Gem/Element | Cracked (+1) | Lesser (1d4) | Greater (1d6) | Flawless (1d8) |
---|---|---|---|---|
Ruby (Fire) | 300 gp | 1,000 gp | 5,000 gp | 50,000 gp |
Sapphire (Cold) | 300 gp | 1,000 gp | 5,000 gp | 50,000 gp |
Citrine (Lightning) | 300 gp | 1,000 gp | 5,000 gp | 50,000 gp |
Emerald (Acid) | 300 gp | 1,000 gp | 5,000 gp | 50,000 gp |
Topaz (Thunder) | 300 gp | 1,000 gp | 5,000 gp | 50,000 gp |
Diamond (Force) | 500 gp | 1,500 gp | 7,500 gp | 60,000 gp |
Amethyst (Psychic) | 500 gp | 1,500 gp | 7,500 gp | 60,000 gp |
Onyx (Necrotic) | 500 gp | 1,500 gp | 7,500 gp | 60,000 gp |
Enchantment | Price |
---|---|
Lesser Luck
Reroll 1s when attacking
|
500 gp |
Lesser Brutality
All 1s become 2s on the damage dice
|
500 gp |
Lesser Sharpness/Precision
Crit on 19 - 20
|
1,500 gp |
Greater Brutality
All 1s and 2s become 3s on the damage dice
|
1,500 gp |
Greater Luck
Reroll 1s/2s when attacking
|
1,500 gp |
Greater Sharpness/Precision
Crit on 18 - 20
|
50,000 gp |
Perfect Brutality
Greater Brutality + All weapon damage dice are minimum 4 once per combat
|
50,000 gp |
Perfect Luck
Can reroll 1s/2s when attacking and reroll any attack roll once per combat
|
50,000 gp |
Enchantment | Price |
---|---|
Accurate
Removes disadvantage on attacks made within weapons long range
|
150 gp |
Fast Reloading
Ignore the loading quality of crossbows with which you are proficient.
|
150 gp |
Vulnerability
Choose a non-physical damage type - target loses resistance to that type or goes from immune to resistant to that type
|
150 gp |
Blurring
Twice per day you can blur your weapon to grant advantage on the attack roll (Melee weapons only)
|
250 gp |
Returning
Teleports a weapon back to the user with a bonus action
|
250 gp |
Summoning
The weapon can be summoned or desummoned with a verbal or somatic component (bonus action).
|
250 gp |
Aim Assistance
Once per round, when you miss a target, you get advantage on your next attack using this weapon vs that specific target
|
500 gp |
Extension
Grants Reach on melee weapons
|
500 gp |
Lesser Damage Enhancement
+1 damage of weapons physical damage type
|
500 gp |
Assist
Allows the user to have proficiency in the weapon
|
1,250 gp |
Chromatic
Allows the user to switch the element of the weapon as a bonus action to any of the standard elemental types (Prerequisite: Must have elemental damage as an enchantment already)
|
1,250 gp |
Point Blank
A ranged weapon with this enchantment can make an attack roll from within 5 feet without rolling at disadvantage
|
1,250 gp |
Prismatic
Allows the user to switch to any damage type except radiant (Prerequisite: Must have force/psychic/necrotic damage as an enchantment already)
|
1,250 gp |
Vampyrism
When you slay a creature of at least CR 1, you heal 2d6 HP. This cannot bring you over your maximum HP.
|
1,250 gp |
Agile
Allows a two-handed melee weapon to be wielded one-handed.
|
3,000 gp |
Save proficiency
Grants proficiency in a saving throw
|
3,000 gp |
Greater Damage Enhancement
+3 of Weapons physical damage type
|
10,050 gp |
Perfect Save Boost
+3 Saves STR/DEX/CON/INT/WIS/CHA
|
50,000 gp |
Enchantment | Price |
---|---|
Stabilizing
Once per long rest, automatically stabilizes the user when reaching 0 HP
|
100 gp |
Lesser Health Fortification
+1 HP/level
|
150 gp |
Weak Focus
+1 on concentration saves
|
150 gp |
Swimming
Grants swim speed
|
125 gp |
Agile
Removes the sneaking penalty on armor
|
250 gp |
Weak Arcane Infused
Bonus 1st level spell slot
|
250 gp |
Blurring
Twice per day, before an attack is made against you, you can impose disadvantage on the attack.
|
500 gp |
Summoning
The armor can be summoned or desummoned with a verbal or somatic component (bonus action)
|
250 gp |
Lesser Focus
+2 on concentration saves
|
500 gp |
Lesser Quick Footed
+5 FT movement speed
|
500 gp |
Weak Damage Reduction
Physical 1/-
|
500 gp |
Weak Elemental Fortification
3 damage reduction to a specific element
|
500 gp |
Lesser, Secondary Save Boost
+1 Saves STR/INT/CHA - pick one
|
1,000 gp |
Greater Health Fortification
+2 HP/level
|
1,250 gp |
Lesser Arcane Infused
Bonus 2nd level spell slot
|
1,250 gp |
Lesser Damage Reduction
Physical 2/-
|
1,250 gp |
Lesser Elemental Fortification
6 damage reduction to a specific element
|
1,250 gp |
Lesser, Primary Save Boost
+1 Saves DEX/CON/WIS - pick one
|
2,500 gp |
Resistance
Gain resistance to one element (Fire/Cold/Lightning/Acid/Thunder)
|
2,500 gp |
Greater Damage Reduction
Physical 3/-
|
3,000 gp |
Greater Focus
+3 on concentration saves
|
3,000 gp |
Greater Quick Footed
+10 FT movement speed
|
3,000 gp |
Greater Arcane Infused
|
5,000 gp |
Greater, Secondary Save Boost
Bonus 3rd level spell slot
|
5,000 gp |
Greater Elemental Fortification
+2 Saves STR/INT/CHA - pick one
|
10,000 gp |
Perfect Health Fortification
+3 HP/level
|
10,000 gp |
Greater, Primary Save Boost
10 damage reduction to a specific element
|
15,000 gp |
Perfect Quick Footed
+15 FT movement speed
|
15,000 gp |
Spell Expertise
Grants proficiency in concentration saves. If the player already has proficiency then it grants expertise in concentration saves
|
15,000 gp |
Perfect Arcane Infused
Bonus 4th and 2nd level spell slot
|
25,000 gp |
Perfect Damage Reduction
Physical 5/-
|
25,000 gp |
Perfect Elemental Fortification
15 damage reduction to a specific element
|
25,000 gp |
Perfect Focus
+5 on concentration saves
|
25,000 gp |
Resilient
+1 All saves, stacks with other bonuses except itself
|
25,000 gp |
Legendary Resistance
Pick one saving throw
|
50,000 gp |
Enchantment | Price |
---|---|
Adhesive
+2 to grapple others
|
100 gp |
Light
Allows the user to make the item emit 30 ft (dim 60ft) of light; it can be turned on/off
|
100 gp |
Slippery
+2 vs saves against being grappled
|
100 gp |
Lesser Bag of Holding
Can hold up to 10 bulk of items in 1 bulk
|
300 gp |
Lesser Skill Enhancement
+1 to a skill
|
300 gp |
Lesser Initiative Boost
+1 Initiative
|
250 gp |
Lesser Ability Enhancement
+1 Stat
|
500 gp |
Lesser Health Boost
+5 Maximum HP
|
500 gp |
Skill proficiency
Grants proficiency in a skill
|
500 gp |
Darkvision
Grants Darkvision
|
750 gp |
Greater Ability Enhancement
+2 Stat
|
1,000 gp |
Greater Bag of Holding
Can hold up to 20 bulk of items in 1 bulk
|
1,250 gp |
Greater Initiative Boost
+2 Initiative
|
1,250 gp |
Greater Health Boost
+10 Maximum HP
|
2,500 gp |
Greater Skill Enhancement
+2 to a skill
|
2,500 gp |
Skill Expertise
Gain expertise in a skill (must have proficiency)
|
3,500 gp |
Fortunate
+1 All saves, stacks with other bonuses except itself
|
5,000 gp |
Perfect Ability Enhancement
+3 stat
|
5,000 gp |
Greater, Surpassed Ability Enhancement
+2 Stat, over 20
|
5,000 gp |
Perfect Bag of Holding
Can hold up to 30 bulk in 1 bulk
|
5,000 gp |
Perfect Health Boost
+20 Maximum HP
|
10,000 gp |
Perfect Initiative Boost
+3 Initiative
|
10,000 gp |
Steady Concentration
Sets the max DC for a concentration save to 30, no matter how much damage you take
|
10,000 gp |
Perfect Skill Enhancement
+3 to a skill
|
25,000 gp |
Perfect, Surpassed Ability Enhancement
+3 stat ,over 20
|
25,000 gp |
Unlimited Ability Enhancement
+1 stat, over 20, stacks
|
25,000 gp |
Masterful
+1 Proficiency Bonus
|
150,000 gp |
Consumable | Price | |
---|---|---|
Spell Scrolls | ||
1st level scroll | 100 gp | |
2nd level scroll | 250 gp | |
3rd level scroll | 500 gp | |
4th level scroll | 1,250 gp | |
5th level scroll | 2,500 gp | |
6th level scroll | 3,500 gp | |
7th level scroll | 5,000 gp | |
8th level scroll | 7,000 gp | |
9th level scroll | 10,000 gp | |
Spell Gems | ||
1st level gem | 200 gp | |
2nd level gem | 500 gp | |
3rd level gem | 1,000 gp | |
4th level gem | 2,500 gp | |
5th level gem | 3,500 gp | |
6th level gem | 5,000 gp | |
7th level gem | 10,000 gp |
Grants a flat bonus to a character’s specific ability score (strength, dexterity, constitution, intelligence, wisdom, charisma). This enchantment can be stacked multiple times but each different enchantment must affect a different ability score.
The standard ability enhancements are subject to the typical ability cap of 20
The “surpassed” ability enhancements can bring an ability past the typical ability cap of 20
The “unlimited” ability enchantment can stack with any other ability enchantment, even if it affects the same ability score. This enchantment stacks with itself as well.
When attacking a target beyond normal range, but within long range, you no longer have disadvantage on the Attack roll.
Armor - Removes the sneak penalty of armor and makes it take up 10 less bulk.
Weapon - Lowers the weapon’s weight and allows a two-handed weapon to be wielded with one hand if it is a melee weapon
The weapon counts as one-handed for all feats/abilities.
Grants bonus spell slots while the armor is being worn. The spell slots granted by the armor cannot be “refreshed” by doffing and donning the armor - they only come back upon a long rest.
Armor - Twice per day, before an attack is made against you, you can impose disadvantage on the attack. Recovers on a long rest. (The target can ignore this if it’s not using sight to attack you).
Weapon - Twice per day you can blur your weapon to grant advantage on the attack roll. The defender has trouble seeing where the weapon really is (melee only, foes that don’t rely on sight to fight ignore this).
Lesser - When rolling for damage during any attack or spell, all 1s become 2s on the damage dice
Greater - When rolling for damage during any attack or spell, all 1s and 2s become 3s on the damage dice
Perfect - When rolling for damage during any attack or spell, all 1s and 2s become 3s on the damage dice. Additionally once per initiative roll you can make anything below a 4 on the damage dice set to a 4. You can use this once per initiative roll after you see the damage dice rolled.
Prerequisite: Must have elemental damage as an enchantment already.
Allows the user to switch the element of the weapon as a bonus action to any of the standard elemental types.
Grants damage reduction to a specific elemental damage type. This enchantment can be stacked multiple times but each different enchantment must be for a different element.
Fire, Cold, Lightning, Acid, Thunder, Force, Psychic, Necrotic
Can reload automatically and ignores the reloading trait.
Grants a bonus to concentration saves made for maintaining spell concentration.
Grants +1 bonus on all saving throws. This bonus stacks with other save bonuses, but does not stack with itself.
Grants a flat hitpoint boost to your maximum HP
Grants a boos to hit points based on your character level
Pick one ability (STR/DEX/CON/INT/WIS/CHA), you can automatically take 20 when rolling a saving throw for that ability. This can be done after you see the results of your roll, but does not count as an automatic success (you must still hit the DC after modifiers). This enchantment stacks with itself, but each instance of the enchantment must be for a different ability.
Lesser - When you roll a 1 on a d20 for an attack roll you can reroll the die and must use the new roll.
Greater - When you roll a 1 or 2 on a d20 for an attack roll you can reroll the die and must use the new roll.
Perfect - When you roll a 1 or 2 on a d20 for an attack roll you can reroll the die and must use the new roll. You may also reroll any attack roll once per initiative roll.
A ranged weapon with this enchantment can make an attack roll from within 5 feet without rolling at disadvantage.
Prerequisite: Must have force/psychic/necrotic damage as an enchantment already.
Allows the user to switch to any damage type (except radiant).
Grants a movement speed bonus while the armor is worn.
Grants +1 bonus on all saving throws. This bonus stacks with other save bonuses, but does not stack with itself.
Grants a flat bonus to a specific ability save. This enchantment can be stacked multiple times but each different enchantment must affect a different ability save. The Primary/Secondary modifiers stack with each other, they are just differentiated due to the price differences.
Grants proficiency in a specific ability save. This enchantment can be stacked multiple times but each different enchantment must affect a different ability save.
Grants a bonus to a skill that stacks with proficiency/expertise. This enchantment can be stacked multiple times but each different enchantment must affect a different skill.
Grants expertise in a skill. You must first have proficiency in a skill to make use of this enchantment. This enchantment can be stacked multiple times but each different enchantment must affect a different skill.
Grants proficiency in a skill. This enchantment can be stacked multiple times but each different enchantment must affect a different skill.
The item can be summoned or desummoned with a verbal or somatic component (bonus action). It must be decided when enchanting the item if a verbal or somatic component will be used and what that component is.
An armor with this property automatically stabilizes the user immediately upon reaching 0 HP. Once you use this feature, you must finish a long rest before you can use it again.
When you slay a creature of at least CR 1, you heal 2d6 HP. This cannot bring you over your maximum HP.
Choose a non-physical damage type. If you use this item to attack or cast a spell, the target loses resistance to that damage type or goes from immune to resistant to that type.
These take an action to crush the gem with your hand. The spell takes effect immediately and anyone can use these gems even if not proficient in spell casting.
If the spell consumes materials, that is not included in the cost but still must be paid.
You must be able to cast the spell to create it.
These take at least one action to use, even if the spell can be cast as a bonus action or reaction.
If the spell consumes materials, that is not included in the cost but still must be paid.
You must be able to cast the spell to create it.
Bags of Holding can hold larger volumes of bulk in a bag that only takes up one bulk. They do this by shrinking the items inside while they’re in the bag (as if the reduce part of the enlarge/reduce spell) and making them lighter (as if under the effects of a feather fall spell).
When the contents of a bag of holding are dumped out (or the bag is ripped open), the items grow back to normal size and fall to the ground slowly as if under the effect of feather fall (they return to normal items within about 2 seconds of being pulled out of the bag)
Crafting bags of holding requires both the gem/coin cost as well as one leather/hide of appropriate rarity
Lesser Bags of Holding must be made of Rare Leather/Hide.
300 gp
Bags of Holding must be made of Very Rare Leather/Hide.
1,250 gp
Greater Bags of Holding must be made of Legendary Leather/Hide.
5,000 gp
Making jewelry requires blacksmithing. One ore must be used in the process.
If you want to make something out of a different material than ore, you must use ore as the base cost for calculating how much you can make.
If you wanted to make a wooden Elysian ring (1,500 gp per wood), you would need one unit of wood and could make two rings (since the Very Rare ore adamantite is worth 600 gp. 600 gp fits into 1,500 gp twice.
Enchantments that can fit on “Other” items can go on rings, pendants, tiaras, or just about any other equipable item.
The item must be made of at least one resource from a rare or higher material to have any arcane slots.
Rare Items:
One arcane slot
Very Rare Items:
Two arcane slots
Legendary Items
Three arcane slots
You cannot have more than 7 “other” items with enchantment slots equipped at a given time.
This means you can have a maximum of 21 “other” enchantments.
You can also give a non-magical item “other” slots by equipping it with a gem. An item can also be given more slots if a gem of higher value is added onto the existing item.
1 slot requires a gem of value 200
2 slots requires a gem of value 1,000
3 slots requires a gem of value 10,000
You must have gem(s) worth the value of the enchantment to enchant an item. Once you meet those prerequisites you can spend one downtime activity to enchant a single item (or three scrolls/gems) with one enchantment.
The item must have an available arcane slot to enchant. If it does not, you cannot enchant it further.
Weapons can only receive weapon enchantments, armor can only receive armor enchantments, “other” items can only receive other enchantments.
Items can only have one Intricate and one Advanced enchantment on them. The intricate enchantment does not take up an enchantment stot while the advanced enchantment still does.
Stacking - You cannot stack enchantments with the same name/effect even of different tiers.
For example you can’t stack a +10 movement feet enchantment with a +5 movement feet enchantment, even if they’re on different items.
The only exception to this is enchantments that say they stack, or enchantments that affect different ability scores.
For example a +2 STR enchantment stacks with a +2 DEX enchantment, but a +2 STR and +1 STR enchantment would not stock.
You can disenchant an item in one of two ways:
You can reduce it to its raw magical energy and condense it into a gem. Doing this provides you with a gem equal to 25% of the enchantment’s value.
This takes one downtime activity per enchantment on the item to complete.
You can carefully extract the contents of the enchantment into a gem. Doing this provides you with a gem that can be used to enchant a different item with that exact same enchantment. Due to the specific nature of these gems, they are not typically sellable to merchants.
This takes one downtime activity per enchantment on the item to complete.
Some items may be unable to be disenchanted.
A wand is single handed and follows the same enchanting rules as a normal weapon.
A staff is two handed and follows the same rules as a normal weapon, plus it has one additional enchanting slot that can be for any enchantment type (weapon, armor, other).
Intricate - Only one of this enchantment type can be on a weapon. An intricate enchantment does not count towards the total number of enchantment slots on a weapon. An intricate enchantment requires a specific magic source (typically a gem) to enchant the weapon. The quality of the gem determines the power of the enchantment. Only the gem of the required value is needed to enchant the item, no additional coins/gems required.
Ruby - Fire (300 gp, 1,000 gp, 5,000 gp, 50,000 gp)
Sapphire - Ice (300 gp, 1,000 gp, 5,000 gp, 50,000 gp)
Citrine - Lightning (300 gp, 1,000 gp, 5,000 gp, 50,000 gp)
Emerald - Acid (300 gp, 1,000 gp, 5,000 gp, 50,000 gp)
Topaz - Thunder (300 gp, 1,000 gp, 5,000 gp, 50,000 gp)
Diamond - Force (500 gp, 1,500 gp, 7,500 gp, 60,000 gp)
Amethyst - Psychic (500 gp, 1,500 gp, 7,500 gp, 60,000 gp)
Onyx gemstone - Necrotic (500 gp, 1,500 gp, 7,500 gp, 60,000 gp)
There are four different qualities of gemstones that can be used for enchantment.
Cracked - +1 damage
Lesser - 1d4 damage
Standard/Average/Normal - 1d6
Flawless - 1d8
Advanced - Only one of this enchantment type can be on a weapon. An advanced enchantment does count towards the total number of slots on a weapon. An advanced enchantment is enchanting like normal.