Enchantments are a special type of Active Effect that makes changes on the item to which they are added, rather than the actor like normal Active Effects. They are configured in much the same way as normal Active Effects, but rely on different attribute keys that are documented below.
In the example above, the spell "Magic Weapon" is configured to modify the name of the item to add +1 to the end, add the magical property, and set the magical bonus. The name is set using a change format that allows for referencing the original name using a pair of curly brackets ({}) and the override change mode. This allows for more complex changes to the item's name than would normally be possible with active effects.
Enchantment Changes
This describes how to create Active Effects used as Enchantments. This differs from the Active Effect Guide in that these are changes to items instead of the actors. If you're creating an Active Effect to add to the Additional Effects section when configuring an Enchantment, then use that guide.
Because of the differences in item types, there are separate sections for each type that can be enchanted. This uses the same Legend that the Active Effect Guide does in addition to:
[string] - A string value
[file] - A file path, e.g. icons/svg/mystery-man.svg
Common Examples
These examples are common across item types, meaning they'll work equally well for a Weapon or Equipment.
name
img
system.description.value
chat
properties
Changing the Name
You can reference the original name using a pair of curly brackets ({}) and the override change mode (e.g. {}, +1 for a +1 weapon would result in Shortsword, +1).
Attribute Key
Change Mode
Effect Value
Roll Data?
name
Override
[string]
No
Changing the Icon
Attribute Key
Change Mode
Effect Value
Roll Data?
img
Override
[file]
No
Changing the Description
You can reference the original description using a pair of curly brackets ({}) and the override change mode (e.g. {} <p>Some more description</p>) or use the add change mode to add to the end of the existing description. Note that any added description should be written using HTML, which can be copied from an existing item using the "Source HTML" button in the description editor.
Attribute Key
Change Mode
Effect Value
Roll Data?
system.description.value
Override
[string]
No
Adding Item Properties
The valid effect values depend on the item type, and in the case of consumables the subtype, which are documented below.
Attribute Key
Change Mode
Effect Value
Roll Data?
system.properties
Add
[string]
No
Weapon Properties
Weapon Property
Abbreviation
Adamantine
ada
Ammunition
amm
Finesse
fin
Firearm
fir
Focus
foc
Heavy
hvy
Light
lgt
Loading
lod
Magical
mgc
Reach
rch
Reload
rel
Returning
ret
Silvered
sil
Special
spc
Thrown
thr
Two-Handed
two
Versatile
ver
Source: CONFIG.DND5E.validProperties.weapon
Equipment Properties
Equipment Property
Abbreviation
Magical
mgc
Stealth Disadvantage
stealthDisadvantage
Source: CONFIG.DND5E.validProperties.equipment
Tool Properties
Tool Property
Abbreviation
Magical
mgc
Source: CONFIG.DND5E.validProperties.tool
Ammunition Properties
Ammunition Property
Abbreviation
Adamantine
ada
Magical
mgc
Silvered
sil
Source: CONFIG.DND5E.validProperties.consumable and CONFIG.DND5E.itemProperties that have isPhysical: true
Scroll Properties
Scroll Property
Abbreviation
Magical
mgc
Ritual
ritual
Somatic
somatic
Verbal
verbal
Source: CONFIG.DND5E.validProperties.consumable and CONFIG.DND5E.validProperties.spell minus material
Consumable Properties
Consumable Property
Abbreviation
Magical
mgc
Source: CONFIG.DND5E.validProperties.consumable
Container Properties
Container Property
Abbreviation
Magical
mgc
Weightless Contents
weightlessContents
Source: CONFIG.DND5E.validProperties.container
Loot Properties
Loot Property
Abbreviation
Magical
mgc
Source: CONFIG.DND5E.validProperties.loot
Weapon Examples
system.proficient
magicalBonus
Grant Proficiency with the Weapon
Attribute Key
Change Mode
Effect Value
Roll Data?
system.proficient
Upgrade
1
No
Make Weapon Magical
Make the weapon magical by adding the Magical property and an optional Magical Bonus that will be added to attack and damage rolls.
Make the armor magical by adding the Magical property and an optional Magical Bonus that will be added to AC.
Attribute Key
Change Mode
Effect Value
Roll Data?
system.properties
Add
mgc
No
system.armor.magicalBonus
Override
[number]
No
Tool Examples
system.proficient
ability
bonus
chatFlavor
Grant Proficiency with the Tool
Attribute Key
Change Mode
Effect Value
Roll Data?
system.proficient
Upgrade
1
No
Add Bonus to Tool
Attribute Key
Change Mode
Effect Value
Roll Data?
system.bonus
Add
[formula]
Yes
Consumable Examples
system.magicalBonus
Make Ammunition Magical
Make ammunition magical by adding the Magical property and an optional Magical Bonus that will be added to the attack/damage rolls.
Attribute Key
Change Mode
Effect Value
Roll Data?
system.properties
Add
mgc
No
system.magicalBonus
Override
[number]
No
Container Examples
system.capacity.value
type
Make Contents Weightless
Attribute Key
Change Mode
Effect Value
Roll Data?
system.properties
Add
weightlessContents
No
Common Usage Examples
This documents the Usage section on item sheets, common to many item types.
system.activation.type
cost
condition
target.value
width
units
type
prompt
range.value
long
units
duration.value
units
uses.value
max
per
recovery
prompt
consume.type
target
amount
scale
Double the Normal and Long Range
Attribute Key
Change Mode
Effect Value
Roll Data?
system.range.value
Multiply
2
No
system.range.long
Multiply
2
No
Add Charges to be Used By Additional Items
Attribute Key
Change Mode
Effect Value
Roll Data?
system.uses.max
Override
[formula]
Yes
system.uses.per
Override
charges
No
system.uses.prompt
Override
false
No
Uses Per Values
Uses Per
Abbreviation
Short Rest
sr
Long Rest
lr
Day
day
Charges
charges
Dawn
dawn
Dusk
dusk
Source: CONFIG.DND5E.limitedUsePeriods
Warning
Never alter the system.uses.value attributes with an enchantment as this will cause issues.
Common Action Examples
This documents the Action section on item sheets, common to many item types.
system.actionType
ability
attack.bonus
flat
critical.threshold
damage
damage.parts
versatile
formula
save.ability
dc
scaling
chatFlavor
Set Critical Hit Threshold
Attribute Key
Change Mode
Effect Value
Roll Data?
system.critical.threshold
Downgrade
[number]
No
Add Extra Critical Hit Damage
Attribute Key
Change Mode
Effect Value
Roll Data?
system.critical.damage
Add
[formula]
Yes
Add Extra Damage
Since damage is both a roll formula and damage type, you need to include both when adding extra damage.
Attribute Key
Change Mode
Effect Value
Roll Data?
system.damage.parts
Add
[["2d6", "fire"]]
Yes
Damage Types
Damage Type
Abbreviation
Acid
acid
Bludgeoning
bludgeoning
Cold
cold
Fire
fire
Force
force
Lightning
lightning
Necrotic
necrotic
Piercing
piercing
Poison
poison
Psychic
psychic
Radiant
radiant
Slashing
slashing
Thunder
thunder
Source: CONFIG.DND5E.damageTypes
Activity Changes
Enchantments can also target changes to item activities based on their type. This is done using the format activities[<type>].<change path>.