MASTERWORK PROPERTIES
Masterwork properties can be applied to any
masterwork weapon or suit of armor, provided you
can spare the time and gold cost required to apply it.
Each property entry details the property’s level and
the type of equipment it can be applied to.
Unless otherwise noted, a piece of gear can’t
have the same property more than once; for example, you can’t apply the Heavy property to a
greatsword, or the Martial property to a longbow.
Damage Steps
If a masterwork property increases or decreases a
weapon’s damage, it is moved up or down one step
on the following scale, down to a minimum of 1d4:
1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6
Further increases add a +1 bonus to the weapon’s
damage roll.
If the weapon being modified has 2 damage
dice (such as a greatsword or a firearm), the scale is instead:
2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 →
2d8 + 1 → 2d10 → 2d10 + 1 → 2d12
WEAPON PROPERTIES
The following masterwork weapon properties are
organized by crafting level. If a masterwork property
adds a weapon property which is new to this class, it includes that property in its description.
Generally, Apprentice properties can be used to
fashion nearly any type of simple, martial, or exotic
weapon, though some weapons might require one
Journeyman property as well. Master and Legendary properties, by contrast, are used almost
exclusively by master craftsmen on their personal equipment.
Masterwork properties applied to ranged
weapons apply their effects to their ammunition, if
applicable.
Apprentice Weapon Properties
You can apply any number of Apprentice properties
to a masterwork weapon.
AERODYNAMIC
Apprentice weapon property
Components: Masterwork weapon with the
Thrown property
This weapon’s normal range increases by 40 feet
and its long range increases accordingly (see the
"Changing Weapon Ranges" sidebar).
AUTOMATIC
Apprentice weapon property
Components: Masterwork ranged weapon with the
Reload property
This weapon gains the Automatic property and
its damage decreases by one step. The weapon’s
normal range decreases by 20 feet and its long range decreases accordingly.
Automatic. When you make an attack with
this weapon on your turn, you can choose to make
two attacks instead. These attacks are always made with disadvantage, regardless of
circumstance. These attacks use twice the normal amount of ammunition.
BALANCED
Apprentice weapon property
Components: Masterwork weapon with the Heavy property
Small creatures wielding this weapon don’t have
disadvantage on attack rolls with it as a result of its Heavy property
CONCEALABLE
Apprentice weapon property
Components: Masterwork weapon with the Light
property
This weapon gains the Concealable property.
Concealable. While stowed, you have
advantage on Dexterity (Stealth) checks made to
conceal this weapon.
ELEGANT
Apprentice weapon property
Components: Masterwork melee weapon with the Light property or a masterwork ranged
weapon with the Light and thrown properties
This weapon gains the Elegant property and its
damage die increases by one step.
Elegant. This weapon requires exceptional
skill to use. You must have a Dexterity score of 16 or
higher to wield an elegant weapon.
EXTENDED MAGAZINE
Apprentice weapon property
Components: Masterwork martial weapon with the Reload property
The Reload capacity of this weapon is doubled.
FINESSE
Apprentice weapon property
Components: Masterwork melee weapon that
doesn’t have the Two-Handed property or a
masterwork ranged weapon that has the thrown
property
This weapon gains the Finesse property.
FIREARM
Apprentice weapon property
Components: Masterwork ranged weapon with the
Loading or Reload property that doesn’t have the
Tension property
This weapon becomes a firearm and gains the
Firearm property. Its damage die increases by four
steps and moves to two damage dice, if possible.
Firearm. You don’t add your ability modifier
to this weapon’s damage rolls. Firearm ammunition
can’t be recovered once used.
VARIANT DAMAGE DICE
With the GM’s permission, you can exchange
your exotic weapon’s damage dice for an
equivalent variant. Sets of dice are equivalent
when the sum of the largest numbers of each
set of dice are equal. For example, you can
replace a weapon that deals 1d8 with 2d4 or a
weapon that deals 2d12 with 4d6 or 3d8.
CHANGING WEAPON RANGES
A ranged weapon’s long range is either three
times its normal range or four times its normal
range, depending on the type of projectile it
fires. When a masterwork property changes
a weapon’s normal range, change the long
range by three or four times the amount, as
appropriate to the weapon.
You can’t apply a weapon property if it
would reduce a ranged weapon’s normal range
to 0 feet, and you can’t remove the Ammunition
or Thrown properties from a ranged weapon.
FIST
Apprentice weapon property
Components: Masterwork melee weapon with the
Light property
This weapon gains the Fist property.
Fist. Attacks made with this weapon are treated
as unarmed strikes.
FOREGRIP
Apprentice weapon property
Components: Masterwork ranged weapon with the
Ammunition property that doesn’t have the Two-
Handed property
This weapon gains the Foregrip property.
Foregrip. This weapon can be used with one
or two hands. If used in two hands, its normal range
increases by 50 feet and its long range increases
accordingly.
HEAVY
Apprentice weapon property
Components: Masterwork martial weapon with the Two-Handed property that doesn’t have the
Double property
This weapon gains the Heavy property. If it is a melee weapon, its damage die increases by one
step.
If it is ranged, its normal range increases by 20
feet and its long range increases accordingly.
LIGHT
Apprentice weapon property
Components: Masterwork weapon that doesn’t
have the Two-Handed or Versatile properties
This weapon gains the Light property and its damage die decreases by one step.
LOADING
Apprentice weapon property
Components: Masterwork ranged weapon with
the Ammunition property that doesn’t have the
Reload property
This weapon gains the Loading property and its
damage die increases by one step.
MARTIAL
Apprentice weapon property
Components: Masterwork simple weapon
This weapon becomes a martial weapon, and its
damage die increases by one step.
PARRYING
Apprentice weapon property
Components: Masterwork melee weapon
with the Finesse or Light property
This weapon gains the Parrying property and its
damage die decreases by one step.
Parrying. While wielding this weapon and not
wielding a shield, you gain a +1 bonus to your AC.
REACH
Apprentice weapon property
Components: Masterwork martial melee weapon with the Finesse or Two-Handed property
This weapon gains the Reach property and its
damage die decreases by one step.
RELOAD
Apprentice weapon property
Components: Masterwork ranged weapon with
the Ammunition property that doesn’t have the
Loading property
This weapon gains the Reload (5) property. If you
apply the Reload property to a martial or exotic
weapon with the Mounted property, you can choose
to give it the Reload (1; 2 actions) property, and
increase its damage by three steps.
Reload. This weapon can be used to make a
number of attacks before it must be reloaded. If you
are proficient with the weapon, reloading it takes a bonus action; otherwise, reloading it takes an
action.
Some weapons require an action or longer to reload, even if you have proficiency, which is
specified in the Reload property. If reloading a weapon requires longer than one action, the
weapon can’t be used to make attacks until reloading is finished.
RETURNING
Apprentice weapon property
Components: Masterwork martial weapon with the Light and thrown properties
This weapon gains the Returning property.
Returning. After being thrown, this weapon
returns to your hand at the end of your turn.
SCATTER
Apprentice weapon property
Components: Masterwork ranged weapon with
the Ammunition and Two-Handed properties that
doesn’t have the Sighted property
This weapon gains the Scatter property and its
damage die decreases by one step. The weapon’s
damage die increases by two steps when an attack
with it is made against a target within half of its
normal range.
The weapon’s long range becomes three times
the weapon’s normal range. The weapon’s normal
range decreases by 70 feet and its long range
decreases accordingly.
Scatter. If you make an attack against a target
that is within half this weapon’s normal range, you
deal the damage value listed in parentheses instead of the weapon’s normal damage dice.
SIGHTED
Apprentice weapon property
Components: Masterwork martial ranged weapon with the Ammunition property that doesn’t
have the Scatter property
This weapon gains the Sighted property. Additionally, its normal range increases by 50 feet and
its long range increases accordingly.
Sighted. This weapon has disadvantage on
attack rolls made against targets within 20 feet of you.
SUPERHEAVY
Apprentice weapon property
Components: Masterwork melee weapon
with the Heavy property
This weapon gains the Superheavy property and its
damage die increases by one step.
Superheavy. This weapon is unusually large for its type. You must have a Strength score of 16
or
higher to wield a superheavy weapon.
SWITCH
Apprentice weapon property
Components: Two masterwork weapons
This weapon gains the Switch property and its
damage die decreases by one step. You can integrate two weapons together with the Switch
property, forming a single unit in which each weapon is one of the unit’s two forms. You can
choose to use two identical weapons with the Light property for one of the weapon’s forms.
Switch. This weapon has two forms. You can swap between which weapon is being used at any
time, even between attacks.
THROWN
Apprentice weapon property
Components: Masterwork melee weapon that doesn’t have the Two-Handed property
This weapon gains the thrown property with a normal range of 20 feet and a long range of 60
feet.
TRIP
Apprentice weapon property
Components: Masterwork martial melee weapon
This weapon gains the Trip property.
Trip. You can make a shove attempt against any
creature within this weapon’s reach. Furthermore,
you have advantage on ability checks you make to
shove a creature using this weapon.
TWO-HANDED
Apprentice weapon property
Components: Masterwork weapon that doesn’t have the Finesse, Foregrip, Light, thrown, or
Versatile properties
This weapon gains the Two-Handed property and its damage die increases by one step.
Additionally, if it is a ranged weapon, its normal range increases by 50 feet and its long range
increases accordingly.
VERSATILE
Apprentice weapon property
Components: Masterwork melee weapon that doesn’t have the Light or Two-Handed properties
This weapon gains the Versatile property. While
being wielded in two hands, its damage die increases by one step.
Journeyman Weapon Properties
You can apply only one Journeyman property to a weapon at a time. You can’t apply a
Journeyman property to a weapon that already has one.
COUNTERWEIGHTED
Journeyman weapon property
Components: Masterwork weapon with the Two-Handed property
You can wield this weapon in one hand, as long as
you don’t have a weapon in your other hand.
DOUBLE
Journeyman weapon property
Components: Masterwork melee weapon that doesn’t have the Heavy property
This weapon gains the Double property and its
damage die decreases by one step.
Double. This weapon has two damage-dealing
ends. When you take the Attack action and make
an attack with this weapon, you can use your bonus
action to make an additional attack with it; you don’t
add your ability modifier to the damage roll of this
additional attack.
EXPLOSIVE
Journeyman weapon property
Components: Masterwork martial ranged weapon
This weapon gains the Explosive property and its
damage die decreases by one step. If this weapon
dealt bludgeoning, piercing, or slashing damage, it
deals fire damage instead.
Explosive. When this weapon’s projectile hits a
target, it explodes in a 15-foot diameter sphere. The
projectile can target an unoccupied space within its
range. Each creature other than the target within the blast radius (for a Medium or smaller
target, each creature within 5 feet of it) must make a Dexterity saving throw, taking half the
damage rolled on a failed save or no damage on a successful one.
HEAT
Journeyman weapon property
Components: Masterwork martial ranged weapon with the Firearm property
This weapon gains the Heat property and its damage die increases by one step.
Heat. This weapon gains 1 heat point whenever
an attack is made with it, and it loses 1 heat point at
the start of each of your turns. If the weapon has 3
heat points, it overheats and loses all heat points. An overheated weapon can’t be used to make
an attack again until the end of your next turn.
MAGICAL
Journeyman weapon property
Components: Masterwork weapon
This weapon becomes magical and gains a +1 bonus to its attack and damage rolls. This
benefit stacks if you apply the Magical property at different levels.
MASSIVE
Journeyman weapon property
Components: Masterwork melee weapon with the Superheavy property
This weapon gains the Massive property and its
damage die increases by two steps.
Massive. You can only make an attack with this
weapon when you take the Attack action, and only
as the first attack you make on your turn. Once you
make an attack with this weapon, you can’t make any attacks until the start of your next turn. If
you would be able to attack more than once when you take the Attack action on your turn, you
deal an extra two dice of damage for each attack you forgo when using this weapon.
MOUNTED
Journeyman weapon property
Components: Masterwork martial ranged weapon with the Heavy property
This weapon gains the Mounted property and its
damage die increases by two steps.
Mounted. This weapon is normally used while
attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon
as an action. While it is mounted, it can’t be
moved. It can only be used to make an attack while
unmounted if held by a Medium or larger creature
with a Strength score of at least 15.
PRECISION
Journeyman weapon property
Components: Masterwork melee weapon with the Finesse property
This weapon gains the Precision property.
Precision. Once per turn, when you hit a
creature with this weapon and have advantage on the attack roll, the target takes an extra 1d6
damage.
ROCKET
Journeyman weapon property
Components: Masterwork weapon
This weapon gains the Rocket property and its
damage die decreases by one step.
Rocket. This weapon has a small propulsive
engine attached to it or its projectiles. Once per turn, when you hit a creature with this weapon,
you can deal an extra 1d4 damage to the target.
SNIPER
Journeyman weapon property
Components: Masterwork ranged weapon with the Ammunition property that doesn’t have the
Scatter property
This weapon’s long range becomes eight times the
weapon’s normal range.
TENSION
Journeyman weapon property
Components: Masterwork ranged weapon that doesn’t have the Firearm or thrown properties
This weapon gains the Tension property.
Tension. When making a ranged weapon attack
with a tension weapon, you use your choice of your
Strength or Dexterity modifier for the attack and
damage rolls. You must use the same modifier for
both rolls.
TWINSHOT
Journeyman weapon property
Components: Masterwork ranged weapon
This weapon gains the Twinshot property.
Twinshot. Once on each of your turns when
you make an attack with this weapon, you can make another attack with it against a different
creature that is within 5 feet of the original target and within this weapon's range.
WEAPON EXCEPTIONS
Some weapons, in the name of verisimilitude,
have unusual balancing that makes them slightly
stronger or weaker compared to weapons a
craftsman might usually craft. If you modify one
of these weapons as a craftsman, first remove
any of the weapon’s Special properties, then
check following rules:
Assault Rifle. Increase the weapon’s damage to 2d6 + 1 and decrease its reload to 10.
Bayonet, Whip. Increase the weapon’s damage to 1d6.
Blowgun, Bolas, Bomb, Net. This weapon can’t be modified by masterwork properties.
Boomerang, Doomerang, Throwing Dagger. Add the Aerodynamic masterwork property.
Catchpole, Trident. Increase the weapon’s damage to 1d8.
Gatling Gun. Increase the weapon’s damage to 2d8 + 1, and decrease its reload to 10.
Handaxe. Decrease the weapon’s damage to 1d4.
Handgun, Revolver. Decrease the weapon’s range to 50/200 ft.
Hunting Rifle. Increase the weapon’s damage to 2d6 + 1.
Javelin. Decrease the weapon’s range to 20/60 ft.
Lance. Add the Two-Handed property and decrease the weapon’s damage to 1d8.
Longbow. Decrease the weapon’s range to 100/400 ft.
Magnum, Explosive Magnum. Add the Two-Handed property and increase the weapon’s range
to 100/400 ft.
Musket, Volley Gun. Increase the weapon’s damage to 2d8 + 1.
Parlor Gun. Increase the weapon’s damage to 2d4 + 1.
Master Weapon Properties
You can apply only one Master property to a weapon at a time.
ADAMANTINE
Master weapon property
Components: Masterwork melee weapon with the Heavy or Versatile property
This weapon’s damage die increases by two steps, and it deals double damage to objects and
structures.
BLESSED
Master weapon property
Components: Masterwork weapon
This weapon deals an extra 1d4 radiant damage on
a hit. This extra damage increases to 1d10 radiant damage if the target is a Fiend or Undead.
EARTHSHATTER
Master weapon property
Components: Masterwork weapon with the Massive property
This weapon’s damage die increases by two steps.
On a hit with this weapon, the target must make a
Strength saving throw. On a failed save, the target
is knocked prone or pushed 10 feet away from you
(your choice).
ELEMENTAL
Master weapon property
Components: Masterwork weapon
When you apply this property, choose acid, cold, fire, lightning, or thunder damage. This
weapon deals an extra 1d6 damage of the chosen type on a hit.
KEEN
Master weapon property
Components: Masterwork melee weapon with the Finesse or Versatile property
This weapon scores a critical hit on a roll of 19 or 20.
MAGICAL
Master weapon property
Components: Masterwork weapon
This weapon becomes magical and gains a +1 bonus to its attack and damage rolls. This
benefit stacks if you apply the Magical property at different levels.
MITHRAL
Master weapon property
Components: Masterwork melee weapon with the Finesse property
This weapon’s damage die increases by two steps, and its weight is halved.
SERRATED
Master weapon property
Components: Masterwork weapon that deals slashing damage
When a creature takes damage from serrated
weapons twice or more in a single turn, it takes an
extra 1d8 slashing damage.
SLAYING
Master weapon property
Components: Masterwork weapon
When you apply this property, choose one creature
type other than Humanoids. This weapon deals an
extra 1d12 damage to creatures of the chosen type.
VAMPIRIC
Master weapon property
Components: Masterwork weapon
This weapon deals an extra 1d4 necrotic damage
on a hit. When you hit a hostile creature with this
weapon, you regain hit points equal to the extra
necrotic damage dealt by this property.
VENOM
Master weapon property
Components: Masterwork weapon
This weapon deals an extra 1d8 poison damage on a hit.
Legendary Weapon Properties
You can apply only one Legendary property to a weapon at a time.
CRUSHING
Legendary weapon property
Components: Masterwork weapon that deals bludgeoning damage
When you hit a creature that has natural armor or
is wearing armor, the target takes a cumulative -1
penalty to the AC its armor offers. Armor reduced
to an AC of 10 in this way is destroyed. A creature
can repair its armor or heal the damage dealt to its
natural armor over the course of a long rest.
DEADLY
Legendary weapon property
Components: Masterwork ranged weapon with the Firearm property
When you make an attack with this weapon as part
of an action, you can add your ability modifier to its
attack and damage rolls, instead of just to its attack
rolls.
MAGICAL
Legendary weapon property
Components: Masterwork weapon
This weapon becomes magical and gains a +1 bonus to its attack and damage rolls. This
benefit stacks if you apply the Magical property at different levels.
PENETRATING
Legendary weapon property
Components: Masterwork weapon with the Ammunition or thrown property that deals piercing
damage
This weapon pierces through its targets. When you
make a ranged attack with this weapon and don’t
have disadvantage, you can target all creatures in a
straight line within this weapon’s normal range. You
don’t make an attack roll for this attack. Instead,
each creature in the line must succeed on a Dexterity saving throw or take damage as if it were
hit by the weapon.
SEEKING
Legendary weapon property
Components: Masterwork ranged weapon
When you make an attack roll that doesn’t have
disadvantage with this weapon and miss, you instead hit the target and deal 5 damage of the
weapon’s type. This damage can’t be increased in any way, and no other effects can be applied
to the hit.
THREATENING
Legendary weapon property
Components: Masterwork melee weapon
When you make an opportunity attack with a
threatening weapon, you can do so without using
your reaction. You can’t make more than one
opportunity attack per turn.
WHIRLWIND
Legendary weapon property
Components: Masterwork melee weapon with the Finesse property and the Double property or
Light property
When you use your bonus action to make an
additional melee attack with this weapon—such as
when you engage with two-weapon fighting or use
a double weapon—you can make an attack with it
against any number of creatures within 5 feet of you, with a separate attack roll for each target.
You can't move between these bonus attacks.