Once your item has been refined, you can imbue it with powerful magic. There are several different types of imbued properties you can choose from to add to an item, based on the item type and the type of monster parts being used. Properties can be upgraded to a level six property. Additionally, some properties have multiple paths you can follow while imbuing and upgrading them.

Costs

Monster Parts Cost Benefit Character Level Requirement
50 gp Imbuement 1 1
250 gp (300 gp total) Imbuement 2 3
700 gp (1,000 gp total) Imbuement 3 5
2,000 gp (3,000 gp total) Imbuement 4 8
27,000 gp (30,000 gp total) Imbuement 5 11
270,000 gp (300,000 gp total) Imbuement 6 17

Upgrade Paths

Some properties (typically the ones for weapons and foci) have multiple upgrade paths available. These are usually called Magic (emphasizing spells related to the property), Might (emphasizing damage), and Technique (emphasizing special effects).

For purposes of choosing imbuements, each upgrade paths counts separately, so a weapon that can take two imbuements (at the +3 level) could have Lightning Magic and Lighning Technique imbuements, or Lightning Might and Lawful imbuements.

Using Imbued Items

Imbued properties give direct bonuses, or make new actions available, but the item must be equipped and attuned to be used.

Spells cast with an imbued item do not require components, but use the normal casting time, range, etc, unless otherwise stated.

  • Spell Attack: 8 + (your proficiency bonus) + (your choice of Int, Wis, or Cha)
  • Spell DC: 1d20 + (your proficiency bonus) + (your choice of Int, Wis, or Cha)

Many imbued properties give item charges. When casting a spell using these items, you expend one charge per level of the spell. More charges can be used (if available) to cast the spell at a higher level. Charges from all properties form one pool and can be used for any spell from the item. Charges are all regained after a long rest.

Available Properties

Name Type Monster Parts Requirement
Acid Focus, handwraps, or weapon Resists or deals acid damage
Bane Handwraps or weapon Bane creature type
Chaotic Focus, handwraps, or weapon Aberration, demon, or fey
Charisma Armor, bracers, focus or shield Charisma highest or second highest
Cold Focus, handwraps, or weapon Resists or deals cold damage
Constitution Armor, bracers, focus or shield Constitution highest or second highest
Defense Melee weapon or handwraps Reaction triggered by attack or damage
Dexterity Armor, bracers, focus or shield Dexterity highest or second highest
Energy Resistant Armor, bracers, focus or shield Resists chosen damage type
Evil Focus, handwraps, or weapon Fiend or celestial
Fire Focus, handwraps, or weapon Resists or deals fire damage
Force Focus, handwraps, or weapon Resists or deals force damage, Etherealness, or Incorporeal Movement
Good Focus, handwraps, or weapon Celestial or fiend
Intelligence Armor, bracers, focus or shield Intelligence highest or second highest
Invulnerability Armor or bracers Resists bludgeoning, piercing, slashing
Lawful Focus, handwraps, or weapon Celestial, construct, devil
Lightning Focus, handwraps, or weapon Resists or deals lightning damage
Necrotic Focus, handwraps, or weapon Resists or deals necrotic damage
Poison Focus, handwraps, or weapon Resists or deals poison damage
Psychic Focus, handwraps, or weapon Resists or deals psychic damage
Radiant Focus, handwraps, or weapon Resists or deals radiant damage
Spell Focus Spellcasting monster
Strength Armor, bracers, focus or shield Strength highest or second highest
Thrown Thrown weapon Fly speed
Thunder Focus, handwraps, or weapon Resists or deals thunder damage
Wild Focus, handwraps, or weapon Any
Winged Armor or bracers Fly speed
Wisdom Armor, bracers, focus or shield Wisdom highest or second highest

The full list of upgrade paths and powers is a separate document.