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Enchanting

Before long into ones adventuring career, your character will no doubt find their starting equipment to fall behind that of foes they can face. A solution many adventurers turn to is item enchanting; the process of imbuing desired features into an item using select ingredients. But in order to enchant items, one needs access to and proficiency in an Enchanting Altar.  

Enchanting Altar

The enchanting altar is a large structure carved from stone and engraved in runes. The altar itself is formed from three parts, the central pedestal, the auxiliary pedestals, and the runic matrix. The center of the altar holds a pedestal and four pillars, that hold the runic matrix aloft. The central pedestal is where the item desired to be enchanted is placed. Surrounding the pillars are multiple auxiliary pedestals which hold the ingredients used for the enchanting ritual. The runic matrix is a large orb comprised of numerous metal interconnected rings bearing runes, these rings can be spun around each other to arrange the runes on a specific pattern, with millions of different combinations. The altar takes up the space of a large room, being anywhere to 50 - 100 feet across and 10 feet tall, depending on the number of auxiliary pedestals placed around the center. As this is not something one can just take with them, guilds or private wizards will often lend the use of their altar for a small fee.  

Ingredients and Enchanting Power

Once you have an item you wish to enchant, and access to an altar and someone who can use it, you'll two more things: enchanting power and thematic materials; three items per enchantment that match the theme of the enchantment. Your enchanting power will typically come from mana that has been harvested and refined into a more physical form, while the thematic materials can be anything. The materials needed depends on the enchantment being placed on the item. If you want to make your sword blaze with fire, you'll need raw materials that are associated with fire; a dragon's scale, a piece of volcanic rock, and a vial of essence of fire just as an example. Later if you want to apply additional enchantments to the item, you'll need materials for all current enchantments, plus the new desired enchantment, and enough enchanting power for the new and previous enchantments.   You will need 12 enchanting power to perform one enchantment, and for laying on additional enchantments you'll need 12 for each previous enchantment and another 12 for the new enchantment. Enchantment power is provided by Mana Essence (1 ep), Mana Dust (4 ep), and Mana Shards (12 ep). Rich magi and magic guilds own and operate one or more Mana Extractors, which draw mana from the ley lines of Azeroth and condense it into Mana Essence, trapping it inside leaded or crystal vials or similar containers. The essence can be further refined into Mana Dust, and the dust compressed into Mana Shards. The infrastructure required for these operations are expensive and time consuming, and often something an adventurer doesn't invest into.  

Enchanting and Disenchanting

Once all the materials are provided and the runic matrix aligned, enchantment can begin. The enchanting ritual requires 1 minute of concentration, at the end of which the user makes an Intelligence (Enchanting Altar) check. If the user is not proficient with Enchanting Altars, the ritual immediately fails and suffers an Instability. Compare the result of your check to the Enchanting Result table. If your result lists Instability, roll a percentile die. If you roll the listed number or lower on the percentile die, the ritual might fail you must now roll on the Instability table. If a ritual fails, you typically keep the materials but the enchanting power is consumed. Otherwise the ritual succeeds. If the result lists High Stability, roll a percentile die. If you roll the listed number or lower on the percentile die, the ritual not only succeeds, but you also gain an unexpected boon.   When placing multiple enchantments on an item, they must be placed one at a time with separate rituals, requiring you to consider which enchantment you want to put on first. Enchantments that require materials you have few of you may want to do last, so you do not have to provide them again with the additional enchantments. Also, for each enchantment already present on the item, increase the Instability chance by 10% and decrease the High Stability chance by 10%.   You may also choose to attempt to disenchant an enchanted item. Doing so can allow you to recover some Mana Essence, but you will never recover more than 12 ep worth of Mana Essence from disenchanting, no matter how many enchantments were placed on the item. The disenchanting ritual is far simpler, and requires only the item and leaded or crystal vials to store the Mana Essence, placed on the auxiliary pedestals. The ritual requires 1 minute of concentration, at the end of which the user makes an Intelligence (Enchanting Altar) check. If the user is not proficient with Enchanting Altars, the ritual immediately fails and no essence is recovered. Regardless if the ritual succeeds or fails, the item losses all of its enchantments. Compare your result to the Disenchanting Result table to determine the amount of Mana Essence you recover.   Table: Enchanting Result
Result Effect
1 - 4 Instability 50%
5 - 9 Instability 25%
10 - 14 Instability 5%
15 - 19 Successful Ritual
20 - 24 Highly Stable 5%
25 - 29 Highly Stable 10%
30+ Highly Stable 15%
  Table: Disenchanting Result
Result Effect
1 - 4 0 Mana Essence
5 - 9 1 Mana Essence
10 - 14 1d4 Mana Essence
15 - 19 1d6 Mana Essence
20 - 24 2d4 Mana Essence
25 - 29 2d6 Mana Essence
30+ 3d4 Mana Essence
  Table: Instability
d10 Effect
1 Ritual succeeds, but requires an addition 1d4+1 Enchanting Power. If this extra power is not already present on auxiliary pedestals, the ritual instead fails.
2 Ritual fails, the DM selects one thematic material at random to be consumed.
3 Ritual fails, the user takes 3d10 force damage, all other creatures within the confines of the altar and within 10 feet of it must make a DC 13 Dexterity saving throw or take 1d10 force damage. The thematic materials are blown off their pedestals and scatter about.
4 Ritual succeeds, but you must also roll on the Wild Magic Surge table.
5 Ritual succeeds, but you can not convert any mana points into spell slots for the next hour.
6 Ritual fails and you must also roll on the Wild Magic Surge table.
7 Ritual fails, for the next 8 hours you may not cast any spells, all spells treat you as an unwilling target, spell attack rolls against you are made at disadvantage, and you have advantage on saving throws to resist the effects of spells.
8 Ritual succeeds, but you are shifted into the ethereal plane for 1d4 hours.
9 The ritual fails, and you become super charged with mana. You recover all your mana points, and for the next minute if at the end of each of your turns you did not spend any mana points that turn, you take 1d10 necrotic damage. You may not resist this damage. If you do not have mana points you instead become poisoned for an hour.
10 Roll twice on this table, rerolling if you get this result. Both results happen simultaneously, however the ritual may only succeed if both results say they succeed.
  Table: High Stability
d10 Effect
1 You are refunded 1 Mana Essence. If an available leaded or crystal vial is not provided on an auxiliary pedestal, this Mana Essence is lost.
2 Enchanting rituals performed at this altar for the next 10 minutes has its instability reduced by -10%.
3 Once within the next 8 hours, you may reroll one ability check, saving throw, or attack roll. You may choose to keep the new roll.
4 You enter a state of focus, and have advantage on Intelligence and Wisdom ability checks for the next hour.
5 You immediately gain the effects of a short rest.
6 The first time you roll on the Instability table within the next hour, if the result says you fail the ritual, you instead succeed.
7 The DM chooses a thematic item at random. It is not consumed for this ritual.
8 The DM chooses a random 1st level spell. You may cast that spell once within the next 8 hours in a 1st level slot without expending any mana points.
9 You permanently learn the Prestidigitation cantrip. If you already know this cantrip, you gain the ability to cast a random cantrip you do not know for the next 8 hours.
10 Roll twice on this table, rerolling this result. You may choose which of the two results happen.
 

Item Quality and Maximum Enchantments

The quality of an item dictates the maximum number of enchantments it can hold. Only items that are truly exquisite can hold a number of enchantments. The common items one produces to make a living, or the mass produced poor quality items made by goblin factories, aren't sufficient to hold even a single enchantment. Any attempt to enchant and item of poor or common quality will result in a failed ritual and a roll on the Instability table. Magic items that already have a special effect also can not be enchanted, the ritual fails and nothing is consumed.   Table: Enchantments by Item Quality
Quality Max Enchantments
Poor 0
Common 0
Uncommon 1
Rare 2
Very Rare 3
Epic 5
Legendary 7
Artifact 9
Heirloom 0
 

Enchantments

The following is a list of known enchantments, sorted by item type. Feel free to work with your DM to make custom enchantments using the below as guidelines. If an enchantment says it requires attunement, you must be attuned to the enchanted item to gain the benefits of that enchantment. Each enchantment can be applied only once, unless otherwise specified.  

Armor Enchantments

These enchantments require the entire suit of armor to be enchanted to work. You may not place these enchantments on a single piece of armor, such as just a gauntlet or just the helmet.  

Balanced

Requires attunement
You have advantage on saving throws and ability checks made to resist effects which cause the prone condition, keeping balance, being moved against your will, and falling over.  

Bitter

A creature who makes a bite attack against you, or who otherwise puts your armor in their mouth, must make a DC 14 Constitution saving throw each round their mouth is on your armor, gaining the poisoned condition for a minute if they fail.  

Bolstering

Requires attunement
When you attack and damage a creature, you gain advantage on any saving throws that creature requires you to make until the start of your next turn.  

Champion

Requires attunement
At the start of combat you may designate a single creature as your opponent. Attacks that creature make against you are at disadvantage. This effect is suppressed until the start of you next turn if you attack a creature other than the designated creature.  

Defiant

This enhancement will also list a type and subtype of creature. While wearing this armor you have resistance to all damage from the listed creature.  

Elemental

This enhancement will also list a damage type (acid, cold, fire, lightning, necrotic, poison, radiant, or thunder). When wearing the armor you are resistant to the specified type of damage.  

Enhance

This armor gains a +1 bonus to its AC. The armor must already have an enchantment on it to be able to gain this enchantment. The armor may have this enchantment multiple times, stacking to a maximum of a +3 to its AC.  

Impervious

This armor will not decay, rot, rust, or warp, even by magical means. The armor’s Object Armor Class increase by 2 and it’s Object Hit Points are the highest possible amount for an object of its size. The armor itself is resistant to all forms of damage, except chaos, though this protection is not granted to the wearer.  

Glamered

As a bonus action this armor may be commanded to change its shape and appearance to assume the form of another object of similar size. The armor retains all of its original properties, including weight, when disguised but does not radiate as magical. A DC 15 + the armor’s enhancement bonus Intelligence (Investigation) check or True Seeing reveals the true form of the armor. The illusion fades for 1 minute when this armor or its wearer is attacked.  

Spell Storing

Requires attunement
When you cast a spell or cantrip using a spell slot of 3rd level or lower with a casting time of 1 action and that can target the self, you may choose to store that spell into this armor. When an attack hits you while wearing the armor, you may use your reaction to release the spell stored in this armor. You are the target of the spell and it goes into effect before the damage of the attack can harm you.  

Staunching

Requires attunement
While wearing this armor you have advantage on saving throws to resist the bleeding condition, and while you are at 0 vitality points and dying you 2 to your death saving throws.  

Warding

Requires attunement
This armor has 1 charge. When you fail a saving throw against a spell or magical effect, you may use your reaction to expend a charge and reroll the saving throw. The armor recovers all its charges when you finish a long rest. You may enchant an armor with this multiple times, each time increasing the charges by 1.  

Weapon Enchantments

Weapon enchantments applied to ammunition can be applied to up to 20 piece of ammunition with one enchanting.  

Absorbing

Requires attunement
This enhancement will also list a damage type. When you take damage matching the damage type, up to 10 damage will be absorbed. You do not suffer the absorbed damage, and the weapon can not store more than 10 damage. Your next attack with the weapon that hits and deals damage, it deals the stored damage whose type is the same type as the damage type listed for this enhancement, in addition to the normal damage of the weapon. The stored damage is then lost.  

Advancing

Requires attunement, melee weapon
When an attack with this weapon hits, you may move up to 5 feet as a bonus action. This movement does not provoke an opportunity attack.  

Allying

Requires attunement, Enhance enchantment
As a bonus action you may grant an ally the enhancement bonus of this weapon. The ally must be within 30 feet and visible by you. Until the start of your next turn, the ally’s currently held weapon’s enhancement bonus is equal to the enhancement bonus of this weapon, unless the target’s weapon has a higher bonus, and this weapon’s bonus becomes +0.  

Anarchic

Requires attunement
A creature’s whose alignment is lawful may not attune to this weapon. When an attack with this weapon is made against a creature with a lawful alignment, the attack is made at advantage.  

Anchoring

Requires attunement, melee weapon
As a bonus action you can command the weapon to become anchored to that single point in space; it will not move from that point, relative to the planetary body its nearest too. The anchored weapon can hold 1 ton (2,000 lbs) of weight, more than that and the anchor effect immediately breaks. If used on a creature or object, the target becomes restrained until the anchor effect ends. The anchored weapon can be moved, thus ending the anchor effect, with a DC 30 Strength check. While the weapon is anchored, it can't be used as a weapon. An anchoring weapon can not be used to restrain amorphous creatures such as elementals, oozes, and creatures in a gaseous or liquid form. It can not restrain incorporeal creatures unless this weapon also has the Ghost Touch enchantment.  

Axiomatic

Requires attunement
A creature’s whose alignment is chaotic may not attune to this weapon. When an attack with this weapon is made against a creature with a chaotic alignment, the attack is made at advantage.  

Bane

This enhancement will also list a type and subtype of creature. When the weapon is used to attack a creature of that type, the weapon deals another 2d6 damage to the listed creature. This damage may not be prevented.  

Benevolent

Requires attunement
When using this weapon to perform the Help action in combat, the next two attacks the target makes before the start of your next turn are made at advantage.  

Called

Requires attunement
While this weapon is on the same plane of existence as you, you may use a bonus action to summon this weapon to your possession, even if it is in the possession of another creature. Effects that prevent teleportation also prevent this enchantment from working.  

Cleaving

Requires attunement, melee weapon
When an attack with this weapon hits and deals damage, half of the damage dealt may be applied to a creature adjacent to the target and within reach of the weapon, if the attack roll would also be enough to hit the second creature.  

Conductive

Requires attunement
As a bonus action you command the weapon to become energized with lightning. The weapon deals an additional 1d6 lightning damage on a hit. This lightning does not harm the wielder. As a bonus action you may command the weapon to revert, losing the lightning.  

Conserving

Requires ranged weapon
When an attack with this weapon misses its target, the fired ammunition teleports back into the container it was drawn from before being fired. Effects that prevent teleportation also prevent this enchantment from working.  

Corrosive

Requires attunement
As a bonus action you command the weapon to become slick with acid. The weapon deals an additional 1d6 acid damage on a hit. This acid does not harm the wielder. As a bonus action you may command the weapon to revert, losing the acid.  

Corrupting

Requires attunement
As a bonus action you command the weapon to become shrouded in purple mist. The weapon deals an additional 1d6 necrotic damage on a hit. This necrotic damage does not harm the wielder. As a bonus action you may command the weapon to revert, losing the mist.  

Countering

Requires attunement, melee weapon
As an action you may enter a defensive pose, increasing your AC until the start of your next turn by half your proficiency bonus. If a melee attack made against you fails to hit, but would have hit if not for this bonus, you may use your reaction to make an attack against the attacker with advantage.  

Courageous

While wielding this weapon, you are immune to being frightened.  

Cruel

Requires attunement
When attacks made with this weapon against a creature that is frightened deal damage, that creature also gains the poisoned condition until the frightened condition ends.  

Cunning

Requires attunement
You may use your Intelligence modifier in place of your Strength or Dexterity modifier for attack and damage rolls made with this weapon.  

Dancing

Requires attunement, melee weapon
As a bonus action you can command the weapon to fly into the air. As part of the same action to command it, the weapon can move up to 30 feet and then attack a creature you can see. The dancing weapon is considered to be wielded by you while it is dancing. On your subsequent turns you may use a bonus action to move the weapon up to 30 feet and then attack a creature you can see. After a minute has passed, or when you use your bonus action to command the weapon to stop dancing, it either returns to your possession if it is within 30 feet of you, or gets as close as it can and then falls to the ground. You may command your weapon to dance again after you complete a long rest.  

Dispelling

When an attack with this weapon strikes a creature or object affected by a magical effect, you may make an Intelligence (Arcana) check against a DC of 10 + the spell’s level. On a successful check the effect ends, on a fail you may not attempt to dispel that effect again for 24 hours. If multiple effects are on the target, the lowest level effect is used.  

Disruption

Requires attunement, melee bludgeoning weapon
An undead creature who is hit by this weapon must make a DC 14 Wisdom saving throw. If the creature fails the saving throw and is of CR ½ or less, it is instantly destroyed. Otherwise if the creature fails it saving throw, the attack from the weapon is treated as a critical hit and the damage may not be resisted by the creature.  

Distance

Requires ranged weapon or ammunition
This weapon’s optimal and maximum range is doubled.  

Dry

Requires attunement, ranged weapon or ammunition
Firearms and other weapons that require a chemical reaction to attack can be used even if underwater or in a vacuum.  

Endless

Requires attunement, ranged weapon
This weapon doesn’t use ammunition, instead before you would fire the weapon it spontaneously creates a single piece of nonmagical ammunition. If you attempt to load the weapon with a different piece of ammunition, the created one vanishes allowing you to use the provided one instead. When fired from the weapon, the created ammunition is destroyed after it hits or misses.  

Enhance

This weapon gains a +1 bonus to its attack and damage. The weapon may have this enchantment multiple times, stacking to a maximum of a +3 to attack and damage.  

Flaming

Requires attunement
As a bonus action you command the weapon to become blazened with fire. The weapon deals an additional 1d6 fire damage on a hit. This fire damage does not harm the wielder. As a bonus action you may command the weapon to revert, losing the fire.  

Freezing

Requires attunement
As a bonus action you command the weapon to become covered in ice. The weapon deals an additional 1d6 cold damage on a hit. This cold damage does not harm the wielder. As a bonus action you may command the weapon to revert, losing the ice.  

Furious

Requires attunement, melee weapon
While wielding the weapon you may use your bonus action to enter a rage for 1 minute. While in this rage you have advantage on Strength checks and Strength saving throws, you add 2 to your damage with the weapon, and you are resistant to bludgeoning, piercing, and slashing damage. You may not convert mana points into spell slots or concentrate on spells while in this rage, and the rage ends early if you go unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You may also end your rage as a bonus action. You must complete a long rest to use this weapon enchantment again.  

Ghost Touch

This weapon counts as both a corporeal and incorporeal object. It can be touched, moved, and wielded by both corporeal and incorporeal creatures. Wielded by a corporeal creature this weapon can attack and damage incorporeal creatures as if the target was corporeal, and vice versa. This weapon can attack creatures phased into one plane from the other; that being the Material and Ethereal planes.  

Glamered

As a bonus action this weapon may be commanded to change its shape and appearance to assume the form of another object of similar size. The weapon retains all of its original properties, including weight, when disguised but does not radiate as magical. A DC 15 + the weapon’s enhancement bonus Intelligence (Investigation) check or True Seeing reveals the true form of the weapon. The illusion fades for 1 minute when this weapon is used to attack.  

Guardian

Requires attunement
As a reaction which you take when an ally you can see within 30 feet makes a saving throw, the ally gains a +1 bonus to their save. You may enchant a weapon with this multiple times, each time increases the saving throw bonus by +1 to a maximum of +3.  

Heartseeker

Requires attunement, melee weapon
This weapon ignores anything less than total cover against most creatures, those with a heart. This weapon enhancement has no effect on aberrations, elementals, oozes, plants, and undead, and any creatures specifically noted to lack a heart.  

Hunting

Requires attunement
When this weapon deals damage against a creature, you may use your reaction to have the creature become known to your weapon. You have advantage on ability checks made to track and locate the known creature and to learn information about the known creature, and attack rolls made against the known creature are made at advantage. You must complete a long rest to make a new creature become known to your weapon, and only one creature can be known to it at a time.  

Immoral

Requires attunement
A creature’s whose alignment is good may not attune to this weapon. When an attack with this weapon is made against a creature with a good alignment, the attack is made at advantage.  

Impervious

This weapon will not decay, rot, rust, or warp, even by magical means. The weapon’s Object Armor Class increase by 2 and it’s Object Hit Points are the highest possible amount for an object of its size. The weapon is resistant to all forms of damage, except chaos.  

Keen

This weapon scores a critical hit on a roll of 19 or 20.  

Ki Focus

Requires attunement, monk weapon
When making an unarmed strike, you may choose to replace the unarmed strike with an attack with this weapon.  

Merciful

When an attack with this weapon reduces a creature to 0 vitality points, the creature is automatically stabilized. Attacks against a creature at 0 vitality points with this weapon is made at disadvantage.  

Mimetic

Requires attunement, melee weapon
When an attack with this weapon hits and deals damage to a creature with resistance or immunity to a type of damage, you may gain resistance to that same damage type until the start of your next turn. If the creature has multiple resistances or immunities, you choose which one to gain. The creature’s own resistances or immunities are unaffected.  

Moral

Requires attunement
A creature’s whose alignment is evil may not attune to this weapon. When an attack with this weapon is made against a creature with an evil alignment, the attack is made at advantage.  

Radiating

Requires attunement
As a bonus action you command the weapon to glow with an orange light. The weapon deals an additional 1d6 radiant damage on a hit. This radiant damage does not harm the wielder. As a bonus action you may command the weapon to revert, losing the glow.  

Reliable

Requires attunement, ranged weapon
This weapon has three charges. When this weapon would misfire, you may expend a charge and the weapon does not misfire. The weapon recovers all its charges when you finish a long rest.  

Returning

Requires attunement, thrown weapon
This weapon, when thrown, returns to your possession at the start of your next turn regardless if it hits or misses its target. If you are unable to catch it, such as having your hands bound or being grappled, the weapon lands on the ground next to you.  

Seaborne

Requires attunement, melee weapon
Attacks with this weapon do not suffer disadvantage when made in the water and while wielded grant you a swim speed of 20 feet.  

Seeking

Requires attunement, ranged weapon or ammunition
Attacks with this weapon ignore the effects of cover. If you know the precise square of your target, even if you can not see them, your attack against that target is not made at disadvantage.  

Spell Storing

Requires attunement, melee weapon
When you cast a spell or cantrip using a spell slot of 3rd level or lower with a casting time of 1 action and that targets a single creature, you may choose to store that spell into this weapon. When you make an attack with this weapon that hits, you may use your reaction to release the spell stored in this weapon. The hit creature suffers the effects of the spell as if they were hit by the spell and failed their saving throw, in addition to the damage of the weapon.  

Throwing

Requires melee weapon
This weapon has the property Thrown (range 10/30), or if the weapon already has the Thrown property, its optimal and maximum range increases by +10 ft./+30 ft. You may enchant a weapon with this multiple times, each time increasing its optimal and maximum range by +10 ft./+30 ft, to a maximum of +30 ft./+90 ft.  

Thundering

Requires attunement
As a bonus action you command the weapon to release a cacophonous roar with every swing and thrust. The weapon deals an additional 1d6 thunder damage on a hit. This thunder damage does not harm the wielder. As a bonus action you may command the weapon to revert, losing the roar.  

Toxic

Requires attunement
As a bonus action you command the weapon to secrete poison. The weapon deals an additional 1d6 poison damage on a hit. This poison damage does not harm the wielder. As a bonus action you may command the weapon to revert, losing the poison.  

Wounding

Attacks with this weapon apply the Bleeding condition on a hit.

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