Heroic Deed: Superlative Enchantment

Heroic Deed: Superlative Enchantment

Available to Bard 13+, Magic-User 8+, Mage subclasses 5+, Cleric 11+, and Cleric sub-classes 8+. Spend 5000 gp in alchemical oils and two full weeks (10 days if you are an Enchanter) working at minimum four hours daily on a piece of equipment of Flawless Construction and Enhanced Enchantment. Make a Wisdom or Intelligence check at DC 16, adding your Enchanter level if any. If you succeed, you have enhanced the equipment's existing magical bonus by one step. If a weapon, it now has +3 bonus to both to-hit and damage rolls (+4 if you are an Enchanter). If armor, it yields AC three steps better (four steps better if you are an Enchanter) than mundane armor of the same sort. If a shield, it adds a bonus to AC three steps better (four steps better if you are an Enchanter) than a mundane shield of the same type. This item won't rust, pit, fray at the edges, or otherwise show signs of aging. It succeeds on saving throws against destruction if the raw d20 roll is above 2 and is allowed advantage when making an item saving throw. If you fail the DC 16 Int or Wis check, you must spend another five days and another 1500 gp and then make the same check again, with a cumulative +1 bonus. If the item has charges, it gains an additional 1d3+3 charges to its daily maximum (or 6 more charges automatically, if you are an Enchanter) When an Enchanter attains the lofty level of Enchanter 5th and 10+ overall caster levels, she may again use Superlative Enchantment to bring a +4 item to +5, or to add an additional six charges to a charged item's maximum charges.