Submortimer
2015-02-23, 02:17 PM
Masterwork weapons and weapon options
So, its obviously understood that there is a level of item that isn't represented anymore in the DMG, that being masterwork items: Weapons, Armor, and tools of such superior craftsmanship that they seem very nearly magical in their properties. These are items that the players can purchase, that can be highly specialized, and provide mechanical bonuses that, while still not as strictly good as a +1 weapon, are significant or change the way the weapon works in some fashion. This is a very early rough draft, and any feedback is highly appreciated.
Masterwork - All Masterwork weapons have the 'Masterwork' property. This allows the wielder to reroll 1s on any damage roll made with the weapon. The cost is that of the weapon +100 Gold.
Additionally, depending on the skill of the given smith, Other properties may be added to the weapon. These are listed below
Options
Blade
There are a number of way in which a master smith may effect the abilities of a given blade, from clever hardening techniques and creative gooving schemes, to mixing exotic materials into the steel. As a rule, a given blade may only have one damage type, and may not have abilities that contradict each other (Alloyed and Leadend, for example). As well, unlike other options on this list, Options on a blade may only be added at creation, and may not be changed later on.
- Alloyed: +500 gold, May only be placed on a weapon that does not have the Heavy property. Weapon gains the finesse property.
- Leadend: +500 gold. Weapon gains the heavy property, loses the finesse or light property if it had it before, and deals an additional die of damage on a critical
- Blunted: no change to cost. Damage type changes to bludgeoning
- Bladed: no change to cost. Damage type changes to slashing
- Pointed: No change to cost. Damage type changes to piercing.
- Weighted: +100 Gold, may only be placed on light weapons that my be thrown. Deals +1 damage on attacks when thrown.
- Tempered: +200 Gold. Weapon has resistance to B/S/P damage from non-magical weapons
Haft/handle
A master smith can carefully adjust the heft and feel of a weapon, increasing it's maneuverability and useability without sacrificing its power. A given weapon may only have one type of Haft or handle.
- balanced: +500 Gold, May only be placed on a two handed/heavy weapon. Weapon gains the versatile property. Damage die is 1 step down, e.g. 2d6/1d12 -> 1d10, 1d10 -> 1d8.
- Elongated: +500 Gold. The Weapon loses the Light or Versatile properties if it had either, and gains the Two Handed property. Weapon's reach increases by 5 ft. If this increases weapon reach to 15ft. or longer, you have disadvantage on attacks within 5ft. If the weapon was Versatile beforehand, It now only uses the larger damage die.
- Double-headed: +500 gold and the cost of the second weapon, may only be added to 1 handed, non heavy weapons. Weapon gains the two-handed property, and loses the versatile property if it had it before. Weapon gains a second end that functions as another weapon of the same catagory. The wielder may treat both weapons as if they had the light property for the purposes of two weapon fighting.
Guard
A properly designed guard is not only beautiful, but functional as well. Smiths have been known to spend years perfecting just this one aspect of weaponmaking. A weapon may ony have one type of guard.
- Basket: +500 Gold. Weapon grants +1 AC when taking the Dodge action.
- Toothed: +500 gold. Wielder gains advantage when attempting to disarm an opponents weapon
Inspired by this thread here: http://www.giantitp.com/forums/showthread.php?399715-Masterwork-Weapons&p=18865150#post18865150
Edits: More changes for clarification.
So, its obviously understood that there is a level of item that isn't represented anymore in the DMG, that being masterwork items: Weapons, Armor, and tools of such superior craftsmanship that they seem very nearly magical in their properties. These are items that the players can purchase, that can be highly specialized, and provide mechanical bonuses that, while still not as strictly good as a +1 weapon, are significant or change the way the weapon works in some fashion. This is a very early rough draft, and any feedback is highly appreciated.
Masterwork - All Masterwork weapons have the 'Masterwork' property. This allows the wielder to reroll 1s on any damage roll made with the weapon. The cost is that of the weapon +100 Gold.
Additionally, depending on the skill of the given smith, Other properties may be added to the weapon. These are listed below
Options
Blade
There are a number of way in which a master smith may effect the abilities of a given blade, from clever hardening techniques and creative gooving schemes, to mixing exotic materials into the steel. As a rule, a given blade may only have one damage type, and may not have abilities that contradict each other (Alloyed and Leadend, for example). As well, unlike other options on this list, Options on a blade may only be added at creation, and may not be changed later on.
- Alloyed: +500 gold, May only be placed on a weapon that does not have the Heavy property. Weapon gains the finesse property.
- Leadend: +500 gold. Weapon gains the heavy property, loses the finesse or light property if it had it before, and deals an additional die of damage on a critical
- Blunted: no change to cost. Damage type changes to bludgeoning
- Bladed: no change to cost. Damage type changes to slashing
- Pointed: No change to cost. Damage type changes to piercing.
- Weighted: +100 Gold, may only be placed on light weapons that my be thrown. Deals +1 damage on attacks when thrown.
- Tempered: +200 Gold. Weapon has resistance to B/S/P damage from non-magical weapons
Haft/handle
A master smith can carefully adjust the heft and feel of a weapon, increasing it's maneuverability and useability without sacrificing its power. A given weapon may only have one type of Haft or handle.
- balanced: +500 Gold, May only be placed on a two handed/heavy weapon. Weapon gains the versatile property. Damage die is 1 step down, e.g. 2d6/1d12 -> 1d10, 1d10 -> 1d8.
- Elongated: +500 Gold. The Weapon loses the Light or Versatile properties if it had either, and gains the Two Handed property. Weapon's reach increases by 5 ft. If this increases weapon reach to 15ft. or longer, you have disadvantage on attacks within 5ft. If the weapon was Versatile beforehand, It now only uses the larger damage die.
- Double-headed: +500 gold and the cost of the second weapon, may only be added to 1 handed, non heavy weapons. Weapon gains the two-handed property, and loses the versatile property if it had it before. Weapon gains a second end that functions as another weapon of the same catagory. The wielder may treat both weapons as if they had the light property for the purposes of two weapon fighting.
Guard
A properly designed guard is not only beautiful, but functional as well. Smiths have been known to spend years perfecting just this one aspect of weaponmaking. A weapon may ony have one type of guard.
- Basket: +500 Gold. Weapon grants +1 AC when taking the Dodge action.
- Toothed: +500 gold. Wielder gains advantage when attempting to disarm an opponents weapon
Inspired by this thread here: http://www.giantitp.com/forums/showthread.php?399715-Masterwork-Weapons&p=18865150#post18865150
Edits: More changes for clarification.