Minor Object Enchatements

Ability Enhancement (Requires Attunement)

While wearing the enchanted object, you gain a bonus to ability checks and saving throws equal to the number indicated in the enchantment tier value.

Cost. 2 gp (+1) / 10 gp (+2) / 100 gp (+3) / 250 gp (+4)


Commanders Enhancement (Requires Attunement)

When another creature within 30 feet that can hear and see you makes an attack roll or saving throw while you are carrying this item, you can use your reaction to give that creature advantage on its roll.

Cost. 20 gp


Defensive Enhancement (Requires Attunement)

While wearing the enchanted object, you have a bonus to AC equal to the number indicated in the enchantment tier value.

This enchantment does not function with the feature Unarmored Defense.

Cost. 30 gp (+1) / 250 gp (+2) / 500 gp (+3)


Elemental Resistance (Requires Attunement)

While wearing the enchanted object, you have resistance to a specific damage type. The damage type is determined when the enchantment is made, choosing from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

You may attune to multiple items which hold this enchantment.

Cost. 50 gp


Elemental Focus (Requires Attunement)

When this enchantment is made, you choose a damage type from: acid, cold, fire, lightning, or thunder. While wearing the enchanted object, spells that you cast ignore resistance to damage of that type.

You may attune to multiple items which hold this enchantment.

Cost. 50 gp


False Detection (Requires Attunement)

While wearing the enchanted object, you are hidden from divination magic, you can’t be targeted by spells from the divination school, and you can’t be perceived through magical scrying sensors.

Cost. 3 gp


Greater Healing (Requires Attunement)

While wearing the enchanted object, whenever you cast a spell that restores hit points, you may roll the dice indicated in the enchantment tier above; then add the number rolled to the amount of hit points restored.

You must be holding the enchanted object in your hand for you to activate this effect and you may only activate this effect the turn in which you cast the spell.

Cost. 6 gp (1d8) / 60 gp (2d10) / 300 gp (3d12)


Greater Power Increase

While wearing the enchanted object, one of your ability scores is increased by 2, to a maximum of 22. The ability score is determined when the enchantment is made, choosing from Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.

Cost. 200 gp


Power Increase

While wearing the enchanted object, one of your ability scores is increased by 2, up to a maximum of 20. The ability score is determined when the enchantment is made, choosing from Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.

Cost. 50 gp


Resilience (Requires Attunement)

While wearing the enchanted object, you gain proficiency in a saving throw of your choice. The proficiency is determined when the enchantment is made, choosing from Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, or Death.

You may attune to multiple items which hold this enchantment.

Cost. 50 gp


Skill Empowerment (Requires Attunement)

While wearing the enchanted object, you have advantage on ability checks using a specific skill or tool. The skill is chosen when the enchantment is made and you can only get this benefit if you are proficient in that skill or tool.

You may attune to multiple items which hold this enchantment.

Cost. 20 gp


Spell Enhancement (Requires Attunement)

While holding the enchanted item in a free hand, you gain a bonus to spell attack rolls and to the saving throw DC of your spells. The bonus equals the number indicated in the enchantment tier value.

In addition, you can regain a spell slot as an action while holding the item. The recovered spell slot’s level can be up to a maximum of 3rd level for a +1 enhancement, 4th level for a +2, or 5th level for a +3. You can’t use this property again until you finish a long rest.

You must be holding the enchanted object in your hand for you to activate this effect. The enchanted object becomes a spellcasting focus for you if it isn’t already.

Cost. 50 gp (+1) / 150 gp (+2) / 350 gp (+3)

Major Object Enchantements

Barrier (Requires Attunement)

As an action, you or a creature you can see within 30 feet of you gain temporary hit points equal to five times your level. The creature can’t benefit from this enchantment again until it finishes a short or long rest. You can activate this enchantment an amount of times equal to the number indicated in the enchantment tier value, regaining all uses at dawn. The temporary hit points last for 1 hour.

You must be holding the enchanted object in your hand for you to activate this effect.

Cost. 5 gp (x1) / 50 gp (x2) / 150 gp (x3)


Bind Spell (Requires Attunement)

This enchantment imbues an object with magical spells. When the enchantment is made, the enchanter may choose any number of spells to bind to the item. The same spell can be bound multiple times for multiple uses per dawn, and spells can be applied at a higher level than their base spell level. Any spell bound to this item cannot have a casting time other than action, bonus action, or reaction. The attack bonus and spell save DC of bound spells is determined by the highest spell level bound to the enchanted object.

You can cast any spell bound to this object as an action (even if the spell has a casting time of a bonus action), or as a reaction if that is the spell’s normal casting speed. Once you cast a spell from this item, you cannot cast that spell again in this way until the next dawn. If a spell requires concentration, you must maintain concentration as normal to maintain the spell. If the spell has a cost indicated for a component, then you must have that specific component before you can cast the spell.

An item’s Bind Spell enchantment can be improved at any time with a new enchantment process to bind additional spells without overwriting previous bound spells. Regardless of how many spells are bound onto an item, this enchantment is always considered a single major enchantment.

The gold cost of a Bind Spell enchantment is based on the number of spells and their levels that are bound to the item, as seen in the table below. For example, binding a 1st-level and a 4th-level spell to an item would have an enchanting cost of 42.5 gp.

Spell levelDCAttack BonusPrice
Cantrip13+51 gp
1st13+52.5 gp
2nd13+55 gp
3rd15+710 gp
4th15+740 gp
5th17+990 gp
6th17+9200 gp
7th18+10300 gp
8th18+10450 gp
9th19+111000 gp
The way a specific bound spell behaves can be modified by spending extra gold during the enchantment process with the options provided below. Each of these effects increases the spell’s level for the purposes of calculating the gold cost of the enchantment (not for the actual casting of the spell). The number of spell levels added for this cost calculation is given in parentheses following the effect’s name. You can add multiple different effects to the spell, adding to the cost as appropriate.

A spell’s effective level cannot be increased above 9th for the purposes of calculating its cost. For example, a 7th-level spell cannot be bound along with the Maximize Magic effect, since that would increase its effective level above 9th.

Maximize Magic. (+3 spell levels) Any dice rolled as an effect of the specified bound spell are maximized for the highest possible result. Quicken Magic. (+1 spell level) You may cast the specified bound spell as a bonus action instead of an action. Transmuted Magic. (+1 spell level) If the specified bound spell deals acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage, you may choose a different damage type within that list at the time of enchanting. Whenever the spell would deal damage of any of these damage types, it instead deals that much damage of the new type. Reach Magic. (+1 spell level) The specified bound spell’s range is tripled. A spell with a range of touch instead has a range of 60 feet. Extend Magic. (+1 spell level) If the specified bound spell has a duration, that duration is tripled.

The Bind Spell enchantment must be applied to an object which you hold in your hand, and must be held as you activate its effect. Alternatively you may opt to bind a spell to a piece of clothing or armor, but such spells may only target you or have their effects be centered on you. For example you could bind the spell darkness onto your armor, but if you do so, the spell can only be activated targeting the armor as the center of the spell’s effect.

You may attune to multiple items which hold this enchantment. If a spell has an effect that uses your spellcasting ability modifier (such as cure wounds) and you do not have a spellcasting ability modifier, you instead use your intelligence modifier.

Creature Protection (Requires Attunement)

While wearing the enchanted object, creatures of a specific type (aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead) have disadvantage on attack rolls made against you. You also can’t be charmed, frightened, or possessed by them. The creature type is determined when the enchantment is made. Cost. 400 gp

Damage Resistance (Requires Attunement)

While wearing the enchanted object, you have resistance to bludgeoning, piercing, or slashing damage. The damage type is determined when the enchantment is made. Cost. 250 gp

Elemental Immunity (Requires Attunement)

While wearing the enchanted object, you have immunity to a specific damage type. The damage type is determined when the enchantment is made, choosing from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Cost. 300 gp

Magical Mastery (Requires Attunement)

When this enchantment is made, you choose a spell school between: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. While wearing the enchanted object, whenever you spend a spell slot to cast a spell of the chosen school, that spell is casted one spell level higher instead.

You may attune to multiple items which hold this enchantment but multiple instances of this enchantment on the same school do not stack. Cost. 500 gp

Magical Mitigation (Requires Attunement)

While wearing the enchanted object, whenever you take damage, you may use your reaction to expend one spell slot and reduce that damage by an amount equal to five times the spell slot’s level. Cost. 50 gp

Magic Resistance (Requires Attunement)

While wearing the enchanted object, you have advantage on saving throws against spells and other magical effects. Cost. 100 gp

Missile Resistance (Requires Attunement)

While wearing the enchanted object, you have resistance to damage from ranged weapon attacks. Whenever you take bludgeoning, piercing, or slashing damage as a result of a Dexterity saving throw, you have resistance to that damage as well. Cost. 50 gp

Resource Recharge (Requires Attunement)

The enchanted object grants you an ability dependent on your character’s class. You must be wearing the enchanted object for you to be able to activate its effect. Once you use any one of these effects, you regain the ability to use the enchantment again after a long rest.

  • Artificer / Ranger. As an action, you regain 2 of your highest expended spell slots.
  • Barbarian. As an action, you regain 2 spent uses of your Rage feature.
  • Bard. As an action, you regain all expended uses of your Bardic Inspiration.
  • Cleric / Paladin. As an action, you regain all expended uses of your Channel Divinity.
  • Druid. As an action, you regain all expended uses of your Wild Shape.
  • Fighter / Rogue. After channeling for 12 seconds (2 turns), you gain the benefits of a short rest.
  • Monk. As an action, you regain all expended Ki points.
  • Sorcerer. As a bonus action, you regain 5 spent sorcery points.
  • Warlock. After channeling for 1 minute, you regain all of your expended Pact Magic spell slots.
  • Wizard. When you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 3. Cost. 500gp

Restore (Requires Attunement)

As an action, you or a creature you can see within 30 feet of you regains hit points equal to five times your level. The creature can’t regain hit points from this enchantment again until it finishes a short or long rest. You can activate this enchantment an amount of times equal to the number indicated in the enchantment tier value, regaining all uses at dawn. This enchantment has no effect on constructs or undead.

You must be holding the enchanted object in your hand for you to activate this effect. Cost. 5 gp (x1) / 50 gp (x2) / 150 gp (x3)

Regeneration (Requires Attunement)

While wearing the enchanted object, you regain 1 hit point at the start of each of your turns (10 hit points each minute). You don’t gain this benefit if you have 0 hit points. Cost. 500 gp

Ruin (Requires Attunement)

As an action, a creature that you can see within 30 feet of you takes force damage equal to five times your level. The creature can’t be affected by this enchantment again until it finishes a short or long rest. You can activate this enchantment an amount of times equal to the number indicated in the enchantment tier value, regaining all uses at dawn. Undead creatures are healed by this enchantment instead of taking damage. Constructs are not affected by this enchantment.

You must be holding the enchanted object in your hand for you to activate this effect. Cost. 5 gp (x1) / 50 gp (x2) / 150 gp (x3)

Summon Monster (Requires Attunement)

This enchantment imbues an object with the ability to summon creatures from other planes. When the enchantment is made, the enchanter determines the associated creature type (aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead), as well as the enchantment tier. The tier determines the gold cost of the enchantment, as well as how many creatures can be summoned, and at what challenge rating.

When you activate this enchantment as an action, you may summon a number of creatures up to a certain challenge rating based on the enchantment tier, as shown in the table below. The item can only summon creatures from a specific creature type, as chosen when the enchantment is made. The summoned creatures appear within 30 feet of you and share your initiative, taking their turns directly after yours, following your commands (no action needed) to the best of their abilities. A creature summoned in this way disappears after 1 hour, or until you lose concentration, or when it drops to 0 hit points, whichever happens first. Once you use this ability, you cannot do so again until the next dawn.

This enchantment must be applied to an object which you hold in your hand, and must be held as you activate its effect. You may attune to multiple items which hold this enchantment.

For example, a necromancer wants to enchant their staff with the ability to summon undead creatures. So they spend 9,000 gp across the enchanting time period to create a staff of summon monster V, and they choose “Undead” as the creature type. The result is a magical staff which can be used to either summon one CR 4, two CR 2, three CR 1, or four CR ½ undead creatures once per dawn.

The nature of the summoned creatures are up to the enchanter and the GM to decide. Summoned demons might be enslaved by magic, summoned angels might be enticed to aid in righteous quests, and summoned humanoids might be shadowy apparitions slain by the enchanter in their past.

Specific Monster Summoning. If you are only interested in summoning a very specific type of monster, ask your GM about its challenge rating so that you may pick the correct tier and price.

Consumable Summons. As an alternative to the normal summon monster rules, the enchanter can choose to make the enchanted item a single-use consumable. The cost for this enchantment is 25% of the original gold cost. Once the enchanted object is activated, it is permanently destroyed.

Enchantment TierCostOne CreatureTwo CreaturesThree CreaturesFour Creatures
Summon Monster I2.5 gp¼
Summon Monster II5 gp½¼
Summon Monster III10 gp21½
Summon Monster IV40 gp321½
Summon Monster V90 gp421½
Summon Monster VI200 gp5321
Summon Monster VII300 gp6421
Summon Monster VIII400 gp7432
Summon Monster IX800 gp8532
Summon Monster X1500 gp10643