An enchantment is a property of powerful magical Weapons and Armour that increases their base effectiveness in battle. Enchantment values range from +1 to +5.
An item with an enchantment value is always at least Uncommon rarity. Some magical weapons and armour pieces - particularly those with names and histories - have an enchantment value in addition to a variety of possible item-specific properties.
Weapon enchantments[edit | edit source]
Weapon enchantments add a bonus to Attack Rolls and Damage Rolls equal to the enchantment value.
For example, a mundane Shortsword deals a base damage of 1d6 (1~6)Piercing. A Shortsword +1 increases that base damage to 1d6+1 (2~7)
Piercing.
Armour enchantments[edit | edit source]
Armour enchantments increase the base Armour Class of armour by an amount equal to the enchantment value. For example, a mundane Leather Armour has a base Armour Class of 11. A Leather Armour +1 increases that base Armour Class to 12.
In addition, +1 enchanted armour has an extra passive effect depending on their type, while +2 enchanted armour gains a second passive effect.
Armour type | Base AC | +1 effect | +2 effect |
---|---|---|---|
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11 + DEX | +1 to Stealth checks | +1 to Dexterity saves and checks |
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11 + DEX | Take 1 less ![]() |
Take 1 less Bludgeoning damage (2 total) |
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12 + DEX | Take 1 less ![]() |
+1 to |
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12 + DEX (max 2) | +1 to Dexterity saves and checks | +1 to |
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13 + DEX (max 2) | Take 1 less ![]() |
+1 to Dexterity saves and checks |
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14 + DEX (max 2) | Take 1 less ![]() |
+1 to Dexterity saves and checks |
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14 + DEX (max 2) | Take 1 less ![]() |
+1 to |
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14 | +1 to Strength saves and checks | Take 1 less ![]() |
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16 | Take 1 less ![]() |
Take 1 less ![]() |
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17 | Take 1 less ![]() |
+1 to Strength saves and checks |
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18 | Take 1 less physical damage[1] | Take 1 less physical damage[1] (2 total) |
- ↑ 1.0 1.1 1 less
Slashing,
Bludgeoning, and
Piercing damage