Special Materials

Special Materials
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Each of the special materials described below has a definite game effect. Some creatures have damage reduction based on their creature type or core concept. Some are resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the campaign and types of creatures they most commonly encounter.
Items purchased or crafted from Special Material must have the DM’s approval before buying or crafting the item.

ABYSSAL BLOOD IRON
(Weapon material)
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Abyssal Blood iron is the end result of the remnants of uncountable spent magics and gallons upon gallons of blood or ichor that in places have soaked into the substance of the Abyss over thousands of years. Found in thin striations all across the Abyss rather than veins, this metal is common amongst the tanar’ri, the chief constituent of demonic weapons in the Blood War and elsewhere. The eldritch energies that run through it are fragile until forged, and the metal must be treated carefully or else revert to naught but blood-soaked iron. When properly handled, though — cold-forged over an extended period of days upon days before a single hammer strikes it — the energies take firm root, completing the transformative process and allowing it to be worked into weaponry. Once processed, Abyssal Blood iron looks like normal iron or steel on the surface, but any honed edge appears blood-red, a deeper color indicating a finer blade.

Abyssal Blood Iron can only be found within the Nine Hells, although there have been recent rumors that a small vein of Abyssal Blood Iron has been found in the Rothaar Mountains, next to the Great Scar, in Nu Dorcha.

Effect: This weapon counts as Cold Iron for Resistances and Immunities. Also, all weapons forged from this material score a critical on a 19-20.

Cost: +3,500 GP.

ADAMANTINE
(Weapons and Armor Material)
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Adamantine is a rare, high-value metal that is impossibly strong. Adamantine is found in large veins in the Rothaar Mountains in middle of the Kingdom of Nu Dorcha. It is also commonly found in smaller veins in the Aneto Mountains in the Kingdom of Protego.
Weapon Effect: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects. Treat the Armor class of the object as if it had 4 less AC, including adamantine objects. For example if you attack a Mithral weapon, usually AC 21, it would have an AC of 17 instead.

Armor Effect: Armor fashioned from adamantine protect the wearer more than standard steel or iron armor. Adamantine armor grants resistance to bludgeoning, piercing and slashing damage.

Shield Effect: Shields fashioned out of adamantine reduce damage from bludgeoning, piercing and slashing damage by 3 points.
Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal.

Cost: See table below.

Item Cost Modifier
Ammunition
+60 GP
Light armor
+ 5,000 GP
Medium Armor
+ 10,000 GP
Heavy Armor
+ 15,000 GP
Shield
+ 2,000 GP
Weapon
+ 3,000 GP

ALCHEMICAL SILVER
(Weapon material)
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A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.
Effect: Weapons made out of Alchemical Silver bypasses Immunities and resistances of certain creatures affected by silver.

Cost: See table below.

item Cost Modifier
Ammunition
+ 2 GP
Light Weapons
+20 GP
One-handed Weapon
+100 GP
One head of double weapon
+100 GP
Two-handed Weapon
+180 GP
Both heads of a double weapon
+180 GP

ARANDUR
(Weapons and Armor Material)
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Once the exclusive secret of the gnomes, this legendary metal has since been worked by the Grugach Elf smiths of Melda-Mar and the Eladrin. Many gnomish locks and hooks, as well as some fabled elven thinblades, have been forged of arandur, though new forgings and folk who know how to work the ore are both rarer than ever today. Arandur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. So that it does not become as brittle as the glass it is found in, it must be tempered with the blood of a red or blue dragon in its forging. Because of this, working it is not a task for the roadside village smith. The finished forged metal is silver-blue with a green reflective shine.

Weapon Effect: Weapons made out of Arandur bypasses Immunities and resistances of Fire and Lightning. In addition, weapons made from Arandur gain the following weapon qualities if they do not already have them: Finesse and Light.

Armor Effect: Armor fashioned from Arandur rant the wearer Resistance to Fire and Lightning. In addition this armor increases the maximum Dex modifier of the armor by 1. For example a suit of Chain shirt made out of Arandur would have a maximum dexterity modifier of 3. Finally armor made from this metal is extremely light. Strength requirements for wearing this armor is reduced by 2 and the weight of the armor is reduced by half.

Shield Effect: Shields fashioned from Arandur grant advantage on saving throws against Fire and Lightning. In addition, shields made from this metal have their weight reduced by half.

Cost: See Table Below.

Item Cost Modifier
Ammunition
+200 GP
Light Armor
+10,000 GP
Medium Armor
+15,000 GP
Heavy Armor
+30,000 GP
Shield
+5,000 GP
Weapon
+5,000 GP

ASTRAL DRIFTMETAL
(Weapons and Armor Material)
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This extraordinarily rare mineral is mined only on Tu’narath and other islands of matter floating in the Astral Plane. It is very similar to iron but has a single remarkable feature. Armor crafted from astral driftmetal is fully effective against incorporeal attacks, as if it were made of force. Weapons made out of Astral Driftmetal has the ability to harm incorporeal creatures.
The harvesting of Astral Driftmetal and fashioning it into armor and weapons is a closly guarded secret. Currently only the Arcanists of the kingdom of Learan and the Wizards of the Kingdom Aali-Jinan are able to fashion items out of Astral Diftmetal.
Astral driftmetal is not malleable enough to be worked into chainmail or scale mail; only breastplate, Full Plate, Plate, or Shields or Splint armor.

Weapon Effect: Weapons fashioned from Astral Driftmetal can affect incorporeal creatures. If the weapon is also a magical weapon, the wielder gains advantage against incorporeal creatures.

Armor and Shield Effect: Armor and Shields fashioned from Astral Driftmetal grant its wearer Resistance to all attack from incorporeal creatures.

Cost: + 12,000 GP

BAATORIAN GREEN STEEL
(Weapons and Armor Material)
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This metal comes from the wastelands of Avernus, the first layer of Baator, and has seen much use during the eons of fighting in the Lower Planes. Green steel is lighter than normal steel, and is readily worked into razor sharp edges. The yugoloths have taken the opportunity to spread the weapons they’ve acquired throughout the planes, though they are still rare outside the baatezu armies. Chain mail, plate, and scale mail are the only types of armor that can be made of green steel.

Weapon Effect: Piercing or slashing weapons fashioned from Baatorian Green Steel increase their damage die to the next larger size. For example a longsword fashion from this metal would deal 1d10 damage.

Armor and Shield Effect: Armor or Shields fashioned from this metal has an increased armor bonus of +1. This bonus stacks with any magical bonus, if the armor is enchanted.

Cost: Armor costs +10,000 GP and Weapons cost +4,000 GP.

BLENDED QUARTZ
(Armor Material)
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This rare, naturally occurring blend of iron and quartz is cumbersome and difficult to work. Blended quartz is, however, a surprisingly good conduit of magical energy. The Blended Quartz has the unique ability to retain magical energy. This reduces the amount of concentration needed to maintain spells as the magical energy is supported as much by the Blended Quartz as it is the spell caster.

Armor Effect: Armor fashioned out of Blended Quartz grants the wearer proficiency with Constitution saving throws to maintain a spell. If you already have proficiency in Constitution saving throws, you gain double your proficiency bonus.

Cost: +10,000 GP

BRONZEWOOD
(Armor Material)
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This exceptionally hard wood is useful for making. Unlike most woods, bronzewood can be used instead of metal to fashion heavy armor. Although dense and weighty compared to other woods, it is still lighter than most metal. Armor made of bronzewood is also less obtrusive than similar armor made of metal.

Bronzewood Armor is popular among the Almaarea and Melda-Mar Grugach Elves.

The following armors can be made from bronzewood: breastplate, splint mail, half-plate, and full-plate.

Armor Effect: Armor Fashioned from Bronzewood have their weight reduced by 10%. Also, while wearing this armor, the wearer does not suffer disadvantage on Dexterity (Stealth) rolls.

Cost: +7,000 GP

COLD IRON
(Weapon Material)
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This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. While Cold iron weapons are difficult to craft, they are not uncommon, especially in outlying villages that encounter Fey creatures more often than their city dwelling cousins.

Weapon Effect: Weapons fashioned out of Cold Iron may bypass immunities and resistances of Fey creatures.

Cost: +200 GP

DLARUN
(Armor Material)
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This bone-white metal can take a high polish and is often mistaken for ivory when seen in finished items, but it has a distinctive greenish sheen in candlelight and when in the presence of magical radiances. Dlarun is a little-known metal of the lightfoot halflings, who take care to keep word of it as paltry and as inaccurate as possible. Dlarun is usually encountered after having been formed by lightfoot halflings into small figurines, inlay plates, or knobs and pommels shaped like beast claws, acorns, or other elements of nature.

Derived from roasting clay dug from the banks of certain rivers, dlarun is first gathered as white chips among fire ash that are then melted in a hot crucible that is filled with a secret mixture of liquids. A lump of soft, soaplike metal results that can be readily carved by anyone with a sharp knife. When the desired end result has been achieved, a second heating in the open flames of a fire fueled and supplemented by secret ingredients, this time transforms the metal into lightweight rigidity.

Armor Effect: Armor fashioned from Dlarun grant the wearer immunity to Fire, Cold and Electricity.

Cost: +30,000 GP.

MITHRAL
(Armor Material)
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Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Mithral is primarily mined by the Gold Dwarves of the Gold Mountains in Protego.

Armor Effect: Armor fashioned from Mithral allows the wearer to ignore any Disadvantage on Dexterity (Stealth) checks or any Strength requirements the armor may have.

Cost: +10,000 GP.

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Special Materials

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