1. Abilities

Masterwork Weapons

Equipment

For 150cp, a weapon can be improved with one unique masterwork feature. Weapons cannot be improved more than once.

Properties

  • Accurate: Reduces AC granted by cover by 1 to ammunition weapons.
  • Aerodynamic: Ammunition weapon range increased by +10/40 and thrown by +5/15.
  • Alternate damage: Add bludgeoning, piercing, or slashing quality to a weapon.
  • Deadly: Reroll (once) all 1s on a damage roll. This cannot be used if another feature allowed a reroll.
  • Defensive: As reaction, add +1 to AC. If dual-wielding, add +2. Does not function with a shield.
  • Disarming: Gain +1 to disarm attacks, +2 if using weapon 2-handed (DMG 271).
  • Fine: Double weapon’s hardness (if any), hit points, and reduce break chance (if any) by 1.
  • High Critical: Any 1s rolled for critical damage are treated as 2s.
  • Tripping: Gain +1 to shove, +2 if using weapon 2-handed (PHB 195).
  • Wounding: Creates vicious injury that deals 1 point of bleeding at end of target’s next turn. Any healing, a Medicine DC 8 check, or use of a healing kit prevents this damage. The effect can stack with multiple attacks.