Weapon and Armor Modifications
Weapons and Armor can be altered, gaining add-ons that improve their features or add new ones. You can purchase the modifications below (or create them if you have the proper tool proficiencies) and add them to the items listed with each modification. Modifications can be removed by a creature proficient in the same tools required to install them (if any).
Weapons and Armor have a Modification Point (MP) value that determines how many modifications it can have. An items MP is given by its rarity:
- Common: 1 MP
- Uncommon: 2 MP
- Rare: 3 MP
- Very Rare: 4 MP
- Legendary: 5 MP
Bayonet
- Cost: 200 gp
- Modifies: crossbows, firearms
- MP: 1
Blunted
- Cost: 10 gp
- Modifies: a melee weapon or 10 pieces of ammunition that deal piercing or slashing damage
- MP: 1
Butt Spike
- Cost: 100 gp
- Modifies: all hafted weapons (i.e. axe, spear, ect.)
- MP: 1
Consecrated
- Cost: 200 gp
- Modifies: a weapon or 10 pieces of ammunition
- MP: 1
Decorated
- Cost: Varies
- Modifies: any
- MP: 1 per 500 gp spent
Disguised
- Cost: 300 gp
- Modifies: any weapon without reach or two-handed
- MP: All
Enhanced Guard
- Cost: 150 gp
- Modifies: any hilted weapon (i.e. longsword, dagger, rapier, etc.)
- MP: 2
Fire Lance
- Cost: 60 gp
- Modifies: a simple or martial weapon with the reach property
- MP: 1
Flamberge
- Cost: 75% of weapon cost
- Modifies: losword, dagger, greatsword, rapier
- MP: 2
Furred
- Cost: 100 gp
- Modifies: armor
- MP: 2
Guisarme Hook
- Cost: 70 gp
- Modifies: a simple or martial weapon with the reach property
- MP: 1
Penobscot Arms
- Cost: 4000 gp
- Modifies: shortbow, longbow
- MP: 3
Poison Reservoir
- Cost: 1500 gp
- Modifies: a melee or ranged weapon that deal piercing or slashing damage
- MP: 2
Scope
- Cost: 3000 gp
- Modifies: all ranged weapons
- MP: 2
Second Barrel
- Cost: 500 gp
- Modifies: firearms
- MP: 3
Serrated
- Cost: 100 gp
- Modifies: a melee weapon or 10 pieces of ammunition that deal piercing or slashing damage
- MP: 1
Socketed
- Cost: 4000 gp
- Modifies: all weapons and armor
- MP: 2 per socket
Spell Circuit
- Cost: 5000 gp
- Modifies: any armor or article of clothing that requires attunement
- MP: 1 per circuit
Spiked
- Cost: 20 gp
- Modifies: weapons that deal bludgeoning damage
- MP: 1
Weighted
- Cost: 500 gp
- Modifies: weapons that deal bludgeoning damage
- MP: 2
Magical Gems
Magical Gems can be socketed into weapons and armor that have that modification.Gem | Weapon Effect | Armor Effect | Price |
---|---|---|---|
Accuracy | Gain +1 to hit | Gain +1 AC | 800 gp |
Blessing | +1d4 radiant damage | Gain resistance to radiant damage | 200 gp |
Corruption | +1d4 poison damage | Gain resistance to poison damage | 100 gp |
Decay | +1d4 necrotic damage | Gain resistance to necrotic damage | 200 gp |
Energy | +1d4 lightning damage | Gain resistance to lightning damage | 400 gp |
Flame | +1d4 fire damage | Gain resistance to fire damage | 400 gp |
Frost | +1d4 cold damage | Gain resistance to cold damage | 400 gp |
Power | +1d4 weapon type damage | Gain resistance to slashing, bludgeoning,
and piercing damage from nonmagical attacks |
600 gp |
Psionics | +1d4 psychic damage | Gain resistance to psychic damage | 200 gp |
Resilience | +1d4 force damage | Gain resistance to force damage | 200 gp |
Spite | +1d4 acid damage | Gain resistance to acid damage | 100 gp |
Thunder | +1d4 thunder damage | Gain resistance to thunder damage | 100 gp |