The bonus is determined by the rarity of the ammunition. Description. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. A person who crafts bows and It also ceases to hover if you grasp it or move more than 30 feet away from it. The target must roll a DC 12 dex saving throw after being hit. Hawkeye, huh? Edit: All that said they're thinking outside the box. As a DM I would grant you a chance of retrieving broken arrows if you use f.e. I'd allow it as long as the gold cost to create it and the damage it gives is on par with something existing. The lightning bolt turns back into a javelin when it reaches the target. If the creature has no limb to sever, you lop off a portion of its body instead. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. Arrow, Alchemist's (1500 gp for 20x) [AE Pg. A suit of armor or a shield with this property normally has a dull gray appearance. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. Wish: The sword has 1d4 – 1 charges. Weapon (longsword), rare (requires attunement). Armor (plate), legendary (requires attunement). The javelin’s property can’t be used again until the next dawn. The creature dies if it can’t survive without the lost head. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. The trident regains 1d3 expended charges daily at dawn. While berserk, you must use your action each round to attack the creature nearest to you with the axe. Though "demon bane" might be better if the weapon counts as Good, as well as Lawful, for "overcoming damage reduction" without granting any extra holy or axiomatic damage. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. One of my PCs is using the Rogue pregen that came in box and is asking about using Fire Arrows in battle. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. I am a fairly new DM and we are wrapping up the LMoP campaign right now. 300 for Masterwork, 100 for Cold Iron Arrows, 10,000 for +2 magic properties applied to a cold iron weapon. The sword uses your attack roll and ability score modifier to damage rolls. As acid resistance, except it absorbs the first 20 points of acid damage per attack. | d20HeroSRD While wearing this armor, you gain a +1 bonus to AC. The latter seemed really expensive and time consuming so I said they could do it to a whole quiver to balance it out. I'm curious where you got the Figurine cost from in the Base Cost table, and if you have any suggestions for … Battlemasters & Berserkers FREE PREVIEW PDF. Weapon (trident), uncommon (requires attunement). As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. Enchantment (Minecraft ID Name)Max Level Description Minecraft ID Version; Curse of Vanishing (vanishing_ curse)I: Cursed item will disappear after player dies: 71: 1.11: Flame (flame)I: Turns arrows into flaming arrows: 50: 1.1: Infinity (infinity)I: Shoots an infinite amount of arrows: 51: 1.11.1: Mending (mending)I: Uses xp to mend your tools, weapons and armor Your enchantment prices/time frame seems reasonable enough to me. | Fudge SRD Armour Enchantments. its kind of weird but due to the wording on both spell/ability the fire damage roll on this isn't the spell's damage roll, its the arrow's. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. It doesn't (really) provide utility. Hit Points Hit Dice: 1d8 per artificer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st On a hit, the target takes damage from the javelin plus 4d6 lightning damage. When your sworn enemy dies, you can choose a new one after the next dawn. These glowing weapons are quite obviously magical. Arrows shot from a Piercing crossbow can pass through the number of entities equal to the enchantment level (for a total of level + 1 entities damaged). If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. As an artificer, you gain the following class features. They apply these bonuses to both attack and damage rolls when used in combat. Mechanicaly it's slightly better than poison because it doesn't require a save. This item appears to be a longsword hilt. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It eats up the precious bonus action, but that's the price of having a fire arrow (an artificial limit of once per turn). | Here Be Monsters Most of the autumn eladrin’s spells— cure wounds , lesser restoration , greater restoration , … Rarity Character Level Bonus Value; Common: 1st or higher-50-100 gp: Uncommon: 1st or higher-101-500 gp: Rare: 5th or higher +1: 501 -5,000 gp: Very rare: 11th or higher +2: 5,001 - 50,000 gp: Legendary: 17th or higher +3: 50,001+ gp See darts, arrows and other projectiles are basically counted as a disposable item, getting mostly 1 use out of them. The illusory appearance lasts until you use this property again or remove the armor. This bonus is in addition to the shield’s normal bonus to AC. New Pages | Recent Changes | Privacy Policy. Sometimes dragons collect their cast-off scales and gift them to humanoids. I like to reward that as a DM cause it creates funny and epic moments in your campaign. Personally, I think rather than just permitting 20 Arrows over 4 days, I would probably allow 1 arrow per day or 1 arrow per 4 hours, unless you tie the enchantment to a spell slot (perhaps Enchant Weapon in addition to current) in which case I'd grant more per day. Armor Enhancement. You have a bonus to attack and damage rolls made with this magic weapon. Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Quiver of exploding arrows plus fire. Notice that flame arrows does not actually enchant arrows directly. The sword loses this property if it has no charges. The one exception are common items; that book includes few of them. Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. While you’re wearing it, any critical hit against you becomes a normal hit. To … In either case, dragon scale mail is highly valued. A mithral chain shirt or breastplate can be worn under normal clothes. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. Three bronze arrows spawn in between Shantay Pass and the ruins of Uzer. Then roll another d20. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls. Weapon (any sword that deals slashing damage), legendary (requires attunement). If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. You can have only one such sworn enemy at a time. I do enchanting only RAW, and it is very expensive for 1d4 extra damage. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. Check out our other SRD sites! Part of me thinks I made a monster the other part makes me think I made a path for an awesome Haweye-esque ammunition. Enchanting allows the Dragonborn to add certain magical improvements and buffs to weapons, armor and jewelry. A fletcher may either be a Skilled Artisan or Unskilled Craftsman. Weapon (arrow), very rare. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Magic weapons have enhancement bonuses ranging from +1 to +5. There were 2 ways I said they could go about this. Nope. The table can enchant all tools, armor and gear except [Bedrock Edition only] shears, flint and steel, carrot on a stick, shield, carved pumpkin, mob head, lead and horse armor; all of these (excluding leads and horse armor) can instead be enchanted using an anvil and an appropriate enchanted book. Spawn points for bronze arrows include Lumbridge Castle, in the north-west corner of the ground floor about every minute. The bonus increases to +3 when you use the mace to attack a construct. An enchanting tablea is a block that allows players to spend their experience point levels to enchant tools, weapons, books, armor, and certain other items. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. Immediately after the attack, the weapon flies back to your hand. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. Weapon (warhammer), very rare (requires attunement by a dwarf). Artificer. Weapon (any), uncommon (+1), rare (+2), or very rare (+3). And if you still want some magical property it only lasts for 24 hours, or it requires greater skill to craft it. Each formula will provide a description of the item, materials required, instructions, and possible tool and skill proficiencies required (optional, up to DM’s discretion). When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type. Such a weapon can’t be concealed when drawn, nor can its light be shut off. When the sword has no charges remaining, it loses this property. 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. Think of it as a +2 damage enchant and for status arrows think of it as a +1 with probably a DC 10-12 depending on how it goes. When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. Arrows come in a leather quiver that holds 20 arrows. More options for them and you as well. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. The idea would be to allow your player the Hawkeye fantasy without giving /every/ arrow a magic ability. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. This trident is a magic weapon. While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. Weapon (mace), rare (requires attunement). Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Once this special action is used, it can’t be used again until the next dawn. Here you've got your +1, +2 and +3 Weapons, these can be Longbows, Shortbows and all types of Crossbows. Aethershred comes from the Dust to Dust campaign, while the stormbow , bone bow, and Baron Ystorin’s spine bow all come from the Wildlands South campaign. Scabbard of Keen Edges would be easy to transmorph into a Quiver of Keen Arrows-- holds 20 arrows, casts Keen Edge on them 3/day, costs the same (16,000 gp). The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. Armor (light, medium, or heavy), rare (requires attunement). Like all arrows, they are stackable. The RAW Crafting rules are kind of the pits. There is no damage roll when this is cast, there are no damage rolls from the spell itself. It has 3 charges. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Version Changes 3.9.0: Now deals 48% of base damage at gem level 1 (from 40%), up to 60% at gem level 20 (from 50%). Notes Paladins can turn one ordinary Spear into an enchanted spear with the Enchant Spear spell, which uses 3 soul points.Comparatively speaking, these spears are a bit better than Royal Spears, with 3 more attack and one more square meter of distance, which makes them better suited for hunting creatures that run from their targets. Though "demon bane" might be better if the weapon counts as Good, as well as Lawful, for "overcoming damage reduction" without granting any extra holy or axiomatic damage. If a player does not meet the tool or skill proficiency, perhaps have them roll a DC 10 to see if they successfully complete the item. Weapon (any sword that deals slashing damage), very rare (requires attunement). Such a creature instead takes an extra 6d8 slashing damage from the hit. 3.3.0: Now fires a number of arrows across the area, dealing damage based on weapon damage with each one. Poison, alchemist's fire. The bonus is determined by the weapon’s rarity. Acid Resistance, Improved. Originally Posted by hamishspence. You have a bonus to AC while wearing this armor. Hi all! | Dungeon World SRD You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. D&D 3e/3.5e/d20 Enchanting ammunition vs enchanting weapon If this is your first visit, be sure to check out the FAQ by clicking the link above. When you hit an undead with it, that target takes an extra 1d8 radiant damage. It also gives me a great amount of joy and challenge working around these ideas. The first reading seem weird and disappointing, while the second one is even weirder, but I do not see an alternative. Mithral is a light, flexible metal. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. | Design Finder 2018 You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. The dagger can’t be used this way again until the next dawn. 5, DR349 Pg. Please leave the "(5e Equipment)" identifier in the page title when creating your new equipment! After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. Removing the shield fails to end the curse on you. Personally, I'm all in favor of #1. Weapon (any sword), rare (requires attunement). Weak Magic Items for 5e. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. The sword has 1d8 + 1 charges. Formulas for Crafting Magic Items. Formulas for Crafting Magic Items Each formula will provide a description of the item, materials required, instructions, and possible tool and skill proficiencies required (optional, up to DM’s discretion). There's also Psionic items. However, if you have a Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.) Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3). They apply these bonuses to both attack and damage rolls when used in combat. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Spell is Cantrip and there is no spell slot needed: Poison Spray 1D12,__ Produce Flame 1D8__ Sacred Flame 1D8 at character level 3. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). On a successful save, the creature becomes frightened of you until the end of your next turn. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. You gain temporary hit points equal to the extra damage dealt. Assuming a full quiver is no more than 25-30 arrows I think it will be fine in essence for damage arrows. D&D 5e: Five Magic Bows (and a Magic Arrow) As part of my intermittent series of magic items, this time I’m presenting five new magic bows, ranging (heh) from rare to artifact. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. It might skew combat damage a little but that's ok. Just means 1-2 more enemies or near slightly tougher enemies. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. Armor (shield), very rare (requires attunement). Catching a returning weapon when it comes back is a free action. You gain a +2 bonus to AC against ranged attacks while you wield this shield. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. In the meantime, the javelin can still be used as a magic weapon. Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3). Curse: This axe is cursed, and becoming attuned to it extends the curse to you. You have resistance to nonmagical damage while you wear this armor. In addition, the weapon ignores resistance to slashing damage. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. | 13th Age SRD When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. Traveller SRD In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. Press J to jump to the feed. This includes both static-cost enhancements (e.g., a flat cost of 30,000 gp) and enchantment-bonus costs (e.g., an additional +1 to the armor bonus). While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Spending an hour or so crafting the arrows using cloth soaked in oil wrapped around it. One could potentially add "loading" to the bow instead, forcing them to slow down or grab the feat. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. Armor (plate), rare (requires attunement). Arrow of Force. The PCs even discussed the idea of doing the crafting method to make sleep, fear, poison, madness, shock, etc, using a myriad of different spells. Detect Magic For the duration, you sense the presence of magic within 30 feet of you. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. | 5th Edition SRD IMO, anything to promote creativity and get a player into their character is a good thing, as long as it doesn't ruin someone else's day. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. You can find everything you need to play one of these inventors in the next few sections. What magical weapons should we line the tombs and treasure chests that we put in the path of our players' early adventures? This is how he died. The arrow would be unrecoverable and cause an extra 1d4 fire damage, Having the Wizard, "craft" the arrows at 25gp a day by imbuing it with Burning Hands over 4 days and making common Fire Arrows (same 1d4 extra dmg). It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. DM Workshop, Wrocław. If I'm not mistaken, that same poison is crafted at 5gp per day. That said, a small amount of extra damage is quite a bit less useful than some of the other effects mentioned, and I would certainly make those arrows harder to craft or obtain. Usage []. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. I told them that I didn't quite understand how it worked in 5e but that I would check out the PHB and update them. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. As it’s parleying, it calmly approaches until it’s within 60 feet of all of them, so that its Enchanting Presence will kick in immediately if combat should ensue. Arrow of Slaying. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. Enchanting Your Weapons and Armor Now that you have acquired some Enchantment Points, lets start enchanting! 20 days of downtime to get minor damage for three attacks (with a save). Also the higher level the spell the more it's going to cost to make the arrow and the longer it will take as well. | d20 Anime SRD The enchanting table's main purpose is to enchant items. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Light the rest from that one. Roll20 uses cookies to improve your experience on our site. Weapons come in two basic categories: melee and ranged. While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. While holding it, you can use an action and expend 1 charge to release a wave of terror. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.