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Crafting Masterwork Arms & Armor

All of this started after reading Example
the following article. Leanna is a Dwarven Paladin of 3rd level. As such she is
https://lootthebody.wordpress.com/2015/12/04/how-to-make- already proficient with Blacksmith tools because she is a
masterwork-items-in-5th-edition-dd/ (See “The New Way” & dwarf.
“The Right Way”) She has decided the she would like to craft a new Battleaxe
for her adventures. Because this is her first foray into crafting
Crafting ability is separate from class level: Novice, she is still a novice (+2). She had watched her father craft
Apprentice, Journeyman, Expert, and Master. many things in the years before she left for the adventuring
To gain a level in your craft you will need the tutelage of a life; as such she has a basic understanding of what she is
teacher at least one level above you. To become a Master doing.
Craftsperson you might have quest to learn from several Upon returning to town after successful “aggressive
master craftsmen, and/or to acquire rare and unique crafting negotiations” with a nearby orc camp she has convinced a
materials. local smith to let her use his forge. Being a paladin Leanna is
rather strong (STR 17, +3). The forge she is working at is
The Mechanics nothing special (no bonus to craft) and her tools are rather
This system make it so a item needs to be MW+X in order for ordinary (no advantage).
magic to be enchanted upon it. Leanna rolls her crafting check (13), not too bad.
You will declare if you are attempting to make a MW [13+2(craft level) +3(STR) =17 Craft check]
Arms/Armor. If you do not declare that you are crafting MW Taking the 17 total to the “Masterwork Melee Weapon
there is a small chance (1%) that normal crafting will yield a Perks” we see what perks the MW weapon might contain.
MW item. If random MW happens, it’s DM’s discretion on She chooses “KEEN” as the edge of the blade seems
properties/perks. particularly sharp. She now has a MW ”Keen” Battleaxe. This
All Characters start as a Novice. The Guild Artisan Battleaxe would take her 5.1 days to craft.(3*1.7=5.1days)
background could allow you to start at Apprentice. You need She chooses not to reduce the time needed to craft, as her
to be proficient with the required tools to make what you party will be intown for quite some time.
want. (Ex. Blacksmith tools to make metal items,
leatherworking tools to make leather armor)
A Novice craftsperson gains a +2 bonus to their craft
check, an Apprentice craftsperson would gain +3, a
Journeyman gets +4, an Expert gets +5, and a Master
craftsperson would gain +6
MW Tools give advantage on the check. The workspace for
your craft could add a bonus to your craft if it is exceptional in
some way.
To Craft MW Arms/Armor you roll a crafting check. This
check is based on your crafting level and the attribute
modifier best suited to the craft (DM’s discretion on which
stat affects which craft). Ex. STR=Weapon smithing,
DEX=Armor smithing, INT=Jewel craft.
Your total craft roll becomes a budget of how many perks
could be applied to an item. As well as a multiplier for the
time it takes to craft the item. 10% of your craft check is
multiplied to the crafting time. Ex. if my craft check was 13
my time multiplier is 1.3.
Total craft roll becomes a budget of how many perks could
be applied to an item. DC & Budget costs set based upon the
masterwork "perk" tables.
You may use unallocated budget to reduce the time needed
to craft.

5 Padded Armor crafting 5 Dagger Weapon crafting 0.Weapon Crafting Time(s) Armor Crafting Time(s) Simple Melee weapons Light Armor Weapon Craft required Crafting time (days) Armor Craft required Crafting time (days) Club Weapon crafting 0.5 Leather Armor crafting 10 Greatclub Weapon crafting 1 Studded Leather Armor crafting 12 HandAxe Weapon crafting 3 Javelin (5) Weapon crafting 3 Medium Armor Armor Craft required Crafting time (days) Light Hammer Weapon crafting 1 Hide Armor crafting 10 Mace Weapon crafting 2 Chain shirt Armor crafting 20 Quarterstaff Weapon crafting 1 Scale mail Armor crafting 20 Sickle Weapon crafting 2 Breastplate Armor crafting 20 Spear Weapon crafting 2 Half plate Armor crafting 20 Martial Melee weapons Heavy Armor Weapon Craft required Crafting time (days) Armor Craft required Crafting time (days) Battleaxe Weapon crafting 3 Ringmail Armor crafting 20 Flail Weapon crafting 4 Chain mail Armor crafting 25 Glaive Weapon crafting 4 Splint mail Armor crafting 25 Greataxe Weapon crafting 5 Full plate Armor crafting 30 Greatsword Weapon crafting 7 Halberd Weapon crafting 2 Shields Shield Craft required Crafting time (days) Lance Weapon crafting 2 Shield Armor crafting 2 Longsword Weapon crafting 5 Maul Weapon crafting 2 Morningstar Weapon crafting 3 Pike Weapon crafting 2 Rapier Weapon crafting 5 Scimitar Weapon crafting 5 Shortsword Weapon crafting 4 Trident Weapon crafting 4 War Pick Weapon crafting 3 Warhammer Weapon crafting 3 Whip Weapon crafting 4 Ranged Weapons Weapon Craft required Crafting time (days) Hand Crossbow Fletching 3 Light Crossbow Fletching 4 Heavy Crossbow Fletching 5 Shortbow Fletching 2 Longbow Fletching 3 Arrows/Bolts (20) Fletching 1.5 Dart (2) Fletching 1 .

"Swords" Only Guard 10 Toothed Wielder gains advantage when attempting to disarm an opponent’s weapon 10 Keen/Shod Roll advantage on your damage Keen=metal. disarm While a Chained weapons is equipped it cannot be dropped 10 Unusual Weapon deals 2 types of damage 10 Tool Weapon can functions as a tool set 10 Basket Weapon grants +1 AC when taking the Dodge action. Shod=wooden 15 Mercurial 3x Critical damage Non finesse weapons 15 Twinned May be split into 2 light weapons of the same variety Non Heavy weapons 15 Alloyed Weapon gains finesse property Only applies to non-heavy weapons 15 Balanced Weapon gains the versatile property. & reduced Only be placed on a two handed/heavy damage die weapon 20 Razor +4 Damage on critical hit Sharp 20 Tempered Cannot broken by non-magical means N/A Masterwork Ranged Weapons Perks Crafting DC / Budget Perk Name Perk effect Notes 1/2/3/4/5 Quick craft Reduce crafting time by Can only spend up to 5 points on 5%/10%/15%/20%/25% time reduction 10 Folding Can be folded and stored in a "backpack" Bows/Crossbows only 10 Boomerang/Rebound On a missed throw attack the weapon returns to Thrown Weapons only you 15 Bladed You may make a melee attack with your raged Bows/Crossbows only weapon. 1d4 damage 15 Recurve Double range on Bows Bows/Crossbows only 20 Quick draw Extra bonus attack at disadvantage Bows only .Masterwork Melee Weapon Perks Masterwork Ranged Weapons Perks Crafting DC / Budget Perk Name Perk effect Notes 1/2/3/4/5 Quick Reduce crafting time by 5%/10%/15%/20%/25% Can only spend up to 5 points on time craft reduction 5 Focus Your weapon can be your "Focus" for casting spells 10 Chained Advantage vs.

Crafting done with the Forged is always dripping blood bodies of the fallen enemies 20 MW +1 +1 to HIT and DAMAGE: Breaks magical DR Journeyman Required 25 MW +2 +2 to HIT and DAMAGE: Breaks magical DR Expert Required 30 MW +3 +3 to HIT and DAMAGE: Breaks magical DR Master Required .Special Masterwork Weapon Perks Crafting DC / Budget Perk Name Perk effect Notes 15 Moon Sheds soft light 10ft (like the moon) Expert Required. Crafting done during a full Forged moon 15 Deep Forged Sheds reddish light 10ft (like lava) Expert Required. The weapons looks like it Expert Required. Crafting done with the Forged Dragonborn who forged it) Dragonborn's breath 15 Blood Moon +1 Necrotic damage. Crafting done under ground or near lava 15 Dragon +1 Elemental Damage (element is of the Expert Required.

Opponent takes 1d4 damage 15 Mirrored Disadvantage on attacks against you in full sunlight 15 Quick You may don or dof a quick equiping shield as a Equiped bonus action 20 MW +1 +1 AC Journeyman required 25 MW +2 +2 AC Expert required 30 MW +3 +3 AC Master required .Masterwork Armor Perks Masterwork Shield Perks Crafting DC / Budget Perk Name Perk effect Notes 1/2/3/4/5 Quick craft Reduce crafting time by 5%/10%/15%/20%/25% Can only spend up to 5 points on time reduction 10/15 Strapped Items strapped to your armor can be retrieved as a DC 10 for light & medium armor. Opponent Spikes takes 1d4 damage 10 Blade Criticals against you have a 50% chance to break Breaker there weapon 10 Agile +1 on DEX saves 10 Locking +1 on STR saves Joints 10 Fluted Reduced weight by 25% Plate armors only 15 Fine Advantage on Diplomacy As defined by a given race 15 Frightening Advantage on Intimidate 15 Camouflage +1 Stealth check 15 Hardened Critical damage against you is rolled at disadvantage 20 Free 1/2 time to don Heavy Armor only Standing 20 Quick 1/2 time to doff Heavy Armor only Release 20 MW +1 +1 AC Journeyman & special circumstances required 25 MW +2 +2 AC Expert & special circumstances required 30 MW +3 +3 AC Master & special circumstances required Masterwork Shield Perks Crafting DC / Perk Budget Name Perk effect Notes 1/2/3/4/5 Quick Reduce crafting time by Can only spend up to 5 points on time craft 5%/10%/15%/20%/25% reduction 5 Focus Your shield can be your "Focus" for casting Custom order. DC15 bonus action for Heavy 10 Insulated Reduce fatigue from Cold environments 10 Quiet Ignore disadvantage on stealth check 10 Hidden Grapples against you at Disadvantage. The Caster must assist you in spells creating the weapon 10 Bladed Reduce fatigue from Cold environments 10 Spiked Ignore disadvantage on stealth check 10 Heavy Grapples against you at Disadvantage.

or tools. Psychic=Prisim crystal Glass. Blood moon requires the bones of your enemies to be worked in to the crafting process. "Slight of hand" DC to hide the casting ? Crystal Change the damage of our Acid=Obsitian. Lightning=Saphire. Fire=Ruby. The Dragon Forged perk requires that a dragon/Dragonborn use their breath weapon ability to heat the forge.Masterwork Focus Perks Crafting DC / Perk Budget Name Perk effect Notes 1/2/3/4/5 Quick Reduce crafting time by Can only spend up to 5 points on time reduction craft 5%/10%/15%/20%/25% ? Reach Make one of your touch spell Recharge on long rest. Special Circumstances Many of the perks above are treading on the magical realm. Cold=Pearl. spells to type based upon the Necrotic=Onyx. ? Focused Reroll 1s on spell damage ? Disguise All tho the effect of the spell is unchanged. Thunder=Moonstone. The Caster must assist you in have range of 20ft creating the weapon. The result being that there supernatural abilities have been imbued to the weapon granting it +1 damage of the given elemental. Poison=Moss Agate. Radiant=Diamond. Force=Clear Quartz. Recharge long rest ? Blunt You may choose to do non- lethal damage with your spells. . Custom order. MW +X Armor for example might require and enchanted forge. When approaching this it would be a good idea to require unique crafting materials or workshops to create some items.