Gunwitch (Variant)

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Enchantment Rituals[edit]

Enchantments are carved into objects. Certain enchantments can only affect certain types of objects.

Enchantment: Bonding. Level Requirement: 2. Object: Medium or Smaller Size. Range: Touch. Duration: 1 hour. Concentration: No.

While this ritual is active, you know the direction of the object so long as it is within 1000ft. As a bonus action, if you can see the object, you can cause it to fly towards you up to 60ft.

Enchantment: Flames/Frost. Level Requirement: 2. Object: Weapon. Range: Touch. Duration: 10 minutes. Concentration: No.

While this ritual is active, attacks with the enchanted weapon deal an additional 1d4 fire/cold damage (depending on Flames or Frost).

Enchantment: Blood Curse. Level Requirement: 5. Object: Weapon. Range: Touch. Duration: 10 minutes. Concentration: No.

While this ritual is active, attacks with the enchanted weapon deal an additional 1d10 necrotic damage, but the wearer takes half of the same necrotic damage (rounded up) with each attack.

Enchantment: Witch's Anguish. Level Requirement: 5. Object: Any. Range: 90 feet. Duration: Instantaneous. Concentration: No.

When this ritual is activated, the object will release a burst of ancient corrupted magic toward one creature you can see within 20 feet. That creature must succeed a Constitution saving throw against your Witchcraft DC, taking 4d6 necrotic damage on a failure, and half as much on a success. If a creature fails its saving throw, it also cannot regain hit points until the end of your next turn.

Enchantment: The Black Curse. Level Requirement: 9. Object: Weapon. Range: Touch. Duration: 1 minute. Concentration: Yes.

While this ritual is active, the weapon tingles with potent dark magic. After a creature is hit by the enchanted weapon and takes damage, it must attempt a Constitution saving throw. On a failure, it becomes affected by the black curse. If the creature succeeds, it takes 1d6 necrotic damage. After either effect occurs, this enchantment ends.

While afflicted by The Black Curse, a creature's veins turn black and their blood begins to burn. An afflicted creature takes 2d6 acid damage at the start of each of their turns and has disadvantage on Constitution saving throws.

This effect ends if you drop concentration, or if the creature becomes affected by the Remove Curse spell.

Enchantment: Shift. Level Requirement: 9. Object: Any, weighing no more than 30 pounds. Range: 120 feet. Duration: Instantaneous. Concentration: No. Special: Reaction.

When you activate this ritual as a reaction, you can move the object up to 30 feet. If one or more creatures are in the path of the object, the first creature must make a Dexterity saving throw against your Witchcraft DC or take 1d4 bludgeoning damage and fall prone (if the creature is large or smaller). If the enchantment was on a weapon, you can deal the weapon's damage instead. The enchantment then ends.

Enchantment: Fury. Level Requirement: 13. Object: Weapon. Range: Touch. Duration: 1 minute. Concentration: No.

While this ritual is active, the affected weapon burns with hate. At the start of each of a creature's turns while wielding this weapon, it must either drop the weapon or attempt a Wisdom saving throw against your Witchcraft DC. On a failure, the creature can only take the attack action on their turn, and can only use this weapon. Attacks with the enchanted weapon have advantage.

Enchantment: Life. Level Requirement: 17. Object: Any non-magical, up to medium size. Range: 30 feet. Duration: 1 minute. Concentration: No.

While this ritual is active, the object comes to life. This functions as the animate objects spell. If the object is a weapon, it will be able to deal damage as it is.