventuring Gear Ar mour or Shield
tools if you are an accessory, weaver’s tools You have the following traits in addition to
if you are fabric, or leatherworker’s tools if table) that can be carried in one hand. Once
you decide on your physical form, your those from the sentient item race:
you are made of animal skins). Physical Form. You take the form of a
Enchantment. Choose a 2nd level spell, decision is final.
Unarmed Attack. As a magical item, you shield or a set of light ot medium armour.
are resilient enough to endure a high Once you decide on your physical form,
level of physical force without damaging your decision is final.
yourself. As such, you can make an Unarmed Attack. As a magical item, you
unarmed strike that deals 1d4 bludgeoning are resilient enough to endure a high
damage. level of physical force without damaging
You cannot take the Attack action while yourself. As such, you can make an
you are being wielded, unless it is to attack unarmed strike that deals 1d4 bludgeoning
the creature currently holding you. damage.
Improvised Weapon. When you are You cannot take the Attack action while
wielded by another creature, you are an you are being worn, unless it is to attack
improvised weapon. the creature currently wearing you.
Sense of Identity. You are proficient in Protection. As armour, you offer
the use of one type of artisan’s tools that protection to a creature that wears you.
would have been used in your construction Although you may resemble a normal item

© Spilled Ale Studios • The Awakened Item 5


of your type, your base arrmour class and is Charisma. Unarmed Attack. As a magical item, you
properties are determined by your race. When you are being wielded by a creature are resilient enough to endure a high
If you are a shield, you grant a +2 bonus attuned to you, they can cast this cantrip level of physical force without damaging
to the AC of someone wielding you. using their own action, provided you yourself. As such, you can make an
If you are medium armour but you cause allow them to do so. When cast by your unarmed strike that deals 1d4 bludgeoning
disadvantage to stealth, your armour class wielder, they use their own spellcasting damage.
is 14, but you cause disadvantage to stealth. ability. If they don’t already have levels in a You cannot take the Attack action while
Quick Don/Doff. Unlike normal armour, spellcasting class, their spellcasting ability you are being wielded, unless it is to attack
you are able to magically don/doff yourself. is Charisma. the creature currently holding you.
You can spend an action to either removing Additionally, you pick one Improvised Weapon. When you are wielded
yourself from your wearer or Channel Divinity option by another creature, you are an improvised
return to their body. appropriate to your deity. weapon.
Sense of Identity. You You can use this ability Sense of Identity. You are proficient in the
are proficient in the once per short or long use of whatever type of instrument you are
use of whatever type rest. The spell save DC of and woodcarver’s tools.
of armour you are. You your Channel Divinity power is Self-Awareness. When making an ability
are also proficient in one set based on your Charisma. check using your proficiency in yourself,
of artisan’s tools that would While you are being if you roll less than an 8 on the d20, treat
have been used in your wielded by a creature attuned the result as though you had rolled an 8
construction (for instance: to you, they can use your instead.
smith’s tools if you are Channel Divinity using their
metal, leatherwork’s tools own action, provided you
if you are made from animal allow them to do so. When
skins. used by your wielder, they
use their own spell save DC if
Holy Sym b ol any, or use Charisma as their
You have the following traits spellcasting ability.
in addition to those from the Sense of Identity. You are
sentient item race: proficient in the use of
Physical Form. You take the form one type of artisan’s tools
of a holy symbol that can be carried appropriate to how you were made
in one hand or worn on a creature’s (often jeweller’s or woodcarver’s
person. Once you decide on your physical tools).
form, your decision is final.
Aspect of Faith. You select a deity, or Inst rument Melee We a p on
perhaps a pantheon. Your physical form You have the following traits in addition to You have the following traits in addition to
reflects the chosen deity, and were created those from the sentient item race: those from the sentient item race:
to be in the service of that deity and their Physical Form. You take the form of a Physical Form. You take the form of a
organised religion. musical instrument that can be carried in melee weapon. Once you decide on your
Divine Power. Pick one cantrip from the one hand and can be played with either physical form, your decision is final.
Cleric spell list. You know the cantrip and one or two hands. Once you decide on your Weapon Properties. Although you may
may cast it at will. Your spellcasting ability physical form, your decision is final. resemble a normal item of your type, your
6 © Spilled Ale Studios • The Awakened Item
damage and properties are determined by longbow), you deals 1d8 piercing damage
your race. and have a range of 150/600.
If you are a one-handed melee or finesse If you are a two-handed ranged weapon
weapon (for instance, a club, longsword, with the loading property (for instance,
or rapier), you deal 1d8 damage which can a light crossbow), you deal 1d8 piercing
be your choice of bludgeoning, piercing, damage and have a range of 80/320.
and slashing. If you are a two-handed ranged weapon
If you are a one-handed melee or finesse with the heavy and loading properties (for
weapon with the thrown property (for instance, a heavy crossbow), you
instance, a dagger of hand axe), you deal deal 1d10 piercing damage and have
1d6 damage which can be your choice of spellcasting class, their spellcasting ability a range of 100/400.
bludgeoning, piercing, and slashing, and a is Charisma. Ranged Attacks. You can only make
range of 20/60. Unarmed Attack. As a magical item, you ranged attacks. You cannot take the
If you are a two-handed melee weapon are resilient enough to endure a high Attack action while you are being
(for instance, a maul or greatsword), you level of physical force without damaging wielded, unless it is to attack the
deal 2d6 damage which can be your choice creature currently holding you.
yourself. As such, you can make an
of bludgeoning, piercing, and slashing. Sense of Identity. You are proficient
unarmed strike that deals 1d4 bludgeoning
Melee Attacks. You cannot take the Attack in the use of whatever type of
damage.
action while you are being wielded, unless weapon you are. You are also
Improvised Weapon. When you are wielded
it is to attack the creature currently holding proficient in either tinker’s tools if
by another creature, you are an improvised
you. you involve mechanical components
weapon.
Sense of Identity. You are proficient in the (eg. a crossbow) or woodcarver’s
Sense of Identity. You are proficient in the
use of whatever type of weapon you are. tools if you are made wholly of wood
use of glassblower’s tools if you are an orb,
You are also proficient in smith’s tools if (eg. a bow).
and woodcarver’s tools if you are a wand.
you are made of metal or woodcarver’s
Spell Focus. A wielder whom is attuned to
tools if you are made of wood.
you can use you as their Spell Focus. Rod or Sta ff
You have the following traits in
Orb or Wan d Ranged Weap on addition to those from the sentient
You have the following traits in addition to item race:
You have the following traits in addition to
those from the sentient item race: Physical Form. You take the form of
those from the sentient item race:
Physical Form. You take the form of an orb a rod or staff. Once you decided on
Physical Form. You take the form of a
or wand. Once you decided on your physical your physical form, your decision is
ranged weapon. Once you decide on your
form, your decision is final. final.
physical form, your decision is final.
Cantrip. Choose one other than eldritch Blast of Power. You know the
Weapon Properties. Although you may
blast. You know the cantrip and may eldritch blast cantrip and may cast
resemble a normal item of your type, your
cast it at will. Your spellcasting ability is it at will. Your spellcasting ability is
damage and properties are determined by
Charisma. Charisma.
your race.
When you are being wielded by a creature When you are being wielded by a creature
If you are a two-handed ranged weapon
attuned to you, they can cast this cantrip (for instance, a shortbow), you deal 1d6 attuned to you, they can cast this cantrip
using their own action, provided you piercing damage and have a range of using their own action. When cast by your
allow them to do so. When cast by your 80/320. wielder, they use their own spellcasting
wielder, they use their own spellcasting If you are a two-handed ranged weapon ability. If they don’t already have levels in a
ability. If they don’t already have levels in a with the heavy property (for instance, a spellcasting class, their spellcasting ability
© Spilled Ale Studios • The Awakened Item 7
is Charisma. the result as though you had rolled an 8
Unarmed Attack. As a magical item, you instead.
are resilient enough to endure a high
level of physical force without damaging
yourself. As such, you can make an
unarmed strike that deals 1d4 bludgeoning
damage.
Improvised Weapon. When you are wielded
by another creature, you are an improvised
weapon.
Sense of Identity. You are proficient in
the use of one type of artisan’s tools that
would have been used in your construction
(usually tinker’s tools, smith’s tools, or The Awakened Item
woodcarver’s tools).
Spell Focus. A wielder whom is attuned to Le v el Prof. C l a s s Fe at ur e s Mana
you can use you as their Spell Focus. 1 +2
Purpose, Link Minds, Mana Pool, Item
1
Defense

2 +2 Defensive Link 2
To ol 3 +2 Tier 2 Mana Effects 3
You have the following traits in addition to 4 +2 Ability Score Improvement 4
those from the sentient item race:
5 +3 Tier 3 Mana Effects, Distant Link (100 ft.) 5
Physical Form. You take the form of a type
of tool (such as a navigator’s tool, thieves’ 6 +3 Purpose Feature 6

tool, etc.). Once you decided on your 7 +3 Tier 4 Mana Effects 7


physical form, your decision is final. 8 +3 Ability Score Improvement 8
Unarmed Attack. As a magical item, you 9 +4 Tier 5 Mana Effects 9
are resilient enough to endure a high
10 +4 Purpose Feature 10
level of physical force without damaging
11 +4 Distant Link (150 ft.) 14
yourself. As such, you can make an
unarmed strike that deals 1d4 bludgeoning 12 +4 Ability Score Improvement 15
damage. 13 +5 — 18
Improvised Weapon. When you are wielded 14 +5 Purpose Feature 19
by another creature, you are an improvised
15 +5 — 23
weapon.
16 +5 Ability Score Improvement 24
Sense of Identity. You are proficient in the
use of whatever type of tool you are and one 17 +6 — 29
type of artisan’s tools that would have been 18 +6 Find Your Way Home 29
used in your construction (usually tinker’s 19 +6 Ability Score Improvement 29
tools, smith’s tools, or woodcarver’s tools).
20 +6 True Awakening 29
Self-Awareness. When making an ability
check using your proficiency in yourself,
if you roll less than an 8 on the d20, treat
8 © Spilled Ale Studios • The Awakened Item
Class Features Strong Defense
If you are a piece of armour or a shield, you
addition, you use your Charisma modifier
when setting the saving throw DC for a
As an awakened item, you gain the
following class features. are built to endure attacks. Your AC equals spell you cast or effect you create, as well
10 + your Intelligence modifier + your as when making an attack roll with one.
Constitution modifier.
Hit Points
Spell/Mana Effect save DC = 8 + your
Hit Dice: 1d8 per awakened item level.
Link M ind s proficiency bonus + your Charisma
Hit Points at 1st Level: 8 + your Constitution
At 1st level, you have a telepathic link with modifier
modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your a creature to which you are attuned as long
as that creature is carrying or wielding you. Spell/Mana Effect attack modifier =
Constitution modifier per awakened item
Additionally, while you are in telepathic your proficiency bonus + your Charisma
level after 1st.
contact with the attuned creature they may modifier
use all of your proficiencies as though they
Proficiencies You initially know the light cantrip, which
were themselves proficient. If they are
Armor: None. is always centred on yourself when cast by
already proficient, they may add half your
Weapons: None. you. You also know the following magical
Proficiency to the result of an ability check
Tools: None. effects, which cost 1 mana each:
using that skill.
Saving Throws: Intelligence, Charisma.
Skills: Choose any four. Depending on Bless
the skill, you may not be able to perform Pur p o se As the spell bless.
activities using the skill yourself but do Also at 1st level, your Purpose,
possess academic knowledge on the subject. which defines the special reason
for which you were enchanted by Detect Magic
your creator. As the spell detect magic.
Equipment
You start with no equipment other than Your choice grants you
yourself and, if appropriate and at your features at 1st level, and Guiding Bolt
again at 6th, 10th, and As the spell guiding bolt.
option, a container (such a sheath, scroll
case, box, etc.) that you can be kept in. 14th level.
Magic Ward
M ana P o ol You sheathe either yourself or
I t e m Def en se a creature attuned to you, who
Starting at 1 level, you gain either Sly
st Additionally at 1st level,
you gain access to a pool of magical must be wielding or carrying you, in
Defense or Strong Defense. a protective magical force. As the spell
energy called mana which you can use
to create magical effects. armor of agathys, except it can also be cast
Sly Defense on your attuned hero with a range of touch.
Your mana recovers on the successful
If you are anything other than a piece of You may spend two additional mana to
completion of a short or long rest.
armour or a shield, you can evade attack create this effect on both yourself and your
When mana is spent to reproduce a spell
by predicting it through a combination attuned creature at the same time. Treat
that is more powerful if cast in a higher
of your prodigious intellect and your these as two unique spells, which must be
level slot, you can spend additional mana to
magical senses. Your AC equals 10 + your upgraded to higher level separately.
increase the level of the spell at a rate of 1
Intelligence modifier + your Wisdom
mana per spell level.
modifier.
You use your Charisma whenever a
spell refers to your spellcasting ability. In
© Spilled Ale Studios • The Awakened Item 9
Repair from that condition against you.
As the spell cure wounds, except it works Share Senses The effect ends prematurely if you or
only on constructs and objects (including As an action when you are wielded or the target move to a different plane of
yourself). carried by a creature attuned to you, you existence from each other.
and that creature share your senses of sight You may spend additional mana to deal
Temporary Attunement and hearing. Choose one of the following an extra 1d8 per mana spent to a maximum
As an action when you are not attuned or two options: of 10d8.
when any creature to which you are attuned ~~ Your attuned creature can see and
is unconscious, dead, or on a different hear using your senses rather than its Abilit y Sc ore
plane to yourself, you can temporarily own.
attune to a creature currently holding you. ~~ You can see and hear using the Improv e me n t
attuned creature’s senses rather than When you reach 4th level, and again at 8th,
The attunement lasts for an hour or until
your own. 12th, 16th, and 19th level, you can increase
you choose to end it, but you can extend it
This effect lasts up to an hour, but you one ability score of your choice by 2, or
by spending a bonus action on the turn it
must concentrate on it. You and your you can increase two ability scores of your
would normally end. The attunement ends
attuned creature needn’t remain in contact choice by 1. As normal, you can’t increase
immediately if the status of the creature to
and can be separated after the effect takes an ability score above 20 using this feature.
which you are normally attuned changes to
alive, conscious, and on the same plane as hold without ending it.
yourself. Either you or the attuned creature can T ier 3 Ma n a Effe cts
prematurely end this link, but only you Beginning at 5th level, you gain
can control which way the link goes. You access to new magical effects
Def ensi v e L i n k can switch between the two as a bonus which can be activated using
At 2nd level, both your attuned creature and
action. your mana.
yourself gain a +1 bonus to AC while it is
You gain the ability to use
wielding or carrying you.
When a creature you can see attacks your
See Invisibility the following magical effects,
As the spell see invisibility. which cost 3 mana each:
attuned creature while it is within 5 feet
of you (including when you are wielded
or carried), you can use your reaction to Warning Spike Beacon of Hope
impose disadvantage on the attack roll. As a reaction when you are picked As the spell beacon of hope.
If the attack still hits, you can choose to up by a creature or an action on
take the damage on behalf of your attuned your turn, you force a creature Blink
creature. that is holding you to make a As the spell blink.
Wisdom saving throw. The target
takes 3d8 psychic damage on Counterspell
T ier 2 M an a Ef f e c t s a failed save or half as much
Starting at 3rd level, you gain access to new As the spell counterspell.
damage if the save is successful.
magical effects which can be activated On a failed save you also know
using your mana. Dispel Magic
the target’s location for the next
You gain the ability to use the following As the spell dispel magic.
hour, as long as you concentrate
magical effects, which cost 2 mana each: on this effect. The target cannot
become hidden from you, and if Dista n t Lin k
Aid it’s invisible it gains no benefit Also at 5th level, you can
As the spell aid. voluntarily move up to
10 © Spilled Ale Studios • The Awakened Item
100 feet away from a creature to which you Dominate Person
are attuned. The range of your telepathic As the spell dominate person.
contact with the attuned creature also
extends to the same range. Fin d Your Way Home
From 11th level, the range of your Distant From 18th level you can teleport to a creature
Link increases to 150 feet. that is attuned to you, as long as they are
anywhere on the same plane of existence.
T ier 4 M an a Ef f e c t s You appear in the creature’s hand if they
Beginning at 7th level, you gain access to wish, otherwise you appear hovering in
new magical effects which can be activated their space.
using your mana.
You gain the ability to use the following T rue Awa ke n ing
magical effects, which cost 4 mana each: From 20th level your Intelligence, Wisdom,
and Charisma scores increase by 2. Your
Death Ward maximum for those scores is now 22.
As the spell death ward, except you may Additionally, you no longer need to be
only cast it on a creature attuned to you. attuned to a creature to fly, and you don’t
need to remain near to the creature to
Freedom of Movement which you are attuned. Your telepathic
As the spell freedom of movement, except contact with an attuned creature extends
you may only cast it on a creature attuned across any distance, but not across planar
to you. boundaries.

Stoneskin
As the spell stoneskin, except you may only
Dispel Evil and Good
As the spell dispel evil and good, except
Purpose
Magic items are notoriously difficult to
cast it on a creature attuned to you. you may choose to cast it on a creature make, and costly not just in personal
attuned to you provided they are wielding finances but often in less tangible, far
Resilient Sphere or carrying you. more terrifying ways. Sentient items are
As the spell resilient sphere.
some of the most powerful magic items
Distant Step in existence, and nobody, not even gods,
T ier 5 M ana Ef f e c t s As a bonus action, you can teleport up to makes such an item merely for the hell of
Beginning at 9 level, you gain access to
th 60 feet to an unoccupied space you can it. Every awakened item was made to fill
new magical effects which can be activated see. You can teleport an attuned creature what its creator considered to be a critical
using your mana. who is wielding or carrying you along need. Your archetype, known as your
You gain the ability to use the following with you as long as they are willing. You Purpose, defines the mission that you are
magical effects, which cost 5 mana each: can concentrate on this effect for up to a programmed to fulfil.
minute. On each of your turns before the Select a Purpose from the options on the
Destructive Wave effect ends, you can use a bonus action to following pages.
As the spell destructive wave. teleport in this way again.

© Spilled Ale Studios • The Awakened Item 11


effects, which cost 1 mana: to which you are attuned and who is
carrying or wielding you with magical
Compelled Duel energy that warps the tides of destiny in
As the spell compelled duel, except you their favour. For up to a minute or until
can also choose to compel the target to be your concentration on this effect ends,
drawn to the creature to whom you are the creature may choose one roll on their
attuned instead of yourself, as long as that turn to make with advantage, and may also
creature is also within range of the spell. make one roll each round outside of their
turn (such as a saving throw or an attack
Sanctuary roll or ability check made as a reaction)
As the spell sanctuary. with advantage.
You do not need to remain with the
Extra Attack attuned creature after you have activated
At 6th level, you can attack twice, instead of this feature, as long as you remain within
once, whenever you take the Attack action range of your Distant Link.
on your turn. Once you have used this feature, you
cannot use it again until after your next
Improved Forfeit Action long rest.
Also at 6th level, if you take the Forfeit
action while being wielded by a creature to Gl ory
which you are attuned, that creature now You were created to help a faction, race, or
Dest i ny makes two additional attacks during an individual achieve victory in a critical war.
You were manufactured for the specific Attack action they make between now and
purpose of fulfiling a prophesied destiny. the beginning of your next turn. Aide to Heroes
The creature to whom you attune may or
When you choose this archetype at 1st level,
may not be the subject of that destiny, but Master of Destiny you know the true strike cantrip but you
it’s also possible that the destiny is yours By 10th level, you gain new powers to see may cast it as a bonus action. Additionally,
and your wielder is simply a means to what is coming and to empower your allies if the creature to which you are attuned
an end. Destined events that people fear to face it. attacks the target of your true strike before
enough to try and alter them are typically You gain the following new Tier 5 mana you do, you may allow that creature to
extreme, world-shattering threats. Because effects, which cost 5 mana each: benefit from the benefit of your true strike
of this, destiny items are often (but not
on the first attack roll they make.
always) weapons that their wielder can use Circle of Power You also gain the following new Tier 1
to carve a path along the dark road ahead. As the spell circle of power. effect, which costs 1 mana:
Onward to Destiny Commune Heroism
When you choose this archetype at 1st level, As the spell commune. If you have no deity, As the spell heroism.
you know magic that will help your wielder you are instead trying to read the weave of
carry you forward to the place and time of fate to perfom your own fortunetelling. Extra Attack
your destiny.
At 6th level, you can attack twice, instead of
You know the guidance cantrip. Aura of Predestiny once, whenever you take the Attack action
You also gain the following new Tier 1 At 14th level, you can surround a creature on your turn.
12 © Spilled Ale Studios • The Awakened Item
Constitution-based ability check, you can Improved Forfeit Action
Improved Forfeit Action add one of the glory dice to their result. You Also at 6th level, if you take the Forfeit
Also at 6th level, if you take the Forfeit can wait until after it rolls the d20 before action while being wielded by a creature to
action while being wielded by a creature to deciding to use the glory die, but must which you are attuned, that creature now
which you are attuned, that creature now decide before the DM says whether the roll makes two additional attacks during an
makes two additional attacks during an succeeds or fails. Attack action they make between now and
Attack action they make between now and Once your glory dice are spent, you the beginning of your next turn.
the beginning of your next turn. cannot use them again until after your next
long rest. Punish Disorder
By 10th level, you smite down the
War Magic enemies of your new world order.
By 10th level, you gain new mastery over Or der You gain the following new Tier
warding spells. You were forged to protect the order of
5 mana effects, which cost 5 mana
You gain the following new Tier 5 mana a particular society, whether a current
each:
effects, which cost 5 mana each: one or one lost to a distant past or in a
far flung part of the world. If the order
Banishing Smite
Glorious Weapon you believe in is lost, you instead do
As the spell banishing smite,
As a bonus action, you imbue a weapon your best to bring about its return.
except the damage and effect apply
(which can be yourself if you are a weapon)
the next time either you or a creature
with radiant power. For 1 hour, or until Steel Resolve carrying you hit another creature.
your concentration on this effect ends, the When you choose this archetype at
weapon deals 3d6 extra radiant damage 1st level, you can shield your wielder Staggering Smite
on a hit, and the weapon becomes magical from effects that would cause their As the spell staggering smite, except
for the duration if it wasn’t already. The resolve to waiver. When a creature it deals 5d6 damage and the damage
weapon also emits bright light in a 30-foot that is attuned to you and currently and effect apply the next time either
radius and dim light for an additional 30 wielding or carrying you makes a you or a creature carrying you hit
feet. saving throw against the charmed or another creature.
frightened conditions or the confusion
Unseen Death spell, you may make a saving throw
As an action, choose up to five creatures Reorder Reality
on their behalf using your own ability
within 30 feet. You teleport between them, At 14th level, you can magically deny
score and proficiency bonus, in
and make a melee spell attack against a reality that doesn’t fit with your
addition to their own saving throw.
each of them. On a hit a target takes 6d10 worldview, recreating a new reality
Once you have used this feature,
force damage. You end your teleport when that better suits you. As a reaction
you cannot use it again until your next
you attack the final target, stopping in an after a d20 has been rolled by any
short or long rest.
unoccupied space adjacent to them. creature within 30 feet of you, you
can change the result in any of the
Extra Attack following ways: a success to a failure,
Facilitate Glory At 6th level, you can attack twice, instead of a failure to a success, a hit to a miss,
At 14th level, after each long rest you once, whenever you take the Attack action or a miss to a hit.
roll three glory dice, which are d8s, and on your turn. Once you have used this feature, you
make note of the results. When a friendly
cannot use it again until after your next
creature rolls a d20 to make an attack roll,
long rest.
saving throw, or a Strength-, Dexterity-, or
© Spilled Ale Studios • The Awakened Item 13
Prot e c t ion between now and the end of your next turn,
You were made to be the defender of a by an amount equal to your Proficiency.
faction, nation, or racial group. A creature that is attuned to you and
wielding or carrying you can spend their
Protective Magics own reaction to gain the same benefit.
When you choose this archetype at 1st level,
you can shield those around you from Pur ific at ion
harm. You were crafted to keep the creatures of
You know the blade ward cantrip, which darkness at bay with purifying fire.
you can also cast on a creature attuned to
you while they are wielding or carrying you. Holy Flame
You also gain the following new Tier 1 When you choose this archetype at 1st level,
mana effects, which cost 1 mana each: fire damage you deal ignores resistance, but
not immunity.
Mage Armor You also know the control flames cantrip,
As the spell mage armor. and gain the following new mana effects,
which cost 1 mana each:
Shield
As the spell shield. Faerie Fire
As the spell faerie fire.
Energy Ward
At 6th level, you can cast protection from Fiery Blast
energy at will. As the spell burning hands.

Advanced Protective Magics Drive Back Darkness


By 10th level, you gain new mastery over At 6th level, you can cast daylight at will.
warding spells. When cast by you, it is always centred on
You gain the following new Tier 5 mana yourself. Additionally you gain the following new
effects, which cost 5 mana each: Tier 5 mana effect, which costs 5 mana:
Furious Flames
Antilife Shell By 10th level, you gain new mastery over fire Flame Strike
As the spell antilife shell, except you may and radiance. As the spell flame strike.
exclude your attuned creature, allowing You gain the following new Tier 4 mana
them to occupy the antilife shell with you. effects, which cost 4 mana each: Undying Flame
At 14th level, you become immune to cold
Wall of Force Fire Shield damage.
As the spell wall of force. As the spell fire shield.
Re c ov ery
Reactive Shield Whomever crafted you believed in peace
At 14th level, you can spend your reaction to Wall of Fire and prosperity, but feared war. Your
reduce damage dealt to you by the current As the spell wall of fire. purpose is to heal the injured and the sick,
source, plus any other incoming damage and undo all kinds of suffering.
14 © Spilled Ale Studios • The Awakened Item
Restore Vitality charmed. A creature must be able to hear
When you choose this archetype at 1st level, Greater Restoration you to gain this benefit. The performance
you can cure creatures of their damage and As the spell greater restoration. ends early if you are incapacitated or
lost vitality. silenced or if you voluntarily end it (no
You know the spare the dying cantrip. Pierce the Veil action required).
You also gain the following new Tier 1 At 14th level, you can spend 7 mana to cast If a creature that is attuned to you
mana effects, which cost 1 mana each: resurrection as the spell. and who is currently carrying you also
possesses the Countercharm feature,
Cure Wounds whenever either of you Countercharm the
As the spell cure wounds. S o ot hing range is increased to 60 feet.
You were made to bring succor to the sick,
Healing Word the angry, and the frightened. Soothing
Restorative Refrain
As the spell healing word. items are often instruments, but that is not
Also at 6th level, you gain access to the
always the case. You might, for instance,
following new Tier 2 mana effect, which
be a music box, a conductor’s baton
Vitality Transfer costs 2 mana:
(eg. a wand), or a piece of sheet music.
At 6th level, your are able to sacrifice some
Alternatively, your physical form might be
of the magic that animates you to greatly Lesser Restoration
an unexpected one, your musical nature
improve the condition of another creature. As the spell lesser restoration.
quite at odds with your appearance.
As an action, ou take 4d8 necrotic damage,
and one creature of your choice that you Song of Rejuvenation
can see within 30 feet regains a number Inspiring Melody
By 10th level, you gain access to the
of hit points equal to twice the necrotic When you choose this archetype at 1st
following new Tier 5 mana effects, which
damage you take. level, you can use bardic inspiration,
cost 5 mana:
Once you have used this feature, you as the bard ability of the same name, a
cannot use it again until after a short or number of times per long rest equal to your
Greater Restoration
long rest. Charisma modifier (a minimum of once).
As the spell greater restoration.
If a creature that is attuned to you who is
currently carrying you also possesses the
Life Magics Mass Cure Wounds
Bardic Inspiration feature, they can expend
By 10th level, your magic is powerful enough As the spell mass cure wounds.
one use of your Inspiring Refrain to allow
to proactively shield the living from death,
the inspired creature to roll two dice and
and to heal the gravest of ills.
take the highest result. You may deny an Regeneration
You gain the following new Tier 4 mana
attempt to spend your Inspiring Melody if At 14th level, you can spend 7 mana to cast
effects, which cost 4 mana each:
you wish. regeneration, as the spell.
Aura of Life
As the spell aura of life. Countercharm Ve nge a nce
At 6th level, you are able to use your music You were forged for the express purpose
Death Ward to disrupt mind-influencing effects. As an of defeating monsters of a particular type.
As the spell death ward. action, you can start a performance that You are most likely to be a weapon, a rod,
lasts until the end of your next turn. During a staff, or a wand. Sometimes, however, a
Additionally you gain the following new that time, you and any friendly creatures creator must make do with whatever tool
Tier 5 mana effect, which costs 5 mana: within 30 feet of you have advantage on they have to hand.
saving throws against being frightened or
© Spilled Ale Studios • The Awakened Item 15
When you gain this feature, you also
learn one language of your choice that is
spoken by your favored enemies, if they
speak one at all.

Extra Attack
At 6th level, you can attack twice, instead of
once, whenever you take the Attack action
on your turn.

Improved Forfeit Action


Also at 6th level, if you take the Forfeit
action while being wielded by a creature to
which you are attuned, that creature now
makes two additional attacks during an
Attack action they make between now and
the beginning of your next turn.

Favoured Enemy Improved Favoured Enemy


When you choose this archetype at 1st By 10th level, your damage bonus against
level, you were made to be the bane of a your favoured enemy increases to +4.
particular type of enemy. Additionally, you have advantage on
You select one type of creature. Creature saving throws against the spells and
types include aberrations, beasts, celestials, abilities used by creatures of your favoured
constructs, dragons, elementals, fey, enemy type.
fiends, giants, humanoids, monstrosities, You may also select a new language, for
or undead. With your DM’s permission, you you never know who you will have to speak
can also choose a faction, which includes to in pursuit of your enemy.
all creatures who belong to that faction
regardless of type. The selection you make Slaying Strike
becomes your favoured enemy, and you At 14th level, you can spend 8 mana as
have a number of advantages when fighting a reaction after you hit a creature or a
the targets of your vengeance. creature wielding you hits another creature.
You gain a +2 bonus to all damage rolls The target of the attack must make a
against creature of your favoured enemy Constitution saving throw against your
type. The bonus also applies when you are Mana Effect saving throw DC. It takes an
being wielded by someone else. additional 11d8 necrotic damage on a failed
In addition, both you and any creature save, or half as much on a successful one.
to which you attuned have advantage on
Wisdom (Survival) checks to track your
favored enemies, as well as on Intelligence
checks to recall information about them.

16 © Spilled Ale Studios • The Awakened Item


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