On rare occasions, mastersmiths may be available to be commissioned to fashion bespoke weapons and armour of unmatched quality. Made of flawless or advanced materials, utilising superior designs, or perfectly weighted to match the owner’s physiology, such armaments outperform similar equipment of their kind. Assuming a mastersmith can be retained (*GM’s call*), adventurers may spend **2d6 x 100 sp** to order a masterforged weapon or shield, or **3d6 x 100 sp** for masterforged armour. Forging *silvered, cold iron, mithral,* or *adamantine* versions adds their usual additional cost (*p.58*). A weapon or armour may only have one masterforged quality. Creation times are typically **1d4+3 weeks** for a weapon or shield, and **1d6+4 months** for armour. The GM is encouraged to create their own custom masterforged qualities.
## Masterforged Weapon
| 1d8 | Quality | Description |
| --- | --------------------- | ----------------------------------------------------------------------------------------- |
| 1-2 | **Damage Boost** | Gain +1 damage. At 5th level, the bonus increases to +2. |
| 3 | **Low Damage Reroll** | Reroll 1s or 2s on damage dice (once). This quality does not function with exploding d4s. |
| 4 | **Crit Boost** | Crits add the wielder’s level to damage, instead of half level. |
| 5 | **Speed Boost** | +2 bonus on Initiative checks. |
| 6 | **Anti-Fumble** | Spend a *Reroll* to turn a fumble into a normal miss. |
| 7 | **Damage on a Miss** | Inflict minimum damage on a miss. Once per round, melee only. |
| 8 | **Exotic Material** | *Dragon* scales, *Bulette* chitin, etc. GM determines benefits. |
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## Masterforged Armour
| 1d6 | Quality | Description |
| --- | ------------------- | --------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **AoE Defence** | Reduce damage from AoE by your level (before making a save). |
| 2 | **Anti-Crit** | Constitution check to convert critical hits into normal hits instead. |
| 3 | **HP Boost** | Increase maximum hp by 3. |
| 4 | **Exotic Material** | *Dragon* scales, *Bulette* chitin, etc. GM determines any benefits. |
| 5 | **AC Boost** | Grants +1 AC (not shields). |
| 6 | **Shield Effect** | Armour (not shields) may negate a single directional attack like an adamantine shield (p.61), but reduces AC by 2 until repaired. |