TEXT: 1
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  defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits 
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  Written by: Ismael Alvarez  Layout and Design by: Troy Daniels and Rick Hershey
  Expanded Option No. 04 - Weapons of Quality © 2016 Fat Goblin Games
  #04 - Weapons of Quality 
  Special Mundane Weapon Qualities
  
  2
  IntroductIon
  The reliance on mundane equipment in 5th edition 
  fantasy games is more important than ever. Magical 
  items are rare, and most characters rely on unenchanted 
  equipment for a large portion of their adventuring career. 
  As such, there exists a gap between mundane items and 
  magical equivalents. In the past, this gap was filled with 
  higher quality items, but the 5th edition fantasy rules 
  choose not to include rules for such items. 
  A simple +1 bonus to various statistics is not enough, 
  as the current edition has shifted away from throwing a 
  numeric bonus at something to solve a problem or fill a 
  niche. Instead, this product presents you with a dynamic 
  system for items of higher quality that feel like magic without 
  actually doing anything supernatural. Swing an expertly 
  balanced ancestral sword forged by a race synonymous with 
  quality craftsmanship. Use disposable artisan quality tools 
  to improve your success rate. Wear excellent accessories 
  that highlight your ability to smooth talk and impress. These 
  are not items of magic, but of equipment of quality!
  EquIpmEnt of qualIt y
  Artisan quality items, masterfully constructed either 
  by sheer accident or by painstaking design, are the focus 
  of this article. Such an item, while not better numerically, 
  offers an advantage over other items in some way. Most 
  artisan quality items are in all ways improved, suffering no 
  setbacks. Others are in some way diminished, usually by 
  being fragile or less reliable after many uses. In either case, 
  the items in question offer a fantastical advantage that is 
  inherently magical or has only a hint of magic. Interestingly, 
  these amazing items are predisposed to become magical, 
  and are items of legend nonetheless.
  How qualIt y ItEms arE madE
  There are two distinct methods for the creation of a 
  quality item. First, an accident or intentional design can 
  result in a artisan quality item. Accidents result from 
  experimentation or the opus of an ancient artisan. These 
  items are painstakingly crafted, and purposefully made with 
  the finest materials, or imbued with strange reagents that 
  draw on ambient supernatural forces.
  Normally, any crafted item has a 5% chance of being 
  crafted as a artisan quality item. A roll is made at the end 
  of the crafting, with a artisan quality item resulting if the 
  roll results in an unmodified 20. If a crafting roll is required, 
  then simply allow any natural 20 results to produce a artisan 
  quality item. Use the example item qualities below as a 
  guideline to determine the qualities of your item.
  Intentionally crafting a artisan quality item would require 
  more rigorous conditions, and require a special blueprint 
  to create. Such blueprints are an excellent item to find in a 
  treasure hoard. The item would take twice as long to craft as 
  normal, and cost a minimum of 500 gp or more depending 
  on the intended qualities of the item (or 25 gold in the case 
  of ammunition, per piece of ammunition). Again, discussions 
  are encouraged between the game master and player to 
  determine qualities that either match the examples below, 
  or suit the specifics of your campaign. 
  A more esoteric means of creating quality items is 
  through heroism. Swords and armor belonging to storied 
  heroes may themselves gain a fantastic quality, even if they 
  are not themselves inherently magical. Many of these items 
  are handed down by history, stored in dark dungeons, or 
  guarded by proud museum docents. However, it is possible 
  for these abilities to manifest in the hands of a true hero, 
  thus cementing that heroes legend in a very tangible way.
  There are no hard and fast rules for the spontaneous 
  creation of an artisan item, but a GM may feel like your 
  players accomplished an especially significant event, such 
  as slaying a dangerous beast, or saving the lives of many 
  people. Such events may organically lead to the hero’s 
  weapon transforming into something unique without 
  involving chance; a GM may simply decide that a feat of 
  heroism is deserving of a reward.
  Alternately, an exceptional dice roll is a potential catalyst 
  for an item becoming artisan quality. If the player rolls an 
  attack with advantage, and both dice result in a 20, such 
  a fortuitous event could cause the weapon to develop an 
  amazing quality.
  Ultimately, as with any house rule, you are free to handle 
  the creation of such items any way you wish. Artisan quality 
  items are meant to occupy the lower levels of treasure. If 
  you as a GM decide that these weapons simply cannot be 
  crafted, and are instead items of a bygone era, or if you 
  would rather use them sparingly or not at all, the choice is 
  always yours.
  qualIt y wEapons
  Accurate. This ammunition confers advantage, allowing 
  you to attack at long range without penalty, or to attack at 
  short range more accurately. This ammunition is especially 
  fragile, and cannot be recovered.
  Balanced. This weapon confers advantage on disarm 
  contests against being disarmed.
  Brutal. As an action, you can make a special attack with 
  this weapon. If the attack deals damage, the target must 
  make a DC 12 Strength saving throw, or fall prone. Using 
  this action does not allow the use of extra attacks, but does 
  allow extra actions and bonus actions.
  
  3
  Dense. When you attempt to attack an object with this 
  weapon, you deal an additional 1d4 bludgeoning damage. 
  At the GMs discretion, this may apply to certain constructs, 
  excluding golems.
  Detecting. This weapon is polished to a mirror shine, but 
  also has a special property. The polished blade grants you 
  advantage when attempting to detect invisible creatures 
  within 10 feet.
  Dual Purpose. This weapon deals an additional form of 
  damage in addition to its normal damage type. This might 
  reflect an axe with a blunt head, a sword crafted to be swing 
  on its flat end, or a rapier with a brass knuckle built into 
  the hilt. You can choose the damage type with each attack 
  made with the weapon.
  Fine Edge.This weapon has a fine honed edge that 
  seldom dulls. Once per round, you may forfeit your bonus 
  action to deal an additional 1d4 damage when you attack 
  with this weapon.
  Macabre. This weapon is visually disturbing or 
  threatening. You gain advantage on intimidation checks 
  while brandishing the weapon in battle. You have 
  disadvantage on attempts to conceal this weapon on your 
  person.
  Opportunistic. When you act in a surprise round, any 
  attack with this weapon deals an additional dice of damage. 
  This dice is not multiplied on a critical hit. 
  Protecting. This weapon is especially good at protecting 
  you from harm. Once per turn, you may forfeit your bonus 
  action to ready your weapon to defend yourself. Until your 
  next turn, you may use a reaction to impose disadvantage 
  against one melee ranged or spell attack. You may not use 
  your reaction in such a way once the attack roll has been 
  made.
  Quick. If you miss a target with this weapon, you can use 
  your bonus action to make an additional attack that round.
  Tenacious. This piece of ammunition sticks in and wends 
  deeper into its target. If this ammunition deals damage to 
  a target, that target takes 2 (1d4) piercing damage after 
  they move for the turn. If a target remains stationary, they 
  are not subject to damage. This condition lasts until a DC 
  10 Wisdom (medicine) check is performed to remove the 
  fragments, or until 5 turns have elapsed.
  Two Shot. Typically crafted in twos, this ammunition can 
  be shot two at a time at the same target, or at two targets 
  within 10 feet of each other. This special feature requires 
  concentration, and may not be used more than once in a 
  round. You may recover one of the two ammunition pieces 
  (as per the normal rules), but the remaining piece may have 
  a twin crafted to use in the future.
  Weighted. The range on this thrown weapon is halved, 
  but it deals an extra 1d4 damage when thrown. These 
  weapons are slightly less wieldy than normal thrown 
  weapons, and can only be used once per turn, even if you 
  possess other weapons with this quality.
  ExpandEd optIons ExplaInEd
  Expanded Options are not rules supplements nor are they 
  full on books about a certain subject. They present a set of 
  rules, an idea, a concept for game masters and their players 
  to explore. Hopefully they expand your game, broaden some 
  horizons, and get people to think around the gaming table!
  Interested in seeing what else Fat Goblin Games puts 
  out that might help your 5th Edition Dungeons & Dragons 
  Roleplaying Game?  Check us out online at our website or 
  your favorite retailer!
  Website - www.fatgoblingames.com
  RPGNow - The Open Gaming Store - Paizo.com
  The Fat Goblin Games 5th Edition Team consists of Ismael 
  Alvaraez, Michael Riter, and myself with input from the Fat 
  Goblin Hoarde. 
  Do you have an idea that might make a good 5th Edition 
  Expanded Option? Hit us up at fatgoblingames@gmail.com 
  and your idea might be the next one that we explore in a 
  Expanded Option!
  Quality Weapon Traits
  Weapon Trait
  Type
  Accurate
  Any ammunition
  Balanced
  Any Melee
  Brutal
  Any Bludgeoning Melee
  Dense
  Any Bludgeoning Melee
  Detecting
  Any Slashing Melee
  Dual Purpose
  Any Weapon
  Fine Edge
  Any Piercing or Slashing Melee
  Macabre
  Any Melee Weapon
  Opportunistic
  Any Light Melee
  Protecting
  Any Melee
  Quick
  Any Melee
  Tenacious
  Any Piercing Ammunition
  Two Shot
  Any Ammunition
  Weighted
  Any Thrown
  
  4
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