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    Kargin Notes - Metals and Special Materials

    Game Discussion
    special materials metals
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    • halfgiantH
      halfgiant PC
      last edited by

      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.

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      • halfgiantH
        halfgiant PC
        last edited by halfgiant

        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.

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        • halfgiantH
          halfgiant PC
          last edited by

          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.

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          • halfgiantH
            halfgiant PC
            last edited by

            Entropium: Rare. A flexible metal forged by the Gith. Armor made from Entropium increases the maximum DEX modifier of the armor by 1.

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            • halfgiantH
              halfgiant PC
              last edited by

              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:

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              • halfgiantH
                halfgiant PC
                last edited by

                Arandur: Silver-blue armor with a green shine. Resists Thunder damage and deals Acid damage.

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  Hizagkuur: Pale, silvery-gray metal. Resists Cold damage and deals bonus fire damage.

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                  • halfgiantH
                    halfgiant PC
                    last edited by

                    Dlarun: Bone-white metal with green sheen. Resists fire damage and deals bonus Cold damage.

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                    • halfgiantH
                      halfgiant PC
                      last edited by

                      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!

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                      • halfgiantH
                        halfgiant PC
                        last edited by

                        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.

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                        • halfgiantH
                          halfgiant PC
                          last edited by

                          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.

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                          • halfgiantH
                            halfgiant PC
                            last edited by

                            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.

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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              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.

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                              • halfgiantH
                                halfgiant PC
                                last edited by

                                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.

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  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.

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                                  • halfgiantH
                                    halfgiant PC
                                    last edited by

                                    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.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      Urdrukar: Rare. Armor forged with this metal weigh 5 pounds heavier and have their max DEX modifier reduced by 1, if applicable. However, it also grants the wearer advantage on saving throws against being viewed or detected remotely by divination spells.

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by

                                        Ysgardian Heartwire: A fine, flexible metal found in the mines of Nidavellir in Ysgard. It can’t make an entire set of armor but it can be incorporated into metal armor to force incoming critical hits to reroll their attack roll. If the reroll hits, the initial attack is still a critical hit. If the reroll misses, the initial attack is no longer a critical hit and is instead a regular hit. Costs 2,000 gp to modify armor in this way.

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          BAATORIAN GREEN STEEL (Banesteel)
                                          This sickly green metal is very rarely found outside of the Outer Planes. This is because the ore needed to make the
                                          metal is only found on the Lower Planes, specifically the Nine Hells of Baator. The most common users of
                                          baatorian green steel are the baatezu themselves, who use weapons and armors made of this metal in the Blood War
                                          (their eternal fight against the tanar’ri). This metal is also known as banesteel because the material tends to mirror
                                          the baatezu’s fondness for surgical strikes – weapons made of baatorian green steel inflict far more critical hits than
                                          their mundane counterparts. Baatorian green steel weapons gain a masterwork bonus to hit and damage, as well as
                                          bonuses to their threat range and critical confirmation rolls. In a similar manner, banesteel armors have a
                                          masterwork bonus to resist critical blows, increased protection values, and small bonuses to maximum dexterity,
                                          armor check penalty, and arcane spell failure. Finally, much like celestial mithril, the metal of baatorian green steel
                                          is infused with the essence of the plane of its origin. As such, all items forged of this metal are considered to be
                                          both lawful and evil for purposes of damage reduction.

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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by

                                            TANAR’RI RED STEEL (Bloodsteel)
                                            This rare metal is another product of the Blood War and the Lower Planes. In this case, the metal is crafted in the
                                            infinite layers of the Abyss and is used primarily by the tanar’ri. Tanar’ri red steel is also known as bloodsteel - both
                                            for being the color of fresh blood as well as the tendency for weapons forged of this metal to cause horrific wounds,
                                            especially during critical strikes. Bloodsteel functions best when made into weapons of war. It grants a masterwork
                                            bonus to hit, increased damage, and a higher critical multiplier. For armors and shields, it provides very limited
                                            benefit. Its lighter weight provides for a slightly reduced arcane spell failure chance, as well as a masterwork bonus
                                            to resist critical hits. The primary reason to find bloodsteel armor is that the metal is tougher than mundane steel,
                                            allowing it to stand up to repeated beatings in combat. Like its infernal counterpart of baatorian green steel, tanar’ri
                                            red steel is infused with the essence of its plane of origin. For this metal, however, all items forged from it are
                                            considered to be both chaotic and evil with regard to damage reduction.

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