Masterwork

  • Masterwork tools are of exceptional quality.
    • They provide Inspiration towards 1 task the user attempts per short rest.
    • Every set of Masterwork Tools counts as double the total Value towards crafting items (10gp/day rather than 5)
    • Using a set of Masterwork tools towards Running a Business adds +10% to the Business roll
    • Using a set of Masterwork tools towards your lifestyle expenses will increase it by one step. Comfortable instead of Modest, Wealthy instead of Comfortable and Aristocratic instead of Wealthy (if Used with Performance). At the end of each Month of use in this fashion make a d20 roll, if after the first month the roll is 18+ the tools have worn out or been used up past repair. Each month of use beyond that decreases the roll needed by 2.
    • Masterwork tools can be purchased rarely in small communities and with uncommon frequency in large towns. There are only so many artisans who are capable and may already be in the process of doing so for someone else.
    • The cost of Masterwork tools is 10x the listed price.
    • Masterwork Tools can be crafted by those with the skill to do so at a Very Hard DC (25)

The following rules are something I’d like to try

Masterwork Weapons and Armour

Masterwork Weapons and Armour range from the artistically beautiful to the plain and utilitarian. Each is the work of countless hours from a dedicated smith or created through arcane and fantastical means. These items provide the basis for magical enchantments and are what give the fine balance and honed edges that such items are known for.

  • Uncommon Masterwork Weapon “Journeyman Smith” DC 25 ‘Min Level 3’
    • +1 to hit and damage
    • Value: Up to 500
  • Rare Masterwork Weapon “Master Smith” DC 28 Min ‘Level 6’
    • +2 to hit and damage
    • Value: 5 000gp
  • Very Rare Masterwork Weapon “Master Smith with Unique Item, Fashion or Material” DC 30 ‘Min Level 11’
    • +3 to hit and damage
    • Value: Up to 50 000
  • Rare Masterwork Armour “Journeyman Smith” DC 28 ‘Min Level 6’
    • +1 AC
    • Value: 5 000gp
  • Very Rare Masterwork Armour “Master Smith” DC 30 ‘Min Level 11’
    • +2 AC
    • Value: Up to 50 000
  • Legendary Masterwork Armour “Master Smith with Unique Item, Fashion or Material” DC 32 ‘Min Level 17’
    • +3 AC
    • Value: 50 000 and more.

Masterwork Weapons do not ignore resistances or immunities unless they themselves have been enchanted, alchemically treated (such as silvering, cold forging) and/or made with rare materials as per standard.

  • Minimum Level refers to the level and or Relative NPC CR of the individual crafting the item in question.
    • Elven smiths treat Weapon DC’s as 5 less
    • Dwarven Smiths treat Armour DC’s as 5 less

Weapon Treatments

Dwarven smiths know many treatments for metals chiefly concerned with inhibiting oxidation and other forms of corrosion or in altering appearance (shine and hue). Two deserve mention here:

  • Blueshine treatment
    • used for all metals to resist acid and advantage vs rusting (especially blood rust) and to give them a beautiful gleaming deep blue appearance
  • Everbright treatment.
    • This gives all metals an enduring bright shine (like chromium) and absolutely prevents any tarnishing discoloration rusting (even by a rust monster) or corrosion of a blade unless the blade is actually broken or subjected to forge-fire earth-fire (lava) or dragon fire.

Rare Materials

  • Darkwood
    • This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from Darkwood is considered a Superior item and weighs only half as much as a normal wooden item of that type. To determine the price of a Darkwood item, use the original weight but add 10 gp per pound to the price
    • Waterborne. Darkwood is extremely buoyant. Its bearer has advantage on Strength (Athletics) checks to swim.
  • Mithril
    • A pure silvery-blue shining metal especially prized by dwarves who call it truemetal. It is astonishingly resilient (durable and flexible under stress) and very resistant to corrosion. Dwarves have become experts in smelting pure mithril from its glittering soft silvery black ore.
    • Medium or heavy Armour but not hide, Chain Shirt and breastplate can be worn under normal clothes. Negates Stealth Disadvantage of Armour.
  • Adamantine
    • This alloy is a stable metal in its own right, it is found (very rarely) in nature in hard jet black ferrous ore known as adamantine and occasionally in deposits of purer metal known as adamant. The hardness of adamant is approached only by another alloy: Darksteel.
    • (Medium/Heavy Armour) Critical Hits become Normal Hits
  • Hizagkuur (Rare)
    • A rare white metal, jealously guarded by the Dwarves, it reflects back all magic cast at it, or items plated/sealed with it. It also electrifies those who touch its bare surface.
    • Magic Resistance: Grants the Bearer advantage vs spells.
    • Electrifying: Deals an Additional 2d6 Lightning Damage per hit.
    • Armour made from Hizagkuur is incredibly dangerous to the wearer as any unprotected, accidental contact with flesh will incur the 2d6 lightning damage.
  • Bluewood
    • Volodni crafts-folk often fashion armor and weapons from the wood of blueleaf trees grown with care, sculpted with wood shape, and then magically treated to be as hard as steel. The process of treating bluewood to harden it requires ten days of work by someone knowledgeable in the process.
    • A bluewood weapon has the same hardness and characteristics as a normal metal armor or weapon of that sort but weighs half as much.

Racial Weapons and Armour

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Masterwork

The Blade of the Raven Queen Vargkrigare