0% found this document useful (0 votes)
22 views12 pages

Masterwork Weapon Properties Guide

The document outlines various masterwork properties that can be applied to weapons and armor, detailing the requirements and effects of each property. It categorizes properties by crafting level, including Apprentice and Journeyman properties, and explains how they can modify weapon damage and functionality. Additionally, it provides specific examples of properties such as Aerodynamic, Automatic, and Explosive, along with their prerequisites and effects on weapon performance.

Uploaded by

fa
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views12 pages

Masterwork Weapon Properties Guide

The document outlines various masterwork properties that can be applied to weapons and armor, detailing the requirements and effects of each property. It categorizes properties by crafting level, including Apprentice and Journeyman properties, and explains how they can modify weapon damage and functionality. Additionally, it provides specific examples of properties such as Aerodynamic, Automatic, and Explosive, along with their prerequisites and effects on weapon performance.

Uploaded by

fa
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

MASTERWORK WEAPON

Classes

PROPERTIES PROPERTIES
Masterwork properties can be applied to any !e following masterwork weapon properties are
masterwork weapon or suit of armor, provided you organized by cra"ing level. If a masterwork property
can spare the time and gold cost required to apply it. adds a weapon property which is new to this class, it
Each property entry details the property’s level and includes that property in its description.
the type of equipment it can be applied to. Generally, Apprentice properties can be used to
Unless otherwise noted, a piece of gear can’t fashion nearly any type of simple, martial, or exotic
have the same property more than once; for example, weapon, though some weapons might require one
you can’t apply the Heavy property to a greatsword, Journeyman property as well. Master and Legendary
or the Martial property to a longbow. properties, by contrast, are used almost exclusively
by master cra"smen on their personal equipment.
Damage Steps Masterwork properties applied to ranged
If a masterwork property increases or decreases a weapons apply their effects to their ammunition, if
weapon’s damage, it is moved up or down one step applicable.
on the following scale, down to a minimum of 1d4:
Apprentice Weapon Properties
1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6 You can apply any number of Apprentice properties
to a masterwork weapon.
Further increases add a +1 bonus to the weapon’s
damage roll. AERODYNAMIC
If the weapon being modified has 2 damage Apprentice weapon property
dice (such as a greatsword or a firearm), the scale is Components: Masterwork weapon with the
instead: !rown property
!is weapon’s normal range increases by 40 feet
2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 →
and its long range increases accordingly (see the
2d8 + 1 → 2d10 → 2d10 + 1 → 2d12
"Changing Weapon Ranges" sidebar).
AUTOMATIC
Apprentice weapon property
Components: Masterwork ranged weapon with the
Reload property
!is weapon gains the Automatic property and
its damage decreases by one step. !e 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. !ese attacks are always made
with disadvantage, regardless of circumstance. !ese
attacks use twice the normal amount of ammunition.
BALANCED
Apprentice weapon property
Components: Masterwork exotic 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.

78
Craftsman
CONCEALABLE
Apprentice weapon property
VARIANT DAMAGE DICE
Components: Masterwork weapon with the Light With the GM’s permission, you can exchange
property your exotic weapon’s damage dice for an
equivalent variant. Sets of dice are equivalent
!is weapon gains the Concealable property. when the sum of the largest numbers of each
Concealable. While stowed, you have set of dice are equal. For example, you can
advantage on Dexterity (Stealth) checks made to replace a weapon that deals 1d8 with 2d4 or a
conceal this weapon. weapon that deals 2d12 with 4d6 or 3d8.

ELEGANT CHANGING WEAPON RANGES


Apprentice weapon property
A ranged weapon’s long range is either three
Components: Masterwork exotic melee weapon with times its normal range or four times its normal
the Light property or a masterwork exotic ranged range, depending on the type of projectile it
weapon with the Light and !rown properties fires. When a masterwork property changes
!is weapon gains the Elegant property and its a weapon’s normal range, change the long
range by three or four times the amount, as
damage die increases by one step.
appropriate to the weapon.
Elegant. !is weapon requires exceptional You can’t apply a weapon property if it
skill to use. You must have a Dexterity score of 16 or would reduce a ranged weapon’s normal range
higher to wield an elegant weapon. to 0 feet, and you can’t remove the Ammunition
or Thrown properties from a ranged weapon.
EXOTIC
Apprentice weapon property
Components: Masterwork martial weapon FIST
!is weapon becomes an exotic weapon and its Apprentice weapon property
damage die increases by one step. Components: Masterwork melee weapon with the
No class, other than the cra"sman, gains Light property
proficiency with exotic weapons. !is weapon gains the Fist property.
Fist. Attacks made with this weapon are treated
EXTENDED MAGAZINE
as unarmed strikes.
Apprentice weapon property
Components: Masterwork martial or exotic FOREGRIP
weapon with the Reload property Apprentice weapon property
!e Reload capacity of this weapon is doubled. Components: Masterwork ranged weapon with the
Ammunition property that doesn’t have the Two-
FINESSE Handed property
Apprentice weapon property
!is weapon gains the Foregrip property.
Components: Masterwork melee weapon that
Foregrip. !is weapon can be used with one
doesn’t have the Two-Handed property or a
or two hands. If used in two hands, its normal range
masterwork ranged weapon that has the !rown
increases by 50 feet and its long range increases
property
accordingly.
!is weapon gains the Finesse property.
HEAVY
FIREARM Apprentice weapon property
Apprentice weapon property Components: Masterwork martial or exotic
Components: Masterwork ranged weapon with the weapon with the Two-Handed property that
Loading or Reload property that doesn’t have the doesn’t have the Double property
Tension property
!is weapon gains the Heavy property. If it is a melee
!is weapon becomes a firearm and gains the weapon, its damage die increases by one step.
Firearm property. Its damage die increases by four If it is ranged, its normal range increases by 20
steps and moves to two damage dice, if possible. feet and its long range increases accordingly.
Firearm. You don’t add your ability modifier
to this weapon’s damage rolls. Firearm ammunition
can’t be recovered once used.

79
LIGHT
BLASTER Apprentice weapon property
Classes

In high-tech settings, such as the Dark Matter Components: Masterwork weapon that doesn’t
campaign setting, many weapons release blasts have the Two-Handed or Versatile properties
of energy instead of conventional projectiles.
The Blaster property replaces the Firearm !is weapon gains the Light property and its damage
property in such settings. All rules that apply to die decreases by one step.
firearms apply to blasters as well.
For the purpose of applying masterwork LOADING
properties, blasters count as ranged weapons Apprentice weapon property
with the Ammunition and Reload properties. Components: Masterwork ranged weapon with
You can also apply the Overheat and Variable the Ammunition property that doesn’t have the
properties listed below to blasters. Reload property
BLASTER !is weapon gains the Loading property and its
Apprentice weapon property damage die increases by one step.
Components: Masterwork ranged weapon with
the Loading or Reload property that doesn’t MARTIAL
have the Tension property Apprentice weapon property
This weapon loses the Ammunition, Loading, Components: Masterwork simple weapon
and Reload properties, as well as any damage !is weapon becomes a martial weapon, and its
die increases associated with those properties.
damage die increases by one step.
(It regains these properties if you later remove
Blaster.) It gains the Blaster property and deals PARRYING
radiant damage instead of its normal damage Apprentice weapon property
type. If this weapon wasn’t previously a firearm,
its damage die increases by four steps and
Components: Masterwork exotic melee weapon
moves to two damage dice, if possible. The with the Finesse or Light property
weapon’s normal range increases by 20 feet and !is weapon gains the Parrying property and its
its long range increases accordingly. damage die decreases by one step.
Blaster. A weapon with the Blaster Parrying. While wielding this weapon and not
property is a ranged weapon that requires no
ammunition. Blasters are considered firearms wielding a shield, you gain a +1 bonus to your AC.
for the purpose of class features and abilities. REACH
Like firearms, you don’t add your ability score
Apprentice weapon property
modifier to blasters’ damage rolls.
Components: Masterwork martial or exotic melee
VARIABLE weapon with the Finesse or Two-Handed property
Apprentice weapon property
!is weapon gains the Reach property and its
Components: Masterwork exotic ranged
weapon with the Blaster property damage die decreases by one step.
This weapon has a variable power cell. As a RELOAD
bonus action, you can change the damage type Apprentice weapon property
of the blaster to cold, fire, lightning, necrotic
Components: Masterwork ranged weapon with
radiant, or back to its normal damage type.
the Ammunition property that doesn’t have the
OVERHEAT Loading property
Journeyman weapon property
!is weapon gains the Reload (5) property. If you
Components: Masterwork martial or exotic
weapon with the Blaster and Heavy properties apply the Reload property to a martial or exotic
This weapon gains the Overheat property and weapon with the Mounted property, you can choose
its damage die increases by two steps. to give it the Reload (1; 2 actions) property, and
Overheat. Once you make an attack with increase its damage by three steps.
this weapon, it can’t be used again to make an Reload. !is weapon can be used to make a
attack until the end of your next turn. number of attacks before it must be reloaded. If you
are proficient with the weapon, reloading it takes a

Pew-pew-p .
ew!
in a crashe d metal disk
Found these Probably not important.

80
Craftsman
bonus action; otherwise, reloading it takes an action. Superheavy. !is weapon is unusually large
Some weapons require an action or longer to reload, for its type. You must have a Strength score of 16 or
even if you have proficiency, which is specified in higher to wield a superheavy weapon.
the Reload property. If reloading a weapon requires
SWITCH
longer than one action, the weapon can’t be used to
Apprentice weapon property
make attacks until reloading is finished.
Components: Two masterwork exotic weapons
RETURNING !is weapon gains the Switch property and its
Apprentice weapon property damage die decreases by one step. You can integrate
Components: Masterwork martial or exotic two weapons together with the Switch property,
weapon with the Light and !rown properties forming a single unit in which each weapon is one
!is weapon gains the Returning property. of the unit’s two forms. You can choose to use two
Returning. A"er being thrown, this weapon identical weapons with the Light property for one of
returns to your hand at the end of your turn. the weapon’s forms.
Switch. !is weapon has two forms. You can
SCATTER
Apprentice weapon property swap between which weapon is being used at any
Components: Masterwork ranged weapon with time, even between attacks.
the Ammunition and Two-Handed properties that THROWN
doesn’t have the Sighted property Apprentice weapon property
!is weapon gains the Scatter property and its Components: Masterwork melee weapon that
damage die decreases by one step. !e weapon’s doesn’t have the Two-Handed property
damage die increases by two steps when an attack !is weapon gains the !rown property with a
with it is made against a target within half of its normal range of 20 feet and a long range of 60 feet.
normal range.
TRIP
!e weapon’s long range becomes three times
Apprentice weapon property
the weapon’s normal range. !e weapon’s normal
Components: Masterwork martial or exotic melee
range decreases by 70 feet and its long range
weapon
decreases accordingly.
Scatter. If you make an attack against a target !is weapon gains the Trip property.
that is within half this weapon’s normal range, you Trip. You can make a shove attempt against any
deal the damage value listed in parentheses instead of creature within this weapon’s reach. Furthermore,
the weapon’s normal damage dice. you have advantage on ability checks you make to
shove a creature using this weapon.
SIGHTED
Apprentice weapon property TWO-HANDED
Components: Masterwork martial or exotic ranged Apprentice weapon property
weapon with the Ammunition property that Components: Masterwork weapon that doesn’t
doesn’t have the Scatter property have the Finesse, Foregrip, Light, !rown, or
Versatile properties
!is weapon gains the Sighted property. Additionally,
its normal range increases by 50 feet and its long !is weapon gains the Two-Handed property and its
range increases accordingly. damage die increases by one step. Additionally, if it
Sighted. !is weapon has disadvantage on is a ranged weapon, its normal range increases by 50
attack rolls made against targets within 20 feet of you. feet and its long range increases accordingly.

SUPERHEAVY VERSATILE
Apprentice weapon property Apprentice weapon property
Components: Masterwork exotic melee weapon Components: Masterwork melee weapon that
with the Heavy property doesn’t have the Light or Two-Handed properties
!is weapon gains the Superheavy property and its !is weapon gains the Versatile property. While
damage die increases by one step. being wielded in two hands, its damage die increases
by one step.

81
Journeyman Weapon Properties Explosive. When this weapon’s projectile hits a
target, it explodes in a 15-foot diameter sphere. !e
Classes

You can apply only one Journeyman property to


projectile can target an unoccupied space within its
a weapon at a time. You can’t apply a Journeyman
range. Each creature other than the target within the
property to a weapon that already has one.
blast radius (for a Medium or smaller target, each
COUNTERWEIGHTED creature within 5 feet of it) must make a Dexterity
Journeyman weapon property saving throw, taking half the damage rolled on a
Components: Masterwork exotic weapon with the failed save or no damage on a successful one.
Two-Handed property
HEAT
You can wield this weapon in one hand, as long as Journeyman weapon property
you don’t have a weapon in your other hand. Components: Masterwork martial or exotic ranged
DOUBLE weapon with the Firearm property
Journeyman weapon property !is weapon gains the Heat property and its damage
Components: Masterwork exotic melee weapon die increases by one step.
that doesn’t have the Heavy property Heat. !is weapon gains 1 heat point whenever
!is weapon gains the Double property and its an attack is made with it, and it loses 1 heat point at
damage die decreases by one step. the start of each of your turns. If the weapon has 3
Double. !is weapon has two damage-dealing heat points, it overheats and loses all heat points. An
ends. When you take the Attack action and make overheated weapon can’t be used to make an attack
an attack with this weapon, you can use your bonus again until the end of your next turn.
action to make an additional attack with it; you don’t MAGICAL
add your ability modifier to the damage roll of this Journeyman weapon property
additional attack. Components: Masterwork exotic weapon
EXPLOSIVE !is weapon becomes magical and gains a +1 bonus
Journeyman weapon property to its attack and damage rolls. !is benefit stacks if
Components: Masterwork martial or exotic ranged you apply the Magical property at different levels.
weapon
MASSIVE
!is weapon gains the Explosive property and its Journeyman weapon property
damage die decreases by one step. If this weapon Components: Masterwork exotic melee weapon
dealt bludgeoning, piercing, or slashing damage, its with the Superheavy property
deals fire damage instead.
!is 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 or exotic ranged
weapon with the Heavy property
!is weapon gains the Mounted property and its
damage die increases by two steps.
Mounted. !is weapon is normally used while
attached to a tripod, vehicle, or other bracing mount.

82
Craftsman
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 exotic melee weapon
with the Finesse property
!is weapon gains the Precision property.
Precision. Once per turn, when you hit a WEAPON EXCEPTIONS
creature with this weapon and have advantage on the Some weapons, in the name of verisimilitude,
attack roll, the target takes an extra 1d6 damage. have unusual balancing that makes them slightly
stronger or weaker compared to weapons a
ROCKET craftsman might usually craft. If you modify one
Journeyman weapon property of these weapons as a craftsman, first remove
Components: Masterwork exotic weapon any of the weapon’s Special properties, then
check following rules:
!is weapon gains the Rocket property and its Assault Rifle. Increase the weapon’s
damage die decreases by one step. damage to 2d6 + 1 and decrease its reload to
Rocket. !is weapon has a small propulsive 10.
engine attached to it or its projectiles. Once per turn, Bayonet, Whip. Increase the weapon’s
damage to 1d6.
when you hit a creature with this weapon, you can
Blowgun, Bolas, Bomb, Net. This weapon
deal an extra 1d4 damage to the target. can’t be modified by masterwork properties.
Boomerang, Doomerang, Throwing
SNIPER
Dagger. Add the Aerodynamic masterwork
Journeyman weapon property
property.
Components: Masterwork exotic ranged weapon Catchpole, Trident. Increase the weapon’s
with the Ammunition property that doesn’t have damage to 1d8.
the Scatter property Gatling Gun. Increase the weapon’s
damage to 2d8 + 1, and decrease its reload to
!is weapon’s long range becomes eight times the
10.
weapon’s normal range. Handaxe. Decrease the weapon’s damage
TENSION to 1d4.
Handgun, Revolver. Decrease the
Journeyman weapon property
weapon’s range to 50/200 ft.
Components: Masterwork exotic ranged weapon Hunting Rifle. Increase the weapon’s
that doesn’t have the Firearm or !rown properties damage to 2d6 + 1.
!is weapon gains the Tension property. Javelin. Decrease the weapon’s range to
20/60 ft.
Tension. When making a ranged weapon attack
Lance. Add the Two-Handed property and
with a tension weapon, you use your choice of your decrease the weapon’s damage to 1d8.
Strength or Dexterity modifier for the attack and Light Cannon. Increase the weapon’s
damage rolls. You must use the same modifier for damage to 2d12 + 1.
both rolls. Longbow. Decrease the weapon’s range to
100/400 ft.
TWINSHOT Magnum, Explosive Magnum. Add
Journeyman weapon property the Two-Handed property and increase the
Components: Masterwork exotic ranged weapon weapon’s range to 100/400 ft.
Musket, Volley Gun. Increase the weapon’s
!is weapon gains the Twinshot property. damage to 2d8 + 1.
Twinshot. Once on each of your turns when Parlor Gun. Increase the weapon’s damage
you make an attack with this weapon, you can make to 2d4 + 1.
another attack with it against a different creature that Rocket Launcher. Increase the weapon’s
is within 5 feet of the original target and within this damage to 2d12 + 1 and add the Mounted
property.
weapon's range.

83
EARTHSHATTER
Master Weapon Properties Master weapon property
Classes

You can apply only one Master property to a weapon Components: Masterwork exotic weapon with the
at a time. Massive property
ADAMANTINE !is weapon’s damage die increases by two steps.
Master weapon property On a hit with this weapon, the target must make a
Components: Masterwork exotic melee weapon Strength saving throw. On a failed save, the target
with the Heavy or Versatile property is knocked prone or pushed 10 feet away from you
!is weapon’s damage die increases by two steps, and (your choice).
it deals double damage to objects and structures.
ELEMENTAL
BLESSED Master weapon property
Master weapon property Components: Masterwork exotic weapon
Components: Masterwork exotic weapon When you apply this property, choose acid, cold, fire,
!is weapon deals an extra 1d4 radiant damage on lightning, or thunder damage. !is weapon deals an
a hit. !is extra damage increases to 1d10 radiant extra 1d6 damage of the chosen type on a hit.
damage if the target is a Fiend or Undead.
KEEN
Master weapon property
MODIFIED WEAPONS Components: Masterwork exotic melee weapon
with the Finesse or Versatile property
Once you modify a weapon’s properties, it
may no longer resemble its original function or !is weapon scores a critical hit on a roll of 19 or 20.
profile. The GM decides if a modified weapon
MAGICAL
still counts as its base form for characters that
Master weapon property
have proficiency with it and for features which
refer to a specific type of weapon (as opposed Components: Masterwork exotic weapon
to a category of weapons, such as simple or !is weapon becomes magical and gains a +1 bonus
martial weapons). to its attack and damage rolls. !is benefit stacks if
you apply the Magical property at different levels.
MITHRAL
Master weapon property
Components: Masterwork exotic melee weapon
with the Finesse property
!is weapon’s damage die increases by two steps, and
its weight is halved.
SERRATED
Master weapon property
Components: Masterwork exotic 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 exotic weapon
When you apply this property, choose one creature
type other than Humanoids. !is weapon deals an
extra 1d12 damage to creatures of the chosen type.

84
Craftsman
VAMPIRIC straight line within this weapon’s normal range. You
Master weapon property don’t make an attack roll for this attack. Instead,
Components: Masterwork exotic weapon each creature in the line must succeed on a Dexterity
!is weapon deals an extra 1d4 necrotic damage saving throw or take damage as if it were hit by the
on a hit. When you hit a hostile creature with this weapon.
weapon, you regain hit points equal to the extra SEEKING
necrotic damage dealt by this property. Legendary weapon property
VENOM Components: Masterwork exotic ranged weapon
Master weapon property When you make an attack roll that doesn’t have
Components: Masterwork exotic weapon disadvantage with this weapon and miss, you instead
!is weapon deals an extra 1d8 poison damage on a hit the target and deal 5 damage of the weapon’s type.
hit. !is damage can’t be increased in any way, and no
other effects can be applied to the hit.
Legendary Weapon Properties
You can apply only one Legendary property to a THREATENING
Legendary weapon property
weapon at a time.
Components: Masterwork exotic melee weapon
CRUSHING When you make an opportunity attack with a
Legendary weapon property threatening weapon, you can do so without using
Components: Masterwork exotic weapon that deals your reaction. You can’t make more than one
bludgeoning damage opportunity attack per turn.
When you hit a creature that has natural armor or
is wearing armor, the target takes a cumulative %1 VORPAL
Legendary weapon property
penalty to the AC its armor offers. Armor reduced
Components: Masterwork exotic weapon that deals
to an AC of 10 in this way is destroyed. A creature
slashing damage
can repair its armor or heal the damage dealt to its
natural armor over the course of a long rest. When you attack a creature that has at least one head
with this weapon and roll a 20 on the attack roll, you
DEADLY cut off one of the creature's heads. !e creature dies
Legendary weapon property if it can't survive without the lost head. A creature
Components: Masterwork exotic ranged weapon is immune to this effect if it is immune to slashing
with the Firearm property damage, doesn't have or need a head, has legendary
When you make an attack with this weapon as part actions, or the GM decides that the creature is too
of an action, you can add your ability modifier to its big for its head to be cut off with this weapon. Such a
attack and damage rolls, instead of just to its attack creature instead takes an extra 6d8 slashing damage
rolls. from the hit.
MAGICAL WHIRLWIND
Legendary weapon property Legendary weapon property
Components: Masterwork exotic weapon Components: Masterwork exotic melee weapon
!is weapon becomes magical and gains a +1 bonus with the Finesse property and the Double property
to its attack and damage rolls. !is benefit stacks if or Light property
you apply the Magical property at different levels. When you use your bonus action to make an
PENETRATING additional melee attack with this weapon—such as
Legendary weapon property when you engage with two-weapon fighting or use
Components: Masterwork exotic weapon with a double weapon—you can make an attack with it
the Ammunition or !rown property that deals against any number of creatures within 5 feet of you,
piercing damage with a separate attack roll for each target. You can't
move between these bonus attacks.
!is 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

85
INTEGRATED
ARMOR PROPERTIES Apprentice armor property
Classes

!e following armor properties are organized by Components: Masterwork suit of exotic armor
cra"ing level. Generally, exotic armor is made using You can integrate a weapon directly into your armor,
the Exotic property, while the other Apprentice or you can integrate two weapons (one into each
properties are used to tailor a suit of armor to a arm) if neither has the Two-Handed property. When
cra"sman’s personal tastes. Higher-level properties, you draw an integrated weapon, it snaps to your
by contrast, drastically alter suits of armor to which hand and you can’t be disarmed of it. When you stow
they are applied. it, it retracts back into your armor. You can switch
which weapons are integrated over the course of a
Apprentice Armor Properties
long rest.
You can apply a maximum of three Apprentice
properties to a suit of armor. QUICK-CHANGE
Apprentice armor property
CLEATED Components: Masterwork suit of armor
Apprentice armor property
Components: Masterwork suit of medium or heavy You can don or doff this suit of armor as an action.
armor RETRACTABLE
When you would be moved by an effect against your Apprentice armor property
will while wearing this armor, reduce that movement Components: Masterwork suit of exotic medium or
by 10 feet. heavy armor
One of the gauntlets on this suit of armor has a
CLIMBING
Apprentice armor property retractable shield set into it. While wearing this
Components: Masterwork suit of exotic light armor armor, you can don or doff this shield as a bonus
action.
!is armor is outfitted with integrated climbing gear.
While wearing this armor, as long as you have one SCALED
hand free, you have a climbing speed equal to your Apprentice armor property
walking speed. Components: Masterwork suit of exotic light armor
!is armor is covered in heavy, hardened scales. !e
COMFORTABLE
Apprentice armor property AC provided by this armor increases by 3. However,
Components: Masterwork suit of armor you only add your Dexterity modifier to a maximum
of +2 when determining your Armor Class while
You can sleep in this suit of armor with no ill effect.
wearing it.
ENVIRONMENTAL
SPIKED
Apprentice armor property
Apprentice armor property
Components: Masterwork suit of armor
Components: Masterwork suit of heavy armor
While wearing this suit of armor, you can tolerate
!is suit of armor is bristling with spikes. While
temperatures as cold as %100 degrees Fahrenheit or
wearing this armor, creatures who are in contact
as warm as 200 degrees Fahrenheit.
with you (either by grappling you, being grappled by
EXOTIC you, or having swallowed you whole) take piercing
Apprentice armor property damage equal to 1d4 + your Strength modifier at the
Components: Masterwork suit of armor that isn’t start of your turn.
exotic
!is armor becomes exotic armor, and you have a +1
Journeyman Properties
You can apply only one Journeyman property to a
bonus to AC while wearing it.
suit of armor at a time.
No class, other than the cra"sman, gains
proficiency with exotic armor. ADAMANTINE
Journeyman armor property
Components: Masterwork suit of exotic heavy
armor

86
Craftsman
!is suit of armor is reinforced with adamantine, one location you can see that is no farther away than
of the hardest substances in existence. While wearing walking speed. If the target location can hold your
it, any critical hit against you becomes a normal hit. weight, you are pulled there, expending movement as
normal. !is movement doesn’t provoke opportunity
ARCANE
attacks.
Journeyman armor property
You must have a Dexterity score of 16 or higher
Components: Masterwork suit of exotic armor
to wear this armor.
!is armor is covered in arcane etchings. When you
apply this property to a suit of armor, choose two MITHRAL
cantrips from the wizard spell list. While wearing Journeyman armor property
this armor, you can cast those cantrips. Intelligence Components: Masterwork suit of medium or heavy
is your spellcasting ability for these cantrips. armor
!is suit of armor is made of mithral, a light and
ARROW-CATCHING
flexible metal that is as strong as steel. Armor
Journeyman armor property
made of mithral weighs half as much as normal,
Components: Masterwork suit of exotic medium or
has no Strength requirement, and doesn’t impose
heavy armor
disadvantage on Dexterity (Stealth) checks. If the
Whenever an attacker makes a ranged attack against
armor is medium armor, the maximum Dexterity
a target within 5 feet of you, you can use your
modifier you can apply to your Armor Class
reaction to become the target of the attack instead.
increases to 3, instead of 2, and the armor can easily
DIVING be worn hidden under normal clothing.
Journeyman armor property
Components: Masterwork suit of exotic armor
!is suit of armor is equipped with webbed fins,
a mask, and an air bladder containing 8 hours
of breathable air. While wearing it, you gain a
swimming speed equal to your walking speed.
Additionally, while breathing from the air bladder,
you can breathe normally underwater or in a
vacuum, and you ignore the effects of inhaled
poisons. !e suit’s air supply can be refilled over the
course of a long rest.
JUGGERNAUT
Journeyman armor property
Components: Masterwork suit of exotic
heavy armor
!is suit of armor is fitted with massive plates
and a heavy, reinforced helmet. While wearing
this armor, you count as an obstacle providing
three-quarters cover, instead of half cover.
You must have a Strength score of 16 or higher
to wear this armor.
MANEUVERING
Journeyman armor property
Components: Masterwork suit of exotic light or
is g re a t: it k e eps you slow,
medium armor
Heavy armor erable to ambu
sh!
!is armor contains a set of spring-loaded, m sy , a nd v u ln
clu
automatically retracting grappling hooks. As a
ce.
reaction when you fall, or as a bonus action on your
a rm o r is m ore about confiden
turn, you can project a grappling hook at a target Light

87
RESISTANCE your jump distance is tripled, and you have
Journeyman armor property advantage on Strength (Athletics) checks (other
Classes

Components: Masterwork suit of armor than grapple checks). Additionally, your armor locks
When you apply this property to a suit of armor, down when you take the Dodge action, causing your
choose any damage type other than bludgeoning, AC to become 22, if it was lower.
piercing, slashing, or psychic. While wearing this GLAMOURED
armor, you have resistance to that damage type. Master armor property
Master Armor Properties Components: Masterwork suit of exotic armor
You can apply only one Master property to a suit of !is armor doesn’t impose disadvantage on Dexterity
armor at a time. (Stealth) checks. You can also use a bonus action
to cause the armor to assume the appearance of a
ANIMATED normal set of clothing or some other kind of armor.
Master armor property You decide what it looks like, including color, style,
Components: Masterwork suit of exotic heavy and accessories, but the armor retains its normal
armor bulk and weight. !e illusory appearance lasts until
!is armor is enchanted with powerful you use this ability again or remove the armor.
transmutation magic. As an action, you can doff
the armor, which animates, as per the spell animate TROLLSKIN
Master armor property
objects, becoming a Medium animated object.
Components: Masterwork suit of exotic medium
!e armor’s AC equals your own while you wore
armor
it, and it uses your own melee attack bonus instead
of its own. As normal, the animated armor has 40 !is suit of armor is made of or lined with troll
hit points. If you were holding a weapon when the hide. While wearing this armor, you can use a bonus
armor became animated, it can make one attack with action to regain hit points equal to 1d10 + your
that weapon instead of its normal slam attack. cra"sman level.
!e armor remains animated for 1 minute, or Once you use this property, you can’t do so again
until it is reduced to 0 hit points or you use your until you finish a short or long rest.
action to end this effect early. When you do so, if the WINGED
armor is within 30 feet of you, you can command it Master armor property
to return to you and be donned as part of the same Components: Masterwork suit of exotic light armor
action. !is armor has a set of wings that you can extend
Once you use this property, you can’t do so again from it or fold back into it as a bonus action. While
until you finish a long rest. wearing this armor with the wings extended, you
CLOAKING have a flying speed equal to your walking speed.
Master armor property
Components: Masterwork suit of exotic light armor
Legendary Armor Properties
You can apply only one Legendary property to a suit
!is armor can easily hide the wearer when
of armor at a time.
needed. While wearing this armor, you can cast the
invisibility spell without expending a spell slot or COLOSSAL
material components. Legendary armor property
Once you use this property to cast the spell, you Components: Masterwork suit of exotic heavy
can’t do so again until you finish a short or long rest. armor
!is suit of armor doubles in size when donned.
CLOCKWORK
Master armor property While wearing this armor, you gain the effect of the
Components: Masterwork suit of exotic heavy “Enlarge” option of the enlarge/reduce spell.
armor ETHEREALNESS
!is suit of armor has dozens of clockwork Legendary armor property
mechanisms integrated into it, granting you a Components: Masterwork suit of exotic armor
number of benefits. While wearing this armor,

88
Craftsman
!is suit of armor is infused with ectoplasm. While
wearing this armor, you can use your action to gain
the effect of the etherealness spell, which lasts for 10
minutes or until you use an action to end it.
My weekend project has been
Once you use this property, you can’t do so again converting all of those weapons and
until you finish a long rest. spare suits of armor left behind
FLEET at the Spire into a golem made
Legendary armor property exclusively of +3 gear.
Components: Masterwork suit of exotic light armor
!is armor is designed to maximize the wearer’s I call him “Dross” and boy does he
speed. While wearing this armor, your speed
increases by 10 feet, you have advantage on initiative hate littering.
rolls, and opportunity attacks against you are made
with disadvantage.
IMMORTAL
Legendary armor property
Components: Masterwork suit of exotic medium or
heavy armor
When you are reduced to 0 hit points but not killed
outright, you can make a DC 13 Constitution saving
throw. If you succeed, you drop to 1 hit point instead.
You can use this ability three times, and you regain
all expended uses of it when you finish a long rest.
Additionally, you have advantage on death
saving throws.
MIRRORED
Legendary armor property
Components: Masterwork suit of exotic light armor
While wearing this armor, you can cast the mirror
image spell as a bonus action without expending a
spell slot.
Once you use this property to cast the spell, you
can’t do so again until you finish a short or long rest.
SPELLGUARD
Legendary armor property
Components: Masterwork suit of exotic armor
!is armor is covered in protective sigils and charms.
While wearing this armor, you have advantage on
saving throws against spells.
WARDING
Legendary armor property
Components: Masterwork suit of exotic medium
armor
!is suit of armor generates a field of force,
protecting its wearer from harm. As a bonus action
on your turn, you can gain temporary hit points
equal to half your cra"sman level.

89

You might also like