Materials of the Realms

by Olaeus

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Crafting
Materials of the Realms

Materials

Metals

Adamantine. An ultra-hard alloy of adamant and electrum. Adamantine is black with a green tinge that sharpens to purple-white under light from most magical sources. Armour made of adamantine reduces incoming bludgeoning, piercing, and slashing damage by 3 if it’s heavy armour, or 2 if it’s medium armour. Shields made of adamantine have a +1 bonus to Armour Class. Equipment made of adamantine can’t be destroyed, damaged or suffer from wear.

Bloodmetal (Zodiakol). This metal gives off a feeling of fear and the smell of brimstone (add your proficiency bonus to critical damage).

Cold Iron. A rare pure-formed iron, mined deep underground and forged at lower temperatures to preserve its delicate properties. Weapons made of cold iron deal an additional weapon damage die against fey creatures.

Mithral. Known to the dwarves as truemetal, this shining silvery-blue metal is lighter than steel yet just as durable. Equipment made of mithral weighs only half as much as the same item made of normal metals, and has no Strength requirement. Additionally, armour made of mithral can be worn under normal clothes, and doesn’t impose disadvantage on Dexterity (Stealth) checks when it otherwise would. Small creatures do not have disadvantage on attack rolls with heavy weapons made of mithral.

Orichalcum. This metal is strangely resistant to and numbs the area around magic. Armour has a +1 bonus to Armour Class against spell attacks, and a +1 bonus to saving throws against spells and magical effects. Shields and weapons wouldn't contain enough orichalum to be effective.

Planetouched Metal. This metal has journeyed through the planes before finding itself in your hands.

  • Chlorophyte (Fey-touched). This deep green metal originates from densely-packed organic materials that lie deep within the ground of the Feywild, infused with magics. At high temperatures, it can be stretched across another material. A creature struck by a weapon must succeed on a DC 10 Wisdom saving throw or become frightened until the end of its next turn. On its next turn, the frightened creature must use its movement and action to dash away from you. Armour confers advantage on saving throws against being charmed.
  • Starmetal (Astral-touched). This metal is the leftover material from the impact of an object fallen from space. Extremely rare and in high-demand, it can be forged with common metals to confer a +1 enchantment bonus to nonmagical items. A pebble-sized amount is sufficient for most weapons; the amount needed for armour and shields is equal to half of the item's base weight. Starmetal can be mixed with up to one other unusual material and a base element.
  • Voidmetal (Shadow-touched). This metal has been corrupted by the endless void of darkness within the Shadowfell. The first time each day a creature is struck by the weapon, it must succeed on a DC 13 Constitution saving throw, or be blinded by imagined darkness for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the spell ends on the target. Wearing armour removes any disadvantage ordinarily caused by wearing it.

Sunmetal (Liannar). This metal glows with a soft, internal light. Armour, shields and weapons shed dim light in a 5ft. radius.

Nonmetals

Black ice (Chardalyn). Black ice is a mineral found in only a few areas of the Frozenfar in northwest Faerûn. Magical in nature, it is permeated with the evil quintessence of the monolith known as the Cryshal-Tirith. When heated to a medium heat, it can be shaped into jewellery, armour and weapons. A creature struck by a weapon takes an extra 1d4 psychic damage. Armour confers psychic resistance (5). Equipping a shield confers a +2 bonus to saving throws against effects that deal psychic damage.

Darkwood (Zalantar). This rare magical wood has similar properties to beech, oak and yew for bow-making while being extremely light and durable. Longbows and heavy crossbows don’t have the heavy property.

Deepcrystal (Arcanite). Deep crystal is a mineral of above-average quality found at the heart of large veins or deposits, and is renowned for its strength and magically resonant nature. Weapons and shields can be used as a spellcasting focus.

Dragon scales. Dragon scales delicately-pared can be fashioned into armour or applied to a shield. While wearing such armour, you have resistance (15) to the damage type associated with the dragon from which it is made (for example, blue dragonhide armour confers resistance to lightning damage). Equipping a shield confers a +2 bonus to saving throws against the appropriate dragon breath. Due to the high error margin, the amount of dragon scales required is equal to twice the armour or shield's base weight.

Ironwood. Ironwood is a magical substance created from normal wood by druids. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells and effects that affect metal do not affect ironwood, whereas spells that affect wood do – although ironwood will not burn.

Nullstone. A dark grey and extremely heavy element, found occasionally in areas badly affected by the Spellplague. Nullstone filings can be mixed in other elements in the forging process. A creature struck by a weapon has a -2 penalty on the Concentration check triggered. Armour can absorb magic, conferring Spell Resistance (14). Due to the quantities needed for armour, the wearer's Speed reduces by 10 feet, unless the wearer's Strength is 18 or higher. Nullstone shields are too heavy to use effectively.

Shadowsilk. Highly prized by assassins and cutpurses, shadowsilk is cloth made from magically woven shadow-stuff. While wearing normal clothing or a gambeson or leather jerkin made of shadowsilk and no other armour, you have advantage on Dexterity (Stealth) checks when attempting to hide in dim light or darkness.

Costs

Whether forging an unusual metal into a piece of armour or weapon, or applying an unusual element or coating to a shield, the costs involved can be high. First, enough of the raw material must be found and then safely transported to a blacksmith. Next some of the materials may need further refinement during the process, some of which is easier to work than others. And then there's the matter of a smithy's labour.

Adjacent is a table of cost modifiers for each raw material, presented either as a modifier to the base item's cost, or a value in gold pieces (gp). These figures represent the complete cost --- including labour --- to creating the desired item.

Notes

Unless stated otherwise, combining materials doesn't usually provide the desired outcome. Typically, the ratio of material to metal or other element is so finely-balanced that there's only enough 'room' in the equation to turn the raw material into the desired item.

Enchanted items

Enchanted items can't be further refined with unusual materials, however, mundane items can undergo such a reforge first, before being enchanted. Each prior unusual material present increases the cost of enchantment by a cumulative factor of 1.5×.

Material Armour Shield Weapon
Adamantine 20× 1500gp 10×
Black ice 800gp 2000gp
Bloodmetal 1000gp
Cold iron
Darkwood 10×
Deepcrystal 1600gp 400gp
Dragon scales 20× 1000gp
Ironwood 750gp 750gp
Mithral 10×
Nullstone 15× 1200gp
Orichalcum
Planetouched – Fey 2500gp
Planetouched – Astral 2500gp 2500gp 1500gp
Planetouched – Shadow 10× 2000gp
Shadowsilk 1000gp
Sunmetal 300gp 300gp

Armour and Shields


This section compliments and expands on the "Armour and Shields" section in chapter 5 of the Player’s Handbook.

Class Name
Armour Cost Armour Class (AC) Strength Weight Properties
Light Armour
    Gambeson* (leather) 15 gp 11 + Dex modifier 8 lb.
    Leather jerkin (studded leather) 45 gp 12 + Dex modifier 10 lb.
Medium Armour
    Mail shirt (chain shirt) 60 gp 13 + Dex modifier 25 lb.
    Lamellar (scale mail) 150 gp 14 + Dex modifier (max 2) 20 lb. Disadvantage (Stealth)
    Hauberk (breastplate) 250 gp 14 + Dex modifier (max 2) 30 lb.
    Brigandine (half plate) 450 gp 15 + Dex modifier (max 2) 40 lb. Disadvantage (Stealth)
Heavy Armour
    Cuirass (chain mail) 90 gp 16 Str 13 30 lb. Disadvantage (Stealth)
    Half plate (splint) 450 gp 17 Str 15 45 lb. Disadvantage (Stealth)
    Plate 900 gp 18 Str 15 60 lb. Disadvantage (Stealth)
Shields
    Buckler 10 gp +1 3 lb.
    Shield 20 gp +2 Str 13 8 lb.
    Tower shield 75 gp +3 Str 15 15 lb. Special

Armour Revisions

The Revised Armour table replaces the Armour table found in the Player’s Handbook. Previous names are referenced in brackets for the purposes of class equipment selection.

Armour Descriptions

The following new types of armour have been added to the Revised Armour table:

Brigandine. Brigandine is a sturdy coat of layered linen or leather lined with small steel plates riveted to the fabric.

Cuirass. A type of armour formed of a single or multiple pieces of metal that cover the torso. A cuirass generally refers to both a chest plate and back piece together.

Gambeson. A gambeson is a padded defensive jacket, either worn separately or as an underlay for heavier types of armour. It can also double as a winter coat. All heavier armours require this as an underlay.

Hauberk. A hauberk is a shirt of mail that reaches at least to mid-thigh and includes sleeves.

Lamellar. This is a type of body armour made from small rectangular plates (scales or lamellae) of iron, leather, or bronze laced into horizontal rows.

Armour Properties

The "Properties" column in the Revised Armour table replaces the previous "Stealth" column, with the following definitions:

Disadvantage (Stealth). You have disadvantage on Dexterity (Stealth) checks while wearing this armour.

Special (Tower Shield). You can’t make opportunity attacks while holding this shield.

Armour of the Kraken
 

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