Finalizing a Weapon
Source: The Arcane Forge, p. 4
When you’ve crafted the item and enchanted it, all that’s left to do is some finalization.
Determine Rarity
The rarity of the completed item is equal to the rarity of the rarest metal, enchantment, or spellcasting property on the item. Every enchantment or inclusion of a spellcasting property increases the rarity by one step. For example, a Masterwork Longsword is Uncommon Item, but once you’ve added the Maneuvering Enchantment it becomes a Rare item, if you then later reenchant the weapon to include the Vorpal enchantment, it’s now a legendary weapon.
The completed item’s rarity doesn’t affect the time and cost required to make the item.
Determine Attunement
If any part of your magic item requires attunement, the item as a whole requires attunement.
Name the Item
No magic item is complete without a name, and there are a few ways to give it a memorable name.
Using the Listed Names
You can simply use the listed enchantments as inspiration. An Adamantine Longsword with the Mighty Cleaving enchantment might be the Adamantine Sword of Mighty Cleaving, whereas a Mithral Longsword with the Luck enchantment might be the Lucky Mithral Longsword.
Creating Evocative Names
You can chose to give your weapon a name evocative of your character or of the weapon’s properties without naming them explicitly. Names like Slayer or Skewer, or Lady come to mind. Or maybe your character names it after someone they love, and their Bloodmetal Vorpal Greatsword could be called Rosie.
Bit of Both
You could also find the fun within between evocative names and listed names. A greatsword with the Swatting enchantment that is honed in on the humanoid creature type might be mostly used for killing goblins. And thus: you’ve got a Greatsword of Goblinswatting.
Example Marvels
Below are listed some example magic items.
Greatsword of Goblinswatting
Greatsword, Legendary (Requires Attunement)
This adamantine greatsword was created by Squaker the Dwarf to destroy goblinoids, but it has since found use in killing all kinds of humanoid invaders.
Adamantine Weapon
Magic Weapon. You have a +2 bonus to attack and damage rolls made with this magic weapon.
Adamantine. This weapon deals force damage to constructs, elementals and objects instead of its regular damage type.
Reliable. When you hit a creature with an attack using an adamantine weapon, you may reroll the weapon’s damage dice and use the higher roll.
Mighty Cleaving
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against another creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage. You cannot attack the same creature more than once with this property as a part of the same attack.
Humanoid Swatting
When you hit a humanoid creature with this weapon it takes an extra 2d6 damage of the weapon’s type. If that creature is reduced to 10 hit points or fewer by this damage, it dies.
Allerophon’s Spartanium Armor
Plate Armor, Very Rare (Requires Attunement)
When Sparta used her Spark of Creation to make weapons for the Chosen to kill the God of Time, she forged them from a combination of metals; both Adamantine and Orichalcum.
Adamantine Armor
Magic Armor. You have a +2 bonus to your armor class while wearing this armor.
Adamantine. While you’re wearing this armor, any critical hit against you becomes a normal hit.
Damage Resistance
You have resistance to lightning damage while attuned to this item.
Altan’s Staff of Exploration
Quarterstaff, Very Rare (Requires Attunement)
Altan was never prepared to explore Loggers County, and didn’t want to find himself in close-quarters combat with the beasts within, so he created a staff designed to avoid that exact situation.
Uncommon Spellcasting
You can cast Pass Without Trace. Once this property has been used, you cannot use it again until the next dawn.
Primordial
This weapon deals an extra 1d8 thunder damage.
Striking
This weapon has 10 charges. When you hit with an attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 force damage. It regains 1d6 + 4 expended charges daily at dawn.