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 6Weapons
| 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 13Weapons
| 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 18Weapons
| 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. |