5th Age Campaigns' home rules
To most people, masterwork items (usually identified with MW) are as much a symbol of wealth and social standing as silk clothes, a fur coat or fine jewelry openly worn.
They can be made by master craftsmen, or exceptional craft check of 20+.
All masterwork items have the following benefits over regular items if relevant:
- A masterwork item (not its wearer) has its AC increased by 1
- A masterwork item always has maximum hit point for an item of its category.
In addition, masterwork item that have been enchanted, regardless of the enchantment, benefit from a damage reduction from any damage they receive
- Uncommon items have 10 damage reduction
- Rare items have 20 damage reduction
- Very rare items have 30 damage reduction
- Legendary items have 40 damage reduction
This damage reduction applies before the regular damage resistance for all magic items applies.
Unless specified below, mundane masterwork items usually cost 3 time their regular price and weight 20% less than their regular version. They also benefit from a +2 to any arcana check to enchant them (See reforging or crafting magic items).
Most items made with special materials require a masterwork result to be successfully crafted.
Note that if an item require multiple crafting checks, it only is masterwork if all crafting checks have a result of 20+.
In addition, the following applies to the specific items type below.
When using regular material, Masterwork grade armors weight 20% less than their regular counterpart, and costs 5 time as much (see Special materials for details on rare materials).
When using regular material, Masterwork grade shields weight 33% less than their regular counterpart, and costs 5 time as much (see Special materials for details on rare materials).
Masterwork grade weapons really show their masterwork aspect on the quality of the blade and the hilt. They can’t be mistaken for regular weapons, even when in their scabbard, and costs 10 time as much.
On a critical hit, a masterwork weapon uses an extra damage dice, and ignore the lowest result rolled (note that the Sundering Critical home rule also applies if any two of the rolled dice score under the treshold).
Masterwork grade ammo gain a 10% increase in range (rounded up to the closest 5’).
They can easily be mistaken for regular ammos, and are not sold in regular shops, as, until fired, it is hard to tell what they really are, and scams for this type of item are frequent, and not worth carrying them in-store.
As such, only those crafting ammos using woodcarving tool usually have this kind of ammo. Masterwork ammos can’t be made as part of a short rest or long rest, they require a main activity for the crafting.
Alchemy fire, Acid,…
MW consumable items doing damage roll one extra dice for the damage and discard the lowest rolled result from the dice (Advantage to damage).
healing potions, poisons, …
Make the consumable one category better than the grade linked to the ingredient used
(Regular (common) → Greater (unusual) → Superior (rare) → Supreme)