Enchanting
You may spend a week or more of Downtime Activities enchanting if you have the required base item and are proficient with Arcana. The workshop you have access to determines the maximum rarity item you can make. Different rarities take varying degrees of time to enchant at varying costs. You can place a number of enchantments into a single item equaling its maximum enchantment points. All items created through enchantment require attunement. Followers may continue to enchant an item without you at twice the weekly cost. Players may only have one item being enchanted at a time. See the tables below for details.
Item Rarity | Workshop Required | Maximum Enchantment Points | Number of Weeks to Craft | Price Per Week |
---|---|---|---|---|
Common | Rudimentary | 1 | 2 | 150 gp |
Uncommon | Rudimentary | 2 | 4 | 200 gp |
Rare | Basic | 3 | 5 | 800 gp |
Very Rare | Professional | 4 | 5 | 1,200 gp |
Legendary | Artisan | 5 | 24 | 625 gp |
Legendary | Master | 5 | 16 | 1,000 gp |
Spell Enchantments
This chart contains the DC saves for any spell or other effect placed onto your item. In addition, these are the limitations for spell level and quantity of spell placed on an item when you choose the Spell enchantment on the Enchantments table.Item Rarity | Spell Save DC | Max Spell Level | Max Number of Spells | Number of Spell Slots |
---|---|---|---|---|
Common | 11 | 1 | 1 | 3; slots refill at dawn or dusk |
Uncommon | 13 | 3 | 3 | 5; 1d6+1 slots refill at dawn or dusk |
Rare | 15 | 5 | 4 | 7; 1d6+2 slots refill at dawn or dusk |
Very Rare | 17 | 7 | 5 | 10; 1d6+2 slots refill at dawn or dusk |
Legendary | 19 | 8 | 6 | 12; 1d8+2 slots refill at dawn or dusk |
Enchantments
You can choose a number of enchantments equal to your item's maximum enchantment points as shown on the first table. [For example, if you are placing a rare enchantment on a sword 3 points to spend. You could give it a +15 speed bonus (3 points) OR give it a +2 bonus (2 points) and a speed bonus of +5 (1 point).Enchantments | 1 Point | 2 Points | 3 Points | 4 Points | 5 Points |
---|---|---|---|---|---|
+Bonus to Weapons and Armor | +1 | +2 | +3 | +4 | +5 |
Elemental Weapon Damage Enchantments [Max number must be equal to or less than sum of all other enchantments] | +1d6 element damage | ||||
Resistance Bonus. Limited to armor. | 1 damage type; advantage on save vs dmg. | 2 damage types; advantage on save vs dmg. | 1 damage type immunity | 1 elemental damage absorption; damage heals. | |
Save Bonus. Limited to worn items. | +1 to one ability save | +1 on all save rolls | |||
Teleportation | 15 feet as an action | 60 feet as an action | 60 feet as a free action or unlimited distance once per day with one other character | ||
Flying | Levitate at will as if under the levitate spell. Limited to worn objects. | 50 fly speed, single person object. Limited to ridden objects like brooms. | 30 fly speed, up to 5 people. Limited to ridden objects like carpets. | 10 fly speed, objects up to the size of a castle | |
Invisibility | +1 to Stealth; limit to 1 per item | Advantage on Stealth; +1 to Stealth | Always treated as if in partial cover; advantage on Stealth; +1 to Stealth | Invisibility at-will | |
Luck. Limit to 1 item per character. | 1 point/day | 3 points/day | 5 points/day | ||
Status Effect on hit; save chance at the end of every round; limit to one status effect per item | Prone, Deafen, Grappled, Poison | Blind, Charm, Fatigue, Frighten, Restrained. | Incapacitated | Paralyze | Petrify (CR 10 or less), Invisible |
Jump | Advantage on Jump | Double Jump distance; not cumulative | |||
Climb | Climb speed equals move speed | User under the effects of spider climb | |||
Communication | Know 2 chosen languages | Speak with animals at-will | Speak with plants at-will | ||
Skill Checks | Proficiency with select skill | Double proficiency with select skill; non cumulative with Expertise | |||
Speed. Limited to 1 item per character. | +5 feet | ||||
Swim. Limited to 1 item per character. | +5 feet | Swim speed equal to walk speed | Swim speed equal to walk speed; can breath under water | ||
Summon | Doubles time for summoned creatures | Summoned creatures gain +1 to hit, damage, and HP | |||
Favored Enemy: 1 type or 2 types of humanoid | +2d6 | +2d6 to damage; AoO as a reaction to getting hit | +2d6 to damage; advantage on attacks; AoO as a reaction to getting hit | +2d8 to dmg.; advantage on attacks; reaction AoO; choose 1 fav. enemy target, all allies gain 1d4 bonus dmg. per hit for 1 hour | |
Telepathy. All enchantments gain all weaker benefits. | Communicate with 1 ally up to 60 feet away | Communicate with multiple allies up to 100 feet away that you can see. Or a single ally up to 10 miles away. | Communicate with one neutral or hostile target within 10 miles. Relevant social skill vs Insight to succeed. | Communicate with one target within 100 miles. Roll social skill vs Insight for hostile targets. | Communicate with one target on the same plane or an ally within any plane. Roll social skill vs Insight for hostile targets. |
Vision | Darkvision | Truesight | |||
Spell. Limited to weapons and focuses. *See spell enchantment table | 3; slots refill at dawn or dusk | 5, 1d6+1 slots refill at dawn or dusk | 7 1d6+2 slots refill at dawn or dusk | 10 1d6+2 slots refill at dawn or dusk | 12 1d8+2 slots refill at dawn or dusk |
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