Arcane Enchantments

If an arcane enchantment has prerequisites, you must meet them to learn it. You can learn the enchantment at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Additionally, in order to place an enchantment with prerequisites onto a weapon, your weapon must also have the prerequisite enchantment placed on it. When you place multiple enchantments simultaneously, all the enchantments count in terms of meeting any prerequisites.

Amplifying Weapon Cost: 1 Prerequisite: 5th Level Whenever you score a critical hit against a creature with the enchanted weapon and deal acid, cold, fire, lightning, necrotic, poison or thunder damage you gain an additional effect on that hit based on the damage type. Acid: Each creature other than you within 5 feet of the creature you hit must make a Dexterity saving throw or take d8 acid damage. Cold: The creature must make a Strength saving throw or be restrained until the start of your next turn. Fire: The creature must make a Constitution saving throw or be blinded until the start of your next turn. Lightning: The creature must make a Constitution saving throw or be incapacitated until the start of your next turn. Necrotic: You regain missing hit points equal to half the damage dealt by the attack. Poison: The creature must make a Constitution saving throw or be poisoned for 1 minute. Thunder: The creature must make a Strength saving throw or be knocked prone.

Arcane Lance Cost: 1 The enchanted weapon gains the reach property if it does not already have it. If it does, extend the range by another 5 feet.

Baleful Weapon Cost: 1 Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal necrotic damage instead. Whenever you hit a creature with the enchanted weapon and deal necrotic damage, that creature can't regain hit points until the start of your next turn.

Battle-Light Cost: 0 The enchanted weapon sheds bright light in a radius of 20 feet, and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the weapon with something opaque, such as a sheath, blocks the light.

Battle Mage's Focus Cost: 1 Whenever you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, necrotic, poison or thunder damage, the next time you hit a creature with the enchanted weapon before the end of your next turn you deal d6 additional damage of that type.

Charged Weapon Cost: 1 Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal lightning damage instead. Whenever you hit a creature with the enchanted weapon and deal lightning damage, that creature cannot take a reaction until the start of your next turn.

Corrosive Weapon Cost: 1 Whenever you make a weapon attack with the enchanted weapon, you may have the attack deal acid damage instead. Whenever you miss a creature with the enchanted weapon and would have dealt acid damage, that creature is sprayed with acid and takes d4 acid damage.

Dancing Weapon Cost: 4 Prerequisite: 17th Level The enchanted weapon gains the abilities of a Dancing Sword, but does not require attunement. (DMG)

Dazzling Weapon Cost: 1 Whenever you hit a creature with the enchanted weapon, that creature cannot gain advantage on attacks until the start of your next turn.

Elemental Weapon Cost: 0 Prerequisite: Sword of Assault Blade School Whenever you hit a creature with the enchanted weapon and deal acid, cold, fire, lightning, necrotic, poison or thunder damage, the attack deals an additional d4 damage of that type.

Farbond Weapon Cost: 1 Your weapon gains the Thrown property with a range of 20/60 feet. After you throw the weapon, it immediately teleports back to your hand. When you throw the enchanted weapon, it may not benefit from any other enchantments for that attack.