5e DOOMGEON Brand / Enchantment List
11/03/2023
DOOMGEON Brand List
Brand | Category | Subtype | description |
---|---|---|---|
Antimagic | Weapon | Melee | Targets hit suffer the effects of Dispel Magic. Each spell removed adds 2d6 damage. Targets are also at disadvantage on Concentration checks. |
Chaos | Weapon | Melee | After hitting a target, roll 1d12 to determine the 1d10 damage type/effect with another d10 per bonus of the weapon. 1d10 1 Fire, 2 Ice, 3 Lightning, 4 Acid, 5 Psychic, 6 Rage, 7 Haste, 8 Drain HP, 9 Radiant, 10 Distortion, 11 Confusion, 12 Paralysis |
Distortion | Weapon | Melee | Add 1d6 electric damage with another d6 per bonus of the weapon. 25% chance to Misty Step the victim 15 feet on hit. |
Draining | Weapon | Melee | Target has disadvantage on their next attack roll. On a critical, target has disadvantage on attack rolls their next turn. |
Electrocution | Weapon | Melee | Add 1d6 electric damage and target loses their Reaction. With another d6 per bonus of the weapon. |
Flaming | Weapon | Melee | Add 1d6 flaming damage with another d6 per bonus of the weapon. |
Freezing | Weapon | Melee | Add 1d6 cold damage with another d6 per bonus of the weapon. |
Holy wrath | Weapon | Melee | Add 1d6 radiant damage with another d6 per bonus of the weapon. |
Pain | Weapon | Melee | Add 1d6 psychic damage with another d6 per bonus of the weapon. |
Protection | Weapon | Melee | When a foe is struck in combat, add 2 armor class until the end of your next turn. |
Spectral | Weapon | Melee | This weapon deals force damage. After hitting a target, wielder can move through foes as difficult terrain. |
Speed | Weapon | Melee | As a bonus action you can make an attack with this weapon. |
Vampiricism | Weapon | Melee | Add 1d6 necrotic damage, heals the attacker for damage dealt. |
Venom | Weapon | Melee | Add 1d6 poison damage with another d6 per bonus of the weapon. CON save DC 15 or target becomes poisoned. Target can repeat the save at the end of its turn. |
Vorpal | Weapon | Melee | Add 6d8 Damage on Crit |
War Mage (5e) | Weapon | Melee | Ignore cover when making spell attacks. Item bonus applies to spell attack rolls. |
Disruption (5e) | Weapon | Melee | Add 2d6 radiant damage versus undead. Undead targets with less than 25 HP are destroyed and deal 2d6 radiant damage to adjacent undead. |
Smiting (5e) | Weapon | Melee | Add 2d6 bludgeoning damage versus constructs. Constructs with less than 25 HP are destroyed and deal 2d6 bludgeoning damage to adjacent creatures. |
Terror (5e) | Weapon | Melee | Targets struck must make a WIS save DC 15 or become Frightened of the wielder. |
Chaos | Weapon | Ranged | After hitting a target, roll 1d12 to determine the 1d10 damage type/effect. 1 Fire, 2 Ice, 3 Lightning, 4 Acid, 5 Psychic, 6 Rage, 7 Haste, 8 Drain HP, 9 Radiant, 10 Distortion, 11 Confusion, 12 Paralysis |
Electrocution | Weapon | Ranged | Add 1d6 electric damage and target loses their Reaction. |
Flaming | Weapon | Ranged | Add 1d6 flaming damage. |
Freezing | Weapon | Ranged | Add 1d6 cold damage. |
Penetration | Weapon | Ranged | On a successful hit, one target in a straight line behind the primary target, and within short range, is also struck if the attack roll is high enough to meet their AC. The secondary target takes half damage. |
Speed | Weapon | Ranged | As a bonus action, you can make an attack with this weapon. |
Venom | Weapon | Ranged | Add 1d6 poison damage. CON save DC 15 or target becomes poisoned. Target can repeat the save at the end of its turn. |
Vorpal | Weapon | Ranged | Add 6d8 Damage on Crit |
Lightning (5e) | Weapon | Ranged | As an action, an attack can be made against a target which does an additional 4d6 lightning damage. Creatures between the attacker and target within a 5 wide area also take the 4d6 damage. DEX save DC 15 for 1/2. |
Resistance | Armor | Armor | Wearer gains +1 to all saving throws. |
Fire Resistance | Armor | Armor | Wearer is resistant to fire damage. |
Cold Resistance | Armor | Armor | Wearer is resistant to cold damage. |
Poison Resistance | Armor | Armor | Wearer is resistant to poison damage. |
Positive Energy | Armor | Armor | Wearer is resistant to radiant damage. Wearer is vulnerable to necrotic damage. |
Preservation | Armor | Armor | Wearer is immune to acid damage. Wearer's equipment is immune to damage or effects from the environment. |
Protection | Armor | Armor | The wearer gains +1 natural armor. |
Invisibility | Armor | Armor | As an action, the wearer can become Invisible. |
Willpower | Armor | Armor | Wearer has advantage on saving throws against mind-altering effects such as Charm, Confusion, Sleep, etc. |
Running | Armor | Armor | Wearer has 5 feet increased walking speed. The Dash action can be used with a bonus action. |
Rampaging | Armor | Armor | When a foe is reduced to 0 hit points with a melee attack on its turn, the wearer can take a bonus action to move up to half its speed and make a melee attack. |
Flight | Armor | Armor | As an action, the wearer can gain Flight. This is limited to a height of 10 feet above any surface (ground, liquid, gas, etc). |
Stealth | Armor | Armor | Wearer has advantage on Stealth checks. The wearer can use a bonus action to Hide. |
See Invisible | Armor | Armor | The wearer can see invisible. |
Archmagi | Armor | Armor | Spellcasters are considered proficient with this armor. Spell save DCs and attack bonus are increased by 2. This does not stack. |
Ponderousness | Armor | Armor | The wearer cannot Dash and goes last in initiative. The wearer gains advantage on all saving throws and resistance to all normal damage types. |
Spirit Shield | Armor | Armor | For each full increment of 20 damage dealt to the wearer's hit points, 10 damage is reduced and the wearer loses their lowest level spell slot. If they have no spell slots remaining, the damage is not reduced. |
Archery | Armor | Armor | The wearer has proficiency with ranged martial weapons and gains a +2 bonus to damage rolls on ranged attacks. |
Adamantine | Armor | Armor | The wearer is immune to critical hits. |
Strength | Accessory | Universal | The wearer gains two strength. |
Dexterity | Accessory | Universal | The wearer gains two dexterity. |
Constitution | Accessory | Universal | The wearer gains two constitution. |
Wisdom | Accessory | Universal | The wearer gains two wisdom. |
Intelligence | Accessory | Universal | The wearer gains two intelligence. |
Charisma | Accessory | Universal | The wearer gains two charisma. |
Resistance | Accessory | Universal | Wearer gains +1 to all saving throws. |
Slaying | Accessory | Universal | The wearer adds their Proficiency Bonus in damage to melee and ranged weapon damage rolls. |
Speed | Accessory | Universal | The wearer gains advantage on initiative rolls and advantage on attacks of opportunity. |
Invisibility | Accessory | Universal | As an action, the wearer can become Invisible. |
See Invisible | Accessory | Universal | The wearer can see invisible. |
Teleport Control | Accessory | Universal | When using Teleport or Misty Step, the wearer can choose where the target location. |
Protection | Accessory | Universal | The wearer gains +1 natural armor. |
Levitation | Accessory | Boots | As a bonus action, the wearer's movement becomes zero and they levitate 10 feet into the air. This effect lasts until the beginning of their next turn. |
Striding | Accessory | Boots | The wearer gains 15 feet of walking speed. |
Aggression | Accessory | Boots | As a bonus action, the wearer can move half their movement speed toward an aggressive foe. |
Jumping | Accessory | Boots | As per the Jump spell. Jumping distance is tripled. |
Climbing | Accessory | Boots | The wearer gains 30 feet climbing speed. |
Missile Snaring | Accessory | Gloves | When a ranged weapon attack hits the wearer, they can use their reaction to reduce the damage by 1d10 + Dexterity modifier, provided that they have a free hand. If the damage is reduced to zero, the missile can be caught if it is small enough to hold in that hand. |
Swimming | Accessory | Gloves | The wearer gains 30 feet swimming speed. |
Climbing | Accessory | Gloves | The wearer gains 30 feet climbing speed. |
Titan | Accessory | Gloves | The wearer can use all weapons as if they had the Light property. |
Grappling | Accessory | Gloves | The wearer has advantage on grappling attacks. |
Archery | Accessory | Gloves | The wearer has proficiency with ranged martial weapons and gains a +2 bonus to damage rolls on ranged attacks. |
Reflection | Accessory | Amulet | Ranged weapon attacks which miss with a roll that would hit the attacker are reflected back and deal standard damage. This is also true for ray spell attacks. |
Shielding | Accessory | Amulet | The wearer is considered to be wearing a shield and gains two AC. This does not stack with an actual shield. |
Water Breathing | Accessory | Amulet | The wearer can breathe normally when submerged in a liquid. |
Health | Accessory | Amulet | Wearer is immune to being poisoned (but not poison damage) and to disease. Existing diseases are suppressed. |
Adaptation | Accessory | Amulet | Wearer can breathe normally in any environment, and has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
Shielding | Accessory | Ring | The wearer is considered to be wearing a shield and gains two AC. This does not stack with an actual shield. |
Regeneration | Accessory | Ring | This item can only be equipped and attuned out of combat. Wearer regains 3 hit points at the end of their turn. If HP is above zero at the end of combat, HP are fully restored when out of combat. |
Random Misty Step | Accessory | Ring | As a bonus action, the wearer can cast Random Misty Step. Teleport in a random direction. Roll 1d8 for direction, then move 2d10 * 5 feet in that direction. |
Random Teleport | Accessory | Ring | This item can only be equipped and attuned out of combat. Once per combat, the wearer can randomly teleport the party. The party is placed adjacent to the caster, then roll to determine where they are teleported. Roll 1d8 for direction, then move 2d10 * 5 feet in that direction. |
Water Breathing | Accessory | Ring | The wearer can breathe normally when submerged in a liquid. |
Adaptation | Accessory | Ring | Wearer can breathe normally in any environment, and has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
Warmth | Accessory | Ring | Environment Immunity - Heat |
Chill | Accessory | Ring | Environment Immunity - Cold |
Pure Breath | Accessory | Ring | Environment Immunity - Gases |
Swimming | Accessory | Ring | Environment Immunity - Water |
Evasion | Accessory | Ring | If the wearer fails a Dexterity saving throw, they can use their reaction to succeed instead. |
Free Action | Accessory | Ring | As an action, the wearer can remove all Control applied to them. Difficult terrain doesn't cost extra movement. In addition, magic can neither reduce speed nor cause paralysis or restraint. |
Cantrip Damage | Accessory | Orb | The holder's cantrip damage is increased by one die. |
Battery | Accessory | Orb | As a bonus action, the wielder can restore one spell level. As an action, the wielder can restore two. |
Escape | Accessory | Orb | As a bonus action, the wielder can remove all Control applied to them. |
Pact Keeper | Accessory | Orb | Warlock spell saves and spell attacks are increased by two. Familiar, summoned and controlled creature melee attack damage is increased by 1d10. |
Blasting | Accessory | Orb | As an action, cast Scorching Ray with a +5 spell attack roll. |
Water Breathing | Accessory | Helm | The wearer can breathe normally when submerged in a liquid. |
Teleportation | Accessory | Helm | This item can only be equipped and attuned out of combat. Once per combat, the wearer can teleport the party anywhere within 80 feet. The party is placed adjacent to the caster. |
Underwater Action | Accessory | Helm | The wearer can breathe underwater, gains darkvision with a range of 60 feet, and a swimming speed of 30 feet. |
Dragon's Breath - Fire | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Cold | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Acid | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Lightning | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Thunder | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Poison | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Swimming | Accessory | Cloak | The wearer gains 30 feet swimming speed. |
Health | Accessory | Cloak | Immunity to disease. If already infected with a disease, the effects of the disease are suppressed while the pendant is worn. |
Adaptation | Accessory | Cloak | Wearer can breathe normally in any environment, and has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
Defense | Accessory | Cloak | After a melee or ranged attack roll on the wearer, a reaction can be used to increase armor class by 4. |
Random Misty Step | Accessory | Cloak | As a bonus action, the wearer can cast Random Misty Step. Teleport in a random direction. Roll 1d8 for direction, then move 2d10 * 5 feet in that direction. |
Eyes | Accessory | Cloak | Wearer has advantage on perception checks, darkvision 120 feet and can see invisible. |
Sentinel (5e) | Accessory | Shield | Advantage on initiative rolls and perception checks. |
Reflection | Accessory | Shield | Ranged weapon attacks which miss with a roll which would hit the attacker are reflected back and deal standard damage. This is also true for ray spell attacks. |
Protection | Accessory | Shield | The wearer gains +1 natural armor. |
Arrow-catching shield | Accessory | Shield | Non-magical ranged attacks against you are at disadvantage. Whenever an attacker makes a ranged attack against a target within 5 feet, the wearer can use their reaction to become the target of the attack instead. |
Spellguard | Accessory | Shield | Wearer has advantage on saves against spells and other magical effects. Additionally, spell attacks are made at disadvantage against the wearer. |
the Bards | Accessory | Instrument | As an action, the holder can cast Fly, Invisibility, Levitate, or Protection from Evil and Good. |
Awareness | Accessory | Ioun Stone | Wearer cannot be surprised. |
Protection | Accessory | Ioun Stone | Wearer gains +1 AC. |
Reserve | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Once per combat, a spell up to 3rd level can be cast without using a spell slot. |
Gluttony | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. As a bonus action, the wearer can drink up to four potions. |
Absorption | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. As a reaction, the wearer can use their reaction to cancel a spell of 4th level or lower cast by a creature they can see and targeting only them. |
Agility | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Dexterity is increased by two. |
Fortitude | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Constitution is increased by two. |
Insight | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Wisdom is increased by two. |
Intellect | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Intelligence is increased by two. |
Leadership | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Charisma is increased by two. |
Strength | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Strength is increased by two. |
Greater Absorption | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. As a reaction, the wearer can use their reaction to cancel a spell of 8th level or lower cast by a creature they can see and targeting only them. |
Mastery | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. The wearer has their proficiency bonus increased by one. |
Regeneration | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Wearer regains 3 hit points at the end of their turn. If HP is above zero at the end of combat, hp are fully restored when out of combat. |
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