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EnhancementMelee/Ranged/spell focusT1 (lvl 2 to 5)T2 (lvl 5 to 10)T3 (lvl 11 to 15)T4 (lvl 15+)
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Arcane Echospell focuswhenever you cast a spell, roll a d20. If you roll a 20 your focus instantly casts a second copy of that spell which must be cast at a different target. This copy can not echo.whenever you cast a spell, roll a d20. If you roll a 19+ your focus instantly casts a second copy of that spell which must be cast at a different target. This copy can not echo.whenever you cast a spell, roll a d20. If you roll a 18+ your focus instantly casts a second copy of that spell which must be cast at a different target. This copy can not echo.
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Arcane Reckoningspell focusWhenever you critically hit with a single target cantrip or spell, or your target rolls a 1 on their save, your focus holds some of that magical energy as a charge. You can expend this charge to cast any spell up to level 1. Your focus can hold 1 charge for up to 1 minute.Whenever you critically hit with a single target cantrip or spell, or your target rolls a 1 on their save, your focus holds some of that magical energy as a charge. You can expend this charge to cast any spell up to level 3. Your focus can hold 1 charge for up to 1 minute.Whenever you critically hit with a single target cantrip or spell, or your target rolls a 1 on their save, your focus holds some of that magical energy as a charge. You can expend this charge to cast any spell up to level 4. Your focus can hold 1 charge for up to 1 minute.Whenever you critically hit with a single target cantrip or spell, or your target rolls a 1 on their save, your focus holds some of that magical energy as a charge. You can expend this charge to cast any spell up to level 5. Your focus can hold 1 charge for up to 1 minute.
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Assassins Blademelee (daggers, shortsword)can hold up to 1 dose of any poison which can be used to coat the weapon as a free action
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Brutalmelee/rangedAdd +1 Critical Hit DieAdd +2 Critical Hit DieAdd +3 Critical Hit DieAdd +4 Critical Hit Die
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Courageousmelee/rangedThe wielder gains advantage on saving throws against fear
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CrushingmeleeEach time you critically hit your opponent, you reduce their AC by 2
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Empoweredspell focusAdd +1 to damage spellsAdd +2 to damage spellsAdd +3 to damage spellsAdd +4 to damage spells
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FineMelee/Ranged/spell focusAdd +1 to HitAdd +2 to HitAdd +3 to HitAdd +4 to Hit
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Illuminatingmelee/rangedThe weapon gives off light as if light was cast upon it.
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Indestructiblemelee/rangedThis weapon is impervious to rust or damage, even from magical means.
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Keenmelee/rangedAdd +1 to Critical Hit RangeAdd +2 to Critical Hit RangeAdd +3 to Critical Hit RangeAdd +4 to Critical Hit Range
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longevityspell focusincrease the duration of spells by +1 roundincrease the duration of spells by +2 roundsincrease the duration of spells by +3 roundsincrease the duration of spells by +4 rounds
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Parryinglight meleeAdd +1 to ACAdd +2 to ACAdd +3 to ACAdd +4 to AC
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Potentspell focusAdd +1 to Spell AttacksAdd +2 to Spell AttacksAdd +3 to Spell AttacksAdd +4 to Spell Attacks
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xxxxxspell focusAdd +1 to your Spell DCAdd +2 to Spell DCAdd +3 to Spell DCAdd +4 to Spell DC
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Serratedmelee/rangedAny attack roll of 20+ made with this weapon inflicts a bleed upon the target.  The target takes an additional 1d6 damage (physical weapons only). Damage can not crit
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ShaperSpell FocusIncrease the area of effect of a spell by 5 feetIncrease the area of effect of a spell by 10 feetIncrease the area of effect of a spell by 15 feetIncrease the area of effect of a spell by 20 feet
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SharpMelee /RangedAdd +1 to DamageAdd +2 to DamageAdd +3 to DamageAdd +4 to Damage
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Silveredmelee/rangedallows the wielder to do normal damage to creatures who are only affected by magical weapons. Can also prevent those creatures from regaining HP through natural regeneration
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spell storing spell focuscan store up to 1 level worth of spellscan store up to 2 level worth of spellscan store up to 3 level worth of spellscan store up to 5 level worth of spells
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SpikemeleeA spike can be attached to any 2h weapon, versatile weapon or shield.  As a bonus action, you can make a melee attack with disadvantage which deals 1d4 piercing damage.
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WeightedMeleeIncrease the weapons die type up one size, but makes it unwieldy to use with another weapon in your off hand (ie..no dual wielding)
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Well Balancedmelee/rangedadd +1 to your initiativeadd +2 to your initiativeadd +3 to your initiativeadd +4 to your initiative
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Brutalmelee/rangedWhen you roll the maximum damage for an attack with this weapon, you can reroll the weapon damage dice and add the new roll to the damage of the attack. If you roll the maximum result again, you can repeat this process until you don’t.
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LuckMelee/Ranged/spell focusAllows you to reroll your damage dice (once per round)Allows you to reroll your attack & damage dice (once per round)Allows you to reroll your attack & damage dice twice per round)
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AquaticMeleethe wielder does not have disadvantage on attack rolls, Dexterity checks and saving throws while underwater
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Banemelee/rangedGrants the wielder advantage on attacks against a chosen creature type and deals an extra 2d6 against them
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Boundmelee/rangedweapon can be recalled via teleportaion to the wielders hand. Max range of 100 feet.
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Spell EatermeleeAs an action, the wielder can choose a creature, object or spell effect within the weapons range. Any spell of 3rd lvl or lower on the target ends
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Heroicmelee/rangeddeals an extra 1d6 damage to creatures of Evil alignmentdeals an extra 2d6 damage to creatures of Evil alignmentdeals an extra 3d6 damage to creatures of Evil alignment
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Huntsmanmelee/rangedgrants advantage on survival checks to track any creature damage with the weapon in the past 24hrs. It also deals an extra 1d6 damage to any creature tracked with survival in the past 24 hrs.grants advantage on survival checks to track any creature damage with the weapon in the past 24hrs. It also deals an extra 1d8 damage to any creature tracked with survival in the past 24 hrs.grants advantage on survival checks to track any creature damage with the weapon in the past 24hrs. It also deals an extra 2d8 damage to any creature tracked with survival in the past 24 hrs.
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Ominousmeleecreatures struck by this weapon are Frightened for 1d4 rounds unless they succeed on a DC15 CON save. Once passed, they are immune.
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Quenchingmeleedeals an extra 1d6 damage to creatures of fire. Extinguishes any non magical fire of medium size or smaller the weapon is thrust into
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Returningmeleeif thrown, the weapon flies back ot the wielder, returning at the beginning of their next turn. If a hostile creature is in direct path between the weapon and the wielder, they take the weapons damage unless they succeed on a DC 15 Dex save
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Thawingmeleedeals an extra 1d6 damage to creatures of cold and ice. Thaws any non-magical ice of medium or smaller size the weapon is thrust into
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Villainousmelee/rangeddeals an extra 1d6 damage to creatures of Good alignmentdeals an extra 2d6 damage to creatures of Good alignmentdeals an extra 3d6 damage to creatures of Good alignment
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Life StealingMeleedeals an extra 1d4 necrotic damage. If your to hit roll is 20+, you gain that damage as temp HP2d43d4
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Elementalmelee/rangeddeals an additional 1d6 acid/cold/fire/lightning/necrotic/radiant/thunderdeals an additional 2d6 acid/cold/fire/lightning/necrotic/radiant/thunderdeals an additional 3d6 acid/cold/fire/lightning/necrotic/radiant/thunder
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EndlessrangedWhenever this weapon is readied to fire, a magical projectile is loaded. If another piece of ammunition is loaded, the magical piece disappears
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Elemental Manipulationspell focusallows you to change the elemental damage type of spells
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DeathMelee/Ranged/spell focusWhenever you land the killing blow on a Medium or smaller humanoid with an attack using this weapon, it rises as a zombie under your control for 1 minute as per the animate dead spell.
After 1 minute, the zombie collapses and becomes inanimate once more.
wight?something else??
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BloodlustMeleeWhen you hit a creature with this weapon, you can expend a number of Hit Dice up to half you character level (rounded down). For each Hit Die spent this way, roll the die and add it to the damage of the attack. You
take an amount of damage equal to the half the damage dealt in this way, including any extra damage from a critical hit. This damage can’t be reduced or prevented in any way.
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Burstmelee/rangedDeals and extra 1d10 fire/acid/cold/lightning to the target and two creatures adjacent to them
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Channelingspell focusIf the wielder casts a spell that requires a melee spell attack, they can channel through the weapon dealing the weapons damage along with the effects/damage of the spell
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DistancerangedDoubles the rage of the weapon. Only works for bows & crossbows
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Phase Lockingmelee/rangedcreatures struck by this weapon are prevented from teleporing (or similar spells) or leaving the current plane until the start of their next turn.
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Quickeningmelee/rangedWhe the wielder lands their first successful attack of the round with this weapon, they deal the weapons damage twice (no modifers).
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Revealingmelee/rangedCreatures hit with this weapon are outlined in blue & purple flames as if they failed a saving throw against the spell Faerie Fire
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VampiricmeleeOnce per round, the wielder is healed for half of the total damage dealt on a single hit.
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SlayerWhen you hit a specific type of creature (dragons, goblins etc), deal an extra 3d6 damage. In addition, they must must a STR saving throw vs DC xx of fall prone.
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