Enchanting

== Arcane Theorem ==
To craft a magical item, you will need a basic design of its arcane construction to go on. To achieve this, you would have to have a physical theorem that you may have found, or by studying an already existing item to transcribing your own. To transcribe a theorem from an existing item the character must time studying and breaking down the item for a number of days equal to its rarity, inevitably destroying the magical enchantment of the item. 
Rarity 	Days
Common 	1/2 day
Uncommon 	1 day
Rare 	5 days
Very Rare	10 days
Legendary	25 days
Transcribing your own theorem could be useful for a few reason, particularly for a situation as follows: A member in your party finds a Flame Tongue greatsword, but prefers the use of shortswords. You as the party’s enchanter could transcribe the Flame Tongue enchantment (rending the greatsword a regular sword) and enchanting the party member’s shortsword with the Flame Tongue enchantment while still having possession of the theorem for later enchantments or for selling.
== Necessary Materials, Skill and Time ==
In order for one to enchant items, they require the adequate amount of materials, tools, skill and time.
* Materials can boil down to things such as incense, gems, gem dust, special metals, fibres and magical inks. For the majority of enchanting this is represented simply as a gold cost as they are common enough to come by in larger settlements. Some magic items require special materials such as a rare resource, monster part or elemental quintessence. 
* Skill and tools. An enchanter has to be proficient in the Arcana skill to attempt enchanting, and the ability to expend and cast spells. Lastly being proficient in the jeweller's kit is required to inscribe intricate glyphs of power into rarer, harder to enchant items. However, only the Arcana skill and jeweller's kit is required to inscribe minor rune magic onto weapons and armor. To inscribe scrolls, you need to be proficient in the Arcana skill, calligraphers tools and have the ability to cast spells.
* And lastly sufficient time is required. One can use base quintessence to reduce the time required to enchant an item by a 3rd of the time. The number of quintessence you need to use are based on the rarity of the item. 
== Enchanting Magic Items ==
Once you have everything you need. You can begin enchanting. Rolling Arcana or jeweller's kit checks (your choice) based on the following table. Where enchanting differs from alchemy or smithing, is that you must succeed on all your checks during the enchanting process. Should you fail on any of them, there could be a complication in the item's enchantment process, such as the loss of resources, extending the creation time, a magical accident to occur, the item becoming cursed or having the enchantment ruined with everything wasted. All have varying degrees of occurring, to which the DM will tell you what to roll. 
Item Rarity	CR Range	Days*	Cost* 	Checks	DC	Quints required	Tools Required
Common 	1-3 	2 	50gp 	1 	10	1 	
Uncommon 	4-8 	4 	200gp 	2 	12	3 	
Rare 	9-12 	14 	2,000gp 	3 	15	8 	Jeweller's kit
Very Rare 	13-18 	40 	20,000gp 	3 	22	12 	Tier 1 Enchanting setup
Legendary 	19+ 	90 	100,000gp	4 	26	20 	Tier 2 Enchanting setup
Artifact 	24+ 	365 	300,000gp	5 	29	50 	Tool of Great Power
*Halved for consumables like scrolls
== Creating Unique Enchantments (Homebrew) ==
When creating a magic item that is not part of official D&D Content, consult with your DM the statistics and wording of the enchantment. Enchanting is a free flowing system that allows room for creativity. The above rules should not limit you on anything you wish to enchant. Mechanics and rules may be adapted. When transcribing the schematic, you will need to make an Arcane skill check to design the desired enchantment (DC determined by DM). 
==Inscribing Minor Rune Magic==
While mages and spellcasters themselves in the current age are shunned, its hard to argue that enchanted items themselves are not worth using. Minor runesmiths are free to practice their craft for the most part. To apply a minor rune upgrade, requires proficiency in the Arcana skill, and jeweller's supplies. Weapons and armor that is made of an exotic material or is mastercrafted, provide their minor magic runes with a +5% chance +1 bonus to their feature. One one minor rune can be applied to armor or a weapon. 
=== Weapon Minor Runes ===
==== Tier I (DC 15, 500gp, Uncommon) ====
==== Tier II (DC 18, 1,000gp, Rare, an additional +1 or +5% bonus to feature if applicable) ====
==== Tier III (DC 23, 1,500gp, Very Rare, an additional +2 or +10% bonus to feature if applicable) ====
* Elemental Charge: The weapon deals an additional 1 of cold, fire, lightning, thunder damage. This damage is magical. (requires a quintessence of the corresponding element)
* Vampiric: When you reduce a creature to 0 hit points using this weapon, you regain 2 hit points. (requires necrotic quintessence)
* Chaos: When you score a critical hit with this weapon, there is a 10% chance for you to roll on the Wild Magic table. (requires one of each quintessence)
* Mage Blade: The weapon now uses your spellcasting ability if you have one for attack and damage rolls. (requires a force quintessence)
* Tempest: When you score a critical hit with this weapon, there is a 25% chance for a bolt of lighting to leap to up to 3 additional creatures within 30ft of the original target creature. The creatures affected take the same amount of damage as the original as lightning damage. (requires lightning quintessence)
* Lucky: When you roll a natural 1 with this weapon, there is a 5% chance for you to automatically hit instead. (requires one of every quintessence)
* Holy: When you roll initiative, there is a 20% chance that the weapon will glow in a 10ft aura. All creatures of your choice within the aura have a +2 bonus to all saving throws. (requires a radiant quintessence)
*Rejuvenation: When you reduce a creature to 0 hit points with this weapon, there is a 30% chance you regain 1 Stamina Point. (requires two of any quintessence)
=== Armor Minor Runes ===
==== Tier I (DC 15, 500gp, Uncommon) ====
==== Tier II (DC 18, 1,000gp, Rare, an additional +1 or +5% bonus to feature if applicable) ====
==== Tier III (DC 23, 1,500gp, Very Rare, an additional +2 or +10% bonus to feature if applicable) ====
* Blessed: The wearer receives an additional +1 hit points when they regain hit points from a potion or from magical healing. (requires a radiant quintessence)
* Freedom: The wearer has a +1 bonus on their repeatable saving throws against effects that would reduce their movement, have them stunned or restrained.
* Elemenal Protection: The wearer reduces damage from one of the elemental damage types (cold, fire, lightning, thunder) by 1. (requires a quintessence of the corresponding element)
* Lucky: The wearer has a 5% chance to completely avoid a critical hit against them. (requires one of every quintessence)
* Alacrity: The wearer of this armor has their speed increased by 5ft.
* Daywalker: The wearer of this armor is unaffected by sunlight sensitivity. (requires a radiant quintessence) 
* Invigorating: The wearer has a 15% chance when using a class ability or feature that they could only normally use once per long rest, to instead regain its use on a short rest.
* Mana Font: The wearer has a 10% chance of when casting a spell of up to 4th level to not consume the spell points. (requires a force quintessence)
* Craft Mastery: The wearer gains a +1 bonus to ability checks made with artisan tools.
__NOTOC__