Drict's Weapon Enchantments v1.2

by TheTranMan

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Enchanting Weapons


Progress on enchanting weapons follows a branching path system, with available options splitting into multiple tiers. At first, a +1-4 weapon can only be enchanted with a limited selection of Minor Enchantments depending on its type, each of which "unlocks" one or more options from the next tier. The following additional rules apply when enchanting a weapon with a new Enchantment.

  • Prerequisites. All Prerequisite Conditions must be satisfied to apply a new Enchantment, as shown in the Weapon Enchantments table.
  • Minor Enchantments. Minor Enchantments commonly add-on as a minor or flavorful property that rarely has mechanical benefits to the Weapon. Such enchantments can easily be added by crafters with Arcane Proficiency, and a Weapon commonly has as much Minor Enchantments as much as double the +1-3 Property of the Weapon, with a minimum of 1.
  • Major Enchantments. Major Enchantments are the powerful traits of a weapon, commonly giving it its name or major effect or power, such as the -of Slaying, or -of Destruction. A Weapon can have as many Major Enchantments equal to the +1-3 Property of the Weapon. Major Enchantments do not stack, if you have a similar magic item that grants such an Enchantment, such as if you have a Sword of Protection, you do not benefit from a Cloak of Protection as well.
  • Legendary Enchantments. Legendary Enchantments are the most powerful traits of a weapon, commonly making such a Weapon with this Enchantment an Artifact that commonly bestows multiple powerful traits to its user.

Weapon Enchantment Cost

Enchanting a weapon doesn't come as easily as one can expect, as Minor Enchantments can be thrown out at ease, Major Enchantments may require the wielder or its crafter to find specific resources or take to a task to grant its Weapon such benefits. Legendary Enchantments may require outright, to just find a Legendary Artifact, and remove it of its Enchantments to bestow onto a different weapon or item, the task to create one is of a much larger or greater scale, such as asking a god for a great boon of blessings, or binding a powerful being to act as the power source for such an Enchantment.

Weapon Enchantment & Weapon Upgrades

If you are using the Upgrading Weapons rule-set, Properties given to the Upgraded Weapon stack with the Enchantment features granted, however each Upgrade for the Weapon counts individually as if they were Minor Enchantments on an Enchanted Weapon.

There are only so many modifications you can make to a single tool before you just cannot fit them all.

Remember that while special metals used in the craft of a weapon or item, that they are considered magical items, but not for the purposes of Enchanting until they gain the +1-3 Enchantment Property.

Weapon Enchantment Tiers

When you enchant a Weapon with an Enchantment from the lists, you can only do so if the Weapon is a +1, +2, or +3 Weapon, which constitutes for the potential bonuses that the weapon can bestow to the user other than its attack and damage bonus.

You can enchant a Weapon with an Enchantment of it's +1-3 Tier, potentially selecting from the list or finding the availability to do so by sacrificing an item with the same property to re-enchant your Weapon of choice.

A Weapon cannot be enchanted with an Enchantment if it is not one of it's +1-3 Tier. A Weapon can take multiple Enchantments of any Tier available so long as the Weapon isn't full up on Major Enchantments, and they aren't Enchantments of the same type. For example, a +1 Quarterstaff can't take the +3 Tier Striking Enchantment, but a +3 Quarterstaff can. Additionally for example, a +3 Shortsword could take the Defender, Spellblade, and Warning Enchantments available for the +1 Tier.

The Mother of All Attunements

A Magic Weapon created in this way, with a suffusion of more Enchantments than just the base +1 Weapon Enchantment, will require Attunement to gain any of the Properties of other Enchantments. All combined Enchantments still only count toward a Single Attunement Slot required with the Weapon.

As per usual, an Enchanted Weapon is considered a magic item, and ceases to function within an anti-magic field.

+1-3 Enchantment Property Costs by Era

Enchanting Medieval Weapons

Cost (GP) Progression
500 Nonmagical Weapon into a +1 Weapon
5000 +1 Weapon into a +2 Weapon

A Nonmagical Weapon costs its usual amount in the PHB and enchanting it into a +1 Weapon costs the 500 above.


A +2 Weapon costs its usual amount in the PHB + purchasing the +1 Weapon Enchantment, outright purchasing a +2 Weapon costs 5500 plus the PHB Cost.


A +3 Weapon variably costs different to enchant, as seen in the +3 Medieval Weapons Table, which is in addition to previous purchases unless you already have a +2 Weapon available to enchant into a +3 Weapon.

+3 Medieval Weapons

Cost (GP) Damage Die (Weapons)
5000 1d4 (Daggers, Slings)
5,500 1d6 (Maces, Shortbows)
6,000 1d8 (Longswords, Longbows)
6,500 1d10 (Glaives, Heavy Crossbows)
7,000 1d12 (Greataxes)
7,500 2d6 (Greatswords, Mauls)

As an Example, a fully purchased +3 Greatsword costs 13,050gp in total (50 + 500 + 5000 + 7500).

Average Cost

Note that the Costs for this Document reflect those which would be used for a Drict-run Game. Drict is the creator of this document, assuming that the prices here could be used to represent a High-Magic Campaign or Adventure of D&D, where the party is easily able to fund (and have funds) for Magical Items that are relatively easy to acquire and purchase at a market rate.

These Costs can be variably changed to reflect a different State of Game, such as a higher price for a more low-magic or were magic is rare based campaign, or perhaps the purchase on average is just not possible, and must be sought out as a reward for adventure.

Enchanting Industrial/Renaissance Weapons

Cost (GP) Progression
2,500 Nonmagical Weapon into a +1 Weapon
25,000 +1 Weapon into a +2 Weapon

Whenever Weapon is referred to in the context of these descriptions, assume it means Firearm or Weapons of its Era-type. Above all, these weapons are not considered Medieval-Era/Simple/Martial Weapons. The relative context for the cost of these weapons are significantly more expensive than their Medieval-Era Counterparts, due to the relative complexity attached with Firearms, with what are relatively more segments and moving parts that a master Gunsmith crafts together to achieve the +1-3 Enchantment Property.


A Nonmagical Weapon costs its usual amount in the Weapons Re-Written Document and improving it into a +1 Weapon costs the 2,500 above.


A +2 Weapon costs its usual amount in the Weapons Re-Written Document + purchasing the +1 Weapon Enchantment, outright purchasing a +2 Weapon costs 15,000 plus the Weapons Re-Written Cost.


A +3 Weapon variably costs different to enchant, as seen in the +3 Industrial Weapons table, which is in addition to previous purchases unless you already have a +2 Weapon available to enchant into a +3 Weapon.

+3 Industrial/Renaissance Weapons

Cost (GP) Damage Die (Weapons)
25,000 1d8 (Chainsword)
26,000 1d10 (Flintlock Pistol, Hunting Rifle)
27,000 1d12 (Musket, Chainaxe)
28,000 2d12 (Shotguns)
29,000 2d6 (Automatic Pistol, Revolver)
30,000 2d8 (Blunderbuss, Automatic Rifle)
30,000 2d10 (Sniper Rifle)
50,000 2+ d10s (Handheld Cannon, Minigun)

Magic Futuristic Weapon Costs?

For the time being of 8/18/2022, 11:49pm, use the current table for Industrial/Renaissance Weapon costs to adjudicate the cost of Futuristic Weapons being enchanted by the +1-3 Property.

+1 Tier Major Enchantments

There aren't many +1 Major Enchantments available. Magic Items that have specific or more powerful traits, especially weapons appear as +2 Weapons, or at the least those of the Rare or Very Rare Category. A couple new options have been created in lieu of this, marked with an , and will require playtesting to get the wrinkles out of the design.

Defender


  • The Enchantment of the Defender, Any Weapon
  • Enchantment Requirement: Precious Enchanted Metal such as Adamantine or Minerals such as Deep Rock disenchanted to use for Enchanting this magical property

While holding this magic weapon, you gain a bonus to attack and damage rolls made with it. The bonus is determined by the weapon's +1-3 Property. The first time you attack with the weapon on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Infinite Ammo


  • The Enchantment of Infinity, Any Ranged Weapon with the
  • Ammunition Property
  • Enchantment Requirement: Essence of Labor

The Enchantment of Infinity creates magical ammunition formed from ether. It allows the wielder to ignore the Loading and Reload Property if the weapon has it.


If you load no ammunition in the weapon, it produces its own, automatically creating the necessary amount of magical ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant it hits or misses a target.

Moon's Blessing


  • The Enchantment of the Moon's Blessing, Any Weapon
  • Enchantment Requirement: Silver or a Silvered Weapon
  • (Requires Attunement by a Druid or Ranger)

This silver-bladed weapon glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gaiin a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's +1-3 Property. In addition, you can use the weapon as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the weapon.

Moon-Touched


  • The Enchantment of Moon-Touched, Any Weapon
  • Enchantment Requirement: Silver or a Silvered Weapon

In darkness, this exposed or unsheathed weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Pact Keeper


  • The Enchantment of the Pact Keeper, Any Weapon
  • Enchantment Requirement: Any Crafting Material gathered from an appropriate CR-ed Monster of the Patron's Type (Aberration for a Great Old One, Fiend for a Fiend, Fey for an Archfey, Undead for a Hexblade, etc.)
  • (Requires Attunement by a Warlock)

While wielding this magic weapon, you gain a bonus to attack rolls and damage rolls made with it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the weapon's +1-3 Property. In addition, you can use the weapon as a spellcasting focus for your warlock spells.

While holding the rod, you can regain one warlock spell slot as an action. You can't use this property again until you finish a long rest.

Spellblade


  • The Enchantment of the Spellblade, Any Weapon
  • Enchantment Requirement: Any Crafting Material gathered from an appropriate CR Elemental
  • (Requires Attunement by a Spellcaster other than a Cleric, Druid,
  • Ranger, or Paladin)

While holding this weapon, you gain a bonus to attack rolls and damage rolls made with it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your spells. The bonus is determined by the weapon's +1-3 Property. In addition, you can use the weapon as a spellcasting focus for your spells.

You can cast a 1st-level spell with a casting time of 1 action by touching the weapon as the spell is cast. The spell has no other effect, other than to be stored in the weapon. When you hit a creature or object with an attack using this weapon, you can spend a bonus action to activate the stored spell, targeting the creature or object you hit with the attack. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. If the spell has a ranged spell attack, you do not have disadvantage on the roll due to being within 5 feet of a hostile creature. If the spell has a point of origin or direction, it must be in the direction of the creature you hit. You can only have one spell stored in this way at a time.

Targeting


  • +1 Tier Enchantment
  • The Enchantment of Targeting, Any Ranged Weapon
  • Enchantment Requirement: Powerful Essence of Elemental
  • Air
  • Credit (C) Cost: 5,000c

The Enchantment of Targeting binds space, whether through currents of the air, or by sensing the resistance of space, to assist in striking the target with great accuracy. While holding the weapon enchanted by Targeting, you gain a bonus to attack and damage rolls made with it. The bonus is determined by the weapon's +1-3 Property. The first time you can attack with the weapon on each of your turns, you can transfer some or all of the Damage Bonus to its Attack Bonus instead.

For example, if the weapon was considered a +3 Weapon, you could replace the +3 Bonus to Damage into a +6 Bonus to Attack/to Hit, however then the Weapon does not add +3 to it's Damage result afterwards.

The adjusted bonuses remain in effect until the start of your next turn.

Throwing


  • The Enchantment of Throwing, Any Melee Weapon
  • Enchantment Requirement: Precious Enchanted Metal such as Mithral or Essence gathered from an Air Elemental

This magic weapon gains the thrown property with a normal range of 20 feet and a long range of 60 feet. If it already had the thrown property, both the normal and long range of the weapon doubles (ex. a dagger would become 40/120). When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage of the weapon's type. Immediately after you make a thrown attack with this weapon, the weapon flies back to your hand.

Vicious


  • The Enchantment of Viciousness, Any Weapon
  • Enchantment Requirement: None

When you critically hit on an attack roll made with this weapon, the target takes an extra 7 damage of the weapon's type.

Warning


  • The Enchantment of Warning, Any Weapon
  • Enchantment Requirement: Any Crafting Material gathered from an appropriate CR Aberration, Beast, Celestial, Fey, or Monstrosity

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.

+2 Tier Major Enchantments

Devotee


  • The Enchantment of the Devotee, Any Melee Weapon
  • Enchantment Requirement: Celestial Steel and Precious Incenses
  • (Requires Attunement by a Cleric or Paladin)

This weapon deals an extra 1d8 radiant damage to any target it hits. It also can count as a holy symbol for you.

As a bonus action, you can speak the command word to cause the weapon to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until 24 hours have passed.

Dragontooth


  • The Enchantment of the Dragontooth, Any Weapon
  • Enchantment Requirement: Fangs from a CR 9+ Dragon

This weapon deals an extra 2d6 acid damage to any target it hits.

Flametongue


  • The Enchantment of the Flametongue, Any Weapon
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Fire Elemental or Fire-Breathing Dragon

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 sword.

Frost Brand


  • The Enchantment of the Frost Brand, Any Weapon
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Ice Elemental or Ice-Breathing Dragon

While attuned to this weapon, you have resistance to fire damage. The weapon deals an extra 2d6 cold damage to any target it hits. In freezing temperatures, the blade 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 nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Life Stealing


  • The Enchantment of Life Stealing, Any Weapon
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Undead

This weapon deals an extra 2d6 necrotic damage to any target it hits if it isn't a construct or an undead. If you reduce such a creature to 0 hit points with an attack using the weapon, you gain 10 temporary hit points.

Lightning


  • The Enchantment of Lightning, Any Weapon
  • Enchantment Requirement: Storm Giant's Blood or Essence gathered from a CR 9+ Air Elemental

This weapon deals an extra 2d6 lightning damage to any target it hits.

Ram


  • The Enchantment of the Ram, Any Weapon
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Fey or Monstrosity

This weapon has 3 charges and regains 1d3 expended charges every 24 hours. On a hit, you can expend 1 charge to deal an extra 2d10 force damage to the target. In addition, the target must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet away from you or knocked prone (your choice).

Ricocheting


  • The Enchantment of Ricocheting, Any Ranged Weapon
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Fey

When you make a ranged attack with this weapon and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.

Sun


  • The Enchantment of the Sun, Any Melee Weapon
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Celestial or Good-Aligned Creature

This weapon commonly appears as the hilt or pole of the weapon. While grasping this hilt, you can use a bonus action to cause a blade or head of pure radiance to spring into existence, or make any of the above disappear. While it exists, this magic weapon has the finesse property.

This weapon deals radiant damage instead of the damage of the weapon's type. When you hit an undead with this weapon, the attack deals an extra 1d8 radiant damage.

The radiant weapon emits bright light in a 15-foot radius and dim light for an additional 15 feet, the light of which is sunlight. While the radiance persists, you can use an action to expand or reduce its radius of bright and dim light by 5 fet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Terror


  • The Enchantment of Terror, Any Melee Weapon
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Dragon, Fey, or Undead

This weapon deals an extra 2d6 psychic damage to a frightened target it hits.

This 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. While it is frightened in this way, a creature must spend its turns trying to move away as far away fro you as it can, and it can't willingly move closer 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 prvents its 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.

This weapon regains 1d3 expended charges every 24 hours.

Umber Hulk


  • The Enchantment of the Umber Hulk, Any Melee Weapon
  • Enchantment Requirement: Crafting Material gathered from an Umber Hulk

While wielding this magic weapon, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.

Venom


  • The Enchantment of Venom, Any Weapon
  • Enchantment Requirement: Poisons, Crafting Material, or Essence gathered from a CR 9+ Beast, Humanoid, or Monstrosity

You can use a bonus action to cause thick, black poison to coat the blade. The poison remains for 1 minute. Whenever a creature is hit, it must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute on a failed save. On a successful save, a creature takes half as much damage and isn't poisoned. Once 1 minute passes, the poison dissipates and the weapon can't be used in this way again until 24 hours have passed.

Vigor


  • The Enchantment of Vigor, Any Weapon
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Beast, Giant, or Humanoid

While attuned to this weapon, your hit point maximum increases by the weapon's +1-3 Property for each level you have attained.

Withering


  • The Enchantment of Withering
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Undead

This weapon has 3 charges and regains 1d3 expended charges every 24 hours. On a hit, you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Wounding


  • The Enchantment of Certain Death, Any Weapon
  • Enchantment Requirement: Any Crafting Material or Essence gathered from a CR 9+ Fiend or Undead

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.

Whenever you hit a creature with an attack using this magic weapon, you wound the target. At the start of each of the wounded creature's turns, it takes 1d6 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.

+2 Tier Major Enchantments

Enchantments of Slaying

Corpse Slaying (Undead Slaying)


  • The Enchantment of the Corpse Slayer, Any Weapon
  • Enchantment Requirement: Powerful Essence gathered from a CR 9+ Undead

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 undead creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

Disruption (Construct Slaying)


  • The Enchantment of Disruption, Any Weapon
  • Enchantment Requirement: Adamantine or an Adamantine Weapon, or Powerful Essence gathered from a CR 9+ Construct, Elemental, or Spellcaster

When you hit a construct with this weapon, the attack deals an extra 1d8 damage of the weapon's type. When you critically hit on an attack roll made with this weapon, the target takes an extra 7 damage of the weapon's type, or an extra 14 damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Dragon Slaying (Dragon Slaying)


  • The Enchantment of the Dragon Slayer, Any Weapon
  • Enchantment Requirement: Any Crafting Material gathered from a CR 9+ Dragon

When you hit a dragon with this weapon, the attack deals an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Giant Slaying (Dragon Slaying)


  • The Enchantment of the Dragon Slayer, Any Weapon
  • Enchantment Requirement: Powerful Essence gathered from a CR 9+ Giant

When you hit a giant with this weapon, the attack deals an extra 2d6 damage of the weapon's type and it must succeed on a DC 15 Strength saving throw or fall prone. FOr the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

Shifter's Bane (Shapechanger Slaying)


  • The Enchantment of Shifter's Bane, Any Weapon
  • *Essence Requirement: Truesilver, Any Crafting Material or Powerful Essence gathered from a CR 9+ Shapechanger

When you hit a shapechanger with this weapon, it takes an extra 2d6 radiant damage and must succeed on a DC 15 Constitution saving throw. On a failed save, it immediately assumes its true form if it was shapechanged and it can't shapechange until the start of your next turn.

Smiting (Fiend & Undead Slaying)


  • The Enchantment of Smiting, Any Weapon
  • Enchantment Requirement: Celestial Steel, Any Crafting Material gathered from a CR 9+ Celestial, or Powerful Essence or Crafting Materials gathered from a CR 9+ Divine Spellcaster

When you hit a fiend or undead creature with this weapon, that creature takes an extra 2d6 radiant damage. If the target fiend or undead creature has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

Additionally, while you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

+3 Tier Major Enchantments

Dancing


  • The Enchantment of Dancing, Any Non-Reach Melee Weapon
  • Enchantment Requirement: Powerful Essence gathered from a CR 13+ Fey

You can use a bonus action to toss this magic weapon 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 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 sword 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.

Sharpness


  • The Enchantment of Sharpness, Any Slashing Weapon
  • Enchantment Requirement: Powerful Essence gathered from a CR 13+ Elemental

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 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.

Speed


  • The Enchantment of Speed, Any Weapon
  • Enchantment Requirement: Powerful Essence gathered from a CR 13+ Fey or an appropriate Elemental

You can make one attack with this weapon as a bonus action on each of your turns.

Striking


  • The Enchantment of Striking, Any Melee Weapon
  • Enchantment Requirement: Powerful Essence gathered from a CR 13+ Giant, Elemental, or Spellcaster

This weapon has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The weapon regains 1d6 + 4 expended charges every 24 hours.

Sworn Oath


  • The Enchantment of the Sworn Oath, Any Weapon
  • Enchantment Requirement: Powerful Essence gathered from a CR 13+ Undead

When you use this weapon to make an attack, you can, as a command phrase, utter an oath to defeat your enemy. The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after 24 hours have passed.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the attack roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 damage of the weapon's type.

When you make a melee attack roll with this weapon against your sworn enemy, you have advantage on the attack roll. If the attack hits, your sworn enemy takes an extra 3d6 damage of the weapon's type.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

+3 Tier Major Enchantments

WIP Open Space

Minor Enchantments

??? Minor Property
1 Beacon. The wielder can use a bonus action to casuse the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
2 Compass. The wielder can use an action to learn which way is north.
3 Conscientious. When the wielder of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.
4 Delver. While underground, the wielder of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
5 Gleaming. This item never gets dirty.
6 Harmonious. Attuning to this item takes only 1 minute.
7 Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the lihgt of one phase of the moon, or in a specific location.
8 Key. The item is used to unlock a container, chamber, vault or other entryway.
9 Language. The wielder can speak and understand a language of the DM's choice while th eitem is on the wielder's person.
10 Sentinel. Choose a kind of creature that is an enemy of the item's creator. This ite glows faintly when such creatures are within 120 feet of it.
11 Song Craft. Whenever this item is struck or is used to strike a foe, its wielder hears a fragment of an ancient song.
12 Temperate. The wielder suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
13 Unbreakable. The item can't broken. Special means must be used to destroy it.
14 War Leader. The wielder can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the wielder's next turn.
15 Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks made to swim.
16 Wicked. When the wielder is presented with an opportunity to act in a selfish or malevolent way, the item heightens the wielder's urge to do so.
17 Illusion. the item is imbued with illusion magic, allowing its wielder to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wielder could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.
??? Minor Property
18 Blissful. While in possession of the item, the wielder feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.
19 Confident. The item helps its wielder feel self assured.
20 Covetous. The item's wielder becomes obsessed with material wealth.
21 Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
22 Loud. The item makes a loud noise---such as a clang, a shout, or a resonating gong---when used.
23 Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use.
24 Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
25 Painful. The bearer experiences a harmless flash of pain when using the item.
 

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