July.22.2015

Tables of Properties

By Len Pelletier

Some people might want to adapt this generator to a pen-and-paper version to use in their game sessions, or perhaps you just want to read through the complete list of properties. The following tables will allow you to do just that. Enjoy!

Weapon Properties

# Prefix Suffix Property
1Acolyte'sof the AcolyteThe bearer gains a +1 bonus to Wisdom (Religion) checks.
2Adamantineof AdamantineThe item is indestructible.
3Adroitof IntellectThe bearer gains +1 bonus to Intelligence saving throws.
4Arcticof the NorthThe bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit.
5Arcadianof ArcadiaTreat as a +1 weapon when attacking Demons and Devils.
6Arrestingof SafetyOnce per day, the bearer may use their reaction to gain Safe Fall 10 until the end of turn.
7Assassin'sof the AssassinThe bearer may add their proficiency bonus to damage rolls dealt during surprise rounds.
8Barbarian'sof the BarbarianThe bearer gains a +1 bonus to Strength (Athletics) checks.
9Barbedof BarbsAfter an attack roll, the bearer may add 1d4 to the damage roll. If so, the bearer takes 1d4 damage.
10Bard'sof the BardThe bearer gains +1 to Charisma (Performance) checks.
11Bindingof BindingWhen you hit a creature with this weapon, it slows its speed by 5 feet until the end of its next turn.
12Blessedof BlessingsWhenever bearer of this item receives divine healing, they gain an additional 1d4 hit points.
13Bloodthirstyof BloodthirstThe bearer of this weapon can expend a hit die to turn this weapon into a +1 weapon for 1d4 turns.
14Boomingof ThunderThe bearer may replace the damage type of this weapon with Thunder, and its damage roll gains a +1 bonus.
15Burglar'sof the BurglarThe bearer gains +1 to Dexterity (Sleight of Hand) checks.
16Capriciousof ChanceTreat this as a +1 weapon if it is attuned to a Chaotic aligned character and the attack roll was an even number.
17Cardinalof the LodestoneThe wielder can use an action to learn which way is north.
18Causticof CorrosionThe bearer may replace the damage type of this weapon with Acid, and its damage roll gains a +1 bonus.
19Chainedof ChainsThe bearer can spend an action to chain this weapon to their wrist. When chained, the bearer can no longer be disarmed but they must spend a full action to switch to another weapon.
20Channellingof ChannellingOnce per day, the bearer may ignore the Verbal and/or Somatic components of a spell they are casting.
21Chargedof LightningThe bearer may replace the damage type of this weapon with Lightning, and its damage roll gains a +1 bonus.
22Cleavingof CleavingThe bearer may choose to do slashing damage with this weapon instead of its other damage types.
23Consecratedof ConsecrationTreat as a +1 weapon when attacking Undead.
24Cruelof CrueltyThe bearer may re-roll damage from critical hits scored with this weapon and take the second result.
25Crushingof the BruteThe bearer may choose to do bludgeoning damage with this weapon instead of its other damage types.
26Dancer'sof the DancerThe bearer gains a +1 bonus to Dexterity (Acrobatics) checks.
27Darkof DarknessThe bearer may replace the damage type of this weapon with Necrotic, and its damage roll gains a +1 bonus.
28Deadof Rigor MortisIf this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 weapon until the next sunrise.
29Defensiveof DefenceWhenever the bearer takes a dodge action, they may move an additional 5 feet.
30Delver'sof the DelverWhile underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
31Disarmingof DisarmingWhen the bearer hits with this weapon, they can choose to forego damage and instead enter a contested Strength (Athletics) or Dexterity (Acrobatics) check with the target. If the bearer is successful, the defending creature's weapon clatters ten feet in any direction.
32Drainingof DrainingWhen the bearer makes a successful attack, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
33Druid'sof the DruidThe bearer gains a +1 bonus to Intelligence (Nature) checks.
34Dynamicof the DynamoThe bearer has +1 to Charisma saving throws.
35Eavesdropper'sof EavesdroppingAs long as it is on the same plane, the bearer can hear through this weapon as if they were present.
36Effulgentof LightThis item can cast the Light cantrip on itself at will.
37Equanimousof BalanceThis weapon has a +1 attack bonus during the day and a +1 damage bonus at night when attuned to neutral aligned characters
38Favoredof the FavoredOnce per day, the bearer may roll a saving throw with advantage.
39Fair-weatherof Fair-weatherTreat this as a +1 weapon if the bearer has more than half of their maximum hit points
40Falseof FalsehoodsThe bearer gains a +1 bonus to Charisma (Deception) checks.
41Flankingof FlankingTreat as a +1 weapon if an ally is adjacent to the enemy you are attacking.
42Forgottenof the ForgottenThe bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
43Frozenof IceThe bearer may replace the damage type of this weapon with Cold, and its damage roll gains a +1 bonus.
44Furiousof FuryTreat as a +1 weapon when the bearer is raging.
45Glassof GlassTreat this as a +1 weapon as long as the bearer is at full health.
46Gloriousof GloryThe damage type of weapon is changed to Radiant, and its damage roll gains a +1 bonus.
47Grimof CoercionThe bearer gains a +1 bonus to Charisma (Intimidation) checks if the target can see this weapon.
48Gruesomeof SheathingThis weapon has no sheath, but rather sinks into the flesh of the bearer to no ill effect. The bearer may spend an action to draw forth the weapon from their flesh, or to stow it away. A regular perception check cannot detect the presence of this weapon, although a detect magic spell will reveal it.
49Harmoniousof HarmonyAttuning to this item takes only 1 minute.
50Hauntedof Vengeful SpiritsSmoke rises from this weapon when drawn in dim light or darker, revealing the apparations that haunt it. They lash out at the target every time the bearer scores a hit, doing an additional +2 necrotic damage.
51Heroicof HeroesThe bearer has advantage on saving throws vs. fear.
52Histrionicof Histrionicsthe bearer gains +1 to Charisma (Performance) checks.
53Iconicof SymbolsThe weapon is inscribed with holy symbols of the God of the DM's choice. A cleric of paladin that serves that god may use this weapon as an arcane focus.
54Inquisitor'sof the InquisitorThe bearer gains a +1 bonus to Intelligence (Investigation) checks.
55Inspiredof InspirationThe bearer regains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
56Jaggedof TeethOnce hit by this weapon, the victim cannot regain hit points until the beginning of their next turn.
57Holyof FaithWhen the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
58Loquaciousof the Silver TongueThe bearer gains +1 to Charisma (Persuasion) checks.
59Unitedof UnityWhenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 weapon until the end of their next turn.
60Mage Killer'sof the Mage KillerIgnores the AC bonuses given by spells such as Mage Armor and Shield.
61Maligningof MaligningThe bearer does an additional 1d4 damage on opportunity attacks.
62Mind's Eyeof the Mind's EyeThe bearer may replace the damage type of this weapon with Psychic, and its damage roll gains a +1 bonus.
63Mindfulof MindfulnessThe bearer gains a +1 bonus to Wisdom saving throws.
64Nimbleof AgilityThe bearer gains a +1 bonus to Dexterity saving throws.
65Parryingof ParryingThe bearer may use their reaction to gain a +1 AC Bonus until the start of their next turn.
66Patientof PatienceThe bearer may treat this as a +1 weapon until the beginning of their next turn whenever they ready an action.
67Preacher'sof the PreacherThe bearer may extend the range of their Channel Divinity by 5 feet.
68Pulsingof RepulsionThe bearer may replace the damage type of this weapon with Force, and its damage roll gains a +1 bonus.
69Perniciousof the SnakeThe bearer may replace the damage type of this weapon with Poison, and its damage roll gains a +1 bonus.
70Firstof SpeedThe bearer gain a +1 bonus to initiative rolls
71Reaper'sof the ReaperThe bearer has advantage on death saving throws.
72Renaissanceof the RenaissanceOnce per day, the bearer may gain +1 to any skill check.
73Resonantof ResonanceThe bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
74Righteousof RighteousnessTreat this as a +1 weapon during the day when attuned to a good aligned character.
75Runicof RunesWhenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
76Sacredof the SacredThe bearer may increase their Lay on Hands hit point pool by 5.
77Sagaciousof AcumenThe bearer gains +1 to Wisdom (Insight) checks.
78Sage'sof the SageThe bearer gains a +1 bonus to Intelligence (History) checks.
79Sentinelof the SentinelFaintly glows when creatures of a certain race (DMs choice) are within a 100 foot radius.
80Shadingof ShadeThe bearer suffers no harm in temperatures as high as 120 degrees Fahrenheit.
81Shepherd'sof the ShepherdThe bearer gains a +1 bonus to (Wisdom) Animal Handling checks.
82Shiftingof ShiftingThe bearer may change minor aspects of the physical appearance of this item.
83Silentof the NightThe bearer gains a +1 bonus to Dexterity (Stealth) checks.
84Smoulderingof FlameThe bearer may replace the damage type of this weapon with Fire, and its damage roll gains a +1 bonus.
85Smuggler'sof SmugglingThis weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer.
86Sojourner'sof the SojounerA poem, story, or map that describes a long-forgotten treasure is etched on the surface of the weapon.
87Solemnof SolemnityThe bearer may spend an action removing all the failed death saving throws from a target within 5 feet of them. The target is still not stabilized.
88Surgeon'sof the SurgeonThe bearer gains a +1 bonus to Wisdom (Medicine) checks.
89Swiftof SpeedIf the bearer is first in initiative order, they may treat this as a +1 weapon.
90Tenaciousof the TenaciousWhen the bearer takes a long rest, they gain back one additional hit die.
91Tracker'sof the TrackerThe bearer gains a +1 to Wisdom (Survival) checks.
92Transmutedof MutationThis item is made from a material that is unusual for this kind of item: a wooden axe, a glass sword, or a stone quarterstaff. The durability and other properties of this item remain unchanged.
93Trenchantof StabbingThe bearer may choose to do piercing damage with this weapon instead of its other damage types.
94Trustyof ResurgenceTreat this as a +1 weapon if the bearer has half their maximum hit points or less.
95Unbrokenof HeartThe bearer gains a +1 bonus to Constitution saving throws.
96Victoriousof VictoryWhenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR.
97Vigilantof VigilanceThe bearer gains +2 to their Passive Perception.
98Vigorousof VigorThe bearer gains a +1 bonus to Strength saving throws.
99Vileof VillainsTreat this as a +1 weapon at night when attuned to an evil aligned character.
100Visionaryof the VisionaryThe weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
101Vitalof VitalityThe bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
102War Leader'sof the War LeaderThe bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet.
103Waterborneof the SeaThe item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
104Witheringof WitheringIf hit with this weapon, the target makes a DC 13 constitution saving throw. If they fail, their Strength stat is reduced by 1.
105Wizard'sof the WizardThe bearer gains a +1 to Intelligence (Arcana) checks.
106Zenof ZenTreat this as a +1 weapon for one minute after meditating with it for one minute.

Armor Properties

# Prefix Suffix Property
1Acolyte'sof the AcolyteThe bearer gains a +1 bonus to Wisdom (Religion) checks.
2Amethystof AmethystReduces psychic damage to the bearer by 2.
3Astuteof the AstuteIt takes half the time to don or doff this armor than a normal armor of this type.
4Arcticof the NorthThe bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit.
5Artisan'sof the ArtisanThis armor is a swiss army knife of enchanted appendages that can take the form of any artisan's tools, from Alchemist's and Brewer's supplies to Weaver's and Woodcarver's tools (see p. 154 of the PHB for a complete set of artisan's tools).
6Barbarian'sof the BarbarianThe bearer gains a +1 bonus to Strength (Athletics) checks.
7Bard'sof the BardThe bearer gains +1 to Charisma (Performance) checks.
8Blessedof BlessingsWhenever bearer of this item receives divine healing, they gain an additional 1d4 hit points.
9Bloodthirstyof BloodthirstThe bearer can expend a hit die to turn this into a +1 armor for 1d4 turns.
10Burglar'sof the BurglarThe bearer gains +1 to Dexterity (Sleight of Hand) checks.
11Cardinalof the LodestoneThe wielder can use an action to learn which way is north.
12Ceruleanof StormsReduces lightning damage to the bearer by 2.
13Channellingof ChannellingOnce per day, the bearer may ignore the Verbal and/or Somatic components of a spell they are casting.
14Charitableof CharityIf the bearer donates 100gp or more to a temple of a goodly deity, this becomes a +1 armor for the next 24 hours. If they go longer than a month without making any such donations, they gain a -1 AC penalty until a suitable donation is made.
15Climber'sof the ClimberThis armor is suited with harnesses, rope, and other climbing tools are readily in reach. The bearer may treat this armor as a climbing kit.
16Concealingof ConcealmentThe bearer may spend one action assembling components of this armor into a dagger. A person searching the bearer for weapons must make a DC 20 Intelligence (Investigation) check to discover this property.
17Consecratedof ConsecrationTreat this as a +1 armor when the bearer is being attacked by Undead.
18Crystallineof CrystalTreat as +1 armor until the bearer takes a critical hit, at which point it then loses this property.
19Dancer'sof the DancerThe bearer gains a +1 bonus to Dexterity (Acrobatics) checks.
20Dazzlingof DazzlingOnce per day, the bearer may spend an action to ignite the magic in this armor, causing it to flare brilliantly. Any creature within a 10 foot radius must use their reaction to shield their eyes or be blinded until the end of their next turn.
21Debtor's of DebtsThe first 1 bludgeoning, piercing, or slashing damage from any source is negated. However, the total amount of damage prevented from that day acts as a negative modifier on death saving throws. So, if the armor prevented 5 points of damage that day, the bearer has a -5 penalty on death saving throws.
22Defensiveof DefenceWhenever the bearer takes a dodge action, they may move an additional 5 feet.
23Deflectingof DeflectionThe bearer may spend their reaction to treat this as +1 armor vs. ranged weapon attacks until the beginning of their next turn.
24Delver'sof the DelverWhile underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
25Diplomaticof DiplomacyThe bearer gains proficiency in a language of the DM's choice.
26Druid'sof the DruidThe bearer gains a +1 bonus to Intelligence (Nature) checks.
27Ephemeralof TransienceOnce per day, the bearer may spend their reaction to gain their Wisdom modifier to their AC until the beginning of their next turn.
28Evasiveof EvasionWhenever the wearer takes a dodge action, they gain +1 AC until the end of the turn.
29Fair-weatherof Fair-weatherThe bearer may treat this as +1 armor if the bearer has more than half of their maximum hit points.
30Falseof FalsehoodsThe bearer gains a +1 bonus to Charisma (Deception) checks.
31Favoredof the FavoredOnce per day, the bearer may roll a saving throw with advantage.
32Feintingof FeintingWhenever the bearer uses the help action in combat, they may treat this as a +1 armor until the beginning of their next turn.
33Flankedof the FlankedThe wearer may treat this as +1 armor if two or more enemies are adjacent to them.
34Firstof SpeedThe bearer gain a +1 bonus to initiative rolls
35Freshof CleansingThis armor never gets dirty and remains odorless, even in the most filthy dungeon.
36Forgottenof the ForgottenThe bearer may spend an action to attempt to ignite the old magic in this armor with a DC 13 Charisma check. If successful, treat this as a +1 armor as long as the bearer maintains concentration on this effect, maximum 10 minutes.
37Furiousof FuryTreat as a +1 armor when the bearer is raging.
38Garnetof GarnetReduces fire damage to the bearer by 2.
39Glassof GlassThe bearer may treat this as +1 armor as long as the bearer is at full health.
40Graniteof the MountainAny effect that would move the bearer against their will is reduced in distance by 5 feet.
41Grimof CoercionThe bearer gains a +1 bonus to Charisma (Intimidation) checks if the target can see them.
42Harmoniousof HarmonyAttuning to this item takes only 1 minute.
43Heroicof HeroesThe bearer has advantage on saving throws vs. fear.
44Histrionicof Histrionicsthe bearer gains +1 to Charisma (Performance) checks.
45Holyof FaithWhen the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
46Inquisitor'sof the InquisitorThe bearer gains a +1 bonus to Intelligence (Investigation) checks.
47Inspiredof InspirationThe bearer regains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
48Invisibleof InvisibilityOnce worn, this armor turns invisible (although not the wearer).
49Lightweightof MobilityThis armor is 10% lighter than normal armor of this type. If it has a Strength requirement to use, it is reduced by 1.
50Loquaciousof the Silver TongueThe bearer gains +1 to Charisma (Persuasion) checks.
51Mage Killer'sof the Mage KillerThe bearer may spend their reaction to treat this as +1 armor vs. spell attacks until the beginning of their next turn.
52Malachiteof MalachiteReduces poison damage to the bearer by 2.
53Masquaradingof the MasquaradeThe bearer has advantage on skill checks involving disguise kits.
54Medic'sof the CaduceusLined with pockets and compartments and stocked with medical supplies, the bearer may treat this armor as a healer's kit.
55Moonlitof the MoonThe bearer may treat this as +1 armor when moonlight is shining directly on this armor.
56Mortals'of MortalsAt the end of a turn where the bearer failed a death saving throw, the magic within this armor will attempt to stabilize the bearer. It rolls a Wisdom (Medicine) check with a +3 modifier.
57Mournfulof SorrowWhen an ally falls unconscious in battle, the bearer gains a +1 AC bonus for the next 10 minutes. If that ally stabilizes or awakens, the bearer loses this bonus.
58Obsidianof ObsidianReduces acid damage to the bearer by 2.
59Opalof OpalReduces cold damage to the bearer by 2.
60Preacher'sof the PreacherThe bearer may extend the range of their Channel Divinity by 5 feet.
61Reflexiveof ReflexesIf the bearer is first in initiative order, treat this as +1 armor for 1 minute.
62Renaissanceof the RenaissanceOnce per day, the bearer may gain +1 to any skill check.
63Resonantof ResonanceThe bearer can spend an action and 1 ki point to treat this as +1 armor for 1 minute.
64Righteousof RighteousnessTreat this as +1 armor during the day when attuned to a good aligned character.
65Regalof RoyaltyThis armor is richly decorated and fashionable. Although it retains a hint of the ruggedness of a military garment, it could function as well in a ballroom as the battlefield. To the outside observer, you appear to be keeping an Aristocratic lifestyle expense.
66Runicof RunesWhenever bearer casts a spell, treat this as +1 armor until the beginning of their next turn.
67Sacredof the SacredThe bearer may increase their Lay on Hands hit point pool by 5.
68Sagaciousof AcumenThe bearer gains +1 to Wisdom (Insight) checks.
69Sage'sof the SageThe bearer gains a +1 bonus to Intelligence (History) checks.
70Scribe'sof the ScribeThis armor unfolds to reveal animated appendages that are equipped with writing implements, magnifying glasses, and book stands. The armor aids the bearer in transcription tasks: it knows 3 languages of the DM's choice and halves the amount of time it takes the bearer to copy any text, including spells into spellbooks.
71Shadingof ShadeThe bearer suffers no harm in temperatures as high as 120 degrees Fahrenheit.
72Shepherd'sof the ShepherdThe bearer gains a +1 bonus to (Wisdom) Animal Handling checks.
73Shiftingof ShiftingThe bearer may change minor aspects of the physical appearance of this item.
74Silentof the NightIf this armor imposed disadvantage to stealth, it no longer does. Otherwise, the bearer gains a +1 bonus to Dexterity (Stealth) checks.
75Solarof the SunThe bearer may treat this as +1 armor when in direct sunlight.
76Spikedof TeethWhenever a creature begins their turn grappling or being grappled by the bearer, they take 1d4 piercing damage.
77Spiritualof the DivineThis armor is naught but a prayer written on a scrap of vellum, decorated with religious motifs of a particular god. Once per day, the bearer may spend 1 minute to read the prayer out loud, and at the end this armor will manifest and encase the bearer. The armor disappears if you act in any way that is not in accordance to the god's teachings.
78Subtleof SubtletiesThe bearer gains proficiency in Thieves' Cant.
79Surgeon'sof the SurgeonThe bearer gains a +1 bonus to Wisdom (Medicine) checks.
80Tenaciousof the TenaciousWhen the bearer takes a long rest, they gain back one additional hit die.
81Tracker'sof the TrackerThe bearer gains a +1 to Wisdom (Survival) checks.
82Trustyof ResurgenceTreat this as +1 armor if the bearer has half their maximum hit points or less.
83Turquoiseof TurquoiseReduces thunder damage to the bearer by 2.
84Twilightof TwilightWithin 1 hour before or after the rising and setting of the sun, or during a solar eclipse, the armor comes alive with magic and the bearer may treat this as +1 armor.
85Undertaker'sof the UndertakerOnce deceased, the body wearing this armor cannot be animated or raised from the dead.
86Unyieldingof the UnyieldingThe bearer may treat this as +1 armor if they have taken damage since the beginning of their last turn. This effect ends at the beginning of their next turn.
87Vanguardof the VanguardThe bearer may spend their reaction to gain a +1 AC bonus vs. melee weapon attacks until the beginning of their next turn.
88Veiledof the VeilThe wearer gains a +1 bonus to Dexterity (Stealth) checks when taking a hide action.
89Victoriousof VictoryWhenever the bearer kills a creature while wearing this amror, they gain temporary hit points equal to the creature's CR.
90Vigilantof VigilanceThe bearer gains +2 to their Passive Perception.
91Vileof VillainsTreat this as +1 armor at night when attuned to an evil aligned character.
92Violentof ViolenceThe bearer may choose to treat the heavy metal gauntlets of this armor as a Mace.
93War Leader'sof the War LeaderThe bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet.
94Wardedof WardsThe wearer cannot be possessed while wearing this armor.
95Watcher'sof the WatcherTreat as +1 armor during surprise rounds.
96Waterborneof the SeaThe item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
97Wingedof WingsThe bearer gains +5 speed.
98Wizard'sof the WizardThe bearer gains a +1 to Intelligence (Arcana) checks.
99Zenof ZenTreat this as +1 armor for one minute after meditating with it for one minute.
100Zirconof ZirconReduces force damage to the bearer by 2.