Enchantments are apart of Magic Items that take on more then one form. Anything that is applicable to a wide variety of weapons, armors, or whatever are applicable here. For a list of specific magic items, check out the page related it them.
Item Level : 4
Applicable Too : All Armor
Additional Costs : 800 GP
Effect : The Armor's base AC is increased by 1.
Item Level : 3
Applicable Too : All Shields
Additional Costs : 250 GP
Effect : The AC bonus from the shield is increased by 1.
Item Level : 3
Applicable Too : All Weapons
Additional Costs : 225 GP
Effect : The Weapon has a +1 to Attack and Damage rolls.
Item Level : 6
Applicable Too : All Armor
Additional Costs : 4500 GP
Effect : The Armor's base AC is increased by 2.
Item Level : 5
Applicable Too : All Shields
Additional Costs : 2250 GP
Effect : The AC bonus from the shield is increased by 2.
Item Level : 5
Applicable Too : All Weapons
Additional Costs : 3500 GP
Effect : The Weapon has a +2 to Attack and Damage rolls.
Item Level : 8
Applicable Too : All Armor
Additional Costs : 24500 GP
Effect : The Armor's base AC is increased by 3.
Item Level : 7
Applicable Too : All Shields
Additional Costs : 23500 GP
Effect : The AC bonus from the shield is increased by 3.
Item Level : 7
Applicable Too : All Weapons
Additional Costs : 24000 GP
Effect : The Weapon has a +3 to Attack and Damage rolls.
Item Level : 7
Applicable Too : All Medium or Heavy Armor
Additional Costs : 800 GP
Effect : REQUIRES ATTUNEMENT!! Allows you to use the following ability:
Reflect : You may activate this ability as a bonus action, causing sharp spikes to grow out of the armor in all directions. For the next minute, when you are hit with a weapon attack you may use your reaction to cause the armor to send a force blast back at the attacker. The attacker must make a Dexterity Saving Throw of DC 12 + your proficiency bonus. They take force damage equal to the damage they dealt to you on a failure, or half as much on a success. This ability can be used 2 times per short rest.
Item Level : 4
Applicable Too : All Melee Weapons
Additional Costs : 650 GP
Effect : Once per turn, when you successfully attack with this weapon, roll a d8. On an 8, you cast Cure Wounds on yourself. The level of Cure Wounds is equal to your character level divided by 3, rounded up, and uses Strength or Dexterity as your spellcasting modifier. Also, your next attack roll with this weapon gains a +2 bonus. On a critical hit, this effect is automatically applied.
Item Level : 5
Applicable Too : Any Weapon that deals Bludgeoning damage
Additional Costs : 700 GP
Effect : On a successful hit, roll a d8. On an 8, or a critical hit, the creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, the target is stunned until the end of your next turn.
Item Level : 5
Applicable Too : All Armor
Additional Costs : 4500 GP
Effect : REQUIRES ATTUNEMENT!! While wearing this armor, you can use your action to cast Fireball (save DC 15), centered on yourself. You take no damage from this spell. The armor cannot be used this way until the next dawn.
Item Level : 3
Applicable Too : All Weapons
Additional Costs : 500 GP
Effect : The weapon does an additional 1d6 fire damage.
Item Level : 3
Applicable Too : All Weapons
Additional Costs : 500 GP
Effect : The weapon does an additional 1d6 cold damage.
Item Level : 3
Applicable Too : Any Ranged Weapon
Additional Costs : 600 GP
Effect : When you attack a Large or larger creature with this weapon, it deals an additional 1d8 piercing.
Item Level : 5
Applicable Too : All Weapons
Additional Costs : 550 GP
Effect : REQUIRES ATTUNEMENT!! The Weapon has a +1 to Attack and Damage rolls. When you attack an Undead or Fiend creature, the weapon does an additional 2d6 radiant damage.
Item Level : 3
Applicable Too : All Armor
Additional Costs : 775 GP
Effect : While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface.
Item Level : 4
Applicable Too : All Medium or Heavy Armor
Additional Costs : 525 GP
Effect : When you are hit with a melee attack, you can use your reaction to reduce the incoming damage by 1d8+8. If the damage is reduced below 0, deal force damage to the attacker equal to the amount reduced below 0.
Item Level : 4
Applicable Too : All Armor
Additional Costs : 6000 GP
Effect : REQUIRES ATTUNEMENT!! The wearer gains resistance to one damage type.
Item Level : 6
Applicable Too : All Weapons that deal Bludgeoning Damage
Additional Costs : 4250 GP
Effect : ATTUNEMENT REQUIRED!! This is treated as a +2 Weapon. When you successfully attack a creature with this weapon, that creature must make a DC 17 Constitution saving throw or have it's AC reduced by 1 for 1 minute. The reduction of AC from this enchantment may be applied up to 3 times.
Item Level : 3
Applicable Too : All Weapons
Additional Costs : 500 GP
Effect : The weapon does an additional 1d6 lightning damage.
Item Level : 4
Applicable Too : All Weapons
Additional Costs : 5000 GP
Effect : Doubles the damage dice rolled for the weapon.
Item Level : 6
Applicable Too : All Weapons that deal Slashing damage
Additional Costs : 8750 GP
Effect : REQUIRES ATTUNEMENT!! Weapon deals an additional 1d6 necrotic damage. You regain hit points equal to the necrotic damage dealt by the weapon.
Item Level : X
Applicable Too : X
Additional Costs : X GP
Effect : Derp