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Masterwork Weapons and Armor.
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<blockquote data-quote="Minigiant" data-source="post: 6656852" data-attributes="member: 63508"><p><strong>MASTERWORK ARMORS, WEAPONS, AND AMMUNITION</strong></p><p>Some weaponsmiths and armorsmiths of remarkable skill or exceptional specialization can make weapons and armor which are superior than the commonly found or purchased equipment. These items are considered masterwork. You can buy or upgrade a single nonmagical masterwork weapon, suit of armor, or ten pieces of ammunition for 100 gp. This cost represents the time and expertise needed to create the masterwork item without losing effectiveness. </p><p></p><p><strong></strong></p><p><strong>MASTERWORK WEAPONS AND AMMUNITION</strong></p><p><strong>Cavalry:</strong> A cavalry weapon or a weapon fired with cavalry ammunition adds +2 to damage rolls when mounted.</p><p></p><p><strong>Grappler: </strong>A grappler weapon or a weapon fired with grappler ammunition adds +2 to damage rolls attacking grappled creatures.</p><p></p><p><strong>Infantry:</strong> A infantry weapon adds the attacker's proficiency modifier to ability checks to shove a creature if the attacker and defender are both standing. </p><p></p><p><strong>Mariner:</strong> A mariner weapon does not have disadvantage on attack rolls when used underwater. A weapon fired with mariner ammunition does not automatically miss against target beyond it's normal range. </p><p></p><p><strong>Pikeman:</strong> A pikeman weapon adds +2 to damage rolls attacking mounted creatures and mounts with melee attacks.</p><p></p><p><strong>Sniper:</strong> A ranged weapon fired with sniper ammunition adds +2 to damage rolls to targets beyond it's normal range.</p><p></p><p><strong>Sturdy:</strong> Sturdy ammunition can always be recovered after battle if not purposely destroyed or hidden. </p><p><strong></strong></p><p><strong>MASTERWORK ARMOR</strong></p><p></p><p><strong>Breakaway:</strong> Breakaway armor takes half the normal time to don and can be doffed as an action.</p><p></p><p><strong>Cavalry:</strong> Critical hits do not deal bonus damage to mounted creatures wearing cavalry armor.</p><p></p><p><strong>Shadow:</strong> The jet black color of shadow grants advantage to Dexterity (Stealth) checks to wearer when lightly or heavily obscured by dim light, shadows, darkness, or any area of intense black color. </p><p></p><p><strong>Silent Moves:</strong> Silent moves armor doesn't impose disadvantage on the wearer's Dexterity (Stealth) checks.</p><p></p><p><strong>Slick:</strong> Slick armor, if coated with a flask of oil in the past 24 hours, grants advantage on Strength (Athletics) Dexterity (Acrobatics) checks to escape or resist a grapple.</p><p></p><p></p><p><strong>DESIGN NOTES:</strong></p><p>This variant allows for the fun of collecting meaningfully equipment without the every increasing power of PCs gaining magic items. DM's can give masterwork equipment to creatures and cultures for flavor. A DM can also restrict the availability of some forms of masterwork to add characteristics to local smiths and craftsmen. Enemies and allies can wear masterwork equipment as well. A DM may add multiple forms of masterwork at a higher cost. I suggest 1,000 gp for double masterwork and 10,000 gp for triple.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6656852, member: 63508"] [B]MASTERWORK ARMORS, WEAPONS, AND AMMUNITION[/B] Some weaponsmiths and armorsmiths of remarkable skill or exceptional specialization can make weapons and armor which are superior than the commonly found or purchased equipment. These items are considered masterwork. You can buy or upgrade a single nonmagical masterwork weapon, suit of armor, or ten pieces of ammunition for 100 gp. This cost represents the time and expertise needed to create the masterwork item without losing effectiveness. [B] MASTERWORK WEAPONS AND AMMUNITION[/B] [B]Cavalry:[/B] A cavalry weapon or a weapon fired with cavalry ammunition adds +2 to damage rolls when mounted. [B]Grappler: [/B]A grappler weapon or a weapon fired with grappler ammunition adds +2 to damage rolls attacking grappled creatures. [B]Infantry:[/B] A infantry weapon adds the attacker's proficiency modifier to ability checks to shove a creature if the attacker and defender are both standing. [B]Mariner:[/B] A mariner weapon does not have disadvantage on attack rolls when used underwater. A weapon fired with mariner ammunition does not automatically miss against target beyond it's normal range. [B]Pikeman:[/B] A pikeman weapon adds +2 to damage rolls attacking mounted creatures and mounts with melee attacks. [B]Sniper:[/B] A ranged weapon fired with sniper ammunition adds +2 to damage rolls to targets beyond it's normal range. [B]Sturdy:[/B] Sturdy ammunition can always be recovered after battle if not purposely destroyed or hidden. [B] MASTERWORK ARMOR[/B] [B]Breakaway:[/B] Breakaway armor takes half the normal time to don and can be doffed as an action. [B]Cavalry:[/B] Critical hits do not deal bonus damage to mounted creatures wearing cavalry armor. [B]Shadow:[/B] The jet black color of shadow grants advantage to Dexterity (Stealth) checks to wearer when lightly or heavily obscured by dim light, shadows, darkness, or any area of intense black color. [B]Silent Moves:[/B] Silent moves armor doesn't impose disadvantage on the wearer's Dexterity (Stealth) checks. [B]Slick:[/B] Slick armor, if coated with a flask of oil in the past 24 hours, grants advantage on Strength (Athletics) Dexterity (Acrobatics) checks to escape or resist a grapple. [B]DESIGN NOTES:[/B] This variant allows for the fun of collecting meaningfully equipment without the every increasing power of PCs gaining magic items. DM's can give masterwork equipment to creatures and cultures for flavor. A DM can also restrict the availability of some forms of masterwork to add characteristics to local smiths and craftsmen. Enemies and allies can wear masterwork equipment as well. A DM may add multiple forms of masterwork at a higher cost. I suggest 1,000 gp for double masterwork and 10,000 gp for triple. [/QUOTE]
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