Homebrew Weapon / Armor special abilities


Homebrew and House Rules


Hey everyone, I was wondering if any of you have made or found any weapon or armor enchantments for magic items. I've looked through as many 3.5 ones as I could get my hands on and adapted quite a few for my campaigns.

Any ideas or suggestions would be great.These can be for weapons, armor, or shields, and can have a flat gold price increase or an enchantment bonus.

They can even exceed +5, because I'm using some converted rules for epic weapons from 3.5.

Thanks in advance.


Spheres of Power has some for Weapons and Armor. Admittedly, many only make sense within the context of the system, so you'd have to adapt them... but they are a thing.


Thanks. I'll see what I can do with these.

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What kinds are you looking for?


Kinship Armor (+1 bonus): When the wearer is attacked by a creature with the same racial type and subtype, the attacker takes a -2 penalty on attack and damage rolls. If the attack does damage and has an additional effect that requires a saving throw, you also gain a +2 sacred bonus on that saving throw.

Conquering Weapon (+1 bonus): Whenever the wielder lands a killing blow on a foe (or otherwise defeats the foe in combat, GM discretion), the wielder regains 1d8+1 health as if affected by a Cure Light Wounds spell (CL 1st).

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MasterGeese,there are major issues with those. Conquering gives at-will healing and fails the bag of rats test.


Cyrad, I'm looking for anything cool and at least semi-unique.

And I agree. While definitely cool and unique, the conquering weapon is a little much for a +1 weapon.


I've got a couple homegrown weapons and items that I've been kicking around in my head. If there's something glaringly obviously wrong with it please tell me.

Now, 1. The Lying Blade (working name) Is a masterwork rapier that basically has a silent image spell on it as an enchantment. When the wielder attacks the blade seems to split into three blades all attacking towards different parts of the body. The target can disbelieve the false blades with a DC 14 will save but if they fail they become flatfooted as they can't tell which blade to dodge. This would be a +1 weapon.

Gaze of the boatman (takes the eyes slot) two golden coins with the symbol of The Boatman (Thanadaemon, in pathfinder). The coins adhere themselves to the wearer's eyelids and grant the wearer the Blindsight feat. (blindsight negates invisibility and darkness but only in the line of sight of the wearer)

Cloak of vines - a cloak with numerous vines and roses crisscrossing from hem to hood. On command, as a free action, during a grapple attempt, either as the grappler or the grappled, the cloak will transform into thick vines with thorns and wrap the enemy before tightening and attempting to grapple the target. The vines have a cmd of 27. The thorns do 2d6 damage per turn that the creature remains grappled.

Not sure if these will help or if they're anything anyone would like to use, but they're just some concepts that I've been rolling around in my head. Any questions or concerns about any accidental rule breaks let me know.


While I like those a lot, those are specific magic items, not really enchantments.

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