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  Table of Contents 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  Complete Craftsman is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2019 Mage Hand Press. All Rights Reserved 
  Chapter 1: Craftsman .......................................................................................................................................... 1 
       Class Features ................................................................................................................................................. 2 
       Artisans’ Guilds .............................................................................................................................................. 5 
       Masterwork Properties ................................................................................................................................. 7 
       Weapon Properties ....................................................................................................................................... 16 
       Armor Properties ......................................................................................................................................... 22 
  Chapter 2: Exotic Arms and Armor ................................................................................................................ 26 
       Weapons .......................................................................................................................................................... 30 
       Armor .............................................................................................................................................................. 41 
       Ammunition ................................................................................................................................................... 42 
       Explosives ....................................................................................................................................................... 44 
  Chapter 3: Advanced Crafting Rules ............................................................................................................. 46 
       Crafting Magic Items .................................................................................................................................. 47 
       Crafting Constructs ................................................................................................................................... 47 
       Increasing Productivity ............................................................................................................................. 48 
       Artist’s Touch ............................................................................................................................................... 50 
       Tools of the Trade ........................................................................................................................................ 51 
  Chapter 4: Additional Character Options .................................................................................................. 54 
       Feats ................................................................................................................................................................. 55 
       Spells ................................................................................................................................................................ 55 
   
   
   
  
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  A burly dwarf brings his hammer down on a glowing hunk 
  of steel, launching a shower of sparks into the air. Sweat 
  pours down his back, and his arms strain with each strike, 
  revealing thick cords of muscle, yet he does not tire. The 
  air resonates with the sound of metal impacting metal, 
  while the bright, hot piece of steel in his tongs begins to 
  take shape. Gradually, it flattens, widens, hardens, and 
  cools. He quenches the newly formed blade in an oil bath, 
  then sets his mind to preparations for polishing, sharpening, 
  and fitting the weapon with a handle and guard. 
       An elf threads a needle with an almost impossibly thin 
  metallic wire, preparing to set the stitches into a set of what 
  looks to be leather armor, but made of dragon's hide. She 
  checks the placement and attachment of the owlbear down 
  lining and ensures that her apprentice set the crystal studs 
  into the surface properly. Once satisfied, she sets about her 
  work in a flurry of dexterous stitches. 
       A gnome with an intricate set of goggles examines the 
  stock for his latest work, a portable ballista. He examines 
  the gearing and loading crank, ensures the tension on the 
  bowstring, and scans the bolt rail for imperfections. He 
  smiles, for he knows his work is without flaw. 
  Master of Craft 
  Artisans of all types are an integral part of every 
  culture: buildings must be erected, pots must be 
  set to the kiln, tools must be smithed. Despite 
  their pervasiveness, master craftsmen are still as 
  rare as they are prized. These artisans, creators, 
  and inventors can smith items of mythic quality, 
  and can solve most any problem simply by using 
  the right tool and the appropriate amount of force. 
  Secret of Steel 
  Adventuring craftsmen come in many varieties, 
  but nearly all leverage use their advanced 
  knowledge of metallurgy, smelting, and 
  construction to forge arms and armor rarely 
  seen, even by other adventurers. The smiths test 
  their schematics and designs themselves, 
  building prototypes and experimental gear 
  that can later be refined into 
  mass-production items. 
  Creating a Craftsman 
  When you create your craftsman, the most important thing 
  to consider is your crafting expertise. Though all craftsmen 
  of adventuring stock can stitch leather armor, forge 
  weapons, and tinker with magic items, only those who 
  dedicate themselves to a single craft can attain legendary 
  works. Each type of craftsman, from the practical to the 
  wildly eccentric, have their place, but no craftsman can 
  specialize in everything. 
       Moreover, few craftsmen are self-taught. Most learn the 
  finer points of their craft under the tutelage of a master 
  artisan (whether or not their master was a craftsman, in the 
  conventional sense.) Did you study under a master, and if 
  so, what drove you to apprentice underneath them? 
       Lastly, consider how you view your work. Are you 
  pragmatic, viewing your creations as tools to serve a 
  purpose? Are you artistic, striving to craft pieces of 
  unrivalled beauty and perfection? Or are you experimental, 
   
  tinkering and building with wild 
  abandon to break new ground 
  and innovate on established 
  norms? 
   
   
   
   
   
   
   
   
   
   
   
  Chapter 1: Craftsman 
   
  
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  Quick Build 
  You can make a craftsman quickly by following these 
  suggestions. Make Intelligence your highest ability, 
  followed by Strength or Dexterity. Next, select Athletics 
  and Investigation as your skills. 
  Class Features 
  As a craftsman, you gain the following class features. 
  Hit Points 
  Hit Dice: 1d10 per craftsman level 
  Hit Points at 1st Level: 10 + your Constitution modifier 
  Hit Points at Higher Levels: 1d10 (or 6) + your 
  Constitution modifier per craftsman level after 1st 
  Proficiencies 
  Armor: All armor, shields 
  Weapons: Simple weapons, martial weapons 
  Saving Throws: Intelligence, Constitution 
  Skills: Two from: Arcana, Athletics, History, Investigation, 
  Medicine, Perception, and Persuasion 
  Equipment 
  You start with the following equipment, in addition to the 
  equipment granted to you by your background: 
  • A set of craftman’s tools 
  • A shield and (a) chain mail or (b) scale mail 
  • A dagger and (a) a warhammer or (b) any simple 
  weapon 
  • (a) a light crossbow and 20 bolts or (b) a shortbow and 
  20 arrows 
  • An explorer's pack and one kit you're proficient with 
  Bonus Proficiencies 
  Starting at 1st level, you are proficient with exotic 
  weapons, armor, and shields. You are also proficient with 
  all sets of artisan’s tools. 
  Smithy 
  At 1st level, you carry a set of craftsman’s tools, a 
  combined toolkit which covers the essentials of all artisan’s 
  tools and allows you to add your proficiency bonus to 
  anything you craft. It weighs 20 lb. and can be replaced for 
  75 gp. 
       While using these tools to craft an item, you can make a 
  day’s worth of progress towards crafting in the 8 hours 
  during a long rest. Each day, you can craft items worth a 
  total of 50 gp times your craftsman level. As normal, you 
  must provide material equal to half the items’ market value. 
  Masterwork 
  At 2nd level, you begin to learn the deeper intricacies of 
  weapon and armor craftsmanship. 
  Masterwork Equipment 
  As a craftsman, you are capable of creating weapons and 
  armor of the utmost quality; such creations are known as 
  Masterwork items. By spending an additional 100 gp in 
  materials and 8 hours of work when crafting a weapon or 
  suit of armor, you can create a masterwork version of that 
  item. In addition, you can spend 100 gp and 8 hours of time 
  to modify an existing item to be masterwork.  
   
   
   
   
    Level 
  Proficiency 
  Bonus 
  Features 
   1st 
  +2 
  Bonus Proficiencies, Smithy 
   2nd 
  +2 
  Masterwork (Apprentice properties), 
  Tool Belt 
   3rd 
  +2 
  Guild 
   4th 
  +2 
  Ability Score Improvement 
   5th 
  +3 
  Extra Attack, Masterwork 
  (Journeyman properties) 
   6th 
  +3 
  Folded Steel 
   7th 
  +3 
  Guild feature 
   8th 
  +3 
  Ability Score Improvement 
   9th 
  +4 
  Rapid Modifications 
   10th 
  +4 
  Guild feature 
   11th 
  +4 
  Masterwork (Master properties) 
   12th 
  +4 
  Ability Score Improvement 
   13th 
  +5 
  Craftsman’s Strike 
   14th 
  +5 
  Guild feature 
   15th 
  +5 
  Uncanny Tool Belt 
   16th 
  +5 
  Ability Score Improvement 
   17th 
  +6 
  Masterwork (Legendary properties) 
   18th 
  +6 
  Guild feature 
   19th 
  +6 
  Ability Score Improvement 
  20th 
  +6 
  Magnum Opus 
  The Craftsman 
  
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  Masterwork Properties 
  Properties 
  Craftsman Level 
  Cost 
  Apprentice 
  2nd 
  — 
  Journeyman 
  5th 
  200 gp 
  Master 
  11th 
  400 gp 
  Legendary 
  17th 
  500 gp 
  Masterwork Bonus 
  As you gain levels in this class, the masterwork items you 
  craft will grant a Masterwork bonus when wielded or worn 
  by a proficient creature. At 5th level, your masterwork 
  weapons have a +1 bonus on attack and damage rolls and 
  your masterwork suits of armor have a +1 bonus to AC. 
  This bonus increases to +2 at 11th level, +3 at 17th level. 
  Masterwork Properties 
  Masterwork items you craft can be modified with 
  masterwork properties, advanced modifications which 
  allow you to create truly unique weapons and armor. 
  Masterwork properties are separated into 4 levels: 
  Apprentice, Journeyman, Master, and Legendary. You can 
  apply a number of Apprentice properties equal to your 
  Intelligence modifier + your Masterwork Bonus (minimum 
  1) to a piece of gear, and can apply one each of 
  Journeyman, Master, and Legendary properties to a 
  masterwork item.  
       While anyone can use a masterwork version of a 
  weapon or suit of armor if they are proficient with it, once a 
  piece of masterwork gear has been modified with a Master 
  or Legendary property, it is then fitted to your exact 
  specifications and can only be used proficiently by you. 
       You can apply any number of masterwork properties to 
  a single piece of masterwork equipment over a period of 8 
  hours, which may be done over the course of a long rest. 
  Each added masterwork property requires a cost in 
  materials and can only be done by craftsmen of a high 
  enough level, as shown in the Masterwork Properties table. 
  You can remove or replace masterwork properties on an 
  item in the same amount of time, though you must still pay 
  the cost of newly added masterwork properties. 
       When you learn a new level of masterwork properties, 
  you can apply a property from that level to two pieces of 
  masterwork equipment at no cost. Additionally, whenever 
  you apply a masterwork property to a weapon that deals 
  bludgeoning, piercing, or slashing damage, you can change 
  that weapon’s damage type to bludgeoning, piercing, or 
  slashing. 
       While magic weapons and armor can be made 
  masterwork, once modified with masterwork properties, 
  they do not grant a masterwork bonus to attack rolls, 
  damage rolls, or armor class. 
  Crafting Ability 
  Intelligence is your primary ability when it comes to 
  crafting. In addition, you use your Intelligence modifier 
  when setting the saving throw DC when an item that you 
  craft calls for one. 
  Masterwork save DC = 8 + your proficiency bonus + your 
  Intelligence modifier 
  Tool Belt 
  While other adventurers may rely on spells, or luck, or 
  brute strength to solve a problem, you believe in always 
  having the right tool on hand. Starting at 2nd level, you can 
  use your action to retrieve a piece of nonmagical gear from 
  your belt, apron, pack, cart, or wherever you keep your 
  tools, even if you did not have it in your inventory before. 
  This item’s price in gp must be no higher than 10 times 
  your craftsman level. Items retrieved this way become lost 
  in your inventory and vanish you take a long rest. You can 
  use this ability a number of times equal to your Intelligence 
  modifier and regain all expended uses following a long rest. 
  Artisans’ Guild 
  At 3rd level, you join an Artisans’ Guild. Select one of the 
  Guilds from those listed below; you gain the 3rd level 
  ability of that guild. You gain an additional Guild ability at 
  7th, 10th, 14th and 18th level. 
  Ability Score Improvement 
  When you reach 4th level, and again at 8th, 12th, 16th, and 
  19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your 
  choice by 1. As normal, you can’t increase an ability score 
  above 20 using this feature. 
  Extra Attack 
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn. 
  Folded Steel 
  At 6th level, you discover or create new processes for 
  making your masterwork gear even stronger than before. 
  Masterwork weapons crafted or modified by you count as 
  magical for the purposes of overcoming damage resistance 
  and immunity.  
  
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  Rapid Modifications 
  Starting at 9th level, you gain the ability to quickly 
  reconfigure your equipment to meet your needs. 
  As an action, you can replace a 
  masterwork property on a single 
  piece of gear with any other 
  masterwork property of the 
  same level. You can’t replace a 
  property that is a prerequisite for another of the weapon’s 
  properties, and the weapon must meet all the prerequisites 
  for the new property. You can use this ability a number of 
  times equal to your Intelligence modifier, and regain all 
  expended uses when you finish a long rest.  
  Craftsman's Strike 
  You've learned how to build, but you also know how to 
  destroy. Starting at 13th level, your weapon attacks deal 
  maximum damage to objects, and an additional 1d8 
  damage to constructs. 
  Uncanny Tool Belt 
  You have a knack for finding the most useful things buried 
  away in your cart. Starting at 15th level, you can produce a 
  single common or uncommon magic item from your tool 
  belt. The item become lost in your inventory and vanish 
  when you a long rest. Once you use this ability, you 
  can’t use it again until you finish a long rest.  
  Magnum Opus 
  At 20th level, you complete an object of unparalleled 
  majesty. You can retreat into your forge for a period of 30 
  days; during this time, you are feverishly working. At the 
  end of the 30 days, you emerge from your forge, carrying 
  your creation: a single magic item of very rare or legendary 
  rarity. This item is tied to your very soul: regardless of 
  type, you are always considered attuned to it, and no other 
  creature can attune to it while you are alive. This item does 
  not count against your maximum number of attuned items, 
  and you ignore all attunement requirements for the item. As 
  long as you are on the same plane of existence as your 
  item, you can call it to your hand or onto your 
  body (as appropriate). You can only craft a 
  Magnum Opus once. 
   
   
   
   
   
   
   
   
   
   
   
   
  Crafting 
  The ability to forge and create items is central to 
  the craftsman. To craft an item, a character 
  requires three things: materials, tools, and time: 
  • In most cases, the raw materials for an item can 
  be obtained for 1/2 the item’s price. This cost 
  can fluctuate depending on the character's 
  current circumstances, contacts, or access to 
  natural resources. 
  • A set of the appropriate artisan’s tools and 
  proficiency in their use is generally all that is 
  required to craft an item, though occasionally 
  use of a larger shop is needed for more complex 
  items, and proper scaffolding and earth-moving 
  equipment is needed for building structures.  
  • The time required to craft an item is measured 
  against its market value. Normally, a character 
  makes progress toward crafting an item equal to 
  5 gp for each day of downtime, completing their 
  work when this amount exceeds the item’s price. 
  As a craftsman, you work more much faster, and 
  make progress equal to 50 gp × your craftsman 
  level each day. 
  
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  Artisans’ Guilds 
  All master craftsmen individually learn the basics of 
  smithing, leatherworking, woodworking, and other 
  necessary disciplines on the path to mastery, either on their 
  own or under tutelage of another master artisan. However, 
  as they hone their skills, they invariably find themselves 
  drawn to gatherings of other like-minded craftsmen. These 
  groups, formalized as Guilds, provide a means for 
  craftsmen to compare notes and schematics, acquire 
  resources, and provide a means for craftsmen to ply their 
  trade.   
  Armigers’ Guild 
  The Armigers devote their skills to the art of armor 
  smithing, with the firm belief that the right plate in the right 
  place can make a warrior invincible. 
  Armor Master 
  You not only learn to forge powerful armor, but can wear it 
  with skill. At 3rd level, you gain one of the following 
  fighting styles:  
       Defense. While you are wearing armor, you gain a +1 
  bonus to AC. 
       Protection. When a creature you can see attacks a target 
  other than you that is within 5 feet of you, you can use your 
  reaction to impose disadvantage on the attack roll. You 
  must be wielding a shield. 
  Iconic Emblem 
  Starting at 7th level, you can emblazon your armor and 
  shield with a personal symbol, one that is known by many 
  to represent craftsmanship and valor. A creature that sees 
  you can identify you with a DC 12 Intelligence check. 
  Additionally, whenever an ally that can see you makes a 
  saving throw that they are not proficient in, they can add 
  half your proficiency bonus (rounded up) to the save. 
  Armiger’s Eye 
  Starting at 10th level, you can spend 10 minutes to 
  reinforce a suit of armor, or up to 6 following a short or 
  long rest, which gains one of the following properties of 
  your choice: 
       Adamant. When a creature wearing this armor takes 
  damage, it reduces the amount it takes by 1d8.  
       Banded. A creature wearing this armor has a +1 bonus 
  to armor class.  
  This armor retains its reinforcement until the creature 
  wearing it is hit, after which it is no longer fortified.  
  Wall of Iron 
  Starting at 14th level, as a bonus action, you can gain 
  resistance to bludgeoning, piercing, and slashing damage 
  until the end of your next turn. Once you use this ability, 
  can’t use it again until you finish a short or long rest.  
  Master Armorsmith 
  At 18th level, you reach the peak of your craft. You learn 
  the following Legendary masterwork property, which you 
  can immediately apply to a suit of masterwork armor: 
  Invincible Plating 
  Legendary Property 
  Components Suit of exotic masterwork armor 
  You learn how to make your steel nigh indestructible to 
  certain forms of strikes. Select either bludgeoning, 
  piercing, or slashing damage; while wearing this suit of 
  armor, you are immune to that type of damage. 
  Bladeworkers’ Guild 
  Blade and bow, axe and mace: these are the tools with 
  which the Bladeworkers try to change the world. They 
  believe that the right blade, in the right hand can make a 
  warrior unstoppable. 
  Weapon Master 
  You not only forge great weapons, you fight with them as 
  well. At 3rd level, you gain one of the following fighting 
  styles: 
       Archery. You gain a +2 bonus to attack rolls you make 
  with ranged weapons. 
       Dueling. When you are wielding a melee weapon in one 
  hand and no other weapons, you gain a +2 bonus to damage 
  rolls with that weapon. 
       Great Weapon Fighting. When you roll a 1 or 2 on a 
  damage die for an attack you make with a melee weapon 
  that you are wielding with two hands, you can reroll the die 
  and must use the new roll, even if the new roll is a 1 or a 2. 
  The weapon must have the Two-Handed or Versatile 
  property for you to gain this benefit. 
       Two-Weapon Fighting. When you engage in two-
  weapon fighting, you can add your ability modifier to the 
  damage of the second attack. 
  Wicked Blade 
  By 7th level, your fiendishly clever weapons have earned 
  you a reputation. You can add twice your proficiency bonus 
  to Charisma (Intimidation) checks you make using one of 
  your masterwork weapons. 
  
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  Adamant Whetstone 
  Starting at 10th level, you can spend 10 minutes to fortify a 
  weapon, or up to 6 following a short or long rest, which 
  gains one of the following properties of your choice: 
       Honed. This weapon has a +2 bonus on attack rolls. 
       Sharpened. This weapon deals an 1d8 additional 
  damage on a hit.  
  This weapon retains its fortification until it hits a target, 
  after which it is no longer fortified. 
  Sundering Strike 
  Starting at 14th level, you can use your knowledge of the 
  weak points of weapons and armor to render them useless. 
  As an action on your turn, you can make a single attack 
  against an enemy, targeting their weapon or armor in an 
  attempt to sunder it. If you hit, that creature must succeed 
  on a Dexterity saving throw against your Masterwork save 
  DC. On a failure, the item is broken, unusable until it is 
  fixed. Once you use this ability, you must finish a short or 
  long rest before you can do so again.  
  Master Weaponsmith 
  At 18th level, you reach the peak of your craft. You learn 
  the following Legendary Masterwork Property.  
  Devastating 
  Legendary property 
  Components Masterwork exotic weapon  
  This weapon scores a critical hit on a roll of 18, 19, or 20. 
  Calibarons’ Guild 
  The Calibarons know, better than most, that gunpowder is 
  the single greatest invention ever created by mortals. A 
  sword may let a skilled wielder lay a giant low and magic 
  may let the savvy and the blessed stand up to the gods, but 
  only a gun will let a common man put a dragon in its place. 
  Fighting Style 
  You adopt a particular style of gunfighting as your 
  specialty. Choose one of the following options. You can’t 
  take a Fighting Style option more than once, even if you 
  later get to choose again. 
       Akimbo. When you engage in two-weapon fighting with 
  firearms, you do not take a penalty to the damage of the 
  second attack. 
       Bullseye. You gain a +2 bonus to ranged attack rolls 
  you make using firearms. The weapon must have the 
  Sighted property or have a normal range of 80 feet or 
  longer to gain this effect. This effect does not stack with the 
  Archery fighting style. 
       Duelist. While you are wielding a firearm in one hand 
  and nothing in the other, if you make a ranged weapon 
  attack and exceed the target's AC by 5 or more, you deal an 
  additional die of weapon damage. You can only use this 
  ability once per round. 
       Shotgunner. When you hit with a ranged weapon attack 
  using a firearm that has the Scatter property, you can reroll 
  the lowest damage die, and you must use the new roll, even 
  if the new roll is worse than the original. 
  Hand Load 
  Starting at 7th level, so long as you have access to your 
  craftsman tools, you can create ammunition and explosives 
  at no cost. Over the course of a long rest, you can create 40 
  pieces of normal ammunition, 20 pieces of special 
  ammunition of any type, or 2 explosives. Over a short rest, 
  you can make 10 pieces of normal ammunition, 5 pieces of 
  special ammunition, or 1 explosive. 
  Ballistic Tuning 
  Starting at 10th level, you can spend 10 minutes to calibrate 
  and reinforce a ranged weapon, or up to 6 following a short 
  or long rest, which gains one of the following properties of 
  your choice: 
       Ballistic. This weapon deals an additional die of damage 
  on a hit. 
       Calibrated. This weapon deals a critical hit on a roll of 
  18-20. 
  This weapon retains its fortification until it hits a target. 
  The weapon is then no longer fortified. 
  Applied Demolitions 
  Starting at 14th level, you can add your Intelligence 
  modifier to the damage roll of any explosive you craft. 
  Additionally, you can increase or decrease the explosion 
  radius of any explosive you craft by up to 5 feet. 
  Master Gunsmith 
  At 18th level, you reach the peak of your craft. You learn 
  the following Legendary Masterwork Property: 
  Burst Fire 
  Legendary property 
  Components Masterwork exotic firearm with the 
  Automatic property 
  When you take the Attack action to make an attack with 
  this firearm, you can use your bonus action to make a 
  single additional attack with it. 
   
   
   
  
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  Clockworkers’ Guild 
  Masters of clockwork, the tinkers and gearsmiths of the 
  Clockworkers’ Guild study and perfect the art of fashioning 
  constructs. Their designs are as elegant as they are 
  functional, translating simple ticking movements through a 
  kaleidoscope of gears and pistons to create lifelike, even 
  seemingly intelligent, clockwork creatures. Nearly all 
  clockworkers are attended by a pair of their construct 
  servants, who serve a dual purpose as attentive and 
  hardworking assistants and relentless bodyguards. 
  Furthermore, the most veteran members of this guild walk 
  astride construct creations taller than themselves, great 
  gear-driven golems of formidable strength. 
  Clockwork Constructs 
  Starting when you join this guild at 3rd level, you construct 
  two mechanical servants. You can choose a clockwork 
  bolter or a clockwork macer for each of your two 
  constructs, and can change your decision when you take a 
  long rest. Each of your constructs comes equipped with an 
  installed masterwork weapon, which you can modify with 
  masterwork properties. Your constructs are always 
  proficient with installed weapons. 
       When you take a long rest, you can repair your 
  constructs to their full hit points. You are always 
  considered to have enough scrap and material to build and 
  repair your constructs. 
       Your constructs act on your turn, though they don't take 
  actions unless you command them to. You can mentally 
  command your constructs to move (no action required) and 
  designate where each will move, or use your action to 
  command all of your constructs to attack. Additionally, you 
  can use your bonus action to command one of your 
  constructs to attack; this construct does not add an ability 
  score to its damage roll.  
       Your constructs use your Intelligence modifier + your 
  proficiency bonus instead of their normal attack bonus, if it 
  would be higher. Additionally, your constructs add twice 
  your level to their maximum hit points. 
       The connection to your constructs is taxing, and you 
  cannot magically summon nor command any other 
  creatures while your constructs are active. 
       Starting at 5th level, you can choose to build a gear 
  guardian, instead of two clockwork bolters or clockwork 
  macers. 
  Quick-Detach 
  Starting at 7th level, you can switch which weapons are 
  installed into your clockwork constructs on the fly. As an 
  action, you can remove the weapon installed in one of your  
   
  Clockwork Bolter 
  Small construct, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 28 (8d6) 
  Speed 25 ft. 
  STR 
  8 (-1) 
  DEX 
  13 (+1) 
  CON 
  10 (+0) 
  INT 
  1 (-5) 
  WIS 
  3 (-4) 
  CHA 
  1 (-5) 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 120 ft. (blind beyond this radius), passive 
  Perception 6 
  Languages ― 
  Challenge 1/8 (25 XP)   
  Two-Handed. The bolter counts as having two hands with 
  which to wield its installed weapon. The bolter can only use 
  ranged weapons. 
  ACTIONS 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
   
   
  Clockwork Macer 
  Small construct, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 28 (8d6) 
  Speed 25 ft. 
  STR 
  13 (+1) 
  DEX 
  8 (-1) 
  CON 
  10 (+0) 
  INT 
  1 (-5) 
  WIS 
  3 (-4) 
  CHA 
  1 (-5) 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 6 
  Languages ― 
  Challenge 1/8 (25 XP)   
  One-Handed. The macer counts as having one hand with 
  which to wield its installed weapon. The macer can only use 
  melee weapons. 
  ACTIONS 
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage. 
   
  
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  constructs within 5 feet of you and replace it with a weapon 
  you are holding. 
  Reinforced Clockwork 
  Starting at 10th level, you can spend 10 minutes to apply 
  additional reinforcement to one of your constructs. The 
  next time that construct takes damage, it reduces the 
  damage taken by 1d8. 
  Death Burst 
  Beginning at 14th level, you can integrate a dead man's 
  switch into each of your constructs: a bomb which 
  detonates when your construct is critically damaged. When 
  a construct with the bomb drops to 0 hit points, it detonates 
  in a 10-foot radius explosion. Each creature within the area 
  must make a Dexterity saving throw against your 
  Masterwork save DC or take 6d6 fire damage. 
  Shield Guardian 
  Beginning at 18th, you've driven the final bolt in what will 
  likely amount to your greatest mechanical creation: a shield 
  guardian. As long as you are alive, only you can wear the 
  guardian's amulet; while you are wearing it, you cannot 
  command any other constructs. As an action, you can 
  replace the guardian's fist weapon with any installed 
  masterwork weapon of your choice. 
  Filigrist’s Guild 
  The master artisans of the great fey elf cities are some of 
  the most talented craftspeople anywhere in the multiverse. 
  While they could make anything, they generally prefer to 
  exhibit their incredible skills by fashioning decorative 
  items: jewelry, sculptures, and ornaments. The 
  masterpieces forged by a filigrist are treasures that will be 
  passed down in families for generations, jealousy buried in 
  tombs, and unearthed centuries later, looking every bit as 
  magnificent. 
  Ornamentation 
  When you enter this profession at 3rd level, you learn to 
  craft armor and weapons that incorporate beautification not 
  only as an aesthetic choice, but as an enhancement to the 
  item’s capabilities. By spending 500 gold and 8 hours of 
  work, you can apply the Ornamented property to a 
  masterwork weapon or the Decorated property to a suit of 
  Masterwork armor.  
  Decorated 
  Apprentice property 
  Components Suit of masterwork armor 
  As a reaction when you are hit by an attack from a 
  creature you can see, you can cause the attacker to reroll 
  the attack against you and add your Intelligence modifier 
  to your AC. The attacker must use the new roll. 
       You can apply this property multiple times, once at 
  each level of Masterwork properties. You can use this 
  ability once for each time this property has been applied, 
  regaining all expended when you finish a long rest.  
  Ornamented 
  Apprentice property 
  Components Masterwork weapon 
  Once per turn when you make an attack roll with this 
  weapon and miss, you can reroll the attack, adding your 
  Intelligence modifier to the roll. You must use the new 
  roll. 
       You can apply this property multiple times, once at 
  each level of Masterwork properties. You can use this 
  ability once for each time this property has been applied, 
  regaining all expended when you finish a long rest.  
  Formidable Finery   
  At 3rd level, you also learn how to craft jewelry that is both 
  beautiful and remarkably functional. You can designate a 
  collection of rings, necklaces, bracelets, and other jewelry 
  you have crafted that is worth at least 1,000 gp as a suit of 
  finery. While wearing your finery, your Armor Class is 
   
  Gear Guardian 
  Small construct, unaligned 
  Armor Class 17 (natural armor, shield) 
  Hit Points 60 (6d8 + 4) 
  Speed 25 ft. 
  STR 
  17 (+3) 
  DEX 
  11 (+0) 
  CON 
  18 (+4) 
  INT 
  7 (-2) 
  WIS 
  5 (-3) 
  CHA 
  1 (-5) 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 120 ft. (blind beyond this radius), passive 
  Perception 7 
  Languages ― 
  Challenge 2 (450 XP)   
  Shield. The centurion carries a shield (included in the AC), 
  which it can don or doff as an action.  
  Two-Handed. The guardian has two hands with which to 
  wield its installed weapon and shield. 
  ACTIONS 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands. 
   
  
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  equal to 10 + your Dexterity modifier + 1 per 1,000 gold 
  your finery is worth (maximum +3). Your finery is treated 
  as a suit of exotic masterwork light armor. You can 
  continue to invest gold and jewels into your finery, 
  improving the bonus it provides to your Armor Class, by 
  spending the gold necessary as you work on your finery 
  over a long rest. 
       While wearing your finery, you can use your 
  Intelligence modifier instead of your Charisma modifier for 
  Deception, Intimidation, and Persuasion checks.  
  Alluring Finery 
  Starting at 7th level, as an action, while wearing your 
  finery, you can force one creature that you can see within 
  30 feet of you to make a Wisdom saving throw, opposed by 
  your Masterwork save DC. On a failed save, the creature is 
  drawn to you, compelled by your glorious accoutrements. 
  For the next minute, it has disadvantage on attack rolls 
  against creatures other than you. 
       The effect ends if you attack any other creature, if you 
  cast a spell that targets a hostile creature other than the 
  target, if a creature friendly to you damages the target or 
  casts a harmful spell on it, or if you end your turn more 
  than 30 feet away from the target. 
       You can use this ability a number of times equal to your 
  Intelligence modifier, and regain all expended uses when 
  you finish a long rest. 
  Magnificence 
  When you reach 10th level, you can spend 10 minutes 
  polishing a suit of armor or a weapon until it sparkles, or up 
  to 6 following a short or long rest. The polished piece of 
  gear gains the following benefits:  
   
   
   
   
   
   
   
   
   
   
   
   
   
       Brilliant. The item sheds bright light in a 20-foot radius, 
  and dim light for an additional 20 feet. The item shines for 
  8 hours, after which the light fades. While the item is 
  shedding light, if the creature using that item fails on a 
  saving throw, it can use its reaction to reroll that saving 
  throw; it must take the second roll. Once this ability is 
  used, the item's light fades. A creature can only benefit 
  from this ability once every 24 hours.  
  Dazzling Defenses  
  At 14th level, your weapons shine with the rainbow hues of 
  dozens of gemstones. When you deal damage to a creature 
  with a weapon that has the Ornamented property, you can 
  use your bonus action to distract the creature, causing it to 
  have disadvantage on the next attack roll or saving throw it 
  makes.  
       Once you use this ability, you can’t use it again until 
  you finish a short or long rest. 
  Master Filigrist 
  At 18th level, you reach the peak of your craft. You learn 
  the following Legendary property: 
  Royal 
  Legendary property 
  Components Suit of exotic masterwork armor 
  This armor, fit for a king or emperor, is layered with 
  brilliant gold and gems. While wearing this armor, you 
  can add your Intelligence modifier to all saving throws 
  you make. 
  Luminaries’ Guild 
  Ill content to work with materials like steel, wood, or cloth, 
  craftsmen of the Luminaries’ Guild have developed tools to 
  shape light itself into their creations. Hardlight stands 
  among the most versatile materials ever to be discovered: it 
  is light, pliant, and strong, but best of all, it can be conjured 
  whole cloth into brilliant, glowing objects. Originally, its 
  use was limited to only arcanists, but with the invention of 
  the hardlight projector, nonmagical craftsmen can fashion 
  this material into weapons and armor that appear in the 
  blink of an eye.  
  Hardlight Armament 
  Starting when you join this guild at 3rd level, you learn to 
  forge lasting equipment out of hardlight using a special 
  device called a hardlight projector. If the projector is lost or 
  destroyed, you can construct a new one over a long rest for 
  100 gp. 
       Using the projector, you can apply the following 
  masterwork properties to your equipment: 
  
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  Hardlight 
  Apprentice property 
  Components Masterwork weapon 
  This weapon is forged entirely from hardlight, expanding 
  into a brilliant solid object when drawn and condensing 
  again into a control chip when stored. This weapon 
  weighs nothing, but possesses a similar amount of inertia 
  when used. Its damage type changes to force. As an 
  interaction on your turn, draw or store any hardlight 
  weapons you possess and don or doff a suit of hardlight 
  armor. 
  Hardlight 
  Apprentice property 
  Components Suit of masterwork armor 
  This armor is constructed entirely from shimmering 
  hardlight, appearing about you in an instant when needed. 
  It weighs nothing and glows with dim light in a 10-foot 
  radius sphere. As an interaction on your turn, you can 
  don or doff this armor, and draw or store any hardlight 
  weapons you possess.  
  Lightforge  
  Also at 3rd level, as a bonus action, you forge a suit of 
  armor, a shield, a set of artisan tools, or any melee weapon 
  that deals bludgeoning, piercing, or slashing damage, made 
  entirely out of scintillating hardlight. Weapons and armor 
  created by this ability can be exotic, but can’t be 
  masterwork. After 10 minutes, this object evaporates 
  completely into light. 
  Photonic Fortifications  
  At 7th level, you can you can use an action to raise a 
  defense wall of hardlight. Select a space within 15 feet of 
  you. Starting from that point, a number of translucent 
  panels equal to your Intelligence modifier appear, which 
  connect to form one continuous wall. Each panel is 5 feet 
  wide, 4 feet tall, 1/4-inch-thick, and is tall enough to 
  provide half cover for any Medium creature behind it. 
  Creatures cannot move through the wall, though they can 
  jump over it. The wall persists for 1 minute or until you 
  dismiss it on your turn (no action required). Once you use 
  this ability, you can’t use it again until you finish a short or 
  long rest. 
  Hardlight Edge 
  Beginning at 10th level, you can spend 10 minutes to 
  fortify a weapon with a glittering hardlight coating, or up to 
   
   
   6 following a short or long rest, which gains one of the 
  following properties of your choice: 
       Force Edged. This weapon deals force damage on a hit 
  and deals an additional 1d4 damage on a hit. 
       Radiant Edged. This weapon deals radiant damage on a 
  hit and its reach increases by 5 feet. 
       This weapon retains its property until it hits a target, 
  after which it loses its property. 
  Beam Cannon 
  Starting at 14th level, as an action, you can overcharge your 
  hardlight projector to fire a beam in a 100-foot long, 5-foot 
  wide line out from you in a direction you choose. Each 
  creature within that area must make a Dexterity saving 
  throw, opposed by your spell save DC. A creature takes 
  8d6 radiant damage, or half as much on a success. The blast 
  leaves behind a super-heated trail in the area of the line, 
  which remains until the start of your next turn. A creature 
  which enters the area for the first time on their turn takes 
  4d6 fire damage. The beams ignite flammable objects in the 
  area that aren't being worn or carried. 
       Once you use this ability, you can’t use it again until 
  you finish a short or long rest. 
  Master Luminary 
  At 18th level you reach the peak of your craft. You learn 
  the following Legendary crafting technique:  
  Photonic 
  Legendary property 
  Components Masterwork exotic weapon with the 
  Hardlight property 
  The weapon is infused with unstable hardlight, increasing 
  its damage potential. This weapon can deal radiant 
  damage instead of its normal damage type, and it deals an 
  additional 1d6 force or radiant damage on a hit (your 
  choice). 
  Photonic  
  Legendary property 
  Components Suit of exotic masterwork armor with the 
  Hardlight property 
  This armor is constructed from refined hardlight, making 
  it highly resistant to damage. This armor grants resistance 
  to radiant and force damage while worn, and unarmed 
  attacks made while worn deal an additional 1d4 radiant or 
  force damage (your choice).  
   
   
   
  
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  Maesters’ Guild 
  While most seasoned spellcasters will enchant a handful of 
  magic items over the course of their careers, artisans 
  belonging to the Guild of Arcane Maesters seek to become 
  true masters of magic item creation. They rightly take 
  seriously the forging of such powerful relics: each creation 
  must be a masterwork in its own right to contain the potent 
  magic woven into them. Despite laboring for months or 
  even years to perfect their creations, seasoned maesters are 
  always seen to be laden with dozens of magic items, 
  attuned to a handful of rings, and carrying a wand of 
  fireballs, just in case. 
  Maester’s Ring 
  When you take this profession at 3rd level, you forge 
  yourself a small magic item known as a Maester’s Ring. 
  This ring is attuned to you, doesn’t count against your 
  number of attuned items, and, if lost, will always return to 
  your finger on the following dawn.  
       When you craft this ring, select two cantrips from the 
  wizard spell list. While wearing this ring, you can cast 
  either of those cantrips, as well as the mending cantrip. 
  Your ring gains one additional cantrip of your choice at 
  10th level and at 18th level. 
  Arcane Smithing 
  When you begin this profession at 3rd level, you learn a 
  more efficient, though more strenuous, method of 
  enchanting magic items. When you craft a magic item, you 
  may do so at a rate of 150 gp per craftsman level per day, 
  continuing until you have reached the market value of the 
  item (see the Magic Item Crafting table, page 47). 
  Enchanting a magic item at this rate is a taxing process: 
  when you finish a long rest after any day that you make 
  progress towards completion of an item at this speed, you 
  take one level of exhaustion, which can only be removed 
  by completing a long rest.  
       When enchanting an item in this fashion, you do not 
  need to expend spell slots or know the specific spells 
  required to make the item in question, though you must still 
  have or create a schematic for that item and meet the 
  minimum level requirement. Moreover, creating items that 
  require attunement is far more difficult, requiring you to be 
  a higher level than normal to craft, as shown on the Maester 
  Crafting table. 
       Starting at 7th level, you have advantage on all 
  Intelligence (Arcana) checks made to create magic item 
  schematics. 
   
   
   
   
   
   
   
   
   
   
  Maester Crafting  
   
  Rarity 
  Crafting 
  Level 
  Attunement 
  Level 
  Common 
  3rd 
  3rd 
  Uncommon 
  3rd 
  7th 
  Rare 
  7th 
  11th 
  Very Rare 
  11th 
  17th 
  Legendary 
  17th 
  20th 
  Attunement Specialist 
  Starting at 7th level, you can attune to 4 magic items at 
  once, and can attune to any magic item even if you don’t 
  meet the attunement requirements. At 18th level, this 
  number increases to 5 magic items. 
       Additionally, you can attune to a magic item which 
  requires attunement as an action, and can use any scroll as 
  if you were a spellcaster with that spell on your spell list. 
  Since you cannot cast spells, you must always make a 
  spellcasting check to cast a spell from a scroll when using 
  this ability. 
  Efficient Enchanting 
  At 10th level, you learn to enchant small batches of 
  regularly used consumable magic items with little to no 
  cost or effort. Whenever you craft a consumable common 
  magic item, you can instead create a batch of 1 + your 
  Intelligence modifier of that item. When you craft a 
  consumable uncommon magic item, you instead make two 
  of it.   
  Rapid Recharge 
  Starting at 14th level, as an action on your turn, you can 
  allow a magic item you are holding to regain a number of 
  charges equal to the amount it normally regains at dawn. 
  Once you use this ability, you cannot do so again until you 
  complete a long rest. 
  Master Spellwright 
  At 18th level, you reach the peak of your craft. You learn 
  the following Legendary crafting properties: 
  
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  Ardent 
  Legendary property 
  Components Suit of masterwork exotic 
  armor  
  Select three damage types from the 
  following list: cold, fire, force, lightning, necrotic, 
  psychic, radiant, thunder. While wearing this suit of 
  armor, you gain resistance to those three damage types.  
  Mystical  
  Legendary property  
  Components Exotic masterwork weapon  
  If this weapon deals an additional die of damage due to 
  its Master property, it deals two dice of additional 
  damage instead. 
  Thunderlords’ Guild 
  From the earliest days of life, storms (and particularly, 
  lightning) have struck the creatures caught in them with 
  awe and terror. The Thunderlords, by contrast, draw wild 
  inspiration from the majesty of nature, and seek to, quite 
  literally, capture lightning in a bottle. 
  Thunderlord Gear 
  At 3rd level, you craft two unique pieces of gear: a power 
  cell and a pair of conduit gauntlets. These are both 
  complex, costly pieces of equipment, requiring long hours 
  of study and experimentation to create. When you gain 
  these items, you are assumed to have been working on 
  them in your spare time, only bringing them to full 
  functionality when you take this subclass. 
       If your power cell is ever lost or damaged, you can 
  repair or replace it over the course of a long rest with 100 
  gp of materials. You can repair, replace, or create a copy of 
  one of your conduit gauntlets over the course of a long rest 
  with 150 gp of materials.  
   
   
   
   
   
   
   
   
   
   
   
   
   
       Charge Points. You have a number of charge points, 
  which represent the electrical energy stored within your 
  power cell. Your maximum number of charge points is 
  equal to half your craftsman level, rounded up. You can 
  spend these points to generate various electrical effects 
  through your conduit gauntlets. You regain all expended 
  charge points when you finish a short or long rest. 
       Conduit Gauntlets. Your conduit gauntlets are each 
  exotic masterwork weapons, with statistics shown below. 
  These draw power from your power cell, and do not 
  function if disconnected from it. While wearing them, you 
  can still manipulate or hold objects in those hands, though 
  you cannot do so and attack with them at the same time. 
  You can add your Intelligence modifier, instead of your 
  Dexterity modifier, to attack rolls you make with your 
  conduit gauntlets. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  Cost 
  Weight Damage 
  Properties 
  Exotic Ranged Weapon 
   
   
   
   
  Conduit Gauntlets 
  150 gp 
  2 lb. 
  2d6 lightning Blaster (40/120), light 
  
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  Conduction 
  Starting at 3rd level, when you hit a creature with an attack 
  that deals lightning damage on your turn while wearing 
  your conduit gauntlets, you can spend one or more charge 
  points to enhance the power of the attack. When you do so, 
  add your Intelligence modifier to the damage roll of that 
  attack, and you can apply one of the following effects:  
       Burst. Each creature within 10 feet of the creature you 
  hit must succeed on a Dexterity saving throw against your 
  Masterwork save DC or take lightning damage equal to half 
  the damage rolled. 
       Chain. Your attack causes lightning to arc to nearby 
  creatures. For every 2 charge points spent, you can make a 
  single ranged spell attack against a creature you can see 
  within 15 feet of the creature you hit. This attack deals 1d8 
  + your Intelligence modifier on a hit. 
       Flash. You can use your bonus action to move up to 
  half your movement speed. Doing so does not provoke 
  opportunity attacks. 
       Impulse. The creature you hit is shoved 10 feet for each 
  charge point spent directly away from you. 
       Jolt. The creature you hit cannot take reactions until the 
  start of your next turn.  
  Shock 
  At 3rd level, while you are wearing your conduit gauntlets 
  and have at least one unspent charge point, you can use the 
  cantrips shocking grasp and spare the dying. Intelligence is 
  your spellcasting modifier for these spells.   
  Lightning Rod 
  Starting at 7th level, while you’re wearing your conduit 
  gauntlets, you gain resistance to lightning damage. 
  Additionally, whenever you take lightning damage from a 
  hostile creature while wearing your gauntlets, you can 
  regain 2 expended charge points as a reaction. 
  Static Charge 
  Starting at 10th level, you can spend 10 minutes to store an 
  electric charge in a suit of armor or weapon, or up to 6 
  pieces of gear if done over a short or long rest.  
       Charged Armor. When you use this ability to charge a 
  suit of armor, the first time you take damage from a melee 
  attack, you can use your reaction to expend the charge, 
  dealing 2d6 lightning damage to the creature that struck 
  you.   
       Charged Weapon. When you use this ability to charge a 
  weapon, the weapon deals 1d6 additional lightning damage 
  on a hit, expending the charge.  
  High Voltage 
  Starting at 14th level, while wearing your conduit gauntlets, 
  you can spend 5 charge points to cast the spell lightning 
  bolt without using a spell slot. This spell uses your 
  Masterwork save DC. 
       Additionally, when you deal lightning damage to a 
  creature twice on your turn, you can use your bonus action 
  to deal that creature an additional 1d8 lightning damage.  
  Master Electrician 
  At 18th level, you reach the peak of your craft. You learn 
  the following Legendary properties: 
  Coil 
  Legendary property 
  Components Suit of masterwork exotic armor 
  You fit an electrical coil to the back of your armor. As a 
  bonus action on your turn, you can activate or deactivate 
  the coil, generating a 10-foot radius field of electrical 
  energy around you. The first time a creature enters this 
  area during a turn or if it starts its turn there, it must make 
  a Dexterity saving throw or take 2d6 lightning damage. A 
  creature damaged by this ability can't use its reaction 
  until the end of your next turn. 
  Conductive 
  Legendary property 
  Components Conduit gauntlet 
  When you use your Conduction ability with this weapon, 
  you can add the following effect to the attack if you 
  spend 2 or more charge points:  
       Stun. The target must succeed on a Constitution 
  saving throw or be stunned until the end of your next 
  turn. 
  Trapper’s Guild 
  Craftsmen are no strangers to turrets, bombs, and 
  clockwork mechanisms, but the craftsmen of the Trapper’s 
  Guild raise this to a level of artistry. Given enough time 
  and resources, a trapsmith can veritably blanket a room in 
  dangerous implements, setting the stage to slay an intruder 
  in a half-dozen unique ways. While the traps do the dirty 
  work, the trapsmith is free to lounge about some distance 
  away, enjoying a cold beverage and dreaming up new, 
  dangerous designs. 
  Danger Sense 
  At 3rd level, your experience with traps gives you an edge 
  when escaping danger. You have advantage on Dexterity 
  saving throws against effects that you can see, such as traps 
  
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  and spells. To gain this benefit, you can’t be blinded, 
  deafened, or incapacitated. 
  Traps 
  You are an expert in designing ingenious and lethal traps. 
  Starting at 3rd level, you can craft traps and deploy traps, 
  which are detailed in the Traps section below, using your 
  crafting tools and a bag of trapsmith’s parts. This bag of 
  gears, detonators, springs, and other mechanical equipment 
  contains many of the parts you need to construct traps. 
       You can deploy a number of traps equal to your 
  craftsman level at no cost, and regain all expended uses 
  when you finish a long rest. 
       Instead of improving your traps independently, you 
  instead refine the quality of your parts using the following 
  property: 
  Trap Upgrade 
  Apprentice property  
  Components Trapsmith's parts  
  Any trap you build using your trapsmith's parts has a +1 
  bonus to its attack rolls and save DC. You can apply this 
  property multiple times, once at each level of Masterwork 
  properties, further increasing the bonus by +1 each time. 
  Smart Traps 
  Starting at 7th level, traps you deploy do not trigger on or 
  target creatures you choose.  
  Booby Trap 
  Starting at 10th level, you take 10 minutes to conceal one 
  of your traps from an unsuspecting target. A creature can 
  detect a concealed trap by taking using its action to make 
  an Intelligence (Investigation) or Wisdom (Perception)  
   
  check (DC equals your crafting technique save DC), or by 
  having a passive Perception score higher than that DC. The 
  first time this trap activates, it deals twice the normal 
  damage. 
  Rapid Setup 
  By 14th level, you can assemble a gauntlet of traps in the 
  blink of an eye. As an action, you can deploy three traps 
  which all have a deployment time of 1 action. These traps 
  can’t trigger until the end of your turn. Once you use this 
  ability, you can’t use it again until you finish a long rest. 
  Master Trapsmith 
  At 18th level, you reach the peak of your craft. You learn 
  the following crafting technique: 
  Ambush Weapon  
  Legendary property 
  Components Exotic masterwork weapon with the Two-
  Handed property 
  By integrating the clever springs and clockwork of your 
  trapsmith parts into your weapon, you always have a 
  spare quick-deploy trap on hand. You can use your action 
  to load any trap with a deployment time of 1 action into 
  this weapon. Once loaded, the trap can be deployed as a 
  bonus action. 
  Traps 
  Trappes have a wide variety of dangerous armaments to 
  main and disable their enemies. Generally, traps are 
  deployed by throwing them within range as an action and 
  activate on some sort of trigger. As an action or a bonus 
  action, you can disarm and recover one of your deployed 
  traps. Deployed traps do not count against the total number 
  of traps you can deploy. Unless otherwise specified, a trap 
  occupies the same space as a Tiny creature. If one of your 
  traps calls for a saving throw, it uses your masterwork save 
  DC. 
  Auto-Turret 
  Deployment Time: 1 action 
  Range: 5 feet 
  Trigger: 1 bonus action 
  This sophisticated device automatically lines up a crossbow 
  on a target, retracts the bowstring, and fires a bolt. You can 
  designate a target within 30 feet of the auto-turret by 
  speaking a coded instruction as a bonus action on your turn. 
  The turret then makes an attack roll (attack bonus equals 
  your proficiency bonus + your Intelligence modifier.) On a 
  hit, the turret deals 1d8 piercing damage. The turret carries 
  only 10 pieces of ammunition and deactivates 
  automatically 1 minute after being deployed. 
  Deployable Barrier 
  Deployment Time: 1 action 
  Range: 5 feet 
  Trigger: None 
  Though not a trap in the conventional sense, a deployable 
  barrier is a simple, yet vital tool for survival in combat. 
  This barrier collapses to be easily carried and expands to be 
  5 feet wide and almost 4 feet tall, mounting securely into 
  the ground, when deployed. The barrier has AC 8 and 25 
  HP. A Medium creature that hunkers down behind it has 
  three-quarters cover from the opposite side. Small and 
  smaller creatures have full cover behind the barrier. 
  
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       Two or more of these barriers can be linked to create 
  larger walls consisting of 5-foot panels, each of which can 
  be independently targeted and destroyed. 
  Landmine 
  Deployment Time: 1 minute 
  Range: 0 feet 
  Trigger: Target moving within the trap’s area 
  You bury a landmine, an explosive with a pressure trigger, 
  which explodes when a creature steps on it. Once a 
  landmine is buried, it occupies a 5-foot-square area under 
  the ground. If a Small or larger creature steps in this area, it 
  and each creature within 5 feet of it must make a Dexterity 
  saving throw. On a failed save, the target takes 1d10 
  damage from the bomb, or half as much on a successful 
  save. Each creature within 5 feet of the target takes half 
  damage on a failed save. A landmine is destroyed when it is 
  triggered.  
       A creature can detect the presence of a buried landmine 
  with a Wisdom (Perception) check opposed by your 
  crafting technique save DC. 
       This damage of this trap increases as you gain higher 
  levels in this class. At 5th level, the damage increases to 
  2d10, at 11th level, the damage increases to 3d10, and at 
  17th level, the damage increases to 4d10. 
  Man-Trap 
  Deployment Time: 1 action 
  Range: 0 feet 
  Trigger: Target moving within the trap’s area 
  This oversized hunting trap, which is affixed to the ground 
  in an unoccupied 5-foot-square area, clamps down with 
  sharpened teeth onto the legs of an unfortunate creature that 
  steps into it. A target that steps into the trap must succeed 
  on a Dexterity saving throw or take 1d10 slashing damage 
  and stop moving. Until the target or another creature uses it 
  action to make a Strength check (DC equals your 
  Masterwork save DC) to free the target, it can't move. 
  Creatures of Huge size and larger can move normally, 
  ripping the trap from its mounting when they move. 
       This damage of this trap increases as you gain higher 
  levels in this class. At 5th level, the damage increases to 
  2d10, at 11th level, the damage increases to 3d10, and at 
  17th level, the damage increases to 4d10. 
  Razor Wire 
  Deployment Time: 1 action 
  Range: 10 feet 
  Trigger: Target moving through the wire's line 
  This immensely sharp wire is fired from a special device 
  that anchors its two ends in surfaces that you choose and 
  pulls the wire taught. When you deploy this trap, you 
  choose two locations within range as anchor points; the 
  wire occupies a line between those points. 
       This wire is thin and nearly invisible. A creature can 
  detect razor wire with a Wisdom (Perception) check 
  opposed by your Masterwork save DC. If a creature that 
  does not see the razor wire crosses its line, it must make a 
  Dexterity saving throw, taking 2d8 slashing damage on a 
  failed save, or half as much on a successful one. 
  Remote-Control Bomb 
  Deployment Time: 1 action 
  Range: 5 feet 
  Trigger: The bomb contacts a creature 
  You can use your action to deploy this rolling construct 
  bomb within 5 feet of you and you can use your bonus 
  action to remotely steer it using a second device. The 
  device moves up to 25 feet when you steer it, and you see 
  from the bomb's perspective when you do so. You can 
  control only 1 deployed remote-control bomb at a time. 
       If you steer this bomb into an obstacle, it explodes. The 
  target makes a Dexterity saving throw, taking 1d8 fire 
  damage on a failed save, or half as much on a successful 
  one. 
       The damage of this trap increases as you gain higher 
  levels in this class. At 5th level, the damage increases to 
  2d8, at 11th level, the damage increases to 3d8, and at 17th 
  level, the damage increases to 4d8. 
  Trigger Mine 
  Deployment Time: 1 action 
  Range: 30 feet 
  Trigger: 1 bonus action 
  These throwable mines detonate when you use your bonus 
  action to press a detonator. All trigger mines currently 
  deployed detonate at once when you do so. Each creature 
  within 5 feet of one or more bombs must make a Dexterity 
  saving throw. A creature takes 1d8 fire damage on a failed 
  save, or half as much on a successful one. 
       The damage of this trap increases as you gain higher 
  levels in this class. At 5th level, the damage increases to 
  2d8, at 11th level, the damage increases to 3d8, and at 17th 
  level, the damage increases to 4d8. 
   
   
   
   
  
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  Masterwork 
  Properties 
  Masterwork properties can be applied to any piece of 
  masterwork equipment, provided you can spare the time 
  and gold cost required to apply it. Each property entry 
  details the property’s level and the type of equipment it can 
  be applied to.  
       Unless otherwise noted, a piece of gear cannot have the 
  same property more than once; for example, you cannot 
  apply the Heavy property to a greatsword, or the Martial 
  property to a longbow. 
  Damage Steps 
  If a Masterwork Property increases or decreases a weapon’s 
  damage, it is moved up and down one step on the following 
  scale, down to a minimum of 1d4: 
  1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6 
  Further increases add a +1 bonus to the weapon’s damage 
  roll. 
       If the weapon being modified has 2 damage dice (such 
  as a greatsword or a firearm), the scale is instead: 
  2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 → 
  2d8 + 1 → 2d10 → 2d10 + 1 → 2d12 
  Weapon Properties 
  The following weapon properties are organized by crafting 
  level. Generally, Apprentice properties can be used to 
  fashion nearly any type of simple, martial, or exotic 
  weapon, though some weapons might require one 
  Journeyman property as well. Master and Legendary 
  properties, by contrast, are used almost exclusively by 
  master craftsmen on their personal equipment. 
       Masterwork properties applied to ranged weapons apply 
  their effects to their ammunition, if applicable. If a property 
  requires a martial weapon, you can apply it to an exotic 
  weapon. 
  Apprentice Properties 
  You can apply a number of Apprentice properties equal to 
  your Intelligence modifier + your Masterwork Bonus 
  (minimum 1) to a weapon.  
  Aerodynamic 
  Apprentice property 
  Components Masterwork weapon with the Thrown 
  property 
  The thrown range of this weapon doubles and its damage 
  decreases by 1 step. 
  Automatic 
  Apprentice property 
  Components Masterwork ranged weapon with the 
  Ammunition property 
  This weapon gains the Automatic property and its damage 
  decreases by 1 step. 
       Automatic. When you make an attack with this weapon 
  on your turn, you can choose to make two attacks with 
  disadvantage instead. These attacks always have 
  disadvantage, regardless of circumstance. These attacks use 
  double the normal amount of ammunition. 
  Balanced 
  Apprentice property 
  Components Masterwork martial weapon with the Heavy 
  property 
  This weapon gains the Balanced property.  
       Balanced. This weapon is suitable for nimble, swift 
  combat, despite its size. A weapon with this property can 
  be wielded by Small creatures without disadvantage.   
   
   
   
  
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  Blaster 
  Apprentice property 
  Components Masterwork ranged weapon with the 
  Ammunition property 
  This weapon loses the Ammunition, Loading, and Reload 
  properties, as well as any damage die increases associated 
  with these properties. It gains the Blaster property and deals 
  radiant damage instead of its normal type. If this weapon 
  was not previously a firearm, its damage die increases by 
  three steps, and moves to two damage dice, if possible.  
       Blaster. A weapon with the Blaster property is a ranged 
  weapon that requires no ammunition. Blasters are 
  considered firearms for the purpose of class features and 
  abilities. Like firearms, you don’t add your ability score 
  modifier to blasters’ damage rolls. 
  Collapsible  
  Apprentice property 
  Components Masterwork weapon 
  This weapon gains the Collapsible property.  
       Collapsible. This weapon has hollowed out portions, 
  usually in the handle, allowing you to collapse it in on itself 
  for ease of storage and concealment. While stowed, you 
  have advantage on Dexterity (Stealth) checks made to 
  conceal this weapon. 
  Elegant 
  Apprentice property 
  Components Masterwork exotic weapon with the Light 
  property 
  This weapon gains the Elegant property and its damage 
  increases by one step. 
       Elegant. This weapon requires exceptional skill to use. 
  You must have a Dexterity score of 16 or higher to wield 
  an elegant weapon. 
  Exotic 
  Apprentice property 
  Components Masterwork martial weapon 
  This weapon becomes an exotic weapon and its damage 
  increases by 1 step. 
  Extended Magazine 
  Apprentice property 
  Components Masterwork martial weapon with the Reload 
  property 
  The Reload capacity of this weapon is doubled. 
  Finesse 
  Apprentice property 
  Components Masterwork melee weapon that does not have 
  the Two-Handed property 
  This weapon gains the Finesse property.  
  Fist 
  Apprentice property 
  Components Masterwork melee weapon that does not have 
  the Two-Handed or Versatile properties 
  This weapon gains the Fist property and its damage 
  decreases by 1 step.  
       Fist. Attacks made with this weapon are treated as 
  unarmed strikes. 
  Foregrip 
  Apprentice property 
  Components Masterwork weapon with the Reload 
  property that does not have the Two-Handed property 
  This weapon gains the Foregrip property.  
       Foregrip. This weapon can be used with one or two 
  hands. If used in two hands, its normal and long ranges 
  double. 
  Heavy 
  Apprentice property 
  Components Masterwork martial weapon with the Two-
  Handed property 
  This weapon gains the Heavy property and its damage die 
  increases by 1 step.  
  Light  
  Apprentice property 
  Components Masterwork weapon that does not have the 
  Two-Handed or Heavy properties 
  This weapon gains the Light property and its damage die 
  decreases by 1 step.  
  Loading 
  Apprentice property 
  Variant Damage Dice 
  With the GM's permission, you can exchange your 
  exotic weapon's damage dice for an equivalent 
  variant. Sets of dice are equivalent when the sum 
  of the largest numbers of each set of dice are 
  equal. For example, you can replace a weapon that 
  deals 1d8 with 2d4 or a weapon that deals 2d12 
  with 4d6 or 3d8. 
  
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  Components Masterwork ranged weapon with the 
  Ammunition property that does not have the Reload 
  property 
  This weapon gains the Loading property. Its damage die 
  increases by one step.   
  Martial 
  Apprentice property 
  Components Masterwork simple weapon 
  This weapon becomes a martial weapon. If the weapon is a 
  melee weapon, its damage increases by 1 step. If the 
  weapon is ranged, its short range increases by 20 feet and 
  its long range increases by 60 feet if the weapon’s long 
  range is three times its short range, or by 80 feet, if the 
  weapon’s long range is four times its short range. This 
  property can’t be applied to an exotic weapon. 
  Nonlethal 
  Apprentice property 
  Components Martial ranged weapon 
  This weapon gains the Nonlethal property. 
       Nonlethal. When you reduce a creature to 0 hit points 
  using this weapon, you can choose to knock the creature 
  out, rendering it unconscious, rather than deal a killing 
  blow. 
  Paired 
  Apprentice property 
  Components Masterwork martial weapon that has the 
  Light property 
  This weapon gains the Paired property. 
       Paired. This weapon comes with a twin weapon using 
  the same statistics. Ideal for two-weapon fighting, you can 
  draw or stow both weapons at the same time. If you lose 
  one of the paired weapons, the remaining weapon loses this 
  property. Removing this property breaks down the twin 
  weapon. 
  Parrying 
  Apprentice property 
  Components Masterwork exotic melee weapon with the 
  Finesse property or Light property 
  This weapon gains the Parrying property. 
       Parrying. While wielding this weapon and not wielding 
  a shield, you gain a +1 to your AC against melee attacks. 
  You can only gain the benefit of one weapon with this 
  property at a time. 
   
  Reach 
  Apprentice property 
  Components Masterwork martial melee weapon with the 
  Finesse or Two-Handed property 
  This weapon gains the Reach property and its damage die 
  decreases by 1 step.  
  Returning 
  Apprentice property 
  Components Masterwork melee weapon with the Light 
  and Thrown properties 
  This weapon gains the Returning property. 
       Returning. After being thrown, this weapon returns to 
  your hand at the end of your turn.  
  Reload 
  Apprentice property 
  Components Masterwork martial ranged weapon with the 
  Loading property 
  This weapon loses the Loading property as well as its 
  associated damage die increase, causing its damage die to 
  decrease by one step. The weapon gains the Reload (5) 
  property. If you apply the Reload property to a weapon 
  with the Mounted property, you can choose to give it the 
  Reload (1, 2 actions) property, and increase its damage by 
  two steps. 
       Removing this property causes the weapon to inherit the 
  Loading property instead. 
       Reload. This weapon can be used to make a number of 
  attacks before it must be reloaded. If you are not proficient 
  with the weapon, reloading it takes an action. If you are 
  proficient, you can reload it as a bonus action. Some 
  weapons require longer to reload, even if you have 
  proficiency, which is specified in the Reload property. If 
  reloading a weapon requires longer than one action, the 
  weapon can’t be used to make attacks until reloading is 
  finished. 
  Scatter 
  Apprentice property 
  Components Masterwork ranged weapon with the 
  Ammunition or Blaster property that does not have the 
  Sighted property 
  This weapon gains the Scatter property and its damage die 
  decreases by one step. The weapon’s normal and long 
  ranges are reduced by half, and the weapon’s damage die 
  increases by two steps when an attack with it is made 
  against a target within half of its normal range.  
  
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       Scatter. If you make an attack against a target that is 
  within half this weapon’s normal range, you deal the 
  damage value listed in parentheses instead of the weapon’s 
  normal damage dice. 
  Sighted 
  Apprentice property 
  Components Masterwork martial ranged weapon with the 
  Ammunition or Blaster property that does not have the 
  Scatter or Sighted property 
  This weapon’s range doubles and it either gains the Sighted 
  property or its damage die decreases by one step.  
       Sighted. This weapon has disadvantage on attack rolls 
  made against targets within 20 feet. 
  Superheavy 
  Apprentice property 
  Components Masterwork exotic melee weapon with the 
  Heavy property 
  This weapon gains the Superheavy property and its damage 
  increases by 1 step.  
       Superheavy. This weapon is unusually large for its 
  type. You must have a Strength score of 16 or higher to 
  proficiently wield a superheavy weapon. 
  Switch 
  Apprentice property 
  Components Two masterwork exotic weapons 
  You combine two weapons into a single unit, which has the 
  Switch property. The damage dice of each weapon form 
  decreases by one step. 
       Switch. This weapon has two forms. The damage and 
  properties of the second form are listed in parentheses. You 
  can swap between which weapon is being used as if you 
  were drawing a weapon.  
  Tension 
  Apprentice property 
  Components Masterwork exotic bow or crossbow that 
  does not have the Blaster property 
  This weapon gains the Tension property. 
       Tension. When making a ranged weapon attack with a 
  tension 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. 
  Thrown 
  Apprentice property 
  Components Masterwork melee weapon that does not have 
  the Two-Handed property 
  This weapon gains the Thrown property with a range of 
  (20/60). 
  Trip 
  Apprentice property 
  Components Masterwork martial melee weapon 
  This weapon gains the Trip property.  
       Trip. When you take the Attack action with this weapon 
  and hit a creature, instead of dealing damage, you can 
  immediately use a bonus action to attempt to shove that 
  creature prone. You have advantage on this shove attempt. 
  Two-Handed 
  Apprentice property 
  Components Masterwork weapon that does not have the 
  Finesse, Foregrip, Light, Thrown, or Versatile properties 
  This weapon gains the Two-Handed property and its 
  damage die increases by 1 step.  
  Variable 
  Apprentice property  
  Components Masterwork exotic ranged weapon with the 
  Blaster property 
  This blaster has a variable power cell. As a bonus action, 
  you can change the damage type of the blaster to cold, fire, 
  lightning, radiant, thunder, or back to its normal damage 
  type. 
  Versatile 
  Apprentice property 
  Components Masterwork melee weapon that doesn’t have 
  the Foregrip or Two-Handed property 
  This weapon gains the Versatile property. While being 
  wielded in two hands, its damage die increases by 1 step. 
  Journeyman Properties 
  You can’t apply a Journeyman property to a weapon which 
  already has a property of this level.  
  Brutal 
  Journeyman property 
  Components Masterwork martial weapon 
  This weapon gains the Brutal property.  
       Brutal. This weapon deals two additional dice of 
  damage on a critical hit.  
  Counterweighted 
  Journeyman property 
  Components Masterwork exotic weapon with the Two-
  Handed property 
  
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  If your Strength score is 17 or higher, you can wield this 
  weapon in one hand.  
  Double 
  Journeyman property 
  Components Masterwork exotic melee weapon that does 
  not have the Heavy property 
  This weapon gains the Double property. 
       Double. This weapon has two damage-dealing ends. 
  When you use the Attack action and make an attack with 
  this weapon, you can use your bonus action to make an 
  additional attack with it; you do not add your ability 
  modifier to the damage roll of this attack. 
  Explosive 
  Journeyman property 
  Components Masterwork martial ranged weapon 
  This weapon gains the Explosive property and its damage 
  die decreases by one step.  
       Explosive. When this weapon’s projectile hits a target, 
  it explodes in a 5-foot radius. The projectile can be fired at 
  an unoccupied space within its range. Each creature other 
  than the target within the blast radius must succeed on a 
  Dexterity saving throw, taking half the damage rolled on a 
  failed save or no damage on a successful one. 
  Massive 
  Journeyman property 
  Components Masterwork exotic melee weapon with the 
  Superheavy property 
  This weapon gains the Massive property and its damage 
  increases by 2 steps. 
       Massive. Once you make an attack with this weapon, 
  you can't attack with it again until the beginning of your 
  next turn. If you would be able to attack more than once 
  when you take the Attack action on your turn, you deal an 
  additional two dice of damage when using this weapon. 
  Mounted 
  Journeyman property 
  Components Masterwork martial ranged weapon with the 
  Heavy property that does not have the Superheavy 
  property 
  This weapon gains the Mounted property and its damage 
  increases by 2 steps.  
       Mounted. This weapon is normally used while attached 
  to a tripod, vehicle, or other bracing mount. You can mount 
  or unmount this weapon as an action. While it is mounted, 
  it can't be moved. It can only be used to make an attack 
  while unmounted if held by a Medium or larger creature 
  with a Strength score of at least 15. 
  Overheat 
  Journeyman property 
  Components Masterwork martial weapon with the Blaster 
  and Heavy properties 
  This weapon gains the Overheat property and its damage 
  increases by 2 steps. 
       Overheat. Once you make an attack with this weapon, it 
  can't be used again to make an attack until the end of your 
  next turn. 
  Precision 
  Journeyman property 
  Components Masterwork exotic weapon with the Elegant 
  property 
  This weapon gains the Precision property. 
       Precision. Once per turn, you can deal an extra 1d6 
  damage to one creature you hit with this weapon if you 
  have advantage on the attack roll. 
  Rifled 
  Journeyman property 
  Components Masterwork ranged weapon with the 
  Ammunition or Blaster property 
  You do not have disadvantage on attacks made at long 
  range with this weapon. 
  Rocket 
  Journeyman property 
  Components Masterwork exotic weapon 
  This weapon gains the Rocket property and its damage die 
  decreases by one step. 
       Rocket. This weapon has a small propulsive engine 
  attached to it or its projectiles. Once per turn, when you hit 
  a creature with this weapon, you can deal an additional 1d4 
  damage to the target. 
  Twinshot 
  Journeyman property 
  Components Masterwork exotic ranged weapon 
  This weapon gains the Twinshot property. 
       Twinshot. Once on each of your turns when you make 
  an attack with this weapon, you can make another attack 
  with it against a different creature that is within 5 feet of 
  the original target and within range of the weapon. 
  
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  Master Properties 
  You can apply only one Master property to a weapon at a 
  time. 
  Adamantine 
  Master property 
  Components Masterwork exotic melee weapon with the 
  Versatile or Heavy property 
  This weapon’s damage die increases by two steps, and it 
  deals double damage to objects. 
  Blessed 
  Master property 
  Components Masterwork exotic weapon 
  This weapon deals an additional 1d6 radiant damage on a 
  hit. This additional damage increases to 1d12 radiant 
  damage if the target is a fiend or undead.  
  Cursed 
  Master property 
  Components Masterwork exotic weapon 
  This weapon deals an additional 1d6 necrotic damage on a 
  hit. This additional damage increases to 1d12 necrotic 
  damage if the target is a celestial or fey. 
  Deadblow 
  Master property 
  Components Masterwork exotic bludgeoning weapon 
  This weapon deals an additional 1d4 bludgeoning damage 
  on a hit, and you can automatically shove any creature of 
  Large size or smaller hit by it up to 10 feet away from you.  
  Earthshatter 
  Master property 
  Components Masterwork exotic weapon with the Massive 
  property 
  On a hit with this weapon, the target must make a Strength 
  saving throw or be knocked prone. 
  Keen 
  Master property 
  Components Masterwork exotic melee weapon with the 
  Elegant property 
  This weapon scores a critical hit on a roll of 19 or 20. 
  Noxious 
  Master property 
  Components Masterwork exotic weapon 
   
   
   
   
   
   
  This weapon deals an 
  additional 1d8 poison damage 
  on a hit. 
  Magnetic 
  Master property 
  Components Masterwork exotic weapon 
  This weapon is highly magnetic and is attracted to metal. 
  This weapon deals an additional 1d4 lightning damage on a  
  hit. Additionally, you gain a 1d4 bonus on attack rolls with 
  this weapon against any creature that is wearing metal 
  armor or is primarily composed of metal, such as a 
  construct. 
  Mithral 
  Master property 
  Components Masterwork exotic melee weapon with the 
  Finesse property 
  This weapon’s damage die increases by 2 steps, and it 
  weighs half as much. 
  Primordial  
  Master property 
  Components Masterwork exotic weapon 
  This weapon deals an additional 1d6 fire, lightning, cold, 
  acid, or thunder damage, your choice, on a hit. 
  Resonant 
  Master property 
  Components Masterwork exotic weapon 
  This weapon deals an additional 1d4 psychic damage on a 
  hit. This additional damage increases to 1d10 psychic 
  damage on a critical hit.  
  Serrated  
  Master property 
  Components Masterwork exotic weapon that deals 
  slashing damage 
  When a creature takes damage from serrated weapons twice 
  or more in a single turn, it takes an additional 1d8 slashing 
  damage. 
  
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  Legendary Properties 
  You can apply only one Legendary property to a weapon at 
  a time. 
  Cleaving 
  Legendary property 
  Components Masterwork exotic weapon that deals 
  slashing damage  
  When you Attack a creature with this weapon and score a 
  critical hit, that target takes an extra 4d6 slashing damage. 
  If you roll a 20 on the attack roll, roll another d20. If you 
  roll a 20, you lop off one of the target’s limbs, with the 
  effect of such loss determined by the GM. If the creature 
  has no limb to sever, you lop off a portion of its body 
  instead. 
  Crushing  
  Legendary property 
  Components Masterwork exotic weapon that deals 
  bludgeoning damage 
  Each time you hit a creature with this weapon, its AC is 
  reduced by 1, to a minimum of 10 AC. This effect lasts 
  until the affected creature completes a short or long rest. 
  Deadly 
  Legendary property 
  Components Masterwork exotic firearm or blaster 
  You can add your ability modifier to the attack and damage 
  rolls of attacks made with this weapon, instead of just 
  attack rolls.  
  Penetrating  
  Legendary property 
  Components Masterwork exotic ranged or thrown weapon 
  that deals piercing damage 
  This weapon’s shots pierce through its targets. When you 
  make an attack with this weapon, you can attack all 
  creatures in a straight line within this weapon’s normal 
  range; each creature must succeed on a Dexterity saving 
  throw or take the weapon’s damage. 
  Seeking  
  Legendary property 
  Components Masterwork exotic weapon 
  Once per turn, when you make an Attack with this weapon 
  that does not have disadvantage and miss, you instead hit 
  the target and deal minimum damage.  
  Swift 
  Legendary property 
  Components Masterwork exotic melee weapon with the 
  Elegant property 
  This weapon can be used to attack blindingly fast. When 
  you use the Attack action and make an attack with this 
  weapon, you can use your bonus action to make an 
  additional attack. If you engage in two-weapon fighting 
  with two swift weapons, you can make two attacks, instead 
  of one, as a bonus action. 
  Threatening 
  Legendary property 
  Components Masterwork exotic melee weapon 
  When a creature provokes an opportunity attack from you, 
  you can use this weapon to make an attack against it 
  without using your reaction. 
  Armor Properties 
  The following armor properties are organized by crafting 
  level. Generally, exotic armor is made using the Exotic 
  property, while the other apprentice properties are used to 
  tailor a suit of armor to a craftsman’s personal tastes. 
  Higher level properties, by contrast, drastically alter suits of 
  armor to which they are applied. 
  Apprentice Properties 
  You can apply a number of Apprentice properties equal to 
  your Intelligence modifier + your Masterwork Bonus 
  (minimum 1) to a suit of armor. 
  Cleated 
  Apprentice property 
  Components Suit of masterwork medium or heavy armor  
  While wearing this armor, when you would be 
  involuntarily moved by an effect, reduce that movement by 
  10 feet. 
  Climbing 
  Apprentice Property 
  Components Suit of masterwork light armor 
  This armor is outfitted with integrated climbing gear. While 
  wearing this armor, as long as you have one hand free, you 
  gain a climb speed equal to your movement speed.  
  Comfortable 
  Apprentice property 
  Components Suit of masterwork armor 
  
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  You can sleep in this suit of armor with no ill effect.  
  Environmental 
  Apprentice property 
  Components Suit of masterwork armor  
  While wearing this suit of armor, you can ignore 
  detrimental effects of temperatures as low as -100 degrees 
  or as high as 300 degrees.  
  Exotic 
  Apprentice property 
  Components Suit of masterwork armor that isn’t exotic 
  This armor becomes exotic armor and gains a +1 to its AC. 
  Integrated 
  Apprentice Property 
  Components Suit of masterwork armor  
  You can integrate a weapon directly into your armor, or 
  you can integrate two weapons (one into each arm) if 
  neither has the Two-Handed property. When you draw an 
  integrated weapon, it snaps to your hand and you can’t be 
  disarmed of it. When you stow it, it retracts back into your 
  armor. You can switch which weapons are integrated over 
  the course of a long rest. 
  Plated  
  Apprentice property 
  Components Suit of masterwork medium armor  
  This armor gains a set of heavy, reinforced plates. The AC 
  provided by this armor increases to 18, though it now gains 
  no benefit from your Dexterity bonus. Additionally, you 
  have disadvantage on Dexterity (Stealth) checks made 
  while wearing it. 
   
  Quick-Change 
  Apprentice property 
  Components Suit of masterwork armor 
  You can don or doff this suit of armor as an action. 
  Retractable  
  Apprentice property 
  Components Suit of masterwork medium or heavy armor  
  One of the gauntlets on this suit of armor has a retractable 
  shield set into it. While wearing this armor, you can don or 
  doff this shield as a bonus action. 
  Scaled 
  Apprentice property 
  Components Suit of masterwork light armor  
  This armor is covered in heavy, hardened scales. The AC 
  provided by this armor increases by 3, but its maximum 
  Dexterity bonus becomes +2. 
  Spiked  
  Apprentice property 
  Components Suit of masterwork heavy armor  
  This suit of armor is bristling with spikes. While wearing 
  this armor, creatures who are in contact with you (either by 
  grappling you, being grappled by you, or having swallowed 
  you whole) take piercing damage equal to 1d4 + your 
  Strength modifier at the start of your turn.   
  Studded 
  Apprentice property 
  Components Suit of masterwork light armor  
  This armor is covered in hardened studs. The AC provided 
  by this armor increases by +1. 
  Journeyman Properties 
  You can apply only one Journeyman property to a suit of 
  armor at a time. 
  Adamantine 
  Journeyman property 
  Components Suit of masterwork heavy armor  
  This suit of armor is reinforced with adamantine, 
  one of the hardest substances in existence. While 
  wearing it, any critical hit against you becomes a 
  normal hit. 
  Arcane  
  Journeyman property 
  Components Suit of exotic masterwork armor  
  
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  This armor is covered in arcane etchings. When you apply 
  this property to a suit of armor, choose two cantrips from 
  any spell list. While wearing this armor, you can cast those 
  cantrips. Intelligence is your spellcasting modifier for these 
  cantrips.  
  Diving 
  Journeyman property 
  Components Suit of exotic masterwork armor 
  This suit of armor is equipped with webbed fins, a mask, 
  and an air bladder containing 1 hour of breathable air. 
  While wearing it, you gain a swim speed equal to your 
  movement speed. Additionally, while breathing from the 
  air bladder, you can breathe normally underwater or in a 
  vacuum, and you ignore the effects of breathable poisons. 
  This bladder can be refilled over the course of a long rest. 
  Juggernaut  
  Journeyman property 
  Components Suit of exotic masterwork heavy armor 
  This suit of armor is fitted with massive plates and a heavy, 
  reinforced helmet. While wearing this armor, you count as 
  an obstacle providing three-quarters cover, instead of half 
  cover, for creatures that are within 5 feet of you. You must 
  have a Strength score of 18 or higher to proficiently wear 
  this armor.  
  Magnetic 
  Journeyman property 
  Components Suit of exotic masterwork medium or heavy 
  armor  
  This suit of armor is reinforced with lodestone and a small 
  coil containing an electric charge. As a bonus action, you 
  can activate this coil. When a creature within 5 feet of you 
  is targeted by a ranged weapon attack while this coil is 
  active, the attack targets you instead. You can deactivate 
  this coil as a bonus action.  
  Maneuvering 
  Journeyman property 
  Components Suit of exotic masterwork light or medium 
  armor  
  This armor contains a set of spring loaded, automatically 
  retracting grappling hooks, allowing you an incredible 
  amount of maneuverability. As a reaction when you fall, or 
  as a bonus action on your turn, you can project a grappling 
  hook at a target location you can see within your movement 
  speed. If the target location can hold your weight, you are 
  pulled there, expending movement normally. This 
  movement does not provoke opportunity attacks. You must 
  have a Dexterity score of 16 or higher to use this ability.  
  Mithral 
  Journeyman property 
  Components Suit of masterwork medium or heavy armor  
  This suit of armor is made of mithral, a light and flexible 
  metal that is as strong as steel. Armor made of mithral 
  weighs half as much as normal, has no Strength 
  requirement, does not impose disadvantage on Dexterity 
  (Stealth) checks, and increases its maximum Dexterity 
  bonus by 1 (if it is allowed one). Medium armor made of 
  mithral can easily be worn hidden under normal clothing.  
  Resistance 
  Journeyman property 
  Components Suit of masterwork armor  
  When you apply this property to a suit of armor, choose 
  any damage type other than psychic. While wearing this 
  armor, you gain resistance to that damage type. 
  Master Properties 
  You can apply only one Master property to a suit of armor 
  at a time. 
  Cloaking 
  Master property 
  Components Suit of exotic masterwork light armor  
  This armor can easily hide the wearer when needed. While 
  wearing this armor, you can cast the invisibility spell 
  without using a spell slot. Once you do so, you cannot do 
  so again until you complete a short or long rest.  
  Clockwork 
  Master property 
  Components Suit of exotic masterwork heavy armor  
  This suit of armor has dozens of clockwork mechanisms 
  integrated into it, granting you a number of benefits. While 
  wearing this armor, your movement speed increases by 10 
  feet, your jump distance triples, and you gain advantage on 
  Strength (Athletics) checks (other than grappling checks). 
  Dragonscale 
  Master property 
  Components Suit of exotic masterwork medium or heavy 
  armor  
  This armor is covered in dragonscales, teeth, and bones. 
  When you apply this property, choose a type of dragon 
  from the list below. While wearing this armor, you have 
  advantage on saving throws against the Frightful Presence 
  
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  and breath weapons of dragons, and you have resistance to 
  one damage type that is determined by the kind of dragon 
  you chose (shown below) 
  Dragon 
  Resistance 
  Black 
  Acid 
  Blue 
  Lightning 
  Brass 
  Fire 
  Bronze 
  Lightning 
  Copper 
  Acid 
  Gold 
  Fire 
  Green 
  Poison 
  Red 
  Fire 
  Silver 
  Cold 
  White 
  Cold 
  Ghostly 
  Master property 
  Components Suit of exotic masterwork armor 
  This suit of armor is infused with ectoplasm. While 
  wearing this armor, you can use your bonus action to gain 
  the effects of the etherealness spell for up to 10 minutes, 
  and can use a bonus action again to deactivate it; you do 
  not need to use all 10 minutes consecutively. The armor 
  regains all expended time when you finish a long rest.  
  Trollskin 
  Master property 
  Components Suit of exotic masterwork armor  
  This suit of armor is made of or is lined with troll skin.  
  While wearing this armor, you can use a bonus action to 
  regain hit points equal to 1d10 + your Constitution 
  modifier. You can use this ability twice, regaining all 
  expended uses when you complete a short or long rest. 
  Winged 
  Master property 
  Components Suit of exotic masterwork light armor  
  This armor has a set of wings that can extend from a pack 
  set on the back of the suit, which you can do as a bonus 
  action. While wearing this armor with the wings extended, 
  you have a fly speed equal to your movement speed. 
  Legendary Properties 
  You can apply only one Legendary property to a suit of 
  armor at a time. 
   
  Furious 
  Legendary property 
  Components Suit of exotic masterwork armor 
  While wearing this armor, if you have no more than half of 
  your hit points left, you have resistance to bludgeoning, 
  piercing, and slashing damage. 
  Golem 
  Legendary property 
  Components Suit of exotic masterwork heavy armor 
  This suit of armor is exceptionally large and powerful. 
  While wearing this armor, you are treated as if you were 
  under the effect of the “Enlarge” effect of the 
  enlarge/reduce spell.  
  Hyper 
  Legendary property 
  Components Suit of exotic masterwork light armor 
  This armor is designed to maximize the wearer’s speed. 
  While wearing this armor, your movement speed increases 
  by 10 feet, you gain advantage on initiative rolls, and you 
  can take the Dash action as a bonus action.   
  Immortal 
  Legendary property 
  Components Suit of exotic masterwork medium or heavy 
  armor 
  While wearing this suit of armor, you have advantage on 
  death saving throws, and your hit point maximum is treated 
  as 50 points higher for the purposes of determining if an 
  effect kills you from massive damage.  
       Additionally, while rolling death saving throws, if you 
  roll a 20 on the die, you regain a number of hit points equal 
  to your craftsman level + your Intelligence modifier.   
  Overshield 
  Legendary property 
  Components Suit of exotic medium masterwork armor 
  This suit of armor generates a field of force, protecting its 
  wearer from harm. As a bonus action on your turn, you can 
  gain temporary hit points equal to half your craftsman 
  level.  
  Spellguard 
  Legendary property 
  Components Suit of exotic masterwork armor 
  This armor is covered in protective sigils and charms. 
  While wearing this armor, you have advantage on saving 
  throws against spells. 
  
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  Unconventional or experimental weapons and armor might 
  be found in the hands a warrior hailing from a far-off land, 
  in the ruins of an advanced civilization, or in the workshop 
  of a skilled, yet eccentric craftsman. Such exotic equipment 
  requires an incredible level of skill to wield or wear 
  properly, as they are often either unusually heavy, oddly  
  balanced, or bizarre in construction. As such, no class 
  (other than the craftsman) gains proficiency with any of the 
  exotic weapons and armor presented below. To gain 
  proficiency with exotic equipment, you must take the 
  Exotic Mastery feat, detailed at the end of this chapter. 
   
  Melee Weapons 
   
   
    
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Simple Melee Weapons 
   
   
   
   
  Antimatter Dagger 
  100 gp 
  1d4 necrotic 
  1 lb. 
  Finesse, light 
  Ballistic Gloves 
  50 gp 
  1d4 force 
  1 lb. 
  Fist, light 
  Cestus 
  5 gp 
  1d4 bludgeoning 
  2 lb. 
  Fist, light 
  Claw Gauntlet 
  5 gp 
  1d4 slashing 
  2 lb. 
  Fist, light 
  Fishhook 
  1 gp 
  1d6 piercing 
  3 lb. 
  Versatile (1d8) 
  Hook Hand 
  25 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, special 
  Kama 
  1 gp 
  1d4 slashing 
  2 lb. 
  Finesse, light 
  Machete 
  5 sp 
  1d6 slashing 
  4 lb. 
  Special 
  Punching Dagger 
  5 gp 
  1d4 piercing 
  2 lb. 
  Fist, light 
  Sai 
  2 gp 
  1d4 piercing 
  2 lb. 
  Finesse, light 
  Skathári Warclub 
  10 gp 
  1d8 piercing 
  10 lb. 
  Two-handed 
  Tonfa 
  1 sp 
  1d4 bludgeoning 
  1 lb. 
  Light 
  Martial Melee Weapons 
   
   
   
   
  Arc Baton 
  150 gp 
  1d6 lightning 
  2 lb. 
  Special 
  Battlefist 
  75 gp 
  1d8 bludgeoning 
  3 lb. 
  Special 
  Bayonet 
  2 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, special 
  Cutlass 
  30 gp 
  1d8 slashing 
  2 lb. 
  Finesse 
  Estoc 
  15 go 
  1d8 piercing 
  3 lb. 
  Versatile (1d10)  
  Gnomish Kneecapper 
  15 gp 
  2d6 bludgeoning 
  5 lb. 
  Balanced, heavy, two-handed 
  Harpoon 
  5 gp 
  1d8 piercing 
  4 lb. 
  Special, thrown (range 20/60) 
  Kopesh 
  25 gp 
  1d6 slashing 
  4 lb. 
  Finesse, light, trip 
  Katana 
  50 gp 
  1d8 slashing 
  3 lb. 
  Finesse, versatile (1d10) 
  Laser Sword 
  450 gp 
  1d8 radiant 
  3 lb. 
  Finesse, special, versatile (1d10) 
  Naginata 
  50 gp 
  1d10 slashing 
  5 lb. 
  Heavy, reach, two-handed 
  Nunchaku 
   5 sp 
  1d6 bludgeoning 
  1 lb. 
  Finesse, light 
  Photonic Lash 
  150 gp 
  1d4 radiant 
  2 lb. 
  Finesse, reach 
  Plasma Cutter 
  175 gp 
  1d10 slashing 
  10 lb. 
  Special, two-handed 
  Quickblade 
  20 gp 
  1d4 slashing 
  1 lb. 
  Collapsible, finesse, light, thrown (20/60) 
  Repulsor Gauntlet 
  150 gp 
  1d10 force 
  4 lb. 
  Heavy 
  Thermal Lance 
  150 gp 
  1d8 fire 
  6 lb. 
  Versatile (1d10) 
  Trident 
  15 gp 
  1d8 piercing 
  4 lb. 
  Thrown (range 20/60), versatile (1d10) 
  Wrenchinator 
  30 gp 
  1d12 bludgeoning 
  10 lb. 
  Heavy, two-handed 
  Chapter 2: Exotic Arms and Armor 
   
  
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  Melee Weapons Cont. 
   
   
   
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Exotic Melee Weapons 
   
   
   
   
  Bastard Sword 
  150 gp 
  1d10 slashing 
  5 lb. 
  Versatile (1d12) 
  Blast Maul 
  160 gp 
  1d12 bludgeoning 
  18 lb. 
  Heavy, two-handed, rocket 
  Boomeraxe 
  160 gp 
  1d8 slashing 
  5 lb. 
  Light, returning, thrown (20/60), versatile (1d10) 
  Booster Sword 
  165 gp 
  1d8 slashing 
  8 lb. 
  Rocket, versatile (1d10) 
  Bowblade 
  215 gp 
  1d8 slashing 
  5 lb. 
  Versatile (1d10), switch (ranged 1d8 piercing; 
  ammunition (range 150/600), heavy, two-handed) 
  Canelash 
  167 gp 
  1d6 slashing  
  4 lb. 
  Finesse, reach, switch (melee 1d8 bludgeoning; 
  versatile (1d10))  
  Carver 
  185 gp 
  1d10 slashing 
  6 lb. 
  Brutal, heavy, reach, two-handed, switch (melee 1d8 
  slashing; brutal) 
  Chained Anchor 
  215 gp 
  2d8 bludgeoning 
  80 lb. 
  Heavy, massive, reach, superheavy, two-handed 
  Chainwhip 
  152 gp 
  1d6 bludgeoning 
  4 lb. 
  Finesse, light, reach, trip 
  Component Sword 
  220 gp 
  2d6 slashing 
  7 lb. 
  Heavy, two-handed, switch (melee 1d6 slashing; 
  finesse, light, paired) 
  Deckhammer 
  270 gp 
  1d12 bludgeoning 
  48 lb. 
  Heavy, special, superheavy, two-handed, switch (melee 
  1d8 slashing) 
  Dervish 
  175 gp 
  1d8 slashing 
  4 lb. 
  Double, finesse, light 
  Double-Sword 
  165 gp 
  1d10 slashing 
  6 lb. 
  Double, versatile (1d12) 
  Dwarven Waraxe 
  160 gp 
  1d10 slashing 
  6 lb. 
  Double, thrown (range 20/60), versatile (1d12) 
  Elven Foil 
  225 gp 
  1d10 piercing 
  1 lb. 
  Elegant, finesse, light, parrying 
  Gargoyle Axe 
  230 gp 
  2d8 slashing 
  20 lb. 
  Brutal, heavy, superheavy, two-handed 
  Greatspear 
  110 gp 
  1d10 piercing 
  5 lb. 
  Thrown (range 20/60), versatile (1d12) 
  Grim Scythe 
  200 gp 
  1d10 slashing 
  4 lb. 
  Elegant, finesse, light, precision, versatile (1d12) 
  Hinge Spear 
  205 gp 
  2d6 piercing 
  12 lb. 
  Heavy, two-handed, switch (melee 1d10 piercing; 
  double, two-handed) 
  Kusarigama 
  105 gp 
  1d10 slashing 
  4 lb. 
  Finesse, reach, trip, two-handed 
  Mancatcher 
   
  1d4 piercing 
  8 lb. 
  Reach, special, two-handed 
  Meteor Chain 
  175 gp 
  1d12 bludgeoning 
  14 lb. 
  Heavy, reach, trip, two-handed 
  Mountain Cleaver 
  250 gp 
  2d10 slashing 
  45 lb. 
  Heavy, massive, superheavy, two-handed 
  Parrying Dagger 
  100 gp 
  1d6 piercing 
  1 lb. 
  Finesse, light, parrying 
  Rifle Spear 
  225 gp 
  1d8 piercing 
  15 lb. 
  Versatile (1d10), switch (ranged firearm 2d8 piercing; 
  ammunition (range 40/120), two-handed)  
  Ripsword 
  200 gp 
  1d10 slashing 
  10 lb. 
  Brutal, versatile (1d12) 
  Rocket Fist 
  210 gp 
  1d4 bludgeoning 
  3 lb. 
  Fist, light, returning, rocket, thrown (range 40/120) 
  Shotfist 
  260 gp 
  1d6 bludgeoning 
  8 lb. 
  Fist, switch (ranged firearm 2d6 piercing; ammunition 
  (range 40/120), reload (2), scatter (2d8)) 
  Spiked Chain 
  205 gp 
  1d10 piercing 
  6 lb. 
  Double, reach, trip, two-handed 
  Splitstaff 
  205 gp 
  1d8 bludgeoning 
  4 lb. 
  Finesse, versatile (1d10), switch (melee 1d6 
  bludgeoning; light, paired) 
  Spring Fist 
  150 gp 
  1d6 bludgeoning 
  3 lb. 
  Fist, reach 
  Titan Maul 
  230 gp 
  2d10 bludgeoning 
  20 lb. 
  Heavy, massive, superheavy, two-handed 
  Warpike 
  105 gp 
  1d12 piercing 
  15 lb. 
  Heavy, reach, two-handed 
  Whipsword 
  155 gp 
  1d8 slashing 
  4 lb. 
  Finesse, reach 
  Zweihander 
  200 gp 
  2d8 slashing 
  15 lb. 
  Heavy, superheavy, two-handed 
  
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  Ranged Weapons 
   
    
   
  Weapon 
  Cost Damage 
  Weight Ammo. 
  Properties 
  Simple Ranged Weapons 
   
    
   
  Bolas 
  3 gp ― 
  2 lb. ― 
  Special, thrown (range 20/60) 
  Boomerang 
  2 gp 1d4 bludgeoning 1/4 lb. ― 
  Light, returning, thrown (range 30/120) 
  Chakram 
  2 gp 1d4 slashing 
  1 lb. ― 
  Light, thrown (30/120) 
  Simple Firearms 
    
    
   
  Double-Barrel  
     Shotgun 
  200 gp 2d6 piercing 
  8 lb. Shells 
  Ammunition (range 40/120), reload (2), scatter 
  (2d8), two-handed 
  Flintlock 
  75 gp 2d6 piercing 
  6 lb. Bullets 
  Ammunition (range 40/120), dry, loading, misfire 
  Handgun 
  100 gp 2d4 piercing 
  3 lb. Bullets 
  Ammunition (range 40/120), light, reload (10) 
  Hunting Rifle 
  175 gp 2d6 piercing 
  8 lb. Bullets 
  Ammunition (range 80/240), reload (5), two-handed 
  Ion Cannon 
  250 gp 2d6 radiant 
  6 lb. ― 
  Blaster (range 30/90), scatter (2d8), two-handed 
  Machine Pistol 
  150 gp 2d4 piercing 
  5 lb. Bullets 
  Ammunition (range 20/60), automatic, foregrip, 
  light, reload (10) 
  Parlor Gun 
  75 gp 2d4 piercing 
  2 lb. Bullets 
  Ammunition (range 20/60), collapsible, light, reload 
  (1) 
  Phaser 
  75 gp 2d4 radiant 
  6 lb. ― 
  Blaster (range 60/180), light, nonlethal 
  Repeater 
  100 gp 2d6 radiant 
  3 lb. ― 
  Blaster (range 60/180) 
  Revolver 
  100 gp 2d6 piercing 
  3 lb. Bullets 
  Ammunition (range 40/120), reload (6) 
  Sawed-Off Shotgun 
  200 gp 2d6 piercing 
  6 lb. Shells 
  Ammunition (range 20/60), foregrip, reload (2), 
  scatter (2d8) 
  Standard Carbine 
  150 gp 2d6 radiant 
  7 lb. ― 
  Automatic, blaster (range 60/180), two-handed 
  Submachine Gun 
  200 gp 2d6 piercing 
  6 lb. Bullets 
  Ammunition (range 40/120), automatic, reload (16), 
  two-handed 
  Swarm Pistol 
  100 gp 2d4 radiant 
  2 lb. ― 
  Automatic, blaster (range 30/90), foregrip, light 
  Martial Ranged Weapons 
    
    
   
  Crossbow, Repeating 
  150 
  gp 
  1d8 piercing 
  22 lb. Bolts 
  Ammunition (range 120/480), heavy, reload (5), two-
  handed 
  Dagger, Throwing 
  1 gp 1d4 piercing 
  1/4 lb. ― 
  Finesse, light, thrown (range 40/120) 
  Martial Firearms 
    
    
   
  Assault Rifle 
  350 gp 2d6 piercing 
  7 lb. Bullets 
  Ammunition (range 60/180), automatic, reload (20), 
  two-handed 
  Blitz Cannon 
  800 gp 2d8 lightning 
  7 lb. ― 
  Blaster (range 10/30), heavy, scatter (2d10), two-
  handed 
  Blunderbuss 
  180 gp 2d8 piercing 
  8 lb. Shells 
  Ammunition (range 20/60), dry, heavy, loading, 
  misfire, scatter (2d10), two-handed 
  Concussion Rifle 
  800 gp 2d8 thunder 
  8 lb. ― 
  Blaster (range 160/480), heavy, sighted, two-handed 
  Diode Beam 
  2,000 gp 2d8 radiant 
  80 lb. ― 
  Blaster (range 80/240), heavy, mounted, special, 
  two-handed 
  Gatling Gun 
  3,000 gp 2d10 piercing 
  125 lb. Bullets 
  Ammunition (range 60/180), automatic, heavy, 
  mounted, reload (40, 2 actions), two-handed 
  Grenade Launcher 
  850 gp 2d8 fire 
  10 lb. Grenades Ammunition (range 60/180), explosive, heavy, 
  loading, two-handed 
  Harpoon Gun 
  250 gp 2d8 piercing 
  10 lb. Harpoon Ammunition (range 40/120), dry, loading, misfire, 
  special, two-handed 
  
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  Ranged Weapons Cont. 
    
   
  Weapon 
  Cost Damage 
  Weight Ammo. 
  Properties 
  Martial Firearms Cont. 
    
    
   
  Impactor Cannon 
  1,250 gp 2d10 force 
  12 lb. ― 
  Blaster (range 20/60), heavy, overheat, scatter 
  (2d12), two-handed 
  Light Cannon 
  3,000 gp 2d10 
  bludgeoning 
  225 lb. Cannon-
  balls 
  Ammunition (range 120/360), explosive, heavy, 
  reload (1, 2 actions), mounted, two-handed 
  Light Machine Gun 
  1,000 gp 2d8 piercing 
  60 lb. Bullets 
  Ammunition (range 60/180), automatic, heavy, 
  reload (40, 2 actions), two-handed 
  Magnum 
  500 gp 2d8 piercing 
  6 lb. Bullets 
  Ammunition (range 40/120), heavy, reload (6) 
  Magnus Opum 
  800 gp 2d10 radiant 
  10 lb. ― 
  Blaster (range 60/180), heavy, overheat 
  Musket 
  175 gp 2d8 piercing 
  10 lb. Bullets 
  Ammunition (range 60/180), dry, loading, misfire, 
  two-handed 
  Pump Shotgun 
  200 gp 2d6 piercing 
  7 lb. Shells 
  Ammunition (range 40/120), reload (12), scatter 
  (2d8), two-handed 
  REC Gun 
  1,500 gp 2d8 radiant 
  120 lb. ― 
  Automatic, blaster (range 80/240), heavy, mounted, 
  two-handed 
  Rocket Launcher 
  1,250 gp 2d8 fire 
  20 lb. Rockets 
  Ammunition (range 60/180), explosive, heavy, 
  reload (1, 2 actions), two-handed 
  Singularity Emitter 
  2,500 gp 1d20 force 
  400 lb. ― 
  Blaster (range 80/240), heavy, overheat, special, 
  two-handed 
  Sniper Rifle 
  500 gp 2d8 piercing 
  8 lb. Bullets 
  Ammunition (range 160/480), heavy, reload (4), 
  sighted, two-handed 
  Exotic Ranged Weapons 
    
    
   
  Atlatl 
  5 sp 1d6 piercing 
  2 lb. Javelins 
  Ammunition (range 60/120), finesse 
  Crossbow, Automatic 
  325 gp 1d8 piercing 
  25 lb. Bolts 
  Ammunition (range 100/400), automatic, heavy, 
  reload (10), two-handed 
  Crossbow, Axe 
  180 gp 1d10 piercing 
  22 lb. Bolts 
  Ammunition (range 100/400), heavy, loading, two-
  handed, switch (melee 2d6 slashing; heavy, two-
  handed) 
  Crossbow, Shotbow 
  325 gp 1d8 piercing 
  25 lb. Bolts 
  Ammunition (range 50/200), heavy, reload (5), 
  scatter (1d12), two-handed 
  Demolition Bow 
  200 gp 1d8 fire 
  4 lb. Arrows 
  Ammunition (range 150/600), explosive, heavy, 
  two-handed 
  Doomerang 
  230 gp 1d4 fire 
  1/2 lb. ― 
  Elegant, light, returning, rocket, thrown (range 
  50/200) 
  Dragon Greatbow 
  350 gp 1d12 piercing 
  10 lb. Great-
  arrows 
  Ammunition (range 300/1,200), heavy, mounted, 
  tension, two-handed 
  Goliath Sling 
  20 gp 1d6 bludgeoning 
  1 lb. Stones 
  Ammunition (range 50/200), brutal, versatile (1d8) 
  Greatbow 
  250 gp 1d10 piercing 
  8 lb. Great-
  arrows 
  Ammunition (range 150/600), heavy, tension, two-
  handed 
  Portable Ballista 
  1,500 gp 2d6 piercing 
  40 lb. Ballista 
  bolts 
  Ammunition (range 200/800), heavy, loading, 
  mounted, two-handed 
  Saw Launcher 
  275 gp 1d12 slashing 
  15 lb. Saws 
  Ammunition (range 40/160), brutal, heavy, loading, 
  two-handed 
  Twinbow 
  150 gp 1d10 piercing 
  3 lb. Arrows 
  Ammunition (range 150/600), heavy, twinshot, two-
  handed 
  
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  Weapons 
  Weapons come in an endless variety of flavors and designs, 
  from the subtle quickblade, to the bombastic rocket 
  launcher. With patience and dedication, a skilled warrior 
  can master even the most unwieldy or exotic weapons, 
  especially if such a weapon would give him an edge in the 
  life or death game of combat. This section details new 
  types of weapons, their properties, and special rules 
  pertaining to their use. 
       A craftsman can build any exotic weapon if they can 
  apply all of the relevant properties to it. 
  Weapon Properties 
  Many weapons have special properties related to their use, 
  as shown in the Melee Weapons table and Ranged 
  Weapons table. 
   
   
   
       Ammunition. You can use a weapon that has the 
  Ammunition property to make a ranged attack only if you 
  have ammunition to fire from the weapon. Each time you 
  attack with the weapon, you expend one piece of 
  ammunition. Drawing the ammunition from a quiver, case, 
  or other container is part of the attack (you need a free hand 
  to load a one-handed weapon). At the end of the battle, you 
  can recover half your expended ammunition by taking a 
  minute to search the battlefield. If you use a weapon that 
  has the Ammunition property to make a melee attack, you 
  treat the weapon as an improvised weapon (see 
  “Improvised Weapons” later in the section). A sling must 
  be loaded to deal any damage when used in this way. 
       Automatic. When you make an attack with this weapon 
  on your turn, you can choose to make two attacks with 
  disadvantage instead. These attacks always have 
  disadvantage, regardless of circumstance. These attacks use 
  double the normal amount of ammunition. 
  Ranged Weapons Cont. 
    
   
  Weapon 
  Cost Damage 
  Weight Ammo. 
  Properties 
  Exotic Firearms 
    
    
   
  Anti-Material Rifle 
  650 gp 2d10 piercing 
  30 lb. Bullets 
  Ammunition (range 320/960), heavy, mounted, 
  reload (4), sighted, two-handed 
  Assault Shotgun 
  350 gp 2d6 piercing 
  10 lb. Shells 
  Ammunition (range 80/240), automatic, heavy, 
  reload (12), scatter (2d8), two-handed 
  Binary Gun 
  650 gp 2d6 radiant 
  6 lb. ― 
  Automatic, blaster (range 60/180), two-handed, 
  twinshot, switch (ranged blaster 2d4 radiant; 
  automatic, blaster (range 60/180) light, paired) 
  Breach Gun 
  350 gp 2d6 fire 
  7 lb. Shells 
  Ammunition (range 80/240), explosive, heavy, 
  reload (8), scatter (2d8), two-handed 
  Briefcase Gun 
  650 gp 2d8 piercing 
  6 lb. Bullets 
  Ammunition (range 160/480), collapsible, heavy, 
  reload (4), sighted, two-handed 
  Double Handgun 
  350 gp 2d6 piercing 
  5 lb. Bullets 
  Ammunition (range 40/120), reload (10), twinshot 
  Grenade Launcher, 
     Revolving 
  900 gp 2d8 fire 
  16 lb. Grenades Ammunition (range 60/180), explosive, heavy, 
  reload (6), two-handed 
  Magnum, Explosive 
  1,250 gp 2d8 fire 
  8 lb. Bullets 
  Ammunition (range 40/120), explosive, heavy, 
  reload (4) 
  Magnum, 
  Manstopper 
  750 gp 2d10 piercing 
  8 lb. Bullets 
  Ammunition (range 40/120), heavy, reload (1) 
  Plasma Launcher 
  1,400 gp 2d10 fire 
  18 lb. ― 
  Blaster (range 120/360), explosive, heavy, mounted, 
  two-handed 
  Quadruple-Barreled  
     Shotgun 
  300 gp 2d8 piercing 
  12 gp. Shells 
  Ammunition (range 40/120), heavy, reload (4), 
  scatter (2d10), two-handed 
  Swarm Launcher 
  1,750 gp 2d10 fire 
  22 lb. Rockets 
  Ammunition (range 30/90), explosive, heavy, reload 
  (1, 2 actions), scatter (2d12), two-handed 
  Trench Gun 
  350 gp 2d6 piercing 
  8 lb. Shells 
  Ammunition (range 40/120), reload (12), scatter (2d 
  8), twinshot, two-handed 
  
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       Balanced. This weapon is suitable for nimble, swift 
  combat, despite its size. A weapon with this property can 
  be wielded by Small creatures without disadvantage. 
         Blaster. A weapon with the Blaster property is a 
  ranged weapon that requires no ammunition. Blasters are 
  considered firearms for the purpose of class features and 
  abilities. Like firearms, you don’t add your ability score 
  modifier to blasters’ damage rolls. 
       Brutal. This weapon deals two additional dice of 
  damage on a critical hit.  
       Collapsible. This weapon has hollowed out portions, 
  usually in the handle, allowing you to collapse it in on itself 
  for ease of storage and concealment. While stowed, you 
  have advantage on Dexterity (Stealth) checks made to 
  conceal this weapon. 
       Double. This weapon has two damage-dealing ends. 
  When you use the Attack action and make an attack with 
  this weapon, you can use your bonus action to make an 
  additional attack with it; you do not add your ability 
  modifier to the damage roll of this attack. 
       Dry. If this weapon is ever submerged in water or 
  doused with a significant quantity of water, it jams. A 
  jammed weapon can't be used to make an attack until a 
  creature uses its action to clear the weapon malfunction. 
       Elegant. This weapon requires exceptional skill to use. 
  You must have a Dexterity score of 16 or higher to wield 
  an elegant weapon. 
       Explosive. When this weapon’s projectile hits a target, it 
  explodes in a 5-foot radius. The projectile can be fired at an 
  unoccupied space within its range. Each creature other than 
  the target within the blast radius must succeed on a DC 14 
  Dexterity saving throw, taking half the damage rolled on a 
  failed save or no damage on a successful one. 
       Finesse. 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. 
       Fist. Attacks made with this weapon are treated as 
  unarmed strikes. 
       Foregrip. This weapon can be used with one or two 
  hands. If used in two hands, its normal and long ranges 
  double. 
       Heavy. Small creatures have disadvantage on attack 
  rolls with heavy weapons. A heavy weapon’s size and bulk 
  make it too large for a Small creature to use effectively. 
       Light. A light weapon is small and easy to handle, 
  making it ideal for use when fighting with two weapons. 
       Loading. Because of the time required to load this 
  weapon, you can fire only one piece of ammunition from it 
  when you use an action, bonus action, or reaction to fire it, 
  regardless of the number of attacks you can normally make. 
       Massive. Once you make an attack with this weapon, 
  you can't attack with it again until the beginning of your 
  next turn. If you would be able to attack more than once 
  when you take the Attack action on your turn, you deal an 
  additional two dice of damage when using this weapon. 
       Misfire. When you roll a 1 on the d20 for an attack roll 
  with this weapon, it jams. A jammed weapon can't be used 
  to make an attack until a creature uses its action to clear the 
  weapon malfunction. 
       Mounted. This weapon is normally used while attached 
  to a tripod, vehicle, or other bracing mount. You can mount 
  or unmount this weapon as an action. While it is mounted, 
  it can't be moved. It can only be used to make an attack 
  while unmounted if held by a Medium or larger creature 
  with a Strength score of at least 15. 
       Nonlethal. When you reduce a creature to 0 hit points 
  using this weapon, you can choose to knock the creature 
  out, rendering it unconscious, rather than deal a killing 
  blow. 
       Overheat. Once you make an attack with this weapon, it 
  can't be used again to make an attack until the end of your 
  next turn. 
       Paired. This weapon comes with a twin weapon using 
  the same statistics. Ideal for two-weapon fighting, you can 
  draw or stow both weapons at the same time. If you lose 
  one of the paired weapons, the remaining weapon loses this 
  property. 
       Parrying. While wielding this weapon and not wielding 
  a shield, you gain a +1 to your AC against melee attacks. 
  You can only gain the benefit of one weapon with this 
  property at a time. 
       Precision. Once per turn, you can deal an extra 1d6 
  damage to one creature you hit with this weapon if you 
  have advantage on the attack roll. 
       Range. A weapon that can be used to make a ranged 
  attack has a range in parentheses after the Ammunition, 
  Blaster, or Thrown property. The range lists two numbers. 
  The first is the weapon’s normal range in feet, and the 
  second indicates the weapon’s long 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. 
       Reach. This weapon adds 5 feet to your reach when you 
  attack with it, as well as when determining your reach for 
  opportunity attacks with it. 
       Reload. This weapon can be used to make a number of 
  attacks before it must be reloaded. If you are not proficient 
  with the weapon, reloading it takes an action. If you are 
  
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  proficient, you can reload it as a bonus action. Some 
  weapons require longer to reload, even if you have 
  proficiency, which is specified in the Reload property. If 
  reloading a weapon requires longer than one action, the 
  weapon can’t be used to make attacks until reloading is 
  finished. 
       Returning. After being thrown, this weapon returns to 
  your hand at the end of your turn.  
       Rocket. This weapon has a small propulsive engine 
  attached to it or its projectiles. Once per turn, when you hit 
  a creature with this weapon, you can deal an additional 1d4 
  damage to the target. 
       Scatter. If you make an attack against a target that is 
  within half this weapon’s normal range, you deal the 
  damage value listed in parentheses instead of the weapon’s 
  normal damage dice. 
       Sighted. This weapon has disadvantage on attack rolls 
  made against targets within 20 feet. 
       Special. A weapon with the special property has unusual 
  rules governing its use, explained in the weapon’s 
  description (see “Special Weapons” later in this section). 
       Superheavy. This weapon is unusually large for its type. 
  You must have a Strength score of 16 or higher to 
  proficiently wield a superheavy weapon. 
       Switch. This weapon has two forms. The damage and 
  properties of the second form are listed in parentheses. You 
  can swap between which weapon is being used as if you 
  were drawing a weapon.  
       Tension. When making a ranged weapon attack with a 
  tension 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. 
       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. For example, if you throw a 
  handaxe, you use your Strength, but if you throw a dagger, 
  you can use either your Strength or your Dexterity, since 
  the dagger has the Finesse property. 
       Trip. When you take the Attack action with this weapon 
  and hit a creature, instead of dealing damage, you can 
  immediately use a bonus action to attempt to shove that 
  creature prone. You have advantage on this shove attempt. 
       Twinshot. Once on each of your turns when you make 
  an attack with this weapon, you can make another attack 
  with it against a different creature that is within 5 feet of 
  the original target and within range of the weapon. 
       Two-Handed. This weapon requires two hands when 
  you attack with it. 
       Versatile. This weapon can be used with one or two 
  hands. A damage value in parentheses appears with the 
  property—the damage when the weapon is used with two 
  hands to make a melee attack. 
  Special Weapons 
  Weapons with special properties are described here. 
       Arc Baton. When a creature is hit with this weapon, it 
  can't take reactions until the start of its next turn. 
       Battlefist. This weapon acts as an oversized, articulated 
  gauntlet. It can hold and manipulate objects, though you 
  can’t attack with your battlefist while you’re holding an 
  object with it. 
       Bayonet. This weapon can be mounted to any two-
  handed crossbow, blaster, or firearm or removed from it as 
  an action. While mounted, you can use the bayonet to make 
  a two-handed melee weapon attack, which deals 1d8 
  piercing damage on a hit. 
       Bolas. A creature hit by a bolas falls prone until it is 
  freed. A creature can use its action to make a DC 10 
  Strength check, freeing itself or another creature within its 
  reach on a success. Dealing 5 slashing damage to the bolas 
  (AC 10) also frees the creature without harming it, ending 
  the effect and destroying the bolas. You can only throw one 
  bolas on your turn. 
       Deckhammer. When you hit a creature with this 
  weapon, you can push it 5 feet away from you. 
       Diode Beam. As an action, this weapon can be fired 
  continuously in a beam, affecting a 100-foot long, 5-foot 
  wide line in a direction you choose. Each creature in the 
  line and each that enters its area must make a DC 15 
  Dexterity saving throw or take 4d6 radiant damage. 
       At the beginning of each of your subsequent turns, roll a 
  d20. On a 5 or lower, the weapon overheats and can’t be 
  fired until the end of your next turn. If you roll higher than 
  5, you can use your action to continue firing the beam and 
  can change the direction the line faces from you. 
       Harpoon. You can use an action to tie a rope to the end 
  of a harpoon before it is thrown. If a rope-tied harpoon hits 
  a target, you can hold fast to the rope, and use your action 
  to make an opposed Strength (Athletics) check against the 
  target to pull it up to 10 feet closer to you. You can also use 
  your reaction when the target moves to make an opposed 
  Strength (Athletics) check against it, preventing its 
  movement on a success. If you use your action to do 
  anything else, you lose your grip on the rope. If the target 
  has hands, it can remove the harpoon as an action. 
       Harpoon Gun. This weapon uses harpoons for 
  ammunition. You can use an action to tie a rope to the end 
  of a harpoon before it is fired. If a rope-tied harpoon hits a 
  
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  target, you can hold fast to the rope and use your action to 
  make an opposed Strength (Athletics) check against the 
  target to pull it up to 10 feet closer to you. You can also use 
  your reaction when the target moves to make an opposed 
  Strength (Athletics) check against it, preventing its 
  movement on a success. If you use your action to do 
  anything else, you lose your grip on the rope. If the target 
  has hands, it can remove the harpoon as an action. 
       Hook Hand. This is a one-handed weapon, usable only 
  if you are missing a hand, or have a special cuff designed to 
  fit over your hand. Any humanoid that is missing a hand 
  and wears a hook regularly has proficiency with this 
  weapon. 
       Laser Sword. Depending on this weapon’s construction, 
  it can deal force, necrotic, or radiant damage. Once the 
  weapon is created, this type of damage does not change. 
       Machete. This weapon deals double damage to plants 
  and creatures of the plant type. 
       Mancatcher. This weapon is used to immobilize 
  creatures at a distance. When you hit a creature of Large 
  size or smaller with this weapon, you can attempt to 
  grapple the creature, using your attack roll instead of a 
  Strength (Athletics) check, instead of dealing damage. 
       Plasma Cutter. This weapon ignores the damage 
  threshold of nonmagical objects that it cuts. 
       Singularity Emitter. When this weapon hits a target, 
  each creature within 10 feet of the target is pulled up to 5 
  feet toward it. 
  Firearms and Blasters 
  Black powder represents a paradigm shift in the art of 
  warfare, fueling everything from powerful siege weapons 
  to concealable, handheld guns. In many campaign settings, 
  firearms supplant the traditional scheme of weapons, 
  forcing arrows, swords, and battleaxes into obsolesce. They 
  might even be commonplace, a staple tool for hunting and 
  home defense. 
       Futuristic firearms, powered by arcane energy or 
  extremely advanced science, are called blasters, and fire a 
  pulse of energy or condensed plasma instead of 
  conventional projectiles. While blasters are commonplace 
  in many science-fiction settings, they might only make an 
  appearance in other settings only as wild, steampunk-esque 
  experiments, or in the remnants of a derelict, advanced 
  civilization. 
       Firearms follow slightly different rules to conventional 
  ranged weapons, and also generally use two or more 
  damage dice. Blasters are considered firearms and use these 
  rules as well. 
  Firearm Damage Rolls 
  Unlike other weapons, you don't add your ability modifier 
  to the damage roll of a firearm unless otherwise stated. 
  Two-Weapon Fighting 
  with Firearms 
  Unlike other ranged weapons, you can engage in two-
  weapon fighting with two light firearms. When you do so, 
  you subtract 2 from the damage roll of the bonus attack, to 
  a minimum of 1 damage. 
  Weapon Descriptions 
  Far beyond the conventional array of swords, axes, and 
  bows, craftsmen have devised a staggering variety of 
  weapons, from unassuming throwing daggers, to the 
  fantastically lethal mountain cleaver. Such weapons can be 
  crafted by craftsmen and wielded by anyone with 
  proficiency.   
       Anti-Material Rifle. A truly colossal sniper rifle, the 
  anti-material rifle is designed to punch holes in tanks and 
  other vehicles, as opposed to personnel.  
       Antimatter Dagger. Favored by assassins and 
  infiltrators, the antimatter dagger―little more than a 
  scaled-down laser sword―produces a short blade of 
  crackling energy. With some skill, this weapon can be 
  hidden up a sleeve, stashed in a belt, or secreted away in a 
  hidden compartment, to be revealed at the right moment for 
  a precision kill.  
       Arc Baton. The weighted end of this steel baton 
  contains a trio of crackling electrodes which send a surge of 
  electricity through any creature they touch. 
       Assault Rifle. Combining a high rate of fire with rifle-
  grade ballistics, the assault rifle is a staple weapon for all 
  modern militaries. Nearly every nation produces their own 
  variant on this general design, but all share the basic traits 
  that make it such a flexible and formidable weapon.  
       Assault Shotgun. A fearsome cross-between an assault 
  rifle and a shotgun, the assault shotgun can unleash a fully-
  automatic barrage of shot in close quarters. 
       Atlatl. The atlatl is a primitive, but effective spear 
  thrower, normally consisting of a simple piece of wood, 
  grooved to allow the spear to rest within it. By swinging the 
  atlatl, a user can hurl a spear with much greater speed and, 
  with practice, greater accuracy. 
       Ballistic Gloves. These gloves are designed with a 
  cylindrical grip in the palms, which strengths the fists and 
  charges the thunder cells on the knuckles. On a strike, the 
  gloves make a deafening impact, magnifying the kinetic 
  energy of the blow on the knuckle’s points. 
  
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       Bastard Sword. An oversized longsword, the bastard 
  sword approaches the greatsword in length, but is just light 
  enough to be used one-handed, if needed.  
       Battlefist. A mechanical, articulating gauntlet, this 
  weapon slips over a hand and mimics its movements. When 
  worn, a battlefist can deliver crushing blows on its own, but 
  is usually paired with another weapon, such as a blaster, to 
  be employed when enemies draw too near. This weapon is 
  especially favored by the vect, who can integrate one in 
  place of a hand to ensure a weapon is always nearby.  
       Bayonet. A conventional dagger designed to be 
  mounted below the barrel of a rifle to thrust at enemies, the 
  bayonet is indispensable when foes are close and reloading 
  simply isn’t an option. 
       Binary Gun. This pair of handheld 
  blasters can link together into an 
  automatic carbine, combining their 
  firepower into a double-stream of 
  blaster bolts. 
       Blast Maul. Only the dwarves would 
  conceive of a weapon so unwieldy as the 
  blast maul. As its name implies, it is very much a 
  conventional maul, but with a rocket thruster built 
  into the head to magnify its bludgeoning potential.  
       Blitz Cannon. With its imposing rectangular muzzle, 
  this brutalist blaster has a clear right and wrong-end to be 
  on. Pulling its trigger unleashes a torrent of lightning bolts 
  in a wide, imprecise spray, making it extremely dangerous 
  at point-blank range. 
       Blunderbuss. This distinctive short-range firearm 
  features a dramatically flared muzzle from which it fires 
  heavy-caliber shot in a wide spray. Most effective at close 
  range, the blunderbuss can be considered a precursor to the 
  modern shotgun. 
       Bolas. A pair of weights connected by a length of cord. 
  When swung about and thrown at a target’s legs, they can 
  entangle it, knocking it down for an easy kill. 
       Boomerang. A peculiarly curved piece of wood which, 
  when thrown, travels in a wide arc and returns to its 
  thrower. 
       Boomeraxe. This strange axe, with its bent handle and 
  matching, but reversed bottom head, will return to its 
  thrower after being launched with force. 
       Booster Sword. A series of small rockets set into the 
  blade of this longsword magnify its downward slash and 
  heat its cutting edge. 
       Bowblade. The sharpened limbs of this bow fold down 
  atop one another to form a wickedly curved blade. 
       Breach Gun. Engineered for urban warfare, this 
  weighty shotgun is fires explosive shells which can rip 
  apart doors, cover, and enemies alike. 
       Briefcase Gun. The signature weapon of assassins and 
  covert agents the world over, the briefcase gun is a sniper 
  rifle which can be disassembled into dozens of 
  components, stored into a nondescript briefcase, and 
  swiftly reassembled to carry out an assassination. 
       Canelash. Pressing the button on the head of this solid 
  cane causes it to loosen into dozens of segments, connected 
  by short lengths of specially-build razor chain. While 
  collapsed, the weapon appears as nothing more than a 
  weighty cane, but while transformed, it becomes a 
  like a whip.  
   
   
   
   
   
   
   
   
   
   
   
  Monk Weapons 
  Many weapons forged by a craftsman might be 
  suitable as monk weapons, even though they are 
  not included specifically as monk weapons under 
  the guidelines in the SRD. As always, monk 
  weapons can’t have the Two-Handed or Heavy 
  properties; however, any weapon with the same 
  properties as a shortsword (such as nunchaku) 
  automatically qualify as monk weapons. 
       Furthermore, the GM can allow additional 
  monk weapons as appropriate to the campaign 
  setting. For example, a chakram might be suitable 
  as a monk weapon in some campaigns, whereas 
  an antimatter dagger might be suitable in others. 
  
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       Carver. Looking much like a heavy, toothed meat 
  cleaver, the carver makes short work of soft foes. By 
  pulling the trigger mechanism on the handle, the spring 
  hinge unlocks, snapping the blade up and shifting the 
  balance of the weapon, allowing it to be wielded from 
  range as a greatsword. 
       Cestus. A cestus can take many shapes, but in all cases, 
  it is comprised of some sort of glove or hand wrapping 
  covered with metal, stone, bone, or some other hard, blunt 
  material, normally worn in pairs. Unarmed fighters often 
  use them simply to protect their hands, but they are also 
  useful for covering in special materials, such as silver or 
  alchemist's fire.  
       Chained Anchor. Crafted from a small anchor attached 
  to a 10-foot length of chain, this weapon is most effective 
  when wielded like a giant flail by someone with incredible 
  strength. 
       Chainwhip. This heavy whip is constructed from a 
  length of chain, rather than leather or cord, making it 
  heavier, but multiplying its impact.  
       Chakram. A chakram is a circular, aerodynamic metal 
  disc with a large hole at the center, looking like a flattened, 
  razor-sharp ring. While functional in melee combat, the 
  chakram is primarily a throwing weapon. Particularly 
  skilled users can direct the disc to ricochet after throwing, 
  returning back to their waiting grasp. 
       Claw Gauntlet. Claw gauntlets take two general forms: 
  either a gauntlet with one to three long, sharp claws 
  extending from the top of the arm to approximately one 
  foot past the end of the wearer's fist, or a glove/gauntlet 
  with sharp metal talons extending from the ends of the 
  fingertips. In either case, they serve to slice the wearer's 
  opponents to ribbons. 
       Component Sword. Adorned with a series of hinges and 
  locks, this overdesigned greatsword disassembles into a 
  pair of matching one-handed blades. Using it effectively 
  requires a user with considerable strength to use the 
  weapon as a greatsword, and impressive coordination to 
  wield the paired blades. 
       Concussion Rifle. A series of arcane capacitors run the 
  length of this blaster rifle, terminating in a thick condenser 
  that compresses its blast into a precise burst. A concussion 
  rifle is especially deadly at long ranges, and its damage 
  bypasses most emergently resistant armor. 
       Crossbow, Automatic. Much like a repeating crossbow, 
  the automatic variant has a large magazine of bolts, but also 
  implements an intricate system of gears and levers to 
  automatically fire the weapon when the trigger is held. This 
  makes the weapon much like an early assault rifle, with 
  similar concessions made to accuracy when fired 
  automatically. 
       Crossbow, Axe. The bows of this heavy crossbow are 
  mounted atop an imposing crescent axe head. Thanks to its 
  sturdy construction, the entire crossbow can be swung like 
  a greataxe, moments before a loaded bolt is fired. 
       Crossbow, Repeating. While not terribly different from 
  a standard heavy crossbow, a repeating crossbow holds a 
  number of bolts in a swappable box magazine on top of the 
  bolt rail and has a special loading mechanism that allows 
  the crossbow to be fired multiple times in quick succession.  
       Crossbow, Shotbow. As its name implies, a shotbow is 
  an amalgamation of a shotgun and a crossbow. Instead of 
  loading a single bolt, a shotbow loads several bolts in a 
  tight bundle, which it fires in a barrage from its short, wide 
  barrel. 
       Cutlass. The cutlass has a shorter, curved blade that 
  allows for it to be wielded effectively on the deck of a 
  crowded ship. The favored weapon of many pirates, this 
  weapon is often confused with the rapier, but whereas 
  rapiers swiftly jab, cutlasses rapidly cut and slice. Sabers 
  use the cutlass statistics, despite their longer blade. 
       Dagger, Throwing. Throwing daggers are shorter than 
  normal daggers, but weighted more evenly to be effective 
  throwing weapons. They come in many shapes and sizes, 
  but most are double-edged, so that they remain lethal, no 
  matter how they are thrown. 
       Deckhammer. While seeming to be nothing more than a 
  standard, if overly large maul, pressing the button located 
  on the bottom-third of the haft causes the handle to unlock, 
  deploying a cross guard and allowing you to draw the 
  straightsword hidden within.   
       Demolition Bow. This longbow is fitted to fire 
  exceptionally wide arrows—arrows with a generous 
  amount of dynamite packed into their shafts. 
       Dervish. With two scimitars affixed to either end of a 
  long haft, the dervish is a weapon that lends itself to fast, 
  fluid motion and mesmerizing combat styles. 
       Diode Beam. A scaled-down version of a starship's 
  cannon, the diode beam is best used as a mounted weapon. 
  Though it can be fired in accurate pulses, it's also possible 
  to lock the weapon's fire mode, creating a continuous 
  stream of deadly energy. 
       Doomerang. This wrought-iron contraption still 
  resembles a boomerang in shape, but with dozens of 
  components and wires complicating the outline. When 
  thrown, the doomerang sails toward its target, explodes on 
  impact, and then flies back to its thrower. It also produces 
  snacks when a button on its side is pressed. 
  
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       Double Handgun. The two barrels of a double handgun 
  can give the illusion that the weapon is a normal handgun 
  reflected in a mirror. Everything about this weapon, from 
  the magazine, to the firing pins, to the sights, are 
  duplicated, allowing two bullets to be fired with every pull 
  of the trigger. 
       Double-Barrel Shotgun. A classic design, which loads 
  two slugs or shells into separate barrels, the double-barrel 
  shotgun trades ammo capacity and range for reliability and 
  sheer firepower. 
       Double-Sword. A double-sword can take many forms, 
  but the most common is that of two longsword blades 
  attached to either end of a single handle. Fighting with such 
  a weapon grants the benefits of fighting with two swords, 
  with the power and control of a single weapon. 
       Dragon Greatbow. As its name implies, this colossal 
  bow was designed to hunt dragons, wyverns, and other 
  heavily-armored flying beasts. It towers over most of its 
  wielders and requires exceptional strength to draw, but 
  nearly all variants feature a long spike at the bottom or a 
  loop to place a foot in, allowing the weapon to effectively 
  be mounted on the ground. 
       Dwarven Waraxe. Useful for fighting in tunnels and 
  other closed spaces, a dwarven waraxe is a double weapon 
  with a heavy axe head at one end and a wickedly barbed 
  spike at the other. 
       Elven Foil. Much like a rapier, but with an almost 
  imperceptivity thin blade, the elven foil is the preferred 
  weapon for dexterous elven fencers and others who the 
  nimblest weapon possible. 
       Estoc. A straight, edgeless, but sharply pointed blade 
  that can be held in one or two hands, the estoc is best used 
  to penetrate the defenses of heavily-armored foes. In 
  profile, it looks much like a longsword, and in practice, it is 
  often used as a backup to one. 
       Fishhook. Carved from bone, or forged from iron, the 
  oversized fishhook can be an effective tool for fishing very 
  large sea creatures. Its heft and barbed spike make it an 
  effective weapon in combat as well. 
       Flintlock. The flintlock is a long pistol, which must be 
  reloaded after every shot. It is favored both for its easy 
  concealment and deadly blast, but because of its short range 
  and long reload time, it’s largely used as an adjunct to a 
  sword or other weapon. 
       Gargoyle Axe. This astoundingly heavy axe looks as 
  fearsome as it hits. A gargoyle axe consists of a thick, 
  metal-shod shaft topped with a wide, double-bladed axe 
  head. The heads of these axes are often cast into the shape 
  of a gargoyle, with the body and leering face in the center 
  and the wings forming the jagged blades. 
       Gatling Gun. A weapon infamous for its rate of fire, the 
  Gatling gun rotates its many barrels, which fire in 
  sequence, in order to manage the tremendous heat from 
  sustained automatic fire. This weapon is cumbersome, 
  easily recognizable, and utterly terrifying all at the same 
  time.  
       Gnomish Kneecapper. This steel hammer 
  counterweights its round head to allow small folks to use it 
  effectively. Though, as its name none too subtly suggests, 
  small folks will find they can only reach the lower half of 
  larger opponents. Therefore, this weapon has become 
  synonymous with unfair tactics: bludgeoned groins, 
  crushed toes, and smashed kneecaps. 
       Goliath Sling. While a normal sling can project small 
  stones with blinding speed, the goliath sling takes a 
  different approach: hurling weightier stones and bullets 
  slightly slower. Using this weapon requires more strength 
  and patience to master, but in a skilled slinger's hands, it 
  can fell the mightiest giants. 
       Greatbow. Though not much greater than a longbow, a 
  greatbow is quite a bit heavier and has a substantially 
  stronger pull, firing arrows as powerful as a heavy 
  crossbow. 
       Greatspear. While not overly long, a greatspear has a 
  heavy, weighted head that gives it greater puncturing power 
  and a cleverly designed counterweight that maintains its 
  ability to be thrown or wielded one-handed. 
       Grenade Launcher. This unusual, shoulder-fired 
  firearm features a relatively short and very wide barrel, 
  suitable for launching grenades. These grenades can have a 
  smoke or gas warhead, but optimally carry explosives. 
       Grenade Launcher, Revolving. This variant of the 
  grenade launcher fits its grenades in a revolving cylinder, in 
  much the same way that a revolver does, allowing up to six 
  shots before it must be reloaded. 
       Grim Scythe. This long, double-edged scythe dwarfs 
  nearly any wielder who uses it. Commanding its weight and 
  balance requires exceptional skill, but its lethality is 
  infamously unmatched in the right hands.  
       Handgun. Portable, reliable, and with a generous 
  magazine size, the handgun is an excellent firearm for self-
  defense. Though it might struggle to contend with a 
  shotgun, rifle, or machine gun, the humble handgun is more 
  than sufficient for police officers and other security 
  personnel, and can be easily carried by soldiers as a backup 
  weapon. 
      Harpoon. A long steel or wooden shaft with a barbed 
  spear-like point. When used for whaling, this weapon 
  usually has a length of rope attached to it, to reel in the kill. 
   
  
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       Harpoon Gun. This unusual prototype firearm is 
  designed to fire entire harpoons instead of bullets. Harpoon 
  guns are intended to extend the range of a thrown harpoon 
  (to make whaling more profitable), but are just as deadly if 
  pointed anywhere else. 
       Hinge Spear. This double-spear has a locking hinge set 
  into its center, which, when pressed, folds the weapon in 
  half, bringing both ends of the spear to face the same 
  direction for devastating attacks. 
       Hook Hand. A hook attached to the arm through a 
  leather cuff and a series of straps, this tool is designed to 
  allow sailors with amputated hands to effectively to lift and 
  carry objects. However, in a scuffle, a large hook attached 
  at the end of an arm can also prove quite deadly. 
       Hunting Rifle. Designed for hunting big game, these 
  rifles are consistent and accurate, but new rounds must be 
  manually loaded with a bolt on the top of the gun, greatly 
  slowing their firing rate.  
       Impactor Cannon. The impactor cannon is a 
  cumbersome, intimidating blaster, designed with the 
  express intent of putting holes in armored things. This 
  weapon is infamous for its punishing recoil and long 
  overheat duration, which it makes up for in sheer 
  firepower. 
       Ion Cannon. The ion cannon always fires its bright, 
  energetic blast is a diffuse cone, making it far deadlier up 
  close. Between shots, it always makes a quiet zipping 
  noise, as the arcane battery charges the ion cell for another 
  blast. 
       Kama. A short, one-handed sickle often used in pairs, 
  the kama is surprisingly flexible weapon, which allows a 
  skilled user to attack, block incoming strikes, and disarm 
  opponents. 
       Katana. A katana is a roughly 3-foot long, single-edged 
  curved sword, with a cloth or leather-wrapped handle and a 
  circular hand guard known as a tsuba. The specialized 
  forging process used to make a katana results in a light, 
  flexible blade perfectly suited to one or two-handed use.  
       Due to the unique and difficult forging process involved 
  in crafting a katana, most are created by master smiths 
  commissioned by specific warriors for personal use. They 
  are often as much works of art as they are weapons, 
  displaying handle-wrappings with unique designs or hand-
  carved tsuba. One common feature of all katana is the 
  lacquered, wooden scabbard known as a saya, which is 
  fitted specifically to its blade; apart from its sword, a saya 
  may be wielded as a club. 
       Kopesh. The kopesh is an oddly shaped sword, straight-
  bladed from the pommel up until dramatically curving  
   
  outward and ending in a hooked point, giving it a look 
  similar to a cross between an axe and a short sword. The 
  hooked backside of the weapon, though blunt, is an 
  extremely helpful tool when attempting to trip or drag a 
  foe. 
       Kusarigama. An adaptation of the kama or sickle, the 
  kusarigama has a roughly foot-long handle with a short, 
  curved, inwardly-edged blade set at a right angle on one 
  end; on the other end is a weighted length of chain, 
  anywhere from 5 to 9 feet in length. A skilled user is able 
  to use this entire length, slashing at his foes at a distance, or 
  entangling their feet with the chain. 
       Laser Sword. An elegant weapon, for a more 
  enlightened age, the laser sword consists of a metal hilt 
  which projects a fixed-length laser when activated. Its 
  weightless blade makes for an agile, deadly weapon 
  capable of cutting through many materials. The sword 
  could even stop a blaster bolt, but alas, one would need 
  precognition and superhuman reflexes to do so. 
       Light Cannon. This cannon is designed for field 
  infantry and is usually transported by horse-drawn cart.  
  Though light by cannon standards (since it’s used to blow 
  holes in people, rather than ships or fortifications), it is 
  extraordinarily heavy for a single individual. 
       Light Machine Gun. The light machine gun is among 
  the smallest firearms used for sustained suppressing fire. 
  Though similar in profile to an assault rifle, the light 
  machine gun traces its heritage and role in combat back to 
  the Gatling gun and other mounted machine guns.  
       Machete. A broad blade designed to be wielded 
  onehanded, the machete is intended to hack through 
  tropical underbrush, but, as many have discovered, there's 
  not much difference between the underbrush and a victim's 
  body. 
       Machine Pistol. Light, compact, and sporting a long 
  magazine of handgun bullets, machine pistols are 
  condensed packages capable of delivering a hail of gunfire, 
  even if held in one hand.   
       Magnum. Nothing is more commanding than a 
  magnum. This revolver is chambered for large-caliber 
  bullets, and firing it feels like directing an explosion at a 
  target while a mule attempts to kick the gun from your 
  hand. It’s weight and heft stand testament to the fact that it 
  is the most powerful handgun money can buy.  
   
  Lances 
  Because the of the lance’s special property, it is 
  treated as having the Two-Handed property. 
  
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       Magnum, Explosive. Arguably, the 
  only thing better than a magnum revolver is 
  one fitted to take explosive bullets. 
       Magnum, Manstopper. Chambering an even larger 
  round than a conventional magnum, this weapon is 
  obviously unsafe to use. But in the pursuit of condensing 
  the most amount of firepower into a single shot, gun 
  aficionados have crafted this weapon to skirt the fringes of 
  what's possible with a handgun. 
       Magnus Opum. This impressive handheld blaster, 
  almost twice the weight of a repeater, is infamous for its 
  heft, recoil, and stopping-power. Nevertheless, it is favored 
  by gunslingers that accept no compromises in their blasters. 
       Mancatcher. Less a weapon and more a peacekeeping 
  tool, an mancatcher is a large, pincer-shaped ring with 
  inward facing teeth mounted on the end of a 10-foot pole, 
  designed for grabbing a creature and sticking to any 
  clothing, fur, hair, or soft flesh.  
       Meteor Chain. Also called a meteor hammer, this 
  weapon consists of a long chain with a large metal weight 
  at the end. Hurling it in an arc or bringing it down from 
  above creates an impact unmatched by almost any other 
  weapon, but mastering the weapon's arc demands ample 
  talent and years of practice. 
       Mountain Cleaver. A truly monstrous weapon, the 
  mountain cleaver is less like a large axe and more like an 
  immense meat cleaver. Though very slow and supremely 
  unwieldy, the mountain cleaver is unmatched in its damage.  
       Musket. This long rifle was the most accurate firearm of 
  its day and was commonly carried by military men and 
  civilians alike, often with an affixed bayonet. 
       Naginata. Similar to a glaive, the naginata is a polearm 
  that resembles a katana, having a short, curved blade, a 
  long, wrapped handle, and a tsuba between the blade and 
  handle.  
       Nunchaku. Adapted from threshing tools, a set of 
  nunchaku consists of a pair of foot-long wooden or metal 
  sticks, connected with a short length of rope or chain. 
  While certainly dangerous and highly flexible in the hands 
  of a skilled wielder, nunchaku are notorious for inflicting 
  significant amount of pain to their own users if not properly 
  trained. 
       Parlor Gun. Owing its namesake to the locales of high-
  stakes games of cards gone murderously awry, the parlor 
  gun is a very small, easily concealable firearm that can be 
  produced at a moment’s notice. It loads only one (and in 
  some variants two) bullets at a time, which might cripple it 
  in a lengthy firefight, but this seldom matters when coupled 
  with the element of surprise. 
       Parrying Dagger. A dagger with curved guard, often 
  used in place of a shield. Selecting a parrying dagger trades 
  passive defense for an active role of trapping the opponent's 
  weapon, deflecting it, and possibly disarming them. 
       Phaser. Phasers are not designed for effectiveness so 
  much as portability and non-lethality. These blasters are 
  often issued to peace-keepers and emissaries that require 
  personal defense but have no intent to kill others. 
       Photonic Lash. A wicked weapon favored by the elves, 
  the photonic lash produces a bright tendril of energy from 
  its metal hilt. The lash leaves painful, burning lacerations 
  on its victims, along with lasting scars, a telltale sign that 
  one has defied the whims of the high elves. 
       Plasma Cutter. Few things are as intimidating as the 
  huge, circular, white-hot blade of a plasma cutter. Though 
  an unwieldy tool, designed to carve up high-density metal 
  plates for ship hulls, it works equally well as a maiming 
  implement. The saw can easily remove careless fingers or 
  limbs in normal operation, but if used with lethal intent, it 
  could dissect someone cleanly from end to end. 
       Plasma Launcher. Designed for shipboard defense, a 
  plasma launcher fires a stream of superheated, explosive 
  plasma at its target. While unwieldy when removed from its 
  mounting, there is little that most space marines find more 
  frightening than staring down the barrel of a primed plasma 
  launcher. 
       Portable Ballista. Even larger and heavier than the 
  heavy crossbow, the portable ballista is designed to be 
  One-Handed Heavy Weapons 
  Magnum revolvers and the repulsor gauntlet are 
  unique weapons, in that they are the only one-
  handed heavy weapons included on this list. In 
  fact, this violates one of the core assumptions of 
  weapon properties: that heavy weapons must 
  always be two-handed. As a result, if a one of these 
  weapons is modified by a craftsman, it 
  automatically inherits the Two-Handed property 
  (though its damage does not increase as a result.) 
  
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  moved to a battlefield, placed in a spot on the ground or on 
  a movable tower, and fired from a fixed position. 
       Pump Shotgun. The ever-reliable pump-action shotgun 
  features a distinctive sliding grip on the front of the barrel 
  which can be ‘pumped’ to chamber a new round. The 
  simplicity of this design both improves reliability and 
  reduces cost, while allowing the shotgun to accept different 
  ammunition, such as nonlethal rounds.  
       Punching Dagger. This unique style of dagger consists 
  of one or more blades attached to an H-framed handle, 
  allowing a proficient user to augment his unarmed strikes. 
       Quadruple-Barreled Shotgun. Also called a double-
  double-barrel shotgun, this weapon has four large shotgun 
  barrels arranged at its business end. Though it takes time to 
  load, the four shells can be fired nearly all at once, making 
  it a weapon of surprising firepower. 
       Quickblade. A quickblade is almost identical to a 
  dagger, save for the hollow handle into which the blade can 
  be retracted, and the spring-trigger mechanism used when 
  deploying the blade.      
       REC Gun. The Revolving Exothermic Cannon (or REC 
  gun, for short) operates on the same principle as a 
  conventional blaster, with an arcane battery hooked up to 
  an aperture barrel and so forth, but mounts several blasters 
  on a revolving cylinder, each firing in rapid succession. It is 
  known for the rhythmic booms of its fire, and its ability to 
  fire almost indefinitely. 
       Repeater. The quintessential handheld blaster, the 
  repeater is a staple on the galactic frontier. Solid, reliable, 
  and packing just enough firepower to bring down an 
  assailant, nearly every explorer worth their salt has one of 
  these strapped to their hip. 
       Repulsor Gauntlet. Similar to a battlefist, but larger in 
  scale, this hulking gauntlet invariably throws its users off-
  balance. Concealed within it is an arcane battery from a 
  blaster, which the gauntlet channels into the knuckles to 
  augment its blows with layered forcefields. 
       Revolver. An iconic handgun, the revolver stores six 
  bullets in a rotating cylinder, which can be fired in rapid 
  succession. This weapon is favored by gunslingers for its 
  reliability and stopping-power. 
       Rifle Spear. As its name suggests, the metal haft of this 
  spear is also the barrel of a long rifle, which can be fired at 
  a moment's notice. The spear's tip is bifurcated, allowing 
  the bullet to pass through its center, so it's always unclear if 
  the wielder intends to stake their target or shoot them. 
       Ripsword. Perhaps one of the most brutal weapons ever 
  devised, the edge of this broad blade is lined with a toothed 
  chain, driven by a motor in the hilt. Instead of merely 
  cutting its target, the chain rips into it, grinding through 
  armor, flesh, and bone alike.  
       Rocket Fist. This robotic gauntlet can be launched from 
  its user's hand to fly autonomously using thrusters in its 
  base. The fist not only strikes its target, but it also pilots 
  itself back and lands on the hand it originated from. 
       Rocket Launcher. This long tube accepts an explosive, 
  unguided rocket in its front end and ejects exhaust out the 
  back. For all intents and purposes, it is the most firepower a 
  single person can command with the pull of a trigger, 
  delivering a massive explosion on impact.  
       Sai. An extremely distinctive weapon, the sai is a long 
  dagger with a pair of forked prongs protruding from its hilt. 
  Usually employed in pairs, sais excel at disarming enemies, 
  trapping their weapons, and blocking attacks.  
       Saw Launcher. Forgoing traditional ammunition for a 
  more overtly terrifying alternative, the saw launcher is 
  equipped with a drum magazine of circular buzzsaws, 
  which it can fire with surprising speed. It might not be as 
  efficient as a traditional firearm, but launching saws is 
  more about making a show of combat than its execution. 
       Sawed-Off Shotgun. This variant of a double-barrel 
  shotgun has dramatically shortened barrels, increasing the 
  weapon’s spread to make it deadlier in close-combat. The 
  reduced range ruins this weapon for hunting but transforms 
  it into an ad-hoc trench gun, suitable for urban warfare. 
       Shotfist. This reinforced gauntlet has two shotgun 
  barrels mounted on the back of the hand, which can fired 
  by closing a fist an pressing a concealed trigger 
  mechanism. 
       Singularity Emitter. Less a blaster in the conventional 
  sense, and more a stripped-down Dark Matter engine 
  designed to rip a contained hole in the universe, the 
  singularity emitter is a singularly destructive weapon. After 
  being fired, however, the weapon must cool down, venting 
  exceptional amounts of heat to maintain a stable Dark 
  Matter core. 
       Skathári Warclub. True to their nature, skathári 
  warriors prefer simple, straightforward weapons, such as 
  their traditional warclubs. These clubs are fitted with at 
  least one large spike, making them exceptionally useful for 
  punching through invertebrate shells and exoskeletons, as 
  well as discouraging huge predators.  
       Sniper Rifle. An instrument of ranged precision, the 
  sniper rifle can take lives from distant, nearly invisible 
  ranges. Expert snipers learn to use natural camouflage and 
  wait for the perfect moment to strike.  
       Spiked Chain. A spiked chain is a 10-foot length of 
  chain with a pair of wickedly sharp weighted barbs at either 
  
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  end. Designed to be a fluid, fast moving weapon, it offers 
  amazing flexibility in combat. 
       Splitstaff. This metal quarterstaff splits in half with a 
  gesture, dividing into a pair of fighting sticks. 
       Spring Fist. This contraption amounts to spring-loaded 
  boxing glove, equally good for slapstick gags and punching 
  someone in the face from ten feet away. 
       Standard Carbine. As its name might suggest, the 
  standard carbine is the standard-issue blaster for all 
  Hegemony and Coalition troops, which by default makes it 
  one of the most pervasive weapons in the galaxy. Some 
  soldiers praise the weapon's accuracy and durability, while 
  others decry its difficult-to-control automatic fire, but on 
  the battlefield, there's no questioning this weapon's 
  efficacy. 
       Submachine Gun. More compact than an assault rifle, 
  and firing lighter, easier to control rounds, the submachine 
  gun is an effective close-quarters alternative to larger 
  automatic weapons. Its limited range makes it best suited to 
  urban warfare and precision operations where the distance 
  to the target is known in advance.  
       Swarm Launcher. Even larger than a rocket launcher, a 
  swarm launcher utilizes a special type of canister round 
  containing 6 to 9 micro-missiles; this large mass of 
  explosions makes this weapon even more deadly at closer 
  ranges, where multiple warheads can potentially strike a 
  single target. 
       Swarm Pistol. This handheld blaster, styled much like a 
  repeater, has a wickedly fast automatic fire, capable of 
  spewing dozens of rays in seconds. The most dexterous 
  users might even find it possible to use one in each hand. 
       Thermal Lance. When a button on this metal tube is 
  pressed, a persistent foot-long, blue stream of flame erupts 
  from its end, scorching those it touches. Though this tool 
  was fashioned for mining asteroids for precious minerals, it 
  has become a favorite (albeit eccentric) choice of weapon 
  for avia-ra warriors. 
       Titan Maul. A titan maul is an exceptionally large 
  hammer, well-suited to the heavy builds of giants and 
  the largest races of humanoids. 
       Tonfa. A variation on the simple club, a tonfa is a 
  length of wood or metal with a handle set at a right 
  angle roughly three-quarters up its length. Often used 
  in pairs, tonfa are supremely useful as both offensive and 
  defensive weapons. 
       Trench Gun. A pump shotgun with a shortened barrel, 
  this gun was designed for the trenches of a bitter war, 
  whose close-quarters combat claimed the lives of millions. 
       Trident. This weapon consists of a long wooden or 
  metal shaft and bears a head with three sharpened points. It 
  has strong ties to the sea due to its use in fishing, and 
  association with gods of the sea and aquatic races.  
       Twinbow. Though seemingly over-designed, this 
  complicated-looking compound bow has a specially built 
  double-channel for nocking two arrows, one atop the other; 
  this design allows two arrows to be fired from the bow 
  accurately at the same time. 
       Warpike. Similar to a glaive, a warpike is a heavy 
  polearm with a pair of weighted blades at one end, one 
  longer than the other. The warpike counts as a polearm. 
       Whipsword. A complicated and flashy device, the 
  whipsword is a series of razor-sharp bladed segments 
  running along an elastic cable which is attached to a sword 
  pommel. When swung, the segments expand to the length 
  of a whip, before contracting with a interlocking clatter 
  back into a sword.  
       Wrenchinator. Though different models exist, the most 
  common by far is the Wrenchinator 9000, a tool used by 
  ship-mechanics the ‘verse-over. This incredible, 
  oversized wrench can fasten bolts, loosen bolts, and 
  clobber people over the head. 
       Zweihänder. Larger even 
  than a greatsword, a 
  zweihänder is a massive 
  sword with an almost axe-
  length haft. It is nearly 
  impossible to wield even 
  in two hands, unless the 
  wielder is exceptionally 
  strong and well-trained. 
   
   
   
   
   
  
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  Armor 
  The most profoundly devastating weapons are worth 
  nothing in battle if their wielders are left unprotected. 
  Thankfully, innovative craftsmen have constructed armor 
  just as devious and twice as sturdy as the most dangerous 
  exotic weapons. 
  Armor Descriptions  
  The following suits of armor and shields are listed in 
  alphabetical order: 
       Battle Plate. Sturdier than even full plate, battle place 
  consists of a full suit of interlocking plates with a layer 
  of thick hide and chain underneath.     
       Hardened Leather. While similar to leather armor, 
  hardened leather adds an additional layer of lacquer, 
  hardening the leather to an almost iron-like strength. 
       Hero Plate. Though not substantially heavier 
  or more cumbersome than half plate, hero plate 
  is certainly more impressive: large pauldrons, a 
  winged helmet, and decorative flair adds to the 
  armor’s prominence, as well as its protection. 
       Mountain Plate. Almost too heavy and 
  cumbersome to wear, even for the mightiest 
  warriors, mountain plate consists of inch-thick 
  plate armor with a bolted-on helmet, gauntlets, and 
  boots. Donning this armor takes nearly 15 minutes 
  and requires latching several heavy-duty clamps and 
  latches. Mountain plate requires an 18 Strength to 
  wear, cannot be worn by creatures smaller than 
  Medium size, and reduces your walking speed by 10 
  feet, regardless of your Strength score. 
       Tower Shield. Substantially larger than a 
  conventional shield, a tower shield is a generally 
  rectangular plank of thick wood or metal tall enough to 
  provide cover for the full body. While wielding this shield, 
  you gain a +1 bonus to Dexterity saving throws. 
       Wall Shield. Even larger than a tower shield, a wall 
  shield is a massive, door-sized shield with a set of imposing 
  spikes on the bottom edge, which serve to anchor the shield 
  to the ground. As an action, you can slam the shield down 
  and brace yourself behind it. While anchored this way, the 
  shield ceases to grant you a bonus to AC and instead 
  provides you with three-quarters cover. Your movement 
  speed becomes 0 while the shield is planted this way and 
  removing the shield from the 
  ground requires an action.  
   
  Exotic Armor and Shields 
   
   
   
  Armor 
  Cost 
  Armor Class (AC) 
  Strength 
  Stealth 
  Weight 
  Exotic Light Armor 
   
   
   
   
   
  Hardened Leather 
  500 gp 
  13 + Dex modifier 
  ― 
  ― 
  15 lb. 
  Exotic Medium Armor 
   
   
   
   
   
  Hero Plate  
  1,500 gp 
  16 + Dex modifier (max 2) 
  ― 
  Disadvantage 
  50 lb. 
  Exotic Heavy Armor 
   
   
   
   
   
  Battle Plate 
  2,000 gp 
  19 
  16 
  Disadvantage 
  75 lb. 
  Mountain Plate 
  3,000 gp 
  20 
  Special 
  Disadvantage 
  100 lb. 
  Exotic Shields 
   
   
   
   
   
  Tower Shield 
  100 gp 
  +2/Special 
  16 
  Disadvantage 
  15 lb. 
  Wall Shield 
  150 gp 
  +2/Special 
  18 
  Disadvantage 
  20 lb. 
  
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  Ammunition 
  Craftsmen and warriors of all stripes are always looking for 
  an edge on the battlefield. While arrows and bullets 
  certainly do much to put one group of warriors over 
  another, there’s always a bit more that can be pulled out of 
  a given bow or gun, and, with the right application of a 
  little alchemy and a lot of luck, a simple rifle can take 
  down a castle wall. 
       Entries on the following Standard Ammunition table are 
  considered conventional projectiles (even though some 
  belong to exotic weapons), because they are of the type 
  usually fired by their weapons. Exotic ammunition, by 
  contrast, are special projectiles used in place of normal 
  ammunition to achieve special effects. 
  Exotic Ammunition 
  While standard bullets and arrows will get the job done in 
  most cases, sometimes you need something a little more 
  special. Exotic ammunition allows a skilled user to alter 
  their weapon on the fly; many warriors often carry an array 
  of magazines or quivers filled with a diverse collection of 
  special purpose ammo.  
       When a ranged weapon is loaded with exotic 
  ammunition, the properties of that weapon change in the 
  following ways, as indicated on the Exotic Ammunition 
  table: 
       Damage. The weapon’s damage or damage type 
  changes or increases to that shown on the table. If an 
  ammunition type has a “―” in the damage column, the 
  damage of that weapon does not change.  
       Properties. The weapon gains the listed properties for 
  any attacks made with that type of ammunition. 
  Ammunition Properties 
  Exotic ammunition can apply the following weapon 
  properties when they are used for an attack: 
       Explosive. When this weapon’s projectile hits a target, it 
  explodes in a 5-foot radius. The projectile can be fired at an 
  unoccupied space within its range. Each creature other than 
  the target within the blast radius must succeed on a 
  Dexterity saving throw, taking half the damage rolled on a 
  failed save or no damage on a successful one. 
       Marking. Whenever you hit a creature with marking 
  ammunition, the brightly colored paint inside the round 
  makes the target easier to see and track. Until the target 
  uses its action to wipe the paint off, creatures have  
  advantage on Wisdom (Perception) checks made to see the 
  creature and on Wisdom (Survival) checks made to track 
  the creature. 
       Misfire. When you roll a 1 on the d20 for an attack roll 
  with this weapon, it jams. A jammed weapon can't be used 
  to make an attack until a creature uses its action to clear the 
  weapon malfunction. 
       Nonlethal. When you reduce a creature to 0 hit points 
  using this weapon, you can choose to knock the creature 
  out, rendering it unconscious, rather than deal a killing 
  blow. 
       Scatter. A weapon loaded with scatter ammunition has 
  its normal and long ranges halved. You deal an additional 
  +2 damage to targets within half of the weapon’s new 
  normal range. Scatter ammunition is treated as normal 
  ammunition when loaded into a weapon that already has 
  the Scatter property. 
       Tracing. A tracing round contains a mote of 
  phosphorous, causing it to glow brightly when exposed to 
  large amounts of light, such as muzzle flash. When you hit 
  a creature with tracing ammunition, for the next minute you 
  do not have disadvantage on attacks against that creature 
  because of nonmagical darkness or heavily obscured 
  conditions.  
  Ammunition Descriptions  
  The following types of exotic ammunition, which are listed 
  in alphabetical order, can be used by characters of any class 
  with an appropriate ranged weapon. 
   
   
  Standard Ammunition 
   
  Ammunition 
  Cost 
  Weight 
  Arrows (20) 
  1 gp 
  1 lb. 
  Ballista Bolt 
  1 gp 
  2 lb. 
  Blowgun Needles (50) 
  1 gp 
  1 lb. 
  Bullets (10) 
  2 gp 
  1 lb. 
  Cannonball 
  10 gp 
  10 lb. 
  Crossbow Bolts (20) 
  1 gp 
  1½ lb. 
  Greatarrow 
  1 gp 
  2 lb. 
  Grenade 
  5 gp 
  3 lb. 
  Rocket 
  20 gp 
  6 lb. 
  Saw 
  10 gp 
  3 lb. 
  Shells (10) 
  5 gp 
  2 lb. 
  Sling Bullet (20) 
  4 cp 
  1½ lb. 
  
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       Ammunition, Blessed. Blessed ammunition is made of 
  blessed silver or gold, etched in holy symbols, infused with 
  holy water or sanctified salt, or is otherwise blessed in 
  some way. Weapons loaded with blessed ammunition deal 
  radiant damage instead of their normal damage type.  
       Ammunition, Cursed. Cursed ammunition is infused 
  with the blood of demons, carved with unholy runes, cast of 
  metals from the lower planes, or is otherwise profaned in 
  some way. Weapons loaded with cursed ammunition deal 
  necrotic damage instead of their normal damage type.  
       Ammunition, Elemental. Elemental ammunition is a 
  catch-all term for arrows, bullets, shells, and grenades that 
  deal special types of damage. When one of these pieces of 
  ammunition is fired by the appropriate weapon, the attack 
  deals the listed damage type instead of its normal damage 
  type.  
       Ammunition, Silver. Silver ammunition is plated in or 
  cast from silver, allowing it to bypass the damage 
  resistance of certain creatures.  
       Arrow, Flight. These arrows are made of a hollow, 
  lightweight wood, with lead weights positioned throughout  
  to boost impact and stability. Whenever you make an attack 
  with a flight arrow, the bow’s range for this attack doubles. 
       Arrow, Haymaker. A haymaker arrow is an abnormally 
  heavy and lopsided arrow, with a large, padded, bulbous 
  business end (commonly designed to look like a fist or 
  boxing glove). You have disadvantage on all attacks made 
  with haymaker arrows. When you hit a creature with a 
  haymaker arrow, the creature must succeed on a DC 12 
  Constitution saving throw or be stunned for one round.  
       Arrow, Noxious. The tips of these arrows hold a tiny 
  vial of noxious chemicals that explodes into a cloud on 
  impact. When a creature is struck by a noxious arrow, it 
  must succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. The target can make a new saving 
  throw at the end of each of its rounds, ending the effect on 
  a success. 
       Arrow, Poison. The tips of these arrows are coated in a 
  potent contact poison. When a creature is struck by a 
  poison arrow, it must succeed on a DC 12 Constitution 
  saving throw or fall asleep for 1 minute. Creatures that are 
  immune to being poisoned automatically succeed on this 
  saving throw. The target wakes up if it takes damage. 
  Another creature can use an action to attempt to wake the 
  target, allowing the target to repeat its saving throw, 
  waking up on a success. 
       Arrow, Tangle. The tip of this arrow has been replaced 
  by a vial of a thick, tan paste. When this arrow strikes a 
  creature, the vial breaks, spreading the paste over the 
  Exotic Ammunition 
   
  Ammunition 
  Cost Damage 
  Properties 
  Arrows/Bolts 
    
   
  Flight (10) 
  2 gp ― 
  Special 
  Haymaker (10) 
  200 gp ― 
  Nonlethal, 
  special 
  Noxious (10) 
  100 gp ― 
  Special 
  Poison (10) 
  200 gp ― 
  Special 
  Tangle (10) 
  100 gp ― 
  Nonlethal, 
  special 
  Bullets 
    
   
  High-Power (10) 
  150 gp +1 
  Misfire 
  Rubber (10) 
  2 gp Bludg-
  eoning 
  Nonlethal 
  Shotshell (10) 
  5 gp ― 
  Scatter 
  Tracer (10) 
  3 gp ― 
  Tracing 
  Grenades 
    
   
  Concussion 
  Grenade (10) 
  770 gp 1d8 thunder Special 
  Fang (10) 
  1,550 go 2d10 
  piercing 
  Special 
  Flare (10) 
  300 gp 1d6 fire 
  Special 
  Goblin Gas (10) 
  1,550 gp Special 
  Special 
  Shells  
    
   
  Dragon’s Breath, 
  Blue (10) 
  350 gp Lightning 
  Special 
  Dragon’s Breath, 
  Red (10) 
  350 gp Fire 
  Special 
  Dragon’s Breath, 
  White (10) 
  350 gp Cold 
  Special 
  Flechette (10) 
  25 gp ― 
  Special 
  Slug (10) 
  5 gp ― 
  Special 
  General Ammunition 
   
   
  Blessed  
  +2 gp Radiant 
  ― 
  Cursed 
  +2 gp Necrotic 
  ― 
  Elemental, Acid 
  +1 gp Acid 
  ― 
  Elemental, Cold 
  +1 gp Cold 
  ― 
  Elemental, Fire 
  +1 gp Fire 
  ― 
  Elemental, 
  Lightning 
  +1 gp Lightning 
  ― 
  Elemental, 
  Thunder 
  +2 gp Thunder 
  ― 
  Explosive 
  +20 gp Fire 
  Misfire, 
  explosive 
  Paint 
  1/10 
  price 
  0 damage 
  Marking 
  Silver 
  +1 sp ― 
  ― 
  
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  creature and reducing its speed to 0. The creature can use a 
  bonus action to attempt a DC 12 Strength (Athletics) check, 
  breaking free from the paste on a success. If it does not 
  break free after one minute, the paste dries and flakes away. 
       Grenades, Various. Most types of explosive can be 
  modified to be fired from a grenade launcher. A grenade 
  listed on the Exotic Ammunition table is identical to the 
  explosive listed on Explosives table, except that is must be 
  fired with a grenade launcher, using the weapon’s range 
  instead of its own range.  
       Shell, Red Dragon’s Breath. This shell is stuffed with 
  alchemical reagents instead of shot, which causes the gun 
  to belch flame in a cone when fired. This cone’s length is 
  equal to half the weapon’s normal range, or 15 feet, 
  whichever is shorter. Each creature caught in this area 
  makes a DC 12 Dexterity saving throw, taking fire damage 
  equal to the weapon’s damage dice on a failed save. Other 
  versions of these shells exist, namely White Dragon’s 
  Breath (which deals cold damage) and Blue Dragon’s 
  Breath (which deals lightning damage). 
       Shell, Flechette. This shell is packed with small, 
  sharpened needles or darts, designed to stick into the target 
  and inflict maximum pain and discomfort, instead of shot. 
  A creature that is hit by a flechette shell has disadvantage 
  on Strength and Dexterity ability checks until the darts are 
  removed as an action. This shell has no effect on constructs 
  and undead. 
       Shell, Slug. This shell is loaded with a solid chunk of 
  metal instead of shot. Whenever you make an attack with a 
  slug, the weapon loses the Scatter property for this attack, 
  but its normal and long ranges double. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Explosives 
  Swords, bows, axes, and guns are all well enough, but 
  sometimes when you need something completely and 
  utterly destroyed, there is no substitute for a good 
  explosive. These weapons come in a wide variety of types, 
  from classic sticks of dynamite, to disorienting flashbangs, 
  to illuminating flares. 
  Explosive Descriptions 
  The following explosives are listed in alphabetical order. 
       Bomb. When a bomb hits a target, it explodes in a 5-foot 
  radius and is destroyed. The bomb can be thrown at an 
  unoccupied space within its range. Each creature other than 
  the target within the blast radius must succeed on a DC 11 
  Dexterity saving throw, taking half the damage rolled on a 
  failed save or no damage on a successful one. 
  Explosives 
   
   
   
   
  Explosive 
  Cost Damage 
  Area 
  Saving Throw 
  Weight 
  Properties 
  Bombs 
  2 sp 1d10 fire 
  5-foot radius 
  DC 11 Dexterity 
  1 lb. 
  Finesse, special, thrown 
  (range 30/60) 
  Bottled Lightning 
  75 gp 1d8 lightning 
  ― 
  ― 
  1 lb. 
  Thrown (range 20/40) 
  Concussion 
  Grenade 
  75 gp 1d8 thunder 
  10-foot radius 
  DC 12 Dexterity 
  2 lb. 
  Thrown (range 20/40) 
  Dynamite 
  75 gp 3d6 fire 
  5-foot radius 
  DC 12 Dexterity 
  1 lb. 
  Light, special, thrown (20/60) 
  Fang Grenade 
  150 gp 2d10 piercing 5-foot radius 
  DC 12 Dexterity 
  1 lb. 
  Light, special, thrown (20/60) 
  Flare 
  25 gp 1d6 fire 
  ― 
  ― 
  1 lb. 
  Light, special 
  Flashbang 
  5 sp ― 
  5-foot radius 
  ― 
  1 lb. 
  Light, special, thrown (20/60) 
  Gnome Rocket 
  10 gp 1d4 fire 
  5-foot radius 
  DC 12 Dexterity 
  1/2 lb. Special 
  Goblin Gas 
  150 gp Special 
  10-foot radius 
  DC 12 Constitution 
  1 lb. 
  Special 
  
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       Additionally, as a bonus action, you can empty some of 
  the bomb's explosive material to permanently remove the 
  blast radius from this bomb, dealing damage only to the 
  bomb’s target. 
       Bottled Lightning. This glass canister is filled with a 
  constantly surging bolt of magic lightning and sheds bright 
  light in a 10-foot radius, and dim light for an additional 10 
  feet. 
       As an action, you can throw this canister up to 20 feet, 
  breaking it on impact. Make a ranged attack against a 
  creature or object, treating the bottled lightning as an 
  improvised weapon. On a hit, the target takes 1d8 lightning 
  damage. 
       Concussion Grenade. This spherical device, dotted with 
  blinking lights, explodes in a wave of concussive force. As 
  an action, you can throw this grenade up to 20 feet, 
  detonating a moment after impact. Make a ranged attack 
  against a creature or object, treating the grenade as an 
  improvised weapon. On a hit, the target takes 1d8 thunder 
  damage and is deafened until the beginning of your next 
  turn. Additionally, each creature within 10 feet of the target 
  must make a DC 12 Dexterity saving throw or also take this 
  damage and be deafened for the same duration. 
       Dynamite. As an action, a creature can light a single 
  stick of dynamite and throw it at a creature or space within 
  range. A creature struck by a sine stick or bundle of 
  dynamite takes 1d4 bludgeoning damage, and each creature 
  within 5 feet of that creature or space must succeed on a 
  DC 12 Dexterity saving throw or take 3d6 thunder damage, 
  or half as much on a successful save. A character can bind 
  additional sticks together, with each stick increasing the 
  explosion damage by 1d6 (to a maximum of 10d6) and the 
  blast radius by 5 feet (to a maximum of 20 feet). 
       Fang Grenade. Fang grenades are small, metallic 
  containers of explosives filled with shrapnel and attached to 
  a timed fuse. As an action, a creature can pull the fuse on a 
  fang grenade and throw it at a creature or at a space within 
  range. A creature hit by a fang grenade takes 1d6 
  bludgeoning damage, and each creature within 5 feet of that 
  creature or space must succeed on a DC 12 Dexterity 
  saving throw or take 2d10 piercing damage, or half as 
  much on a successful save. 
       Flare. Not an explosive in the conventional sense, a 
  flare is similar to a brightly burning torch. A character can 
  ignite a flare as a bonus action, causing it to shed bright 
  light in a 30-foot radius and dim light in a 60-foot radius 
  for up to 30 minutes. Due to their construction, flares can 
  be ignited with no form of fire or spark nearby, and can 
  burn in nearly any environment, including underwater. 
  Flares burn at extremely high temperatures, dealing 1d6 
  damage to a creature that is struck by one. 
       Flashbang. Each creature within 5 feet of the 
  flashbang’s point of impact can't take reactions until the 
  start of its next turn. 
       Gnome Rocket. Gnome rockets aren’t often viewed as 
  weapons, though they can certainly be used to inflict harm. 
  A gnome rocket is a small bundle of shaped explosives 
  attached to the end of a stick. As an action, a character can 
  light the fuse of a gnome rocket, sending it flying up to 120 
  feet away. When it reaches this distance, it explodes into a 
  bright flash of colorful sparks, dealing 1d6 fire damage to 
  any creature within 5 feet of it that fails a DC 12 Dexterity 
  saving throw. 
       Goblin Gas. The substance known as goblin gas is a 
  highly effective tool for dealing with large crowds of weak 
  creatures, hence the name. A vial of unused goblin gas 
  looks like a vial sickly green liquid. As an action, a 
  character can throw the vial at a spot within 60 feet, 
  shattering it on impact with the ground. Once exposed to 
  air, the gas quickly spreads, creating a 10-foot radius cloud 
  of gas that lasts for up to 1 minute. Any creature which is 
  caught in this area initially or ends their turn in the cloud 
  must succeed on a DC 12 Constitution check or be 
  poisoned until the end of its next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Though most of the items and gear a character uses over 
  the course of his or her career are either bought or found, 
  there often comes a time when an item is needed, and none 
  can be found. It is in these instances where the craftsman 
  (or any skilled worker, for that matter) truly shines. 
       Crafting an item requires three things: 
  • Access to the relevant tools 
  • Proficiency in the relevant toolset 
  • Access to appropriate materials totaling half of the 
  item’s market value 
  With all these things, you can start crafting the item in 
  question, making progress over time. Progress is measured 
  in gp value, so more valuable items generally take longer to 
  craft. 
       Crafting is not limited merely to mundane weapons and 
  armor or adventuring gear: alchemical concoctions, art, and 
  magical items all can be crafted with the right skill and 
  tools. The Tools of the Trade section below provides more 
  information on what items can be made with which tools. 
       Except where noted below, a character can maintain a 
  modest lifestyle at no additional cost, or a comfortable 
  lifestyle at half the usual cost, while they are crafting items. 
  Crafting 
  Mundane Items 
  For each day you spend crafting a mundane item, you can 
  make 5 gp worth of items or 5 gp of progress towards a 
  larger item. The process consumes an amount of raw 
  materials equal to half the value of what is produced. 
  Alchemy and Herbalism 
  The products made by alchemists, brewers, cooks and 
  Herbalists are typically produced in batches, with extended 
  periods of waiting in during the activity. For this reason, 
  progress is made at twice the normal rate (10 gp per day for 
  mundane items; 50 gp per day for magic items), and up to 
  five consumable items can be made in parallel if they are of 
  the same type. You do not need to split the progress; all 
  five items are crafted at the increased rate. These products 
  often require specific ingredients, which might be difficult 
  to obtain in some situations.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Artistic Compositions 
  Not all creations are physical items. Indeed, musical 
  instruments and painter’s supplies are iconic among the 
  many and varied tools of creation. Thus, a character who is 
  proficient with artistic tools can spend time ‘crafting’ an 
  original composition; for example, scripting a play, 
  arranging a symphony, or curating a display of visual art. 
       Unlike physical crafting, these compositions have no 
  intrinsic value; they cannot be sold in a shop. Likewise, 
  they require (almost) no material input. In order to gauge 
  the amount of labor required to put together an artistic 
  composition, refer to the table below. No materials are 
  expended during these works, but the would-be artist must 
  support themselves out of their own pocket while 
  composing—they cannot gain any discount on the price of 
  a modest or comfortable lifestyle. 
  Compositions 
  Composition Quality 
  Value 
  Ordinary 
  40 gp 
  Compelling 
  120 gp 
  Exceptional 
  400 gp 
  Masterful 
  1,000 gp 
  Legendary 
  2,000 gp 
  Chapter 3:  
  Advanced Crafting Rules 
   
  
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  Crafting 
  Magic Items 
  Compared to crafting mundane items, crafting a magic item 
  is a complicated and exhausting process. Not only does it 
  require time, materials and skills, but it also demands an 
  artisan with magical power and a detailed schematic. 
  Crafting a magic item takes place at a rate of 25 gp per day.  
       As shown on the Magic Items Crafting table below, you 
  must be of a high enough level to craft certain types of 
  magic items, and you must be able to cast at least one spell 
  of 1st level or higher. If an item duplicates the effects of a 
  specific spell, you must know that spell and expend spell 
  slots equal to that spell’s level a number of times over the 
  course of crafting the item as specified in the table below. 
  Any material components required for the spell must be 
  present for the duration of the crafting and if they are 
  consumed, the cost must be paid for every spell slot that is 
  expended (unless the item can only reproduce the spell a 
  fixed number of times, as with a Spell Scroll, in which case 
  the material cost is only paid that many times). 
       Value. A magical version of a mundane item whose 
  base cost is greater than 100 gp (such as plate armor) 
  should add the mundane cost of the item to the magic item 
  value for its rarity. Thus, a set of adamantine plate mail (an 
  uncommon magic item) would have a value of 2,000 gp. 
  Schematics 
  Creating of a magical item requires a detailed schematic of 
  the item in question (the sole exception is the common 
  potion of healing, which can be crafted without a 
  schematic); most often, these are found as part of ancient 
  libraries, in the custody of magical colleges, or in the 
  personal collections of high-level wizards. GMs are 
  strongly encouraged to include schematics as part of 
  treasure hoards if using these rules in their game. A 
  spellcaster who learns a schematic can maintain a copy of 
  that schematic in their spellbook or ritual book (if they have 
  one) or in a separate, dedicated schematic book.  
       You can attempt to craft a magic item without a 
  schematic or design new schematics whole cloth; doing so 
  requires an Intelligence (Arcana) check at the beginning of 
  the item’s creation process with a DC determined by the 
  item’s rarity, as shown on the Magic Item Crafting table 
  above. Success allows you craft the item as normal; failure 
  wastes that day’s progress and 1/10th of the consumable 
  materials required. Once you successfully create a 
  schematic for a magic item, that schematic is added to your 
  book. 
  Crafting 
  Constructs 
  Constructs are even more complex than magical items and 
  are thus even more challenging to create. To have given life 
  to a golem or shield guardian is truly the mark of the master 
  artisan. 
       In order to create a construct, you must possess the 
  following: 
  • Tools (refer to Common Constructs table for 
  examples), 
  • An appropriate manual (see below), 
  • Material components (equal to 25,000 gp + 5,000 gp × 
  the construct’s CR) 
  • Time (equal to 5 × the construct’s CR days, minimum 
  1), and 
  • The ability to cast spells. Your caster level must be 
  equal to or greater than the construct’s CR. 
       Furthermore, building a construct requires total and 
  undivided attention. You must spend the requisite time 
  working without interruption, with the manual in hand for 
  the entire duration. You cannot do anything else while 
  working on a construct, and if you pause or suspend the 
  construction for any reason, any progress you have made is 
  lost and all of the material components are wasted.  
  Magic Item Crafting 
   
   
   
   
   
  Rarity 
  Minimum Level 
  Value 
  (Consumable) 
  Value 
  (Permanent) 
  Spell Slots 
  Expended 
  Schematic DC 
  Common 
  3rd 
  50 gp 
  100 gp 
  1 
  18 
  Uncommon 
  3rd 
  100 gp 
  500 gp 
  5 
  21 
  Rare 
  6th 
  500 gp 
  5,000 gp 
  50 
  24 
  Very rare 
  11th 
  5,000 gp 
  50,000 gp 
  500 
  27 
  Legendary 
  17th 
  50,000 gp 
  500,000 gp 
  5,000 
  30 
  
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  Construct Manuals 
  Prior to starting work, you must write or obtain a 
  manual, which contains the blueprints for how to assemble 
  your construct and the incantations to bring it to life. A 
  manual can only be used once; the final incantation 
  involves burning the tome and scattering its ashes onto the 
  construct. 
       The nature of the construct is determined by the manual 
  that created it; if you wish to create a custom creature, you 
  must determine its game statistics when the manual is 
  written. 
       In general, a construct manual should be treated like any 
  other consumable magic item, with the rarity determined by 
  the CR of the construct, as shown in the following table: 
  Construct CR 
  Rarity 
  0 to 3 
  Uncommon 
  4 to 6 
  Rare 
  7 to 10 
  Very Rare 
  11+ 
  Legendary 
       If someone tries to read a construct manual without 
  meeting the caster level prerequisite, they 
  immediately take 6d6 psychic damage. 
  Repairing 
  Constructs  
  You can repair any construct you have made by 
  spending time working on it using the 
  appropriate tools. For each hour you spend, the 
  construct can roll one hit die and regain that 
  number of hit points. This does not deplete its 
  pool of hit dice. 
   
   
   
   
   
   
   
   
   
   
  Modifying Constructs  
  Once built, constructs can be modified in many ways. In 
  general, the GM will have to determine appropriate costs 
  and timeframes for this type of modification, since it is 
  impossible to predict what kinds of modifications a player 
  might want to make. 
       As a guideline, anything that affects the CR calculation 
  should cost more as an ‘aftermarket’ modification than it 
  would have to include in the original design, to reflect the 
  additional flexibility that such changes grant. For example: 
  • Changing an iron golem’s sword to a warhammer 
  (damage dice unchanged) should take 2.5 days and cost 
  2,500 gp. 
  • Adding armor plating to increase AC by 2 should take 
  5 days and cost 5,000 gp. 
  • Fitting hidden needles that add 4d8 poison damage to 
  an iron golem’s fists should take 10 days and cost 
  10,000 gp. 
  Increasing 
  Productivity 
  Sometimes, 5 gp of progress per day is simply not fast 
  enough. Urgent orders or emergency situations may call for 
  accelerated work, which can be achieved in several ways.  
  Common Constructs 
   
   
  Construct 
  CR 
  Cost 
  Time 
  Tools 
  Animated Armor 
  1 
  30,000 gp 
  5 days 
  Smith’s tools 
  Clay Golem 
  9 
  70,000 gp 
  45 days 
  Potter’s tools 
  Flesh Golem 
  5 
  50,000 gp 
  25 days 
  Leatherworker’s tools 
  Flying Sword 
  1/4 
  26,250 gp 
  1 day 
  Smith’s tools 
  Homunculus 
  0 
  25,000 gp 
  1 day 
  Potter’s tools 
  Iron Golem 
  16 
  105,000 gp 
  80 days 
  Smith’s tools 
  Shield Guardian 
  7 
  60,000 gp 
  35 days 
  Smith’s tools 
  Stone Golem 
  10 
  75,000 gp 
  50 days 
  Mason’s tools 
  
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  Working Together 
  Multiple characters can collaborate on a single item to 
  make faster progress. Each worker must have their own set 
  of tools, though they may (indeed, must) share a workplace 
  and any fixed tools or machinery that come with it. For 
  example, a pair of smiths working together will share the 
  same forge and furnace but must bring their own hammers 
  and tongs. 
       Having an additional, proficient person assist you in 
  crafting an item doubles your output for that day. You can 
  work with another non-proficient person effectively, 
  however your output is only 1.5 times more than normal. 
  To have someone assist you effectively, you must share a 
  language with them or be accompanied by an interpreter. 
  Overtime 
  You can commit more than the normal 8 hours per day of 
  work to an item. If you do so, you can work up to 12 hours 
  for the day, completing as much work as you would have in 
  1.5 full days of work. At the end, you must make a 
  Constitution saving throw as if you had made a forced 
  march. Hirelings and staff can work up to 4 hours of 
  overtime, but you must pay them at double their normal 
  rate, so the full 12 hours’ work costs the same as two 
  normal, 8-hour days. 
  Crafting while 
  Adventuring 
  Savvy adventurers don't just craft new equipment during 
  downtime; they find free hours nearly every day on their 
  travels to labor on their personal projects. If you want to 
  continue a crafting project while adventuring and you have 
  the proper equipment to do so, you can break a normal 8 
  hours of work into smaller increments and continue to 
  work, albeit at a slower rate. 
       If you can find 4 hours a day to spend crafting new 
  equipment, you finish one day of crafting for every two 
  days you spend adventuring. If you can only find 2 hours a 
  day to spend crafting new equipment (which can be done 
  instead of taking two short rests,) you finish one day of 
  crafting for every four days you spend adventuring. 
  Shortcuts  
  Most items can be made without necessarily following all 
  of the usual steps. Doing so, however, puts the quality of 
  the item at risk and could potentially result in the entire 
  project being scrapped. If you wish to take a shortcut, the 
  total value of the item (both in terms of crafting it and 
  selling it) is reduced by 25%.  
       Once the item is complete, you must then make an 
  ability check using whichever ability score governs the 
  specific tool set you are using to craft that item (as 
  specified in the Tools of the Trade section). The DC for this 
  check depends on the type of item being made: DC 15 for 
  simple items, DC 20 for complex items, and DC 25 for 
  original designs and magic items. If you succeed, the 
  shortcut results in no negative consequences (except for the 
  reduced resale value of the item). If the check is failed by a 
  margin of 5 or less, the item functions, but is defective. The 
  GM determines the impact of this defect; they can roll on 
  the table below or choose a defect of their own devising. If 
  the check is failed by 6 or more, the item does not function, 
  and the time and materials spent making it are wasted. 
  d6 Defect 
  1 
  Ability checks made while using the item have 
  disadvantage. 
  2 
  Whenever the item is used, roll a d10. On a 1, the 
  item breaks. 
  3 
  Attack and damage rolls made with the item suffer 
  a -1 penalty, or any AC bonus granted by it is 
  reduced by 1. 
  4 
  The item makes an awful noise whenever it is 
  used. 
  5 
  The item weighs twice as much as it should and 
  cannot be used by Small creatures. 
  6 
  The item is toxic or otherwise harmful to its user. 
  Variant Rule:                  
  Faster Crafting 
  In general, the crafting process is lengthy and laborious, 
  and an average adventurer can produce far less equipment 
  in their downtime than they actually require. For this 
  reason, the GM can decide to double the rate at which all 
  crafting takes place. For example, a character could craft 
  mundane items at a rate of 10 gp each day, instead than 5, 
  and craft magic items at a rate of 50 gp each day, instead of 
  25. 
  Variant Rule:            
  Crafting without Gold 
  To craft an item without providing gold pieces for the 
  resources required, double the amount of crafting time 
  required. This represents the amount of time necessary to 
  craft a copy of the item, which is sold to cover the 
  expenses. 
  
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  Artist’s Touch 
  The true power of the artisan lies in their ability to make 
  any object they desire, which lends them a huge amount of 
  flexibility in adventuring scenarios and gives their player a 
  great opportunity to flex their creative muscles. The 
  following sections contain details on some of the more 
  involved elements of item-making, for those who wish to 
  explore them. 
  Repairing & Altering  
  As a rule, broken, tainted, damaged, or incomplete items 
  are worth half of their normal value (so a broken, second-
  hand sword is worth a quarter of its listed value). Likewise, 
  a craftsperson can repair a broken item by working on it 
  until they have made an amount of progress equal to half of 
  the full value. They must expend materials as usual 
  (material value equals half of progress value), but if any 
  rare or unusual materials would be required to make the 
  item new, it can be assumed that they are already present in 
  the broken item. 
       The same rule can be applied to alteration or 
  modification of items (such as refitting a suit of armor). 
  Adding Flourishes 
  A skilled crafter does not spend their entire life 
  mechanistically producing identical objects with no style or 
  individuality. Flourishes allow artisans to add some 
  personality to their creations without redesigning objects 
  from the ground up. 
       When you create an item, either mundane or magical, 
  using tools with which you are proficient, you can add any 
  number of flourishes (though each one can only be added 
  once). Each flourish increases the value of the item by 25% 
  of its base worth—so two flourishes would increase the 
  value by 50%. This affects the construction time, material 
  costs and resale value. Note that you can’t add a flourish 
  and take a shortcut on the same item. 
       You can choose from the following flourishes: 
       Customizable. The object is made from interchangeable 
  parts that make it easier to retool. The cost in time and 
  materials to repair or alter the item (as described above) is 
  halved. 
       False Appearance. The object convincingly looks like a 
  different of a similar size. A successful Intelligence 
  (Investigation) check (DC equals 8 + your Intelligence 
  modifier + your proficiency bonus) reveals the item’s nature. 
   
   
       Finely Decorated. The object’s resale value increases 
  by 50% (after any other modifiers have been applied). 
       Flame Retardant. The object is resistant to fire damage 
  and does not catch fire when it is caught in an explosion or 
  fiery spell. 
       Heavy Duty. The object has twice the amount of hit 
  points it would normally have. 
       Lightweight. The object weighs half as much as it 
  normally would. 
       Portable. The object can be folded, collapsed, or 
  telescoped so that it fits into a space half as long in all 
  dimensions. Thus, a ten-foot pole could telescope down to 
  a five-foot pole. 
       Waterproof. The object is not damaged by water, and 
  cannot rust. 
  Designing your own Items 
  Half of the fun of being able to make things is being able to 
  create original items to your own design. Such items cannot 
  be found in shops and often require a significant investment 
  of time and resources, but can be tailored to suit specific 
  adventuring situations, enabling you to solve problems that 
  might otherwise be intractable. 
       If you want to design your own item, you will need to 
  work with the GM to ensure that it fits into the game, and 
  so that they can adjudicate mechanical aspects, such as 
  material costs and damage output. It is recommended that 
  such discussions are done outside of the normal game time, 
  as they could slow down progress for other players. 
       When designing a unique magical item, it is reasonable 
  to assume that the first example will be a prototype. 
  Progress on a prototype is always made at half speed, and 
  there is a risk that the item will not perform exactly as 
  intended. Upon completion of the prototype, roll on the 
  table below to determine what (if any) flaws it suffers. 
  d8 Defect 
  1-3 No flaw; item works as intended. 
  4 
  It required more materials than expected; pay half 
  the material cost of the item again. 
  5 
  It is fragile; whenever the item is used, roll a d10. 
  On a 1, the item breaks. 
  6 
  It is not aesthetically pleasing; its resale value is 
  reduced to 0. 
  7 
  It does not work properly; any attempt to use it has 
  disadvantage. 
  8 
  It is dangerous; users take 2d6 damage of an 
  appropriate type whenever they use it. 
   
   
   
  
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  Tools of 
  the Trade 
  All crafting activities require some kind of tool. This 
  section details which items can be made with which tools, 
  as well as clarifying which ability scores govern which 
  types of tools and activities. 
  Tool Proficiency 
  A character can create items even if they are not proficient 
  in the relevant tools. However, crafting without proficiency 
  imposes a number of drawbacks on the amateur artisan, as 
  explained below. For items that do not require any 
  specialist tools (such as Spell Scrolls), it is assumed that all 
  characters are proficient in their creation (as long as they 
  satisfy the other requirements, such as being a spellcaster of 
  the appropriate level). 
  Amateur Crafters 
  Non-proficient crafters suffer the following restrictions 
  when they set about creating items: 
       Complex Projects. When attempting to make a complex 
  item (as detailed on the Tools and Products table), a non-
  proficient crafter has their rate of progress slowed by 50%. 
  All magic items are complex, except for potions of healing. 
       No Original Designs. If you do not have proficiency 
  with the right tools, you can’t attempt to make any kind of 
  original design or magic item. This includes reverse-
  engineering of existing non-standard designs. You also 
  cannot add flourishes. 
       Amateurish Work. Products made by amateurs do not 
  meet the standards that would be expected of a 
  professional. If you try to sell products you have made 
  using tools that you did not have proficiency in (even if you 
  later acquire the proficiency), they are worth only half of 
  the normal value. Furthermore, you can’t perform the 
  ‘practicing a profession’ downtime activity unless you are 
  proficient in the relevant set of tools to the profession you 
  would like to practice. 
  Expertise 
  Some characters go beyond ordinary proficiency, 
  demonstrating extraordinary skills that allow them to craft 
  objects better and faster than other tradespeople. This is 
  represented by Expertise, which can be acquired through 
  class features and feats. 
       As per the standard rules, an expert adds double their 
  proficiency bonus to any ability (tool) check they make 
  within their area of specialty. Since most crafting does not 
  require any ability checks, they also gain the following 
  benefits: 
  • Their crafting speed is doubled. 
  • They can spend their downtime working as a private 
  tutor in a field in which they are proficient. This 
  enables them to support a comfortable lifestyle without 
  having to pay the 2 gp cost, or a wealthy lifestyle at 
  half the usual expense. At the GM’s discretion, this 
  activity can allow the character to build relationships 
  with other craftspeople. 
  Tools and Products 
  The Tools and Products table describes all the standard tool 
  proficiencies that are available to player characters. It also 
  defines which specialist trades are included in the available 
  tool proficiencies, what products they can make, and what 
  other equipment they might need to work. 
       Note that if an object would appear to require the efforts 
  of multiple trades, it can be assumed that the component 
  parts are included in the material costs. For example, a 
  blacksmith would buy finished shafts when making 
  polearms. 
  Ability Checks 
  Tool proficiencies can be used in a number of scenarios. 
  Intelligence (Tool) checks will be called for when a 
  character attempts to recall information about a profession, 
  and Intelligence also governs a character’s ability to design 
  new items. Strength or Dexterity (Vehicle) checks can be 
  used when attempting to control a vehicle. 
       When a character actually tries to use a set of tools to 
  create an item, any ability checks will be made using the 
  tool’s governing ability, as listed in the tables. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Tools and Products 
    
   
  Tool 
  Cost 
  Weight Simple Products 
  Complex Products 
  Ability 
  Alchemist’s Supplies 
  50 gp 
  8 lb. Acid, artificial poisons, 
  inks, and dyes 
  Alchemist’s fire, holy water, magical 
  potions 
  Intelligence 
  Bowyer’s Tools 
  15 gp 
  7 lb. Light crossbows, 
  shortbows 
  Crossbows, hand and heavy 
  crossbows, longbows, magical bows 
  Dexterity 
  Brewer’s Supplies 
  (includes vintners) 
  20 gp 
  9 lb. Beers, wines, spirits 
  Artisanal beers, fine wines 
  Intelligence 
  or Wisdom 
  Calligrapher’s 
  Supplies (includes 
  scribes) 
  10 gp 
  5 lb. Official documents (local) 
  Bank notes, illuminated manuscripts, 
  insurance documents, official 
  documents (regional) 
  Dexterity 
  Carpenter’s Tools 
  (includes coopers) 
  8 gp 
  6 lb. Clubs, doors and furniture, 
  greatclubs, tool shafts, 
  and handles, shields 
  Fortifications, luxury furniture, 
  musical instruments, siege weapons, 
  wands, wooden armor 
  Dexterity 
  Cartographer’s Tools 
  15 gp 
  6 lb. Maps 
  Official maps, surveys 
  Dexterity 
  Cobbler’s Tools 
  5 gp 
  5 lb. Footwear 
  Luxury and magical footwear 
  Dexterity 
  Cook’s Utensils 
  1 gp 
  8 lb. Foodstuffs 
  Exotic and fine foods, any food made 
  using sugar 
  Wisdom or 
  Charisma 
  Fletcher’s Tools 
  10 gp 
  5 lb. Arrows, bolts 
  Magical arrows and bolts 
  Dexterity 
  Glassblower’s Tools 
  30 gp 
  5 lb. Bottles, bulbs, 
  lampshades, vases 
  Glass art, high-precision alchemy 
  tools 
  Dexterity 
  Herbalism Kit 
  5 gp 
  3 lb. Antitoxins, incense, inks 
  and dyes, natural poisons, 
  potions of healing 
  Magical potions, perfumes 
  Wisdom 
  Jeweler’s Tools 
  25 gp 
  2 lb. Cut gems, jewelry 
  Fine jewelry 
  Dexterity 
  Leatherworker’s Tools 
  5 gp 
  5 lb. Bags, clothing, leather 
  armor, pouches, whips 
  Magical leather armor, flesh golems 
  Dexterity 
  Mason’s Tools 
  (includes brickmakers 
  and stonecarvers) 
  10 gp 
  8 lb. Furniture, stone blocks, 
  stone maces and mauls 
  Bridges, buildings, fortifications, 
  other stone weapons, sculptures, and 
  statues 
  Strength 
  Painter’s Supplies 
  10 gp 
  5 lb. Drawings, reproductions 
  Original paintings 
  Dexterity or 
  Charisma 
  Poisoner’s Kit 
  50 gp 
  2 lb. — 
  Poisons 
  Intelligence 
  Potter’s Tools 
  10 gp 
  3 lb. Simple pots and vases 
  Fine pottery, homunculi, objets d’art 
  Dexterity 
  Ropemaker’s Tools 
  5 gp 
  3 lb. Hempen rope 
  Silken rope, string, splicing 
  Dexterity 
  Smith’s Tools 
  (includes weapon and 
  armor smiths) 
  20 gp 
  8 lb. Chains, furniture, nails, 
  simple metal weapons, 
  shields 
  Luxury furniture, machine 
  components, metal armor, metal 
  martial weapons, rods 
  Strength 
  Tailor’s Tools 
  10 gp 
  4 lb. Clothing 
  Fine clothing 
  Dexterity 
  Tinker’s Tools 
  50 gp 
  10 lb. — 
  Clockwork devices, fine machine 
  components, navigator’s tools 
  Dexterity 
  Weaver’s Tools 
  1 gp 
  5 lb. — 
  Cloth, yarn 
  Dexterity 
  Woodcarver’s Tools 
  1 gp 
  5 lb. Simple carvings in wood 
  or bone 
  Bone armor, fine carvings, objets 
  d’art 
  Dexterity 
  
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  Skills as Tools 
  Some crafting trades do not require any physical tools, but 
  are, for the purposes of this supplement, nonetheless 
  considered to be governed by tool proficiencies. They are 
  listed in the Skills as Tools table. Note that these 
  proficiencies have no governing abilities; you cannot make 
  tool checks with them.  
  Variant: Future Tools 
  Campaigns set in renaissance or modern-style worlds will 
  feature a number of tools and professions that are not  
  present in the standard, medieval fantasy setting. Examples 
  of such tools are listed below. 
   
   
   
   
   
   
   
   
   
       In addition to these new tools, post-medieval settings 
  may feature improved methods and equipment to the 
  benefit of older trades. For example, furnaces and smelters 
  may be more efficient, or new alchemical recipes may be 
  available. 
   
  Skills as Tools 
    
   
  Tool 
  Cost 
  Weight Simple Products 
  Complex Products 
  Fixed Equipment 
  Engineering 
  — 
  — — 
  Large projects 
  Cranes/hoists, forges, sawmills 
  Metallurgy 
  — 
  — Copper 
  Other metals, alloys 
  Furnaces, smelters 
  Vehicles (Land) 
  — 
  — Carts, sledges 
  Complex land vehicles (siege 
  engines, wagons, etc.) 
  — 
  Vehicles (Water) 
  — 
  — Rafts 
  Complex water vehicles (boats, 
  ships, submersibles) 
  Drydocks 
  Tools and Products 
    
   
  Tool 
  Cost 
  Weight Simple Products 
  Complex Products 
  Ability 
  Renaissance Tools 
   
    
   
   
  Gunsmith’s Tools 
  50 gp 
  10 lb. — 
  Firearms 
  Dexterity 
  Lens-Grinding Tools 
  30 gp 
  15 lb. — 
  Glasses, lenses, mirrors, telescopes 
  Dexterity 
  Printer’s Tools 
  10 gp 
  10 lb. Flyers, leaflets 
  Artistic prints, books, newspapers 
  Intelligence 
  Vehicles (Air) 
  — 
  — — 
  Air vehicles (balloons, dirigibles, gliders) 
  — 
  Modern Tools 
   
    
   
   
  Chemist’s Tools 
  100 gp 
  8 lb. Mineral salts, 
  petrochemical 
  fractions 
  Exotic and designer chemicals, 
  pharmaceuticals 
  Intelligence 
  Electrician’s Tools 
  100 gp 
  20 lb. Basic circuits, 
  connectors 
  Electronic devices, power systems 
  Dexterity 
  Mechanic’s Tools 
  100 gp 
  25 lb. — 
  Components, machines, piping systems, 
  structures 
  Dexterity 
  Software Tools 
  50 gp 
  — — 
  Computer programs and viruses, digital art 
  Intelligence 
  Futuristic Tools 
   
    
   
   
  Bio-Engineering Tools 200 gp 
  15 lb. Bacteria colonies, 
  skin grafts 
  Bio-machinery, neural networks, symbiotic 
  enhancements 
  Intelligence 
  Nanofabrication 
  Tools 
  500 gp 
  25 lb. Any simple 
  physical object 
  Any physical object 
  Intelligence 
  Vehicles (Space) 
  — 
  — — 
  Space vehicles 
  — 
  
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  This chapter contains options for characters of all classes, 
  offering new ways of acquiring skills, bonus feats to assist 
  in constructing and using exotic weaponry, and some handy 
  spells for the arcanist-craftsman in the party. 
  Learning 
  New Skills 
  Many adventurers possess tool proficiencies from their 
  previous lives, before they embarked on their various 
  quests. There is always more to learn, however, and new 
  skills can be gained in a number of ways. 
  Trainers 
  The GM determines where and when training is available. 
  The options below illustrate some of the more common 
  methods of finding a trainer. 
  Private Tuition 
  It is often possible to find a master craftsperson who is 
  willing to teach their skills to a suitable pupil, for a price. 
  Under normal circumstances, a tool proficiency can be 
  gained after 2,000 hours of lessons; the standard price for 
  such a course would be around 250 gp. 
       The GM can decide that “crash courses” are available, 
  whereby a character could gain the skill in less time (often 
  at a higher cost), or that a character can learn more quickly 
  due to prior experience or a high Intelligence score. 
  Guilds and Apprenticeships 
  In some societies, trade knowledge, especially pertaining to 
  high-value trades such as masonry, carpentry, and smithing, 
  is kept a closely guarded secret. In these places, a character 
  might need to join a guild as an apprentice to gain the new 
  skill. 
       Joining a guild is usually difficult. It might involve 
  arcane rites, steep entrance fees, or the completion of 
  grueling trials. Once a person has joined the guild, 
  however, they tend to learn quickly, due to being 
  surrounded by skilled tradespeople and having access to the 
  resources (and in some cases, secrets) of the guild. 
       On the other hand, guilds may place demands on their 
  members, and can expel anyone who breaks their rules (for 
  where guilds are powerful, it is usually illegal to practice a 
  trade without a guild license.) An apprentice will usually 
  assist a more experienced member, who could become a 
  valuable ally or troublesome hindrance to an adventuring 
  party. As the character gains prestige within the guild, they 
  may rise through the ranks and be forced to take on 
  apprentices of their own. 
  As a Reward 
  Sometimes, finding an appropriate trainer is difficult. Skills 
  might be rare, or the existing masters may be unable or 
  unwilling to teach adventurers. In these cases, players may 
  have to seek training in unusual places, such as by helping 
  powerful NPCs or by tracking down lost manuscripts. 
       This could be an opportunity for adventure. Perhaps the 
  only person who knows how to fly airships is a vicious sky 
  pirate who will only share his secrets with a fellow outlaw! 
  Perhaps, the key to learning a skill is to delve a dangerous 
  dungeon and return with its long-forgotten secrets. 
  Learning from Party Members 
  When a party spends several weeks or months travelling 
  together, it is possible that the characters will learn things 
  from each other. If a character with a tool proficiency 
  wishes to teach one of their companions, they can do so in 
  whatever free time their adventure permits. 
       When learning in this way, a student accrues hours in 
  the same way as they would when undergoing private 
  tuition. However, these hours must be otherwise free—you 
  cannot learn to work leather while travelling across 
  country, fighting monsters, or searching ruins. If a 
  character does more than 8 hours of activity in a day, 
  including intellectual activity like learning a trade, they are 
  subject to Constitution saving throws as if they were 
  conducting a forced march. 
   
   
   
   
   
   
   
  Chapter 4: Additional 
  Character Options 
   
  
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  Feats 
  The following feats, which grant the ability to make and 
  use exotic weapons and armor, are available to characters 
  of all classes. 
  Exotic Mastery 
  You are practiced in wearing unwieldy and exotic armor, 
  and you gain the following benefits: 
  • Increase your Strength or Dexterity score by 1, to a 
  maximum of 20. 
  • You gain proficiency with 4 pieces of exotic gear of 
  your choice. 
  Gifted Artisan  
  Prerequisites: Intelligence 15 or higher, proficiency with 
  smith’s tools 
  You have discovered the secrets of forging unique, 
  masterwork weapons or armor. When you create a new 
  item, you can apply a number of Apprentice masterwork 
  properties to it equal to your Intelligence modifier. You 
  don’t apply a Masterwork bonus to items you craft, unless 
  you have the required craftsman level to do so. You can 
  proficiently use any non-exotic equipment you craft. 
  Master Artisan 
  Prerequisite: Proficiency in two or more sets of artisan’s 
  tools 
  As a true veteran of your craft, you have elevated industry 
  to an artform. You gain the following benefits: 
  • Choose two tools in which you have proficiency. You 
  gain expertise with those tools, which means your 
  proficiency bonus is doubled for any ability check you 
  make using them. The tools you choose must be ones 
  that aren’t already benefiting from a feature, such as 
  Expertise, that doubles your proficiency bonus. 
  • You can improvise any set of artisan’s tools with which 
  you are proficient. 
  • As an action, you can attempt to craft any simple item 
  that could normally be crafted by someone in your 
  profession. Make a DC 15 tool check using your tools’ 
  governing ability. If successful, you create the item and 
  must pay any material costs that would normally be 
  required. Once you have used this ability, you must 
  complete a long rest before you can use it again. 
   
   
  New Spells 
  The following spells are available to all spellcasters. 
  Alarm Glyph 
  2nd-level abjuration 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (powdered diamond worth 100 gp, 
  which the spell consumes) 
  Duration: Until dispelled 
  This spell, based on the alarm and glyph of warding spells, 
  is used to discourage theft by triggering an alarm when an 
  item is removed from a location. It comes in two versions: 
  one that is cast on an aperture, and one that is cast on an 
  object. 
       Aperture. You spend ten minutes inscribing invisible 
  glyphs on an aperture such as a door, gate, window or 
  archway no larger than 10 square feet. Whenever an object 
  bearing an alarm glyph passes through the warded area, it 
  produces the sound of a hand bell for 10 seconds within 
  120 feet. Casting the knock spell on the aperture suppresses 
  the effect for 10 minutes. 
       Object. You spend ten minutes inscribing an invisible 
  glyph on an object. This object will now trigger any 
  alarmed apertures through which it passes. 
       At Higher Levels. When you cast the aperture version of 
  this spell using a spell slot of 3rd level or higher, you can 
  store one spell of 2nd level or lower (usually hold person) 
  inside it. This spell must target be capable of targeting a 
  creature, object, or area and you must expend the 
  appropriate spell slot and spell components when the spell 
  is stored. This stored spell is then cast and expended the 
  first time the alarm is triggered. If the triggering object is 
  being worn or carried, the stored spell targets whoever is 
  carrying it or the location where they are standing. If not, it 
  targets the object directly. Once it has been expended, the 
  stored spell can be reactivated (or changed to a different 
  spell) by touching the glyph and expending another spell 
  slot and spell components. 
  Dispel Alarm  
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
   
  
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  You touch an object. If there is an alarm glyph or alarm 
  spell on the object, the spell is dispelled. This spell can 
  only be used on the object version of the alarm glyph; the 
  aperture version can only be affected by dispel magic. 
  Duplicate Object 
  4th-level conjuration 
  Casting Time: 1 minute 
  Range: 30 feet 
  Components: V, S, M (a silver mirror) 
  Duration: Instantaneous 
  You create an exact copy of a nonmagical, non-living 
  object you can see within range (the copy must also appear 
  within the spell’s range.) The object must fit inside a 5-foot 
  cube and be worth no more than 25 gp. The copy is a real, 
  permanent, independent object that functions exactly like 
  the original. You can’t duplicate an object created by this 
  spell. 
       If the object you wish to copy would be considered a 
  ‘complex item’ as noted in the Tools of the Trade section, 
  you must be proficient in the requisite tools to duplicate it 
  using this spell. 
       Materials such as adamantine, coldwood, mithral, and 
  zurkhwood count as magical for the purposes of this spell. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the sides of the cube in which the 
  object must fit are increased by 5 feet for each slot level 
  above 4th, to a maximum of a 20-foot cube. Thus, when 
  cast at 5th level, you could duplicate an object that fits in a 
  10-foot cube. 
  Manipulate Clockwork 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 1 round 
  You effect a minor change in a Small or smaller clockwork 
  item within range that you can see. Examples of things you 
  could do include: 
  • Make the machine run faster or slower, up to double or 
  half of its normal speed. 
  • Change the time displayed on a mechanical clock. 
  • Flip a switch or change a setting. 
  • Start or stop the device. 
   You cannot damage or destroy a machine using this spell. 
   
   
  Safiya’s Industrious Worker  
  1st-level transmutation  
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (a bar of iron) 
  Duration: 8 hours 
  You touch a willing creature. For the next 8 hours, they can 
  perform manual tasks with exceptional speed. 
       Every hour spent crafting items under the influence of 
  this spell provides 4 hours’ worth of output. This can be 
  combined with other effects; for example, a character with 
  expertise using this spell would produce 8 hours’ worth of 
  work per hour. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can target one additional 
  creature for each slot level above 1st. 
  Unseen Accountant 
  2nd-level conjuration (ritual) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (an abacus) 
  Duration: 8 hours 
  This spell creates an invisible, shapeless force that 
  performs intellectual tasks at your command until the spell 
  ends. The servant springs into existence in an unoccupied 
  space on the ground within range. It has AC 10, 1 hit point, 
  an Intelligence of 12, and it can’t attack. If it drops to 0 hit 
  points, the spell ends. 
       Once on each of your turns as a bonus action, you can 
  mentally command the servant to move up to 15 feet and 
  interact with an object. The accountant can perform 
  intellectual tasks that a human clerk could do, such as 
  assaying prices, updating accounts, managing inventories, 
  or computing interest. Once you give the command, the 
  accountant performs the task to the best of its ability until it 
  completes the task, then waits for your next command. The 
  accountant can perform no physical labor and is not able to 
  lift any object heavier than a bottle of ink. 
       If you command the accountant to perform a task that 
  would move it more than 300 feet away from you, the spell 
  ends. 
   
   
   
   
   
   
   
  
   
  Producers 
  Adam Ashworth 
  Alexander Garcia 
  Antonio Garcia 
  Ariel Drissman 
  Ashran Firebrand 
  bolthawk 
  Braden Read 
  brandon johnson 
  Brandon Martin 
  Charles Koeppel 
  Chase B Patterson 
  Chris Mitchell 
  Daniel Lamoureux 
  Dannika Aikens 
  Darion Nutter 
  Derek Miranda 
  Douglas 
  Drew Hayes 
  Eugen Batischev 
  Fabhar 
  Garrett Lloyd 
  George Tolley 
  Grand Moff Xela 
  Guðmundur 
  Guðmundsson 
  Illuminous_Knight 
  Izaac Ward 
  James Belin 
  James Davidson 
  James Mitchell 
  Jamie 
  Jason Jones 
  Jesse Ott 
  Jesus Andujo 
  Joe Shine 
  Joel Grote 
  John Hoffman 
  Jonathan Mello 
  Joseph Blanc 
  Joshua  Cates 
  Julien Therrien 
  Justin Forkner 
  Karson Oakes 
  Ken Beimler 
  Ken de Jong 
  Krist 
  Kristian Gilfillan 
  Kura Tenshi 
  Kurt C Yost 
  LeBallisticPoet 
  Matthew Atkins 
  Michael Djangali 
  Michael Jeanes 
  Mike Litkewitsch 
  Not_A_Robot 
  Pandric 
  Patrick Rooney 
  Paul Gibbs 
  Pedro Storti 
  Pregnantandscared 
  Rasmi 
  Robert Field 
  RUNEHAMMER 
  Ryan Heckathorn 
  Ryan Patrick Nolan 
  Ryan Russell 
  Sam Brock 
  Sasquatch 
  Sean Barrentine 
  Seth Apple 
  Shadistro 
  SixAughtFive 
  SleepyD 
  Spencer Houston 
  Star-Lord Wright 
  Stephen Grote 
  Tavin Kastner 
  Thantos 
  The Mage Armory 
  The Palm of Vecna 
  TheNthMaou 
  Tom Clark 
  TrondKF 
  tyrell hayward 
  wanderer 
  Xynth 
  Zackary D 
  Szechenyi 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Art Credits 
  Cover, Pg. 1, 41, 48 by Martin Kirby 
  Pg. 4 by Nyvinter 
  Pgs. 9, 11, 38, 44 by Lucas Ferreira CM 
  Pgs. 16, 21, 23, 34, 40 by Mariana Livraes  
  All other art by Lucas Ferreira CM 
  
   
   
  License 
  This material is being released under the Open Gaming License.  
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved.  
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  distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open 
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  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to 
  make it enforceable. 15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Complete Craftsman Copyright 2019, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason 
  Sinclair 
  END OF LICENSE 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Complete Craftsman.pdf