When calculating size, weight and capacity, 1 unit is roughly 1 cubit foot, or about 5 pounds, and is equal to 1 capacity.
This common precious metal is often used to craft weapons meant to fight shapeshifters and therianthropes. Due to the natural weakness of the metal, it is often used to make an alchemical compound that coats a weapon.
General properties: Silver is anathema to therianthropes (animal shapeshifters such as Lycanthropes). Items made from silver cause racking pain to any therianthrope who touches it.
Material Type: Hard
Weapon properties: Not generally suitable to make weapons from, a weapon coated in silver does full damage to any shapechanger.
Armor properties: Armor made with silver in it grants advantage against lycanthropy.
Special properties: Silver can be mixed with herbs such as wolfsbane to make potions and gases that repel therianthropes. Any therianthrope that comes into contact with such a potion has the poisoned status.
Value: 5 gp per unit
Chitin is the natural armor that the Nasekostvo have. When the last hive queen lead an attack on the rest of the continents, it left many of her people dead in the wake. Over time, all that is left of these warriors is the shells of their armor.
General properties: Chitin is hard against impact, yet slightly flexible. It is not easy to work with, but can be crafted into various armor.
Material Type: Hard
Armor properties: Weighs less than traditional materials and doesn't have a strength requirement. This armor is effective against bludgeoning and acid attacks.
Value: 10 gp per unit
At times it's a thick obscuring cloud, and other times it reverts to stone. Smokestone occurs in the highest levels between the heavens and the shores. This off-white stone is light and easy to move in solid form and in its gaseous form it stays in place despite wind or other effects.
General properties: Smokestone can shift from smoke to stone unpredictably. While in gaseous form, it obscures vision much like a fog cloud, and in solid form, it is as hard as limestone. If you are inside smokestone when it shifts from smoke to stone, you are forcibly pushed out of the space taking 1d4 damage for every 5 feet you are moved.
Special properties: Smokestone can be treated so that it can be shifted from smoke to stone on command, though this only works in the sky. On the surface, smoke stone become inert and stuck as a mundane piece of stone.
Value: 10 gp per unit
A byproduct of the Sundering was an increase in lodestone in the world, though nearly all lodestone deposits are found in the underground of the surface. Lodestone has a dull metallic color naturally, it can be mixed with other alloys that slightly change its appearance and enhance its properties.
General properties: While lodestone normally is a heavy material with a slight magnetic property, since the Sundering these properties have increased.
Material Type: Hard
Weapon properties: This weapon is highly magnetic and is attracted to metal. This weapon deals an additional 1d4 lightning damage on a hit. Additionally, you gain a 1d4 bonus on attack rolls with this weapon against any creature that is wearing metal armor or is primarily composed of metal, such as a construct.
Armor properties: While wielding a metal weapon, you cannot be disarmed when wearing lodestone armor (requires a gauntlet).
Special properties: Lodestone can be charged with magic to increase gravity and magnetism.
Value: 20 gp per unit
Aether Hide is a rare and highly sought-after leather harvested from large, slow-moving aerial beasts (need to create this beast) that inhabit the highest reaches of the Sky Islands. It typically appears in shades of soft, pale blue or light gray.
General properties: Â The hide is naturally buoyant, thin, and exceptionally tough, possessing a slightly porous texture that allows it to reduce fall damage.
Material Type: Soft
Armor properties: When the wearer takes damage from a fall while wearing this armor, they reduce the damage taken by 1d4 per dice of damage. This armor has 1 less point of Capacity for the purpose of carrying capacity.
Special properties: The armor property of this material can also apply to clothes.
Value: 20 gp per unit
Fulgurium is a dull, non-reflective gray metal alloy found primarily in deep mountain veins or near geological fault lines where intense, natural energy currents are grounded.Â
General properties: Fulgurium possesses a unique structure that naturally disperses and grounds energy.
Material Type: Hard
Weapon properties: The grounding effect of this weapon makes it absorb the impact of blows, reducing the Action Point cost of Parry and Block defenses with this weapon by 1.
Armor properties: This armor is effective against Lightning and Piercing damage.
Special properties: Small amounts of Fulgurium can be incorporated into wards or rituals designed to detect or neutralize ambient electrical magic and natural static discharge.
Value: 25 gp per unit
Woven from the silk of large, inky-black silk worms form the reclusive Shadow Oni empire. These worms live in absolute darkness and hide by blending into the darkness around them.
General properties: This silk is shimmering and dark in color. It if crafted into clothes for royal members of the emperor's family, and often as clothes of assassins.
Material Type: Soft
Armor properties: Grants advantage on defense rolls made to resist Constrained statuses as the silk slides easily free from the grasp of others. It also provides advantage on rolls made to hide from view.
Special properties: Can be used for cloaks and shoes that provide advantage on Stealth rolls.
Value: 25 gp per unit
This dark grey metal seems to almost glow with a low heat and feels warm to the touch. Despite the name, the metal has no demonic or infernal properties.
General properties: Items made from Infernal Steel are always warm to the touch. A room with enough Infernal Steel will stay warm in the winter.
Material Type: Hard
Weapon properties: Weapons crafted from Infernal steel deal an additional 1d4 fire damage per hit.
Armor properties: This armor is effective against bludgeoning and cold attacks.
Value: 25 gp per unit
Made from the silk of the giant spiders raised by the Nasekostvo, this silk is strong and durable. Once prized in the halls of the ancient hive queens, it is traded to other people as a luxury item.
General properties: These threads are impossibly strong, and retain their sticky nature long after harvested if treated correctly.
Material Type: Soft
Weapon properties: When used as an optional Soft material, the wielder gains advantage on defense rolls made to resist being Disarmed of that weapon.
Armor properties: The incredible density and resilience of the silk increases the armor's base Armor value by 1. Additionally, when a creature hits you with a melee attack, you may spend 4 Action Points as a reaction to impose the Unbalanced state on that creature.
Value: 30 gp per unit
Even when freshly harvested, ironwood's grayish, pitted surface gives it the appearance of a petrified relic. Without the proper tools, carving ironwood is a slow and arduous process.
General properties: Ironwood items act like both a metal and wood, gaining all the benefits of both without any of the drawback. They also absorb force and redirect it well, whether attacking or defending from attacks.
Material Type: Support
Weapon properties: Ironwood weapons gains the Brutal property, and on a critical hit with this weapon, the target is knocked back 5 feet in addition any other effects.
Armor properties: Shields made from ironwood increase their armor by 1. Additionally, when you successfully Block an attack while wielding this shield, you may spend 1 additional Action Point to redirect the damage, dealing damage equal to your Strength plus the shield's Armor value.
Value: 30 gp per unit
Froststeel is cold to the touch and has a dull white color with streaks of blue running through it. While the metal is forged normally, it is the quenching process that gives the metal its unique properties.
General properties: Items made from Frosteel are always cold to the touch. Some underdark nobles use it to cool their homes.
Material Type: Hard
Weapon properties: Weapons crafted from Frosteel deal an additional 1d4 cold damage per hit.
Armor properties: This armor is effective against slashing and fire attacks.
Value: 35 gp per unit
This surprisingly light wood is smooth on the outside and nearly black in color. The natural groves in the wood are deep and travel the length of the wood.
General properties: An item made from Darkwood weighs half as much as the same item made from other wood. Darkwood cannot be enchanted.
Material Type: Support
Weapon properties: Darkwood is too light to be used for Heavy weapons. Weapons crafted using Darkwood become Light. If it is already listed as Light it gains the Swift property. If the weapon is Two-Handed it is now instead Versatile. Ammunition made from Darkwood increases its normal range by 20.
Armor properties: Shields made from Darkwood protect against magic effects. Against magical effects such as ray spells, double your armor from the shield. You can block area spells with a shield made from Darkwood that would normally require a dodge roll or another defense roll.
Special Properties: Spell crafters can create a Rod of Dispelling from Darkwwood that gives advantage on spells such as dispel magic and counterspell.
Value: 40 gp per unit
Sun Weave is a remarkably fine, bright white or pale yellow cloth, often bearing subtle, shimmering threads that appear to glow in dim light. The material is produced through meticulous weaving processes performed by devoted clergy, typically within temples or sites consecrated to deities of order and preservation.
General properties: The presence of the consecrated threads strengthens the wearer against forces of decay and spiritual corruption.
Material Type: Soft
Armor properties: This armor is effective against Necrotic damage. Additionally, the consecrated weave provides constant spiritual support, granting you advantage on Defense Rolls against Entrancement and Fear status conditions.
Special properties: If used as part of a set of bandages, the Sun Weave cloth grants advantage on Defense Rolls made to resist diseases.
Value: 45 gp per unit
A unique byproduct of the Sundering was the creation of floatstone. Floatstone is what allows the sky islands to float, and in the case of the large continents, to keep them locked in place. Floatstone is a milky grey marble-like color and while it is solid, it seems almost spongy when squeezed.
General properties: They are not commonly found near the surface of the sky lands so their use is not heavily explored. Floatstone floats in place where it was found, and will return to that altitude when left alone. This trait can be adjusted with time and energy.
Material Type: Hard
Weapon properties: These weapons can only be bludgeoning weapons such as hammers. Weapons crafted using floatstone become Light. If it is already listed as Light it gains the Swift property. Heavy weapons lose the Heavy property without losing any damage. If the weapon is only Two-Handed it is now instead Versatile.
Special properties: Engineers have found that by adding energy (lightning or fire) to a specially treated floatstone will cause it to increase in buoyancy. As such they are required to keep larger airships afloat.
Value: 50 gp per unit
Mithril is a metal with a high silver sheen. It's sought out by nobles to create armor that offers protection while being easy to wear. The fact that it looks like polished silver is just a bonus to them.
General properties: An item made from mithril weighs half as much as the same item made from other metals.
Material Type: Hard
Weapon properties: Weapons crafted using mithril become Light. If it is already listed as Light it gains the Swift property. Heavy weapons lose the Heavy property without losing any damage. If the weapon is only Two-Handed it is now instead Versatile.
Armor properties: This armor no longer has Bulk penalties, or Strength requirements. Mithril chain or a breastplate can be worn under normal clothes.
Value: 60 pg per unit
This is a unique alloy of iron that has a dull grey apperance. The forging process involved painstakingly mixing in other substances to the iron, and removeing the carbon, without raising the temperature of the iron too hot. This metal is painful to most Fae creatures, sometime even deadly.
General properties: Items crafted from Cold Iron deal 1 point of cold damage to any Fae creature as long as they are touching it.
Material Type: Hard
Weapon properties: Weapons made from Cold Iron deal double damage against Fae creatures.
Armor properties: Armor made from Cold Iron protects against Fae magic. Any roll against a magical effect from the Fae is made at advantage.
Special properties: Cold Iron can be ground up into a powder and used to make a magic circle. This circle acts like protection from evil and good but only affects fae creatures. It can also be used to strengthen a magic circle.
Value: 75 gp per unit
Void Steel is a dark black metal with flecks of color throughout it. It is cold to the touch and most consider it unsettling to be in contact with it for too long.
General properties: Items crafted from Void Steel deal 1 point of psychic damage to any outsider as long as they are touching it.
Material Type: Hard
Weapon properties: Weapons made from Void Steel deal double damage against outsiders.
Armor properties: Armor made from Void Steel protects against outsider magic. Any roll against a magical effect from outsiders are made at advantage.
Special properties: Void Steel can be ground up into a powder and used to make a magic circle. This circle acts like protection from evil and good but only affects outsiders. It can also be used to strengthen a magic circle.
Value: 80 gp per unit
This is a leather made from the hide of a white dragon that can be used in shields and armor.
General properties: White dragonhide protects the wearer of it from cold damage. Most dragons consider wearing dragonhide offensive and will often attack on sight.
Material Type: Soft
Armor properties: White dragonhide gives the wearer resistance against cold damage.
Value: 100 gp per unit
This is a leather made from the hide of a green dragon that can be used in shields and armor.
General properties: Green dragonhide protects the wearer of it from acid damage. Most dragons consider wearing dragonhide offensive and will often attack on sight.
Material Type: Soft
Armor properties: Green dragonhide gives the wearer resistance against acid damage.
Value: 105 gp per unit
This is a leather made from the hide of a blue dragon that can be used in shields and armor.
General properties: Blue dragonhide protects the wearer of it from lightning damage. Most dragons consider wearing dragonhide offensive and will often attack on sight.
Material Type: Soft
Armor properties: Blue dragonhide gives the wearer resistance against lightning damage.
Value: 115 gp per unit
This is a leather made from the hide of a black dragon that can be used in shields and armor.
General properties: Black dragonhide protects the wearer of it from poison damage. Most dragons consider wearing dragonhide offensive and will often attack on sight.
Material Type: Soft
Armor properties: Black dragonhide mitigates the damage from poisons. When you take poison damage while wearing this armor, that damage does not ignore your Vitality. Instead, the damage is applied to your Vitality first, instead of dealing damage straight to Health.
Value: 120 gp per unit
This is a leather made from the hide of a red dragon that can be used in shields and armor.
General properties: Red dragonhide protects the wearer of it from fire damage. Most dragons consider wearing dragonhide offensive and will often attack on sight. Many blacksmiths seek out red Dragonhide gloves for use in the smithy.
Material Type: Soft
Armor properties: Dragonhide gives the wearer resistance against fire damage.
Value: 125 gp per unit
Adamantine is one of the hardest substances in existence. In the eyes of architects, engineers, and warlords across the land, nothing can take its place as the most resilient of all building materials. Adamantine is a dark, almost black metal when refined.
General properties: Items made of adamantine are much harder to break. Increase the base Durability and Armor of the item to 5.
Material Type: Hard
Weapon properties: Adamantine weapons increase their damage die by 1 step, increase the minimum Strength needed to wield them by 1, and deal double damage to objects and structures. This doesn't allow a weapon to damage something it otherwise couldn't, such as a bludgeoning weapon dealing damage to a hanging rope.
Armor properties: Add your skill rank to your damage reduction value from your armor in addition to any normal damage reduction. This applies even when using active defenses such as dodge or parry.
Value: 150 gp per unit
This unique alloy is a pale white color with a high sheen. It is highly sought after for the sharp edge that it retains and its durability.
General properties: Truesteel counts as silver in addition to its other attributes.
Material Type: Hard
Weapon properties: Truesteel weapons are unusually sharp and durable and deal critical damage more often. You lower the critical threshold by 1 and a 19 roll is considered a critical hit as well as a 20 on a dice roll.
Armor properties: This armor is effective at deflecting attacks by increasing your Passive Defense equal to your armor skill.
Value: 175 gp per unit
A rare blue-green metal with a unique and sought-after property of suppressing and nullifying magical energies. The ore is rare and is similarly difficult to work with, as the metal itself is somewhat brittle before being made into an alloy.
General properties: Orichalcum is naturally anti-magic and cannot be enchanted.
Material Type: Hard
Weapon properties: Any spellcaster that is damaged with an Orichalcum weapon and who is concentrating on a spell makes their roll to maintain concentration at disadvantage. Against magical or summoned creatures, orichalcum weapons bypass any damage reduction or resistances, and damage immunities become resistance only.
Armor properties: Orichalcum armor grants the wearer limited protection from spells, granting its wearer advantage on any rolls against spells.
Value: 200 gp per unit
Spellcasting foci can be made using specially crafted wood or gems to improve their elemental affinity for certain spells or add a layer of magical protection. Depending on the type of focus and material, your focus can have different effects based on the tables below. The cost of a specialized focus is 150 gp. A focus can be made with a holy symbol in mind.
Spell modifier
For arcane and Primal casters, your spell modifier is your skill rank with spells. For Divine casters, it is equal to your devotion.
Amulet
As a reaction, you can spend 3 Action Points to reduce elemental damage by 1d4 per your spell modifier.
Crystal
Increase the duration of your spells by a number of rounds equal to your spellcasting spell modifier. If the spell targets one or more creatures and doesn’t allow a defense roll to end the effect, any additional duration added allows a defense roll to end the effect.
Rod
The wood used increases the Health of the summoned creature associated with that element by your spell modifier.
Staff
The wood used increases the area of the spell by 1 tile or one extra creature per spell modifier for the element associated with it.
Wand
The wood used increases the damage of the element associated with it equal to your spell modifier.
You can add a gem to your focus for 100 gp extra on Rods, Staves, and Wands. On these foci, the gem increases the damage of spells and attacks equal to your spell modifier. A Staff can have two gems added to it.
If you use a Moonstone or Heartwood, instead of damage it adds to the healing. For the case of spells such as "Goodberry", you gain an extra berry per spell modifier.