Newb20

Magic Item Enchantments

Enchantment Point Capacity

A crafted item’s quality and material determine its Enchantment Point (EP) capacity. Permanent enchantments have point costs based on their strength and the type of item receiving them. An item cannot have permanent enchantments whose total cost exceeds its capacity.

You must have the relevant Crafting Feat to create or improve an item in a category. EP measure the item’s capacity, not a resource spent by the crafter.

Crafted quality Base EP capacity
Poor 0
Normal 8
Masterwork 40
Legendary 60

Poor-quality items cannot be enchanted, regardless of material. For other qualities, add the item’s material modifier to its base capacity.

Material EP modifier
Common material, such as steel, wood, leather, or cloth +0
Silver or cold iron +2
Mithral or adamantine +4

The cost shown for a bonus of N is the total cost for that value, not a per-point cost. For example, a +4 bonus costs 16 EP. A character cannot add two copies of the same enchantment to one item to increase its value.

Numerical bonuses from magic items are Enhancement bonuses unless an item property states otherwise. Weapon Enchantment bonuses and Ioun Stone bonuses are separate bonus types with their own stacking rules.

If an item’s Enhancement bonus raises a character’s primary spellcasting ability, any bonus spell slot gained from that increase persists through rests; see the bonus spell-slot rules.

Item Properties

These properties can be added to any item type.

Enchantment Effect Cost
Shifter The item reshapes to fit its wearer or bearer in a natural-shifter form and remains with them when a transformation uses the natural-shifter item rule. It does not override restrictions on manipulating or activating items in that form. 4 EP

Non-Weapon Enchantments

In addition to the effects in their item-type tables, armor, rings, clothing, boots, amulets, gloves, helmets, and Ioun Stones can have saving throw and skill enhancements. These bonuses are Enhancement bonuses; the dedicated Ioun Stone effects below retain their separate Ioun Stone bonus type. Armor, rings, clothing, amulets, helmets, and Ioun Stones can also have Spell resistance.

Enchantment Effect Cost
Saving throw enhancement +1 to +6 Enhancement bonus to one saving throw; cost is N² for a bonus of +N N² EP
Skill enhancement +1 to +6 Enhancement bonus on one skill; cost is N² for a bonus of +N N² EP
Spell resistance The bearer gains Spell Resistance 15, 20, 25, or 30 while the item is worn or carried. The bearer can suppress or restore this resistance as a Free Action on their turn. Spell Resistance from multiple sources does not stack; use the highest value. 4, 16, 36, or 60 EP, respectively

Weapon Enchantments

Enchantment Effect Cost
Weapon Enchantment bonus +1 to +6 to the weapon’s AB and AD; cost is N² for a bonus of +N N² EP
Elemental damage Add +1d6 damage of one chosen elemental type per hit, to a maximum of +3d6 2 EP per d6
Keen Double the weapon’s critical threat range; does not stack with other threat-range increases 2 EP
Returning A thrown weapon returns to its wielder immediately after the attack 2 EP

A Weapon Enchantment bonus does not stack with an Enhancement bonus to the same attack or damage statistic; use the higher bonus. When a ranged attack uses both a bow and magical ammunition, use only the higher Weapon Enchantment bonus for both AB and AD.

Worked example: A +6 Weapon Enchantment bonus costs 36 EP. Adding +1d6 elemental damage costs 2 EP, and Keen costs 2 EP, for a total of 40 EP.

Armor Enchantments

Enchantment Effect Cost
Armor enhancement +1 to +6 Enhancement bonus to Armor AC; cost is N² for a bonus of +N N² EP
Shield enhancement +1 to +6 Enhancement bonus to Shield AC; cost is N² for a bonus of +N N² EP
Elemental resistance Reduce damage of one chosen elemental type by 5, 10, or 20 per instance 4, 8, or 16 EP
Damage reduction Gain DR 1/-, 2/-, or 3/- against physical damage 8, 20, or 36 EP

Armor and shield Enhancement bonuses stack with the Armor or Shield bonus from the worn armor or wielded shield, respectively, but Enhancement bonuses to the same AC component do not stack with each other. A creature can wear only one suit of armor and benefit from only one wielded shield. See Armor Class Components for how other AC bonus types stack.

Weapon and Armor Spellcasting Enchantments

Weapons and armor can have the following enchantments. The chosen spell level L is fixed when the item is crafted and must be from 1st to 9th level.

Enchantment Effect Cost
Bonus spell slot After a Long Rest, gain one extra spell slot of level L. Choose a slot-based spellcasting class in which you can cast that level; the slot can cast a spell known or prepared for that class. It does not grant spell-level access or a spell known/prepared. 10 × L EP
Bonus Sorcery Points After a Long Rest, gain Sorcery Points equal to the cost of one spell of level L on the Sorcerer point table. You must have Sorcerer access to that spell level. 10 × L EP

Ring Enchantments

Enchantment Effect Cost
Deflection +1 to +6 Deflection bonus to Deflection AC; cost is N² for a bonus of +N N² EP
Spell recovery Once per Long Rest, recover one expended spell slot of level L or lower 10 × L EP

Clothing Enchantments

Enchantment Effect Cost
Ability enhancement +1 to +6 Enhancement bonus to one ability score; cost is N² for a bonus of +N N² EP

Boot Enchantments

Enchantment Effect Cost
Fleet Increase land speed by 5, 10, 15, or 20 feet 4, 10, 18, or 28 EP
Striding Ignore nonmagical difficult terrain 8 EP

Amulet Enchantments

Enchantment Effect Cost
Natural armor +1 to +6 Enhancement bonus to Natural Armor AC; cost is N² for a bonus of +N N² EP
Elemental resistance Reduce damage of one chosen elemental type by 5, 10, or 20 per instance 4, 8, or 16 EP
Purity +1 to +6 Enhancement bonus on saving throws against poison and disease; cost is N² for a bonus of +N N² EP

Glove Enchantments

Enchantment Effect Cost
Physical ability enhancement +1 to +6 Enhancement bonus to one chosen ability score: Strength or Dexterity; cost is N² for a bonus of +N N² EP
Striking +1 to +6 Enhancement bonus to AB and AD with unarmed attacks; cost is N² for a bonus of +N N² EP

Helmet Enchantments

Enchantment Effect Cost
Mental ward +1 to +6 Enhancement bonus on Will saves against fear and mind-affecting effects; cost is N² for a bonus of +N N² EP
Darkvision Gain Darkvision with a range of 60 or 120 feet 8 or 16 EP

Legendary Powers

A Legendary item can have a unique ability. Cost the ability according to its strength: 20 EP for a substantial ability or 40 EP for a defining ability. A Legendary item has at most 60 EP before material modifiers, so it can combine a substantial unique ability with other enchantments.

Ioun Stones

Ioun Stones are slotless Legendary items with persistent effects. A fully powered Ioun Stone spends 60 EP on one effect. Its effect lasts until its bearer deactivates it; the bearer can activate or deactivate it as a Free Action on their turn. A deactivated effect resumes when reactivated, subject to any use limits or recovery rules in its description.

Ioun Stone effect Effect Cost
Ability +1 Ioun Stone bonus to one ability score 60 EP
Saving throw +2 Ioun Stone bonus to one saving throw 60 EP
Skill +4 Ioun Stone bonus to one skill 60 EP
Regeneration Regain 1 HP at the start of each of your turns, up to your maximum HP 60 EP
Spell recovery Once per Long Rest, recover expended spell-slot capacity equal to one slot at the highest spell level you can cast in any slot-based class. A slot one level lower costs half as much capacity, two levels lower costs one-quarter, and so on. 60 EP
Elemental resistance Reduce damage of one chosen elemental type by 20 per instance 60 EP
+1 Spell DC Add 1 to the DC of spells of the specified school 60 EP
+1 Spell Penetration Add 1 to the effective caster level of all cast spells for the purpose of overcoming spell resistance 60 EP
+1 AB Add 1 to all attacks and spell attacks 60 EP
+1 AC Grant a +1 Luck bonus to Luck AC 60 EP

When using Spell recovery, spend no more than one unit of recovery capacity. You can recover one slot at your highest spell level, two slots one level lower, four slots two levels lower, or any combination whose total capacity cost is 1 or less. For example, a character who can cast 9th-level spells can recover one 9th-level slot, two 8th-level slots, four 7th-level slots, or an equivalent mix. Recover only expended slots of levels you can cast; unused capacity is lost. The capacity refreshes after a Long Rest.

Multiple Ioun Stones can benefit the same character. An Ioun Stone bonus stacks with bonuses from non-Ioun sources, even when those sources grant the same usual bonus type. Bonuses from multiple Ioun Stones to the same statistic, saving throw, check, or AC component do not stack; use the highest. Duplicate effects such as regeneration or elemental resistance from multiple Ioun Stones also do not stack; use the strongest effect.

Kitsune Magical Tails can grant these effects without an item. A tail and an Ioun Stone with the same effect stack; effects from multiple tails still follow the stacking rules above.

Temporary Enchantments

Temporary class-feature effects do not consume or change an item’s permanent EP capacity. Their bonuses still follow the applicable stacking rules, including the rule that a Weapon Enchantment bonus and an Enhancement bonus to the same attack or damage statistic do not stack.