Kargin Notes - Metals and Special Materials
-
Astral Driftmetal: Rare. Metal mined from floating matter in the Astral Plane. Weapons made of this material count as magical weapons for the purposes of overcoming the damage resistances of incorporeal creatures.
-
Aurorum: Rare. This material is luminous and gleams with pink and indigo. Weapons or armor made of Aurorum fully heal themselves within 1 minute after taking damage or being destroyed. Taking Lightning damage disables this property for 5 minutes. If destroyed while its properties are disabled, the object will not reform.
-
This post is deleted! -
Blue Ice: Uncommon. Slashing weapons made with eternally-cold Blue Ice deal 1 bonus cold damage on-hit. Blue Ice can be forged and shaped like iron and has the property of being eternally just below freezing temperatures, even in warmer climates. It will never melt.
-
Bluewood: Magically treated wood that is as hard as steel. It doesn’t change the properties of a steel weapon or armor, but it can be used by a druid without penalty. Bluewood items cost 600 gp more than a regular steel counterpart.
-
Dragonhide: Same as Dragon Scale Mail (DMG pg 165) but druids can wear Dragonhide as it’s a Hide armor rather than Scale Mail armor base. It has the same benefits of Dragon Scale Mail but uses Hide armor as the base AC.
DRAGONHIDE ARMOR
This masterwork material is another nonmetallic solution for druids seeking increased armor. As the name implies,
this material is made from the carefully prepared skin and scales of slain dragons. In addition to all shields, only the
following armors can be made of dragonhide: hide, breastplate, banded mail, half-plate, and full plate. Besides
allowing for more freedom of movement than metal armors (increased dexterity bonus, reduced armor check penalty
and arcane spell failure), dragonhide armors also provide a small amount of energy resistance. The type of energy
resisted depends on the breath weapon of the dragon from which the hide was taken: red dragonhide resists fire;
blue dragonhide resists electricity; etc. Additionally, dragonhide armor provides a benefit to the crafters of magical
armors. If a spellcaster seeks to enchant dragonhide armor with an energy resistance effect that matches the armor’s
energy resistance, the price of the magical enchantment is 25% less than normal. -
Gehennan Morghuth Iron: Rare. Gehennan Morghuth Iron is terrible to craft with (often appearing pocked and pitted) but weakens those whose wounds are exposed to it. Weapons made from this iron have -1 on attack and damage rolls, but those hit by it must make a DC 11 CON save or gain 1 level of exhaustion. A creature cannot have more than 5 levels of exhaustion from this supernatural poison.
-
Entropium: Rare. A flexible metal forged by the Gith. Armor made from Entropium increases the maximum DEX modifier of the armor by 1.
-
Minor Resonance: Uncommon. Several materials exist that resonate elementally with certain energy types, dealing 1 extra damage of one energy type on-hit if it’s a weapon or resisting the first 2 damage taken from another energy type if it’s a set of armor. See below:
-
Arandur: Silver-blue armor with a green shine. Resists Thunder damage and deals Acid damage.
-
Hizagkuur: Pale, silvery-gray metal. Resists Cold damage and deals bonus fire damage.
-
Dlarun: Bone-white metal with green sheen. Resists fire damage and deals bonus Cold damage.
-
Darksteel: Polished silver metal with a deep purple luster. Resists Acid damage and deals bonus Lightning damage.
Get creative and make other kinds of arms and armor like these! -
Pandemonic Silver: Rare. This material is mined from the plane of Pandemonium and resonates with even the slightest breeze when unsheathed. Creatures within 30 ft. of the weapon other than the wielder when it is unsheathed must make a WIS save or become deafened for 1d4 rounds and frightened for 1 round. In a light breeze, the save DC is 10. In a moderate wind, the save DC is 13. In strong wind, the save DC is 16. In a windstorm, the save DC is 19. Creatures already affected by the weapon or that made their save against the weapon cannot be affected by it again for 24 hours or until the severity of the wind increases. Otherwise it acts as an Alchemical Silver weapon.
-
Rimefire Ice: Uncommon. Can be shaped just like wood and can catch fire when exposed to fire just like wood, but burns for Cold damage instead of Fire damage. It emits light in a 20-ft. radius. Armor cannot be effectively made with Rimefire Ice, but weapons made of wood can be made of Rimefire Ice and deal 1 bonus cold damage on-hit. Rimefire Ice will melt rapidly into vapor at temperatures above freezing if exposed for over 1 minute.
-
Serren: Rare. Wood from Arborean trees. Weapons made of this material count as magical weapons for the purposes of overcoming the damage resistances of incorporeal creatures.
-
Solanian Truesteel: Very Rare. Made of gleaming perfect iron mined from the fourth layer of Celestia. A weapon made from this material counts a roll of a 19 or 20 as a critical hit.
-
Starmetal: Rare. Meteoric iron mined from fallen comets. It has an inherent mystic connection to the material plane and deals 1d4 bonus force damage to extraplanar creatures.
-
Stygian Ice: Rare. Black ice harvested from Stygia, the fifth layer of Hell. Contact or damage from Stygian Ice deals 1d6 bonus cold damage, and also causes the victim to make a DC 11 WIS save or have its WIS score lowered by 2 until it finishes a long rest. A creature whose WIS is lowered to 0 in this way dies and rises as a Wraith in 2d4 rounds. Weapons made of this material are fragile and have AC of 13 and HP of 8. The ice melts slowly in above-freezing temperatures, taking 1 damage each hour and emitting a foul vapor as it melts.
-
Thinaun: Very Rare. A dark glittering steel that absorbs souls slain with weapons forged from it. If the wielder is slain while holding the weapon, the wielder’s soul becomes trapped in the weapon. If a soul is already inside of the Thinaun weapon when it tries to absorb a soul, the previous soul is released to the afterlife. A creature whose soul is trapped in the Thinaun weapon cannot be resurrected unless the caster of the resurrection spell wields the weapon. Fiends and other such creatures can extract a trapped soul for their own purposes, meaning it can be used as a bargaining tool for those who traffic in souls.