Enchanting-Crafting

When players have downtime between, or even in the middle of campaigns, it will be the case from time to time that they will want to use their skills to create something, either for themselves, or to sell and turn a profit while they wait out their next big adventure. The rules here are designed to provide a more comprehensive method for crafting items, as well as provide the DM with some ability to more precisely gage the value of certain magical items they might provide to their players within their adventures. This supplement will also detail option rules as to what materials a character might find, as well as how to find them and where.

Many crafts interact with each-other, and as such, there is some overlap between different crafts where noted.

Enchanting

Enchanting is the process of imbuing normal, every day items with magic. Enchanting, on its own, does not create any items, instead, it modifies existing items, granting them the ability to cast spells, and do extraordinary things. Most commoners will never own a magic item, and see those that carry them as people to be feared and watched in awe.

The Art of Enchanting makes use of several different skill sets, but each have the same result. Painters can decorate items with intricate artwork with enchanted inks, Calligraphers draw or carve beautiful runes into items using these same enchanted inks, and Jewelcrafters cut gems into unique patterns and facets, carving small symbols into them that imbue items with magical abilities when set.

Arcana

In order to Enchant an item, the Character must be proficient with the Arcana Skill, in addition to either Painters Tools, Calligraphers Tools, or Jewelcrafters Tools.

Using Painters Tools or Calligraphers Tools require inks made of rare herbs, the blood of Monsters, and ground stones.

Jewelcrafter Enchanters must use specific gems, often rare and expensive, to cut into unique facets for items.

Not all Enchantments can be used by a single type of Enchanter.

Enchanting Rules

In order to successfully enchant an item, an Enchanter rolls his Tool Proficiency(Painters, Calligraphers, or Jewelcrafters)+ Intelligence, against a DC equal to 15+ the Enchant DC Modifier.

In addition, Enchantments often require paints or Gems that must be crafted seperately, using a Tool Proficiency(Painters, Calligraphers, or JEwelcrafters)+ Intelligence roll against a DC set by the Created Item DC+ Tools Modifiers +Enchantment Modifier.

One roll is usually all that is made for a single item. The final score may have varying results depending upon the Enchanter's Roll. Critical Successes and Critical Failures are both possible, and are detailed in a chart later in this supplement.

As a Character levels up they gain access to more enchantments, and the types of tools they can use.

Maximum Enchantments

Items may only contain so much magical power before they become dangerous. An Enchanter may only place a number of Enchantments on a single items equal to the number of Maximum Enchantments.

In addition, any item with 3 Enchantments also has a detriment(even if it has one already).

Enchanting
Level Proficiency Bonus Features Maximum Enchantments
1st +2 Scribe Scrolls, Artisans Tool Proficiency 1
2nd +2 1
3rd +2 Enchant Wand 1
4th +2 Novice Enchantment 1
5th +3 Steel Tool Proficiency 1
6th +3 1
7th +3 1
8th +3 Apprentice Enchantments 2
9th +4 2
10th +4 Stabilized Tool Proficiency 2
11th +4 Enchant Staff 2
12th +4 Journeyman Enchantments 2
13th +5 2
14th +5 Enchanting Expertise 2
15th +5 Diamond Tool Proficiency 2
16th +5 Master Enchantment 3
17th +6 Enchanting Expertise 3
18th +6 3
19th +6 3
20th +6 Enchanting Expertise 3

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PART 4 | Enchanting

Scribe Scrolls

Most scrolls are spells stored in written form, while a few bear unique incantations that produce potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept in safe in a tube of ivory, jade, leather, metal or wood.

A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires using an action to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust.

At 1st level, you have learned to Scribe Scrolls of spells that you know(These must be spells that you have memorized).

In order to use a Scroll, you must have the spell on the Scroll on your spell list. Wizards may transfer spells from Scrolls into their Spellbook as per the rules in the Players Handbook.

Scribing a Scroll uses special Inks, and various items that must be found and(or) purchased.

Scribe Scrolls
Spell Level Time Required Cost Ink Required
Cantrip 1 Day 15 SP Novice Ink
1 1 Day 25 SP Novice Ink
2 3 Days 250 SP Novice Ink
3 1 Week 500 SP Apprentice Ink
4 2 Weeks 2,500 SP Apprentice Ink
5 4 Weeks 5,000 SP Apprentice Ink
6 8 Weeks 15,000 SP Journeymans Ink
7 16 Weeks 25,000 SP Journeymans Ink
8 32 Weeks 50,000 SP Masters Ink

Requires: Painting, Calligraphy

DC= 12+ (Spell Level)

Enchant Wand

At third level you gain the ability to place spells into Wands for future use. You may only use a wand if its spell is on your class spell list.

A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.

Choose one spell of 3rd Level or Lower, that does not have a target of Self. The Wand you Enchant can cast this spell for 1 charge as an action. When a Wand runs out of charges it becomes useless, often crumbling into dust.

Freshly Crafted Wands start with 10+Intelligence Modifier number of Charges.

Wand Crafting Table
Spell Level Time Required Cost Ink/Gem Required
Cantrip 1 Week 150 SP Novice Ink/Gem
1 1 Month 250 SP Novice Ink/Gem
2 2 Months 2,500 SP Novice Ink/Gem
3 3 Months 5,000 SP Apprentice Ink/Gem

Requires: Painting, Calligraphy, Jewelcrafting

DC= 14+ (Spell Level)

Novice Enchantment

At 4th Level the Enchanter is capable of manipulating minor magical energy's in an item to create a Novice Enchantment.

You may place a number of Enchantments on an item up to the number of Maximum Enchantments. Each Novice Enchantment has it's own requirements, detailed later in this chapter.

Apprentice Enchantment

At 8th Level the Enchanter is capable of manipulating magical energy in an item to a finer degree, creating an Apprentice Enchantment.

You may place a number of Enchantments on an item up to the number of Maximum Enchantments. Each Apprentice Enchantment has it's own requirements, detailed later in this chapter.

An Item may have no more than Two Apprentice Enchantments.

Enchant Staff

At 11th Level you are capable of creating powerful Staffs that are used to supplement magical power.

A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds.

A staff can be used as a quarterstaff.

Choose a number of spells equal to your Maximum Enchantments, that are 6th level or lower. These spells may be placed into your staff, and cast at a cost of one charge each.

If you place a Cantrip in your staff it does not use a Charge, but you must have one Charge left in the Staff to use the Cantrip.

You must have the spell stored in a Staff on your Class Spell List to cast the spell, but you do not have to know it.

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PART 4 | Enchanting

When calculating the cost and items needed to craft your staff, use the highest level spell you place in it on the following chart.

Newly crafted Staffs have 20+ Intelligence Modifier number of Charges.

Requires: Painting, Calligraphy, Jewelcrafting

DC= 14+ (Spell Level)

Staff Crafting Table
Spell Level Time Required Cost Ink/Gem Required
Cantrip 1 Week 1,500 SP Apprentice Ink/Gem
1 1 Month 2,500 SP Apprentice Ink/Gem
2 2 Months 25,000 SP Journeyman Ink/Gem
3 3 Months 50,000 SP Journeyman Ink/Gem
4 1 Month 80,000 SP Journeyman Ink/Gem
5 2 Months 100,000 SP Masters Ink/Gem
6 3 Months 150,000 SP Masters Ink/Gem

Journeyman Enchantments

At 12th Level the Enchanter is capable of manipulating powerful magical energy in an item to a finer degree, creating a Journeyman Enchantment.

You may place a number of Enchantments on an item up to the number of Maximum Enchantments. Each Journeyman Enchantment has it's own requirements, detailed later in this chapter.

An Item may have no more than One Journeyman Enchantments.

Enchanting Expertise

Enchanting Expertise's are ancient techniques that an Enchanter develops through their time of practice and study. Choose one of the following Expertises.

You may choose a 2nd Expertise at Level 17, and a 3rd at Level 20.

Golemancy When you take this Expertise, you learn how to make Flesh Golems.

Time to Craft: 6 Months(180 Training Points)

Requires: Painting, Calligraphy, Jewelcrafting

DC= 6+ (Spell Level)

Cost: 200,000 SP, and 2 Master's Ink or Gems.

If the Golemancy Expertise is taken a second time, the Enchanter learns how to create Clay Golems as well.

Time to Craft: 1 Year(360 Training Points)

Requires: Painting, Calligraphy, Jewelcrafting

DC= 6+ (Spell Level)

Cost: 300,000 SP, and 3 Master's Ink or Gems.

Stats for these Golems can be found in the Monster Manual. You may never control more Golems than your Intelligence Modifier.

Spell Applier You may now Enchant items other than Wands or Staff's to cast spells. You may place spells in Rings, Amulets, Armor, Weapons, Cloaks etc. The user of these items does not have to know these spells, or have them on their Class Spell List in order to be able to use them.

The maximum Spell Level you can place in an item is 4th. Use the Staff Crafting Table to determine cost, time and requirements.

Items imbued with Spells have 3 charges, and regain all charges at dawn, or dusk, decided upon when you Enchant the item.

Recharger You have learned a subtle trick in the crafting of Wands and Staffs. After learning this Expertise, any Wand or Staff you craft has 3 charges per spell. Your Wand or Staff will regain all of these charges at dawn or dusk, decided upon when you Enchant the item.

In addition, you may place one additional Cantrip in a Staff, and it does not count against the Maximum Enchants for that Staff.

Supreme Scribe When you Scribe Scrolls, you may subtract a number of days equal to your Spellcasting Modifier.(Minimum One Day).

In addition, you may now scribe Level 9 Spell Scrolls.

Level 9 Spell Scrolls take 48 Weeks to craft, cost 250, 000 SP, and require 1 Masters Ink.

School Specialization Choose a Spell School; Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. You may lower the DC for Enchantments of this spell school by 2.

This Expertise may be taken multiple times, each time pertaining to a different Spell School.

Item Specialization Choose a type of item; Weapons, Armor, Cloaks, Jewelry(rings and Amulets), Boots and Gloves or Wands and Staves.

You may lower the DC when applying Enchantments to these items by 2.

This Expertise may be taken multiple times, each time pertaining to a different type of item.

Curse Breaker You may attempt to unravel the damaged magic in an Enchantment with thise Expertise. When presented with an item that you know is cursed, or has a detriment, make an Arcana Check, DC 20.

If you succeed on this check, you may remove one detriment. This check may only be attempted once per item.

Master Enchantment

At 16th Level the Enchanter is capable of manipulating magical energy into profound effects.

You may place a number of Enchantments on an item up to the number of Maximum Enchantments. Each Master Enchantment has it's own requirements, detailed later in this chapter.

An Item may have no more than One Master Enchantments. Every Master Enchantment comes with a Minor Detriment.

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PART 4 | Enchanting

Tools of the Trade

An Enchanter is only so good as his tools are. All Enchanters use different tools, with Painters, Calligraphers, and Jewelcrafters each using their own sets.

Better quality Tools allow an Enchanter to use higher quality materials, and assist in easier Enchanting of items.

Functionally, all Tool Sets have four Different variants, which are described below.

Artisan tools

A simple set of Basic Tools.

Painters Tools Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks. and a palette.

Calligraphers Tools Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills. These tools often also include chalks, and wax markers.

Jewelcrafters Tools Jeweler’s tools consist Of a small saw and hammer, files, pliers, and tweezers.

DC Adjustement= 0

Cost to Purchase 8 SP

Steel Tools

A set of Artisan Tools made out of Reinforced materials, typically steel and higher quality wood.

Painters Tools Typically these brushes are of finer hair and quality.

Calligraphers Tools Typically come with Griffon Feathered quills, rare powders formed into chalks and strange alchemical waxes.

Jewelcrafters Tools Jeweler’s tools consist Of a small saw and hammer, files, pliers, and tweezers.

DC Adjustement= -2

Cost to Purchase 100 SP

Stabilized Tools

Stabilized Tools are crafted out of Meteoric Iron, and rare woods.

Painters Tools Brushes enchanted to cleanse themselves, Alchemical chalks and charcoals.

Calligraphers Tools Often have Quills made by Tinkers, strange contraptions that hold rare inks.

Jewelcrafters Tools Often include powered magnifying devices, and small blades that can cut through even the hardest stones.

DC Adjustement= -4

Cost to Purchase 1,000 SP

Diamond Tools

Diamond Tools are a pinnacle of perfection. Typically only owned by Grandmasters of a craft , a set of Diamond Tipped Tools is often worth killing for according to most.

Painters Tools Brushes made of rare hair, like that of Yeti or hellhound, none could ask for higher quality!

Calligraphers Tools Often come with literal diamond tipped quills.

Jewelcrafters Tools What better to cut Diamonds than Diamonds?

DC Adjustement= -6

Cost to Purchase May Not be Purchased.


All About Ink and Paint

Calligraphy and Painting are useless without something to put on the Canvas! Enchanting utilizes rare mixtures of Inks, Oils, Blood, Ichors, and other fluids to that are mixed with Arcane Dusts, minerals and othe items to create Paints used with Calligraphy and Painting.

There are four basic types of Ink needed to place Enchantments on items. When creating an Ink or Paint, roll Calligraphy or Painting. The materials listed are enough to craft one 2 Batches of Ink or Paint.

A Critical Success means you create an extra Batch of Paint or Ink.

Novice Ink/Paint

Novice Paints are the most basic, consisting of a thick, red-black ink made from the Heart Blood of Monsters and Alchemical Charcoal.

The Blood must be harvested from a creature CR 2 or Higher. Harvesting a creatures Heart Blood requires no roll, and yields enough blood for 2 craftings of Novice Paint or Ink.

Time Required to Craft 1 Day(2 Training Point)

DC to Craft 15

DC Adjustement= 0

Cost to Purchase 1,000 SP

Apprentice Ink/Paint

Apprentice Ink or Paints require ground Cryosium, and Alchemist's Fire. It burns a bright, orange color when applied.

Each Bar of Cryosium may be ground into enough ground Cryosium to make 2 craftings of Apprentice Paint or Ink.

Time Required to Craft 1 Week(10 Training Points)

DC to Craft 17

DC Adjustement= +2

Cost to Purchase 5,000 SP

Journeyman Ink/Paint

Journeyman Inks and Paints are a dull grey in color, that sparkle with powdered Gold Dust, ground Strong Bone mixed in a Potion of Hill Strength.

Each Bar of Gold may be ground into enough Gold Dust to make 2 craftings of Apprentice Paint or Ink.

Each Bundle of Strong Bone may be ground into enough ground Strong Bone to make 2 craftings of Apprentice Paint or Ink.

Time Required to Craft 1 Month(30 Training Points)

DC to Craft 19

DC Adjustement= +3

Cost to Purchase 15,000 SP

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PART 4 | Enchanting

Masters Ink/Paint

Masters Ink requires rare Fey Wood Needles, the tears of a Fey Creature, and Prismere Dust.

1d4 Bundles of Fey Wood Needles may be Harvested from a Fey Wood Tree per year. 1 Bundle is required per Crafting of Masters Ink or Paint.

The tears of a Fey Creature may only be harvested from a living Fey creature with the Fey descriptor. Enough tears for 1 crafting may be harvested from a Fey per day. Fey are obviously not happy about this.

Each Bar of Prismere may be ground into enough Prismere Dust to make 2 craftings of Apprentice Paint or Ink.

In addition, destroying a magical item renders Prismere Dust. An unommon item yields enough Prismere Dust for 1 craft. A Rare, or Very Item Yields enough Prismere Dust for 2 crafts.

Time Required to Craft 2 Months(60 Training Points)

DC to Craft 21

DC Adjustement= +5

Cost to Purchase 25,000 SP(Unable to be purchased)

Gemstones and Jewels

Gems and Jewels come from all over the world, and are of varying rarity and quality. Often found while mining for rare metals, a Jewelcrafter may place enchantments on Gems that in turn interact with items by activating their magical resonance.

While valued on what they are, a Gemstones cut often determines its value just as much!

Gemstone Schools

Certain Gems interact better with certain types of magic. In order to place an Enchantment on an Item, a Jewelcrafter must match both the Gem to the Arcane School, and the Cut of the Gem.

Here is a list of the Schools of Magic and Gemstones that correlate to them.

Abjuration

Azurite, Blue Quartz, Carnelian, Amethyst, Blue Sapphire

Conjuration

Banded Agate, Malachite, Sardonyx, Coral, Topaz, Emerald

Divination

Eye Agate, Chalcedony, Quartz, Pearl, Alexandrite, Diamond

Enchantment

Lapis Lazuli,Citrine, Moonstone, Chrysoberyl,Peridot, Yellow Sapphire

Evocation

Rhodochrosite, Jasper, Garnet, Spinel, Blue Spinel, Fire opal

Illusion

Tiger Eye, Chrysoprase, Jade, Opal, Star Ruby, Ruby

Necromancy

Hematite, Obsidian, Blood Stone, Onyx, Amber, Jet, Black Pearl, Black Opal, Black Sapphire


Transmutation

Turquoise, Moss Agate, Star Rose Quartz, Zircon, Tourmaline, Aquamarine, Star Sapphire, Jacinth

Cut

The Cut of a Gem is what determines the Enchantments it bestows upon an item. There are four basic cuts, each requiring different qualities of Gemstone.

Facets are flat faces on geometric shapes. Gemstones commonly have facets cut into them in order to improve their appearance by allowing them to reflect light. The Shape of these Facets are what harness ambient Arcane Energy.

In order to Cut a Gemstone roll a Jewelcrafting Check against a DC set by the Cut.

Novice Cut

A Novice Cut Gem that contains 7 facets, the Novice Cut is typically called the 'Human Cut' by many races, for its simplicity, but undeniable utility.

Time Required to Craft 1 week(10 Training Points)

DC to Craft 15

DC Adjustement= 0

Cost of Gemstone used 50 SP

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PART 4 | Enchanting

Apprentice Cut

An Apprentice Cut contains Twelve Facets, often called an 'Elven Cut', as each Facet represents one of of their Ancient Gods.

Time Required to Craft 1 Month(30 Training Points)

DC to Craft 17

DC Adjustement= +2

Cost of Gemstone used 250 SP

Journeyman Cut

A Multifaced Cut containing 17 Facets, these Gems are beautiful to behold. Often a Journeymans Cut is called A 'Dwarf Cut', as many of the Old Kingdom Craftsmen could not be considered to leave their apprenticeships until they could perofm it.

Time Required to Craft 3 Months Day(90 Training Points)

DC to Craft 19

DC Adjustement= +4

Cost of Gemstone used 500 SP

Masters Cut

A Master Cut Gemstone is truly a wonder to behold. Containing 24, or more Cuts, it is typically referred to as a 'Dragon Cut', because it inspires Greed in any who see it.

Time Required to Craft 6 Months(180 Training Points)

DC to Craft 21

DC Adjustement= +5

Cost of Gemstone used 5,000 SP(Unable to be Purchased)

Enchantments

Here we will list Enchantments that can be applied to items.

Each Enchantment can only be placed on specific items, as listed below the description.

In addition, some items are uniquely paired with their specific enchantment, such as Ersatz Eye.

Every Enchantment will require a certain level spell that the Enchanter must be able to cast. Sometimes this is of a Spell School, a specific spell, or any spell that performs the effect(such as fire damage).

Ammunition

When Enchanting Ammunition, you may use 1 Enchantment on 20 Pieces of Ammunition per craft.

Critical Success and Failure

Critical Success and Failure when Enchanting is different than creating items normally. Many times an Enchantment has no additional effect when a Critical Success is rolled, if it does, it will be noted.

A normal failure on enchanting gives an item a Detriment or curse, in addition to the normal enchantment.

Critical Failure, however, always carries a heavy price. The Enchantment does not take hold, and the item also gains two Detriments or Curses. Alternatively, the DM may decide that the enchanted item gains a unique curse or detriment and the normal enchantment.


Novice Enchantments

Bright

An Item enchanted with the Bright Enchantment sheds bright light in a 60 foot Radius, and Dim Light for another 30 feet.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapons, Shield

DC= +2

Critical Success None

Spells Required Light

Compass

The wielder can use an action to learn which way is north.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success The Wielder can use an action to discern any direction they desire.

Spells Required Any 2nd Level Divination Spell

Delver

While underground the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required Any 2nd Level Divination Spell

Gleaming

This item never gets dirty.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required Any 2nd Level Illusion Spell, or Prestidigitation.

Guardian

The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Shield, Jewelry

DC= +2

Critical Success The bonus to Initiative increases to +3.

Spells Required Any 2nd Level Abjuration or Diviniation spell, Or Alarm.

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PART 4 | Enchanting

Language

The bearer can speak and understand a language of the Creators choice while the item is on the bearer's person.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Helmet

DC= +2

Critical Success The Creator can choose an additional language.

Spells Required Comprehend Language, Tongues

Sentinel

Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required 2nd Level Divination Spell.

Song Craft

Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success The weapon now deals +1 Sonic Damage.

Spells Required 2nd Level Illusion Spell

Temperate

The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Armor, Cloak, Jewelry

DC= +2

Critical Success None

Spells Required Resistance, or 2nd Level Abjuration Spell, or 2nd Level Transmutation Spell

Unbreakable

The item can't be broken. Special means must be used to destroy it.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required 2nd Level Transmutation Spell, or 2nd Level Enchantment Spell

War Leader

The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon, Armor, Shield

DC= +2

Critical Success None

Spells Required 2nd Level Illusion Spell

Waterborne

This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required 2nd Level Transmutation Spell, or 2nd Level Enchantment Spell

Illusion

The item is imbued with illusion magic, allowing its bearer to alter the item 's appearance in minor ways. Such alterations don't change how the item is worn , carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it 's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Armor, Cloak, Gloves, Boots, Weapon, Jewelry

DC= +2

Critical Success None

Spells Required 2nd Level Illusion Spell

Focus

This item is inscribed with ancient runes can be used as a Spellcasting Focus.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon, Shield, Jewelry

DC= +2

Critical Success None

Spells Required 2nd Level Transmutation Spell

Tome

This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Weapon, Ring

DC= +2

Critical Success None

Spells Required 2nd level Conjuration Spell

Artists

The bearer may use this item to make colored marks on any surface. The marks will fade away in 24 hours.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Weapon

DC= +2

Critical Success None

Spells Required 2nd Level Illusion Spell, or Prestidigitation

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PART 4 | Enchanting

Binding

When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success Slowing effect increases to 10 feet.

Spells Required 2nd Level Enchantment Spell

Blessed

Whenever the bearer of this item receives magical healing from a spell they gain an additional amount of hit points equal to their Wisdom (Religion) skill.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Shield, Cloak, Gloves

DC= +2

Critical Success None

Spells Required Any 2nd level Cleric, Paladin, Druid, or Ranger Spell

Eyes

Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required 2nd Level Divination Spell

Elemental Damage

Items bearing this enchantment add +1 Damage of a chosen type; Sonic, Lightening, Cold, Fire, Acid, Force, Necrotic, or Radiant.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success Damage is increased to 1d4.

Spells Required 2nd Level spell dealing the chosen type of Damage.

Deep

The bearer can hold their breath for 5 minutes before the onset of asphyxiation.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Helmet

DC= +2

Critical Success None

Spells Required 2nd Level Abjuration Spell, or 2nd level Enchantment Spell


Chained

The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success None

Spells Required 2nd Level Transmutation Spell, or 2nd Level Conjuration Spell

Saving Grace

While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Clothing, Jewelry, Cloak

DC= +2

Critical Success None

Spells Required 2nd Level Necromancy Spell, Any 2nd level spell that causes Healing.

Minor Bane

Treat this item as a +1 magic weapon when attacking a specific type of creature(Dragon, Undead, Humans, Elves, etc.).

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success You deal an addtional 1d4 damage to the chosen creature type.

Spells Required 2nd Level Conjuration Spell

Horsemans

The bearer can placate and calm any mount not under the influence of a spell or possession.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Jewelry, Cloak, Gloves

DC= +2

Critical Success None

Spells Required Speak with Animal, or Animal Friendship

Cowards

Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Boots

DC= +2

Critical Success You may move a total of 10 feet.

Spells Required Longstrider, or Experditious Retreat, or Haste

8

PART 4 | Enchanting

Dreamscribes

The bearer can read books they are touching while sleeping.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Jewelry, Clothing, Cloak, Circlet

DC= +2

Critical Success None

Spells Required 2nd level Divination Spell, or Sleep

Drunkards

The bearer always knows the direction to the nearest tavern in a 60 mile radius.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Mug, Boots

DC= +2

Critical Success None

Spells Required 2nd Level Divination Spell

Dryads

When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Jewelry, Cloak

DC= +2

Critical Success None

Spells Required Any 2nd level Druid or Ranger spell, or Animal Friendship

Eager

The bearer does not require an interaction to draw or sheath this weapon

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon, Sheathe

DC= +2

Critical Success None

Spells Required 2nd Level Enchantment Spell

Rooting

The bearer of this item is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Gem

Items that may be enchanted: Weapon, Boots, Armor

DC= +2

Critical Success The distance is reduced by 10 feet instead of 5.

Spells Required 2nd level Transmutation, or Enchantment Spell.

Truth

The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Helmet, Circlet

DC= +2

Critical Success None

Spells Required 2nd level Divination Spell, or Dispel Magic

Martyr

Treat this as a +1 weapon if the bearer has less than half of their maximum hit points

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success

Spells Required 2nd level Abjuration, or Necromancy Spell

First

The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Boots, Cloak, Weapon

DC= +2

Critical Success None

Spells Required 2nd level Enchantment Spell

Ghost-Touched

This item can be wielded by a missing limb. If so, it becomes a +1 weapon. Ghost Touched gloves allow items to be interacted with as if the user had a hand(And retain a +1 to hit and damage with unarmed strikes).

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon, Gloves

DC= +2

Critical Success The weapon deals +1 Necrotic Damage

Spells Required 2nd level Necromancy Spell

Eavesdropping

As long as it is on the same plane of existence, the bearer can hear through this item as if they were present.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required 2nd level Divination Spell

Hearth

When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor

DC= +2

Critical Success None

Spells Required Any 2nd level spell that can heal damage.

9

PART 4 | Enchanting

Indifferent

The bearer no longer feels emotions. They have immunity to fear effects but disadvantage on Insight and Performance checks, and cannot Rage.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Jewelry, Armor, Cloak

DC= +2

Critical Success None

Spells Required 2nd Level Abjuration, or Illusion Spell

Masked

The bearer and all of their possessions are completely odorless.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Clothing

DC= +2

Critical Success None

Spells Required 2nd Level Illusion Spell

Meadowforged

A gentle kaleidoscope of butterflies always accompanies this item. The bearer has advantage on persuasion checks with Fae creatures less than CR 2.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Cloak, Jewelry, Weapon

DC= +2

Critical Success None

Spells Required 2nd Level Enchantment Spell

Mindscour

This item disrupts all telepathic communication within 20 feet. Psychic attacks are not affected.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success None

Spells Required 2nd level Abjuration, or Enchantment Spell

Mortuary

The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Clothing, Jewelry

DC= +2

Critical Success None

Spells Required 2nd level Necromancy Spell, or Gentle Repose


Nourishing

Once per long rest, the bearer may lay this item beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required Create Food and Water, or Goodberry

Scarlet

This Item perpetually drips the blood of a monstrous race, chosen by the Creator. The bearer can speak that race's language and has advantage on intimidation checks against monsters of that race when the weapon is revealed.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Weapon, Helmet

DC= +2

Critical Success None

Spells Required Fear, or Ranger with Favored Enemy of the race.

Ritualists

Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Cloak, Jewelry

DC= +2

Critical Success None

Spells Required Any 2nd level Ritual Spell

Shaming

Any humanoid creature hit with this item loses all of the hair on their head and face.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success the creature loses all hair on their entire body.

Spells Required 2nd Level Necromancy

Savior

The bearer may spend an action to stabilize a dying creature within 5 feet. They cannot do so again until they have completed a long rest.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Gloves

DC= +2

Critical Success None

Spells Required Spare the Dying

10

PART 4 | Enchanting

Strapping

Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Gloves

DC= +2

Critical Success None

Spells Required 2nd level Abjuration, or Enchantment.

Tenacious

When the bearer takes a long rest, they gain back one additional hit die.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon, Armor, Jewelry, Cloak

DC= +2

Critical Success None

Spells Required Any 2nd level spell that heals damage.

Tsunami

Once per short rest, when the bearer crits with this weapon, all creatures other than the bearer within 5 feet of the target (including the target) must roll a DC 12 constitution saving throw or be knocked prone by a wave of concussive force.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success Increase the range to all creatures within 10 feet

Spells Required 2nd level Conjuration, or Evocation spell.

Victorious

Whenever the bearer kills a creature with this item, they gain temporary hit points equal to the creature's CR (minimum of 1).

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Weapon

DC= +2

Critical Success None

Spells Required 2nd level Necromancy Spell

Voidstone

This item cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required Nystul's Magic Aura

Messenger

Once per long rest, the bearer may use an action to transform this weapon into a magical raven that can deliver a message to anyone in a 50 mile radius, provided the bearer knows their name and face. When the raven returns, it reverts into its weapon form. If the bird should die en route, it reverts into weapon form and unattunes from the bearer.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required Animal Messenger, or Any 2nd level Transmutation spell

Astute

It takes half the time to don or doff this armor than a normal armor of this type.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted:Armor

DC= +2

Critical Success None

Spells Required Mage Armor, or Armor of Agathys

Concealing

The bearer may spend one action hiding an item weighing no more than 5 pounds in a magical pocket. A person searching the bearer for a hidden item must make a DC 20 Intelligence (Investigation) check to discover this property.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Armor, Cloak

DC= +2

Critical Success None

Spells Required 2nd level Illusion, or Conjuration spell

Heroic

The bearer has advantage on saving throws vs. fear.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Gem

Items that may be enchanted: Armor, Weapon, Shield

DC= +2

Critical Success The wearer is Immune to fear.

Spells Required 2nd level Abjuration spell, or Calm Emotions

Mortals

At the end of a turn where the bearer failed a death saving throw, the magic within this armor will attempt to stabilize the bearer. It rolls a Wisdom (Medicine) check with a +3 modifier.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor

DC= +2

Critical Success The roll gains advantage

Spells Required Spare the Dying

11

PART 4 | Enchanting

Mournful

When an ally falls unconscious in battle, the bearer gains a +1 AC bonus for the next 10 minutes. If that ally stabilizes or awakens, the bearer loses this bonus.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Jewelry, Cloak

DC= +2

Critical Success None

Spells Required 2nd level Abjuration, or Necromancy Spell

Shadowy

The bearer gains advantage to stealth rolls made in dim light and no light.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Armor, Cloak

DC= +2

Critical Success None

Spells Required 2nd Level Illusion spell

Hallowed

Once deceased, the body wearing this item cannot be animated or raised from the dead.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor

DC= +2

Critical Success None

Spells Required 2nd level Necromancy Spell, Gentle Repose

Watchers(armor)

Treat as +1 armor when the bearer is surprised.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor

DC= +2

Critical Success None

Spells Required Alarm

Cartographic

On its own volition, the item records a map of the environments that the bearer is exploring, and can magically project it for the bearer to see.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Jewelry, Map

DC= +2

Critical Success None

Spells Required 2nd level Divination Spell

Locating

Once attuned, the bearer always knows the exact location of this item.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required Locate Object

Nourishment

The bearer rarely feels hungry, and only needs to consume one-fifth the usual amount of food.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Any

DC= +2

Critical Success None

Spells Required 2nd level Transmutation Spell

Vulpine

Characters trying to track the bearer have disadvantage to their skill checks.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Boots

DC= +2

Critical Success The user can choose any type of animal tracks to leave instead of their own.

Spells Required 2nd level Illusion, or Transmutation spell.

Dogs

The bearer can detect and distinguish scents like a dog and gains advantage on Wisdom (Perception) checks that use smell.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Helmet, Circlet

DC= +2

Critical Success None

Spells Required 2nd level Transmutation Spell, or Beast Sense

Bat

The bearer can hear a pin drop in a crowded room and gains advantage on Wisdom (Perception) checks that use hearing.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Helmet, Circlet

DC= +2

Critical Success None

Spells Required 2nd level Transmutation Spell, or Beast Sense

Cloak of Billowing

While wearing this cloak, you can use a bonus action to make it billow dramatically.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Cloak

DC= +2

Critical Success None

Spells Required Prestidigitation, or Thaumaturgy, or Gust of Wind

6

PART 4 | Enchanting

Charlatan's Die

Whenever you roll this six—sided die, you can control, which number it rolls.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Dice

DC= +2

Critical Success None

Spells Required 2nd level Illusion Spell

Garment of Mending

This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Cloak, Armor, Clothes

DC= +2

Critical Success None

Spells Required Mending

Dread Helm

This fearsome helm makes your eyes glow red while you wear it.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted:

DC= +2

Critical Success None

Spells RequiredThaumaturgy, or 2nd level Illusion spell

Ersatz Eye

This artificial eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Gem

Items that may be enchanted: False Eye

DC= +2

Critical Success None

Spells Required 2nd level Transmutation Spell

Heward's Handy Spice Pouch

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend l of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Small Pouch

DC= +2

Critical Success None

Spells Required 2nd level Conjuration Spell


Horn of Silent Alarm

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains ld4 expended charges daily at dawn.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Horn

DC= +2

Critical Success None

Spells Required Alarm

Instrument of Illusions

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5—foot—radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample Visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Instrument

DC= +2

Critical Success Increase the Radius to 10 feet

Spells Required 2nd level Illusion spell

Orb of Time

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Orb

DC= +2

Critical Success None

Spells Required 2nd level Divination Spell

Pipe of Smoke Monsters

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Pipe

DC= +2

Critical Success None

Spells Required 2nd level Illusion Spell

13

PART 4 | Enchanting

Pole of Angling

While holding this 10—foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10—foot pole.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Pole

DC= +2

Critical Success None

Spells Required 2nd level Transmutation Spell

Pole of Collapsing

While holding this 10—foot pole, you can use an action to speak a command word and cause it to collapse into a l-foot-long rod, for ease of storage. The poles weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Pole

DC= +2

Critical Success None

Spells Required 2nd level Transmutation Spell

Rope of Mending

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A Rope of Mending is forever shortened if a section of it is lost or destroyed.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted:Rope

DC= +2

Critical Success None

Spells Required Mending

Shield of Expression

The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the faces expression.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Shield

DC= +2

Critical Success None

Spells Required 2nd level Illusion Spell

Smoldering

Wisps of harmless, odorless smoke rise from this item while it is worn.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Armor, Weapon, Shield, Cloak

DC= +2

Critical Success None

Spells Required 2nd level Illusion spell


Tankard of Sobriety

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted:

DC= +2

Critical Success None

Spells Required 2nd level Abjuration Spell, or Purify Food and Drink

Unbreakable Arrow

This arrow can’t be broken, except when it is within an antimagic field.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Ammunition

DC= +2

Critical Success None

Spells Required 2nd level Transmutation Spell

Veteran's Cane

When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint

Items that may be enchanted: Cane

DC= +2

Critical Success None

Spells Required 2nd level Transmutation Spell

Walloping Ammunition

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice

Items that may be enchanted: Ammunition

DC= +2

Critical Success None

Spells Required 2nd level Evocation Spell

Returning

When a Returning weapon is thrown, it returns to its owner at the start of their next turn.

Time Required to Craft 1 Month(30 Training Points)

Requires: Novice Ink/Paint, or Novice Gem

Items that may be enchanted: Thrown Weapon

DC= +2

Critical Success None

Spells Required 2nd level Conjuration, or Transmutation spell

14

PART 4 | Enchanting

Apprentice Enchantments

Boundless

An item with the Boundless effect may make a ranged attack with the melee weapon as if they were in melee range, sending out a burst of arcane energy. The attack uses the Players normal Melee attack roll, but may strike a target up to 15 feet away.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success Increase the range to 30 feet.

Spells Required 4th level Evocation Spell

Assassins

The bearer may add 1d8 poison damage to all attacks made during surprise rounds.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success Adds the poison status to enemies until the start of your next turn.

Spells RequiredAny 4th level spell that deals poison damage

Autumn

The weapon contains a reservoir of natural magic that can sustain a cascade of falling leaves for up to 60 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 seconds of energy to the weapon's resevoir.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint

Items that may be enchanted: Weapon

DC= +4

Critical Success A long rest always restores 5 seconds of energy to the reservoir.

Spells Required Any 4th level Druid or Ranger Spell

Barbed

After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage. This damage cannot be reduced in any way.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint

Items that may be enchanted: Weapon

DC= +4

Critical Success Both damages increase to 1d6

Spells Required Any 4th level Druid or Ranger Spell

Bloodthirsty

The bearer of this weapon use a bonus action and spend a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Necromancy Spell

Cruel

The bearer may re-roll damage from critical hits scored with this weapon and take the second result.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Transmutation, or Evocation spell

15

PART 4 | Enchanting

Deceptive

When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Conjuration Spell

Greater Bane

Choose a creature type(Fiend, Fey, Human, Elf, Orc, Etc). When you hit a creature of this type with this weapon, the creature takes an extra 2d6 damage of the weapon's type.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success You deal 3d6 damage instead of 2d6

Spells Required 4th level Evocation Spell

Elemental Burst

Choose an element; Fire, Cold, Lightening, Sonic, or Acid. When you score a critical hit with this item you deal 1d10 extra damage of your chosen Element.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon, Glove, Boots

DC= +4

Critical Success You deal 2d6 damage on a crit instead of 1d10

Spells Required Any 4th level Spell that deals the type of Elemental Damage.

Nighborne

At night this item functions as if it has a +1 Enhancement Bonus.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon, Armor

DC= +4

Critical Success None

Spells Required 4th level Transmutation spell.

Dayborn

During the day this item functions as if it has a +1 Enhancement Bonus.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon, Armor

DC= +4

Critical Success None

Spells Required 4th level Transmutation spell.

Favored

Once per long rest, the bearer may roll a saving throw with advantage. You must choose to gain advantage before you roll to use this feature.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon, Armor, Jewelry, Cloak

DC= +4

Critical Success None

Spells Required 4th level Divination spell

Feathered

The bearer may use their reaction to reduce fall damage by 1d10 until the end of turn. They cannot use this feature again until completing a long rest.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Boots, Cloak, Armor

DC= +4

Critical Success None

Spells Required Feather Fall

Healing

This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d6+2 hit points at touch range.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Gem

Items that may be enchanted: Weapon, Armor, Amulet

DC= +4

Critical Success Increase the healing to 1d8+2.

Spells Required Any 4th level Healing spell

Jagged

Once hit by this weapon, the victim cannot regain hit points until the beginning of their next turn.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Necromancy Spell

Mage Killer

Ignores the AC bonuses given by spells such as Mage Armor and Shield.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Abjuration Spell

Opportunist

This weapon does an additional 1d6 damage on attacks of opportunity.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success The damage increases to 1d8

Spells Required 4th level Transmutation spell

16

PART 4 | Enchanting

Murderous

When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Transmutation spell

Parrying

The bearer may use their reaction to gain a +1 AC bonus until the end of the turn.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Abjuration Spell

Phantom

Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Necromancy spell.

Priests

This item increases the bearer's Channel Divinity range by 5 feet.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon, armor, Amulet

DC= +4

Critical Success None

Spells Required Any 4th level Cleric Spell

Rainbow

The bearer may change the damage type of a spell they cast once per long rest.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint

Items that may be enchanted: Armor, Jewelry, Weapon

DC= +4

Critical Success None

Spells Required 4th level Evocation Spell

Warmages

Whenever bearer casts a spell of 1st level or higher, treat this weapon as a +1 weapon until the beginning of their next turn.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Abjuration Spell


Siege

This weapon does maximum damage against man-made, inanimate objects.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Transmutation spell

Swift

If the bearer is first in the initiative order, they may treat this as a +1 until combat ends.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon

DC= +4

Critical Success None

Spells Required 4th level Transmutation

Dazzling

Once per day, the bearer may spend an action to ignite the magic in this item, causing it to flare brilliantly. Any creature within a 10 foot radius must use their reaction to shield their eyes or be blinded until the end of their next turn.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Weapon, Shield, Armor

DC= +4

Critical Success None

Spells Required 4th level Illusion Spell

Lightweight

This armor is 50% lighter than normal armor of this type. If it has a Strength requirement to use, it is reduced by 1

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Gem

Items that may be enchanted: Armor

DC= +4

Critical Success None

Spells Required 4th level Transmutation spell

Silent

If this armor imposed disadvantage to stealth, it no longer does.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint

Items that may be enchanted: Armor

DC= +4

Critical Success None

Spells Required 4th level Illusion Spell

17

PART 4 | Enchanting

Liars

The bearer cannot be magically compelled to speak the truth while wearing this armour.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Armor, Jewelry

DC= +4

Critical Success None

Spells Required 4th level Abjuration, or Illusion spell

Eagle-Eye

The bearer can clearly see twice as far and gains advantage on Wisdom (perception) checks that use sight.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Helmet, Circlet

DC= +4

Critical Success None

Spells Required 4th level Transmutation spell, or Beast Sense.

Clockwork Amulet

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used this property can’t be used again until the next dawn.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint

Items that may be enchanted: Amulet

DC= +4

Critical Success None

Spells Required 4th level Divination Spell, or True Strike

Enduring Spellbook

This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint

Items that may be enchanted: Book

DC= +4

Critical Success None

Spells Required Protection from Energy, and Mending

Pot of Awakening

lfyou plant an ordinary shrub in this lO-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Pot

DC= +4

Critical Success None

Spells Required Awaken


Stone Soul

While you are attuned to this item you cannot be petrified.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Gem

Items that may be enchanted: Jewelry, Armor

DC= +4

Critical Success None

Spells Required 4th level Abjuration Spell, or Meld into Stone

Alchemy Jug

This item is explained in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Jug

DC= +4

Critical Success None

Spells Required 4th level Conjuration Spell

Hidden

While wearing this item, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted:

DC= +4

Critical Success None

Spells Required 4th level Illusion Spell, or Nondetection

Bag of Tricks

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Bag

DC= +4

Critical Success None

Spells Required 4th level Conjuration spell.

Boots of Elvenkind

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Boots

DC= +4

Critical Success None

Spells Required 4th level Illusion spell

Boots of Striding and Springing

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Boots

DC= +4

Critical Success None

Spells Required Jump, And Expeditious Retreat

18

PART 4 | Enchanting

Brooch of Shielding

This item is Detailed in the Dungeon Masters guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Gem

Items that may be enchanted: Brooch

DC= +4

Critical Success None

Spells Required Shield

Underwater Breathing

The user can breath underwater.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Helm, Circlet, Cloak, Amulet, Armor

DC= +4

Critical Success You gain a swim speed equal to your movement speed.

Spells Required Water Breathing

Spiders

While wearing this item you have a climbing speed equal to your walking speed. In addition you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Boots, Cloak, Armor

DC= +4

Critical Success None

Spells Required Spider Climb

Decanter of Endless Water

This item is described in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Decanter, Waterskin

DC= +4

Critical Success None

Spells Required 4th level Conjuration Spell

Dust of Disappearance

This item is described in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Dust

DC= +4

Critical Success None

Spells Required Invisibility

Thrower

This item may be thrown, even if it does not have the thrown property. It gains the thrown property with a normal range of 20 feet and a long range of 60 feet. In addition, when thrown, it deals an extra 1d4 points of damage.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Armor, Improvised Weapons, Boots

DC= +4

Critical Success None

Spells Required 4th level Conjuration, or Transmutation spell.

Eversmoking Bottle

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Bottle

DC= +4

Critical Success None

Spells Required Fog Cloud

Eyes of Minute Seeing

Thise item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Glasses

DC= +4

Critical Success None

Spells Required 4th level Transmutation Spell

Gloves of Thievery

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Gloves

DC= +4

Critical Success None

Spells Required 4th level Illusion Spell

Hat of Disguise

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Hat, Circlet

DC= +4

Critical Success None

Spells Required Disguise Self

Lucky

This item provides +1 bonus to all saving throws.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Gem

Items that may be enchanted: Any

DC= +4

Critical Success None

Spells Required 4th Level Divination spell

Periapt of Health

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Gem

Items that may be enchanted: Amulet

DC= +4

Critical Success None

Spells Required Lesser Restoration

Pipes of the Sewers

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint,

Items that may be enchanted: Instrument

DC= +4

Critical Success None

Spells Required 4th level Conjuration, or Animal Friendship

19

PART 4 | Enchanting

Quiver of Ehlonna

Thise item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Quiver

DC= +4

Critical Success None

Spells Required Banishment

Ring of Feather Falling

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Gem

Items that may be enchanted:Ring, Cloak

DC= +4

Critical Success None

Spells Required Feather Fall

Ring of Jumping

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Ring, Boots

DC= +4

Critical Success None

Spells Required Jump

Ring of Mind Shielding

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Ring, Helmet, Circlet

DC= +4

Critical Success None

Spells Required 4th level Abjuration Spell

Water Walking

While wearing this item, you can stand on and move across any liquid surface as if it were solid ground.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Boots, Ring

DC= +4

Critical Success None

Spells Required Water Walking

Rope of Climbing

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint

Items that may be enchanted: Rope

DC= +4

Critical Success None

Spells Required 4th level Transmutation Spell

Saddle of the Cavalier

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted:Saddle

DC= +4

Critical Success None

Spells Required 4th Level Transmutation Spell, or Phantom Steed, or Find Steed

Sending Stones

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Gem

Items that may be enchanted: Stone

DC= +4

Critical Success None

Spells Required Sending, or 4th level Divination spell.

Sentinel Shield

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Shield

DC= +4

Critical Success None

Spells Required 4th level Divination Spell

Staff of the Adder

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Staff

DC= +4

Critical Success None

Spells Required 4th level Conjuration Spell, or Polymorph

Staff of the Python

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Staff

DC= +4

Critical Success None

Spells Required 4th level Conjuration Spell, or Polymorph

Gloves of Missle Snaring

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 3 Month(90 Training Points)

Requires: Apprentice Ink/Paint, or Apprentice Gem

Items that may be enchanted: Gloves

DC= +4

Critical Success None

Spells Required 4th level Abjuration Spell

20

PART 4 | Enchanting

Journeman Enchantments

Dancing

You can use a bonus action to toss this item into the air and speak the command word. When you do so, the item begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The item uses your attack roll and ability score modifier to damage rolls.

While the item hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the item to attack one creature within 5 feet of it. After the hovering item attacks for the third time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the item has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

An item with this enchantment may not be used to 'Dance' again until the next dawn.

Time Required to Craft 6 Month(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Weapon, Improvised Weapons

DC= +6

Critical Success None

Spells Required Animate Objects

Fatespinner

Once per short rest, when the bearer crits with this weapon they gain inspiration.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Gem

Items that may be enchanted: Weapon

DC= +6

Critical Success None

Spells Required 6th level Divination Spell

+1 Enhancement

This item gains a +1 to attack and Damage if it is a weapon, or a +1 to AC if any other item.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Weapon, Armor, Jewelry, Cloak

DC= +6

Critical Success None

Spells Required 6th level Abjuration Spell, or Magic Weapon

Reliable

When attacking with this weapon, crit fails (rolling 1) on attack rolls do not automatically miss the target.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Weapon

DC= +6

Critical Success None

Spells Required Truestrike


Elemental

Choose an Element; Fire, Cold, Lightening, or Acid. On a successful hit, your weapon now deals 1d6 bonus damage of the chosen type.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Weapon

DC= +6

Critical Success The damage increases to 1d8

Spells Required Any 6th level spell that deals the chosen damage type

Invisible

Once worn, this armor turns invisible (although not the wearer).

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint

Items that may be enchanted: Armor

DC= +6

Critical Success None

Spells Required Greater Invisibility

Resistance

Choose a damage type; Fire, Cold, Lightening, Sonic, Radiant or Necrotic. The item grants resistance to this type of damage.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Armor, Jewelry, Cloak

DC= +6

Critical Success None

Spells Required Protection from Energy

Arrow Catching Shield

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Shield

DC= +6

Critical Success None

Spells Required 6th level Abjuration Spell

Bag of Holding

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Any Container(Backpack, barrel, chest, etc.)

DC= +6

Critical Success None

Spells Required Leomunds Secret Chest, or Banishment

21

PART 4 | Enchanting

Bead of Force

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Gem

Items that may be enchanted: Bead

DC= +6

Critical Success None

Spells Required 6th level Evocation spell

Boots of Dwarvenkind

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Gem

Items that may be enchanted: Boots

DC= +6

Critical Success None

Spells Required Any 6th level spell cast by a Dwarf

Boots of Levitation

Thise item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Boots

DC= +6

Critical Success None

Spells Required Levitation

Boots of Speed

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Boots

DC= +6

Critical Success None

Spells Required Haste

Bracers of Archery

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint

Items that may be enchanted: Bracers, Gloves

DC= +6

Critical Success None

Spells Required Any 6th level spell cast by an Elf

Bracers of Defense

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Bracers

DC= +6

Critical Success None

Spells Required 6th level Abjuration spell

Teleporting

While wearing this item you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Cloak

DC= +6

Critical Success None

Spells RequiredDimension Door

Deck of Illusions

This item is detailed in the Dungeon Masters Guide

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Deck of Cards

DC= +6

Critical Success None

Spells Required6th level Illusion spell

Dimensional Shackles

This item is detailed in the Dungeon Masters Guide

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Shackles, Manacles

DC= +6

Critical Success None

Spells Required Planar Binding

Elemental Gem

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Gem

Items that may be enchanted: Gemstone

DC= +6

Critical Success None

Spells Required Conjure Elemental

Immovable Rod

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Rod

DC= +6

Critical Success None

Spells Required 6th level Transmutation spell

Lantern of Revealing

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint

Items that may be enchanted: Lantern

DC= +6

Critical Success None

Spells Required See Invisibility, or True Seeing

Vampiric(weapon)

When you deal damage with a weapon with this enchantment you regain half the damage you dealt, rounded down, in hit points(Minimum 0).

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Weapon, Teeth

DC= +6

Critical Success None

Spells Required 6th level Necromancy Spell

22

PART 4 | Enchanting

Pearl of Power

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Gem

Items that may be enchanted: Pearl

DC= +6

Critical Success None

Spells Required Any 6th level spell

Periapt of Proof Against Poison

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Gem

Items that may be enchanted: Amulet

DC= +6

Critical Success None

Spells RequiredLesser Restoration

Arcane Ammunition

A weapon with this enchantment allows its user to summon ammunition made out of pure arcane energy in place of regular ammunition. This ammunition cannot be modified in any way, and counts as magical for the purposes of overcoming damage resistances.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Ranged Weapon

DC= +6

Critical Success None

Spells Required6th level Conjuration spell, or Conjure Volley

Rope of Entanglement

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint

Items that may be enchanted: Rope

DC= +6

Critical Success None

Spells Required 6th level Transmutation spell

Vicious Weapon

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 6 Months(180 Training Points)

Requires: Journeyman Ink/Paint, or Journeyman Gem

Items that may be enchanted: Weapon

DC= +6

Critical Success None

Spells Required Any 6th level Evocation spell

Master Enchantments

+2 Enhancement

A weapon with this Enchantment gains +2 to hit rolls, and +2 damage. Other items with this Enchantment grant +2 to AC.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Weapon, Armor, Jewelry, Cloak

DC= +8

Critical Success None

Spells Required Magic Weapon

Enhanced Focus

While you are wearing this item, you gain the following benefits:

  • You can use the item as a spellcasting focus for your spells.
  • You can try to cast a cantrip that you don’t know. The cantrip must be on your class spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Amulet, Helm, Hat

DC= +8

Critical Success None

Spells Required Any 8th level spell of the chosen spellcasting class.

Elemental Immunity

Choose an element type; Fire, Cold, Lightening, or Acid. This item grants immmunity to the chosen damage type.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Shield, Armor, Cloak

DC= +8

Critical Success None

Spells Required Protection from Energy

Amulet of the Planes

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Gem

Items that may be enchanted: Amulet

DC= +8

Critical Success None

Spells Required Plane Shift

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PART 4 | Enchanting

Arrow of Slaying

This item is detailed in the Dungeon Masters Guide.

Unlike the normal rules for enchanting ammunition, this enchantment only creates one Arrow of Slaying.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint

Items that may be enchanted: Arrow

DC= +8

Critical Success None

Spells Required Power Word Kill

Bag of Beans

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Bag

DC= +8

Critical Success None

Spells Required Conjure Woodland Beings

Enhanced Attribute

Choose one Attribute; Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. While wearing this item your score in this Attribute is set to 19 and may not be altered in any way until you take this item off.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted:Belt, Circlet

DC= +8

Critical Success None

Spells Required Enhance Ability

Bowl of Commanding Water Elementals

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Bowl

DC= +8

Critical Success None

Spells Required Conjure Elemental

Brazier of commanding Fire elementals

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Brazier

DC= +8

Critical Success None

Spells Required Conjure Elemental

Candle of Invocation

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint

Items that may be enchanted: Candle

DC= +8

Critical Success None

Spells Required Gate

Censer of controlling air elementals

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Censer

DC= +8

Critical Success None

Spells Required Conjure Elemental

Displacement

While you wear this item, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Robe

DC= +8

Critical Success None

Spells Required Displacement

Crystal Ball

This item is detailed in the Dungeon Masters Guide.

Players may not Enchant the Legendary versions of a Crystal Ball.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Gem

Items that may be enchanted: Crystal(Or Glass) Ball

DC= +8

Critical Success None

Spells Required Scrying

Demon Armor

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Armor

DC= +8

Critical Success None

Spells RequiredGate

Figurine of Wondrous Power

This item is detailed in the Dungeon Masters Guide.

You may create any one of these per Enchant. In the case of pairs(Ivory Goats) you create a pair.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Gem

Items that may be enchanted: Carved Figurines

DC= +8

Critical Success None

Spells Required Shapechange, or True Polymorph

Folding Boat

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Boat

DC= +8

Critical Success None

Spells Required 8th level Transmutation spell.

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PART 4 | Enchanting

Hewards Handy Haversack

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Backpack

DC= +8

Critical Success None

Spells Required Banishment, Leomunds Secret Chest

Horn of Blasting

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Horn

DC= +8

Critical Success None

Spells Required Control Weather

Horn of Valhalla

This item is detailed in the Dungeon Masters Guide.

You may create a Silver, Brass, or Bronze Horn.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Horn

DC= +8

Critical Success None

Spells Required Conjure Celestial

Horseshoes of a Zephyr

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint

Items that may be enchanted: Horseshoes

DC= +8

Critical Success None

Spells Required Levitate

Horsehoes of Speed

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint

Items that may be enchanted: Horseshoes

DC= +8

Critical Success None

Spells Required Haste

Ioun Stones

This item is detailed in the Dungeon Masters Guide.

Players may Enchant Absorption, Agility, Awareness, Fortitude, Insight, Intellect, Leadership, Protection, Reserver, Strength, or Sustenance Ioun Stones.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Gem

Items that may be enchanted: Gemstones

DC= +8

Critical Success None

Spells Required Any 9th Level Spell

Iron Bands of Bilarro This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Manacles

DC= +8

Critical Success None

Spells Required Hold Person

Disruption

When you hit a fiend or an undead with this item, and the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Weapon

DC= +8

Critical Success None

Spells Required Any 9th level spell cast by a Cleric

Mantle of Spell Resistance

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Cloak

DC= +8

Critical Success None

Spells Required Any 9th level spell cast by a Wizard

Mirror of Life Trapping

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Mirror

DC= +8

Critical Success None

Spells Required Trap the Soul

Nolzur's Marvelous Pigments

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint

Items that may be enchanted:

DC= +8

Critical Success None

Spells Required Any 9th level spell cast by a Bard

Ring of Evasion

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Ring

DC= +8

Critical Success None

Spells Required Foresight

Ring of Free Action

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Ring, Boots

DC= +8

Critical Success None

Spells Required Freedom of Movement

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PART 4 | Enchanting

Ring of Spell Storing

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Ring

DC= +8

Critical Success None

Spells Required Contingency

Robe of Eyes

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted:Robes

DC= +8

Critical Success None

Spells Required True Seeing

Robe of Stars

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Robe

DC= +8

Critical Success None

Spells Required Control Weather

Rod of Absorption

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Rod

DC= +8

Critical Success None

Spells Required Counterspell

Rod of Rulership

This item is detailed in the Dungeon Masters Guide.

Time Required to Craft 1 year(390 Training Points)

Requires: Masters Ink/Paint, or Masters Gem

Items that may be enchanted: Rod

DC= +8

Critical Success None

Spells Required Charm Person, and Hold Person, and Dominate Person


Enchantable Items

Wide variety of items are able to be enchanted through study and practice. Below are a short description of items that may hold enchantments.

All non-consumable items created by Enchanting require attunement. No character may be attuned to more than 3 items at a time.

Weapons

Any Simple, or Martial Weapon. This includes Gloves, Boots, and Teeth which may be used to make attacks. In addition, some items(Marked as improvised weapons) may be enchanted with weapon enchants.

Armor

Armor includes Light, Medium, or Heavy Armor, in addition to Clothing and Robes. A character may only be attuned to one suit of armor or clothing.

Cloak

Cloaks include cowls, Mantles and Cloaks, of course. A character may only be attuned to one of these.

Jewelry

Jewelry includes rings, earings, body piercings, and amulets. A character may only be attuned to three of these items at a time.

Helmets

Helmets are normally included with full suits of armor, but may be Enchanted Seperately with no penalty. Helmets include Hats, Circlets, Headbands, Masks, Glasses, and Goggles.

Any

Any Enchantment that can be placed on 'Any' item can be placed on literally any inanimate object.

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PART 4 | Enchanting

Curses and Detriments

The manipulation of arcane energy's comes with great amounts of risk. Any time an Enchantment roll fails, roll 1d20 on the table below.

On a natural 1, roll twice instead of once.

In addition, whenever a single item gains a third enchantment, an item automatically gains a curse or Detriment. Roll 1d20 on the table below.

Curse or Detriment
1d20 Roll Detriment Description
1 Berserk Whenever a hostile creature damages you while the you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the weapon. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear
2 Vulnerability You have Vulnerability to Piercing Damage
3 Missile Attraction Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
4 Arcane Target You have disadvantage on saving throws against spells.
5 Vision Reliant You are blinded when you are more than 10 feet away from the item.
6 Gender Swap Your gender changes to the opposite.(Male-Female, or Female-Male)
7 Vulnerability You have Vulnerability to Bludgeoning Damage
8 Envenomed You have disadvantage on saving throws against poison.
9 Odor of Failure You emit a sour stench noticeable from up to 10 feet away.
10 Unholy All holy water within 10 feet of you is destroyed
11 Vision Dependent You are blinded when you are more than 10 feet away from it.
12 Vulnerability You have Vulnerability to Slashing Damage
13 Audio Dependant You are deafened when you are more than 10 feet away from it
14 Bad Olfactory You can't smell.
15 Darkened Non magical flames are extinguished within 30 feet of you.
16 Pestilence Small plants within 5 feet of you die.

Curse or Detriment
Roll Detriment Description
17 Vicious Small animals within 30 feet of you are hostile toward you.
18 Hunger You must eat and drink six times the normal amount each day.
19 Plague Small Animals with a challenge rating of O, drop to 0 hit points when within 10 feet of the you.
20 Hate Creatures of a particular type other than humanoid (as chosen by the DM) are always hostile toward you.

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PART 4 | Enchanting