Craftsman Crafting Techniques

Crafting Techniques

Crafting techniques can be applied to any piece of masterwork equipment, provided you can spare the time and cold cost required to apply it. Each technique entry details the technique’s level and the type of equipment it can be applied to.

Crafting techniques applied to ranged weapons apply their effects to their ammunition.


Beginner Techniques


Aerodynamic
Beginner technique
Components Masterwork light weapon
By adding proper balancing weights, stabilizing fins, and rounding the rough edges, allowing you to accurately throw your weapon. This weapon gains the Thrown property, with a range of (20/60).


Cleats

Beginner technique

Components Masterwork armour

You install a set of spikes onto the front and rear of your armour's boots, giving you remarkable traction on even the roughest ground. While wearing this armour, you ignore nonmagical difficult terrain and have advantage on saving throws against being moved against your will (such as by being shoved) or to avoid being knocked prone.


Collapsible

Beginner technique

Components Masterwork weapon

You hollow out portions of your weapon, allowing you to collapse it in on itself making it much easier to conceal. Your weapon gains the Collapsible property.


Double

Beginner technique

Components Two masterwork weapons which aren’t heavy or two-handed

You attach two masterwork weapons at the pommel, forging a single, double-ended weapon. The resulting weapon gains the Two-Handed and Double properties, and uses each of the combined weapons damage dice (if either weapon was versatile, use the one-handed damage die).


Hollow

Beginner technique

Components Masterwork melee weapon that isn’t light

You alloy a trace amount of adamantine into the steel of your weapon or carve it out of impossibly sturdy heartwood, then hollow out the blade or haft. A hollow weapon weighs half as much as it did before, becomes a light, finesse weapon, and loses the Heavy property if it had it. A hollow weapon's damage dice all decrease by 1 step (d12/2d6 -> d10 -> d8 -> d6 -> d4), to a minimum of 1d4.


Piton Armour

Beginner technique

Components Masterwork light or medium armour

You add a series of discrete, retractable hooks to the gauntlets and boots of your armour. While wearing this armour, you gain a climb speed equal to your movement speed.


Mighty

Beginner technique

Components Masterwork bow or crossbow

You inlay strong, yet slightly flexible strips of metal over the arms of your bow, increasing its draw strength. A mighty bow increases its damage die by one step, but requires you to use your Strength modifier instead of your Dexterity modifier for attack and damage rolls.


Modular

Beginner technique

Components Masterwork armour

You alter your armour to be adjustable on the fly. As an action, you can readjust, remove, or attach parts of your armour; doing so allows you to shift your suit between light (studded leather), medium (half plate), or heavy (full plate) armour forms.

You can apply additional crafting techniques to each of the modular armour’s forms as if they were separate armour. However, you can only apply one crafting technique, in addition to this one, to each form.

Applying this technique to any type of armour other than full plate requires additional materials: 1500 gp for light armour, 1000 gp for medium armour, and 500 gp for heavy armour.


Retractable Shield

Beginner technique

Components Masterwork medium or heavy armour and a shield that isn’t exotic

You install a retractable shield into one of your bracers. As a bonus action, you can deploy or retract your shield. You can enchant this shield or install any other magic shield in its place. When this weapon is stowed, you have advantage on all Dexterity (Sleight of Hand) checks made to conceal it.


Thorn Armour

Beginner technique

Components Masterwork medium or heavy armour

You add a layer of retractable spikes onto the knees, shoulders, gauntlets, helmet, and boots of your armour. While wearing this armour, your unarmed strikes deal 1d4 piercing damage. Additionally, whenever you begin your turn grappling another creature, that creature takes 1d4 piercing damage.


Switch Weapon

Beginner technique

Components Two masterwork weapons or one masterwork weapon and two light masterwork melee weapons

Your weapon gains an alternate form and becomes a switch weapon. This alternate form can be any other nonmagical weapon that is not already a switch weapon, or it can be a pair of light nonmagical weapons. You can swap between your weapon's forms as a bonus action.

You can apply additional crafting techniques to each of the switch weapon’s forms as if they were separate weapons. However, you can only apply one crafting technique, in addition to this one, to each form.


Weighted

Beginner technique

Components Masterwork melee weapon

You alloy a measure of lead into the steel of your weapon or inlay a core of steel into its haft. A weighted weapon weighs twice as much as it did before, becomes a heavy weapon, and loses the Light or Finesse properties if it had them. A heavy weapon with this technique becomes a superheavy weapon. All of a weighted weapon's damage dice increase by 1 step (d4 -> d6 -> d8 -> d10 -> d12), to a max of 1d12.


Apprentice Techniques

 

Adamantine Plating

Apprentice technique

Components Masterwork medium or heavy armour

Your armour gains the abilities of a suit of adamantine armour. While you’re wearing it, any critical hit against you becomes a normal hit.


Bastard

Apprentice technique

Components Masterwork melee weapon that isn’t reach, two-handed, or versatile

You lengthen the handle and readjust the balance of your weapon, allowing you to wield it with two hands for increased power. This weapon becomes a versatile weapon: while wielding your weapon with two hands, the damage die of your weapon increase by one step (d4 -> d6 -> d8 -> d10 -> d12), to a max of 1d12.


Bladed Armour

Apprentice technique

Components Masterwork armour

You install a pair of retractable blades onto the bracers of your armour. These blades are light, finesse weapons that deal 1d4 slashing or piercing damage. You cannot be disarmed of these blades, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them. You can hold or otherwise manipulate a weapon, shield, or other object on the same arm as your arm blades, though you cannot attack with an arm blade and use an object or weapon held in that hand on the same turn. You can also apply one crafting technique to these arm blades.


Boomerang

Apprentice technique

Components Masterwork weapon with the Thrown property

By slightly altering this weapon’s shape, you allow particularly skilled users to return it to their waiting hands. A weapon with this technique gains the Returning property.


Chained

Apprentice technique

Components Masterwork light melee weapon that isn’t reach or two-handed

You attach long, light, flexible chain links from pommel of your weapon to a special bracer, allowing you to swing your weapon in a long, wide arc. This weapon becomes a reach weapon. If you are disarmed of your chained weapon, you can use a bonus action to pull it back to your hand.

Once per turn, when you use the Attack action to attack a creature with this weapon, you can use your bonus action make a second attack with that weapon against another creature within 5 feet of the target.


Extended

Apprentice technique

Components Masterwork melee weapon that isn’t reach

You replace the standard handle and grip of your masterwork weapon with a long haft of wood or metal. The weapon gains the Reach (10 feet) property, gains the two-handed property if it did not have it before. A weapon with the versatile property that gains this technique uses its two-handed damage die and loses the versatile property.


Hardened

Apprentice technique

Components Masterwork heavy armour

You learn how to increase the toughness of your steel. While wearing this armour, you reduce all bludgeoning, piercing, and slashing damage you take from nonmagical weapons by 2. This reduction does not stack with other forms of damage reduction, but does stack with damage resistance.


Hooked

Apprentice technique

Components Masterwork melee weapon

Your weapon either ends with a long, curved hook, or has such a hook jutting out from one end. When you hit a creature with a hooked weapon, in lieu of dealing damage, you can to attempt to shove the creature prone. When you do so, you make the check with advantage.


Juggernaut Plating 

Apprentice technique

Components Masterwork heavy armour

You install a set of heavy shoulder plates and a reinforced helmet on your armour, transforming you into a veritable battering ram. While wearing this armour, you can use your action to move up to your speed toward an inanimate object. At the end of this movement, you hit the object, dealing 3d6 + twice your craftsman level bludgeoning damage. This damage ignores the object's damage threshold.


Mithral Plating 

Apprentice technique

Components Masterwork medium or heavy armour

Your armour gains the abilities of a suit of mithral armour. A mithral chain shirt or breastplate can be worn under normal clothes. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armour doesn’t. This armour has no maximum Dexterity bonus, and no longer imposes any penalty for sleeping in it.


Sighted 

Apprentice technique

Components Masterwork bow or crossbow

You install a set of sights and a balancing rod onto your bow, allowing you to make long-distance shots with ease. Long range attacks made with a sighted bow do not have disadvantage.


Journeyman Techniques

 

Darksteel Plating 

Journeyman technique

Components Masterwork heavy armour

You learn how to blend darkstone, stone infused with necrotic energy, into your steel. You gain resistance to necrotic and radiant damage while wearing this armour.


Deadblow

Journeyman technique

Components Masterwork melee weapon

You hollow out a portion of your weapon, and fill the cavity with lead pellets, quicksilver, or some other heavy, fluid material. The weapon's weight, while now somewhat off balance, constantly shifts, and a quick swing will shift the material inside forward, increasing the force of the impact. When you hit a creature with this weapon, it deals an additional 1d6 damage and the target must make a Strength saving throw or be pushed 5 feet away from you. If this weapon has the Light or Finesse properties, it loses them.


Deep Crystal Studding 

Journeyman technique

Components Masterwork light or medium armour

You learn how to stud your underlying leather with deep crystal, crystal infused with latent psychic energy. You gain resistance to force and psychic damage while wearing this armour.


Installed Crossbow 

Journeyman technique

Components Masterwork armour

You attach a hand crossbow and loading mechanism to a gauntlet on your armour. This hand crossbow deals 1d6 damage, and ignores the Loading property. You have advantage on Dexterity (Sleight of Hand) checks to conceal this crossbow. Should you wish to, you can replace this installed crossbow with any other light or hand crossbow, or you can have it enchanted. You can hold or otherwise manipulate a weapon, shield, or other object on the same arm as your installed crossbow, though you cannot attack with your installed crossbow and use an object or weapon held in that hand on the same turn.


Installed Wand 

Journeyman technique

Components Masterwork armour, 150 gp worth of spell components

You learn how to install a functional wand in one of the arms or in a special casing on the shoulder of your armour. While wearing this armour, you gain can cast two cantrips selected from the wizard, sorcerer, or warlock spell list. Your spellcasting modifier for these cantrips is Intelligence. You can replace this wand with another magic wand of any sort.

You can apply this technique to a single suit of masterwork armour up to 3 times.


Magnetic Plating 

Journeyman technique

Components Masterwork heavy armour

You learn to blend lodestone into your armour plating to draw enemy attacks to your impenetrable shell. While wearing this armour, you can use a bonus to activate or deactivate its internal magnets. While active, whenever a ranged weapon attack using metal ammunition is made against a target within 10 feet of you, you become the target instead. 

Additionally, while your magnets are active, melee attacks using metal weapons made against you have advantage. However, on a hit, the attacker must make a Strength saving throw or be disarmed of its weapon as it sticks to your armour. The weapon comes free when you deactivate your internal magnets.


Magnetic Weapon 

Journeyman technique

Components Masterwork weapon

You learn to blend lodestone into your steel, pulling your attacks towards those who cover themselves in metal. When you attack a creature that is wearing armour primarily composed of metal or who is itself made mostly of metal (such as an iron golem), you have advantage on the attack roll. Once you use this ability, you must finish a short or long rest before using it again.


Serrated 

Journeyman technique

Components Masterwork weapon that deals slashing or piercing damage

You cut out or forge in wickedly sharp teeth into the blade of your weapon, which cut deeply into unprotected flesh. A serrated weapon deals an additional 1d8 damage to any creature that is not wearing manufactured armour and has a natural Armour Class of 20 or less.


Shield-Guard

Journeyman technique

Components Masterwork weapon

You craft a wide buckler guard for your weapon, making it much more suitable for turning aside deadly blows. A weapon with this technique gains the Shield property.


Spiked

Journeyman technique

Components Masterwork melee weapon that deals piercing or bludgeoning damage

You fashion large, heavy spikes onto the business end of your weapon, allowing it to punch through armour. A spiked weapon deals an additional 1d8 damage to any creature that is wearing manufactured armour or has a natural Armour Class of greater than 20.


Superior

Journeyman and Legendary technique

Components Masterwork weapon or armour

You can apply this technique to a single piece of equipment twice; the first time it is a journeymen technique and the second time it is a legendary one. If applied to a weapon, its bonus to attack and damage rolls increases by 1, to a maximum of +3. If applied to armour, its bonus to AC increases by 1, to a maximum of +3.


Twinshot

Journeyman technique

Components Masterwork bow or crossbow

You attach a specialized frame and bowstring set, allowing you to nock and fire two arrows at once. Once per turn, when you use the Attack action to make an attack with your bow, you can make a second attack against another creature within 10 feet of the target.


Master Techniques

 

Abyssal Greenstone Weapon

Master technique

Components Masterwork weapon

You learn how to blend Abyssal Greenstone, stone from the Abyss infused with sickly necrotic energy, into your steel. Your weapon deals an additional 2d4 poison damage on a hit, and a creature struck by your weapon must make a Constitution saving throw or become poisoned until the start of your next turn.


Aquatic Plating

Master technique

Components Masterwork armour

You learn how to blend water elemental essence into your armour, allowing your armour to move effortlessly in the water. While wearing this armour, you gain a swim speed equal to your movement speed, you gain resistance to cold damage, and you can breathe underwater.


Cushioning Underlay

Master technique

Components Masterwork armour

You learn to pad your armour with owlbear down in just the right spots to resist damage from falling. While wearing this armour, you are immune to falling damage, and you gain resistance to bludgeoning damage.


Darksteel Weapon

Master technique

Components Masterwork weapon

You learn how to blend darkstone, stone infused with necrotic energy, into your steel. Your weapon deals an additional 1d8 necrotic damage on a hit.


Deep Crystal Weapon

Master technique

Components Masterwork weapon

You learn how craft blades and weapon heads out of deep crystal, crystal infused with latent psychic energy. Your weapon deals an additional 1d6 force damage on a hit.


Dragon Scale Underlay

Master technique

Components Masterwork armour

You learn how to best utilize dragon scale in the production of heavier armours. When you apply this technique, select two damage types from among acid, fire, lightning, poison, and thunder. While wearing this armour, you gain resistance to both of those damage types.


Infernal Bloodstone Weapon

Master technique

Components Masterwork weapon

You learn how to infuse Infernal Bloodstone, iron wrought from the Nine Hells, into your steel. Your weapon deals an additional 1d6 fire damage on a hit, and the target must make a Constitution saving throw or take 1d6 necrotic damage at the start of your next turn.


Living Wood Underlay

Master technique

Components Masterwork armour

You apply a thin layer of living wood to the underside of your armour plating. This wood seeps a restorative sap into your skin. Whenever you begin your turn wearing this armour, are conscious, and have less than half your maximum hit points, you regain one hit point.


Molten Plating

Master technique

Components Masterwork armour

You learn how to blend fire elemental essence into your steel, seeping heat into your attacks and providing you protection from the same. While wearing this armour, you gain resistance to fire damage, and each of your attached weapons deals an additional 1d6 fire damage on a hit.


Primordium Steel Weapon

Master technique

Components Masterwork weapon

You learn to work with Primordium, an element mined in regions bordering the elemental planes. When you deal damage with your weapon, you deal an additional 1d6 acid, cold, fire, or lightning damage, your choice.


Solanium Truesteel Weapon

Master technique

Components Masterwork weapon

You learn how to blend Solanium Iron, stone infused with radiant energy, into your steel. Your weapon deals an additional 1d6 radiant damage on a hit, or 2d6 against demons, devils, and undead. Additionally, your weapon glows, shedding light as a torch.


Windswept Plating

Master technique

Components Masterwork armour

You learn to blend air elemental essence into your steel, allowing your armour to nearly float in the air and move swifter than the wind. While wearing this armour, your base movement speed increases by 10 feet, and you gain the ability to fly at your normal movement speed. You must start and end your flight on solid ground; otherwise, you immediately fall.


Legendary Techniques

 

Immortal Plating

Legendary technique

Components Masterwork armour

You learn how to blend celestial essence into your steel; this essence knits your wounds back together, at a very alarming rate. Whenever you begin your turn wearing this armour, are conscious, and have less than half your maximum hit points, you regain 4 hit points. This healing stacks with the bonus from Living Wood underlay.


Penetrating

Legendary technique

Components Masterwork bow or crossbow

You attach a specialized gear and pulley set to your bow, allowing you to punch through your targets. As an action, you can fire an arrow, attacking all creatures in a 5-foot wide line out to the Close range of your bow. Make an attack roll: all creatures in this line must make a Dexterity saving throw with a DC equal to your attack roll or take damage equal to 1d8 + your normal bow damage, or half as much on a successful save.


Pincer

Legendary technique

Components Masterwork melee weapon that deals piercing damage

You fit a pair of mechanical pincers around the point of your weapon, allowing you to trap foes effortlessly. Whenever you hit a creature with your weapon, you can automatically attempt to grapple that creature, using your attack roll in place of your Athletics check. If you succeed, that creature is restrained until you release it or it succeeds on a Strength saving throw to break free.


Pulverizing

Legendary technique

Components Masterwork melee weapon that deals bludgeoning damage

You outfit a mechanized piston onto the head of your weapon, increasing its destructive capability. Once per turn, when you hit with this weapon, you may deal an additional 2d6 bludgeoning damage or 4d6 damage if you hit an object or a construct.


Shredding

Legendary technique

Components Masterwork melee weapon that deals slashing damage

You fit mechanized saw teeth onto the edge of your weapon, allowing it to inflict grievous wounds on your foes. Once per turn, when you hit a creature with this weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d8 necrotic damage for each time you've wounded it, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Craftsman Crafting Techniques

Velot Spire GallicanCourier GallicanCourier