Standard Enchantment Costing

This page tracks the standard costs of adding enchantments to equipment. Standard costs may be modified by region. The cost of enchantment does not include the baseline cost of the item being enchanted.  

Armor

  +1 Enchantment   Cost: 1,000 gp   Effect: Provides a +1 bonus to AC.   +2 Enchantment   Cost: 5,000 gp   Effect: Provides a +2 bonus to AC   +3 Enchantment   Cost: 10,000 gp   Effect: Provides a +3 bonus to AC   Gleaming   Cost: 800 gp   Effect: This armor never gets dirty. It is incapable of becoming dirty, or tarnished.   Anti-Magic   Cost: 14,000 gp   Effect: While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can’t be used again until the next dawn.   In addition, while you wear this armor, you can use it to cast Antimagic Field, requiring no spell components. Once this property is used, it can’t be used again until the next dawn.   Resistance   Cost: 1,000 gp   Effect: You have resistance to one type of damage while you wear this armor.   Weightlessness   Cost: 6,000 gp   Effect: This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).   This armor regains 1d4 + 1 expended charges daily at dawn.   Mariner   Cost: 4,000 gp   Effect: While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface.   Etherealness   Cost: 6,000 gp   Effect: While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.  

Weapons

  +1 Enchantment   Cost: 1,000 gp   Effect: +1 to attack rolls and damage rolls with the weapon.   +2 Enchantment   Cost: 5,000 gp   Effect: +2 to attack rolls and damage rolls with the weapon.   +3 Enchantment   Cost: 10,000 gp   Effect: +3 to attack rolls and damage rolls with the weapon.   Venom / Poison   Cost: 3,500 gp   Effect: You gain a +1 bonus to attack and damage rolls made with this magic weapon.   You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The weapon can't be used this way again until the next dawn.   Favored Enemy / bane   Cost: 5,000 gp   Effect: The type of enemy is specified when the weapon is forged or enchanted. When you roll damage using this weapon against that type of enemy, roll an additional 1d10.   Forcebreaker   Cost: 8,200 gp   Effect: You gain a +2 bonus to attack and damage rolls made with this magic weapon.   This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.   Hellfire   Cost: 1,000 gp   Effect: This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.   Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).   Vicious   Cost: 3,500 gp   Effect: When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.   You have a +1 bonus to attack and damage rolls made with this magic weapon.   Warning   Cost: 1,000 gp   Effect: This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.   Moon Touched   Cost: 400 gp   Effect: In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.   Life Stealing   Cost: 2,500 gp   Effect: When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.   Sharpness   Cost: 6,000 gp   Effect: When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.   When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.   In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.   Wounding   Cost: 7,000 gp   Effect: Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.   Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.   Vorpal   Cost: 16,000 gp   Effect: Your weapon ignores resistance to slashing damage.   When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.   Returning   Cost: 2,500 gp   Effect: This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.   Elemental   Cost: Variable   Effect: This enchantment adds additional damage dice to a weapon's damage pool. The damage type must be a type other than bludgeoning, piercing, and slashing. The cost is based on the damage die being added:   Minor Elemental Damage (1d4) - 800 gp   Elemental Damage (d6) - 1,200 gp   Major Elemental Damage (d8) - 2,300 gp   Mighty Elemental Damage (d10) - 3,400 gp   Massive Elemental Damage (1d12) - 5,000 gp   Keen   Cost: 8,000 gp   Effect: Attacks with this weapon are critical hits on a roll of 19 or 20.  

Misc

  Unbreakable   Cost: 6,000 gp   Effect: The equipment cannot be broken by physical or magical means.   Spell-Casting   Cost: Variable   Effect: You add charges to the weapon that allow you to cast spells that get added to the weapon. The cost of adding a spell is 1,000 gp x the spell level for each spell being added. Additionally the cost of charges is 1,000 gp x the highest spell level per charge.   Intelligent   Cost: Base of 3,000 gp + Variable   Effect: The equipment become sentient. The equipment gains a Wis, Int, and Cha score of 8. You can increase the ability scores of the equipment by +1 / 500 gp. The ability scores cannot be altered after the equipment enchantment is complete. You may pick the personality and alignment for the sentient equipment.   Ability Score Increase   Cost: 5000 gp / +1 to particular score   Effect: Choose an ability score when you enchant the item. While holding the item you gain a bonus to that ability score based on what level you enchanted it to. (Max +4 to a particular score.)

Comments

Please Login in order to comment!