Weapon and item enchants 3.5e to 5e

by GreyWolfe

Search GM Binder Visit User Profile

Weapon and Item Enchantments

Not all of the 3.5e enchantments are here as not all made sense to be converted into 5e.

Rules

Your DM is the one to determine how many enchantments an item or weapon is allowed to have.

The prices for each enchantment can either be followed as listed or be determined by your DM.

A weapon must not already be a magical item for these enchantments to take place.


    Accurate If you were to miss an attack, the next attack made is granted a +2 additional bonus to hit. This bonus does not stack.

Level Requirement 5th

Price 500 gp


    Acidic Burst An acidic burst weapon functions as a corrosive weapon that also releases a burst of acid upon making a critical hit. The acid does not harm the wielder or the weapon. In addition to the extra acid damage from the corrosive special weapon ability, an acidic burst weapon deals an extra 1d10 points of acid damage on a critical hit. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition. Even if the corrosive ability is not active, the weapon still deals its extra acid damage on a critical hit.

Level Requirement 12

Price 5,000 gp


    Acid washed A weapon with this enchantment grants the user +4 to their saving throws against any spells and attacks that deal acid damage.

Price 100 gp (light and weapons), 200 gp (medium and heavy)


    Agility Weapons enchanted with this grant the user +2, +4, or +6 to their Dexterity saving throws determined be the rarity.

Level Requirement must be 3 times weapon's bonus

Price +2,000 gp (+2), +8,000 gp (+4), or +18,000 (+6)


    Aquatic Weapons with this enhancement have a silvery-blue tinge, similar in sheen to the scales of certain fish. The wielder is treated as though he were under the effects of a freedom of movement spell for the purpose of using this weapon while underwater; it negates the penalties that would otherwise apply from using the weapon underwater.

Level Requirement 5

Price 500 gp

    Baatorian Green Steel Deep in the mines of the Nine Hells of Baator, veins of green-flecked iron run through the rock. This rare metal, when alloyed into steel, can be used to create weapons of amazing sharpness. Any slashing or piercing weapon created with Baatorian green steel has a natural enhancement bonus of +1 to damage. This bonus does not stack with any other enhancement bonus. Thus, a green steel (+1 to damage) longsword with a +4 enhancement bonus effectively has a +4 enhancement bonus on both attacks and damage. In an area where magic does not function, it still retains its natural +1 enhancement bonus on damage. A masterwork green steel slashing or piercing weapon would have a +1 bonus on both attack and damage rolls (from a combination of masterwork and the green steel). Though green steel is a common component of keen weapons produced in the lower Planes, it grants no other special ability to such weapons.

Price 2,000 gp


    Balance The wielder gains advantage on Acrobatic checks.

Level Requirement 5th

Price 1,280 gp


    Balanced You count as one size larger when wielding weapons.

Level Requirement 9th

Price 2,500 gp


    Bane When adding this enchantment onto a weapon, choose from the list of creature types. Your weapon will have an additional +2 to hit and damage against that specific creature. It will also deal an additional 2d6 worth of weapon damage to creature type of choice. Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiends, Giants, Humanoids, Monstrosities, Oozes, Plants, Undead.

Level Requirement 8th

Price 500 gp


    Basket Hilt A basket hilt is an elaborate guard piece that serves to protect the hand holding the sword against attacks. Basket hilts come in many forms, from a nearly solid curved shield of metal to an elaborate woven pattern. Regardless of its appearance, a basket hilt grants a +4 bonus on opposed attack rolls made to resist disarm attempts.

RestrictionMay only be applied to swords.

Price 50 gp


    Berserker Barbarians gain +2 to hit while raging while wielding a weapon with this enchantment.

Level Requirement 7th

Price 500 gp


    Binding You attempt to interrupt a creature in the process of casting a dimensional travel or teleportation spell. Using your reaction, make an attack on the target. On a successful hit The target must succeed on a Wisdom saving throw or be unable to use dimensional travel or teleportation for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. The DC of binding is determine by the ability modifier used for the enchanted weapon.

Level Requirement 13th

Price 500 gp


    Blindsighted A blindsighted weapon constantly emits a susurrus of whispered notes (Listen DC 10). A wielder actively grasping the weapon gains blindsight to a range of 30 feet. This ability allows the wielder to see invisible creatures and objects, see through darkness, and ignore many forms of concealment, but it does not confer any special immunity to illusions or any special ability to find hidden objects. The weapon's blindsight effect is canceled by silence spells and effects.

Blindsight. You gain blindsight. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Level Requirement 6th

Price 30,000 gp


    Bloodfeeding Every time this weapon deals damage to a creature with blood, it gains 5 blood points. When the weapon has 10 blood points, it can deal an additional 5 point of damage at the user's behest (spending the blood points). The weapon can store up to 50 blood points, allowing an additional 25 points of damage, usable all at once or divided up over a number of attacks.

Level Requirement 7th

Price 500 gp


    Blood Groove The fuller, also known as the blood groove, is a furrow that travels down the length of the blade from the hilt to just before the tip, designed to reduce the weight of the blade and increase its strength. This allows the craftsman to create a lighter blade without diminishing the strength of the weapon, a process difficult to perfect but, when successful, produces a weapon both strong and light. The fuller reduces weight of the weapon by 50%. Improves your to hit by +2

Restriction May only be applied to swords.

Price 1,800 gp

    Blurring You can use the Blur spell 3/day. All expended uses are reset on a long rest.

Restriction armor or shield

Level Requirement 3rd

Price 36,000 gp


    Blurstrike On command (a free action), a weapon with this special ability fades partially from view, appearing as only a faint outline, though the wielder can see it normally. When used in an attack, an activated blurstrike weapon (along with its wielder's hand and arm) appears as nothing but an amorphous blur near the wielder's body. The blurring effect prevents a foe from knowing exactly where the blow is aimed. The first attack made with a blurstrike weapon each round is made as if the target were flat-footed. Foes that don't rely on sight for combat (such as creatures with the blindsight special quality) and creatures with the uncanny dodge class feature retain their Dexterity bonus and dodge bonuses to AC against the wielder's attacks. A blurstrike weapon can remain blurry for up to 10 rounds a day. The duration of the effect need not be in consecutive rounds; deactivating the effect is also a free action. This property can be applied only to melee weapons.

Restriction armor or shield

Level Requirement 3rd

Price 5,000 gp


    Clouting The wielder can force a creature to make a DC 19 Constitution Saving throw or be knocked back 15 ft. If they fail the first save, they must make another Constitution saving throw or be stunned until the start of your next turn.

Level Requirement 11th

Price 20,000 gp


    Commanding The weapon grants the wielder a bonus +2 to Deception, Intimidation, and Persuasion. While the wielder has the weapon in hand, they gain a +4 to intimidation. You can use the Suggestion spell 1 per day. Once all uses are expended, reset on a long rest.

Level Requirement 7th

Price 3,000 gp


    Consumptive Upon command, a consumptive weapon is sheathed in light-sucking negative energy. The energy does not harm the wielder. The effect remains until another command is given. A consumptive weapon deals an extra 1d6 points of damage on a successful hit. Bows, crossbows, and slings so crafted bestow the energy upon their ammunition.

Level Requirement 7th

Price 3,500 gp

    Consumptive Burst A consumptive burst weapon functions as a consumptive weapon that also flares with excess negative energy upon striking a successful critical hit. The negative energy does not harm the wielder. In addition to the extra 1d10 necrotic damage from the consumptive ability. Bows, crossbows, and slings crafted bestow the effect upon their ammunition. Even if the consumptive ability is not active, the weapon still bestows one exhaustion level on a successful critical hit.

Level Requirement 7th

Price 25,000 gp


    Corrosive Upon command, a corrosive weapon becomes slick with a thick layer of acidic slime. The acid does not harm the wielder and does not wash away in water. The effect remains until a counter command is given. A corrosive weapon deals an extra 1d6 points of acid damage per hit. Bows, crossbows, and slings so crafted bestow the acid energy upon their ammunition.

Level Requirement 10th

Price 500 gp


    Crazed Creatures who do not have the barbarian class feature of rage can now rage 1 per day gaining the same effects, conditions, and durations as if you were a babarian. While raging you gain a bonus of +2 to Strength and Consitution along with a +1 to WIS saves.

Restriction: Melee weapons only

Level Requirement 7th

Price 500 gp


    Cursespewing Whenever you deal damage against a creature, they must make a WIS saving throw or be put under the effects of the bane spell until the start of the your next turn.

Level Requirement 5th

Price 500 gp


    Deadly Precision The weapon with this enchantment deals an additional 2d6 sneak attack on a successful attack.

Restriction Rogue

Level Requirement 12th

Price 5,000 gp


    Deceptive Weapons with this enchantment grant a +4 sleight of hand to hide or disguise the weapon.

Price 800 gp

    Deflecting Weapons with this enchantment allows you to make a Dex saving throw DC 20 (if the ranged weapon attacking you has a magic bonus, the DC increases by that) If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack.

Restriction Melee Weapon

Level Requirement 5th

Price 500 gp


    Dessicating A dessicating weapon destroys the water in a living creature that it strikes. Upon command, it is surrounded by a glow like the desert sun, which does not harm the wielder. A dessicating weapon deals an extra 1d6 necrotic damage (1d8 if the creature is a plant or elemental)

Level Requirement 8th

Price 3,000 gp


    Dessicating Burst A dessicating burst weapon functions as a dessicating weapon that also explodes with a dehydrating blast upon striking a successful critical hit. The burst does not harm the wielder. In addition to the necrotic damage from the dessicating ability, a dessicating burst weapon deals an extra 1d10 points of necrotic damage on a successful critical hit (2d8 points against plants and elementals of the water subtype). Bows, crossbows, slings, and other projectile weapons so crafted bestow the dessicating burst effect on their ammunition. Even if the dessicating ability is not active, the weapon still deals its extra necrotic damage on a successful critical hit.

Level Requirement 12th

Price 30,000 gp


    Disarming You gain the Disarming Attack Manuever. Any creature that is wielding a weapon in both hands gains a +4 to the saving throw against being disarmed if you are using a ranged weapon.

    Disarming Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Restriction Ranged or Melee Weapon

Level Requirement 11th

Price 5,000 gp

    Dismisser The wielder can cast the Banishment spell DC 17 1/day. All expended uses recharge on a long rest.

Level Requirement 9th

Price 25,000 gp


    Dispelling The wielder can cast the Dispel magic spell DC 3/day. All expended uses recharge on a long rest.

Level Requirement 5th

Price 6,000 gp


    Distance Weapons with this enchantment have their range doubled.

Restrictions Ranged weapon

Level Requirement 6th

Price 500 gp


    Domineering Whenever a weapon with this enchantment deals damage to a creature they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the status ends on the target.

Level Requirement 11th

Price 5,000 gp


    Doomwarding Typically, each is created with 7 charges. The wielder can spend 1 charge on his turn (as a free action) to make an extra attack with the weapon. She can also use 1 charge at any time, but no more than once per round, to reroll any die. The wielder can decide to spend a charge to reroll a die after learning the result of the original die roll. All expended charges are regained after a long rest.

Level Requirement 7th

Price 38,500 gp


    Doom Burst A cascade of blackness pours from this weapon when its wielder strikes true. On a critical hit, the weapon causes the victim to become frightened (no saving throw) for 1 minutes. This effect activates even if the creature struck is not subject to critical hits.

Level Requirement 5th

Price 500 gp


    Duststorm This special ability can be placed only on a melee weapon. One time per day, the wielder of a duststorm weapon can use it to activate the whirlwind spell. The wielder has immunity to the effect. To cast the spell, the wielder must take an action to swing the weapon about in circles, provoking attacks of opportunity.

Level Requirement 10th

Price 12,000 gp

    Eager The weapon grants its owner +2 to initiative

Restriction Melee weapons

Level Requirement 9th

Price 1,000 gp


    Elemental aura Any weapon with this ability grants a player an additional 1d6 damage of choice (acid, cold, lightning, fire, or thunder) when attacking. You can choose what the aura is once per round, but cannot change the damage type between attacks. Bows, crossbows, and slings with this ability bestow the energy upon their ammunition.

Level Requirement 11th

Price 10,000 gp


    Everbright The armor never tarnishes and the wearer gains acid resistance.

Restriction Metal Armor

Level Requirement 12th

Price 500 gp


    Exhausting Any creature struck by a weapon with this enchantment must make a DC 14 Constitution save or gave a point of exhaustion. Spell resistance applies. This ability has no effect on creatures who are immune to exhaustion. Bows, crossbows, and slings confer the exhausting ability upon their ammunition.

Level Requirement 5th

Price 500 gp


    Exit Wound Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d6 points of damage. The weapon or projectile continues in a straight line beyond the original target. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to AC for each previous target in the path. When an exit wound weapon or projectile hits an object, it stops.

Restriction Ranged Weapons

Level Requirement 8th

Price 3,500 gp


    Explosive This property can be added only to ammunition. The ammunition explodes upon hitting its target, dealing 1d6 points of fire damage to the target. Each creature within 10 feet of the explosive projectile when it explodes must make a DC 14 Dexterity save or also take 1d6 points of fire damage.

Restriction Ammunition

Level Requirement 5th

Price 250 gp per ammunition piece

    Extending An extending weapon can alter its length to add or subtract 5 feet of reach. Once per round as a free action, the wielder of an extending weapon can make the weapon assume a length 5 feet longer or shorter than its normal length. The wielder must state, at the beginning of their turn, whether the weapon extends or shortens. Melee weapons can be turned into reach weapons to threaten foes 10 feet away, but when extended, the weapon no longer threatens foes within 5 feet of the wielder. Reach weapons can be set to threaten targets 5, 10, or 15 feet away. If set for 10 feet, the reach weapon no longer threatens adjacent foes, and if set for 15 feet it no longer threatens opponents 5 or 10 feet away. The extending property can only be added to Large hafted melee weapons (anything except a sword), flails, chains, whips, and similar weapons.

Level Requirement 5th

Price 500 gp


    Fear Burst A horrific vision of impending doom rises out of the weapon when its wielder strikes true. On a critical hit, causing the target to make a Wisdom DC 11 or the weapon afflicts the target with cause fear spell. This effect activates even if the creature struck is not subject to critical hits, but it does not affect creatures immune to mind-affecting spells.

Level Requirement 5th

Price 500 gp


    Finder A finder weapon helps its bearer navigate the pathless depths of the Underdark. Via silent warnings and hunches, it grants its wielder a +4 insight bonus on Perception, Investigation, and Survival checks made underground.

Level Requirement 9th

Price 4,800 gp


    Flaming Burst A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the hands that hold the weapon. Flaming burst weapons deal +1d10 points of bonus fire damage on a successful critical hit. Bows, crossbows, and slings so enchanted bestow the fire energy upon their ammunition.

Level Requirement 12th

Price 2,000 gp


    Focus A weapon with this enchantment grants a +4 to insight whether sheathed or not.

Level Requirement 5th

Price 640 gp


    Force On a successful hit, a force weapon emits a powerful jolt of magical force. The magical force does not harm the weapon's wielder. Force weapons deal additional 1d6 points of force damage on a successful hit. If the weapon successfully hits a target protected by a force effect, such as a shield spell or mage armor, it might dispel the force effect in addition to damaging the target. Make a dispel check against the effect (DC 11 + caster level). If the check succeeds, the force effect is dispelled (if a spell) or suppressed (if a magic item). Ranged weapons bestow this property on their ammunition.

Level Requirement 11th

Price 15,000 gp


    Fortunate A fortunate weapon grants +1 to all saving throws.

Level Requirement 7th

Price 500 gp


    Fury A weapon with this property deals an extra 1d6 points of damage when the wielder is raging.

Level Requirement 5th

Price 500 gp


    Icy Burst An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the hands that hold the weapon. Icy burst weapons deal +1d10 points of bonus cold damage on a successful critical hit. Bows, crossbows, and slings so enchanted bestow the cold energy upon their ammunition.

Level Requirement 10th

Price 2,500 gp


    Impact Any bludgeoning weapon enhanced by this ability has its critical range doubled. For example, a quarterstaff thus enhanced scores a threat on a 19-20. This enhancement does not affect piercing or slashing weapons. (If you roll this property for an inappropriate weapon, reroll.) This enchantment does not work if you already have enhanced critical range.

Level Requirement 10th

Price 500 gp


    Impedance When the wielder strikes a creature that uses spells or spell-like abilities, if the creature is successfully hit then it must make a Wisdom saving Throw DC 18 or that creature's ability to use its spells is delayed for 1d6 rounds.

Level Requirement 11th

Price 50,000 gp


    Initiative An initiative weapon gives its bearer a +2 bonus on initiative checks made while carrying the weapon.

Level Requirement 5th

Price 20,000 gp

    Jumping Allows the wielder to cast the Feather Falling spell 2/day while grasping the weapon. Double jump range. All expended uses reset on a short or long rest.

Level Requirement 11

Price 13,710 gp


    Keen This enchantment doubles the critical hit range of a weapon. Allowing a weapon to now score a critical hit on a 19-20. This enchantment does not work if you already have enhanced critical range.

Restriction Piercing or slashing weapons.

Level Requirement 10th

Price 500 gp


    Ki focus This weapon serves as a channel for the wielder's ki, allowing them to use any ki-based special attacks (such as a monk's stunning attack, ki strike, and quivering palm) through the weapon as if they were unarmed strikes.

Restriction Melee Weapons

Level Requirement 8th

Price 500 gp


    Last Resort A melee weapon (usually a dagger) with the last resort ability is particularly effective in a grapple. The weapon deals an extra 1d6 points of damage in a grapple for every size category the target is bigger than the wielder. For example, a halfling (small) armed with a last resort dagger would deal an extra 2d6 points of damage when being grappled by an ogre (large).

Level Requirement 7th

Price 500 gp


    Light Burst A light burst weapon explodes with dazzling light upon striking a successful critical hit. The light does not affect you (in case you have light sensitivity, light blindness, or some other vulnerability to light). The target of your critical hit has disadvantage on attack rolls, perception checks, and investigation checks that involve sight for 1 minute. If it has a weakness to light, it suffers the effects of its weakness for 1 round as if it was in the presence of a daylight spell, and is attack rolls, perception checks, and investigation checks that involve sight for 1 minute afterward. For example, if you wield a light burst weapon and score a critical hit against a drow, the drow is blinded for 1 round, and then attack rolls, perception checks, and investigation checks that involve sight for 1 minute as normal. Projectile weapons bestow the light burst property upon their ammunition. DC 17 Constitution save to negate. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

Level Requirement 5th

Price 1,000 gp

    Long Range After long trials and many errors, bowyers and crossbow makers learned the secrets to making long-ranged weapons. Although not a difficult process once the trick is known, discovering how to increase the range on a weapon can often be an arduous task. A weapon with the long-range item quality increases its range increment by +20 feet.

Restriction May only be applied to bows and crossbows.

Price 100 gp


    Magebane Weapons crafted with the magebane property are rightly feared by all arcane spellcasters. Against any creature with arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures with the ability to use arcane spell-like abilities, a magebane weapon's effective enhancement level is 2 better than normal (so that a +1 longsword becomes a +3 longsword when wielded against arcane spellcasters) and deals an extra 2d6 points of damage. Magebane bows, crossbows, and slings bestow this ability upon their ammunition.

Level Requirement 8th

Price 500 gp


    Mighty Smiting When you have ran out of spell slots, you clasp your holy symbol. You are imbued with more divine power. You regain the last level spell slot you used for smite. This feature can be used once per day, when all uses are expended they are regained on a long rest.

Restriction Paladin and Warlock.

Level Requirement 8th

Price 500 gp


    Ornate Although most soldiers in the field care little for the decorative aspect of a weapon or suit of armor, many craftsmen come to pride themselves on the ability to make an item both utilitarian and beautiful. An ornate weapon or suit of armor brings with it a certain amount of prestige, especially since quality decoration is often a sign of great honor or station. Ornate weapons and armor grant the owner a +2 circumstance bonus on Persuasion or Intimidate checks (chosen when the weapon or armor is crafted) when wielded or worn in an appropriate setting.

Restriction May be applied to any weapon or suit of armor.

Price +400 gp (light), +600 gp (medium and heavy), +500 (weapon)

    Paralytic Burst A wave of green energy washes over the victim of this weapon when its wielder strikes true. On a successful critical hit, the creature must make a Wisdom DC 17 saving throw or the weapon afflicts the target with hold monster spell.

Level Requirement 9th

Price 5,000 gp


    Paralyzing On a successful critical hit, a paralyzing weapon renders any living creature immobile for 1 minute unless it succeeds on DC 17 a Wisdom save. Each round on its turn, the paralyzed creature gets a new saving throw to break the effect. Spell resistance applies. Creatures immune to mind-affecting magic are immune to this property. Bows, crossbows, and slings so crafted confer the paralyzing ability upon their ammunition.

Level Requirement 10th

Price 5,000 gp


    Passage Once per day, a passage weapon can slice open a portal into the Spirit World. This works as the plane shift spell, but creates a portal that remains open for 1d4 minutes and then closes. Any creature can pass through the portal, in either direction, while it is open, but once it closes it cannot be opened again. All uses expended can be regained after a long rest.

Level Requirement 15th

Price 32,400 gp


    Perfect Balance Weaponsmiths know the value of stability, and they often strive for the perfect balance point in every weapon they create. While a poorly balanced weapon can make the wielder clumsy and awkward in combat, a weapon with perfectly distributed weight can help a combatant remain effective even when unstable. A melee weapon with the perfect balance quality grants its wielder an additional +1 bonus to AC when taking the dodge action.

Price 100


    Phasing Phasing ammunition allows the wielder to ignore a single solid obstacle no thicker than 5 feet. A phasing arrow can be shot through a glass window, stone rampart, or even an adamantine breastplate. When using phasing ammunition ignore cover, then shield, then armor of the target, in that order (you only get one). Once one form of bonus has been ignored, the rest apply normally. Natural armor remains unaffected by phasing ammunition.

Restriction Ammunition

Level Requirement 5th

Price 2,500 gp


    Prismatic Burst A multicolored beam of light plays over the victim of this weapon when its wielder strikes true. On a successful critical hit, the weapon strikes the target with a prismatic spray spell effect (save DC 20). The creature must make a Dexterity save, the caster follows the spell's effect.

Level Requirement 13th

Price 35,000 gp


    Quick loading A quick-loading crossbow accesses an extradimensional space that can hold up to 100 bolts, allowing the wielder to reload the crossbow more rapidly than normal. Reloading a quick-loading hand or light crossbow is a free action (allowing a character with multiple attacks to use his full attack rate), while reloading a quick-loading heavy crossbow is a bonus action. Adding or removing a bolt by hand from the extradimensional space requires a bonus action. Different types of bolts can be held in the extradimensional space, and the wielder may select freely from these when reloading the crossbow.

Restrictions Crossbow

Level Requirement 9th

Price 3,000 gp


    Radiant The owner of this weapon can cast the daylight spell 3/day. All expended uses get refreshed after a long rest.

Level Requirement 9th

Price 2,150 gp


    Radiant holding This property (sometimes employed by wizard's guards in the Old Empires) can only be placed on ranged weapon ammunition. A radiant holding projectile turns into a pulse of silvery radiance when shot. Any attack with such a projectile is a ranged touch attack. The projectile inflicts 1d6 point of force damage (instead of its normal damage), but the target must also make a Wisdom save DC 17 or be affected by the Hold Monster spell.

Level Requirement 9th

Price 40,000 gp

    Ravenous ravenous weapon acquires a taste for the blood of those it wounds, dealing extra damage on subsequent attacks. Ravenous weapons are adorned with teeth or fangs (real or engraved). They make terrible slurping and gnashing noises as they smash bones and carve through flesh. A melee weapon with the ravenous ability only functions if its wielder is evil and can make multiple attacks in a single round. When a ravenous weapon wounds a creature, it acquires a taste for that creature's flesh and blood. Subsequent attacks made against the same creature during the same round deal an extra 2d6 points of damage (of the same type the weapon normally deals - bludgeoning, piercing, or slashing). For example, Xokarus the blackguard makes three attacks with his +1 ravenous greataxe, hitting Andril the paladin all three times. The first attack deals normal damage, while the second and third attacks each deal an extra 2d6 points of slashing damage.

Level Requirement 9th

Price 9,000 gp


    Razor sharp Some craftsmen can coax a superior edge from a blade. Swordsmen consider such weapons extremely valuable, as such blades not only slice into opponents more easily but they also stick within such foes less frequently. A bladed weapon with this item quality deals an extra +1 point of damage.

Restriction May only be applied to bladed slashing weapons.

Price 1,000 gp


    Resounding A resounding weapon emits a deep, ringing chime each time it successfully hits a target. The sound carries over the din of battle, encouraging the wielder's allies. When the wielder of a resounding weapon hits a foe with the weapon, allies within 60 feet gain a +1 bonus on attack rolls and on saves against fear effects for 1 minute.

Restriction Melee Weapons

Level Requirement 11th

Price 500 gp


    Returning A returning weapon returns through the air back to the creature that threw it. It returns after every attack made. It is therefore ready to use again that turn.

Restriction Weapons that can be thrown

Level Requirement 7th

Price 2,500 gp


    Sacred Upon command, a sacred weapon is sheathed in luminous positive energy, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This energy does not harm the wielder unless it is undead, in which case it takes 1d4 points of Radiant damage per round while the undead is within the range of the light and while the wielder holds the weapon when it is so energized. The effect remains for 1 hour or until another command is given. A sacred weapon deals an extra 1d6 points of damage to undead (or 2d6 against evil outsiders) on a successful hit. Bows, crossbows, and slings so crafted bestow the positive energy upon their ammunition.

Level Requirement 7th

Price 3,000 gp


    Sacred Burst A sacred burst weapon functions as a sacred weapon that also explodes with positive energy upon striking a successful critical hit. (This effect occurs even if the target is normally immune to critical hits.) The positive energy burst does not harm the wielder unless it is undead, in which case it takes 1d4 points of Charisma damage each time the weapon bursts. In addition to the extra damage from the sacred ability (see above), a sacred burst weapon deals an extra 1d10 points of damage to undead on a successful critical hit. Bows, crossbows, and slings so crafted bestow the positive energy upon their ammunition. Even if the sacred ability is not active, the weapon still deals its extra damage on a successful critical hit.

Level Requirement 12th

Price 5,000 gp


    Sacrificial Smiting this weapon property allows the wielder to sacrifice some of their own vitality to gain extra uses of smite. By accepting one level of exhaustion, the wielder can use smite on a creature struck by the weapon even if the wielder has expended all their uses of smite evil for the day. The wielder decides at the time of the attack whether to make the sacrifice, instantly applying the effect of the smite.

This weapon ability was devised by paladins of Ilmater, and weapons with this ability are sometimes called martyrsmite weapons.

Restrictions Only melee weapons can have this special ability. Useable only by paladins or characters able to smite.

Level Requirement 7th

Price 500 gp

    Screaming Upon command, a screaming weapon emits a low hum that is grating on the ears but does not harm the wielder. Screaming weapons that hit produce a louder high-pitched sound and deal an additional 1d6 points of thunder damage on a successful hit. Bows, crossbows, and slings with this ability bestow the thunder energy upon their ammunition. Screaming weapons do inflict this bonus damage within a silence spell. Screaming weapons do not have any additional adverse affects upon creatures that use enhanced hearing, although such creatures dislike screaming weapons.

Level Requirement 10th

Price 500 gp


    Shadowscourge A shadowscourge weapon excels at attacking creatures with ties to Shadowfell. Such creatures include, but are not limited to, shadar-kai, nightwalker, shadow dragon, bodak, shade, nightmare (creature), wraith, catoblepas, creatures with the shadow template, and any other creature native to shadowfell. Against such foes, its effective enhancement bonus is +2 better than its normal enhancement bonus (so a +1 longsword is a +3 longsword against its foe). It deals an extra 2d6 points of damage against the foe. Bows. Crossbows, and slings so created bestow the shadowscourge quality upon their ammunition.

Level Requirement 8th

Price 1,000 gp


    Shadow strike A shadowstrike weapon can reach through the wielder's own shadows to catch foes off guard. Once per day, the wielder can make such an attack. The weapon reaches 5 feet farther than normal. These shadows must be within a range of 30 feet of a space that you can see. To make a shadowstrike attack, the weapon must be illuminated by a light source or be outside on a day bright enough to cast shadows.

Restrictions Melee Weapon

Level Requirement 15th

Price 2,000 gp


    Shattermantel A shattermantle weapon damages an opponent's spell resistance. Each time the weapon strikes a foe with spell resistance, the creature must make a Constitution saving throw DC 17 or their spell resistance does not work until the end of your next turn.

Level Requirement 15th

Price 15,000 gp


    Shock Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the hands that hold the weapon. Shock weapons deal +1d6 points of bonus lightning damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the electricity energy upon their ammunition.

Level Requirement 8th

Price 1,000 gp


    Shocking Burst A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the hands that hold the weapon. Shocking burst weapons deal +1d10 points of bonus electricity damage on a successful critical hit. Bows, crossbows, and slings so enchanted bestow ,the electricity energy upon their ammunition.

Level Requirement 10th

Price 6,500 gp


    Silent moves This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It adds a +5 stealth bonus. (The armor's disadvantage penalty still applies normally.)

Level Requirement 5th

Price 3,750 gp


    Silent strike Any creature struck by a silent strike weapon must make a DC 15 Wisdom save or be silenced, as per the spell silence, for 1d4 rounds. Multiple hits from a silent strike weapon reset the duration of the silence but do not otherwise stack.

Level Requirement 3rd

Price 1,750 gp


    Sizing The wielder of a sizing weapon can change its size category as a standard action. For example, a Small short sword can be changed into a Large short sword. Spellcasters who polymorph themselves frequently tend to appreciate weapons with the sizing property.

Level Requirement 9th

Price 750 gp


    Skillful Highly prized by many arcane spellcasters, a skillful weapon can be wielded without penalty by a character not normally proficient with it. In addition, the wielder's to hit bonus improves to a minimum of 3/4 their level (rounded up) when they attack with a skillful weapon, though they gain no such bonus with any other weapon, even if a skillful weapon is wielded at the same time.

Restrictions The skillful special ability can be added only to melee weapons.

Level Requirement 11th

Price 2,000 gp


    Slow Burst A chill aura numbs this weapon's victim when its wielder strikes true. On a critical hit, the creature must make a Wisdom saving throw DC 14 or the weapon afflicts the target with the slow spell. This effect activates even if the creature struck is not subject to critical hits.

Level Requirement 5th

Price 500 gp

    Smoking Upon command, a smoking weapon fills the wielder's area (a 5-foot cube) with noxious smoke equal to a stinking cloud spell. The smoke affects any creature that enters the wielder's area (such as to make a grapple attempt) and puts the wielder as if they were heavily obscured. The wielder is not affected by the nauseating fumes and can see through them normally. The smoke dissipates instantly if the wielder leaves the smoke-filled square, forming again in whatever area the wielder ends his movement.

A creature with a face larger than 5 ft by 5 ft. still only has one square enveloped in smoke; only attacks that cross or enter the smoke-filled area are subject to the miss chance.

Level Requirement 5th

Price 500 gp


    Sonic Upon command, a sonic weapon is surrounded with waves of sound energy. The sonic energy does not harm the wielder. The effect remains until another command is given. A sonic weapon deals an extra 1d4 points of thunder damage on a successful hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition.

Level Requirement 8th

Price 500 gp


    Sonic Burst A sonic burst weapon functions as a sonic weapon that also explodes with sonic energy upon striking a critical hit. Add an extra 1d8 points of thunder damage each time you score a critical hit. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. This effect activates even if the creature struck is not subject to critical hits. Even if the sonic ability is not active, the weapon still deals its extra sonic damage on a critical hit.

Level Requirement 12th

Price 3,150 gp


    Soul drinking Whenever the wielder damages a creature, the target must make a Consitution saving throw DC 17 or gain 1 point of exhaustion. When the wielder scores a critical hit with the weapon, it bestows two points of exhaustion, and the wielder gains +1d8 temporary hit points and a +2 enhancement bonus to Strength. The temporary hit points and enhancement bonus fade after 1 hour.

Level Requirement 17th

Price 75,000 gp


    Sparkling A sparkling weapon causes a target it strikes to erupt in pale multicolored flame. The target must succeed on a DC 19 Dexterity saving throw or be affected by the faerie fire spell. The flames last for 1d6 rounds. Multiple hits by sparkling weapons have no additional effect. Projectile weapons bestow the sparkling property upon their ammunition.

Level Requirement 9th

Price 2,000 gp


    Speed A weapon of speed allows the wielder one single extra attack each round. It is not cumulative with haste. The extra attack must be with this weapon, not with some other weapon. The weapon does not grant the benefits of a haste spell, so an additional action is not what is granted, simply an extra single attack with this weapon.

Level Requirement 7th

Price 23,000 gp


    Spellblade The wielder of a spellblade weapon is immune to a single spell chosen at the time the weapon is created. The selected spell must be one that is targeted against the wielder, not one that affects an area or creates an effect. When the wielder is next subjected to the chosen spell, the weapon absorbs it. On their next turn, they can opt to either let the spell drain harmlessly away or direct it at a new target as a free action.

Level Requirement 13th

Price 6,000 gp


    Spell strike A spellstrike weapon allows the wielder to transfer some or all of the weapon's enhancement bonus as a bonus on his saving throws against spells and spell-like abilities. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect on saving throws lasts until his next turn. This bonus stacks with all other bonuses that benefit the wielder's saving throws.

Level Requirement 8th

Price 500 gp


    Spell storing A spell-storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This ability is a special exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Inflict wounds, blindness, and hold person are all common choices for the stored spell. Once the spell has been cast, the weapon is empty of spells, and a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wearer the name of the spell currently stored within it. A randomly rolled spell-storing weapon has a 50% chance to have a spell stored in it already. 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.

Level Requirement 8th

Price 500 gp

    Spider kissed When you score a critical hit with a spiderkissed weapon, the target must succeed on a DC 13 Dexterity save or become entangled for 1d6 rounds as a mass of webbing covers its body. The webbing cannot be removed and lasts for the duration of the effect. Bows, crossbows, and slings with this property bestow the spiderkissed property upon their ammunition.

Level Requirement 5th

Price 1,500 gp


    Splitting Any missile fired from a splitting weapon, or an arrow or bolt enchanted with the splitting ability, breaks into two identical missiles before striking the intended target.

V-shaped engravings adorn a splitting weapon or splitting ammunition.

The splitting ability of a ranged weapon (must be a bow, crossbow, arrow, or bolt) only functions if its wielder has the Sharpshooter feat.

Any arrow or bolt fired from a splitting weapon magically splits into two missiles in mid-flight. Both missiles are identical, sharing the nonsplitting properties of the original missile; for example, a +1 splitting arrow splits into two +1 arrows in mid-flight. Both missiles strike the same target. Make a separate attack roll for each missile using the same attack bonus.

Restriction Ranged Weapon

Level Requirement 7th

Price 9,000 gp


    Stalactite A stalactite blade resembles a long, thin stalactite instead of standard blade. This difference in appearance does not affect the weapon's statistics in any way. On a critical hit the target must succeed on a Constitution saving throw DC 19 or become petrified for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the petrification ends on the target.

Restrictions Bladed weapon

Level Requirement 12th

Price 9,000 gp


    Strength sapping Every time this weapon deals damage, the target must succeed at a Constitution save DC 15 or gain 1 point of exhaustion.

Level Requirement 3rd

Price 15,000 gp


    Stunning Ranged Any target hit by stunning ammunition must make a Consitution saving throw DC 13 or be stunned for till the start of your next turn.

Restriction Ammunition that deals bludgeoning damage

Level Requirement 5th

Price 300 gp


    Stunning Melee When striking a foe, a stunning weapon emits a powerful burst of sonic energy. It deals +1d6 points of bonus thunder damage on a successful hit. The sonic energy does not harm the weapon's wielder or others nearby. On a critical hit, the target must succeed on a Constitution save DC 17 or be stunned till the start of your next turn. Bows, crossbows, and slings with this ability bestow the sonic energy on their ammunition.

Level Requirement 9th

Price 1,600 gp


    Subjugating A subjugating weapon damages an opponent's morale in addition to dealing physical damage. Any creature struck by a subjugating weapon must succeed on a DC 20 Wisdom save or becomes frightened for 1d6 rounds. Multiple strikes by a subjugating weapon do not stack. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the fear ends on the target.

Level Requirement 7th

Price 1,000 gp


    Suppressing A creature damaged by a suppressing weapon must take a DC 22 Wisdom Save or lose the benefits of spell resistance until the start of your next turn. The target's spell resistance returns to normal on the following round.

Level Requirement 15th

Price 5,000 gp


    Sweeping This property grants a +4 bonus on any Strength checks the wielder makes as part of an attempt to trip an opponent with the weapon.

Level Requirement 11th

Price 700 gp


    Throwing A melee weapon enchanted with this ability gains a range increment of 30 feet and can be thrown by a wielder proficient in its normal use.

Restriction Melee weapon

Level Requirement 5th

Price 250 gp


    Thundering A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder of the weapon. Thundering weapons deal +1d8 points of bonus thunder damage on a successful critical hit. Bows, crossbows, and slings so enchanted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a Constitution save DC 14 or be deafened permanently.

Level Requirement 5th

Price 2,300 gp

    Truebane The cult of Kostchtchie is generally (if begrudgingly) credited with the development of this more powerful variant of the commonplace bone weapon quality. When wielded, a truebane weapon gains the bone weapon quality against the same type of creature as the wielder. Thus, a giant wielding a truebane weapon gains an additional +2 enhancement bonus on attack rolls and damage and +2d6 additional damage against giants, while a lawful outsider would gain the bonus against other lawful outsiders. At the end of any round in which a truebane weapon deals damage to a creature, the weapons bane quality changes to match the type of the creature it last damaged; this change persists for round before reverting to the wielders creature type (unless, of course, the weapon is used to damage a different creature in that round)

Level Requirement 12th

Price 33,750 gp


    Vampiric Any living opponent struck by a vampiric weapon must make a Constitution save DC 16 or lose an additional 1d4 hit points, which are immediately added to the wielder's current hit point total. Any hit points above the wielder's maximum are treated as temporary hit points (multiple additions of temporary hit points don't stack) and disappear after 1 hour.

Level Requirement 7th

Price 1,750 gp


    Venomous A venomous weapon can inflict a poison spray spell Constitution save DC 14 upon a creature struck by the weapon (or projectile). The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison spell must be inflicted on the same round that the weapon (or projectile) strikes.

Level Requirement 9th

Price 150 gp


    Vicious When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.

Restrictions Melee Weapons

Level Requirement 9th

Price 750 gp


    Vile Every time this weapon deals damage, it deals an additional 1d6 point of necrotic damage. If the weapon scores a critical hit, it deals 2d6 additional points of necrotic damage.

Level Requirement 5th

Price 800 gp


    Viper Upon command, a viper weapon transforms its blade or lash into a viper one size category smaller than the wielder for which it is sized. For example, the blade of a greatsword sized for a Large character temporarily becomes a Medium viper, while the blade of a dagger sized for a Small character temporarily becomes a Tiny viper.

The wielder of a viper weapon uses his own attack bonus or that of the viper, whichever is higher, when making an attack with the transformed weapon. The damage dealt is always equivalent to the base damage for the bite attack of the appropriate kind of viper, plus the weapon's enhancement bonus and any other applicable modifiers. A successful attack also delivers the viper's poison. When thus transformed, viper weapons are always treated as piercing weapons.

This ability can be applied up to three times to a scourge, with each application converting one lash into a viper. When a viper scourge is used with an attack action, only one viper can attack; when it is used with a full attack action, all three can attack.

Only bladed weapons (including daggers and swords), scourges, and whips can become viper weapons. (If this special ability is rolled randomly for an inappropriate weapon, reroll.) All weapons with this special ability are emerald-green in hue and covered in scales.

A typical bladed viper weapon is crafted with a ring-pommel that allows the bearer to hang it from a belt, tie it to his wrist for use in mounted combat, or lower it on a cord through trapdoors onto intruders below. (This last usage always employs the viper's attack bonus for attacks.)

Level Requirement 6th

Price 1,200 gp


    Weakening Weakening weapons allow the user to cast the ray of enfeeblement spell 3/day DC 18 when they deal damage to a creature. Spell resistance applies. This weakness lasts for 10 minutes. Bows, crossbows, and slings so crafted confer the weakening power upon their ammunition.

Level Requirement 10th

Price 1,800 gp

Document

Edits

Bloodfeeding Raised the damage output but also the number of stacks per attack.

Blood Groove Changed the weight decrease and added an improve to hit. Adjusted the price.

Clouting Added the save DC and changed the save type

Consumptive Burst Removed Exhaustion and decreased price

Deadly precision Level 12 overall and you must be a rogue to get the enchantment.

Doomwarding Added what happens after charges run out.

Explosive Changed price

Cover Art: Skiorh

13
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.