Minor Enchantments for Magic Weapons

by Daniel

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Minor Enchantments for Magic Weapons

Want to give more flavor to your bland +1 weapons? Roll 1d20 and add a minor enchantment to them!

d20 Name Enchantment
1 Dwarvenkind Requires attunement. After finishing a long rest, anyone attuned to this weapon will wake up with a full beard.
2 Thirsting This weapon drinks blood. It will absorb stains and slowly lap up puddles, gradually turning red as it does so. The redness fades after a short rest.
3 Remembering This weapon has a mirror polish, but only reflects images of its previous owners, in their moment of death.
4 Dandy Requires attunement. While attuned, you always smell pleasant, as if from perfumes and spices.
5 Eligy When this weapon deals a killing blow, it sings a short phrase in Celestial or Infernal. This phrase describes the final resting place of the deceased creature's soul.
6 Critterkind This weapon attracts a certain type of tiny animal. 1d4-1 of such animals are summoned as part of each long rest. (1 = rat, 2 = cat, 3 = frog, 4 = raven, 5 = scorpion, 6 = lizard)
7 Chromatic Anything struck by this weapon is stained a random brilliant color for about an hour.
8 Vandalizing This weapon wants to scratch symbols, messages, and images into walls and floors. When used in this way, it grants its wielder perfect artistic talent.
9 Leading When placed on a flat surface, this weapon will spin to point in a particular direction, perhaps leading its owner to a place of interest.
10 Babbling While holding this weapon, a creature gains the ability to speak and understand a certain language. (1 = Deep Speech, 2 = Undercommon, 3 = Primordial, 4 = Sylvan, 5 = Abyssal, 6 = Infernal)
11 Blazing This weapon burns with heatless flames of a random color (1 = orange, 2 = green, 3 = blue, 4 = violet, 5 = silver, 6 = black). It emits bright light in a 5 foot radius, and dim light 5 feet beyond that.
12 Chameleon While holding this weapon, the wielder can will it to shift its appearance to match any substance (wood, diamond, stone, etc). This change is purely illusory, and lasts until the wielder wills a new appearance.
13 Sparking When this weapon strikes a surface, it emits a shower of sparks. It can be used as a flint and tinder.
14 Concealable This weapon has a command word. When spoken with a bonus action, it transforms into a 2-inch long metal rod, or back into its normal form.
15 Smuggling There is a small button near the handle of this weapon. Pressing it opens an extradimensional space large enough to hold a 6 inch cube.
16 Menacing While holding this weapon you can cast the Thaumaturgy cantrip without verbal components.
17 Puppeted Requires attunement. You may wield this weapon without hands, by instead holding the regular number of hands (one or two, depending on the weapon) empty, behind your back. While doing so, the weapon floats in midair in your space, moving as you desire.
18 Shockwave (melee only) Once per turn, as an attack, this weapon can be swung with such force that it unleashes a blast of compressed air. Pick an enemy within 30 feet and line of sight, and make a melee weapon attack. On a hit, you deal your weapon's normal damage.
19 Assassin's (ranged only) Ammunition loosed from this weapon has a 50% chance of instantly returning to its wielder's pack, and a 50% chance of disappearing completely, after striking or missing a target. Either way, it leaves no trace.
20 Boasting Requires attunement. This weapon weighs 200 more lbs when anyone unattuned attempts to lift it.
 

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