Submitted by @neededtomakeanewaccountfordnd:
 Hi! I had a question about magic items, I apologize if this has been answered somewhere or if it was not a type of question you're accepting, and for the run on sentence. I saw some ideas for faulty magic items coming from the 'probably___rpgideas' blogs, one for example being "A crossbow that when not in use becomes a large raven to fly around on its own. It has its own, very specific ideas as to when and where it is in use."Â
How could i incorporate that into my campaign? If a player were to find it and attune to it, would they know that this crossbow turns into a raven of its own volition? Should the spell card state that its idea of 'not in use' is whatever it wants it to be? Or can I just leave the players in the dark until one of them goes to use the crossbow and it turns into a raven?
Hmm, I like the idea of faulty magic items. The raven crossbow sounds interesting.
Now, this question I feel stems from the campaign creatorâs decisions on magic item availability. I could see faulty magic items being more prevalent in settings with wilder and more unpredictable magic, or as mass produced magic items that are churned out as fast as possible. Either way, the characters youâre dealing with would probably have some knowledge of faulty magic items and unplanned sentience. However, unless you have a specialist in magic item crafting or a scholar of magic present in the party, it doesnât need to be apparent until it is needed for the story youâre building.
 If your characters have the skills to study and retain knowledge of such topics, then give them the opportunity to ârememberâ reading something about identifying faulty items. Or let them conjecture what the item unintentionally does if you describe it as âhaving something âoffâ or unusualâ. And if a character spends time attuning themselves to a specific magic item, perhaps they can âfeel outâ that the item is sentient or has a secret ability.
You as the writer/Dungeon Master have the choice to either give your characters access to information, or to catch them by surprise. Think about what the characters need--do they need a bit of downtime and the surprise could be a pleasant distraction from their troubles? Should the characters discover its powers at a moment where it is most needed? Or should the item introduce itself and become a component of the charactersâ plans from then on?
Thank you so much for the ask! Â













