Hey all. I've been cobbling together this list of enchantments for my party to purchase while they're in towns, or in the presence of relevant magic-users, and I thought I'd share it for other people to use. I've essentially gone through a list of magic items and created an enchantment that can be used on any other relevant piece of gear a party member owns. That way, they can get weapons that wouldn't normally exist, such as an axe version of the Flame Tongue Sword. I've credited every one with the source I got it from. If anyone has any suggestions for other enchantments, let me know, as I'd love to add more to my list.
Note: The pricing of the enchantments is based on the assumption that they are only purchasing the enchantment, not the item being enchanted. So if an enchantment requires a +3 weapon, the player would need to be in possession of a +3 weapon from another source. Of course, you could always stick this in a magical blacksmith and have both the enchantment and the weapon for sale separately.
Weapon Enchantments
Certain Death
Requirements: Any weapon.
Price: 5000gp
Original Source: The 'Weapon of Certain Death' item from Explorer's Guide to Wildemount (pg 270)
Effect: Whenever damage is dealt with this weapon, the target cannot regain hit points until the start of the wielders next turn.
Corpse Slayer
Requirements: Any +1 (or higher) weapon, requires attunement
Price: 4000gp
Original Source: The 'Corpse Slayer' items from Explorer's Guide to Wildemount (pg 266)
Effect: When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Undead creatures that are normally immune to Turn Undead effects lose that immunity, but roll with advantage.
Cutting Edge
Requirements: A weapon that deals Slashing damage, requires attunement.
Price: 1700gp
Original Source: 'Sword of Sharpness' from Dungeon Masters Guide (pg 206)
Effect: When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage.
On a critical hit, roll a Dexterity check against the targets AC - if you beat it, you sever one of the targets limbs, assuming it has any.
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Dancing Weapon
Requirements: Any weapon, requires attunement.
Price: 2000gp
Original Source: 'Dancing Sword' from Dungeon Masters Guide (pg 161)
Effect: You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The weapon uses your attack roll and ability score modifier to damage rolls.
While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within 5 feet of it.
After the hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Defender
Requirements: Any +3 Weapon, requires attunement
Price: 24000gp
Original Source: 'Defender' from Basic Rules (pg 164)
Effect: The first time you attack with this weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Dragon Slayer
Requirements: Any +1 (or higher) weapon, requires attunement
Price: 4000gp
Original Source: 'Dragon Slayer' weapons from Basic Rules (pg 166)
Effect: When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Flame Tongue
Requirements: Any weapon the deals Slashing or Piercing damage, requires attunement
Price: 5000gp
Original Source: The 'Flame Tongue Sword' weapons from Dungeon Master's Guide (pg 170)
Effect: You can use a bonus action to speak this magic weapon's command word, causing flames to erupt from it. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.
Frost Brand
Requirements: Any weapon that deals Bludgeoning or Piercing damage, requires attunement.
Price: 5000gp
Original Source: The 'Frost Brand' weapons from Basic Rules(pg 171)
Effect: When you hit with an attack using this magic weapon, the target takes an extra 1d6 cold damage. In addition, while you hold the weapon, you have resistance to fire damage.
In freezing temperatures, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.
Giant Slayer
Requirements: Any +1 (or higher) weapon, requires attunement
Price: 4000gp
Original Source: 'Giant Slayer' weapons from Dungeon Master's Guide (pg 172)
Effect: Whenever this weapon damages a 'Giant' type creature, or a 'Beast' type creature with the word 'giant' in its true name, it deals an extra 2D6 damage. In addition, the target must succeed on a DC15 Strength saving throw or fall prone.
Holy Avenger
Requirements: Any +3 Weapon, requires attunement
Price: 115,000gp
Original Source: The 'Holy Avenger' weapons from Basic Rules (pg 174)
Effect: You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Life Stealing
Requirements: Any weapon, requires attunement
Price: 1000gp
Original Source: The '[Weapon] of Life Stealing' weapons from Dungeon Master's Guide (pg 206)
Effect: When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.
Lucky
Requirements: Any +1 (or higher) weapon, requires attunement
Price: 4000gp
Original Source: The 'Luck Blade' weapons from Dungeon Masters Guide (pg 179)
Effect: While the weapon is on your person, you gain a +1 bonus to saving throws.
If the weapon is on your person and you are attuned to it, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Moon-Touched
Requirements: Any metallic weapon
Price: 100gp
Original Source: The 'Moon-Touched [weapon]' items from Xanathar's Guide to Everything
Effect: In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Nine Lives Stealer
Requirements: Any +2 (or higher) weapon, requires attunement
Price: 3000
Original Source: The 'Nine Lives Stealer' weapons from Dungeon Master's Guide (pg 183)
Effect: The weapon has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the weapon tears its life force from its body (a construct or an undead is immune). The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property, but remains a +2 magic weapon.
Riptide
Requirements: Any weapon the deals slashing damage.
Price: 100gp
Original Source: Inspired by the 'Fishfolk' weapons created by homebrewer 'Loot Tavern'. Also inspired by the enchantment of the same name in Minecraft.
Effect: Riptide allows a weapon to be used as effectively in water as it is on land. While attacking in water or underwater, attacks with this weapon do not suffer disadvantage. Any and all other conditions of water combat still apply.
Terror
Requirements: Any weapon, requires attunement.
Price: 8000gp
Original Source: The 'Mace of Terror' item in Dungeon Master's Guide (pg 180)
Effect: This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. The effect ends early if the wielder of this weapon is disarmed or rendered incapacitated.
While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The weapon regains 1 expend charge daily at dawn.
Venom
Requirements: Any +1 (or higher) weapon that has 'Finesse' or 'Light' properties, and deals Slashing or Piercing damage
Price: 1500gp
Original Source: The 'Dagger of Venom' weapon from Dungeon Master's Guide (pg 161)
Effect: You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Vicious Weapon
Requirements: Any weapon.
Price: 350gp
Original Source: The 'Vicious Weapon' item from Dungeon Master's Guide (pg 209)
Effect: When attacking with this weapon, on a Natural 20, this weapon does an extra 2D6 of damage on top of the standard critical damage increase.
Vorpal
Requirements: Any +3 Weapon that deals Slashing damage, requires attunement.
Price: 24,000gp
Original Source: The 'Vorpal Sword' item from Dungeon Master's Guide (pg 209)
Effect: This weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Warning
Requirements: Any weapon, requires attunement
Price: 500gp
Original Source: The 'Weapon of Warning' item in Dungeon Master's Guide (pg 213)
Effect: This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Wounding
Requirements: Any weapon, requires attunement
Price: 2000
Original Source: The 'Sword of Wounding' item from Dungeon Master's Guide (pg 209)
Effect: Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Armour Enchantments
Cast-Off
Requirements: Any armour
Price: 5gp
Original Source: 'Cast-Off Armor' from Xanathar's Guide to Everything (pg 136)
Effect: Enchants the armour so that it can be removed as a single action.
Etherealness
Requirements: Full Plate armour, requires attunement
Price: 48,000gp
Original Source: The 'Plate Armor of Etherealness' item from Dungeon Master's Guide (pg 185)
Effect: While you're wearing this armour, you can speak its command word as an action to gain the effect of the Etherealness spell, which last for 10 minutes or until you remove the armour or use an action to speak the command word again. This property of the armour can't be used again until the next dawn.
Gleaming
Requirements: Any armour
Price: 5gp
Original Source: 'Gleaming Armor' from Xanathar's Guide to Everything (pg 136)
Effect: Enchants armour so that it can never get dirty.
Invulnerability
Requirements: Any armour, requires attunement
Price: 18,000gp
Original Source: The 'Armor of Invulnerability' item from Dungeon Master's Guide (pg 152)
Effect: You have resistance to nonmagical damage while you wear this armour. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armour. Once this special action is used, it can't be used again until the next dawn.
Last Stand
Requirements: Any +1 (or higher) armour, requires attunement.
Price: 45,000gp
Original Source: The 'Last Stand Armor' from Explorer's Guide to Wildemount (pg 267)
Effect: This armour shimmers faintly with arcane armour whenever it is attuned and worn. If you die while wearing the armour, it is destroyed, and all creatures within 30ft. of it must succeed on a DC15 Charisma saving throw or be banished, as though by the Banishment spell.
You can pre-emptively render someone immune to this effect by allowing them to lay a hand (or other limb) upon you while you're wearing the armour, and consciously adding them to your attunement. In combat, this takes their action and your reaction.
Original Source: The 'Mariner's Armor' item from Dungeon Master's Guide (pg 181)
Effect: While wearing this armour, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armour causes you to rise 60 feet toward the surface. The armour is decorated with fish and shell motifs.
Your ability to breathe underwater (or lack thereof) is not impacted by this armour.
Resistance
Requirements: Any Armour
Price: 1000gp per enchantment
Original Source: The 'Armor of Resistance' item from Basic Rules (pg 152)
Effect: Wearing this armour grants resistance to one type of damage, specified at the point of forging/enchantment. These enchantments can be stacked to grant resistance to multiple damage types.
If the wearer has vulnerability to the specified damage type, this armour cancels that out. If the wearer already has resistance to this damage type, the armour has no effect.
Smoldering
Requirements: Any Armour
Price: 5gp
Original Source: The 'Smoldering Armor' item from Xanathar's Guide to Everything (pg 139)
Effect: Wisps of harmless, odorless smoke rise from this armor while it is worn.
Shields
Note: I've made shield enchantments cheaper than they otherwise might be purely because I love shields and want them to be used more. You might want to increase the prices on these.
Animate
Requirements: Any Shield, requires attunement
Price: 2000gp
Original Source: The 'Animated Shield' item from Dungeon Master's Guide (pg 151)
Effect: While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Arrow-Catcher
Requirements: Any Shield, requires attunement
Price: 1000gp
Original Source: The 'Arrow-Catching Shield' item from Dungeon Master's Guide (pg 151)
Effect: You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Battering Ram
Requirements: Any Shield, requires attunement.
Price: 1000gp
Original Source: The 'Battering Ram' item from Explorer's Guide to Wildemount (pg 266)
Effect: While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Sentinel
Requirements: Any Shield, requires attunement.
Price: 500gp
Original Source: The 'Sentinel Shield' from Dungeon Master's Guide (pg 199)
Effect: While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.
Spellguard
Requirements: Any Shield, requires attunement.
Price: 50,000gp
Original Source: The 'Spellguard Shield' from Dungeon Master's Guide (pg 201)
Effect: While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Stalwart
Requirements: Any Shield, requires attunement
Price: 5000gp
Original Source: The 'Pariah Shield' from Guildmasters' Guide to Ravnica (pg 180)
Effect: While wielding this shield, you gain +1 AC for every ally within 5ft. of you, to a maximum of +3. This is in addition to the shields normal AC increase.
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
What's your basis for the costs associated with these? Some of them seem arbitrary; but then again a lot of magic item prices in D&D are funky to begin with
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
What's your basis for the costs associated with these? Some of them seem arbitrary; but then again a lot of magic item prices in D&D are funky to begin with
It varies from item to item; For some of them, it's just the official pricing that I could find from googling. For others, I've intentionally reduced the price because I think it either should be more readily available, or just isn't worth the prices I could find online. For the enchantments that require a +1 (or higher) weapon, I've deducted the cost of such a weapon from the cost of the enchantment. But for the most part, I tried using The Angry GM's 'The Great Magic Item Analysis Price Guide' article. It gives an outline of how much an uncommon, rare, legendary, etc. magic item should be, and I've gone from that.
Hey all. I've been cobbling together this list of enchantments for my party to purchase while they're in towns, or in the presence of relevant magic-users, and I thought I'd share it for other people to use. I've essentially gone through a list of magic items and created an enchantment that can be used on any other relevant piece of gear a party member owns. That way, they can get weapons that wouldn't normally exist, such as an axe version of the Flame Tongue Sword. I've credited every one with the source I got it from. If anyone has any suggestions for other enchantments, let me know, as I'd love to add more to my list.
Note: The pricing of the enchantments is based on the assumption that they are only purchasing the enchantment, not the item being enchanted. So if an enchantment requires a +3 weapon, the player would need to be in possession of a +3 weapon from another source. Of course, you could always stick this in a magical blacksmith and have both the enchantment and the weapon for sale separately.
Weapon Enchantments
Certain Death
Effect: Whenever damage is dealt with this weapon, the target cannot regain hit points until the start of the wielders next turn.
Corpse Slayer
Effect: When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Undead creatures that are normally immune to Turn Undead effects lose that immunity, but roll with advantage.
Cutting Edge
Effect: When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage.
On a critical hit, roll a Dexterity check against the targets AC - if you beat it, you sever one of the targets limbs, assuming it has any.
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Dancing Weapon
Effect: You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The weapon uses your attack roll and ability score modifier to damage rolls.
While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within 5 feet of it.
After the hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Defender
Effect: The first time you attack with this weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Dragon Slayer
Effect: When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Flame Tongue
Effect: You can use a bonus action to speak this magic weapon's command word, causing flames to erupt from it. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.
Frost Brand
Effect: When you hit with an attack using this magic weapon, the target takes an extra 1d6 cold damage. In addition, while you hold the weapon, you have resistance to fire damage.
In freezing temperatures, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.
Giant Slayer
Effect: Whenever this weapon damages a 'Giant' type creature, or a 'Beast' type creature with the word 'giant' in its true name, it deals an extra 2D6 damage. In addition, the target must succeed on a DC15 Strength saving throw or fall prone.
Holy Avenger
Effect: You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Life Stealing
Effect: When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.
Lucky
Effect: While the weapon is on your person, you gain a +1 bonus to saving throws.
If the weapon is on your person and you are attuned to it, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Moon-Touched
Effect: In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Nine Lives Stealer
Effect: The weapon has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the weapon tears its life force from its body (a construct or an undead is immune). The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property, but remains a +2 magic weapon.
Riptide
Effect: Riptide allows a weapon to be used as effectively in water as it is on land. While attacking in water or underwater, attacks with this weapon do not suffer disadvantage. Any and all other conditions of water combat still apply.
Terror
Effect: This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. The effect ends early if the wielder of this weapon is disarmed or rendered incapacitated.
While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The weapon regains 1 expend charge daily at dawn.
Venom
Effect: You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Vicious Weapon
Effect: When attacking with this weapon, on a Natural 20, this weapon does an extra 2D6 of damage on top of the standard critical damage increase.
Vorpal
Effect: This weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Warning
Effect: This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Wounding
Effect: Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Armour Enchantments
Cast-Off
Effect: Enchants the armour so that it can be removed as a single action.
Etherealness
Effect: While you're wearing this armour, you can speak its command word as an action to gain the effect of the Etherealness spell, which last for 10 minutes or until you remove the armour or use an action to speak the command word again. This property of the armour can't be used again until the next dawn.
Gleaming
Effect: Enchants armour so that it can never get dirty.
Invulnerability
Effect: You have resistance to nonmagical damage while you wear this armour. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armour. Once this special action is used, it can't be used again until the next dawn.
Last Stand
Effect: This armour shimmers faintly with arcane armour whenever it is attuned and worn. If you die while wearing the armour, it is destroyed, and all creatures within 30ft. of it must succeed on a DC15 Charisma saving throw or be banished, as though by the Banishment spell.
You can pre-emptively render someone immune to this effect by allowing them to lay a hand (or other limb) upon you while you're wearing the armour, and consciously adding them to your attunement. In combat, this takes their action and your reaction.
Mariner
Effect: While wearing this armour, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armour causes you to rise 60 feet toward the surface. The armour is decorated with fish and shell motifs.
Your ability to breathe underwater (or lack thereof) is not impacted by this armour.
Resistance
Effect: Wearing this armour grants resistance to one type of damage, specified at the point of forging/enchantment. These enchantments can be stacked to grant resistance to multiple damage types.
If the wearer has vulnerability to the specified damage type, this armour cancels that out. If the wearer already has resistance to this damage type, the armour has no effect.
Smoldering
Effect: Wisps of harmless, odorless smoke rise from this armor while it is worn.
Shields
Note: I've made shield enchantments cheaper than they otherwise might be purely because I love shields and want them to be used more. You might want to increase the prices on these.
Animate
Effect: While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Arrow-Catcher
Effect: You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Battering Ram
Effect: While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Sentinel
Effect: While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.
Spellguard
Effect: While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Stalwart
Effect: While wielding this shield, you gain +1 AC for every ally within 5ft. of you, to a maximum of +3. This is in addition to the shields normal AC increase.
When a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
| D100 Non-combat Random Encounter Table | Enchantments Galore |
| Pulsing Brazier Magic Trap | Gnome Capsule Machine | Language - A Primer |
Cool. I will most likely use this.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
What's your basis for the costs associated with these? Some of them seem arbitrary; but then again a lot of magic item prices in D&D are funky to begin with
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
It varies from item to item; For some of them, it's just the official pricing that I could find from googling. For others, I've intentionally reduced the price because I think it either should be more readily available, or just isn't worth the prices I could find online. For the enchantments that require a +1 (or higher) weapon, I've deducted the cost of such a weapon from the cost of the enchantment. But for the most part, I tried using The Angry GM's 'The Great Magic Item Analysis Price Guide' article. It gives an outline of how much an uncommon, rare, legendary, etc. magic item should be, and I've gone from that.
| D100 Non-combat Random Encounter Table | Enchantments Galore |
| Pulsing Brazier Magic Trap | Gnome Capsule Machine | Language - A Primer |
fricken love this!