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Masterwork Armor Properties

By October 23, 2022April 24th, 2024Craftsman

Craftsman Class Feature

Masterwork 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 Armor Properties

You can apply a maximum of three Apprentice properties to a suit of armor.
Climbing
Apprentice armor property
Components: Masterwork suit of exotic 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 climbing speed equal to your walking speed.
Comfortable
Apprentice armor property
Components: Masterwork suit of armor
You can sleep in this suit of armor with no ill effect.
Exotic
Apprentice armor property
Components: Masterwork suit of armor that isn’t exotic
This armor becomes exotic armor, and you have a +1 bonus to AC while wearing it.
No class, other than the craftsman, gains proficiency with exotic armor.
Integrated
Apprentice armor property
Components: Masterwork suit of exotic 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.
Quick-Change
Apprentice armor property
Components: Masterwork suit of armor
You can don or doff this suit of armor as an action.
Retractable
Apprentice armor property
Components: Masterwork suit of exotic 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 armor property
Components: Masterwork suit of exotic light armor
This armor is covered in heavy, hardened scales. The AC provided by this armor increases by 3. However, you only add your Dexterity modifier to a maximum of +2 when determining your Armor Class while wearing it.
Spiked
Apprentice armor property
Components: Masterwork suit of 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.

Journeyman Properties

You can apply only one Journeyman property to a suit of armor at a time.

Adamantine
Journeyman armor property
Components: Masterwork suit of exotic 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.
Arrow-Catching
Journeyman armor property
Components: Masterwork suit of exotic medium or heavy armor
Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Diving
Journeyman armor property
Components: Masterwork suit of exotic armor
This suit of armor is equipped with webbed fins, a mask, and an air bladder containing 8 hours of breathable air. While wearing it, you gain a swimming speed equal to your walking speed. Additionally, while breathing from the air bladder, you can breathe normally underwater or in a vacuum, and you ignore the effects of inhaled poisons. The suit’s air supply can be refilled over the course of a long rest.
Juggernaut
Journeyman armor property
Components: Masterwork suit of exotic 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. You must have a Strength score of 16 or higher to proficiently wear this armor.
Mithral
Journeyman armor property
Components: Masterwork suit of 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, and doesn’t impose disadvantage on Dexterity (Stealth) checks. If the armor is medium armor, the maximum Dexterity modifier you can apply to your Armor Class increases to 3, instead of 2, and the armor can easily be worn hidden under normal clothing.
Resistance
Journeyman armor property
Components: Masterwork suit of armor
When you apply this property to a suit of armor, choose any damage type other than psychic. While wearing this armor, you have resistance to that damage type.

Master Armor Properties

You can apply only one Master property to a suit of armor at a time.

Cloaking
Master armor property
Components: Masterwork suit of exotic light armor
This armor can easily hide the wearer when needed. While wearing this armor, you can cast the invisibility spell without expending a spell slot or material components. Once you cast the spell in this way, you can’t do so again until you finish a short or long rest.
Clockwork
Master armor property
Components: Masterwork suit of exotic 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 jump distance is tripled, and you have advantage on Strength (Athletics) checks (other than grapple checks). Additionally, your armor locks down when you take the Dodge action, causing your AC to become 22, if it was lower.
Glamoured
Master armor property
Components: Masterwork suit of exotic armor
This armor doesn’t impose disadvantage on Dexterity (Stealth) checks. You can also use a bonus action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this ability again or remove the armor.
Trollskin
Master armor property
Components: Masterwork suit of exotic medium armor
This suit of armor is made of or lined with troll skin. While wearing this armor, you can use a bonus action to regain hit points equal to 1d10 + your craftsman level. Once you use this ability, you can’t do so again until you finish a short or long rest.
Winged
Master armor property
Components: Masterwork suit of exotic light armor
This armor has a set of wings that you can extend from it or fold back into it as a bonus action. While wearing this armor with the wings extended, you have a flying speed equal to your walking speed.

Legendary Armor Property

You can apply only one Legendary property to a suit of armor at a time.

Colossal
Legendary armor property
Components: Masterwork suit of exotic heavy armor
This suit of armor doubles in size when donned. While wearing this armor, you gain the effect of the “Enlarge” option of the enlarge/reduce spell.
Fleet
Legendary armor property
Components: Masterwork suit of exotic light armor
This armor is designed to maximize the wearer’s speed. While wearing this armor, your speed increases by 10 feet, you have advantage on initiative rolls, and opportunity attacks against you are made with disadvantage.
Immortal
Legendary armor property
Components: Masterwork suit of exotic medium or heavy armor
Whenever you drop to 0 hit points and don’t die outright, you can make a DC 13 Constitution saving throw. If you succeed, you drop to 1 hit point instead. You can use this ability three times, and you regain all expended uses of it when you finish a long rest.
Additionally, you have advantage on death saving throws.
Spellguard
Legendary armor property
Components: Masterwork suit of exotic armor
This armor is covered in protective sigils and charms. While wearing this armor, you have advantage on saving throws against spells.
Warding
Legendary armor property
Components: Masterwork suit of exotic medium 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.

Find more armor properties in the Complete Craftsman!

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