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