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Enchantment: Difference between revisions
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{{Hatnote|For the school of magic, see [[Enchantment (school)]]. For the [[Wizard]] subclass, see [[Enchantment School]].}} | {{Hatnote|For the school of magic, see [[Enchantment (school)]]. For the [[Wizard]] subclass, see [[Enchantment School]].}} | ||
An ''' | An '''enchantment''' is a property of powerful magical [[Weapon]]s 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 | 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 {{em|in addition to}} a variety of possible item-specific properties. | ||
== Weapon | == Weapon enchantments == | ||
'''Weapon | '''Weapon enchantments''' add a bonus to [[Attack Roll]]s and [[Damage Roll]]s equal to the enchantment value. | ||
For example, a mundane [[Shortsword]] deals a base damage of {{DamageText|1d6 (1~6)|Piercing}}. A [[Shortsword +1]] increases that base damage to {{DamageText|1d6+1 (2~7)|Piercing}}. | For example, a mundane [[Shortsword]] deals a base damage of {{DamageText|1d6 (1~6)|Piercing}}. A [[Shortsword +1]] increases that base damage to {{DamageText|1d6+1 (2~7)|Piercing}}. | ||
== Armour | == Armour enchantments == | ||
'''Armour | '''Armour enchantments''' increase the base {{ArmourClass}} 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 another extra passive effect. | |||
{{NavGameplay}} | {| class="wikitable" | ||
! Armour type !! Base AC !! +1 effect !! +2 effect | |||
|- | |||
| {{LgRarityItem|Leather Armour}} || 11 + [[DEX]] || +1 to [[Stealth]] [[checks]] || +1 to [[Dexterity]] [[saves]] and [[checks]] | |||
|- | |||
| {{LgRarityItem|Padded Armour}} || 11 + [[DEX]] || Take 1 less {{DamageType|Bludgeoning}} damage || Take 1 less [[Bludgeoning]] damage (2 total) | |||
|- | |||
| {{LgRarityItem|Studded Leather Armour}} || 12 + [[DEX]] || Take 1 less {{DamageType|Bludgeoning}} damage || +1 to {{Initiative}} | |||
|- | |||
| {{LgRarityItem|Hide Armour}} || 12 + [[DEX]] (max 2) || +1 to [[Dexterity]] [[saves]] and [[checks]] || +1 to {{Initiative}} | |||
|- | |||
| {{LgRarityItem|Chain Shirt}} || 13 + [[DEX]] (max 2) || Take 1 less {{Damage type|Slashing}} damage || +1 to [[Dexterity]] [[saves]] and [[checks]] | |||
|- | |||
| {{LgRarityItem|Breastplate}} || 14 + [[DEX]] (max 2) || Take 1 less {{DamageType|Piercing}} damage || +1 to [[Dexterity]] [[saves]] and [[checks]] | |||
|- | |||
| {{LgRarityItem|Scale Mail}} || 14 + [[DEX]] (max 2) || Take 1 less {{Damage type|Slashing}} damage || +1 to {{Initiative}} | |||
|- | |||
| {{LgRarityItem|Ring Mail Armour}} || 14 || +1 to [[Strength]] [[saves]] and [[checks]] || Take 1 less {{Damage type|Slashing}} damage | |||
|- | |||
| {{LgRarityItem|Chain Mail}} || 16 || Take 1 less {{Damage type|Slashing}} damage || Take 1 less {{Damage type|Slashing}} damage (2 total) | |||
|- | |||
| {{LgRarityItem|Splint Armour}} || 17 || Take 1 less {{Damage type|Piercing}} damage || +1 to [[Strength]] [[saves]] and [[checks]] | |||
|- | |||
| {{LgRarityItem|Plate Armour}} || 18 || Take 1 less physical damage<ref name="superior plate">1 less {{Damage type|Slashing}}, {{Damage type|Bludgeoning}}, and {{Damage type|Piercing}} damage</ref> || Take 1 less physical damage<ref name="superior plate"></ref> (2 total) | |||
|} | |||
<references/> | |||
{{NavGameplay/Mechanics}} | |||
[[Category:Gameplay mechanics]] | [[Category:Gameplay mechanics]] |
Revision as of 13:20, 5 November 2023
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
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
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 another extra passive effect.
Armour type | Base AC | +1 effect | +2 effect |
---|---|---|---|
Leather Armour | 11 + DEX | +1 to Stealth checks | +1 to Dexterity saves and checks |
Padded Armour | 11 + DEX | Take 1 less Bludgeoning damage | Take 1 less Bludgeoning damage (2 total) |
Studded Leather Armour | 12 + DEX | Take 1 less Bludgeoning damage | +1 to |
Hide Armour | 12 + DEX (max 2) | +1 to Dexterity saves and checks | +1 to |
Chain Shirt | 13 + DEX (max 2) | Take 1 less Slashing damage | +1 to Dexterity saves and checks |
Breastplate | 14 + DEX (max 2) | Take 1 less Piercing damage | +1 to Dexterity saves and checks |
Scale Mail | 14 + DEX (max 2) | Take 1 less Slashing damage | +1 to |
Ring Mail Armour | 14 | +1 to Strength saves and checks | Take 1 less Slashing damage |
Chain Mail | 16 | Take 1 less Slashing damage | Take 1 less Slashing damage (2 total) |
Splint Armour | 17 | Take 1 less Piercing damage | +1 to Strength saves and checks |
Plate Armour | 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