magic weapons
magic weapon prices are constructed for each weapon and enchantment combination
there is no limit except cost to the number of enchantments that can be put on weapons
there is a limit of one enchantment of the same type that can be put on one weapon with only the strongest working, for instance if a +2 enchantment is put on an armor with a +1 enchantment only the +2 enchantment works
some enchantments can be put on only some types of weapons, for instance only ammunition can be enchanted with ammunition enchantments
some enchantments cannot be put on armor with other types of enchantments, for instance the mithra
common weapon enchantments
armblade (common) any light melee weapon, an armblade weapon attaches to a warforged arm becoming inseparable during the attunement, as a use object action you can retract or extend the armblade, when extended you cannot use that hand, this does not make the weapon magical
silvered ammunition (common) ammunition, a ranged weapon firing silvered ammunition counts as magical weapon
common+ weapon enchantments
silvered weapon (common+) any melee weapon, a silvered weapon counts as a magical weapon because of this enchantment
uncommon weapon enchantments
+1 ammunition (uncommon) you have a +1 bonus to attack and damage rolls made with this piece of magic ammunition
ammunition of (three creature type) slaying (uncommon) ammunition, ammunition of slaying is made for three type of creatures like dragons or constructs, except two of the creature types must be a celestial, fey, elemental, aberration, fiend, or undead, if a creature of both types takes damage from the arrow it also takes10d6 of the ammunition's damage type, this is mostly for alignment slays of particular creatures, for example an arrow that is fey, fiend, fey is meant for neutral, neutral fey
uncommon+ weapon enchantments
+1 weapon (uncommon+) you have a +1 bonus to attack and damage rolls made with this magic weapon
rare weapon enchantments
+2 ammunition (rare) you have a +2 bonus to attack and damage rolls made with this piece of magic ammunition
thrower weapon (rare, requires attunement) any weapon with the thrown property, immediately after an attack the weapon flies back into your hand, this does not make the weapon magical
ammunition of (two creature type) slaying (rare) ammunition, ammunition of slaying is made for two type of creatures like a dragons or construct,except one of the creature types must be a celestial, fey, elemental, aberration, fiend, or undead, if a creature of both types takes damage from the arrow it also takes10d6 of the ammunition's damage type, this is mostly for alignment slays
rare+ weapon enchantments
+2 weapon (rare+) you have a +2 bonus to attack and damage rolls made with this magic weapon
very rare weapon enchantments
+3 ammunition (very rare) you have a +3 bonus to attack and damage rolls made with this piece of magic ammunition
ammunition of (creature type) slaying (very rare) ammunition, ammunition of slaying is made for a type of creature like a dragon or construct, if a creature of that type takes damage from the arrow it also takes10d6 of the ammunition's damage type,
very rare+ weapon enchantments
+3 weapon (very rare+) you have a +3 bonus to attack and damage rolls made with this magic weapon
legendary weapon enchantments
legendary+ weapon enchantments
artifact weapon enchantments
artifact+ weapon enchantments
acid weapon (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 acid damage, this cannot be combined with other extra damage types
flame weapon (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 fire damage, when held ready this weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet and can be used to light flammables' this cannot be combined with other energy types
force weapon (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 force damage, this cannot be combined with other energy types
lightning weapon (rare, requires attunement) any melee weapon, the weapon has advantage on attacks against targets made of metal or in metal armor, when the weapon hits it does an additional 1d6 lightning damage, this cannot be combined with other energy types
necrotic weapon (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 necrotic damage and the wielder gains that many temporary hit points, this cannot be combined with other energy types
poison weapon (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 poison damage, this cannot be combined with other energy types
psychic weapon (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 psychic damage, this cannot be combined with other energy types
radiant weapon (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 radiant damage, this cannot be combined with other energy types
thunder weapon (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 thunder damage which can be heard up to 100 feet away,, this cannot be combined with other energy types
(type) slayer (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 thunder damage which can be heard up to 100 feet away,, this cannot be combined with other energy types
cold weapon (rare, requires attunement) any melee weapon, when the weapon hits it does an additional 1d6 cold damage, this cannot be combined with other energy types