Craft Guilds
Masterwork
Heroes are known for the weapons they wield and the armor they wear. Seigfried was known to carry Balmung which he received from the Nibelungs. King Arthur pulled Caliburn from the stone before he had Excalibur. Cú Chulainn killed his closest friend, Ferdiad with Gáe Bolg. Before all these weapons were legend, before they were magic, they were masterwork and they were a unique sight to behold.
- Getting a masterwork item created requires a masterwork artisan skilled in a trade appropriate to the item desired. Your character also has the option to attempt the project yourself if they are skilled enough in the appropriate trade and can meet the other requirements of such an endeavor.
- Masterwork items can't be created in regular mmo game sessions or in the text channels on discord. You must undertake a special session with a DM or Admin with the role of @Masterworker.
- Spells such as guidance and features like bardic inspiration can be used to benefit the project and increase the artisan's chance of success.
- Getting masterwork items created normally costs ten times the value of a standard item in new condition if the cost for the base item is under 400. It is five times the value of a standard item in new condition if the cost for the base item is 400 or over. This cost is further increased by a percentage equal to the total DC of the masterwork item attempted before the outcome is chosen. If it is an npc making the item this cost is increased by an additional 50%. The cost of ammunition is halved but the cost of any masterwork item is never less than 150gp. Ammunition normally comes in bundles of twenty units but some firearm ammunition comes in bundles of less.
- You can sell a found or made masterwork items for the item's base cost times five. Potions, scrolls, and tattoos sell as if they were a standard version of the item.
- The vast majority of magical items and equipment is considered to be masterwork. Most of the time only items and equipment of masterwork quality can survive the strain of having the weave warped in such a way around their physical forms but there are acceptations to every rule. A DM may even rule that you must create a masterwork item to enchant when creating an enchanted piece of equipment or an item. When masterwork is enchanted any applicable perks are maintained but +modifiers do not stack and the higher +modifier is maintained.
- A character must discover schematics for specific perks through adventure, self improvement, or the study of existing masterwork items. These are kept in a manual which is sorta like a spellbook for schematics and when a character gains perks through gaining tool experience the perks they learn are added to this manual. To translate, transcribe, and record a found schematic or someone else's schematic in their manual into your character's manual it takes a quarter of the perk's DC rounded up to the closest downtime day in time and 25 times the perk's DC in gold. You can also reverse engineer a masterwork item you find. To learn one perk from the item it takes half the perk's DC rounded up to the closest downtime day in time and 25 times the perk's DC in gold. The masterwork item is destroyed.
- Potion perks are applied after the original potion or potions are created, unlike all other masterwork perks. The cost of all masterwork potions is an additional % equal to the combined masterwork DC of the value of the original potion or potions. Potions do not have a minimum cost.
- Scroll perks are applied at time of the scrolls creation like most other masterwork perks. The cost of all masterwork scrolls is an additional % equal to the combined masterwork DC of the value of the original scroll's creation cost. Scrolls do not have a minimum cost.
Degrees of PROFICIENCY and Expertise
This bonus applies only to the crafting of masterwork items and equipment. All characters start as a novice(+2) with a set of tools when they first gain proficiency with that set of tools. This bonus stacks with proficiency and/or expertise when applicable. Those with the Guild Artisans start at the apprentice(+3) level. Following the rules of learning a tool proficiency in Xanathar's Guide to Everything (XGE pg.134) the skill level with a specific set of tools can be increased. To gain this improvement the teacher must be of a higher skill level than the student and the student must be at least proficient with the use of the tools.
All artisan tools listed at the very bottom of this page gain an additional flat bonus for their use and provide any applicable bonus to the outcome of creating masterwork equipment and items. When you gain a level of tool experience you also learn some perks of your choice at each level. The number of perks learned at each level can be found on the tool experience chart to the right here. |
Tool Experience
*A character can only receive these extra masterwork perks once for each skill level no matter how many tool proficiency a character has.
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Step 1: The Search
If you are using an artisan and not doing the work yourself your first task is to locate an artisan. If your character has done this before and knows such an artisan from a past project the DM may choose to skip this step at his/her discretion. Otherwise your search will take one workweek. You will spend 100 gold to bribe and buy drinks to loosen mouths. After that you may make a Intelligence (Investigation) check or a charisma (Persuasion) check and add any skill modifiers located in the search modifier table that are applicable to determine the skill outcome of the artisan found in the skill outcome table below. Normally the artisan will be within the city you searched but you may have to travel to him/her at the DM's discretion. Even if you do the work yourself you will need to locate a workshop.
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Search Modifier
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Skill Outcome
Skill Outcome |
Skill Level/ Tool Experience Bonus |
Level Equivalent |
Proficiency/Stat Modifier |
Tools of the Trade |
1-5 |
Novice +2 |
1-4 |
+2/★ |
None |
6-10 |
Apprentice +3 |
5-8 |
+3/★ |
+2 |
11-15 |
Journeyman +4 |
9-12 |
+4/★ |
+4 |
16-29 |
Expert +5 |
13-16 |
+5/★+1 |
+6 |
30+ |
Master +6 |
17-20 |
+6/★+2 |
+8 |
★ To determine the artisan's stat modifier the DM will roll 4D6, removing the lowest dice to determine a set total. Do this again to determine another set. The higher of the two sets equals the artisan's primary ability score used in his/her trade and with that their stat modifier. The stat modifier table can be found in the Player's Handbook (PHB) or you may click the button here.
Step 2: Tools of the Trade
![Picture](/uploads/5/0/3/3/50336891/published/mark_8.png)
At the DM's discretion one of the previously created artisans if the roll indicated that the search located one provided they were within the city the character was searching and their trade is appropriate to the project the character is looking to complete. In such a case this step may be skipped at the DM's discretion. The DM will now roll 2D20 and apply the tools of the trade modifier above to both rolls. The higher outcome determines the state of the artisan's workshop. Workshop outcomes higher than 10 benefit from a skilled apprentice. The lower outcome determines the state of the artisan's tools. Tool outcomes of 28 or higher also provide advantage on the craft check. The crafter will also put their mark on anything they make, gaining notoriety as the creator the weapons and armor wielded by an adventurer as they grow more famous and more accomplished.
If the character is looking to complete the project themselves they search for one day unless they have their own workshop. At the DM's discretion they may waive this use of downtime if the character knows a previously used location. The DM rolls 1d20 and the outcome determines the state of the workshop and the cost to rent it for the project. You do not gain the use of a skilled apprentice unless you provide it. You can hire a skilled apprentice provided the outcome of the workshop roll was 6 or higher for 3 gp per day. You must hire them for as long as the project takes to gain any benefit.
You may also work as an apprentice for an artisan who does not have one or help the artisan if they do have one. The project gains the crafting time reduction or advantage in the later case but you are not paid for your work. You burn the downtime spent on the project but you may start to gain proficiency in a tool known by the artisan per the rules for learning skills in the XGE so long as the artisan is of a higher skill level than the character. You learn to be proficient with the the tool twice as fast when doing this. You can also learn schematics during this downtime at the same time you are learning an artisan tool. This means that you can choose to do all three downtime activities at the same time without expending any additional days! That's what we call triple dipping.
If the character is looking to complete the project themselves they search for one day unless they have their own workshop. At the DM's discretion they may waive this use of downtime if the character knows a previously used location. The DM rolls 1d20 and the outcome determines the state of the workshop and the cost to rent it for the project. You do not gain the use of a skilled apprentice unless you provide it. You can hire a skilled apprentice provided the outcome of the workshop roll was 6 or higher for 3 gp per day. You must hire them for as long as the project takes to gain any benefit.
You may also work as an apprentice for an artisan who does not have one or help the artisan if they do have one. The project gains the crafting time reduction or advantage in the later case but you are not paid for your work. You burn the downtime spent on the project but you may start to gain proficiency in a tool known by the artisan per the rules for learning skills in the XGE so long as the artisan is of a higher skill level than the character. You learn to be proficient with the the tool twice as fast when doing this. You can also learn schematics during this downtime at the same time you are learning an artisan tool. This means that you can choose to do all three downtime activities at the same time without expending any additional days! That's what we call triple dipping.
Workshop (Higher Roll)
Want to make something special? Look to the right here. You can increase your outcome by using rare ingredients at the DM's discretion. You can only do this once per project though!
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Tool (Lower Roll)
*A set of tools that are magical are also considered to be masterwork unless otherwise noted by a Dungeon Master.
Rare Materials
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Step 3: Crafting a Legend
- To undertake a masterwork project either doing it yourself or through a hired artisan you must declare it before any crafting rolls are made. You must also declare what item or piece of equipment you are attempting to acquire. You may select any number of perks listed in order but for each additional perk selected beyond the second doubles the total cost of the project after all other cost modifiers. Perks are listed on the perks tables below. This is likely done through role-play interaction with the artisan or planning done by your character.
- The cost of the project is determined and paid before any crafting rolls are made. The base cost of a masterwork item or piece of equipment is ten times the value of a standard item in new condition plus a percentage equal to the sum of all the selected perks' crafting DCs. Estimates are made by the artisan to acquire the needed materials. If your character is working on the project it is the character that goes, finds, crafts and/or purchases the material. This is inherent in the cost. At the DMs discretion special or rare materials can influence the cost and bonus to completion of the project, the chart for which can be found above.
- Once the cost is paid and the plans finalized, the player or artisan can start working on the item. This is represented in a crafting roll. The dungeon master rolls the dice if it is a artisan undertaking the project. The player rolls the dice if it's the character undertaking the project.
Artisan
DM Rolls 1D20 + Artisan's Proficiency Modifier (If the artisan in proficient or has expertise with the tool used.) + Tool Experience + Artisan's Stat Modifier + Workshop Bonus to Craft + Tool Bonus to Craft + Rare Material Bonus = Crafting Outcome Score Roll with advantage if the tool table indicates it. or Roll with advantage if the character, skilled with the same tool being used is helping but only if there is an apprentice on the project. |
Character
Player Rolls 1D20 + Character's Proficiency Modifier (If the player is proficient or has expertise with the tool used.) + Tool Experience + Character's Applicable Stat Modifier + Workshop Bonus to Craft + Tool Bonus to Craft + Rare Material Bonus = Crafting Outcome Score Roll with advantage if the tool table indicates it. or Roll with advantage if another character skilled with the same tool being used is helping but only if there is an apprentice on the project. |
- The crafting outcome score is determined. Perks are applied from first listed to last, their cost subtracted from the crafting outcome score before the next until the last reduces the crafting outcome score to zero and the outcome is determined. If a negative number is reached the last perk is not applied. While the outcome is determined at this point the item is not completed.
- If the first perk fails to apply the project fails. The artisan returns half the cost of the item to the character. If the character was the artisan they can recover half the material cost but not the cost of any rental of any facilities or the cost in downtime.
- The DM rolls for complications and relays information. The complications table for masterwork is found below.
- The full time needed to craft an item is determined with the below formula as total project time. The artisan will quote the estimated project time as his time of completion. Once this time elapses the project is completed.
- You don't need to be present during the crafting of the project provided you aren't the one doing the crafting. You may use the downtime needed by the artisan to finish the project in any fashion you wish provided none of the perks you selected require you to assist the artisan and you are not choosing to work as the artisan's apprentice.
(DC).1 = X
(Base Crafting Time) = Z
(X)(Z) = Estimated Project Time
(Estimated Project Time)/(Skilled Apprentice % + Quick Craft Perks %) = Total Project Time
(Base Crafting Time) = Z
(X)(Z) = Estimated Project Time
(Estimated Project Time)/(Skilled Apprentice % + Quick Craft Perks %) = Total Project Time
Reference Tables
Weapon Crafting Time
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Armor Crafting Time
The DM determines the skill and stat used to create the project. An expanded tool list is listed below. Generally a sought after artisan will be proficient with the tool needed to craft the project. Their strongest ability score will tend to be the primary ability score used while working with those tools. Some artisans may be skilled with multiple types of tools that benefit them in their chosen trade.
The crafting time or available perks on any armor sets, weapons, items, or other pieces of equipment that are not listed here can be determined through comparison at the discretion of the DM. Complications
These complications are just examples. The DM running the session is more than welcome to include more!
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Die Tier
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1d4 - 1d6 - 1d8 - 2d4 - 1d10 - 1d12 - 2d6 - 2d8 - 2d10 - 2d12
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Perks Tables
Crafting DC |
Perk Name |
Perk Effect |
Note |
15 |
Masterwork |
You do not need to learn this perk. This is a masterwork weapon without any 'real' perks. Useful when you don't know any other schematics but want to enchant an item. |
No other perks stack with this. A weapon with perks is technically a masterwork item even without this perk. |
Melee Masterwork Weapon Perks
Crafting DC |
Perk Name |
Perk Effect |
Notes |
1/2/3/4/5 |
Quick Craft |
Reduce crafting time of the project by 20%/25%/30%/35%/40%. You do not need to learn this perk. |
Can only spend up to 5 points on this perk. Points spent on these perks do not increase crafting time. |
5 |
Focus |
This weapon can by used as your "Focus" for casting spells. This is the same perk as the shield perk with the same name. A sub-type of a focus is a holy symbol. Provided the cleric or paladin wielding a holy symbol is at least tier 2 a holy symbol deals 1d6 radiant or necrotic damage when it makes contact with an undead creature or a fiend. It must be crafted and blessed by a cleric or paladin of the same faith as the character if the character did not craft it. This goes for all foci, not just masterwork. |
You must assist the artisan if you are not crafting this yourself. |
10 |
Chained |
You can not be disarmed. |
You must take an action to drop this weapon once it is equipped. |
10 |
Unusual/Blunt Broad/Bodkin |
This weapon deals your choice of two types of damage. When applied to ammunition it does one single damage type of your choice instead of two. Blunt ammunition can also do non-lethal damage. Ammunition deals +1 damage of the type chosen. |
You can pick bludgeoning, slashing, or piercing. Can also effect ammunition. Blunt does bludgeoning, broad does slashing, and bodkin does piercing damage. Can also be made to do non-lethal damage only. |
10 |
Tool |
This weapon can function as a tool set of your choice. |
Tool sets are listed on a table below. |
10 |
Basket Guard |
This weapon grants you a +1 bonus to AC when taking the Dodge action or when using your reaction to utilize the feat, defensive duelist. |
Can not get with another "Guard" perk. |
25 |
Toothed |
Wielder gains advantage when attempting to disarm an opponent's weapon. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your weapon's tines or teeth and disarm them. Make an attack roll with your weapon. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength equal to 8 plus your strength or dexterity modifier and proficiency bonus saving throw or drop their weapon. |
None |
10 |
Keen/Shod |
Roll advantage to damage when attacking with this weapon. |
Keen is for metal weapons. Shod is for wooden weapons. |
15 |
Mercurial |
When this weapon deals a critical you may roll an additional damage dice. For example, a Greatsword will normally deal 4d6 on a normal critical hit. With Mercurial that critical damage is increased to 5d6. For a Greataxe which would normally deal 2d12 on a critical it would instead deal 3d12. |
Can also effect ammunition. This perk doesn't effect any damage from other sources such as a paladin's smite or a rogue's sneak attack. Those special sources are calculated separately per the RAW. |
15 |
Mated |
This weapon may be split into two light weapons of the same variety. |
No heavy weapons. No other perk that gives or removes the light or heavy property can be applied and this perk is not compatible with other such perks. Can not be used with any perk or material that causes the fragile property. |
15 |
Alloyed |
This weapon gains the finesse property if it doesn't already have it. If the weapon is not versatile it gains the light property. |
No heavy weapons. Can not be used with Mercurial. |
25 |
Balanced |
This weapon gains the versatile property and a reduced damage die while it is wielded in one hand. It loses the heavy property. |
Only two handed/heavy weapons. No reach weapons. No other perk that gives or removes the light or heavy property can be applied and this perk is not compatible with other such perks. |
20 |
Razor Sharp/Serrated |
This weapon does an additional four damage on a critical hit. When this weapon deals damage the target bleeds for 1 minute if it can bleed, taking 1 slashing damage at the start of its turn until a DC12 medicine check is performed. Further damage caused by this weapon renews the duration and stacks the damage. |
Can also effect ammunition. |
15 |
Tempered |
This weapon can not be broken or take damage by non-magical means except in extreme circumstances at the dungeon master's discretion. A "Net" can still be broken but the DC to break a net becomes 25 and its AC and HP become 20. |
Can also effect ammunition and shields. The ammunition is recoverable if not destroyed. This is at DM's discretion. Some ammunition may still be unrecoverable. |
15 |
Hooked |
When you hit a creature with this weapon, you may choose to expend your bonus action to attempt a grapple against the creature. While your weapon is being used to grapple a creature you may not attack with it but you may perform the push action against the grappled creature and you may drag it per the standard rules. You roll the attempt with grapple with advantage if the target is mounted on another creature. As an attack, you may have a grappled target that is mounted make a strength check equal to 8 plus your strength or dexterity modifier and your proficiency bonus. On a failure, the target is dismounted and falls prone. |
Non-flexible reach weapons only. No whip or flail like weapons. |
10 |
Curled Guard |
When an melee attack misses you, you may spend your reaction to attempt to disarm the attacker. The attacker may not use their item interaction to recover their weapon on the turn you disarmed them. The attacker may use a attack or action to recover their weapon. |
Can not get with another "Guard" perk. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. |
10 |
Arched Guard |
As a reaction you may impose disadvantage on any opportunity attack made against you. |
Can not get with another "Guard" perk. |
20 |
Weaponized |
As a bonus action you may attempt another attack. It deals 1d4 of a mundane damage type selected at the time of crafting. When wielded with the polearm master feat the bonus action instead does 1d6+STR modifier of the mundane damage type selected. |
This perk is for the Glaive, Halberd, Pike, Quarterstaff, or Spear like weapons. Typically for long hafted weapons. Can not be paired with Sweep Hook or Redoubt Weight. |
20 |
Reservoir |
A liquid may be loaded into the pommel or head of a weapon that can be administered to an enemy once upon a successful attack. You may load a melee weapon with one charge per action or you may load one piece of ammunition. A melee weapon can hold three charges. Ammunition can hold only one charge. |
Can also effect ammunition. Applied liquid keeps as if it's in a vial. Ammunition with this property are unrecoverable, breaking upon impact. Can not be paired with Tempered, Mated, or Estoc. |
30 |
Extension Pole/Chain |
The weapon now counts as a polearm or a flail in addition to any former weapon types. If the weapon has the light property it loses it and gains the versatile property and when wielded with two hands the weapon's damage dice goes up one tier. If it didn't have the light property it becomes heavy and two-handed. If the weapon did not have the light property the weapon's damage dice goes up one tier and it gains the heavy property. The weapon gains reach and becomes twice as heavy, |
Can not be applied to weapons that are heavy or already have reach. Can be applied to the whip but the whip gains only additional reach and the flail property. The whip does not lose any properties, gain any additional properties, nor does its damage dice tier increase. No other perk that gives or removes the light or heavy property can be applied and this perk is not compatible with other such perks. If this perk makes a weapon two-handed no perk or material can make it versatile or one-handed again. |
10 |
Fingol |
Gives you advantage on survival checks made to harvest monster parts. This counts as Leatherworker's tools for such purposes. |
Can only be applied to a dagger, handaxe, or a shortsword. This weapon rolls at disadvantage when it must make saves against being damaged or broken. |
15 |
Weighted |
This weapon gains the thrown property. It gains a range of 30/60 when thrown and its damage dice becomes 1d6 when thrown. If the weapon is heavy its range is 20/40 when thrown and its damage dice becomes 1d8 when thrown. |
Can not be applied to weapons with reach. Credit: Alarielle the Radiant |
30 |
Magnetic |
As a bonus action on your turn, you may pull this weapon to your hand as long as it is no more than 20 feet away from you. Creatures in the path of the weapon must make a dexterity saving throw equal to 8 + your dexterity modifier + your proficiency bonus or take 1d6 damage of this weapon's type. |
A gauntlet or glove is created along with this weapon and only the person who wears it may use this trait. Credit: Alarielle the Radiant |
20 |
Grounded Blade/Anchor Blade |
Your weapon only has one edge. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the blade into the ground as a reaction. Roll 2d6 and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer. You may choose to do bludgeoning damage with your weapon instead of slashing. |
Two handed swords only. |
10 |
Heavy Pommel |
The pommel of your blade is a little heavier and more robust than the norm. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath, provided it breaths. This attack deals 1d4 bludgeoning damage and the next attack roll made against the target has advantage. You must have at least one hand free to take this action. |
One-handed swords only. |
10 |
Lock Blade Notch |
Your weapon tends to catch the enemies blade in a specialized notch. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your sword. You have advantage on this roll if you are wielding your sword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses. |
Swords only. |
10 |
Vaulting Pole |
You can use your long hafted weapon to help you leap long distances. You can use an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with your weapon as part of this action. |
This perk is for the Glaive, Halberd, Pike, Quarterstaff, or Spear like weapons. Typically for long hafted weapons. Can not be paired with Weaponized, Sweep Hook, or Redoubt Weight. |
20 |
Sweep Hook |
As an attack action you may instead make make a single weapon attack roll while you are wielding this reach weapon. You sweep your opponent’s legs in an attempt to trip them. Against a small, medium, or large creature; If the attack roll hits it must succeed on a Strength saving throw of 8 plus your strength or dexterity modifier and proficiency bonus or fall prone. You also do damage. |
This perk is for the Glaive, Halberd, Pike, Quarterstaff, or Spear like weapons. Typically for long hafted weapons. Can not be paired with Weaponized or Redoubt Weight. |
20 |
Redoubt Weight |
As an attack action you may instead make make a single weapon attack roll using the haft of your weapon to rebuff up to two adjacent creatures. within 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you. You also do damage to each of the creatures. |
This perk is for the Glaive, Halberd, Pike, Quarterstaff, or Spear like weapons. Typically for long hafted weapons. Can not be paired with Weaponized or Sweep Hook. |
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15 |
Reverse Tines |
Cruel hooked barbs mark the tip of your weapon. As an attack action you may instead make a single weapon attack roll against a small, medium, or large creature you are grappling or one that is restrained. If the attack hits, you catch one of the target’s limbs between the tines of your weapon and bury the weapon in the ground, restraining the creature until the weapon is dislodged. The target may make a Strength or Dexterity saving throw equal to 8 plus your strength or dexterity modifier (their choice) and proficiency bonus at the end of each of their turns to escape. If used in such a manor you can not use the weapon to attack further until they are free of it. You may also choose to do damage to the creature. |
Piercing weapons with long hafts such as the spear, the trident, or exotic weapons such as a man-catcher only. |
20 |
Sanded Weight |
Packed sand and ball-bearings in a leather sheathe wrap your club. When you hit a humanoid creature you may choose to have the attack deal no damage. The target must make a Constitution saving throw equal to 8 plus your strength or dexterity modifier and your proficiency bonus or be stunned until the beginning of its next turn. |
Clubs only. |
15 |
Concealed Poniard Hilt |
A small dagger concealed in the sword's pommel. If the poniard is still concealed within your sword’s hilt, you may make a Dexterity (Sleight of Hand) check opposed by a target creature’s Wisdom (Perception) check. If you win this contest, you may make a single attack roll with the concealed poniard against that target. This attack has advantage. The poniard counts as a dagger. |
A one handed weapon without the light property only. |
15 |
Blinding Bindings |
A net with thick cords. Instead of restraining your foe, you may instead wrap the thick cords of this net around a single creature’s head. A large or smaller creature hit by this weapon when using this feature is blinded but is not restrained, until the net is removed. |
Net only. |
15 |
Bolas |
A weighted net. The thrown range of your net is doubled. Instead of restraining a flying creature, you may entangle its wings in your net. A huge or large winged creature hit by a net when you use this weapon has its fly speed reduced to 0 (but is not restrained) until the net is removed. A medium or smaller creature is restrained as normal. |
Net only. |
25 |
Estoc/Piercing Point |
This weapon no longer deals slashing damage. This weapon deals piercing damage. You may choose to have it deal budging damage of one dice tier lower instead. This weapon deals an additional 1d6 damage to creatures wearing heavy armor, or naturally armored creatures with an AC of 16 or higher. As an attack action you may instead make make a single weapon attack roll against a pinpointed weakness in your opponent’s worn or natural armor and make a single attack with your estoc against it. This attack pierces all mundane protections, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage, and does not deal the additional damage granted by this perk. |
If this is a magical weapon it pierces all magical protections as well such as the shield spell which this weapon ignores. |
25 |
Massive |
Big as fuck. Like a giant can opener. As an attack action you may instead make make a single weapon attack roll against an armored or naturally armored creature at the DM's discretion. If the attack hits it does the damage it would have done and the target’s AC is permanently reduced by half your strength modifier rounded up with a minimum value of 1 until its armor is repaired, but it cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your weapon is also magical. |
The weapon must be a heavy, two-handed weapon or any axe or pick type weapon that does not have the light or thrown property. This perk can not be paired with perks that removed those property. The special attack given by this perk has no effect on shields with the Tempered perk, armor with the Hardened perk, or armaments crafted of unusually durable materials unless it is also Tempered or crafted of unusually durable materials. If a a piece of armor or a shield is especially fragile the first hit with this special attack will destroy it. |
20 |
Garrote |
While wielding this weapon, you may attempt to grapple a creature by looping the flexible part of your weapon around its neck. While grappled in this way, the creature cannot speak, cannot breathe, and has disadvantage on attack rolls against you. If you surprised the creature with this grapple, it cannot hold its breath and immediately begins suffocating. Creatures that you cannot grapple or do not need to breathe are unaffected by this attack. |
Whips, flails, and similar weapons with flexible parts only. |
25 |
Sunder Spike |
As an attack action you may instead make make a single weapon attack roll against a creature wielding a weapon or wielding a natural weapon at disadvantage. If the attack hits you deal no damage but their weapon is damaged, and all attacks made with their weapon or natural weapon have disadvantage until their weapon is repaired. Another attack like this destroys the weapon. This attack has no effect on magical weapons unless your weapon is also magical. |
Melee weapons that deal bludgeoning damage or axe or pick type weapons only. The special attack given by this perk has no effect on weapons with the Tempered perk or crafted of unusually durable materials unless it is also Tempered or crafted of unusually durable materials. If a weapon is especially fragile the first hit with this special attack will destroy it. Weapons effected by such perks as Estoc or Reservoir come to mind. |
15 |
Sunder Ridge |
As an attack action you may instead make a single weapon attack against a creature in medium or heavy armor with this weapon, you may choose to damage the joints of their armor or natural armor at the DM's discretion instead of dealing damage to the creature. If the attack hits the creature’s movement is reduced by 10 feet until the they repair their armor or remove it. This reduction is not cumulative. This attack has no effect on magical armor unless your weapon is also magical. |
Weapons that deal bludgeoning damage or axe or pick type weapons only. The special attack given by this perk has no effect on shields with the Tempered perk, armor with the Hardened perk, or armaments crafted of unusually durable materials unless it is also Tempered or crafted of unusually durable materials. |
20 |
Wide Guard |
When you wield this weapon in one or two hands without another weapon or shield in the other hand you receive a +1 bonus to AC. |
Can not get with another "Guard" perk. Credit: Varic |
Ranged Masterwork Weapon Perks
Crafting DC |
Perk Name |
Perk Effect |
Notes |
1/2/3/4/5 |
Quick Craft |
Reduce crafting time of the project by 20%/25%/30%/35%/40%. You do not need to learn this perk. |
Can only spend up to 5 points on this perk. Points spent on these perks do not increase crafting time. |
5 |
Folding/Breakdown |
This weapon can be folded and stored in a "backpack". You can stow (Doff) this weapon as a free action. You may only do this once per turn. |
This perk is for "Bows", "Guns" and "Crossbows" only. |
10 |
Boomerang/Rebound |
On a missed thrown attack with this weapon it returns to you. |
Thrown weapons only. |
15 |
Bladed/Bayonet |
You may make a melee attack with your ranged weapon for 1d4+DEX mod slashing damage. This weapon gains the finesse property. For guns this damage type is piercing. |
This perk is for "Bows", "Guns" and "Crossbows" only. |
15 |
Recurve/Rifled |
Your range with ranged attacks with this bow, gun, or crossbow are doubled. |
This perk is for "Bows", "Guns" and "Crossbows" only. |
20 |
Quick Draw/Short Barrel/Spring Loaded |
You may use your bonus action to make another attack with this weapon at disadvantage. |
This perk is for "Bows", "Guns" and "Crossbows" only. |
10 |
Aerodynamic |
Attacking at long range with this weapon does not cause disadvantage. |
Thrown weapons only. |
10 |
Tripod |
You have advantage on attacks provided you are prone and have not moved since your last turn. |
This perk is for "Guns" and "Crossbows" only. |
10 |
Silenced/Quiet |
Your weapon makes about as much noise as a bow when it is fired. |
This perk is for "Guns" and "Crossbows" only. |
15 |
Yumi |
Provided you have not moved since your last turn your damage bonus increases by one tier up to a maximum of d12. |
This perk is for "Bows" only. |
15 |
Sight |
Using this weapon to attack at long range does not incur disadvantage. You carefully align your weapon's sights over your target. As an action in a turn that you have not moved, you may make a single attack with advantage. |
This perk is for "Bows", "Guns" and "Crossbows" only. |
15 |
Composite |
You gain advantage on attacks with this weapon while mounted on a friendly creature one size larger than you. |
This perk is for "Bows" only. Can not have the heavy property. |
25 |
Barbed |
Ammunition and thrown weapons that hit a target hold fast within or on the target doing 1 additional piercing damage. In the case of a "Net", the target takes 1d4+1 piercing damage when they perform any action while grappled by the net. When this weapon deals damage the target bleeds for 1 minute if it can bleed, taking 1 slashing damage at the start of its turn until the weapon is removed and a DC12 medicine check is performed. Further damage caused by this weapon renews the duration and stacks the damage. |
To free your ammunition or thrown weapon you must make a DC 15 Strength check. On a failed check ammunition is ruined. You may also choose to cut the ammunition or weapon out dealing an additional 1d4 slashing damage if it must be removed from a creature. |
15 |
Forward Assist |
When your weapon misfires you can immediately expend your reaction to roll a 1d20 and call evens or odds. If you called the outcome the weapon was simply jammed and your use of corrective actions and the forward assist have un-jammed it. You lose the ammunition as if you had fired the weapon. |
Guns only. If the feature of this perk does not correct the issue you may use an action to try and repair it per the normal rules. |
5/10 |
Lanyard/Combat Sling |
If you drop this weapon it remains on you, tied to your person. This does not prevent you from being disarmed as the lanyard or combat sling is not strong enough to prevent this and you could still be forced to drop a weapon even if it has this perk. |
Lanyard is for one handed range weapons only and costs 15. Combat sling is for two handed range weapons only and costs 20. |
20 |
Expanded Cylinder |
Weapon receives a 50% increase to its reload. Round up to a whole number. |
Guns only. |
20 |
Precision Machining |
Reduce misfire chance by 1 to a minimum of 1. |
Guns only. |
15 |
Pinning Point/Edge |
When you make a melee or ranged weapon attack with this thrown weapon or shot ammunition, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the weapon’s point or edge. This can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw equal to 8 plus your strength or dexterity modifier and your proficiency bonus. On a failure, the target’s speed is reduced to zero until the weapon is removed. The target can make another Strength saving throw as an action on its turn to remove the weapon. |
Thrown weapons with piercing or slashing damage types for ammunition used in bows and crossbows that deals piercing damage only. In the case of ammunition the required save DC is dexterity based. |
15 |
Banshee Fluting/Fearsome Fluting |
Your thrown weapon makes an eerie whistling noise as it moves through the air. If a creature is within twenty feet of your weapon's maximum thrown range you may, as an action, throw your weapon. Make an attack roll against a creature. If the attack hits, the creature takes normal damage and must make a Wisdom saving throw with a DC equal to 8 plus the damage dealt. On a failure, the creature becomes frightened of you for 1 minute, until it makes its save at the end of each turn, or takes any further damage. |
Thrown weapons only. |
15 |
Skullcracker Bullet |
As part of your action you may make a single ranged weapon attack with your sling. If the attack hits you to damage as is normal and the target must make a Constitution saving throw equal to 8 plus your strength or dexterity modifier and your proficiency bonus or be stunned until the beginning of its next turn. |
Sling ammunition only. |
10 |
Whistling Ammunition |
The dice tier of this ammunition is reduced to 1d4. The ammunition lets out a shrill whistle as it sails through the air. As an action, make a single attack with your bow or gun. Provided the attack hits the target becomes distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn. |
Bow and crossbow ammunition only. |
15 |
Thunder Crack |
As part of your attack action you may make an attack with your weapon against a creature with an Intelligence score of 2 or lower. The target must make a Wisdom saving throw equal to 8 plus your strength or dexterity modifier and your proficiency bonus or be frightened of you until the end of its next turn. |
Whips only. |
Special Masterwork Weapons Perks
Crafting DC |
Perk Name |
Perk Effect |
Notes |
5 |
Moon Forged |
Sheds dim silver light in a 10ft radius. |
Must completed under a full moon. Can not be stacked with Deep, Dragon, or Blood Forged. |
5 |
Deep Forged |
Sheds dim red light in a 10 ft radius. |
Must be completed under ground or near lava. Can not be stacked with Moon, Dragon, or Blood Forged. |
15 |
Dragon Forged |
Does +1 additional elemental damage. (Element is of the Dragonborn who forged it.) |
Crafting is supplemented with a Dragonborn's, Dragon's, or Half-dragon's breath weapon. Can not be stacked with Blood, Deep, or Moon Forged. |
15 |
Blood Moon Forged |
Does +1 necrotic damage. The weapon looks like it is always dripping blood. |
Crafting done with the blood of your enemies. Can not be stacked with Dragon, Deep, or Moon Forged. |
20 |
Masterwork +1 |
Has +1 to hit and +1 to damage. Does not break magical damage reduction and immunity and is not magical. |
Journeyman Required. +1 does not stack with enchantments on overlapping plus values. Counts as two perks for determining cost. No "Bows", "Crossbows", or "Guns". Can effect ammunition and tools. |
30 |
Masterwork +2 |
Has +1 to hit and +2 to damage. Does not break magical damage reduction and immunity and is not magical. |
Expert Required. +2 does not stack with enchantments on overlapping plus values. Counts as two perks for determining cost. No "Bows", "Crossbows", or "Guns". Can effect ammunition and tools. |
40 |
Masterwork +3 |
Has +1 to hit and +3 to damage. Does not break magical damage reduction and immunity and is not magical. |
Master Required. +3 does not stack with enchantments on overlapping plus values. Counts as three perks for determining cost. No "Bows", "Crossbows", or "Guns". Can effect ammunition and tools. |
25/30 |
Great Weapon |
Increase the damage dice tier of this weapon. If this weapon has the light and/or finesse property it loses it. If the weapon did not have the light property and does not have the heavy property, it gains it. If this weapon didn't previously have the heavy property this perk costs 25. If it did previously have the heavy property this perk costs 30. |
You must have a minimum strength score of 15 to wield this weapon. When applied to a "Bow" you may use your strength bonus for your attack and damage modifier instead of your dexterity modifier. A weapon with this perk is twice as heavy. No guns. No other perk that gives or removes the light or heavy property can be applied and this perk is not compatible with other such perks. |
15 |
Avenger |
Does +1 radiant damage. The weapon glows faintly with a holy light. The light emitted is noticeable but too dim to see by. |
Expert Required. Crafting done with holy water in a holy place. |
15 |
Covert |
Not being particularly obvious, any Dexterity (Sleight of Hand) checks to conceal this weapon are made with advantage. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your stiletto. Covert does not give this (Sleight of Hand) check advantage. As an action, you may make a weapon attack with a concealed dagger against a creature that has not yet acted in combat. This attack has advantage. |
Must have the light property and must be one-handed. |
15 |
Complex |
This weapon with the simple weapon trait looses that trait and gains the martial weapon trait. Its damage dice also goes up by one tier. |
No other perk that increases this weapon's damage dice can be applied to this weapon. Credit: Alarielle the Radiant |
15 |
Simplified |
This weapon with the martial weapon trait looses that trait and gains the simple weapon trait. Its damage dice also goes down by one tier. |
No other perk that increases this weapon's damage dice can be applied to this weapon. Credit: Alarielle the Radiant |
20 |
Trimmed |
Halve this weapon's weight. If the weapon does not have the heavy property it becomes light. If it has the heavy property it loses it. |
No other perk that gives or removes the light or heavy property can be applied and this perk is not compatible with other such perks. Credit: Alarielle the Radiant |
Masterwork Armor Perks
Crafting DC |
Perk Name |
Perk Effect |
Notes |
1/2/3/4/5 |
Quick Craft |
Reduce crafting time of the project by 20%/25%/30%/35%/40%. |
Can only spend up to 5 points on this perk. Points spent on these perks do not increase crafting time. |
10/15 |
Strapped |
Items strapped to your armor can be retrieved as a free action. Example: Thrown Weapons |
Crafting DC 10 for light, medium armor, and shields. Crafting DC 15 for heavy armor. Can also be applied to shields. The straps are on the inside of the shield. |
10 |
Insulated |
Reduce fatigue in cold environments. Cold damaged reduction 3. |
None |
10 |
Quiet |
Ignore disadvantage on stealth checks caused by wearing armor. |
None |
10 |
Hidden Spikes |
Grapples against you are at disadvantage. When grappling with you an opponent takes 1d4 piercing damage at the start of their turn. |
Can not get with Thorned or Ergonomic. |
10 |
Blade Breaker |
Criticals against you have a 50% chance to break the attacker's weapon. Magic items have advantage against breaking. In the end such is at the dungeon master's discretion. |
Can also be applied to shields. |
10 |
Agile |
+1 on DEX saves. |
Can not be both Agile and Locking Joints. |
10 |
Locking Joints |
+1 on STR saves. |
Can not be both Agile and Locking Joints. |
10 |
Fluted |
Armor weight is reduced by 50%. |
Heavy Armor Only. This armor no longer has a strength requirement. |
15 |
Fine |
Whether it be brightly colored detail or a gleaming polish, your armor sends a bold declaration of your status. You have advantage on performance and persuasion checks on creatures that are not hostile toward you. |
Can not get with Frightening. |
15 |
Camouflage |
Provides +1 to stealth checks. |
None |
15 |
Hardened |
Critical damage against you is rolled at disadvantage. |
None |
10 |
Free Standing/Quick Release |
You can doff this armor as an action. |
Medium and heavy armors only. |
20/25/30 |
Layered |
While wearing this armor you reduce the damage you take from bludgeoning, slashing, and piercing damage. If it is light armor you reduce these damage by 1. If it is medium armor you reduce this damage by 3. If it is heavy armor you gain enduring against these damage types. This does stack with the armor master feats. If the armor is magical, you also reduce bludgeoning, piercing, and slashing damage that you take from magical weapons this way. |
Can not get with Quiet. |
20 |
Masterwork +1 |
+1 AC Does not break magical damage reduction and immunity and is not magical. |
Journeyman Required. +1 does not stack with enchantments on overlapping plus values. |
40 |
Masterwork +2 |
+2 AC Does not break magical damage reduction and immunity and is not magical. |
Expert Required. +2 does not stack with enchantments on overlapping plus values. Counts as two perks for determining cost. |
80 |
Masterwork +3 |
+3 AC Does not break magical damage reduction and immunity and is not magical. |
Master Required. +3 does not stack with enchantments on overlapping plus values. Counts as three perks for determining cost. |
20 |
Thorned |
Unarmed attacks using unarmed attack or their natural weapons take 1 piercing damage when they strike you. |
Can not get with Hidden Spikes or Ergonomic. Can also be applied to shields. |
20 |
Frightening |
Advantage on intimidation checks. |
Can not get with Fine. |
15 |
Ergonomic |
You may sleep in this armor without incurring any penalties. |
Can not get with Hidden Spikes or Thorned. |
Masterwork Shield Perks
Crafting DC |
Perk Name |
Perk Effect |
Notes |
1/2/3/4/5 |
Quick Craft |
Reduce crafting time of the project by 20%/25%/30%/35%/40%. |
Can only spend up to 5 points on this perk. Points spent on these perks do not increase crafting time. |
5 |
Focus |
Your shield can be used as your "Focus" for casting spells.This is the same perk as the weapon perk with the same name. A sub-type of a focus is a holy symbol. Provided the cleric or paladin wielding a holy symbol is at least tier 2 a holy symbol deals 1d6 radiant or necrotic damage when it makes contact with an undead creature or a fiend. It must be crafted and blessed by a cleric or paladin of the same faith as the character if the character did not craft it. This goes for all foci, not just masterwork. |
You must assist the artisan if you are not crafting this yourself. |
10 |
Bladed |
When an opponent attempts to grapple you they must make a dexterity saving throw against the DC of your opposing athletics or acrobatics check or take 1d4 slashing damage. When wielded with the shield master feat this damage is increased to 1d6+DEX modifier. |
None |
10 |
Spiked |
When you perform the shove action with this shield you instead do 1d4 piercing damage to the target when you hit. When wielded with the shield master feat this damage is increased to 1d6+DEX or STR modifier. |
None |
10 |
Heavy |
Grapples attempts against you are rolled with disadvantage. |
None |
15 |
Mirrored |
Opponents that can see you have disadvantage on attacks against you while you are in full/direct sunlight. Some gaze attacks may be reflected back at the attacker at DM's discretion. |
None |
15 |
Quick Equipped |
You may don or dof this shield as a bonus action. |
Can not get collapsing. |
15 |
Light |
Your shield gains the light property. You may attack with it as if it were a weapon using your bonus action. It deals 1d4 bludgeoning damage. When wielded with the shield master feat the bonus action instead does 1d6+STR modifier of blunt damage. |
You do not need to use your attack action to use this bonus attack. Your primary weapon does not need to be a light weapon. |
20 |
Masterwork +1 |
+1 AC Does not break magical damage reduction and immunity and is not magical. |
Journey Required. +1 does not stack with enchantment on overlapping plus values. |
40 |
Masterwork +2 |
+2 AC Does not break magical damage reduction and immunity and is not magical. |
Expert Required. +2 does not stack with enchantment on overlapping plus values. Counts as two perks for determining cost. |
80 |
Masterwork +3 |
+3 AC Does not break magical damage reduction and immunity and is not magical. |
Master Required. +3 does not stack with enchantments on overlapping plus values. Counts as three perks for determining cost. |
20 |
Reverberating |
As an action you slam your shield with your weapon dealing 1d4+STR modifier thunder damage to any creatures in a 10ft cone in front of you. Creatures can make a CON save to take half damage. The save DC is 8+proficiency bonus+STR modifier. |
You also deal this damage to your shield. Your shield has 18 hp. It must be repaired by a skilled artisan. If it reaches 0 hp it is destroyed beyond repair. |
25 |
Collapsing |
As a reaction or a bonus action with a touch of a button near your thumb you deploy your shield as if you had donned it. You can do the same to doff the shield. |
Expert Required. A gauntlet or glove is created and is in essence this shield when the shield is doffed. Can not get quick equipped. Credit: Alarielle the Radiant |
10 |
Offensive |
The damage you deal with your shield attacks and the damage caused by your spiked, bladed, light perks listed under the shield category increase by one dice tier. |
Your shield becomes a real weapon. Can not get with defensive. |
10 |
Cavalry |
The AC bonus this shield grants you also benefits a mount you are riding provided the mount is no more than two size categories larger than you. |
None |
15 |
Deflecting |
When you are attacked with a range attack you may use your reaction to double the AC bonus from your shield against that attack. If the attack hits you gain enduring against the attack. |
Not very effective against magic missile because its not a ranged spell attack. |
15 |
Protective |
When you are required to make a save against an effect that covers an area and deals damage you may use your reaction to add the shield’s AC bonus to your dexterity saving throw. If you fail the saving throw you gain enduring against the attack. If you have the shield master feat you may use this reaction in tandem with that reaction. |
Some protection against random fireballs. |
30 |
Defensive |
This shield provides you half cover and gains the bulky property. This shield weighs twice as much as a normal shield. Attempts to grapple or move through your space are made with disadvantage, unless you allow them. This shield grants an additional +1 bonus to your AC while another creature welding a shield with the same perk is within 5ft of you and is not incapacitated. As an action, you can deploy this shield in an unoccupied space within 5ft of you that you can see. While deployed, the shield becomes a 5ft wide wall that grants 3/4 cover to one medium or smaller creature standing behind it. The shield can be picked up using an action. |
Can not get with light, bladed, spiked, or offensive. Can not be used to attack with shield master feat. Can not be used to modify a pavise. |
Masterwork Focus Perks
A sub-type of a focus is a holy symbol. Provided the cleric or paladin wielding a holy symbol is at least tier 2 a holy symbol deals 1d6 radiant or necrotic damage when it makes contact with an undead creature or a fiend. It must be crafted and blessed by a cleric or paladin of the same faith as the character if the character did not craft it.
Crafting DC |
Perk Name |
Perk Effect |
Notes |
1/2/3/4/5 |
Quick Craft |
Reduce crafting time of the project by 20%/25%/30%/35%/40%. |
Can only spend up to 5 points on this perk. Points spent on these perks do not increase crafting time. |
25 |
Reach |
Spells with the range of touch, a spell that is a melee spell attack, or a spell that requires a melee attack to succeed instead gains a range of 10ft. |
You must assist the artisan if you are not crafting this yourself. |
10 |
Disguised |
Although the components and effects of spells cast using the focus remain unchanged you may make a slight of hand check against any observers' perception to hide the somatic component of any spells cast while using this focus. |
None |
20 |
Crystal |
You may change the damage type of one spell you cast while using this focus once per short rest. |
Acid-Obsidian, Fire-Ruby, Cold-Pearl, Poison-Moss Agate, Necrotic-Onyx, Radiant-Diamond, Lightning-Sapphire, Psychic-Prism Class, Thunder-Moonstone, Force-Clear Quartz. |
15 |
Blunt |
You may choose to do non-lethal damage with your spells. |
None |
20 |
Focused |
Replace rolled 1s on damage with 2s. |
None |
Wondrous Item Perks
Crafting DC |
Perk Name |
Perk Effect |
Note |
10 |
Capacity |
This items holding capacity is increased by 50% based on the capacity of a normal item of its size and/or type. |
This perk effects containers such as sacks, bags, backpacks, and a bag of holding. |
15 |
Tough |
This item is unusually resistant to damage. It is twice as resistant to damage as a typical item of its type. |
If the item is magical resistance to damage is applied twice. |
10 |
Big Mouth |
The width of this items entry point is increased by 50% based on a normal item of its size and/or type. |
This perk effects containers such as sacks, bags, backpacks, and a bag of holding should someone choose to enchant it. |
Potion Perks
Crafting DC |
Perk Name |
Perk Effect |
Note |
10 |
Potent |
This potion is especially potent. Its received benefit value is increased by the maker's proficiency bonus, by one additional factor, or dice tier. This is chosen at the time of the potion's creation. |
Failure does not result in the destruction of the potion. |
10/15/20 |
Mixology |
This potion is a combination of more than one potion. For each additional potion the DC increases. |
Failure results in the destruction of the potion or potions. Potions with opposite, contradictory, or very similar effects can not be combined. |
*Potion perks are applied after the original potion or potions are created, unlike all other masterwork perks. The cost of all masterwork potions is an additional % equal to the combined masterwork DC of the value of the original potion or potions. Potions do not have a minimum cost.
Scroll Perks
Crafting DC |
Perk Name |
Perk Effect |
Note |
10 |
Careful |
When you cast a spell from this scroll that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. You may choose a number of those creatures up to your spell casting modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. |
No note. |
10 |
Distant |
When you cast a spell using this scroll that has a range of 5 feet or greater, you may double the range of the spell. When you cast a spell using this scroll that has a range of touch, you may make the range of the spell 30 feet. |
No note. |
10 |
Empowered |
When you roll damage or healing for a spell using this scroll, you may reroll a number of the dice up to your spell casting modifier (minimum of one). You must use the new rolls. |
No note. |
10 |
Extended |
When you cast a spell using this scroll that has a duration of 1 minute or longer, you may double its duration, to a maximum duration of 24 hours. |
No note. |
10 |
Heightened |
When you cast a spell using this scroll that forces a creature to make a saving throw to resist its effects, you may give one target of the spell disadvantage on its first saving throw made against the spell. |
No note. |
10 |
Quickened |
When you cast a spell using this scroll that has a casting time of 1 action, you may change the casting time to 1 bonus action for this casting. |
No note. |
10 |
Subtle |
When you cast a spell using this scroll you may cast it without any somatic or verbal components. |
You must still hold the scroll in your hand however. |
20 |
Twinned |
When you cast a spell using this scroll that targets only one creature and doesn't have a range of self, you may target a second creature in range with the same spell. |
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are. |
10 |
Elemental |
When you cast a spell using this scroll that deals a type of damage from the following list, you may change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder. |
No note. |
10 |
Seeking |
When you cast a spell using this scroll that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you may ignore the effects of half- and three-quarters cover against targets of the spell. |
No note. |
10 |
Uneerring |
If you make an attack roll for a spell using this scroll and miss, you may reroll the attack roll. You must use the result of the second roll. |
No note. |
15 |
Mighty |
The spell level of the spell cast from this scroll is increased by one. |
You must be able to cast the spell at the new level to create it. |
*Scroll perks are applied at time of the scrolls creation like most other masterwork perks. The cost of all masterwork scrolls is an additional % equal to the combined masterwork DC of the value of the original scroll's creation cost. Scrolls do not have a minimum cost. The tool proficiency needed to craft masterwork scrolls is Calligrapher's Supplies. You must also fill all the normal requirements for making a scroll. (XGE pg.133)
**Generally the same rules apply to masterwork magical tattoo making. The tool proficiency needed to craft such tattoos is Tattooist's Tools.
**Generally the same rules apply to masterwork magical tattoo making. The tool proficiency needed to craft such tattoos is Tattooist's Tools.
Additional Deficiencies & Properties
Deficiency Name |
Deficiency Effect |
Note |
-- |
-- |
-- |
Bane |
Bane effectively counts as an enchanted weapon or focus against specific types of creatures, creatures with specific alignments, or etc. It stacks with normal plus bonuses and other types of bane. Such a focus would give the wielder a bonus to spell attack rolls and the saving throw DCs of your spells. |
See materials list. |
-- |
-- |
-- |
Damage Threshold |
A single source of incoming damage must overcoming the threshold value for type to deal any damage. If it overcomes the threshold it deals the full damage value. Damage threshold values are additive. |
Unlike damage reduction or enduring which reduced the damage for its type outright. |
Endure |
Endure is like straight damage reduction for a damage type from a source but its value is your proficiency modifier. Sources of enduring stack with each other. |
Kinda like damage reduction but grows with you. |
Expanded Artisan's Tool List
|
Standard Artisan's Tools List
|
The expanded artisan's tool list is far more specialized and used for a specific trade. As such it is far more common to find artisans not burdened by a life of high adventure using such tools. Such specialists may need to depend on others to finish a product with many different components.
Proficiency with a artisan tool on the expanded list is considered the equivalent of having expertise and appropriately awards two times the proficiency bonus to any ability checks made when using the tools appropriately. If you have expertise with the use of this tool the narrow use of how this tool can be used instead gives you an additional flat +1 bonus to the skill check. It is important to impress the narrow nature and expected use of these tools. Each type of artisan’s tools requires a separate proficiency. |
The standard artisan's tool list shows examples of the most common types of tools, each providing items related to a broad craft that may cover a few specific trades.
Proficiency with a set of standard artisan’s tools lets you or an artisan add a proficiency bonus to any ability checks made when using the tools appropriately. |
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