Awakened Item Roll Tables

Damage Type Table

d10 Damage Type
1 Fire
2 Cold
3 Lightning
4 Thunder
5 Acid
6 Poison
7 Necrotic
8 Radiant
9 Force
10 Psychic

Minor Properties (Awakened)

Level 6

Weapons

d20 Property
1 Keen Edge — On a crit, deal one additional weapon die of damage
2 Blood-drinker — Regain 1d4 temporary HP when you reduce a creature to 0 HP (once/turn).
3 Ghost-touched — Deal an extra 1d6 damage to incorporeal enemies
4 War Chant — You an all allies within 30 ft. gain advantage on their first attack after rolling initiative.
5 Balanced Grip — Reroll one missed attack (proficiency bonus times per day)
6 Vibrating Warning — Hums softly near hidden or invisible creatures (30 ft).
7 Elemental Flicker — Once/turn deal +1d4 (roll damage type table).
8 Returning Throw — Returns to your hand when thrown.
9 True Aim — Ignore half and three-quarters cover once per short rest.
10 Amplified Lodestone — You can push or pull a creature up to 1 size larger than you. (10 ft. radius) (proficiency bonus times per day)
11 Erupting Echo — On a critical hit, you deal an extra 1d8 thunder damage to the target
12 Ethereal Sheath — You can banish, or summon this weapon at will
13 Candleglow — Sheds dim light in a 10-ft radius on command.
14 Masterwork Balance — You score a critical hit on a roll of 19 or 20 with this weapon
15 Rumblecut — You deal double damage to constructs
16 Soft-strike — Advantage on attacks made to non-lethally knock out.
17 Chime of Readiness — Weapon softly chimes if ambushed (advantage on Initiative once/day).
18 Iron Nose — Advantage to track creatures wounded by this weapon.
19 Sparkbite — Once per long rest, add +1d6 lighting damage to the target.
20 Awakened Sense — You can add double your proficiency to Dexterity Saving Throws made to avoid damaging effects

Armor

d20 Property
1 Comfort-fit — No disadvantage from sleeping in armor.
2 Featherstep — Advantage on one Stealth check per short rest.
3 Insulated Plates — Once/day gain resistance to (fire, cold, or lightning) for 1 minute.
4 Second Skin — +1 Acrobatics.
5 Anchoring — Advantage vs forced movement.
6 Warding Pulse — Gain 2 temp HP after each short rest.
7 Glintless — +1 to Stealth checks made in dim light or darkness
8 Dwarven Make — Advantage vs poison.
9 Lightened Load — No Strength Requirement to donn
10 Spirit-Forged — +1 to Initiative.
11 Chill-Ward — Armor is always cool; resistance to fire damage.
12 Sturdy Stitching — Resistance to bludgeoning, piercing, or slashing damage
13 Silent Clasps — Remove disadvantage on Stealth checks
14 Engorgement — Once per long rest, you can use the Enlarge spell to increase your size. Weapon attacks deal an extra die of damage
15 Stoneshroud — Advantage on checks to hide among stone.
16 Steady Guard — You cannot be knocked prone while wearing this armor
17 Stormproof — Minor static repulsion reduces lightning damage by 1d4.
18 Knights Regalia — You gain a +1 bonus to Charisma Checks while wearing this armor
19 Resonant Weave — You can hear whispers amplified, you gain expertise on perception checks that rely on hearing.
20 Awakened Defense — Once per long rest you can negate a critical hit against you.

Shields

d20 Property
1 Bashing Rim — Bonus action bash for 1d4 + STR.
2 Deflective Curve — Reduce ranged damage by 1d4 once/turn.
3 Sentinel Etching — Advantage on one Perception check per short rest.
4 Sticky Grip — Shield cannot be dropped unless you choose.
5 Guard Stance — You cannot be knocked prone while wielding this shield
6 Shield Murmur — Vibrates when someone behind you casts a spell.
7 Minor Courage Aura — +1 to saves against fear for you.
8 Weightless — You can still perform somatic components while wielding this shield
9 Flash Surface — Advantage to blind a creature with sunlight (action).
10 Trusty Block — You have resistance to the damage dealt by the first attack against you after initiative is rolled.
11 Boomerang Block — You can use your reaction to throw this shield towards an ally, granting them your shield bonus against one attack (returns to your hand after the attack)
12 Rim Lantern — Tiny rune emits 5 ft dim light.
13 Weatherworn — Never corrodes; immune to rust monsters.
14 Guardian Tapping — Taps lightly to warn of ambushers.
15 Banner Mount — The shield now bears the standard of your party, once per long rest you can use a rallying cry to grant 2d8 healing to all allies within 30 feet of you
16 Hush — You create a 10 ft. radius sphere of silence around you.
17 Rockbraced — Advantage on strength checks against being shoved
18 Ember Guard — Shield warms holder; resistance to cold damage.
19 Tangle Rune — Once per long rest, reduce a grapple escape DC by 5.
20 Awakened Mind — You gain a +2 bonus to Wisdom saving throws

Moderate Properties (Enlightened)

Level 13

Weapons

d20 Property
1 Vorpal Echo — Once per round, when you score a critical hit, you can make another attack
2 Elemental Surge — Once/short rest deal +2d8 (roll damage type).
3 Oathbound — +2 to hit vs one chosen creature type.
4 Soulstrike — Ignore resistance to one damage type.
5 Dance of Steel — +2 AC for 1 minute (1/day).
6 Crimson Pact — Take 5 HP damage to add +1d12 necrotic.
7 Banishing Point — Teleport 10 ft when you reduce a foe to 0.
8 Elemental Sentinel — Absorb some elemental damage, add 1d6 of that element to next hit.
9 Hero’s Rally — When you crit, allies gain 5 temp HP.
10 Ancestral Guidance — Advantage on one attack per short rest.
11 Ghost Phase — Your attacks ignore armor class bonuses from nonmagical shields
12 Thunder Strike — On a critical hit, you deal an extra 4d6 thunder damage, and you can teleport up to 30 feet with out provoking an attack of opportunity
13 Reapers Blade — Deal an extra 1d6 necrotic damage.
14 Battle Memory — +5 to initiative rolls
15 Defiant Edge — +1d8 damage when below half HP.
16 Blood Sense — +2 to attack against a specific enemy type
17 Planar Flicker — Once/day, teleport 30 ft after hitting.
18 Grudgebrand — +1d6 damage vs creatures that previously harmed you.
19 Phantom Reach — Extend reach by 5 ft.
20 Awakened Voice — As a bonus action you can command one ally to make a free melee attack

Armor

d20 Property
1 Warding Aura — Allies within 5 ft gain +1 on saves.
2 Fortification — You can negate a critical hit proficiency bonus times per day
3 Shadowmeld — Bonus action to blend into dim light (obscured).
4 Spell-Dampening Alloy — 1/day resistance to spell damage for 1 minute.
5 Defiant Stand — Resist B/P/S for one round (1/short rest).
6 Guardian’s Vow — Teleport to ally being attacked (30 ft).
7 Phoenix Thread — When you drop to 0, instead go to 1 HP once per long rest
8 Titan’s Balance — Advantage vs grapple/restraint.
9 Planar Static — Resistance to radiant, necrotic, or psychic (choose).
10 Bastion Step — Leave 10 ft of difficult terrain behind.
11 Void Weave — Once/day turn invisible until you move.
12 Aegis Lock — Immunity to being shoved.
13 Cold Iron Knit — Advantage on saving throws against magic
14 Stormcall Plating — Once/day, gain immunity to lightning for 1 minute (reaction).
15 Windshift — Reaction to reduce falling damage to zero.
16 Boneward — Advantage vs undead.
17 Astral Padding — Resistance to force damage.
18 Giantforged — Increase carrying capacity by ×3.
19 Volcanic Core — 1/day erupt with 3d6 fire in 5-ft radius.
20 Awakened Consciousness — Once/LR you can add +5 to your AC for 1d4 rounds.

Shields

d20 Property
1 Projective Ward — +2 AC to allies within 10 ft for 1 minute (1/day).
2 Counterspell Reflector — Reflect a 3rd-level spell (1/day).
3 Bulwark Charge — 20-ft shove dealing 1d6+STR.
4 Winged Guard — Gain a flying speed equal to your walking speed
5 Spellshield Reaction — Half cover against 1 spell.
6 Reactive Brace — +3 AC vs first melee attack each combat.
7 Guardian Spirit — Gain 1d8 damage reduction each turn for 1 minute (1/day).
8 Null Stone — Advantage on saves vs magic.
9 Tortoise Shell — Total cover for 1 round (1/day).
10 Runic Throwback — Push attackers 10 ft when hit by force damage.
11 Iron Anchor — Immune to forced movement when shield raised.
12 Avalanche Bash — 2d8 bludgeoning when charging downhill.
13 Wardweaver — Create 10-ft difficult terrain aura (bonus action).
14 Stormwall — Resist thunder/lightning.
15 Bone-Bound — Undead within 5 ft of you have their speed reduced by half.
16 Magecatcher — Reaction: block cantrips automatically.
17 Retaliatory Bash — Deal 1d8 damage to any attacker that hits you (1/short rest).
18 Aegis Angel — When reduced below half HP, your shield bonus doubles
19 Shieldwake — As a bonus action, activate gusting winds that reduce ranged attacks damage by 1d6 for 1 minute
20 Awakened Guidance — After taking damage you can use your reaction to grant allies a 1d4 bonus to attack rolls against your attacker until the start of your next turn

Major Properties (Ascended)

Level 18

Weapons

d20 Property
1 Vorpal Reborn — On a 19–20 crit, if creature is not legendary, and below half HP, you cut off their head
2 Soul Devourer — Killing foes grants advantage on attacks next turn.
3 Stormheart — 1/day unleash 10d6 lighting damage in a 40 foot line
4 Living Blade — Makes one extra attack per round.
5 Mythic Resonance — Maximize one damage roll per turn.
6 Planar Cut — Bypass all resistances to B/P/S damage
7 Chrono-Strike — target must make a saving throw, DC 8 + PB + STR/DEX or speed is reduced by half, and cannot take reactions
8 Wyrmslayer Legacy — Advantages vs dragons + 3 extra damage dice.
9 Blood Oath Artifact — +3 vs vow-target; glows within 1 mile.
10 Godspark — On crit, deal an extra 4d6 radiant damage
11 Eternal Echo — 1/LR when you hit with a melee attack, you can summon an echo of yourself, AC 17, 1 HP attacks on your turn, 1 attack per round, uses your bounuses
12 Astral Severance — Hit forces DC 18 CHA save or banish for 1 round.
13 Famine Edge — deals and extra 1d8 necrotic damage
14 Worldshatter — 1/day strike creates 20-ft fissure/difficult terrain.
15 Deathsong — Audible wail imposes fear (Wis save).
16 Ruinblade — Deal max damage vs structures.
17 Sunpierce — Once/day beam of radiant fire: 8d10.
18 Bloodborn — Regain HP equal to highest damage die when critting.
19 Nightmare Edge — Target makes Wis save or is frightened for 1 minute.
20 Awakened Will — Gain a permanent +3 bonus to attack rolls

Armor

d12 Legendary Armor Property
1 Mythic Ward. Resistance to two damage types of your choice (roll twice or choose).
2 Prismatic Aegis. Once per long rest, as a reaction, impose disadvantage on any attack made against you or an ally within 10 ft, shimmering with shifting colors.
3 Avatar of Endurance. Your hit point maximum increases by 20, and you have advantage on checks and saves to resist exhaustion.
4 Elemental Transcendence. Choose one damage type (fire, cold, lightning, acid, thunder). You gain immunity to that type. (Roll table provided below.)
5 Temporal Slip. Once per long rest, when you are hit by an attack, you can force a reroll as you slip a heartbeat back in time.
6 Bulwark of the Titans. You cannot be moved against your will unless you choose to be, and gain advantage on Strength saving throws.
7 Starlight Mantle. You shed dim light in a 10-ft radius, can snuff it at will, and once per long rest can cast Greater Invisibility on yourself.
8 Unbreakable Form. Critical hits against you become normal hits, and you have advantage on death saving throws.
9 Aegis of the Eternal Forge. Once per long rest, reduce any incoming damage to 0 as molten runes flare across your armor.
10 Planar Anchoring. You cannot be banished, teleported unwillingly, or moved between planes unless you permit it.
11 Guardian’s Echo. Once per long rest, when an ally within 30 ft is hit, you can teleport to an adjacent square and take the hit instead. You gain resistance to that damage.
12 Divine Defiance. Gain a +2 bonus to all saving throws. Once per long rest, you can succeed on a failed saving throw instead.

Shields

d12 Legendary Shield Property
1 Immovable Bastion. As an action, you can plant the shield; until you move, you gain half cover and cannot be moved against your will.
2 Radiant Reprisal. When a creature hits you with a melee attack, it takes 2d8 radiant damage (no action required).
3 Elemental Mirror. You gain immunity to one damage type (roll table below). When you take that type, you may use your reaction to deal the same damage to a creature within 30 ft.
4 Aegis of Legends. You and allies within 10 ft gain a +1 bonus to AC while you wield the shield.
5 Perfect Interposition. Once per round, when an ally within 5 ft is hit, you can use your reaction to make the attack hit you instead. You take half damage from this redirected attack.
6 Astral Barrier. Once per long rest, you cast Wall of Force, centered on your position (shield glows like a star map).
7 Stormguard Warding. You gain resistance to three damage types (roll three or choose).
8 Reflexive Block. As long as you aren't incapacitated, your AC cannot be reduced by effects, and you cannot be surprised.
9 Bulwark of the Dawn. Once per long rest, burst in radiant light: creatures of your choice within 20 ft make a Con save or be blinded for 1 minute (repeat save each turn).
10 Chronal Parry. Once per long rest, reduce an attack roll against you to a miss after seeing the roll, bending time to interpose your shield.
11 Voidguard. Gain resistance to necrotic and psychic damage. Once per long rest, as a reaction, reduce psychic or necrotic damage to 0.
12 Shield of the Sovereign. While wielding this shield, you cannot be frightened or charmed. Once per long rest, you may remove either condition from all allies within 30 ft.