Rules for enchanting
An Enchanter can enchant an item in their downtime. To enchant an item, a character requires three things:
Materials. (the cost needs to be by level, sometimes it needs specific materials)
Tools. You must have a set of appropriate tools and at least be trained with them to craft an item. Occasionally, an item might call for an entire workshop or other special tools. (mostly calligrapher's tools)
Time. (time should be by the level of the effect)
Items can only have one enchant at a time unless otherwise stated. Putting a new enhant on an item removes the old one.
Defender
Apprentice enchant
Components: Any weapon or shield
This weapon or shield becomes magical and grants a +1 bonus to Active Defense rolls.
Gleaming
Apprentice armor enchant
Components: A suit of armor
This armor never gets dirty.
Guiding
Apprentice weapon enchant
Components: Any weapon
This weapon becomes magical and gains a +1 bonus to its attack rolls.
Moon-Touched
Apprentice weapon enchant
Components: Any weapon
In darkness, this weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Runed
Apprentice armor enchant
Components: A suit of armor
This armor is covered in arcane etchings. When you apply this property to a suit of armor, choose two cantrips from the Arcane spell list. While wearing this armor, you can cast those cantrips. Intelligence is your spellcasting modifier for these cantrips.
Quick-Change
Apprentice armor enchant
Components: A suit of armor
You can put on or take off this suit of armor for 5 Action Points.
Arrow-Catching
Journeyman armor enchant
Components: A suit of medium or heavy armor or shield
Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can spend 2 Action Points as a reaction to become the target of the attack instead.
Blessed
Journeyman weapon enchant
Components: Any weapon
This weapon deals an extra 1d4 fire damage on a hit. This extra damage increases to 1d10 fire damage if the target is a Fiendish or Undead.
Cursed
Journeyman weapon enchant
Components: Any weapon
This weapon deals an additional 1d6 necrotic damage on a hit. This additional damage increases to 1d12 necrotic damage if the target is divine.
Defender
Journeyman enchant
Components: Any weapon or shield
This weapon or shield becomes magical and grants a +2 bonus to Active Defense rolls.
Guiding
Journeyman weapon enchant
Components: Any weapon
This weapon becomes magical and gains a +2 bonus to its attack rolls.
Swimming
Apprentice armor enchant
Components: A suit of armor
This suit of armor is enchanted to change when underwater. The armor grants the wearer webbed hands and feet giving the wearer a swim speed equal to their movement. Additionally, the wearer can breathe underwater.
Warning
Apprentice weapon enchant
Components: Any weapon
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on Action Point rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Winged
Journeyman armor enchant
Components: A suit of light armor
This armor has a set of wings that you can extend from it or fold back into it for 2 Action Points. While wearing this armor with the wings extended, you have a flying speed equal to your movement.
Animated
Master armor enchant
Components: A suit of heavy armor or shield
This armor is enchanted with powerful transmutation magic. As an action, you can remove the armor, which animates, as per the spell animate objects, becoming a Medium animated object.
The Suit's armor equals your own while you wore it, and it uses your melee attack bonus instead of its own. As normal, the animated armor has 40 Health. If you were holding a weapon when the armor became animated, it can make one attack with that weapon instead of its normal slam attack.
The armor remains animated for 1 minute, or until it is reduced to 0 Health or you Spend 4 Action Points to end this effect early. When you do so, if the armor is within 30 feet of you, you can command it to return to you and put it on as part of the same action.
Once you use this property, you can’t do so again until you finish a long rest.
Dancing
Master weapon enchant
Components: Any weapon
You can spend 5 Action Points to toss this magic sword into the air and speak the command word. 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. The sword uses your attack roll and attributes to damage rolls.
While the sword hovers, you can use an attack action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth 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 sword 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.
Once you use this property, you can’t do so again until you finish a long rest.
Cloaking
Master armor enchant
Components: A suit of light armor
This armor can easily hide the wearer when needed. While wearing this armor, you can cast the invisibility spell without expending a spell slot or material components.
Once you use this property to cast the spell, you can’t do so again until you finish a short or long rest.
Defender
Master enchant
Components: Any weapon or shield
This weapon or shield becomes magical and grants a +3 bonus to Active Defense rolls.
Elemental
Master weapon enchant
Components: Any weapon
When you apply this property, choose acid, cold, fire, or lightning damage. This weapon deals an extra 1d6 damage of the chosen type on a hit.
Glamoured
Master armor enchant
Components: A suit of armor
This armor doesn’t impose disadvantage on Movement or Agility rolls. You can also spend 3 Action Points to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk. The illusory appearance lasts until you use this ability again or remove the armor.
Guiding
Master weapon enchant
Components: Any weapon
This weapon becomes magical and gains a +3 bonus to its attack rolls.
Resilience
Master armor enchant
Components: A suit of armor
While wearing this armor, your Vitality maximum increases by an amount equal to your level.
For 6 Action Points, you can cast the (beacon of hope) spell; the spell has a duration of 1 minute and doesn't require concentration. Once the armor has been used in this way, it can't be used again until the next dawn.
Slaying
Master weapon enchant
Components: Any weapon
When you apply this property, choose one creature type other than Humanoids. This weapon deals an extra 1d12 damage to creatures of the chosen type.
Vampiric
Master weapon enchant
Components: Any weapon
This weapon deals an extra 1d4 necrotic damage on a hit. When you hit a creature with this weapon, you regain health equal to the extra necrotic damage dealt by this property.
Venomous
Master weapon enchant
Components: Any weapon
This weapon deals an extra 1d4 poison damage on a hit.
Colossal
Legendary armor enchant
Components: A suit of heavy armor
This suit of armor doubles in size when worn. While wearing this armor, you gain the effect of the “Enlarge” option of the enlarge/reduce spell.
Etherealness
Legendary armor enchant
Components: A suit of armor
This suit of armor is infused with ectoplasm. While wearing this armor, you can spent 5 Action Points to gain the effect of the etherealness spell, which lasts for 10 minutes or until you use an action to end it.
Once you use this property, you can’t do so again until you finish a long rest.
Invulnerability
Legendary armor enchant
Components: A suit of medium or heavy armor
For 5 Action Points you can give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 1 minute or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next day.
Immortal
Legendary armor enchant
Components: A suit of medium or heavy armor
When you are reduced to 0 Health but not killed outright, you can make a Death Saving roll. If you succeed, you drop to 1 Health instead. You can use this ability three times, and you regain all expended uses of it when you finish a long rest.
Additionally, you have advantage on death saving rolls.
Seeking
Legendary weapon enchant
Components: Any ranged weapon
When you make an attack roll that doesn’t have disadvantage with this weapon and miss, you instead hit the target and deal 5 damage of the weapon’s type. This damage can’t be increased in any way, and no other effects can be applied to the hit.
Speed
Legendary weapon enchant
Components: Any weapon
This weapon costs 1 less Action Point when attacking (minimum of 2).
Vicious
Legendary weapon enchant
Components: Any weapon
This weapon deals an extra 2d6 damage when it makes a critical hit. You can forgo the critical hit effect that a weapon normally would deal to deal an extra 1d6 damage on top of this. This extra damage is the same type as the weapon's normal damage.
Warding
Legendary armor enchant
Components: A suit of medium armor
This suit of armor generates a field of force, protecting its wearer from harm. For 3 Action Points, you can gain Vigor equal to double your armor skill.