When calculating capacity, 1 capacity is equal to roughly 1 cubic foot or about 8 pounds.
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 milk-grey marble-like color and while it is sold, it seems almost spongy when squeezed.
Natural 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 property can be reset with time and energy.
Special properties: Engineers have found that by adding energy (lightning or fire) to a floatstone will cause it to increase in buoyancy. As such they are required to keep larger airships afloat.
Value: 1000 gp per cubic ft.
A byproduct of the Sundering was an increase in lodestone in the world, though nearly all lodestone deposits are found underground on 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.
Natural properties: While lodestone normally is a heavy material with a slight magnetic property, since the Sundering these properties have increased.
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: Cannot be used in place of natural materials such as cloth, leather, or hide. 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: 10 gp per lb.
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.
Natural 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: 100 gp per cubic ft.
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.
Natural properties: An item made from Darkwood weighs half as much as the same item made from other wood. Darkwood cannot be enchanted.
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 ita normal range by 20 and maximum range by 40.
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: 150 gp per lb.
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.
Natural properties: Silver is anathema to therianthropes (animal shapeshifters such as Lycanthropes). Items made from silver cause racking pain to any therianthrope who touches it.
Weapon properties: Not generally suitable to make weapons from, an weapon coated in silver does full damage to any shapechanger.
Armor properties: Armor made with silver in it grants advantage against lycanthropy. It cannot be used in place of natural materials such as cloth, leather, or hide.
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 condition.
Value: 10 gp per lb.
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.
Natural properties: An item made from mithril weighs half as much as the same item made from other metals.
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: Cannot be used in place of natural materials such as cloth, leather, or hide. This armor no longer has Bulk penalities, or Strength requirements. Mithril chain or a breastplate can be worn under normal clothes.
Special properties: Any item made from mithril is also counted as silver.
Value: 250 pg per lb.
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.
Natural properties: Truesteel counts as silver in addition to its other attributes.
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: Cannot be used in place of natural materials such as cloth, leather, or hide. This armor is effective at deflecting attacks by increasing your Passive Defense equal to your armor skill.
Value: 1000 gp per lb.
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.
Natural properties: Items made of adamantine are much harder to break. Increase the armor and the health of the item or the number required to break it by 5.
Weapon properties: Adamantine weapons gain the Massive property 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: Cannot be used in place of natural materials such as cloth, leather, or hide. 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: 500 gp per lb.
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.
Natural properties: Items made from Infernal Steel are always warm to the touch. A room with enough Infernal Steel will stay warm in the winter.
Weapon properties: Weapons crafted from Infernal steel deal an additional 1d4 fire damage per hit.
Armor properties: Cannot be used in place of natural materials such as cloth, leather, or hide. This armor is effective against bludgeoning and cold attacks.
Value: 750 gp per lb.
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.
Natural properties: Items made from Frosteel are always cold to the touch. Some underdark nobles use it to cool their homes.
Weapon properties: Weapons crafted from Frosteel deal an additional 1d4 cold damage per hit.
Armor properties: Cannot be used in place of natural materials such as cloth, leather, or hide. This armor is effective against slashing and fire attacks.
Value: 900 gp per lb.
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.
Natural properties: Chitin is hard against impact, yet slightly flexible. It is not easy to work with, but can be crafted into various armor.
Armor properties: Can be used in place of normal materials to craft armor. Has half the weight of metal armor, and doesn't have a strength requirement. This armor is effective against bludgeoning and acid attacks.
Value: x1.5 the normal cost of armor.
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.
Natural properties: All Ironwood items gain the benefits of both wooden and metal implements, and only suffer from downsides that affect both material types. For example, they are non-flammable despite being made of wood and are immune to rust despite acting similarly to metal.
Weapon properties: Can make weapons from Ironwood that normally require metal parts.
Armor properties: Cannot be used in place of natural materials such as cloth, leather, or hide. This armor is effective against piercing and lightning attacks.
Value: 600 gp per lb.
This is a form of armor made from the hide of a dragon. It ranges in color to match the dragon whose hide it was crafted from.
Natural properties: Dragonhide protects the wearer of it from the element of the dragon it came from. Most dragons consider wearing Dragonhide in bad taste and will often attack on sight. Many blacksmiths seek out Dragonhide gloves for use in the smithy.
Armor properties: Can be any hide, leather, or scale armor. Dragonhide gives the wearer resistance against a given element (red and bronze for fire, blue for lightning, green for acid, black for poison, white for cold). The armor comes with a shield that must also be used for the resistance to be most effective.
Value: 500 to 1000 gp per lb. (depending on the color of the dragon)
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.
Natural properties: Items crafted from Cold Iron deal 1 point of cold damage to any Fae creature as long as they are touching it.
Weapon properties: Weapons made from Cold Iron deal double damage against Fae creatures.
Armor properties: Cannot be used in place of natural materials such as cloth, leather, or hide. 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: 100 gp per lb.
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.
Natural properties: Items crafted from Void Steel deal 1 point of psychic damage to any aberrations as long as they are touching it.
Weapon properties: Weapons made from Void Steel deal double damage against aberrations.
Armor properties: Cannot be used in place of natural materials such as cloth, leather, or hide. Armor made from Void Steel protects against aberration magic. Any roll against a magical effect from aberrations are made at advantage.
Special propertities: 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 aberrations. It can also be used to strengthen a magic circle.
Value: 300 gp per lb.
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.
Natural properties: Orichalcum is naturally anti-magic and cannot be enchanted.
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 bludgeoning, slashing, or piercing damage reduction, and those immunities become resistance only.
Armor properties: Cannot be used in place of natural materials such as cloth, leather, or hide. Orichalcum armor grants the wearer limited protection from spells, granting its wearer advantage on any rolls against spells.
Special properties: The most commonly found example of Orichalcum is in the creation of magic suppressing shackles. These shackles prevent any spellcaster from easily using their magic. Spell casting requires a Will roll with a target number of 17 to overcome the nullification effect, and the caster cannot concentrate on spells.
A bomb can be crafted that is capable of scattering Orichalcum dust in an area, temporarily causing magic to be suppressed
This explosive can be thrown to target an area, and creates a 15 ft-radius of suppressed magic. The effect is only temporary, lasting for 1d6+1 rounds. Any spells that are active in the area when the explosive detonates are suppressed, but will resume upon exiting the radius.
Spell casters standing in the area who attempt to cast a spell must make a target 15 concentration roll or the spell fails.
Lastly, spells that enter the area or that must past directly through the area (such as the line effect from a Lightning Bolt) either grant advantage on the defense roll or impose disadvantage on the attack roll.
Value: 800 gp per lb.
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, instead of damage it adds to the healing. For the case of spells such as "Goodberry", you gain an extra berry per spell modifier.