Weapon Quality Enchantements
You have a bonus to attack and damage rolls made with this weapon equal to the number indicated in the enchantment tier.
Quality | Price |
---|---|
+1 | 6 gp |
+2 | 100 gp |
+3 | 300 gp |
Minor Weapon Enchantements
Answering
While you hold this weapon, you can use your reaction to make one weapon attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll.
Cost. 50 gp
Berserker
When you hit with an attack using this weapon while your current hit points are equal to or less than half your hit point maximum, the target takes an extra 2d6 damage of the weapon’s type.
Cost. 50 gp
Brutal Critical
You roll an additional weapon damage die when you critically hit with this weapon.
An item can be enchanted with multiple instances of this enchantment, but each application counts as its own minor enchantment.
Cost. 50 gp
Draw Vitality (Requires Attunement)
Whenever you deal damage with this weapon during your turn, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). Furthermore, you regain all of your spent Hit Dice whenever you take a long rest while attuned to this weapon.
Cost. 3 gp
Extend
When you make a melee attack on your turn with this weapon, your reach for it is 5 feet greater than normal.
Cost. 6 gp
Improved Critical
This weapon’s attacks inflict a critical hit on a roll of 19 or 20. In addition, if the result of your attack with this weapon exceeds the target’s AC by 10, your attack is also a critical hit.
This effect does not stack with other sources that provide similar benefits.
Cost. 50 g
Life Stealer
When you deal damage from this weapon that reduces a hostile creature to 0 hit points, you may roll the dice indicated in the enchantment tier and gain that many temporary hit points.
Cost. 3 gp (2d6) / 30 gp (4d8) / 150 gp (6d10)
Returnin
This weapon gets the thrown property with a normal range of 20 feet and a long range of 60 feet. When you make a ranged attack with this weapon, the weapon flies back to your hand immediately after the attack.
Cost. 10 gp
Weapon Bond (Requires Attunement)
This weapon returns to your hand immediately after it is used to make a ranged attack. In addition, you can use a free action to recall this weapon back to your hand so long as it is not more than 1 mile away from you.
You may attune to multiple items which hold this enchantment.
Cost. 3 gp
Weapon Focus (Requires Attunement)
If you have the Spellcasting or Pact Magic feature, you can use your spellcasting ability for the attack and damage rolls using this weapon rather than Strength or Dexterity as is normal for its weapon type. This weapon can be used as a spellcasting focus for you if it isn’t already.
Cost. 5 gp
Wounding
Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Cost. 30 gp
Major Enchantements
Blinding
When you attack a creature with this weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw. On a failure, it takes 4d8 radiant damage and is blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a success, it takes only half as much damage and isn’t blinded.
Cost. 250 gp
Creature Slaying
When you enchant the weapon, choose a creature type (aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead). Whenever this weapon deals damage to a creature of that type, the weapon deals an extra 3d8 damage of its usual damage type.
Cost. 50 gp
Dualist
When you are holding this weapon without a shield and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss you. If the attack misses, you can then immediately make an opportunity attack with this weapon against that creature as part of the same reaction.
Cost. 25 gp
Elemental Smite
When you hit a creature with this weapon, you can expend a spell slot to deal an extra 1d8 damage per spell level of the expended slot. The damage type is determined when the enchantment is made, choosing from acid, cold, fire, lightning, poison, or thunder. The chosen damage type cannot be changed later.
Cost. 5 gp
Magical Power
In addition to its normal damage dice, this weapon deals bonus damage equal to the dice indicated in the enchantment tier. The damage type is determined when the enchantment is made, choosing from acid, cold, fire, lightning, poison, or thunder. The chosen damage type cannot be changed later.
Cost. 5 gp (1d4) / 50 gp (2d6) / 400 gp (3d8)
Mark of the Protector
When you hit a creature with this weapon using a melee attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature with this same effect. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
Cost. 5 gp
Speed
You can make one attack with this weapon as a bonus action on your turn.
Cost. 60 gp