If you have planed to enchant your weapon or armour, you have to ask you DM what magical materiel in the world you have to use to make it work. The DM decides what materials is needed in the context of the enchantment, if the effect is simmilar to a spel, use a more powerful substitute to the spellcomponents in order to make the effect somewhat permanet.
When Start to enchant the item, the items Enchant DC start at half the items crafting DC - the Creators Spelcasting Bonus, if the creator cant cast spels use their inteligence modifier. If the Item had more than one crafting DC, use the higher one.
If you dont know the Creators Stats and wish to enchant the item.
| Enchanment |
Enchant DC |
Effect |
Magick item
A, I, P, S, W |
+4 |
- The item is considerd magickal. You need to apply this enchantment befor you aply any other enchantments.
|
Atunement
A, I, W |
-8 |
- You aplly the effect of atunement to the weapon
- In order to unse any of the items magical effects or abilities you need to Atune to it.
|
+1 Item
A, W,
|
+5 |
- The geat becomes a +1 item.
- You can pick this enchantment a maximum number of 3 times.
|
Artificer infusion.
A, I, W, |
+4 |
- You need to have 2 levels in the class Artificer
- You need to apply this enchantment befor you aply any other enchantments.
- The infusion aplied dont count agaisnt your number of infused items.
|
Return
I, W
Activatable |
+3 |
- This enchantment allows the weapon to return to the user.
- If the item was thrown or droped, as a action, it will return to your primary open hand.
|
Aditonal Elemental Damage Type
W
Activatable |
+4 |
- You add an aditonal damage dice from a element of your choise to the weapon.
- You chose a elemental damage type (Fire, Cold, Lightning, Acid, Poison)
|
Damage Resistance
A
Activatable |
+6 |
- You chose one of the folloing damage types (Slashing, Piercing, Bludgeoning, Fire, Cold, Lightning, Acid, Poison, Force, Thunder) you are reistance to it.
- If you chose a kinetci damage type (Force, Thunder) you add +2 to the Enchanting DC.
- If you chose a elemental damage type (Fire, Cold, Lightning, Acid, Poison) you add +4 to the Enchanting DC.
|
Sacred Sanctified
A, I, W
Activatable |
+6 |
- If its an item, is considerd a holy fokus for spell casting.
- If its a Armour, it gains resistance to Necrotic Damage.
- If its a Weapon, it deals an extra 1d4 radiant damage die.
|
Dark Desecration
A, I, W
Activatable |
+6 |
- If its an item, is considerd a dark fokus for spell casting.
- If its a Armour, it gains resistance to Necrotic Damage.
- If its a Weapon, it deals an extra a 2d4 extra necrotic damage die.
|
Inbue Cantrip
A, I, W
Activatable |
+4 |
- You can store a cantrip that you are able cast in the Item. You activate it with an Action.
- When you interact with the item:
- you use your proficiency bonus + your Intelligence modifier if its an attack.
- if the spell has a DC save, 8 + your proficiency bonus + your Intelligence modifier.
|
Inbue Spel
A, I, W
Activatable |
+3 |
- You enchant the object so that its able to cast a leveld spell of your choise. You activate it with an Action.
- When you interact with the item:
- you use your proficiency bonus + your Intelligence modifier if its an attack.
- if the spell has a DC save, 8 + your proficiency bonus + your Intelligence modifier.
-
|
Inbue class Feature
A, I, W
Activatable |
+5 |
- You enchant the object so that its able to cast a class feature from that affects you.
- When you interact with the item:
- If the featture is nonmagical in origin, add +4 to the craft save
- you use your proficiency bonus + your Intelligence modifier if its an attack.
- if the spell has a DC save, 8 + your proficiency bonus + your Intelligence modifier.
-
|
| Activatable Configuration |
Enchant DC |
Effect |
| Quick Activation |
+4 |
- You only need a bonus action for the Enchantment to take effect.
|
| More powerfull spell |
+2 |
- If the activation trigers a Inbued spell, you are able to Inbue a spell of 1 level higher.
|
| Intence power |
+2 |
- If the ecnhantment has a damage die, increse it by one die size.
- The enchantment damage die cant be larger than the weapons damage die.
|
| Stacking power |
+6 |
- If the ecnhantment has a damage die, add another die of the same size.
|
| Slow charge |
-6 |
- The encahntment charge takes an aditonal 1d4 days to recharge.
|
| One time use |
-12 |
- The encahntment charge cant be recharged, once activated the enchantment is done.
|
| Extra charge |
+2 |
- The encahntment has one adtional charge.
|
| Daly charge |
+6 |
- The encahntment is recahrged daily.
|
| Far reaching |
+3 |
- If the ecnhantment has a range, add half of the base range to the total.
|
| Longer lasting |
+4 |
- The duration of the encnhantment or spell is incresed.
- 1min to 5 min
- 5min to 10 min
- 10min to 30 min
- 30min to 1h
- 1h to 3h
- 3h to 6h
|
| Passive |
+10 |
- The Effect of the enchantment is active coninuosly. No activation needed.
- This modification apply to encahnment that dont target a creature, unles its a item that is worn.
|