D&D 5E Realigning a magic item

To me, a sentient item has some sort of soul in it. I wouldn't picture you could just realign it. Generally, I think you'd need to replace the spirit,but sicne the spirit is so tied in to the rest that might require destroying it, or at least loosening (and therefore weakening) the magic.

But that's just how I view these things, there's nothing official even back to AD&D about changing the alignment of a intelligent weapon.

Actually, as a DM I'd have them get the weapon back and it's the spirit tied to it has some kind of ongoing aversion therapy going on,so that every time it tries to be evil (including enjoying the bite of flesh) it screams in pain, ending in whimpering.
 

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Interesting to see this thread resurrected. What ended up happening in my game (I see I intended to provide an update...!) was that by defeating the entity bound to the sword my player was able to effectively neutralize it. I then explained that she could reinvigorate it by defeating a great evil and in that good act part of her soul and powers from the defeated creature would enter the sword and it would become a new "good" aligned sword with those powers.

It worked out well, she lugged the "lifeless" sword around for a few levels missing its +X capabilities and powers but then, in a climactic battle with Iymrith (in SKT), she landed the killing blow with the sword and in that moment the sword channeled some powers and a part of her soul (providing the good alignment) and became powerful again. The player was happy and it was a cool moment. Now she lays about monsters with it with great glee :)
 

I think that this should not be a downtime activity. Or rather, not just one. As I said upthread, this is a roleplaying opportunity.

The sword should tempt the PC to evil and the PC should show it a better way. For example, the PC may have an enemy at her mercy. The sword will urge the PC to kill, but if the PC shows mercy rather than kill them they might reveal a key bit of information. Or perhaps they free a village who are unable to reward them and the next time they pass through they are greeted as friends. Or show the sword that sometimes being good is its own reward: perhaps the aforementioned village never finds out it was the PCs who freed them, but the village still becomes a happier place and she can show that to the sword.
 

This is quest if the players want to take it up. I don't know the realms but I would have the pcs globe trotting to get the alignment change.
hmmm
Hi my name Hazirawn, And I Evil but want to be good.
All, "hi hazirawn"
Tyfling, "Here SWords Are Good, we love you Hazirawn. SWAG will help you over come your desire to be Evil"

On the other hand:
"I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be, than me."
 


Well, we shall see how the in game things go. He isn't going to use the sword much and when he does his first pact with it will be to show no mercy upon the foe he unleashes the sword upon. But then he is a paladin of conquest. Enemies are to be destroyed and demoralized so they never again think of standing up against the might of Tyr and the Justice he brings.

He is not only a pots and pans elemental (Full Plate) but a huge fan of the Barn Door style of combat (Wall Shield). So he will only use the blade when he faces a serious foe that needs some major kicking of the posterior. Otherwise the Warhammer of Tyr is his preferred weapon.
 


Enemies are to be destroyed and demoralized so they never again think of standing up against the might of Tyr and the Justice he brings.

But justice sometimes means not killing, and therein lies a possible line.

"This sword would love for me to take your miserable life, but Tyr's justice demands a better way..."
 

I suppose it depends on how you view the idea of Justice. I look at it this way, both Batman and Superman are Lawful Good. They both follow a code, think order is important, place justice as their guiding star and seek the best for the most people. But their methods are like night and day. Superman sets an example for people to look at and strive to be more like. Batman beats the :):):):) out of the bad guys until they decide stealing leads to way too much pain to make it worthwhile. Both are effective and they could never swap methods. The Paladin in this case is more Batman than Superman. He would gladly help a village in need of a champion to battle an evil gang of thugs. He would gladly do it for nothing more than the opportunity to better further the popularity and worship of Tyr. However to show the villains mercy is not his way. They harmed innocents. Justice is blind and Clerics talk of mercy and redemption. Action is the element of the Paladin.

The player really talks like that when he plays the Paladin. He's like Judge Dread, dispensing strict justice upon those who dare threaten the innocent.
 

"It was very hot, I got beat up a lot and all I remember about my father was he was as hard as stone. I fought with him until I developed the sharp tongue I have today."
 

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