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Magic Item Quirks — d20 Personality Table for 5e

A free d20 table of personality quirks for magic items in 5e: habits, tempers and small tells that make an item feel lived-in.

A +1 sword is a number on a character sheet. A +1 sword that trembles through every fight and steadies the moment it's won is something the player will talk about for the rest of the campaign. A quirk costs nothing in balance and gives an item a past.

Roll d20 when the item is identified, or hold the result back and let the quirk show itself a session or two later. Most of these change nothing mechanically. A few point at where the item has been, and those make good hooks.

The table

20 results. Roll d20.

d20 Result What happens
1 Hums at Lies The item gives a low hum whenever someone within 10 feet tells a deliberate lie. It can't say who.
2 Homesick It grows warm when carried toward the place it was made and cool when carried away.
3 Vain It likes to be seen. Left in a pack for more than a day, it rattles until someone wears it or holds it in plain view.
4 Early Riser It warms at dawn every day, like a cat in a sunny window, and can wake its bearer at sunrise if they want it to.
5 Restless It turns over on its own in the night, so in the morning it's never quite where it was left.
6 Tidy It can't stand mess. Put down somewhere dirty, it slowly edges away toward the cleanest spot nearby.
7 Gossip When people whisper near it, it repeats the last few words a moment later, in a small dry voice of its own.
8 Nervous It trembles in its bearer's hand through every fight, and goes still the moment the fight is won.
9 Magpie Once a week, a small object nobody remembers owning turns up beside it: a thimble, a button, a ring of rusty wire.
10 Old Loyalty It still answers to the name its first owner gave it, and goes still for a moment whenever that name is spoken.
11 Music Lover It vibrates gently in time with music played nearby, and goes stubbornly heavy whenever someone sings badly.
12 Weather Sense It aches like an old knee before rain. Its bearer soon learns to tell when the weather is turning.
13 Sentimental It remembers every bearer. Whoever sleeps beside it dreams a small moment from the life of the one before.
14 Squeamish It goes cold and clammy at the sight of blood, and has to be wiped dry after every fight.
15 Competitive It grows warm and eager whenever its bearer is challenged, and sulks, cold to the touch, for a day after they lose.
16 Superstitious It wants to be picked up with the left hand. Picked up with the right, it stays cold and sullen for an hour.
17 Bad Memories It won't go into one kind of place quietly — a temple, a crypt, a kitchen, the DM's choice. Taken there, it drags like lead.
18 Snob It feels lighter in the hands of the well dressed and a little heavier for anyone muddy, ragged or poor.
19 Old Soldier Whenever a horn or trumpet sounds, it snaps to attention: it stands on end, or straightens on its hook, until the note dies.
20 A Name Inside A name is engraved on the inside where nobody looks, and it isn't the maker's. Say it aloud and the item gives one warm pulse.

Questions

What is a magic item quirk?

A small habit or temper that makes an item feel as if it's been somewhere before the party found it. Quirks are flavour first: most of them change nothing at the table except how the players talk about the item. They work on any item, from a common trinket to a legendary weapon.

When should a magic item get a quirk?

For items a character will keep, such as a weapon, a cloak or a ring. A potion or a scroll doesn't need one. Roll when the item is identified, or let the quirk appear a few sessions later, once the player has got used to it.

Can a quirk be a plot hook?

Yes, and several here are built to be. Homesick points somewhere, Old Loyalty and A Name Inside point at someone, and Bad Memories points at something that happened. If the party starts asking questions, you have your next adventure.

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