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Enchanting

This article contains the updated rules for enchanting and any new or altered descriptions / crafting recipes for magic items.
 

Related Skill & Ability Score

Enchanting primarily uses Enchanter's Tools, and requires proficiency in Arcana to do. Enchanting uses your Intelligence modifier. While magic comes in many forms (Arcane, Primal, Divine) and many casters are able to control it with other aspects of their talent, the ability to systematically bind it into magic items requires a deep understanding of its inner workings that can only be accomplished through meticulous study and knowledge.
 

Enchanter's Tools

Cost 15 gp
Weighs 20 lbs
  These special tools include the items needed to pursue Enchanting: a marble table, arcane tuning equipment, and precise clamps for delicate component placement. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.
 

Psionic Items

The items listed on the Psionic Items table is the exception to this rule. These are items infused with psionic power, and instead use the “Psionics” skill, a skill that any psionic character can be considered proficient if not using special psionics rules.
 

Materials: Essences & Components

The materials of enchanting are Essences and Components. Essences come in three different types: Arcane, Primal, and Divine—as well as five rarities: common, uncommon, rare, very rare, and legendary. What an Essence is can vary greatly, as they are things of innate magic that is used to power the Enchanter’s creations.
  Components are a broad category of items ranging from the base item you are enchanting to any extraneous bits needed to be added. One unique component that is present in many enchantments is a Spell Scroll of various types of spells that form the basis of the sort of the magic the item has.
 

Replacing Spell Scrolls

A crafter that is capable of casting magic can replace the spell scroll in an enchantment with the ability to cast that spell, but when doing so they must cast that spell for each crafting check they make on that item. This is an exhausting process, draining their magic far more deeply than normal casting, and confers a level of exhaustion each time this technique is used to replace a crafting check. If a magic item requires multiple scrolls, only one of them can be replaced in this way, though if an additional spell caster that can cast the necessary spell can assist you, they can replace a second scroll, though suffering the same penalty.
 

Crafting Roll

Putting that together means that when you would like to enchant a Divine item, your crafting roll is as follows:
  • Enchanting Modifier = your Arcana proficiency bonus + your Intelligence modifier

 

New or Updated Items

Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
+1 Arcane Grimoire 1 book worth at least 100 gp, 2 uncommon Arcane essences, 2 common Arcane essences 8 Hours 4 DC 14 Uncommon 1,000 GP
Harness of Refuse 1 Bit and Bridle, 1 scroll of Wristpocket, 1 Uncommon Primal Essence 6 Hours 3 DC 14 Uncommon 500 GP
Ring of Mind Shielding 1 ring worth at least 20 GP, 1 scroll of Protection from Good and Evil, 1 scroll of Detect Good and Evil, 1 scroll of Detect Thoughts, 1 common divine essence 12 Hours (1.5 days) 6 DC 15 Uncommon 700 GP
Winged Boots 1 boots worth at least 50 gp, 1 scroll of levitate, 1 scroll of feather fall, 1 uncommon arcane essence, 1 uncommon primal essence 16 Hours (2 days) 8 DC 15 Uncommon 500 GP
Amulet of Secrecy 1 scroll of Nondetection, 1 amulet worth at least 200 GP, 1 rare divine essence 16 Hours (2 days) 8 DC 18 Rare 2,500 GP
+2 Arcane Grimoire 1 book worth at least 500 gp, 2 rare Arcane essences, 1 uncommon Arcane essence 12 Hours 6 DC 16 Rare 3,000 GP
Bridle of Free Action 1 Bit and Bridle, 1 Ring of Free Action, 1 Rare Primal Essence 12 Hours 6 DC 17 Rare 6,000 GP
Daern's Instant Tower 1 scroll of Mordenkainen's Private Sanctum, 1 scroll of Galder's Tower, 3 Adamantine Ingots, 1 rare arcane essence 16 Hours (2 days) 8 DC 18 Rare 2,500 GP
Folding Boat 1 boat (not included in cost, varies), 10 parts, 3 esoteric parts, 2 uncommon primal essence, 1 rare arcane essence 16 hours (2 days) 8 DC 17 Rare 2,500 GP
Folding Cart 1 cart, 10 parts, 3 esoteric parts, 2 uncommon arcane essence, 1 rare arcane essence 16 hours (2 days) 8 DC 15 Rare 2,030 GP
Horseshoes of Speed 4 horseshoes worth 10 gp each, 4 scrolls of longstrider, 4 uncommon arcane essences, 4 common primal essence 24 Hours (3 Days) 12 DC 16 Rare 2,000 GP
Talisman of the Steed 1 talisman worth at least 1,000 gp, 1 scroll of Find Steed, 1 rare primal essence 16 Hours 8 DC 18 Rare 5,000 GP
Amulet of Supreme Secrecy 1 scroll of Nondetection, 1 amulet worth at least 200 GP, 1 ring of Mind Shielding, 1 rare divine essence, 1 very rare arcane essence 24 Hours (3 days) 12 DC 19 Very Rare 25,000 GP
+3 Arcane Grimoire 1 book worth at least 1,000 gp, 4 very rare Arcane essences, 2 rare Arcane essences 24 Hours 12 DC 18 Very Rare 35,000 GP
Broom of Flying 1 broom, 1 scroll of levitate, 1 scroll of fly, 1 scroll of reverse gravity, 1 very rare arcane essence, 2 rare primal essences 32 hours (4 days) 16 DC 19 Very Rare 25,000 GP
Horseshoes of Zephyr 4 horseshoes worth 10 gp each, 4 scrolls of levitate, 1 scroll of fly, 1 scroll of longstrider, 4 rare arcane essences, 4 uncommon primal essences 24 Hours (3 Days) 12 DC 18 Very rare 6,000 GP
Amulet of Absolute Secrecy 1 scroll of Mind Blank, 1 amulet worth at least 1,000 GP, 1 ring of Mind Shielding, 1 rare divine essence 32 Hours (4 days) 16 DC 21 Legendary 60,000 GP

 

Amulet of Secrecy / Supreme Secrecy / Absolute Secrecy

Wonderous item, Rare / Very Rare / Legendary
  An amulet made of precious stones and brilliant metals. It protects the wearer from magic designed to glean information about a target. Depending on the rarity, the amulet has greater protective capabilities:
    • Secrecy (Rare): This amulet prevents the wearer from being targeted with, or affected by, any spell of 5th level or lower that would glean specific information about the wearer. They cannot be specifically targeted by magical sensors, such as the Scrying spell, and appear shrouded and vague if they are ever present in such a spell targeting an object, location, or another creature. They also appear vague in visions, or are described in vague terms in spells such as Divination; their actions are not guarded, and thus can still be described by spells like Augury or Divination, but specific information is withheld. Spells cast at 6th level or higher, or originating from sources of a similar strength, breach the amulet's protection.
    • Supreme Secrecy (Very Rare): This amulet prevents the wearer from being targeted with, or affected by, any spell of 7th level or lower that would glean specific information about the wearer. The wearer can use an action to cause the amulet to become invisible until they use another action to make it visible, until they remove the amulet, or until they die. The wearer cannot be specifically targeted by magical sensors, such as the Scrying spell, and appear shrouded and vague if they are ever present in such a spell targeting an object, location, or another creature. They also appear vague in visions, or are described in vague terms in spells such as Divination; their actions are not guarded, and thus can still be described by spells like Augury or Divination, but specific information is withheld. The wearer is also protected from magic that would discern a lie, discern emotions, or read minds, and cannot be communicated with telepathically. Spells cast at 8th level or higher, or originating from sources of a similar strength, breach the amulet's protection.
    • Absolute Secrecy (Legendary): This amulet prevents the wearer from being targeted with, or affected by, any spell of 9th level or lower that would glean specific information about the wearer. The wearer can use an action to cause the amulet to become invisible until they use another action to make it visible, until they remove the amulet, or until they die. The wearer cannot be specifically targeted by magical sensors, such as the Scrying spell, and do not appear at all if they are ever present in such a spell targeting an object, location, or another creature. They also do not appear in visions, and are ignored by spells such as Divination; their actions are not guarded, and thus can still be described by spells like Augury or Divination, but any specific information is withheld and specific questioning will result in a failed casting of such spells. The wearer is also protected from magic that would discern a lie, discern emotions, or read minds, and cannot be communicated with telepathically. Finally, the target is immune to psychic damage and the charmed condition. Only spells or magic of god-like power can breach the amulet's protection.
For all amulets, the wearer may choose to become vulnerable to specific castings of spells, telepathy, or other magic that would be blocked. They must be aware of the spell or effect, or aware that they are about to be targeted by such magic, and can willingly allow it to affect them.
 

Arcane Grimoire

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
  While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
  You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
 

Bridle of Free Action

Wonderous Item, Rare
  A bridle infused with the magic of a Ring of Free Action. This enchanted bridle can be adjusted to fit a Large, Medium or Small animal. This bridle provides the benefits of the Ring of Free Action to the mount.
 

Broom of Flying

Wonderous Item, Very Rare
  This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 800 pounds, but its flying speed becomes 30 feet while carrying over 400 pounds. The broom stops hovering when you land.
  You can send the broom to travel alone to a destination within 1,000 miles of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1,000 miles of you.
 

Carpet of Flying

Wonderous Item, Very Rare
  You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
  Four sizes of carpet of flying exist. The creator chooses the size upon crafting.
Size Capacity Flying Speed
3ft by 5ft 200 lb 50 feet
4ft by 6ft 400 lb 40 feet
5ft by 7ft 600 lb 30 feet
6ft by 9ft 800 lb 20 feet

 

Daern’s Instant Tower

Wonderous item, Rare
  This item has two parts; a 1-inch adamantine cube, and an adamantine key. You can faintly feel inscriptions on the faces of the cube, but they are too small to make out what they are.

You can use an action to place this cube on the ground and speak its command word. Over the course of ten minutes, The cube grows, unfolds, and stretches into a tower. The tower remains until you use an action to speak the command word again to dismiss it, causing the same process to occur in reverse over another ten minutes. This only works if the fortress has no living creatures within it.

Upon creating the cube, the enchanter chooses whether or not the tower will be square or circular. Each level of the tower is 10 feet tall and 20 feet wide, and the tower consists of four levels. Access between levels consists of a simple ladder and hatch. The top floor will always remain empty; any non-magical items placed within the tower will be held in this room if you ever deconstruct the tower with items inside. Magical items are shunted outside of the tower’s space when it deconstructs.

The other two levels take one of the following forms, chosen by you when you speak the command word:
    • A bedroom with a bed, chairs, chest, and magical fireplace
    • A study with desks, books, bookshelves, non-magical parchments and ink, and ink pens
    • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
    • A lounge with couches, armchairs, side tables and footstools
    • A washroom with toilets, washtubs, a magical brazier, and sauna benches
    • An observatory with a telescope and maps of the night sky
    • An unfurnished, empty room
When constructed, the tower has an elegant door on the side facing you.The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured by the tower dissipate into smoke if removed from it. Each time you construct the tower, you can choose to change these two rooms.

The cube comes with a matching adamantine key, which can be used to open the tower’s door. The door locks as soon as it’s closed again, but can be held open for others. Alternatively, the door has a password that unlocks it, which can be spoken as a bonus action. This password is created when the cube is initially created; by investigating the cube over the course of an hour and succeeding on a DC 20 Arcana check, you can decipher the password.

The door is immune to the Knock spell and similar magic, such as that of a Chime of Opening, cast at 5th level or lower. The tower is also warded by the Mordenkainen’s Private Sanctum spell, with all protections. This spell can be suppressed for one hour by using Dispel Magic at 6th level or higher.

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. The tower can be repaired by someone with proficiency in Carpenter’s tools or Smith’s tools, as long as the tower is fully constructed, requiring 1 hour and 10GP of materials for each hit point restored.
 

Folding Boat

Wonderous Item, Rare
  This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
  One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
  The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
  When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
  The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
 

Folding Cart

Wonderous Item, Rare
  This object appears as a wooden box that measures 10 inches long, 5 inches wide, and 5 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
  One command word causes the box to unfold into a cart 8 feet long, 4 feet wide, and 2 feet deep. The cart can hold up to four Medium creatures comfortably.
  The second command word causes the box to unfold into a carriage 12 feet long, 6 feet wide, and 3 feet deep. The carriage has a roof and doors, plush seats that can double as beds, and a drivers seat with reigns to attach large mounts to. The carriage can hold eight Medium creatures comfortably.
  When the box becomes a vehicle, its weight becomes that of a normal vehicle its size, and anything that was stored in the box remains in the vehicle.
  The third command word causes the folding cart to fold back into a box, provided that no creatures are aboard. Any objects in the vehicle that can't fit inside the box remain outside the box as it folds. Any objects in the vehicle that can fit inside the box do so.
 

Harness of Refuse

Wonderous Item, Uncommon
  A harness inscribed with arcane words. These enchanted leather straps can be adjusted to form a harness for a Large, Medium or Small animal. The harness only functions if worn by a Non Humanoid with an Intelligence of 3 or less; it is nonfunctional otherwise.
  If you speak the item's command word within 60 feet of the harness, it transports the animal and all items it carries to a pocket dimension. The creature enters a state of suspended animation: it is unconscious, does not need food or air, and doesn’t age. There is no maximum duration on this suspended animation: they both persist until the command word is repeated, the harness is removed, or the creature drops to 0 hit points.
  After the harness has been used to send or recall an animal to or from the pocket dimension, it can’t do so again for 10 minutes.
 

Horseshoes of Speed

Wonderous Item, Rare
  These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. These horseshoes cannot be affixed to Humanoids such as Centaurs.
  While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.
 

Horseshoes of Zephyr

Wonderous Item, Very Rare
  These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. These horseshoes cannot be affixed to Humanoids such as Centaurs.
  While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain.
 

Ring of Mind Shielding

Wonderous item, Uncommon
  A ring with an elegantly carved gemstone. It occasionally pulses with light, mimicking the brain activity of the wearer.
  While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
  You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
 

Talisman of the Steed

Wonderous Item, Rare
  A small trinket in the shape of a knight chess piece. While touching a mount that is Calm, either in general or only with you, you may spend ten minutes channeling the talisman to turn that mount into a Steed as per the Find Steed spell. When you do so, you may choose to keep the creature's normal stats, keeping any training it has, or replace them with the Steed stat block, losing its training.
  Once you turn a mount into a steed, the talisman crumbles to dust.
 

Winged Boots

Wonderous item, Uncommon
  While you wear these boots, you gain a hover speed equal to your walking speed. By using a bonus action on your turn, you gain a temporary flying speed equal to your remaining movement speed, which lasts until the end of your current turn. This flight does not provoke opportunity attacks, but If you end your movement while you are midair you fall to the ground at the end of your turn.
 
 

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