TEXT: Mastercrafted Gear
  I love gear.  I love customizing gear, kitting out a character is one of my favorite things about RPG's.  However, I am not a fan of having to look over multiple 
  pages of ruiles to figure out how to make a fancy axe, so I homebrewed these rules.  They fit on one page, nice and easy.
  The numbers by many of the options are for randomly generating equipment, and these rules are referenced in some of my other DM's Guild titles:  Faction 
  Statblocks: Raider Dwarves, Elves and Eladrin.
  There is a reference to a mechanic in Matt Colvilles "Strongholds and Followers", a Blacksmith Follower, basically it's a NPC Blacksmith.
  Enjoy!
  
  Specific effects.
  Rules for resisting 
  sundering attempts.
  Damage type
  Starmetal: Smithy (+2)
  Worked with knowledge exclusive to the Dwarves, a vein of 
  Starmetal is beyond price, worthy of kings.  Found around 
  volcanoes and vast craters it is supernaturally hard, resistant to 
  magic and only jealously guarded processes allow its working. 
  Cost: 300 gp/lb
  Stats: AC 23/HP p247 DMG    
  Weapon effects:  +1 damage and ignores any DR not gained 
  from Starmetal armor.                                                                                                                                                                         
  Armor effects:  Medium armor gain +1 DR, Heavy armor gains 
  +2 DR and DR gained from Starmetal armor is not lost against 
  any damage type except Psychic.
  Special materials require full workshops, not portable tools.  
  This is represented by different levels of tools in my rules.
  Fluff specifc to my setting, I'll 
  add a file with these spaces 
  blank.
  Necessary cost for crafting 
  times, such materials being for 
  sale makes it less interesting 
  in my experience.
  Crafting check continued
  Item Done!
  and +5 for Starmetal) Smithing Tools check, modified by Proficiency + required Tool bonus, which is +2 (A full Smithy) for Starmetal. 
  Sweet!
  Mastercrafted Gear
  I love gear.  I love customizing gear, kitting out a character is one of my favorite things about RPG's.  However, I am not a fan of having to look over multiple 
  pages of ruiles to figure out how to make a fancy axe, so I homebrewed these rules.  They fit on one page, nice and easy.
  The numbers by many of the options are for randomly generating equipment, and these rules are referenced in some of my other DM's Guild titles:  Faction 
  Statblocks: Raider Dwarves, Elves and Eladrin.
  There is a reference to a mechanic in Matt Colvilles "Strongholds and Followers", a Blacksmith Follower, basically it's a NPC Blacksmith.
  Enjoy!
  A special material,  I have a few but 
  their effects are varied.
  Special materials require full workshops, not portable tools.  
  This is represented by different levels of tools in my rules.
  Different races prefer different gear styles, classically.
  How items are customized, there are multiple options with different effects.
  EXAMPLE CRAFTING
  What to craft?
  Pick cultural style
  How many special effects?
  Longsword:  15 gp / 3 lbs
  Dwarven:  17 gp / 5 lbs
  Deadly, Tiring & Precise:  17 gp x 100 = 1700 gp / 11 lbs
  Special Material?
  3: Imperial: 
  CULTURE
  1: Elven: +1 to hit / doubles the normal range of Ranged weapons (first number) & add 10% cost
  TYPE                                         
  1-3: 1 Handed                          
  4-6: 2 Handed
  1: Bludgeoning (B)
  2: Dwarven: +2 damage / add 2 lbs & add +10% cost
  2: Piercing (P)
  +1 to damage OR +10 gp/day (80 gp/day) with trained help.
  3: Slashing (S)
  Different races prefer different gear styles, and 
  those styles have different effects.
  Weapon type
  Weapons: Each weapon has four different options = Culture, Type, Special Effects and Special Material (see bottom of sheet)
  Crafting time
  Crafting check
  Starmetal:  11 lbs x300 gp/lb = 3300 + 1700 gp = 5000 gp
  5000 gp at 50 gp/day = 100 days
       Every 25 days make a DC 25 (10 base + 10 for 2 more Special Effects 
  
  Cost:  First, multiply the items base cost by any Culture modifications to price.  Secondly, multiply price by 50 for a "basic" masterwork item, x75 and x100 for 2 
  or 3 Special Effects / Points of Bonus added respectively.  Next, tally up the items base weight + any weight modifiers from Special Effects.  Lastly, add the gp/lb 
  total of any Special Materials used.  The final number is your items cost.        
  Starmetal:  11 lbs x300 gp/lb = 3300 + 1700 gp = 5000 gp
  Special Material?
  Longsword:  15 gp / 3 lbs
  What to craft?
  Pick cultural style
  Deadly, Tiring & Precise:  17 gp x 100 = 1700 gp / 11 lbs
  How many special effects?
  Sweet!
  Item Done!
  5000 gp at 50 gp/day = 100 days
  EXAMPLE CRAFTING
  Dwarven:  17 gp / 5 lbs
  Stats: AC 21/HP p247 DMG    
  Cost: 200 gp/lb
  A rare metal who's working was once a secret of the Elves, 
  Mithril is extremely light with strength that is equal to steel.  
  Mined in small veins through the world, Mithril is  easy to work 
  if prepared properly.
  Mithril: Basic smithy (+1)
  Crafting time
       Every 25 days make a DC 25 (10 base + 10 for 2 more Special Effects 
  Crafting check
  and +5 for Starmetal) Smithing Tools check, modified by Proficiency + required Tool bonus, which is +2 (A full Smithy) for Starmetal. 
  Crafting check continued
  Dragonbone and Dragonhide:                             
  Armory (Smithy) or Tannery (+3)
  Illegal in the Empire due to the Thornwood Concordat, Dragon 
  remains have become highly prized in the years since the Great 
  War.  Dragons rage at this resurgence however, and have a 
  special hatred of those using the remains of their fallen family 
  or friends in such a way.  Dragons have been known to hunt 
  those bearing such items across continents and for decades to 
  put their kin to rest.
  74+D12 lbs
  30+D10 lbs
  12+D8 lbs
  5+D6 lbs
  Bone
  100+D12 lbs
  40+D10 lbs
  18+D8 lbs
  Hide (includes scales)
  Each major culture has their own style of mastercrafting.  Different Dwarven and Elven nations are combined as their taste in 
  armaments is similar enough for these rules.  The options are listed below.  Round up on any odd numbers!
  TYPE                                         
  1-3: 1 Handed                          
  4-6: 2 Handed
  Special Materials:  Check with your DM to see if any of these materials can be bought, cost is primarily for crafting times.
  Armor Special Effects:  1 base, can add 1 more.  Masterwork Shields have 1 special effect.
  Armor: Each set of armor/shield has four different options = Culture, Type, Special Effects and Special Material (see bottom of sheet)
  Weapon Special Effects:  1 base, can add 2 more.
  8: Flexible (P, S / Elven & Imperial):  Choose STR or DEX mod to 
  hit and/or damage & add 1 lb.
  7:  Tiring:  (B, S):  First round of attacks have Advantage.  This 
  Advantage does NOT count for any other abilities & add 2 lbs.
  6:  Wounding:  Add D4 dmg on 1 handed weapon / D6 on 2 
  handed weapon & add 2 lbs.
  5:  Subtle (Elven & Imperial):  Advantage on checks to hide the 
  weapon when paired with appropriate clothing.
  4:  Cunning make (L, M / Elven & Imperial):  Stealth checks don't 
  have Disadvantage or +3 to Stealth checks in armor that doesn't 
  impose Disadvantage as normal.
  3:  Heraldry / obvious identification:  All allies within 12"/60' 
  gain Advantage vs Fear & allied units gain +2 morale in the 
  same distance.
  Special:   Elves and Dwarves 
  prefer to not wear 
  Heavy/Light armor, so 
  normally don't make such 
  +1 to hit / doubles the normal range of Ranged weapons (first number) & add 10% cost
  1: Bludgeoning (B)
  1: Elven: 
  +10 gp/day (80 gp/day) with trained help.
  Medium gains DR 1, Heavy gains DR 2 vs B, P & S damage types & add +10% cost.
  +1 AC to Light armor OR +1 max Dex bonus to AC in Medium armor & add +10% cost
  9:  Impact (B, S / Dwarven & Imperial):  Reroll 1's on damage 
  dice.  If you gain a similar ability from another source reroll 
  increases to 1, 2 and 3's  & add 3 lbs. Reroll applies to weapon 
  damage only!
  2: Dwarven: 
  Crafting & time:  Masterworks base crafting speed in 50 gp/day.  Per day progress increases by 20 gp/day with trained (specific Smith NPC or a Blacksmith 
  follower is availible) help.  Every quarter of time spent crafting (see Time) make a tool use check DC 10, +5 or +10 for 1 or 2 extra Special Effects, Points of Bonus 
  and/or Special Material.  Note that Special Materials list the quality and type of tools required.  Any failure adds 10% to the cost & time of crafting, multiple 
  failures are cumulative.  Trained help gives a +5 to the rollers Smithing Tools skill roll.                                                                                                                                                         
  MASTERCRAFTED GEAR 
  1: Reinforced (Dwarven & Imperial (M, H, GS):  Upon suffering a 
  Critical hit the GM pulls 2 cards, player chooses / +50% item HP 
  & add 10 lbs.
  CULTURE
  Weapons: Each weapon has four different options = Culture, Type, Special Effects and Special Material (see bottom of sheet)
  Worked with knowledge exclusive to the Dwarves, a vein of 
  Starmetal is beyond price, worthy of kings.  Found around 
  volcanoes and vast craters it is supernaturally hard, resistant to 
  magic and only jealously guarded processes allow its working. 
  Starmetal: Smithy (+2)
  +1 to damage OR +10 gp/day (80 gp/day) with trained help.
  1: Elven: 
  3: Slashing (S)
  2:  Layered (Dwarven & Imperial):  +1 AC & -1 max Dex to AC, 
  minimum of 0.  Disadvantage on Stealth checks or can't Stealth 
  if armor already has Disadvantage & add 15 lbs.
  3: Imperial: 
  2: Dwarven: 
  5:  Ornate:  When given as a gift gain +5 to Charisma skill 
  checks.  Gain +1 (max +2 for  weapons/armor) to all Charisma 
  skill checks in apt social situations.
  4:  Deadly:  Pull 2 Crit cards and choose which will apply & add                                                     
  3 lbs.
  3:  Precise (P, S / Elven & Imperial):  Increase critical threat 
  range by 1 (Nat 20 crits > 19/20 crits!) & add 1 lb.
  2:  Defensive (P, S):  +1 AC, +2 when wielding a 1 handed 
  weapon with no shield & add 1 lb.
  12:  Ornate:  When given as a gift gain +5 to Charisma skill 
  checks.  Gain +1 (max +2 for  weapons/armor) to all Charisma 
  skill checks in social situations when displayed.
  1:  Reinforced (Dwarven and Imperial):  Spend a bonus action to 
  gain +1 AC / +50% item HP & add 3 lbs.
  10:  Fast (P, S / Elven and Imperial):  +1 Initiative. 
  11:  Armor Piercing (B, S, P):  +1 attack & add 1 lb.
  +2 damage / add 2 lbs & add +10% cost
  2: Piercing (P)
  6:  Expertly Fitted (L, M, H):  50% less time to remove or don 
  armor.  If you have the Mastery feat for the chosen armor type 
  you can sleep in this armor with no penalty.
  CULTURE
  3: Imperial: 
  TYPE                                                                                
  1-2: Light (L) / 3-4: Medium 
  (M)                                                                  
  5-6:  Heavy (H) / 7:  Shield (S)     
  Cost: 250 gp/lb
  Cost: 300 gp/lb
  Size
  Gargantuan
  Huge
  Large
  Medium
  Weapon effects:  Same as base item.                                                                                         
  Armor effects:  Gain immunity to any effects that specifically 
  target metal or wooden items, only effects that target both still 
  apply.
  Stats: AC 19/HP p247 DMG    
  Harvested from naturally fallen trees the remaining Wodes, 
  Heartwood is a remarkable material.  When properly worked 
  Heartwood is non-flammable, immune to rust and is as strong 
  as steel.  Woe to any found cutting down such a tree however...
  Heartwood: Woodworking shop (+1)
  Weapon effects:  +1 damage and ignores any DR not gained 
  from Starmetal armor.                                                                                                                                                                         
  Armor effects:  Medium armor gain +1 DR, Heavy armor gains 
  +2 DR and DR gained from Starmetal armor is not lost against 
  any damage type except Psychic.
  Cost: 400gp/lb
  Stats: AC 23/HP p247 DMG    
  Weapon effects:  Gain +1 to hit & damage.  If enchanted and 
  the damage element matches the dragons increase the die size 
  by 1, so D6 becomes D8 and so on.                                                                    
  Armor effects:  Gain +1 AC and resistance against the Dragons 
  element, so armor made from Red Dragonhide would grant 
  resistance vs fire damage.  NOTE:  This resistance does NOT 
  apply vs extreme heat or cold.
  8+D6 lbs
  Armor effects:  +1 AC & normal clothing gains AC 11+Dec 
  modifier, in all other ways remaining normal clothing..                                                                                                        
  Spellcasting:  1/day the the bearer can decide, at will, to gain 
  +1 caster level to all spells cast.  Spellcasting on ley lines or  
  places of power may have unpredictable consequences...
  Stats: AC 13/HP p247 DMG    
  Gathered from the Rami plant in places where ley lines 
  converge, Leyweave has the consistency and feel of silk as 
  normal clothing woven from Rami fibers, but it is also steeped 
  in power that can be harnessed in different ways.  Always in 
  short supply,  convergences where Rami can grow are greatly 
  prized.
  Leyweave (Light armor & normal clothing 
  only): Weavers shop (+1)
  Weapon effects:  Item is 75% of its normal weight after all 
  Special Effects are taken into account.                                                                                                                                         
  Armor effects:  Item is 75% of its normal 75% weight after all 
  Special Effects are taken into account.  Mithril armor also allows 
  +1 max Dex bonus to AC.
  Cost: 100 gp/lb
  Harvesting Dragons, a grisly bounty... 
  Stats: AC 23/HP p247 DMG    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Mastercrafted Gear v10.pdf