Masterwork weapons can be crafted from scratch by a skilled practioner. A masterwork weapon may add one of the following weapon properties, depending on its type. A masterwork weapon is by nature, of fine quality or higher. | |||||||||||||||
Melee | Deadly, Defensive, Disarming, Fine, High-critical, Tripping | ||||||||||||||
Melee (thrown) | Accurate, Aerodynamic, Deadly, Defensive, Disarming, Fine, High-critical, Tripping | ||||||||||||||
Melee (one-handed) | If it does not have the two-handed property, a melee weapon that normally inflicts 1d6 or more damage can instead be made versatile, increasing the normal damage die by one size or half size, as appropriate. (A 1d6 becomes a 1d8. A 1d8+1 becomes a 1d10+1. A 2d4 becomes a 2d5. And so on.) | ||||||||||||||
Ammunition/Charging | Accurate, Aerodynamic, Deadly, Fine, High-critical | ||||||||||||||
Property | Description | ||||||||||||||
Accurate | Accurate weapons are typified by
precise sighting points or aerodynamic features. This weapon, when used to make ranged attacks, reduces by 1 point the Armor Class benefit an opponent derives from half cover or three-quarter cover. |
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Aerodynamic | This weapon has features that
improve its ability to fly (or project its ammunition) over long
distances. A weapon with the ammunition property adds +10/40 to its range increments. A weapon with the charging property adds +10/30 while a weapon with the thrown property adds +5/15. |
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Alternate (B), (P), (S) | Alternate weapons have multiple
effective striking surfaces. This weapon can, with no loss of efficiency, employ a damage type other than its default. Under normal circumstances, you automatically apply the available type that is most advantageous for harming your foe; you do not need to declare which damage type you are using ahead of each attack. But the DM can rule that the alternate type does not automatically apply in some situations. For example, while fighting skeletons that have been disguised using illusion magic, your fighter would not know to use the Alternate (B) damage property and so would not automatically gain the benefit of using bludgeoning damage against them. |
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Blast | This property is applied to a
weapon by its ammunition, only for the attacks that make use of such
ammunition. A weapon using blast ammunition can attack normally or make a
blast attack. To make a blast attack, select a primary target that is beyond
the weapon’s normal range increment (within its long range), then select 1
secondary target within 5 feet of the primary target. Make one attack and
damage roll to apply to both targets. Normal and blast attacks with this weapon do not add your ability modifier to damage unless the modifier is negative. Normal and blast attacks with this weapon do not suffer disadvantage to hit due to the targets being in the weapon’s long range increment. |
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Breach | Melee breach weapons have long,
narrow piercing points while ranged breach attacks are propelled with
exceptional force. If this property is applied to a weapon by its ammunition, it applies only for the attacks that make use of such ammunition. Breach allows attacks to ignore up to 1 point of a target’s protection from armor. The attack recalculates accordingly the target’s armor benefit (AC points derived from armor, natural armor, and shields). This does not affect AC bonuses derived from other sources like Dexterity modifiers, class features, or magical enhancements. If this property is noted with a number (as in the case of firearms), the breach effect ignores up to the stated number of points of the target’s protection from armor. |
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Charging | You can use a firearm to make a
ranged attack only if it is loaded and charged. Each attack with a firearm
expends a single load of ammunition and a charge of powder, which are
destroyed upon use. Recharging a firearm requires the use of both hands. Recharging
with separate loads and powder from a horn requires an action. Firearms with
multiple barrels require each barrel to be reloaded and charged
separately. Weapons with this property have two ranges shown in parentheses. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. If you use a weapon that has the charging property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in this part). |
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Cruel | Cruel weapons have malicious
barbs or are built to shatter or splinter in the wound in such a way that a
survivor of the attack will suffer additional pains and have difficulty
recovering. Such tools are the hallmark of evil creatures and are usually eschewed
by goodly and noble societies. If this property is applied to a weapon by its ammunition, then it applies only for the attacks that make use of such ammunition. Each successful attack with a cruel weapon leaves a piece (or the entirety) of the weapon or ammunition in the wound. Removing the object requires an action and a successful DC 8 Wisdom (Medicine) check, with each failure inflicting 1 additional point of damage. For each piece of cruel ammunition currently in a target, temporarily reduce its maximum hit points by 1 and increase the DC of any Wisdom (Medicine) checks to stabilize it by 1. Cruel ammunition is always destroyed when used; you cannot recover any intact pieces after a battle as you might with normal ammunition. |
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Deadly | Deadly weapons often have
high-quality blades that hold keen, razor-sharp edges. With any successful attack, you can reroll up to one of the weapon’s damage dice if it rolls a 1. You cannot reroll any die that has already been rerolled with another effect (such as the Great Weapon Fighting class feature or the savage attacker feat) and vice versa. |
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Defensive | Defensive weapons are typified
by prominent parrying surfaces or protrusions that prevent an enemy’s weapon
from sliding down onto the wielder’s hand during a clash. If you are wielding a weapon with this property and another creature hits you with a melee attack, you can use your reaction to add a +1 bonus to your Armor Class for that attack only, potentially causing the attack to miss you. If you are wielding two weapons with this property, the bonus is instead +2. This bonus to Armor Class is not compatible with the bonus from a shield nor does it stack with the benefits of the defensive duelist feat. |
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Disarming | A disarming weapon has one or
more entangling sections or small hooked protrusions designed to snag a
weapon and pull it from the enemy’ s grasp. The wielder of a weapon with this property gains a +1 bonus on her opposed attack roll to disarm. Increase this bonus to +2 if the weapon is two-handed or is versatile and used in two hands, or if the user is wielding two single-handed weapons that each have this property. (These benefits do not apply to a Disarming Attack maneuver, which uses unrelated techniques to both disarm and inflict damage with the same strike.) Even without this weapon property, a creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. (This system is presented as an optional rule in the Dungeon Master’s Guide, page 271.) |
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Ersatz | Weapons with this property are
made from materials that are less-effective than what they are typically
crafted from. For example, a dagger normally made with metal might instead be
made with sharpened bone, obsidian, wood, or stone. If the d20 for your attack roll with this weapon produces a 1, the weapon suffers significant damage; in addition to the attack automatically missing, the weapon suffers a permanent and cumulative –1 penalty to damage rolls. If the penalty gets to –5, the weapon is destroyed. A crafter using the applicable artisan’s tools can repair this weapon if it has not yet been destroyed. Each –1 penalty applied is repaired at a cost of 5% of the weapon’s normal value. Attacks made using ammunition with the ersatz property have a –1 penalty to damage. Whether it hits or misses, such ammunition is destroyed when used; none of it can be collected after the battle. |
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Fine | This weapon is produced from high-quality materials using exceptional techniques. Such items are hard to destroy. Double the weapon’s object hardness (if any) and its hit points. | ||||||||||||||
Finesse | Finesse weapons are lightweight,
designed for fast, precise attacks. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
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Fouling | If the d20 for your attack roll produces a 1, the weapon’s barrel is fouled; in addition to the attack automatically missing, the barrel is rendered inoperable and the powder and load (or cartridge) is destroyed. A fouled barrel must be cleaned and recharged before it can be used again. This cleaning takes 10 minutes (or 1 minute with a gun repair kit). A loaded firearm is also fouled if submerged, even if it does not have this property. | ||||||||||||||
Handgun | Attacks with weapons that have this property do not suffer disadvantage when made within 5 feet of a hostile creature. | ||||||||||||||
Heavy | Small creatures have disadvantage on attack rolls with heavy weapons. | ||||||||||||||
High-Critical | These weapons are the type that
make deep wounds; the injuries inflicted are more likely to reach vital
organs. If the d20 roll for an attack with this weapon is a 20, your critical hit inflicts significant damage. Any damage dice rolled for the attack that come up as 1s are instead treated as 2s. This benefit does not apply to critical hits scored on d20 rolls other than 20, such as might occur with the Improved Critical class feature or similar effects. |
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Light | A light weapon is both
lightweight and short, suitable for use in the off-hand. When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in your other hand. You don’t add your ability modifier to the damage of the bonus attack, unless it is negative. If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it. |
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Loading | You can fire only one piece of ammunition from this weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. | ||||||||||||||
Reach | This weapon adds 5 feet to your reach when you attack with it. Some weapons add more distance, as provided in their individual descriptions. | ||||||||||||||
Special | A weapon with the special property has unusual rules governing its use. Those rules are detailed in the item’s individual description. | ||||||||||||||
Thrown | If a weapon has the thrown
property, you can throw the weapon to make a ranged attack. If the weapon is
a melee weapon, you use the same ability modifier for that attack roll and
damage roll that you would use for a melee attack with the weapon. Weapons with this property have two ranges in parentheses. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. |
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Tripping | This weapon is well suited to
hook or wrap around your target’s supporting limbs, causing it to fall. While wielding this weapon, you gain a +1 bonus on your Strength (Athletics) checks for shoving a creature (Player’s Handbook page 195) if you are attempting to knock it prone. Increase this bonus to +2 if the weapon is two-handed or is versatile and used in two hands, or if the user is wielding two single-handed weapons that each have this property. (These benefits do not apply to a Trip Attack maneuver, which uses unrelated techniques to both trip and inflict damage with the same strike.) |
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Two-handed | This weapon requires two hands to use. | ||||||||||||||
Unarmed (B), (P), (S) | A device with this property
affixes to the knuckles, fingers, or the back of the hand. It often takes the
form of a glove. Sometimes it is a set of finger rings (connected or
unconnected) that are quite heavy or bear sharp protrusions. This device modifies the wearer’s unarmed attacks. If this weapon property is noted (P) or (S), unarmed strikes using the device may inflict piercing or slashing damage instead of bludgeoning damage. (Unarmed attacks can be made with various body parts, so the wielder is not restricted to attacking with this device.) Devices with the unarmed property are not gripped in the hand so do not prevent the wearer from holding something else or otherwise using the affected hand. A device with this property requires an action to put on or remove, a task that requires both hands. It cannot be disarmed. Unarmed devices can be made magical as weapons can, or can be silvered or otherwise constructed of exotic materials, increasing the efficacy and versatility of the user’s unarmed strikes. |
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Versatile | Versatile weapons have longer
handles than needed, or extra handles positioned at critical points on the
weapon. A versatile weapon can be used with one or two hands. The damage value in parentheses that appears with this property is the damage when the weapon is used with two hands to make a melee attack. |
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Wounding | The sharp portions of a wounding weapon leave viciously-shaped injuries that are prone to bleeding. In addition to normal damage, a successful attack with this weapon inflicts a single (1) additional hit point of damage from bleeding, which occurs at the end of the target’s next turn. If the opponent receives any healing prior to that point, the bleeding damage is prevented. Likewise, an action taken to bandage the injuries—a Wisdom (Medicine) check against a DC of 8 or the expenditure of a healer’s kit charge—also prevents any then-existing wounds from inflicting their follow-up damage. |