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Somewhat sorted list of apprentice weapon properties

Masterwork Properties

Masterwork properties can be applied to any masterwork weapon or suit of armor, 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

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.

Martial-only Properties

Automatic

  • Apprentice weapon property
  • Components: Masterwork ranged weapon with the Reload property

This weapon gains the Automatic property and its damage decreases by 1 step. The weapon’s normal range decreases by 20 feet and its long range decreases accordingly.

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 twice the normal amount of ammunition.

Extended Magazine

  • Apprentice weapon property
  • Components: Masterwork martial weapon with the Reload property

The Reload capacity of this weapon is doubled.

Heavy

  • Apprentice weapon property
  • Components: Masterwork martial weapon with the Two-Handed property that does not have the Double property

This weapon gains the Heavy property. If the weapon is a melee weapon, its damage die increases by 1 step. If the weapon is ranged, its normal range increases by 20 feet and its long range increases accordingly.

Nonlethal

  • Apprentice weapon 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.

Reach

  • Apprentice weapon 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.

Trip

  • Apprentice weapon property
  • Components: Masterwork martial melee weapon

This weapon gains the Trip property.

Trip. You can make a shove attempt against any creature within this weapon’s reach. Furthermore, you have advantage on ability checks you make to shove a creature using this weapon.

Exotic-Only Properties

Balanced

  • Apprentice weapon property
  • Components: Masterwork exotic weapon with the Heavy property

This weapon can be wielded by Small creatures without disadvantage.

Collapsible

  • Apprentice weapon property
  • Components: Masterwork exotic weapon

This weapon folds down to half its size when not in use.

Elegant

  • Apprentice weapon property
  • Components: Masterwork exotic weapon with the Light property

This weapon gains the Elegant property and its damage die 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.

Parrying

  • Apprentice weapon property
  • Components: Masterwork exotic melee weapon with the Finesse or Light property

This weapon gains the Parrying property and its damage die decreases by 1 step.

Parrying. While wielding this weapon and not wielding a shield, you gain a +1 bonus to your AC against melee attacks.

Superheavy

  • Apprentice weapon property
  • Components: Masterwork exotic melee weapon with the Heavy property

This weapon gains the Superheavy property and its damage die increases by 1 step.

Superheavy. This weapon is unusually large for its type. You must have a Strength score of 16 or higher to wield a superheavy weapon.

Switch

  • Apprentice weapon property
  • Components: Two masterwork exotic weapons

This weapon gains the Switch property and its damage die decreases by 1 step. You can integrate together two weapons with the Switch property, forming a single unit in which each weapon is one of the unit’s two forms. You can choose to use two identical weapons with the Light property for one of the weapon’s forms.

Switch. This weapon has two forms. You can swap between which weapon is being used at any time, even between attacks.

Any-Complexity Property

Aerodynamic

  • Apprentice weapon property
  • Components: Masterwork weapon with the Thrown property

The weapon’s normal range increases by 40 feet and its long range increases accordingly.

Concealable

  • Apprentice weapon property
  • Components: Masterwork weapon with the Light property

This weapon gains the Concealable property.

Concealable. While stowed, you have advantage on Dexterity (Stealth) checks made to conceal this weapon.

Finesse

  • Apprentice weapon property
  • Components: Masterwork melee weapon that does not have the Two-Handed property or a masterwork ranged weapon that has the Thrown property

This weapon gains the Finesse property.

Firearm

  • Apprentice weapon property
  • Components: Masterwork ranged weapon with the Ammunition property

This weapon becomes a firearm and gains the Firearm property. Its damage die increases by four steps, and moves to two damage dice, if possible.

Firearm. You don’t add your ability score to this weapon’s damage rolls. Firearm ammunition can’t be recovered once used.

Returning

  • Apprentice weapon 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.

Scatter

  • Apprentice weapon property
  • Components: Masterwork ranged weapon with the Ammunition and Two-Handed properties that does not have the Sighted property

This weapon gains the Scatter property and its damage die decreases by one step. 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.

The weapon’s long range becomes three times the weapon’s normal range. The weapon’s normal range decreases by 70 feet and its long range decreases accordingly.

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 weapon property
  • Components: Masterwork martial ranged weapon with the Ammunition property that does not have the Scatter property

This weapon gains the Sighted property. Additionally, its normal range increases by 50 feet and its long range increases accordingly.

Sighted. This weapon has disadvantage on attack rolls made against targets within 20 feet.

Thrown

  • Apprentice weapon 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).

Complexity Change

Martial

  • Apprentice weapon property
  • Components: Masterwork simple weapon

This weapon becomes a martial weapon, and its damage die increases by 1 step.

Exotic

  • Apprentice weapon property
  • Components: Masterwork martial weapon

This weapon becomes an exotic weapon and its damage die increases by 1 step. No class, other than the craftsman, gains proficiency with exotic weapons.

Ranged Form Change

Foregrip

  • Apprentice weapon property
  • Components: Masterwork ranged weapon with the Ammunition property that does not have the Light or Two-Handed properties

This weapon gains the Foregrip property.

Foregrip. This weapon can be used with one or two hands. If used in two hands, its normal range increases by 50 feet and its long range increases accordingly.

Light

  • Apprentice weapon property
  • Components: Masterwork ranged weapon that does not have the Foregrip or Two-Handed properties

This weapon gains the Light property and its damage die decreases by 1 step.

Two-Handed

  • Apprentice weapon property
  • Components: Masterwork ranged weapon that does not have the Foregrip or Light properties

This weapon gains the Two-Handed property and its damage die increases by 1 step. Additionally, its normal range increases by 50 feet and its long range increases accordingly.

Loading

  • Apprentice weapon property
  • 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.

Reload

  • Apprentice weapon property
  • Components: Masterwork ranged weapon with the Ammunition property that does not have the Loading property

The weapon gains the Reload (5) property. If you apply the Reload property to a martial weapon with the Mounted property, you can choose to give it the Reload (1, 2 actions) property, and increase its damage by three steps.

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.

(Reload is a negative quality, but is required for several other masterwork qualities.)

Melee Form Change

Fist

  • Apprentice weapon 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.

Light

  • Apprentice weapon property
  • Components: Masterwork melee weapon that does not have the Two-Handed or Versatile properties

This weapon gains the Light property and its damage die decreases by 1 step.

Two-Handed

  • Apprentice weapon property
  • Components: Masterwork weapon that does not have the Finesse, Fist, Light, Thrown, or Versatile properties

This weapon gains the Two-Handed property and its damage die increases by 1 step.

Versatile

  • Apprentice weapon property
  • Components: Masterwork melee weapon that doesn’t have the Light, Fist, or Two-Handed properties

This weapon gains the Versatile property. While being wielded in two hands, its damage die increases by 1 step.

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