Enspelled Weapon

DMG'24

Weapon (Any Simple or Martial), Varies (Requires Attunement)

Base Items: Battleaxe, Blowgun, Blunderbuss, Cannon, Cleaver, Club, Dagger, Dart, Flail, Flintlock, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Hand Crossbow, Handaxe, Heavy Crossbow, Javelin, Katana, Lance, Light Crossbow, Light Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Musket, Naginata, Nodachi, Pike, Pistol, Quarterstaff, Rapier, Scimitar, Scythe, Shortbow, Shortsword, Sickle, Sling, Spear, Tanto, Trident, Wakizashi, War Pick, Warhammer, Whip, Pavise, Shield

Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell's saving throw DC and attack bonus, as well as the weapon's rarity, as shown in the following table.

Cantrip — 400 gp

Save DC 13, attack bonus +5.

Level 1 — 400 gp

Save DC 13, attack bonus +5.

Level 2 — 4,000 gp

Save DC 13, attack bonus +5.

Level 3 — 4,000 gp

Save DC 15, attack bonus +7.

Level 4 — 40,000 gp

Save DC 15, attack bonus +7.

Level 5 — 40,000 gp

Save DC 17, attack bonus +9.

Level 6 — 200,000 gp

Save DC 17, attack bonus +9.

Level 7 — 200,000 gp

Save DC 18, attack bonus +10.

Level 8 — 200,000 gp

Save DC 18, attack bonus +10.

Spell LevelRaritySave DCAttack Bonus
CantripUncommon13+5
1Uncommon13+5
2Rare13+5
3Rare15+7
4Very Rare15+7
5Very Rare17+9
6Legendary17+9
7Legendary18+10
8Legendary18+10