rpg-engine 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1886) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +101 -2
  3. package/dist/campaign/create-campaign.d.ts +6 -0
  4. package/dist/campaign/create-campaign.js +71 -0
  5. package/dist/campaign/find-campaign.d.ts +8 -0
  6. package/dist/campaign/find-campaign.js +28 -0
  7. package/dist/campaign/host-files.d.ts +16 -0
  8. package/dist/campaign/host-files.js +134 -0
  9. package/dist/campaign/index.d.ts +5 -0
  10. package/dist/campaign/index.js +6 -0
  11. package/dist/campaign/settings.d.ts +185 -0
  12. package/dist/campaign/settings.js +399 -0
  13. package/dist/campaign/state.d.ts +15 -0
  14. package/dist/campaign/state.js +52 -0
  15. package/dist/cli.d.ts +2 -0
  16. package/dist/cli.js +19 -0
  17. package/dist/command-line.d.ts +7 -0
  18. package/dist/command-line.js +140 -0
  19. package/dist/commands/advance.d.ts +7 -0
  20. package/dist/commands/advance.js +80 -0
  21. package/dist/commands/ask.d.ts +33 -0
  22. package/dist/commands/ask.js +280 -0
  23. package/dist/commands/change.d.ts +69 -0
  24. package/dist/commands/change.js +604 -0
  25. package/dist/commands/config.d.ts +59 -0
  26. package/dist/commands/config.js +512 -0
  27. package/dist/commands/effect-layer.d.ts +22 -0
  28. package/dist/commands/effect-layer.js +84 -0
  29. package/dist/commands/effect.d.ts +27 -0
  30. package/dist/commands/effect.js +369 -0
  31. package/dist/commands/find.d.ts +34 -0
  32. package/dist/commands/find.js +64 -0
  33. package/dist/commands/game-advance.d.ts +50 -0
  34. package/dist/commands/game-advance.js +103 -0
  35. package/dist/commands/game-effects.d.ts +68 -0
  36. package/dist/commands/game-effects.js +196 -0
  37. package/dist/commands/game-environment.d.ts +16 -0
  38. package/dist/commands/game-environment.js +24 -0
  39. package/dist/commands/game-events.d.ts +84 -0
  40. package/dist/commands/game-events.js +325 -0
  41. package/dist/commands/game-experience.d.ts +57 -0
  42. package/dist/commands/game-experience.js +119 -0
  43. package/dist/commands/game-grid-moves.d.ts +33 -0
  44. package/dist/commands/game-grid-moves.js +94 -0
  45. package/dist/commands/game-grids.d.ts +52 -0
  46. package/dist/commands/game-grids.js +162 -0
  47. package/dist/commands/game-here.d.ts +40 -0
  48. package/dist/commands/game-here.js +100 -0
  49. package/dist/commands/game-images.d.ts +31 -0
  50. package/dist/commands/game-images.js +87 -0
  51. package/dist/commands/game-journey.d.ts +62 -0
  52. package/dist/commands/game-journey.js +163 -0
  53. package/dist/commands/game-knowledge.d.ts +32 -0
  54. package/dist/commands/game-knowledge.js +120 -0
  55. package/dist/commands/game-maps.d.ts +20 -0
  56. package/dist/commands/game-maps.js +51 -0
  57. package/dist/commands/game-mode.d.ts +31 -0
  58. package/dist/commands/game-mode.js +128 -0
  59. package/dist/commands/game-money.d.ts +17 -0
  60. package/dist/commands/game-money.js +55 -0
  61. package/dist/commands/game-moods.d.ts +22 -0
  62. package/dist/commands/game-moods.js +32 -0
  63. package/dist/commands/game-moves.d.ts +14 -0
  64. package/dist/commands/game-moves.js +43 -0
  65. package/dist/commands/game-open.d.ts +18 -0
  66. package/dist/commands/game-open.js +47 -0
  67. package/dist/commands/game-outside.d.ts +14 -0
  68. package/dist/commands/game-outside.js +151 -0
  69. package/dist/commands/game-positions.d.ts +52 -0
  70. package/dist/commands/game-positions.js +244 -0
  71. package/dist/commands/game-quests.d.ts +46 -0
  72. package/dist/commands/game-quests.js +97 -0
  73. package/dist/commands/game-recipes.d.ts +34 -0
  74. package/dist/commands/game-recipes.js +109 -0
  75. package/dist/commands/game-reminders.d.ts +22 -0
  76. package/dist/commands/game-reminders.js +74 -0
  77. package/dist/commands/game-roads.d.ts +90 -0
  78. package/dist/commands/game-roads.js +284 -0
  79. package/dist/commands/game-rules.d.ts +17 -0
  80. package/dist/commands/game-rules.js +30 -0
  81. package/dist/commands/game-saves.d.ts +59 -0
  82. package/dist/commands/game-saves.js +249 -0
  83. package/dist/commands/game-scene.d.ts +69 -0
  84. package/dist/commands/game-scene.js +285 -0
  85. package/dist/commands/game-thresholds.d.ts +13 -0
  86. package/dist/commands/game-thresholds.js +41 -0
  87. package/dist/commands/game-time.d.ts +17 -0
  88. package/dist/commands/game-time.js +42 -0
  89. package/dist/commands/game-view-journal.d.ts +145 -0
  90. package/dist/commands/game-view-journal.js +129 -0
  91. package/dist/commands/game-view-map.d.ts +78 -0
  92. package/dist/commands/game-view-map.js +266 -0
  93. package/dist/commands/game-view-place.d.ts +160 -0
  94. package/dist/commands/game-view-place.js +388 -0
  95. package/dist/commands/game-world.d.ts +60 -0
  96. package/dist/commands/game-world.js +204 -0
  97. package/dist/commands/image.d.ts +19 -0
  98. package/dist/commands/image.js +185 -0
  99. package/dist/commands/index.d.ts +3 -0
  100. package/dist/commands/index.js +57 -0
  101. package/dist/commands/init.d.ts +23 -0
  102. package/dist/commands/init.js +44 -0
  103. package/dist/commands/install.d.ts +23 -0
  104. package/dist/commands/install.js +68 -0
  105. package/dist/commands/instructions.d.ts +4 -0
  106. package/dist/commands/instructions.js +97 -0
  107. package/dist/commands/mode.d.ts +23 -0
  108. package/dist/commands/mode.js +84 -0
  109. package/dist/commands/mood.d.ts +34 -0
  110. package/dist/commands/mood.js +113 -0
  111. package/dist/commands/move.d.ts +34 -0
  112. package/dist/commands/move.js +274 -0
  113. package/dist/commands/notes.d.ts +10 -0
  114. package/dist/commands/notes.js +37 -0
  115. package/dist/commands/page-counters.d.ts +24 -0
  116. package/dist/commands/page-counters.js +84 -0
  117. package/dist/commands/parts.d.ts +16 -0
  118. package/dist/commands/parts.js +49 -0
  119. package/dist/commands/problems.d.ts +5 -0
  120. package/dist/commands/problems.js +47 -0
  121. package/dist/commands/progression.d.ts +68 -0
  122. package/dist/commands/progression.js +206 -0
  123. package/dist/commands/rename.d.ts +16 -0
  124. package/dist/commands/rename.js +116 -0
  125. package/dist/commands/reveal.d.ts +25 -0
  126. package/dist/commands/reveal.js +193 -0
  127. package/dist/commands/roll.d.ts +56 -0
  128. package/dist/commands/roll.js +302 -0
  129. package/dist/commands/route.d.ts +19 -0
  130. package/dist/commands/route.js +110 -0
  131. package/dist/commands/rules.d.ts +48 -0
  132. package/dist/commands/rules.js +194 -0
  133. package/dist/commands/save.d.ts +68 -0
  134. package/dist/commands/save.js +141 -0
  135. package/dist/commands/scene.d.ts +105 -0
  136. package/dist/commands/scene.js +741 -0
  137. package/dist/commands/sheet.d.ts +136 -0
  138. package/dist/commands/sheet.js +445 -0
  139. package/dist/commands/show.d.ts +76 -0
  140. package/dist/commands/show.js +216 -0
  141. package/dist/commands/status.d.ts +54 -0
  142. package/dist/commands/status.js +291 -0
  143. package/dist/commands/translate.d.ts +23 -0
  144. package/dist/commands/translate.js +108 -0
  145. package/dist/commands/travel.d.ts +47 -0
  146. package/dist/commands/travel.js +457 -0
  147. package/dist/commands/validate.d.ts +4 -0
  148. package/dist/commands/validate.js +25 -0
  149. package/dist/commands/view.d.ts +272 -0
  150. package/dist/commands/view.js +623 -0
  151. package/dist/commands/worked-out.d.ts +116 -0
  152. package/dist/commands/worked-out.js +704 -0
  153. package/dist/commands/write.d.ts +51 -0
  154. package/dist/commands/write.js +1017 -0
  155. package/dist/core/command-reference.d.ts +6 -0
  156. package/dist/core/command-reference.js +47 -0
  157. package/dist/core/context.d.ts +140 -0
  158. package/dist/core/context.js +28 -0
  159. package/dist/core/field-kind.d.ts +6 -0
  160. package/dist/core/field-kind.js +5 -0
  161. package/dist/core/files.d.ts +4 -0
  162. package/dist/core/files.js +30 -0
  163. package/dist/core/formula.d.ts +164 -0
  164. package/dist/core/formula.js +590 -0
  165. package/dist/core/frozen.d.ts +2 -0
  166. package/dist/core/frozen.js +11 -0
  167. package/dist/core/length.d.ts +27 -0
  168. package/dist/core/length.js +49 -0
  169. package/dist/core/log.d.ts +27 -0
  170. package/dist/core/log.js +38 -0
  171. package/dist/core/memo.d.ts +2 -0
  172. package/dist/core/memo.js +17 -0
  173. package/dist/core/mood.d.ts +6 -0
  174. package/dist/core/mood.js +11 -0
  175. package/dist/core/problem.d.ts +6 -0
  176. package/dist/core/problem.js +1 -0
  177. package/dist/core/progression-rule.d.ts +21 -0
  178. package/dist/core/progression-rule.js +2 -0
  179. package/dist/core/registry.d.ts +31 -0
  180. package/dist/core/registry.js +25 -0
  181. package/dist/core/session-store.d.ts +90 -0
  182. package/dist/core/session-store.js +289 -0
  183. package/dist/core/store.d.ts +83 -0
  184. package/dist/core/store.js +224 -0
  185. package/dist/core/text.d.ts +12 -0
  186. package/dist/core/text.js +32 -0
  187. package/dist/core/version.d.ts +2 -0
  188. package/dist/core/version.js +6 -0
  189. package/dist/core/yaml-file.d.ts +10 -0
  190. package/dist/core/yaml-file.js +42 -0
  191. package/dist/counters/counter.d.ts +36 -0
  192. package/dist/counters/counter.js +59 -0
  193. package/dist/counters/index.d.ts +1 -0
  194. package/dist/counters/index.js +2 -0
  195. package/dist/dashboard/address.js +43 -0
  196. package/dist/dashboard/api.js +185 -0
  197. package/dist/dashboard/app.js +217 -0
  198. package/dist/dashboard/asked.js +132 -0
  199. package/dist/dashboard/assets/dice/dice-sharp.glb +0 -0
  200. package/dist/dashboard/assets/dice/dice.glb +0 -0
  201. package/dist/dashboard/assets/dice/dice.json +1 -0
  202. package/dist/dashboard/assets/dice/textures/ash.jpg +0 -0
  203. package/dist/dashboard/assets/dice/textures/granite.jpg +0 -0
  204. package/dist/dashboard/assets/dice/textures/marble.jpg +0 -0
  205. package/dist/dashboard/assets/dice/textures/onyx.jpg +0 -0
  206. package/dist/dashboard/assets/dice/textures/walnut.jpg +0 -0
  207. package/dist/dashboard/assets/favicon.svg +7 -0
  208. package/dist/dashboard/assets/icon-180.png +0 -0
  209. package/dist/dashboard/assets/icon-32.png +0 -0
  210. package/dist/dashboard/assets/master.svg +71 -0
  211. package/dist/dashboard/assets/sounds/dice-collision.wav +0 -0
  212. package/dist/dashboard/assets/sounds/dice-touch.wav +0 -0
  213. package/dist/dashboard/card.js +61 -0
  214. package/dist/dashboard/columns.js +37 -0
  215. package/dist/dashboard/combat.js +72 -0
  216. package/dist/dashboard/data.js +3 -0
  217. package/dist/dashboard/dice/burn.js +200 -0
  218. package/dist/dashboard/dice/celebration.js +199 -0
  219. package/dist/dashboard/dice/floor-cracks.js +149 -0
  220. package/dist/dashboard/dice/frost.js +51 -0
  221. package/dist/dashboard/dice/load.js +66 -0
  222. package/dist/dashboard/dice/models.js +138 -0
  223. package/dist/dashboard/dice/pool.js +49 -0
  224. package/dist/dashboard/dice/roller.js +101 -0
  225. package/dist/dashboard/dice/sets.js +49 -0
  226. package/dist/dashboard/dice/sounds.js +102 -0
  227. package/dist/dashboard/dice/stage.js +355 -0
  228. package/dist/dashboard/dice/throw.js +242 -0
  229. package/dist/dashboard/dice/tray.js +365 -0
  230. package/dist/dashboard/faces.js +16 -0
  231. package/dist/dashboard/footer.js +17 -0
  232. package/dist/dashboard/free-rolls.js +41 -0
  233. package/dist/dashboard/game-words.js +164 -0
  234. package/dist/dashboard/glass.js +12 -0
  235. package/dist/dashboard/guide/ar.md +308 -0
  236. package/dist/dashboard/guide/cs.md +308 -0
  237. package/dist/dashboard/guide/da.md +308 -0
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  248. package/dist/dashboard/guide/it.md +308 -0
  249. package/dist/dashboard/guide/ja.md +308 -0
  250. package/dist/dashboard/guide/ko.md +308 -0
  251. package/dist/dashboard/guide/nb.md +308 -0
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  255. package/dist/dashboard/guide/ro.md +308 -0
  256. package/dist/dashboard/guide/ru.md +308 -0
  257. package/dist/dashboard/guide/sv.md +308 -0
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  259. package/dist/dashboard/guide/uk.md +308 -0
  260. package/dist/dashboard/guide/zh.md +308 -0
  261. package/dist/dashboard/guide-blocks.js +72 -0
  262. package/dist/dashboard/guide-markdown.js +63 -0
  263. package/dist/dashboard/help.js +92 -0
  264. package/dist/dashboard/i18n/ar.json +670 -0
  265. package/dist/dashboard/i18n/cs.json +670 -0
  266. package/dist/dashboard/i18n/da.json +670 -0
  267. package/dist/dashboard/i18n/de.json +670 -0
  268. package/dist/dashboard/i18n/el.json +670 -0
  269. package/dist/dashboard/i18n/es.json +670 -0
  270. package/dist/dashboard/i18n/fi.json +670 -0
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  283. package/dist/dashboard/i18n/ro.json +670 -0
  284. package/dist/dashboard/i18n/ru.json +670 -0
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  289. package/dist/dashboard/icons.js +123 -0
  290. package/dist/dashboard/journal.js +188 -0
  291. package/dist/dashboard/labels.js +226 -0
  292. package/dist/dashboard/language-choice.js +83 -0
  293. package/dist/dashboard/languages.js +144 -0
  294. package/dist/dashboard/layout.js +93 -0
  295. package/dist/dashboard/map-sheet.js +32 -0
  296. package/dist/dashboard/map-symbols.js +79 -0
  297. package/dist/dashboard/markdown.js +72 -0
  298. package/dist/dashboard/master.js +69 -0
  299. package/dist/dashboard/mood-faces.js +16 -0
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  301. package/dist/dashboard/notes.js +203 -0
  302. package/dist/dashboard/notices.js +24 -0
  303. package/dist/dashboard/pages.js +32 -0
  304. package/dist/dashboard/party.js +65 -0
  305. package/dist/dashboard/place-map-view.js +362 -0
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  310. package/dist/dashboard/rolls.js +240 -0
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  312. package/dist/dashboard/scene.js +63 -0
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  322. package/dist/dashboard/widgets.js +69 -0
  323. package/dist/dashboard/world-map.js +523 -0
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  325. package/dist/dashboard-server.d.ts +38 -0
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+ # Appendix PH-B: Fantasy-Historical Pantheons
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+
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+ The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world’s ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.
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+
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+ ## The Celtic Pantheon
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+
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+ It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.
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+
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+ The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.
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+
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+ **Celtic Deities**
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+
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+ | Deity | Alignment | Suggested Domains | Symbol |
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+ |---|---|---|---|
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+ | The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield |
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+ | Arawn, god of life and death | NE | Life, Death | Black star on gray background |
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+ | Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones |
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+ | Brigantia, goddess of rivers and livestock | NG | Life | Footbridge |
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+ | Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches |
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+ | Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak |
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+ | Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword |
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+ | Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands |
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+ | Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green |
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+ | Math Mathonwy, god of magic | NE | Knowledge | Staff |
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+ | Morrigan, goddess of battle | CE | War | Two crossed spears |
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+ | Nuada, god of war and warriors | N | War | Silver hand on black background |
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+ | Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |
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+ | Silvanus, god of nature and forests | N | Nature | Summer oak tree |
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+
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+ ## The Greek Pantheon
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+
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+ The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they’ve made a place for themselves inside the human heart, too.
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+
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+ **Greek Deities**
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+
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+ | Deity | Alignment | Suggested Domains | Symbol |
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+ |---|---|---|---|
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+ | Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts |
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+ | Aphrodite, goddess of love and beauty | CG | Light | Sea shell |
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+ | Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre |
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+ | Ares, god of war and strife | CE | War | Spear |
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+ | Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk |
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+ | Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl |
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+ | Demeter, goddess of agriculture | NG | Life | Mare’s head |
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+ | Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) |
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+ | Hades, god of the underworld | LE | Death | Black ram |
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+ | Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon |
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+ | Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil |
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+ | Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers |
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+ | Hercules, god of strength and adventure | CG | Tempest, War | Lion’s head |
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+ | Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) |
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+ | Hestia, goddess of home and family | NG | Life | Hearth |
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+ | Nike, goddess of victory | LN | War | Winged woman |
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+ | Pan, god of nature | CN | Nature | Syrinx (pan pipes) |
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+ | Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |
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+ | Tyche, goddess of good fortune | N | Trickery | Red pentagram |
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+
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+ ## The Egyptian Pantheon
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+
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+ These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
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+
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+ The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
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+
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+ **Egyptian Deities**
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+
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+ | Deity | Alignment | Suggested Domains | Symbol |
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+ |---|---|---|---|
68
+ | Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |
69
+ | Anubis, god of judgment and death | LN | Death | Black jackal |
70
+ | Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |
71
+ | Bast, goddess of cats and vengeance | CG | War | Cat |
72
+ | Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |
73
+ | Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cow’s head with lunar disk |
74
+ | Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |
75
+ | Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |
76
+ | Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |
77
+ | Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |
78
+ | Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |
79
+ | Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |
80
+ | Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |
81
+ | Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |
82
+
83
+ ## The Norse Pantheon
84
+
85
+ Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
86
+
87
+ The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
88
+
89
+ **Norse Deities**
90
+
91
+ | Deity | Alignment | Suggested Domains | Symbol |
92
+ |---|---|---|---|
93
+ | Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye |
94
+ | Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves |
95
+ | Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice |
96
+ | Forseti, god of justice and law | N | Light | Head of a bearded man |
97
+ | Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword |
98
+ | Freya, goddess of fertility and love | NG | Life | Falcon |
99
+ | Frigga, goddess of birth and fertility | N | Life, Light | Cat |
100
+ | Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn |
101
+ | Hel, goddess of the underworld | NE | Death | Woman’s face, rotting on one side |
102
+ | Hermod, god of luck | CN | Trickery | Winged scroll |
103
+ | Loki, god of thieves and trickery | CE | Trickery | Flame |
104
+ | Njord, god of sea and wind | NG | Nature, Tempest | Gold coin |
105
+ | Odur, god of light and the sun | CG | Light | Solar disk |
106
+ | Sif, goddess of war | CG | War | Upraised sword |
107
+ | Skadi, god of earth and mountains | N | Nature | Mountain peak |
108
+ | Surtur, god of fire giants and war | LE | War | Flaming sword |
109
+ | Thor, god of storms and thunder | CG | Tempest, War | Hammer |
110
+ | Thrym, god of frost giants and cold | CE | War | White double-bladed axe |
111
+ | Tyr, god of courage and strategy | LN | Knowledge, War | Sword |
112
+ | Uller, god of hunting and winter | CN | Nature | Longbow |
@@ -0,0 +1,72 @@
1
+ # Madness
2
+
3
+ In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
4
+
5
+ ## Going Mad
6
+
7
+ Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
8
+
9
+ Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
10
+
11
+ ## Madness Effects
12
+
13
+ Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
14
+
15
+ A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
16
+
17
+ A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
18
+
19
+ A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.
20
+
21
+ **Short-Term Madness**
22
+
23
+ | d100 | Effect (lasts 1d10 minutes) |
24
+ |---|---|
25
+ | 01–20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
26
+ | 21–30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
27
+ | 31–40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
28
+ | 41–50 | The character begins babbling and is incapable of normal speech or spellcasting. |
29
+ | 51–60 | The character must use his or her action each round to attack the nearest creature. |
30
+ | 61–70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
31
+ | 71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self-destructive. |
32
+ | 76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
33
+ | 81–90 | The character is stunned. |
34
+ | 91–100 | The character falls unconscious. |
35
+
36
+ **Long-Term Madness**
37
+
38
+ | d100 | Effect (lasts 1d10 × 10 hours) |
39
+ |---|---|
40
+ | 01–10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
41
+ | 11–20 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
42
+ | 21–30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
43
+ | 31–40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
44
+ | 41–45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. |
45
+ | 46–55 | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
46
+ | 56–65 | The character is blinded (25%) or deafened (75%). |
47
+ | 66–75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
48
+ | 76–85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect. |
49
+ | 86–90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
50
+ | 91–95 | The character loses the ability to speak. |
51
+ | 96–100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
52
+
53
+ **Indefinite Madness**
54
+
55
+ | d100 | Flaw (lasts until cured) |
56
+ |---|---|
57
+ | 01–15 | “Being drunk keeps me sane.” |
58
+ | 16–25 | “I keep whatever I find.” |
59
+ | 26–30 | “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.” |
60
+ | 31–35 | “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” |
61
+ | 36–45 | “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” |
62
+ | 46–50 | “I find it hard to care about anything that goes on around me.” |
63
+ | 51–55 | “I don’t like the way people judge me all the time.” |
64
+ | 56–70 | “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” |
65
+ | 71–80 | “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” |
66
+ | 81–85 | “There’s only one person I can trust. And only I can see this special friend.” |
67
+ | 86–95 | “I can’t take anything seriously. The more serious the situation, the funnier I find it.” |
68
+ | 96–100 | “I’ve discovered that I really like killing people.” |
69
+
70
+ ## Curing Madness
71
+
72
+ A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.
@@ -0,0 +1,142 @@
1
+ # Magic Items
2
+
3
+ Magic items are gleaned from the hoards of conquered monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner’s capabilities in wondrous ways.
4
+
5
+ ## Attunement
6
+
7
+ Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
8
+
9
+ Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
10
+
11
+ Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
12
+
13
+ An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one *ring of protection* at a time.
14
+
15
+ A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
16
+
17
+ ## Wearing and Wielding Items
18
+
19
+ Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
20
+
21
+ In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.
22
+
23
+ When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.
24
+
25
+ ### Multiple Items of the Same Kind
26
+
27
+ Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.
28
+
29
+ ### Paired Items
30
+
31
+ Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.
32
+
33
+ ## Activating an Item
34
+
35
+ Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
36
+
37
+ If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.
38
+
39
+ ### Command Word
40
+
41
+ A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence spell.
42
+
43
+ ### Consumables
44
+
45
+ Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.
46
+
47
+ ### Spells
48
+
49
+ Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
50
+
51
+ A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don’t have a spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.
52
+
53
+ ### Charges
54
+
55
+ Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.
56
+
57
+ ## Magic Items A-Z
58
+
59
+ Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.
60
+
61
+ ## Sentient Magic Items
62
+
63
+ 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 personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.
64
+
65
+ Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.
66
+
67
+ 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.
68
+
69
+ ### Creating Sentient Magic Items
70
+
71
+ 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.
72
+
73
+ #### Abilities
74
+
75
+ 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.
76
+
77
+ #### Communication
78
+
79
+ 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.
80
+
81
+ | d100 | Communication |
82
+ |---|---|
83
+ | 01–60 | The item communicates by transmitting emotion to the creature carrying or wielding it. |
84
+ | 61–90 | The item can speak, read, and understand one or more languages. |
85
+ | 91–00 | 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. |
86
+
87
+ #### Senses
88
+
89
+ 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.
90
+
91
+ | d4 | Senses |
92
+ |---|---|
93
+ | 1 | Hearing and normal vision out to 30 feet. |
94
+ | 2 | Hearing and normal vision out to 60 feet |
95
+ | 3 | Hearing and normal vision out to 120 feet. |
96
+ | 4 | Hearing and darkvision out to 120 feet. |
97
+
98
+ #### Alignment
99
+
100
+ 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.
101
+
102
+ | d100 | Alignment | d100 | Alignment |
103
+ |---|---|---|---|
104
+ | 01–15 | Lawful good | 74–85 | Chaotic neutral |
105
+ | 16–35 | Neutral good | 86–89 | Lawful evil |
106
+ | 36–50 | Chaotic good | 90–96 | Neutral evil |
107
+ | 51–63 | Lawful neutral | 97–00 | Chaotic evil |
108
+ | 64–73 | Neutral | | |
109
+
110
+ #### Special Purpose
111
+
112
+ 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.
113
+
114
+ | d10 | Purpose |
115
+ |---|---|
116
+ | 1 | *Aligned:* The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) |
117
+ | 2 | *Bane:* The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. |
118
+ | 3 | *Protector:* The item seeks to defend a particular race or kind of creature, such as elves or druids. |
119
+ | 4 | *Crusader:* The item seeks to defeat, weaken, or destroy the servants of a particular deity. |
120
+ | 5 | Templar: The item seeks to defend the servants and interests of a particular deity. |
121
+ | 6 | *Destroyer:* The item craves destruction and goads its user to fight arbitrarily. |
122
+ | 7 | *Glory Seeker:* The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. |
123
+ | 8 | *Lore Seeker:* The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. |
124
+ | 9 | *Destiny Seeker:* The item is convinced that it and its wielder have key roles to play in future events. |
125
+ | 10 | *Creator Seeker:* The item seeks its creator and wants to understand why it was created. |
126
+
127
+ ### Conflict
128
+
129
+ 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:
130
+
131
+ - The item insists on being carried or worn at all times.
132
+ - The item demands that its wielder dispose of anything the item finds repugnant.
133
+ - The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
134
+ - The item demands to be given to someone else.
135
+
136
+ If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:
137
+
138
+ - Make it impossible for its wielder to attune to it.
139
+ - Suppress one or more of its activated properties.
140
+ - Attempt to take control of its wielder.
141
+
142
+ 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.