Homebrew Enchantment mechanics Species Details

Each enchantment has a certain price and tier. The higher the tier, the higher the price and the stronger the effect. Each weapon can only have certain amount of enchantments based on the rarity of the black diamond used. Black diamond. This basic diamond costs 75 GP and causes one enchantment to be put on a weapon. Ebony diamond. This rarer diamond causes 150 Gp and causes 2 enchantments to be able to be put on a weapon. Midnight diamond. The rarest diamond, this one costs 300 GP and causes 3 enchantments to be able to be put on a weapon.

Anima conduit. After gaining a soul you heal 2% of your max HP. This increases from 2% to 4% and eventually 6%. Each tier costs 25, 50, and 75 GP.

Ambush. Sneak attacks on creatures deal bonus damage equal to the amount of damage dealt. This percentage of bonus damage is 20%, 40%, and 60%. Each tier costs 30, 60, and 90 GP.

Chains. After attacking a creature that is large or smaller with a melee attack. There is a 30% chance that chains will connect all creatures in a 15 foot radius of it, making them unable to move. The amount of rounds they are stuck like this depends on the tier. 1 round, 2 rounds, and 3 rounds. Each tier costs 20, 40, and 60 GP.

Committed. Dealing damage to creatures that have already been hit by you deals bonus damage. This damage bonus is 1d4, 1d6, and 1d8. Each tier costs 35, 70, and 105 GP.

Critical strike. Your melee attacks have a small chance to deal tripe damage. This chance is 5%, 10%, and 15%. Each tier costs 100, 200, and 300 GP.

Echo. Every few rounds some of your attack echo and hit again dealing 1d8 damage. These rounds are 4, 3, 2. Each tier costs 25, 50, and 75 GP.

Enigma resonator. When you have at least 40 souls, you deal bonus damage. 5 damage, 8 damage, 13 damage. Each tier costs 50, 100, and 150 GP.

Exploding. When a creature is killed, it explodes and deals a certain amount of damage equal to its max health to all creatures in a 15 foot radius. 20%, 40%, 60%. Each tier cost 45, 90, 135 GP.

Fire aspect. Sets a creature on fire for 3 rounds dealing damage each round. This damage is 1d4, 1d6, 1d8. Each tier cost 25, 50, and 75 GP.

Freezing. Reduces a creatures move speed until the start of their next turn. This reduction is 30%, 40%, and 50%. Each tier cost 30, 60, and 90 GP.

Guarding strike. After attacking a creature, your AC increases until the start of your next turn. 2, 3, 4. Each tier costs 50, 100, 150.

Insect bane. You deal bonus damage to insectoids. This damage bonus is 25%, 50%, 75%. Each tier costs 40, 80, and 120 GP.

Plague bane. You deal bonus damage to plague zombies. This bonus damage is 25%, 50%, and 75%. Each tier costs 100, 200, and 300 GP.

Leeching. After slaying a creature you gain a small amount of health from its max HP. 5%, 7%, and 9%. Each tier costs 40, 80, 120 GP.

Pain cycle. When attacking with the weapon, you take damage. After you deal damage to yourself 5 times, that pain is channeled into the attack. This is the amount of damage taken, 1d6, 1d8, 1d10. Each tier costs 90, 180, and 270 GP.

Poison cloud. When attacking, there is a 30% chance your attack will summon a poison cloud that is a 15 foot sphere. All creatures in the sphere take damage. This is the clouds damage 1d4, 1d6, 1d8. Each tier costs 20, 40, and 60 GP.

Radiance. When attacking, there is a 20% chance to heal you and all allies in a 15 foot radius. This is the amount of damage healed per tier, 4, 8, 12. Each tier costs, 100, 200, and 300 GP.

Rampaging. After slaying an enemy, there is a 10% chance to gain an extra attack for that deals bonus damage. This is the bonus damage 5, 10, 15. Each tier costs 50, 100,  and 150 GP.

Sharpness. Sharpens the players weapon, making it deal more damage. This attack bonus is 10%, 21%, 33%. Each tier costs 90, 180, and 270 GP.

Shockwave. After using 3 attacks with the weapon this enchantment is on, a shockwave will shoot out in a 20 foot long and 10 foot wide line in the direction attacking. This is the damage for the shockwave 1d6, 1d8, 1d10. Each tier costs 35, 70,  and 105 GP.

Soul siphon. When hitting an enemy, you have a 20% chance to gain extra souls. This is the bonus souls per tier 1, 3, 5. Each tier costs 70, 140, and 210 GP.

Stunning. Chance to stun an enemy for 3 rounds after hitting them. This is the percent per tier 5%, 8%, 10%. Each tier costs, 40, 80, and 120 GP.

Thundering. Has a 30% chance to strike foes with lightning. This is the lightning damage 1d6, 2d6, 3d6. Each tier costs 30, 60, and 90 GP.

Weakening. When attacking an enemy, its next melee attack deals less damage. This is the damage reduction for each tier 10% 20%, 30%. Each tier costs 90, 180, 270.

Void strike. When attacking a creature, applies a damage multiplier that rises every time that creature is hit with the weapon. Each hit increases the multiplier by 10% and the multiplier resets after reaching the max. This is the multiplier max 50%, 100%, 150%. Each tier costs 150, 300,  and 450 GP.

Looting. After killing an enemy there is a 60% chance for it to drop GP. This is the amount of GP per tier 10, 15, 20. Each tier costs 25, 50, and 75 GP.

Acrobat. Causes the users movement speed to increase after jumping, dashing or making a jump attack. This is the movement bonus per tier 10, 15, 20. Each tier costs 15, 30, and 45 GP.

Bag of souls. Increases the amount of souls that can be carried. This is the bonus amount of souls that can be carried in the bag per tier 50, 100, 150. Each tier costs 50, 100, and 150 GP.

Burning. After being attacked, you can choose to release a burst of flame that deals fire damage to all creatures in a 10 foot radius. This enchantment can only be used an amount equal to your proficiency bonus per short or long rest. This is the damage per tier 1d6, 1d8, 1d10. Each tier costs 20, 40, and 60 GP.

Chilling. After being attacked, you can choose to release a burst of cold which reduces the movement speed of all creatures in a 10 foot radius until the start of their next turn. This enchantment can only be used an amount equal to your proficiency bonus per short or long rest. The movement speed reduction per tier is 10, 15, and 20. Each tier costs 40, 80, and 120 GP.

Cowardice. Deal bonus ranged and melee damage while at full health. This is the damage bonus per tier, 20%, 30%, 40%. Each tier costs 70, 140,  and 210 GP.

Death barter. Saves the player from death and puts them at 15 hit points in exchange for a large amount of money. This enchantment can only be used once per day. The amount of GP taken each tier is 500, 400, 300. Each tier costs 100, 200, and 300 GP.

Electrified. After dashing, the player zaps all creatures in a 15 foot radius with lightning. This is the amount of damage per tier, 1d6, 2d6, and 3d6. Each tier costs 50, 100, and 150 GP.

Explorer. While in combat, every 30 feet the player travels causes them to regain a small amount of health. This is the amount of health gained per tier 1d4, 1d6, 1d8. Each tier costs 30, 60, and 90 GP.

Final shout. After being reduced to zero hit points, a blast of power emanates from the slain creature in a 30 foot sphere which causes large amounts of damage. This damage is 8d6, 9d6, 10d6. Each tier costs 80, 160, and 240 GP.

Fire focus. Causes the user to deal bonus fire damage. This is the bonus damage per tier 1d4, 1d6, and 1d8. Each tier costs 20, 40, and 60 GP.

Lightning focus. Causes the user to deal bonus lightning damage. This is the bonus damage per tier 1d4, 1d6, and 1d8. Each tier costs 20, 40, and 60 GP.

Poison focus. Causes the user to deal bonus poison damage. This is the bonus damage per tier 1d4, 1d6, and 1d8. Each tier costs 20, 40, and 60 GP.

Acid focus. Causes the user to deal bonus acid damage. This is the bonus damage per tier 1d4, 1d6, and 1d8. Each tier costs 20, 40, and 60 GP.

Cold focus. Causes the user to deal bonus fire damage. This is the bonus damage per tier 1d4, 1d6, and 1d8. Each tier costs 20, 40, and 60 GP.

Frenzied. When the user of this enchantment is at 15 hit points or less they gain a speed and damage bonus. This is the bonus per tier, 5, 10, 15. Each tier costs 40, 80, and 120 GP.

Life boost. While the armor is equipped, the player gets a max health bonus. This is the bonus per tier 10, 20, 30. Each tier costs 100, 200, and 300 GP.

Lifeblood barrier. After drinking a lifeblood potion, take -90% damage for a short period of time. This effect lasts for a certain amount of rounds per tier 1, 2, 3. Each tier costs 90, 180, and 270 GP.

Protection. Causes the bearer to take less damage per tier. This is the damage reduction per tier -6%, -11%, -15%. Each tier costs 60, 120, and 180 GP.

Reckless. Max health is reduced by 50% but you deal a large damage bonus. This is the damage bonus per tier 40%, 50%, 60%. Each tier costs 100, 200, and 300 GP.

Rush. Increases movement speed for 1 round after taking damage. This is the movement speed bonus per tier 10, 20, 30.  Each tier costs 40, 80, and 120 GP.

Shadow blast. If you sneak attack a creature, you will release a loud burst of shadow energy that deals damage in a 10 foot radius. This is the damage per tier 2d6, 3d6, 4d6. Each tier costs 70, 140, and 210 GP.

Shadow surge. If you kill a creature with a sneak attack, you are granted extra souls. This is the amount of souls granted per tier 6, 12, 16. Each tier costs 50, 100, and 150.

Soul speed. After gaining a soul, gain bonus move speed equal to a percent of your souls. This is the percent for the move speed per tier 5%, 10%, 20%. Each tier cost 40, 80, and 120 GP.

Thrive while under pressure. When 5 or more enemies are in a 15 foot radius take less damage. This is the damage reduction per tier 10%, 20%, 30%. Each tier costs 70, 140, and 210 GP.

Growing. Arrows grow larger every 30 feet they travel, causing them to deal bonus damage. This is the damage bonus per tier 10%, 15%, and 20%. Each tier costs 80, 160, 240.

Multishot. grants the chance to fire 5 arrows at once or 3 potions of the same type. This is the chance to trigger per tier 10%, 20%, 30%. Each tier costs 70, 140, 210.

Piercing. Arrows pierce enemies every couple shots you fire. The is the amount of rounds until the next piercing arrow can be fired per tier 3, 2, 1. Each tier costs 40, 80, and 120.

Poison cloud. When shooting, there is a 30% chance your arrow will summon a poison cloud that is a 15 foot sphere. All creatures in the sphere take damage. This is the clouds damage 1d4, 1d6, 1d8. Each tier costs 20, 40, and 60 GP.

Power. Increases arrow damage per tier. This is the arrow damage bonus per tier 11%, 22%, 33%. Each tier costs 100, 200, and 300 GP.

Tempo theft. Steals a small amount of a creatures movement and gives it to the person who shot this arrow until the start of their next turn. This is the percent of speed stolen per tier 20%, 30%, 40%. Each tier costs 70, 140, and 210 GP.

Anima conduit. After gaining a soul you heal 2% of your max HP. This increases from 2% to 4% and eventually 6%. Each tier costs 25, 50, and 75 GP.

Enigma resonator. When you have at least 40 souls, you deal bonus damage. 5 damage, 8 damage, 13 damage. Each tier costs 50, 100, and 150 GP.

Bonus shot. When shooting an arrow a weaker arrow will fire off and deal a small percent of the previous arrows damage. This is the damage per tier 10%, 17%, 24%. Each tier costs 60, 120, and 180 GP.

Enchantment mechanics Traits

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