
More Mystical Metals
Aside from mithral and adamantine, other fantasy metals can be used to create items. These metals display several unique properties when forged into weaponry, armor, or items.
Atlantium
This deep green metal bares a wavelike pattern and its ore is harvested from veins deep in the ocean. Atlantium possesses properties that show when the metal is submerged. The metal doesn't encounter resistance from water. The metal must be in contact with water the entire time it is being forged in order to retain this property. If atlantium is forged while out of water, it loses its wavelike pattern. This usually means it is forged by underwater smiths using super heated water from thermal vents.
Weapons and ammunition made of this metal do not have disadvantage on attack rolls while underwater. Weapons and ammunition that do piercing damage have advantage on attack rolls while underwater.
Armor made from this metal allows one to move freely under water. While wearing armor you can "anchor" yourself to a specific depth and move as if you were on solid ground. You can move to higher or lower depths by swimming to them.
Astronx
A starry, blue metal with shifting nebulas and galaxies along the surface. Astronx is formed in the astral plane.
Weapons and ammunition made of Astronx can bypass space when attacking. Melee weapons can cut across space through dimensional tears. As a bonus action, you can tear a small spacial tear in front of you, the tear connecting to an unoccupied five foot square within 15 ft of you. If the tear is within melee range of the target, you can attack through it.
A ranged attack with a thrown weapon or ammunition can extend their range through spacial distortion. The range increases by 15 ft as the projectile travels through a spacial tear along its path and ignores up to 3/4 cover.
Armor and shields made of Astronx give you the ability to resist spatial distortions. A creature using either cannot be affected by a teleportation effect against its will.
Celeseite
This metal has a prismatic, crystalline appearance with facets filled with rainbow color. Celeseite ore is harvested from the upper planes, imbued with positive energy. The ore is heated via holy flame and shaped on a blessed anvil.
Weapons and ammunition made of Celeseite deal double damage to fiends and undead. If you take the attack action and sacrifice one of your attacks, you gain a blessing from this metal until the start of your next turn. A blessing can be used to add a d4 to any attack roll, saving throw, or skill check.
As long as they are conscious, creatures using armor and shields made from Celeseite restore 5 hp at the start of their turn.
Fulbright
A glowing, white metal that looks like light in solid form, making it known as "hard light". Fulbright starts out with a muted, gray appearance. The ore is found in the light starved depth of the Underdark and is brittle and crumbles easily when forged normally. But when exposed to light during the forging, the metal starts to glow in spots. After a few hours, the metal is completely full of light. The light infused metal is strong as steel.
Items made from Fulbright emit light constantly, shedding bright light for 15 ft and dim light for another 15 ft. While in bright light, the metals blends in with the light, becoming invisible.
Weapons and ammunition made from the metal deal an additional 1d10 of radiant damage. While in bright light, the metal blends in with the light, becoming invisible. Thus, attacks made with weapons and ammunition completely made of the metal have +1 to attack rolls.
Gilded Weapons
Similarly to silvering weapons, one can plate weaponry or ammunition with gold. Gilded weapons are ideal for cutting through illusions. If one hits an illusionary creature with a gilded weapon, the illusion is dispelled.
Gravitonne
This especially dense metal, weighing twice as much as steel, has a yellowish tint similar to bronze. Unlike bronze and similarly heavy metals, gravitonne displays great hardness and edge retention, making it viable for use in armor and weapon manufacturing.
Armor and shields made from this hearty material are especially sturdy but difficult to move with. While wearing this armor, a creatures speed is reduced by 5ft. If a creature wearing armor or wielding a shield of this material makes a save against being pushed away from or pulled in a direction, they do not move regardless of the result.
Armor | Strength | weight |
---|---|---|
Breastplate | STR 13 | 40 lb |
Half plate | STR 13 | 80 lb |
Chain shirt | STR 13 | 40 lb |
Ring Mail | STR 13 | 70 lb |
Chainmail | STR 14 | 110 lb |
Splint | STR 16 | 120 lb |
Full plate | STR 16 | 130 lb |
Weapons made of the metal all have the heavy property. Weapons with the thrown property or ammunition have half their effective range. All weapons and ammunition deal an extra die of damage.
Infernioch
A blood red metal with infernal glyphs fading and appearing on it. This fiendish metal is forged in the depths of the 9 hells. The metal gains its hue by absorbing blood and being imbued with a devil's curses.
Weapons and ammunition made of Infernioch deal double double damage to celestials. During a round, if any attacks hit with this material, it inflicts a curse on the target. The curse imposes disadvantage on the target's next attack roll, saving throw, or skill check.
Armor and shields made of Infernioch make the user immune to spells and abilities that curse the target.
Mirror Steel
A special alloy that is highly reflective, this metal always maintains it's high polish.
When made into armor or shields, the reflective nature gives you disadvantage on stealth checks if you are in bright or dim light. While in bright light, any creature within 10 ft of you has disadvantage to hit you.
Weapons made of this reflective metal can be used to reflect bright light, blinding creatures. As a bonus action, you reflect bright light into the eyes of a creature. The creature is blinded until the start of your next turn. This does not work if the creature does not rely on sight.
Morphem
This metal retains memory of shapes it has been forged into. The purer the metal the more shapes you can retain in an amount of metal. When you forge the metal into a shape and quench it, the metal remembers the shape. Then, the metal is reforged and requenched. This process repeats until the metal reaches its limit, at which point the metal "locks" and cannot be reforged. As an action, you can morph an item made of this metal into one of its other forms. Morphem can only shift into forms of equivalent weight.
If you use the identify spell or spend an hour with the item, you are aware of the forms it can change into.
Metal Grade | Forms retained |
---|---|
poor | 2 |
good | 3 |
excellent | 4 |
perfect | 5 |
Necrostele
A dark, gray metal with off white striations that give it the appearance of charred bone or ivory. Necrostele is formed by a blacksmith skilled in necromancy compressing negative energy into solid form.
Weapons and ammunition made of this necrotic material permanently sucks the life force from its victims. When you hit a creature, their max hp permanently drops by the attack's damage.
Armor and shields prevent the draining of life force from their user. The user cannot have its max hp lowered. The user is immune to spells and abilities that drain life force.
Null Metal
This seemingly ordinary metal has no weight whatsoever. The ore is found in veins of floating mountains and sky islands. Raw ore of the metal floats up into the air if not secured. As one works the metal it loses its upward acceleration and becomes merely weightless, neither falling nor floating.
Armor made from this metal no longer has a strength requirement. Melee weapons made from this metal can become versatile, though two handed weapons will lose power when wielded with one hand. Weapons with the thrown property or ammunition made completely of the metal continue on their trajectory until they hit an object.
Weapon | Damage |
---|---|
Greatsword | (2d4) 2d6 |
Greataxe | (1d10) 1d12 |
Maul | (2d4) 2d6 bludgeoning |
Glaive, Halberd | (1d8) 1d10 slashing |
Pike | (1d8) 1d10 piercing |
When one lifts an item made of null metal into the air and lets it go, the item maintains its position in the air until an external force moves it.
Orichalcum
Orichalcum is dark, orange-hued metal. Once it is heated, orichalcum must be forged into its intended shape before it is cooled, as it can no longer be heated after being quenched. Items forged of this metal no longer conduct heat, making them cool to the touch even after being submerged in lava or sitting for any length of time in a fire. Even heat metal has no affect on the metal.
Reverbilt
This metal seems to blur into several versions of itself. As the metal is worked, an "echo" is produced when you strike it, resulting in several afterimages of the metal appearing. The longer you work the metal the more echoes are present. However, as you gain more echoes the probability of the metal fading out of existence increases.
Weapons and ammunition of this metal have a higher attack bonus based on how many afterimages are present. Creatures that don't rely on sight are immune to this effect. You can use a bonus action to collapse afterimages of a weapon into an attack echo for the rest of your turn. When you take the attack action using that weapon, you can take the attack action again. After using this ability, you cannot do so again for 24 hours.
Armor and shields have a bonus to AC due to similar reasons. Creatures that don't rely on sight are immune to this effect. As a bonus, you collapse the afterimages into a defense echo until the start of your next turn. When you are hit by an attack, you can instead make it miss and hit your defense echo. After using this ability, you can no longer do so again for 24 hours.
Num. of Afterimages | Attack/AC bonus | Rarity |
---|---|---|
1-2 | +1 | rare |
2-4 | +2 | very rare |
5-6 | +3 | legendary |
Shattergleam
This silvery metal has deep cracks all throughout. As the metal is forged it absorbs and builds up force energy. During the quenching process, the force energy becomes too much for the hardened metal, causing cracks to form on the metal. The resulting metal is extremely fragile, shattering on significant impact. However, when it does, the energy stored inside cause the shards to explode outward. This limited durability means that only ammunition and projectiles are made of the material.
When a ranged attack made with a Shattergleam projectile hits the target, the target takes the projectiles normal damage. Regardless of whether you hit or miss, the target and any creature within 15 ft of the target must make a DC 15 DEX saving throw. On a failure, they take 1d12 force damage and 1d12 piercing damage. On a success, the target takes half as much damage and all other creatures take no damage.
Void Metal
A pure, black metal that seems to absorb light, this material is an energy sponge that absorbs elemental energy and gains properties based on what it is exposed to, changing its color and pattern to a more vibrant display. Once exposed to an initial element, it can continue to absorb that element and release it.
Void metal is inert until it is exposed to an element for its unique forging process. Continued exposure is how one "heats" the metal to be soft and workable. The color intensifies as the forging goes on until the metal is "quenched" in earth. Void metal has several processed variants, as listed below.
Weapons and ammunition of fully imbued void metal deal an additional 1d6 damage of their corresponding element.
Creatures with armor and shields made of the fully imbued void metal reduce damage by 10 when they take that type of damage. As an action, a creature can strike the shield or armor and any creature within five feet must make a DC 15 Dex saving throw. On a failure, they take 2d6 of the corresponding damage.
Metal | Damage |
---|---|
Ignium | Fire |
Colchium | Cold |
Sonium | Thunder |
Metal | Damage |
---|---|
Voltium | Lightning |
Ventium | Poison |
Corrodium | Acid |
Ignium
At first, this was thought to be the only form of processed void metal, due to being created by exposing the metal to fire. Ignium is a red hued metal with surging flame patterns along it. This variant absorbs heat and flames and releases it when struck. When in extreme heat, this metal absorbs heat in a five foot cube around it, lowering the temperature to a tolerable level. If it passes through flame, it draws in and extinguishes a 5 ft cube of fire.
Colchium
A deep, blue-hued metal with a frosted look on its surface that is cold to the touch. By exposing void metal to cold energy, the metal begins to glow blue and becomes workable. Colchium absorbs cold and releases it when struck. When in extreme cold, this metal absorbs cold in a 5 foot cube, raising the temperature to tolerable levels. When it comes into contact with ice, it melts the ice in a 5 ft cube.
Sonium
This silver metal has a pattern of concentric, circular "ripples" radiating outward from points along the surface. The metal is exposed to sonic energy by repeatedly hitting it while vocalizing, often through song. As the vibrations continue to reverberate through the metal, it begins to heat up, glowing silver and the ripple pattern radiating from where the metal was struck. After the metal is quenched, it produces a constant low hum, leading it to be nicknamed the "singing metal". Sonium absorbs and amplifies sound, releasing loud sound waves when struck. If placed on a non-magical object and struck, the vibrations transfer to the object, shattering up to a 5ft cube of material.
Ventium
A deep, purple-hued metal that has smoothed edges and is slightly domed. By submerging void metal in poison, the metal absorbs the liquid, gaining a purple glow and becoming soft to the touch. However, when pressure is applied or the metal is impacted, it becomes solid. After being shaped and quenched, it maintains its form, but one can pass through it like it was liquid as long as you do not apply significant force or pressure. However, upon damaging impacts or severe pressure, it behaves as solid metal. The metal absorbs poison, releasing a deluge of it when struck. If the metal is stuck in a volume of poisonous liquid, it neutralizes a 5 foot cube of it.
Corrodium
This metal has a light green color and rough texture. By submerging void metal in acid, the acid seeps into the metal, causing it to glow bright green and gaining a corroded appearance, but doesn't lose mass or integrity. As you work the metal, its texture changes to a rougher feel. Corrodium absorbs acid and releases it when struck. By placing the metal on a non-magical object and striking it, the metal eats a hole through it. Placing the metal in a volume of acid causes a 5 ft cube to become neutralized.
Voltium
A bright, yellow-hued metal with light blue lightning burns along it. By electrifying the void metal, it begins to glow yellow and spark with arcs of blue lighting. The lightning burns the patterns into the metal as you hit it into shape. The metal becomes an electrical insulator, absorbing the energy of non-magical lighting rather than conducting it. While in a thunderstorm, the metal attracts any lighting to itself.
Forging guide
In order to forge items, one must have proficiency in smith's tools. During the forging process, you add your proficiency bonus to any checks and saves made.
You must first obtain the material and in quantities needed for the equipment you intend to create. The following tables will help you determine the amount and cost. Use the Raw Material Cost table to find the per ingot cost of the material and multiply it by the amount found in the Material Requirements table.
Raw Material Cost
Metal | Rarity | Cost (per ingot of material) |
---|---|---|
Astronx | very rare | 600 gp |
Atlantium | rare | 150 gp |
Celeseite | very rare | 1000 gp |
Fulbright | rare | 100 gp |
Gravitonne | rare | 150 gp |
Infernioch | very rare | 1000 gp |
Mirror Steel | uncommon | 125 gp |
Morphem (poor) | uncommon | 50 gp |
Morphem (good) | uncommon | 75 gp |
Morphem (excellent) | rare | 100 gp |
Morphem (perfect) | rare | 125 gp |
Necrostele | rare | 400 gp |
Null Metal | uncommon | 50 gp |
Orichalcum | uncommon | 50 gp |
Reverbilt | uncommon | 75 gp |
ShatterGleam | rare | 100 gp |
Void Metal | rare | 200 gp |
Material requirements
Equipment | Ingots needed |
---|---|
Ammunition (5 pcs), dart | 1/16 |
Dagger | 1/4 |
handaxe, light hammer, sickle, flail, shortsword, rapier, warhammer, war pick | 1/2 |
scimitar, spear head, pikehead, longsword | 3/4 |
mace, battleaxe, morningstar, trident head | 1 |
glaive, greataxe, greatsword, halberd, lance | 1.5 |
shield | 2.5 |
chain shirt, breast plate | 5 |
half-plate, ring mail, scale mail | 10 |
chainmail | 14 |
splint | 15 |
Equipment | Ingots needed |
---|---|
full plate | 16 |
By using your smith tools, you can smelt ores and shape ingots into equipment. The various time and DCs required can be found in the table below. You must make an initial Forging check, which uses your Dexterity modifier, making an additional check every 8 hours of forging to successfully complete making equipment. Every 8 hours of forging between long rests gives you a level of exhaustion. Any failed check leads to failure to properly forge the equipment and adds an additional 8 hours to the forge time in order to fix your mistake.
Some metals require only normal forging techniques to shape them and access to a forge during down time. Null Metal, Shattergleam, Orichalchum, Mirror Steel, Mithral, Adamantine, and Astronx require no additional tools or processes.
Equipment Production
Item | Time | Forge DC |
---|---|---|
Ammunition (10 pieces), dart | 8 hours | 10 |
Light Weapons | 16 hours | 11 |
Polearms | 16 hours | 12 |
Heavy Weapons | 32 hours | 12 |
Shields | 48 hours | 12 |
Chainshirt | 56 hours | 16 |
Breastplate | 72 hours | 12 |
Chainmail | 200 hours | 16 |
Ring Mail | 100 hours | 13 |
Splint | 240 hours | 13 |
Scale Mail | 150 hours | 13 |
Half Plate | 360 hours | 15 |
Full Plate | 720 hours | 16 |
Forge Mastery
By researching smithing techniques or visiting specialized blacksmiths over the course of a month, one can lower the DC for crafting an intended item by 1 per month of research (max 5). If your bonus for the Forging check is equal to or greater than the DC, you automatically pass.
Additional Forging Needs
These metals require specific techniques and processes in order to be properly worked. In order to create items out of these metals, you must make the normal forging checks with any adjustments and additional checks listed.
Atlantium Forging
Atlantium must be submerged in water the entire time it is being forged. You must stick the metal in superheated water to heat and work it. If one does not have fire resistance, they take 2d6 fire damage every four hours of working the metal. To quench the material, one must only remove it from the heat source. If the metal is forged outside of water, it loses its properties.
Celeseite Forging
Creatures classified as fiends and undead, as well as tieflings, take 4d10 radiant damage when they try to work this metal. On a failed forging check, you also take 2d8 radiant damage.
By apprenticing under a celestial smith, you can learn how to bless the metal yourself. The apprenticeship lasts 2d4+2 months. Afterwards, due to your celestial connections, you gain 4 ingots of the base material every month and you lower the DC of Forging checks for items made of celeseite by 5. You also do not take damage on failed Forging checks.
Fulbright Forging
While forging, you must shine daylight on the metal to infuse it with radiant energy. The metal must be exposed to daylight 2 hours per ingot used (min 2 hours) to let the metal be infused with radiant energy. The metal loses radiance when worked out of daylight.
Gravitonne Forging
Instead of a Dexterity modifier you must use your Strength modifier for the Forging check to work the stubborn material. In addition, you need a minimum strength score of 13 to be able to properly control the metal. On a failed Forging check, in addition to the increased time, the gravitational properties of the metal cause the metal to drastically increase in weight, unable to be lifted or moved for 24 hours.
Infernioch Forging
Creatures classified as celestials or aasimar take 4d10 fire damage when they attempt to work this metal. Every time you make a Forging check, you must make a DC 15 Wisdom saving throw. On a failure, you gain disadvantage on your next forging check.
By apprenticing under a devil smith, you learn the curses used to infuse the metal. The apprenticeship lasts 2d4+2 months. Afterwards, due to your infernal relationship, you gain 4 ingots of the base material every month and you lower the DC of forging checks for items made of Infernioch by 5. You also do not gain disadvantage on failed forging checks.
Morphem Forging
While not requiring the material for multiple forms, Morphem forging requires taking the added time and making the additional checks required for each additional form.
Necrostele Forging
Only a smith gifted in necromancy or who is undead can forge Necrostele. Non-undead must be able to animate dead or communicate with spirits to safely work the steel. Anyone who cannot do so that works on the material takes 2d6 necrotic damage every four hours they work on the material and 4d6 necrotic damage on a failed Forging check.
Those truly gifted in the necromantic arts can create the material out of lingering spirits. You can create an ingot of Necrostele by making a DC 20 Arcana check. On a success, you condense the lingering spirits within a 10 mile radius. On a failure, you take 3d6 necrotic damage and gain 2 levels of exhaustion.
Reverbilt Forging
Forging of Reverbilt adds an extra level of difficulty to the forging process, as the creation of echoes requires extra time and skill. Each successive echo increases the time needed and difficulty of Forging checks. On a failed forge check, part of the material scatters out of existence, wasting an ingot's worth of material of the item you are currently working on. This material needs to be replaced in order to complete the item.
Echoes to Induce | Extra Time Taken | Forge DC increase |
---|---|---|
1 | 4 hours per ingot used (min 4 hours) | +1 |
2 | 6 hours per ingot used (min 6 hours) | +2 |
3 | 12 hours per ingot used (min 12 hours) | +4 |
4 | 16 hours per ingot used (min 16 hours) | +5 |
5-6 | 24 hours per ingot used (min 24 hours) | +7 |
Void Metal Forging
By exposing the metal to elemental damage, you begin the "heating" process. The metal must absorb 20 points of damage to begin glowing and must be kept malleable by adding 10 points of same type of damage every thirty minutes. If the metal is expose to a different type of damage than the initial one, the material begins to break down, destroying an ingot's worth of material after taking 20 points of incompatible damage.
This damage can be applied via natural sources (listed below), spells or supernatural abilities. When you fail a Forging check for the metal, you also take 1d4 of the stored elemental damage. Constantly using cantrips to work the metal requires you to succeed on a DC 10 constitution saving throw after casting for four hours or gain a level of exhaustion.
Source | Damage |
---|---|
Forge | 10 (fire) |
Cube of ice (6") | 2 (cold) |
Electric current | 10 (lightning) |
Source | Damage |
---|---|
Song (1 minute) | 1 (thunder) |
Vial of acid | 7 (acid) |
Vial of poison | 2 (poison) |
Gilding
You must get 50 gp worth of unminted gold. By making a Forging check with a DC of 13, you coat a weapon or 10 pieces of ammunition in a solid layer of gold. On a success, the weapon or ammunition is properly coated, without ill effects. On a failure, the gold layer becomes cracked and must be done again, causing you to lose 15 gp worth of gold trying to separate the gold from the item. This gold must be replaced to properly complete the job.
Equipment Cost
Most items made of these metals can be bought from specialized blacksmiths and markets according to their rarity. Below you'll find the normal prices of equipment. If you have forged these items, the listed prices and rarities are the ones suggested for your campaign to balance their relative power. However, you can increase or the decrease these depending on the relative scarcity in magic items of your campaign.
As for distribution of items in your campaign, you are free to determine how likely some metals and their resulting equipment are spread throughout.
Item | Rarity | Cost |
---|---|---|
Necrostele ammunition | rare | 20g ea |
Reverbilt ammunition (+1) | rare | 25g ea |
Atlantium ammunition | rare | 30g ea |
Astronx ammunition | very rare | 60g ea |
Celeseite ammunition | very rare | 70g ea |
Infernioch ammunition | very rare | 70g ea |
Gravitonne ammunition | rare | 75g ea |
Ignium ammunition | rare | 75g ea |
Voltium ammunition | rare | 75g ea |
Colchium ammunition | rare | 80g ea |
Ventium ammunition | rare | 85g ea |
Corrodium ammunition | rare | 85g ea |
Sonium ammunition | rare | 90g ea |
Reverbilt ammunition (+2) | very rare | 100g ea |
Fulbright ammunition | rare | 125g ea |
Gilded weapon | uncommon | base + 150g |
Gilded ammunition (10 pcs) | uncommon | base + 150g |
Morphem (poor) | uncommon | base cost of all forms + 200g |
Shattergleam projectiles | rare | 250g ea |
Morphem (good) | uncommon | base cost of all forms + 300g |
Morphem (excellent) | rare | base cost of all forms + 400g |
Reverbilt ammunition (+3) | legendary | 400g ea |
Morphem (perfect) | rare | base cost of all forms + 500g |
Orichalchum | uncommon | base + 500g |
Mirror steel | uncommon | base + 500g |
Item | Rarity | Cost |
---|---|---|
Null metal | uncommon | base + 800g |
Atlantium weapon | rare | base + 1000g |
Fulbright armor or shield | rare | base + 1000g |
Gravitonne weapons & armor | rare | base + 1000g |
Atlantium armor or shield | rare | base + 1500g |
Necrostele weapon | rare | base + 2000g |
Reverbilt weapon (+1) | rare | base + 2000g |
Fulbright weapon | rare | base + 2500g |
Reverbilt armor or shield (+1) | rare | base + 2500g |
Ignium weapon | rare | base + 2500g |
Voltium weapon | rare | base + 2500g |
Colchium weapon | rare | base + 3000g |
Corrodium weapon | rare | base + 3500g |
Ventium weapon | rare | base + 3500g |
Sonium weapon | rare | base + 4000g |
Ignium armor or shield | rare | base + 5000g |
Voltium armor or shield | rare | base + 5000g |
Colchium armor or shield | rare | base + 5500g |
Corrodium armor or shield | rare | base + 6000g |
Reverbilt weapon (+2) | very rare | base + 6000g |
Ventium armor or shield | rare | base + 6000g |
Sonium armor or shield | rare | base + 6500g |
Reverbilt armor or shield (+2) | very rare | base + 7000g |
Astronx weapon | very rare | base + 8000g |
Necrostele armor or shield | rare | base + 8000g |
Astronx armor or shield | very rare | base + 10000g |
Celeseite weapon | very rare | base + 12000g |
Infernioch weapon | very rare | base + 12000g |
Reverbilt weapon (+3) | legendary | base + 17000g |
Inferioch armor or shield | very rare | base + 18000g |
Celeseite armor or shield | very rare | base + 25000g |
Reverbilt armor or shield (+3) | legendary | base + 25000g |
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