GEAR & Treasure
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The nodachi, kopesh, katana, or kusarigama are a few examples of weapons not found in the standard source material. We also have a lot of other home-brew content coming into the mix. It's no surprise that some items and pieces of equipment are due for a shakedown. No doubt a few new implements will pop up in our world to tip and turn the balance.
Coins cascade through your splayed fingers. Precious art objects litter the dragons hoard and the kobold covets the shining facets of piles of gems. Treasures are as good as gold to most dealers. Would you like to brainstorm with us? Have an idea for something new and cool? Just get with a dungeon master and talk it out!
Coins cascade through your splayed fingers. Precious art objects litter the dragons hoard and the kobold covets the shining facets of piles of gems. Treasures are as good as gold to most dealers. Would you like to brainstorm with us? Have an idea for something new and cool? Just get with a dungeon master and talk it out!
Note: These lists include revised items and new home-brew equipment. You will have to refer to the various sources to find the standard selection. Magic items that gain their magical properties simply because of the material they are composed of loose their status as magical items on a case by case basis. This means that things like Adamantine Breastplate can be further enhanced with magic.
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Items & Equipment
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Materials
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Gems
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Art Objects
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Items & Equipment
More equipment is never bad unless you're the one who has to carry it all.
- Expanded Weapons - A few extra weapons.
- Kobold Tail Attachments - Weapons for a kobold's tail. The damage of this piece of equipment is reduced to 1d4. Stat modifiers are not applied to this damage.
- Drugs - A list of a bunch of substances, some illegal in certain parts.
- Guns - A list of accepted firearms and firearm ammunition can be found on the Gunslinger page. Firearms are exotic weapons.
- Chain Weapons - A family of armaments associated with eastern martial arts. All of these weapons lose the two-handed property and gain the versatile property. They are all considered standard martial weapons. They deal 1d8 damage if wielded with two hands and 1d6 if wielded in one. If wielded in both hands, using each end of the weapon to attack they still lose the reach property.
- Dagger Whip - A dagger tied to the wrist by an 8 ft. cloth.
- Expanded Whips - An expanded list of whips. Whips added here that deal the bludgeoning damage type can have that bludgeoning damage exchanged for the slashing damage type. This change of damage type is permanent upon creation or purchase of the weapon.
MAterials
Materials commonly or uncommonly dealt with. Of course this is an incomplete list. There is alot of crazy shit out there.
Tool Experience/Skill Level
Skill Level |
Rarity Level |
Novice (Starting Level) |
Mundane, Common |
Apprentice |
Uncommon |
Journeyman |
Rare |
Expert |
Very Rare |
Master |
Legendary |
Weight Conversion
You may purchase standard equipment made out of mundane or common materials by paying the additional cost of the material.
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To fashion basic equipment fashioned in one of the below materials you have 1/4 that piece of equipment's standard weight on hand. When crafting clothing you must have the full weight. You must also meet the skill level required to craft the material's rarity level. This ties in with the masterworking system. To purchase such equipment you must hand over the material or the monetary equivalent. Items that gain their magic strictly through the material of which they are crafted or composed such as adamantine armor are now mundane and are treated as such for purposes of purchase, selling, masterworking, and further enchantment. Some strange materials can be woven into clothing and others can't but If you are wearing armor you cannot gain the material benefits of any clothing you may be wearing under it.
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GEMS
1/4″ Dia. (Medium – standard size) | 2 carats | 0.001 lbs.(1,000 = 1 lb.)
Here is a random gemstone generator. DMG pg. 134
Here is a random gemstone generator. DMG pg. 134
Common
Rare
Legendary+
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Uncommon
Very Rare
Legendary
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Art Objects
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Creation of art objects follow the same rules as mundane item creation located here.
Art objects sell for their full listed value. Below are just a few examples of art objects. DMG pg. 134 |
Common - Rare
(#) Name |
Value (GP) |
Description |
(1) Gold Candelabra |
500 |
A gold candelabra capable of holding 5 candles. |
(2) Bone Statue |
25 |
A small statuette carved from bone. Probably animal bone, but then again, maybe not. |
(3) Black Velvet Mask |
25 |
A mask made of black velvet with silver threading. |
(4) Gold Bracelet |
250 |
A gold bracelet made of pure gold. Often worn by those who like to show off their wealth. |
(5) Gold Knight |
25 |
A golden chess knight. This item belongs to a 33 piece set. Having an entire set is worth more gold. There are 4 gold knights in the set. |
(6) Silk Robe |
250 |
A silk robe with gold embroidery. |
(7) Silver Platter |
25 |
A dinner platter made of silver. |
(8) Silver Spoon |
5 |
A silver dinner spoon. One could easily overlook this pure silver spoon as a simple dinner spoon. |
(9) Silk Handkerchief |
25 |
An embroidered silk handkerchief. |
(10) Silver Necklace |
250 |
A pure silver necklace, with a gemstone pendant. |
(11) Exotic Harp |
750 |
A harp carved of exotic wood with ivory inlay and zircon gems. |
(12) Copper Candelabra |
25 |
A two-arm copper candelabra. |
(13) Ceremonial Dagger |
750 |
A ceremonial electrum dagger with a black pearl in the pommel. |
(14) Silver Fork |
5 |
A silver dinner fork. One could easily overlook this pure silver fork as a simple dinner fork. |
(15) Ivory Pipe |
250 |
A pipe made of ivory with unique carvings. |
(16) Gold Bishop |
250 |
A golden chess bishop. This item belongs to a 33 piece set. Having the entire set is worth more gold. There are 4 gold bishops in the set. |
(17) Brooch |
750 |
A brooch made of gold and silver. |
(18) Thorn Circlet |
250 |
A circlet carved from the antlers of an exotic animal or beast. |
(19) Tapestry |
250 |
A large well-made tapestry. |
(20) Silver Ewer |
25 |
An ewer made from pure silver. Often used at fancy dinner parties by the wealthiest of hosts. |
(21) Silver Candelabra |
50 |
A silver candelabra capable of holding 5 candles. |
(22) Gold Birdcage |
250 |
A pure gold birdcage with electrum filigree. |
(23) Bottle Stopper |
750 |
A bottle stopper cork embossed with a gold lead and set with amethysts. |
(24) Ivory Candelabra |
100 |
An ivory carved candelabra with 5-arms and decorated with various antlers. |
(25) Coral Pipe |
200 |
A pipe carved from coral gemstone. |
(26) Gold Pawn |
25 |
A golden chess pawn. This item belongs to a 33 piece set. Having an entire set is worth more gold. There are 16 gold pawns in the set. |
(27) Gold Knife |
15 |
A dinner knife with pure gold handle. |
(28) Bone Dice |
25 |
A pair of engraved bone dice. |
(29) Silver Knife |
5 |
A silver dinner knife. One could easily overlook this pure silver knife as a simple dinner knife. |
(30) Silver Horn |
750 |
An ivory drinking horn outfitted in silver filigree. |
(31) Dragon Comb |
750 |
A gold dragon comb set with red garnets as eyes. |
(32) Turquoise Figurines |
250 |
A box of turquoise animal figurines. |
(33) Mirror |
25 |
A small mirror, set in a painted wood frame. |
(34) Gold Gavel |
750 |
A gold plated gavel. Often awarded to judge for years of service. |
(35) Gold Ewer |
750 |
An ewer made of solid gold. |
(36) Gold Pipe |
500 |
A pipe made of gold with intricate carvings. |
(37) Dwarven Candelabra |
25 |
A bronze two-arm dwarven candelabra. |
(38) Gold Spoon |
15 |
A dinner spoon made from pure gold. |
(39) War Mask |
750 |
A war mask that has been painted gold. |
(40) Gold Ring |
250 |
A ring made of pure gold with one or more small bloodstones. |
(41) Obsidian Statuette |
750 |
A small statuette carved from obsidian gemstone with gold fittings and inlay. |
(42) Gold Fork |
15 |
A dinner fork made from pure gold. |
(43) Brass Mug |
250 |
A brass mug with a jade inlay. |
(44) Ivory Statuette |
250 |
A small statuette carved from ivory. |
(45) Gold Idol |
750 |
A small idol made of pure gold. |
(46) Copper Chalice |
25 |
A copper chalice with beautiful silver filigree. |
(47) Gold Platter |
100 |
A dinner platter made of pure gold. |
(48) Gold Vestment |
25 |
A vestment made of golden cloth. Worn by high priest and other high-ranking religious officials. |
(49) Ship in a Bottle |
10 |
A small model ship made of exotic wood, enclosed in an expensive glass bottle. |
(50) Silver Chalice |
750 |
A silver chalice set with moonstones. |
(51) Gold Rook |
250 |
A golden chess rook. This item belongs to a 33 piece set. Having an entire set is worth more gold. There are 4 gold rooks in the set. |
(52) Gold Locket |
25 |
A locket made of pure gold with a painted portrait inside. |
Rare - Legendary
(#) Name |
Value (GP) |
Description |
(1) Gold Circlet |
2,500 |
A gold circlet, set with four aquamarines. |
(2) Gold Music Box |
2,500 |
A golden music box. |
(3) Jade Chess Board |
1,000 |
A chess board made of jade stone. This item belongs to a 33 pierce set. Having an entire set is worth more gold. There is 1 jade chess board in the set. |
(4) Jewelry Box |
7,500 |
A gold jewelry box with platinum filigree. |
(5) Ivory Drinking Horn |
7,500 |
A bejeweled ivory drinking horn with gold filigree. |
(6) Mantle |
2,500 |
Embroidered silk and velvet mantle, set with numerous moonstones. |
(7) Skull Cup |
1,000 |
A cup made from a humanoid skull and bronze. |
(8) Sword Plaque |
2,500 |
A decorative sword plaque made of silver, gold, and velvet. |
(9) Child's Sarcophagus |
7,500 |
A child's sarcophagus painted in gold. |
(10) Gold Crown |
7,500 |
A gold crown covered in jewels. Looks valuable. |
(11) Masterpiece Painting |
2,500 |
An old painting considered to be a masterpiece. |
(12) Decorative Helmet |
7,500 |
A non-functioning helmet made of platinum with gold filigree. |
(13) Gold Queen |
1,000 |
A golden chess queen. This item belongs to a 33 piece set. Having an entire set is worth more gold. There are 2 gold queens in the set. |
(14) Platinum Bracelet |
2,500 |
A platinum bracelet set with a sapphire. |
(15) Decorative Shield |
2,500 |
A decorative shield made of platinum with gold filigree. |
(16) Collapsible Spyglass |
2,500 |
A collapsible spyglass made of rare wood with a golden eyepiece. Objects viewed through this spyglass are magnified at twice their size. It weighs half of a pound. |
(17) Gold Compass |
2,500 |
A compass made of gold. Maybe it points to more treasure? |
(18) Jeweled Anklet |
2,500 |
A jeweled anklet. |
(19) Elven Crown |
1,000 |
An elven crown, set with several small gemstones. |
(20) Platinum Goblet |
2,500 |
A platinum goblet with gold filigree. |
(21) Platinum Urn |
7,500 |
A platinum urn with beautiful and intricate gold filigree. It may or may not or may not be empty... |
(22) Embroidered Gloves |
2,500 |
Embroidered gloves set with jewel chips. |
(23) Gold Statuette |
7,500 |
A small gold statuette set with rubies. |
(24) Gold Cup |
7,500 |
A gold cup set with emeralds. |
(25) Royal Chess Set |
7,500 |
A complete chess set made up of 33 pieces which includes 32 game pieces made of gold and 1 game board made of jade gemstone. |
(26) Pearl Necklace |
2,500 |
A necklace strong of small pink pearls. |
(27) Platinum Ring |
7,500 |
A platinum ring with one or more jewels. |
(28) Gold Chain Necklace |
2,500 |
A fine gold chain set with a fire opal. |
Name Rarity Cost (lbs) PPO |
Description |
Copper Mundane 5sp All |
A soft, malleable, and ductile metal. Focus. Whenever you use a spell of 1st level or higher spell to restore hit points or grant temporary hit points to a creature, the creature regains 1 additional hit point or gains 1 additional temporary hit point. Armor & Clothing. Whenever a source heals you, you heal for 1 additional hit point. Shield. Whenever you gain temporary hit points you gain 1 additional temporary hit point. |
Brass Mundane 1gp All |
A yellow alloy of copper and zinc. Focus. Whenever you use a spell of 1st level or higher to restore hit points or grant temporary hit points to a creature, the creature regains 2 additional hit points or gains 2 additional temporary hit points. Armor & Clothing. Whenever a source heals you, you heal for 2 additional hit points. Shield. Whenever you gain temporary hit-points you gain 2 additional temporary hit points. |
Bronze, Bronzewood Common 2gp All |
A yellow/orange alloy of copper and tin. Bronzewood has similar properties to bronze but it's wood. Focus. Whenever you use a spell of 1st level or higher to restore hit points or grant temporary hit points to a creature, the creature regains 3 additional hit points or gains 3 additional temporary hit points. Armor & Clothing. Whenever a source heals you, you heal for 3 additional hit points. Shield. Whenever you gain temporary hit-points you gain 3 additional temporary hit points. Note: Bronzewood is not considered flammable though it can burn if exposed to excessive temperatures for long periods of time. |
Steel Common 2gp 5sp All |
Processed iron with a high carbon content. Note: The standard in weapons and armor, armor, and equipment. |
Silver Common 5gp All |
A soft, white, lustrous transition metal with some anti-supernatural properties. Weapon. When you make a weapon attack and hit an incorporeal or shape-shifting creature with a weapon or piece of ammunition made from silver, the attack’s damage bypasses any resistances or immunities to the damage. Focus. When you make a spell attack and hit an incorporeal or shape-shifting creature when using this focus made of silver, the attack's damage bypasses any resistances or immunities to the damage. Armor & Clothing. While wearing armor or clothing made of silver, you have advantage on saves made to resist the effects, spells, and spell like effects from incorporeal or shape-shifting creatures. When you make a unarmed melee attack and hit an incorporeal or shape-shifting creature when wearing this armor, the attack's damage bypasses any resistances or immunities to the damage. Shield. Add an additional bonus of +2 AC from your shield against any attacks from incorporeal or shape-shifting creatures. When you make a weapon attack and hit an incorporeal or shape-shifting creature with this shield, the attack’s damage bypasses any resistances or immunities to the damage. |
Gold Common 50gp All |
The gold standard. It has some anti-supernatural properties. Weapon. Weapons and ammunition crafted of this material are treated as if they had incorporeal bane 1. Weapons made from this material gain the heavy property, and if they already have that property they then require a minimum Strength score of 20 to wield. Weapon attacks with gold weapons receive a -2 to hit but gain a +2 to damage rolls. Focus. Focus crafted of this material have incorporeal bane 1. Armor, Clothing, & Shield. You gain enduring against all damage you receive from incorporeal creatures. Your movement speed is reduced by 5ft while wearing this and an additional 5ft while using a shield composed of this material unless your Strength is 18 or greater. While wearing this you can not be the target of divination spells. All. You gain a +2 bonus to your Charisma checks when interacting with non-hostile creatures. This bonus does not stack with itself or other similar bonuses. |
Electrum Common 25gp All |
An alloy of gold and silver. It also has some anti-supernatural properties. Weapons. This has the properties of both gold and silver. Focus. This has the properties of both gold and silver. Armor, Clothing, & Shield. This has the properties of both gold and silver. All. You gain a +1 bonus to your Charisma checks when interacting with non-hostile creatures. This bonus does not stack with itself or other similar bonuses. |
Styguim Rare 1000gp Forgotten Realms |
Styguim is also known as Plaguesteel. A blackish green metal with poisonous properties. Weapon. Weapons and ammunition do one additional poison damage. The target must make a Con save vs poison at a DC 10 or become poisoned for one minute. Focus. When you wield this focus when casting a spell you have advantage to hit with spell attacks that cause poison damage. The target has disadvantage to constitution saving throws to avoid gaining the poison condition or taking poison damage caused by your spells. Armor. You gain resistance to poison damage. You are immune to the poisoned condition. No clothing. |
Orichalcum Rare 2,500gp Forgotten Realms |
Orichalcum is also called Mountain Copper. A bluish green metal with anti-magical and anti-supernatural properties. Weapon. Weapons and ammunition crafted of this material are treated as if they had incorporeal bane 1. At the Dungeon Master's discretion this weapon can be treated as having an additional +1 bonus to hit and a +1 damage against creatures that by their very nature depend on magic to sustain themselves. When wielding this weapon you have a 20% chance of spell failure. You expend resources when you fail to cast a spell in this way.This stacks with other chances at spell failure. Focus. You cannot make a focus that works out of this material. Armor. You gain force resistance. You gain resistance against damage caused by magical sources except bludgeoning, piercing, and slashing damage. You have advantage on saving throws against spells. You cannot choose to be a willing target of a spell. You have a 20% chance of spell failure when wearing light armor, a 40% chance of spell failure when wearing medium armor, and a 60% chance of spell failure when wearing heavy armor. You expend resources when you fail to cast a spell in this way. This stacks with other chances at spell failure. No clothing. Shields. You gain both enduring and damage threshold equal to your proficiency bonus against damage caused by magical sources except bludgeoning, piercing, slashing and psychic damage. You gain force resistance. You have a 20% chance of spell failure when wearing this shield. You expend resources when you fail to cast a spell in this way. This stacks with other chances at spell failure. All. Items composed or coated in this material can not be enchanted as they cannot be magical. Items composed of this material have advantage to save against spells or spell like effects if directly or indirectly targeted. This item gains immunity to destruction or damage caused by such things that do not permit a save at the dungeon master's discretion. |
Platinum Uncommon 500gp All |
A dense, malleable, ductile, highly nonreactive, precious, silverish-white transition metal. Weapons. This has the properties of both gold and silver. Focus. This has the properties of both gold and silver. Armor, Clothing, & Shield. This has the properties of both gold and silver. All. You gain a +3 bonus to your Charisma checks when interacting with non-hostile creatures. This bonus does not stack with itself or other similar bonuses. |
Mithral, Darkwood, Silk Uncommon 1,000gp Forgotten Realms, All |
This silvery-blue, shining metal is derived from soft, glittering, silvery-black ore. Darkwood is a pretty common wood and when treated and prepared properly it is strong and light. Silk is a a lustrous tough elastic fiber produced by silkworms and used for textiles. Weapon. A weapon made of Mithral loses the heavy property, or gains the light property if it doesn't have the heavy property. Armor & Clothing. If the armor or clothing normally imposes disadvantage on stealth or acrobatics checks or has a Strength requirement, the Mithral version of the armor or clothing doesn’t. Shield. If a shield has the thrown property its ranges are doubled. All. Mithral items weigh half as much as a standard version of the item would after the item is crafted. Note: Darkwood and silk are flammable like most wood and textiles. |
Adamantine Rare 2,500gp Forgotten Realms |
An alloy of adamant (a strong but brittle metal), silver and electrum. Adamantine is black, but has a clear green sheen in candlelight – a sheen that sharpens to purple-white under the light given off by most magical radiance and by will-o-wisps. Armor & Shield. While wearing a shield or armor composed of Adamantine you treat critical hits against you as normal hits. No clothing. Weapon. Whenever you hit an object using a weapon or ammunition coated or composed in Adamantine, the hit is a critical hit. All ammunition composed or coated in Adamantine is recoverable unless otherwise indicated by the dungeon master. Focus. When you hit an object with a spell attack using this as your focus, the hit is a critical hit. All. All equipment composed or coated in Adamantine has advantage on saves vs its destruction and resistance to all damage unless otherwise indicated by the dungeon master. This item gains immunity to destruction or damage caused by things that do not permit a save at the dungeon master's discretion. |
Cold Iron Common 10gp All |
Cold iron is iron found in a pure state (either meteoric iron or an especially rich ore) and is forged at a lower temperature to preserve its delicate properties. It has some anti-supernatural properties. Weapon. Weapons crafted of this material are treated as if they have fey bane 3 and undead and fiend bane 1. Focus. Focus crafted of this material have fey bane 3, and undead and fiend bane 1. Armor & Clothing. While you are wearing armor or clothing you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic when such magic is cast by fiends or fey but not undead. Shield. If you are the target of spell or spell like effect that would cause the charmed condition you may use a reaction to raise your shield and reflect the spell back (if you make the save). In such an instance you are then considered the new caster but the new target must make the same save you did. |
Iron, Heavywood Mundane 5sp All |
Iron is a silver-white malleable metal that readily rusts in moist air, occurs native in meteorites and combined in most igneous rocks. It is the most used of metals. Ironwood is an exceptionally hard wood and is useful in the manufacture of armor and weapons. Unlike most woods, this wood can be used instead of metal to fashion heavy armor and weapons — it is somewhat shape-able during manufacturing, and it keeps a sharp edge. Ironwood items are as durable as their Iron counterparts. It is not flammable. Note: Still standard in weapons and armor, armor, and equipment. Just not as common as steel and its harder to upkeep. |
Lead Mundane 6sp 6cp All |
Lead is a heavy, grey, soft, malleable, metal. It has some anti-supernatural properties. Weapon. Weapons and ammunition crafted of this material are treated as if they had incorporeal bane 1. Weapons made from this material gain the heavy property, and if they already have that property they then require a minimum Strength score of 20 to wield. Weapon attacks with lead weapons receive a -2 to hit but gain a +2 to damage rolls. Focus. Focus crafted of this material have incorporeal bane 1. Armor, Clothing, & Shield. You gain enduring against all damage you receive from incorporeal creatures. Your movement speed is reduced by 5ft while wearing this and an additional 5ft while using a shield composed of this material unless your strength is 18 or greater. While wearing this armor or clothing you can not be the target of divination spells. |
Tin Mundane 1gp All |
A soft, silvery-white metal that is often combined with other metals or used as a layer to protect various metals. Armor & Shield. You gain advantage on saves against ray like effects, ray like spells, and ray like spell like effects at the dungeon master's discretion. No clothing. |
Rubicite Very Rare 4,000gp Forgotten Realms |
A blood red metal with anti-aberration properties. Equipment made from this count as rare or very rare items. Weapon. Weapons and ammunition crafted of this material are treated as if they had aberration bane 3 and deal 1 additional psychic damage. Focus. Focus crafted of this material have aberration bane 3. Armor. While you are wearing this armor you have advantage on all Intelligence, Wisdom, and Charisma saving throws against effects, spells, and spell like effects when such effects originate from an aberration. No clothing. Shield. A shield composed of this material provides its wearer resistance against psychic damage. |
Lambicite Legendary ??? Upper Planes |
A vibrant blue lustrous metal with anti-undead properties. It's also called Stellar Iron. Weapon. Weapons and ammunition crafted of this material are treated as if they had undead bane 3, fiend bane 3, and does 1 additional radiant damage. Focus. Focus crafted of this material have undead and fiend bane 3. Armor & Clothing. Armor and clothing composed of this material provides its wearer with resistance to necrotic and radiant damage. Shield. A shield composed of this material provides its wearer both necrotic and radiant enduring. |
Infernal Iron, Infernal Leather Very Rare 3,500gp Lower Planes |
Infernal Iron is a metallic substance found in the Nine Hells. Weapon. Weapons and ammunition crafted of this material are treated as if they had good bane 1 and chaotic bane 1. Focus. Focus crafted of this material have good and chaotic bane 1. Armor & Clothing. Armor and clothing composed of this material provides its wearer with resistance to fire and poison damage. Shield. A shield composed of this material provides its wearer both fire and poison enduring. |
Valirite Very Rare 5,000gp Upper Planes |
A metallic crystalline ore found in most of the positive outer planes. Weapon & Focus. Weapons and ammunition crafted of this material are treated as if they had evil bane 1 and chaotic bane 1. Focus. Focus crafted of this material have evil and chaotic bane 1. Armor & Clothing. Armor and clothing composed of this material provides its wearer with resistance to cold and thunder damage. Shield. A shield composed of this material provides its wearer both cold and thunder enduring. |
Ichorite Very Rare 7,000gp Lower Planes |
A metallic substance that is found in the Abyss. Weapon. Weapons and ammunition crafted of this material are treated as if they had good bane 1 and lawful bane 1. Focus. Focus crafted of this material have good and lawful bane 1. Armor & Clothing. Armor and clothing composed of this material provides its wearer with resistance to necrotic, acid, and lightning damage. Shield. A shield composed of this material provides its wearer necrotic, acid, and lightning enduring. |
Balicite Legendary ??? Outlands |
A metallic substance that is found in the Outlands. Weapon. Weapons and ammunition crafted of this material are treated as if they had good, evil, chaotic, and lawful bane 1. Focus. Focus crafted of this material have good, evil, lawful and chaotic bane 1. Armor, Clothing, & Shield. Armor, clothing, and/or shields composed of this material provides its wearer enduring to all sources except bludgeoning, piercing, and slashing damage. |
Element Legendary ??? All |
A rainbow ore which some theorize as being raw magic taken form. Some types of this ore will be a solid color, indicating a certain abundance of concentrated elemental energy. It is also known as Aetherite or Quintessence. All. Enchanting weapons, armor, clothing and other gear composed of this costs half as much and count as magical for the purposes of overcoming resistances. Weapons, focuses and ammunition crafted of this material are treated as if they had universal bane 1. Credit: Varic |
Reson Very Rare 12,500gp All |
A silvery metal with the ability to absorb elemental magic temporarily. It is also known as Silverstone. Armor & Clothing. A wearer of armor or clothing composed of this material has 3 damage reduction against acid, cold, fire, lightning or thunder damage sources. After the wearer takes damage from a source dealing one of these types of damage they gain resistance against that damage type until the end of their next turn. Weapon. When a wielder of a weapon composed of this material deals damage it deals 1 additional damage of either acid, cold, fire, lightning or thunder damage - wielder's choice. After a wielder takes one of above damage types that weapon deals an additional 1d4 damage of that type until the end of their next turn. Focus. When a wielder of this focus damages a creature with spell that deals acid, cold, fire, lightning, or thunder damage the creature takes 1 additional damage of that type per damage dice rolled. Shield. The wielder of such a shield gains a damage threshold of 5 to acid, cold, fire, lightning, and thunder damage. After a wielder of a shield composed of this material takes acid, cold, fire, lightning or thunder damage the wear gains a damage threshold of 10 against that damage type until the end of their next turn. Credit: Varic |
Mizzium Legendary ??? Ravnica |
Mizzium is a magic-infused, durable and fireproof alloy metal employed by the Izzet League of Ravnica. It is named after their parun Niv-Mizzet. Armor & Shield. While wearing a shield or armor composed of Mizzium you treat critical hits against you as normal hits. Armor & Clothing. When you are subjected to a magical effect that allows you to make a strength or constitution saving throw to take half damage you instead take no damage if you succeed on the saving throw. You gain resistance to fire. Shield. You gain fire enduring. Weapon. Whenever you hit an object using a weapon or ammunition coated or composed in Mizzium, the hit is a critical hit. All ammunition composed or coated in Mizzium is recoverable unless otherwise indicated by the dungeon master. This weapon deals an extra 1d4 fire damage to any target it hits. Focus. When you hit an object with a spell attack using this as your focus, the hit is a critical hit. All. All equipment composed or coated in Mizzium has advantage on saves vs its destruction and resistance to all damage unless otherwise indicated by the dungeon master. It is immune to fire damage. This item gains immunity to destruction or damage caused by things that do not permit a save at the dungeon master's discretion. |
Obsidian Rare 2,500gp All |
This is a different type of glass, still fragile but it has one of the sharpest edges of any material. This black obsidian glass has no magical properties but if used carefully could be very powerful. All. These items are vulnerable to bludgeoning and thunder damage. This cannot be removed even if the item is enchanted. Weapon. When dealing damage with a weapon or ammunition made from obsidian, you deal an additional 1d4 slashing or piercing damage. Armor. While wearing armor made from obsidian you are resistant to necrotic, acid, and poison damage. Creatures trying to grapple you take 1d4 slashing damage. No clothing. Shield. When wielding a shield made from obsidian and you get hit in combat by a melee attack within 5 ft, you can deal 1d2 piercing damage to your attacker as a free action. This damage gets no bonuses. |
Enchanted Glass Very Rare 2,500gp All |
Glass is quite fragile and sharp and rarely turned into weapons and armor due to its potential to break and its extreme value. There are endless colors of glass and you can use glassblower’s tools to craft and repair these items. Some artisans have found methods that can enchant the glass in such a way as to reinforce the weaknesses but still maintain strong properties for magic. All. This is a focus. This item has a vulnerability to bludgeoning and thunder damage. This cannot be removed even if the item is enchanted. Weapon. When you make an attack with a weapon made from enchanted glass, you have advantage on the attack if the target has cast a spell since the start of its last turn. When you hit a creature with the weapon, the target has disadvantage on any saves it makes to maintain its concentration. On a critical hit you silence the target until the end of its next turn. Focus. When you make a spell attack with a focus made with enchanted glass, you have advantage on the attack if the target has cast a spell since the start of its last turn. When you deal damage with a spell, creatures damaged have disadvantage on any saves it makes to maintain its concentration. On a critical hit you silence the target until the end of its next turn. Armor. While wearing armor made from enchanted glass you have advantage on spell saves against spells that use an area of effect. When you take fire, lightning, cold, or radiant damage you become resistant to that damage type until the end of your next turn or until you take another source of one of these damage types, then you become resistant to that new damage type. No clothing. Shield. While wielding a shield made from enchanted glass you add the shields AC bonus to saves against spells that deal area of effect damage. When a spell attack targeting you is a critical failure you can reflect the spell back at the caster. |
Beryllium Copper Uncommon 1,000gp All |
Beryllium copper or Beryllium Bronze combines high strength with non-magnetic and non-sparking qualities. It has excellent metalworking, forming and machining properties. It has many specialized applications in tools for hazardous environments, musical instruments, precision measurement devices, bullets, and even aerospace. All. The DCs for all masterwork perks are reduced by half, rounded up and the project cost starts to double after the forth perk, not the second. Clothing is an option. |
Dragonhide, Dragonscale, Dragonbone 2,500 Rare All |
The body of a dragon put to form and function in the crafting of weapons and armors. Weapon. When you make a weapon attack using a weapon or piece of ammunition made from a dragon, you deal an extra 1d6 damage determined by the dragon’s type. Bones are used to make weapons. Armor. While wearing armor made from a dragon, you gain damage resistance as determined by the dragon’s type. You also gain advantage on any intimidation checks while wearing the armor. Medium armor composed of this material does not impose disadvantage on stealth checks and while wearing it you may apply your full dexterity modifier when determining armor class. Dragonhide is used to make light armor. Dragonscale is used to make medium armor. Dragonbone can be used to make heavy armor. While wearing heavy armor made from a dragon you gain a damage threshold equal to your character level and determined by the dragon's type. No clothing. Shield. While wielding a shield made from a dragon, you gain damage endurance as determined by the dragon’s type. Additionally, once per long rest you can use an action to raise the shield and invoke fear in the hearts of your enemies. Each creature that can see the shield must make a DC (13 + proficiency bonus) Wis saving throw. On a failure the target is frightened of you for 1 minute, until it makes its save which it can attempt at the end of each turn or until it takes any damage. Any of the types of material may be used to make a shield. Sometimes the skull is used! Note: When you harvest such materials from a creature you can either choose the material components for this system or the CR components for magical ingredients but not both. In the earlier case you may harvest one half-pound of each material for each age category of the dragon. |
Crystal 2,500 Very Rare All |
It's gemstones. This material is sculpted from mined crystals and gems with a variety of colors that can easily be enchanted to hold powerful magic. This material works very well with many types of magic, both to channel it and protect against it. All. This is a focus. This item has a vulnerability to bludgeoning damage. This cannot be removed even if the item is enchanted. Weapon. Whenever you take cold, fire, lightning, or radiant damage while wielding a weapon made from this material, the weapon becomes charged with the stored energy. The first time you hit a target with a melee attack made using the weapon within the next minute, you deal an extra 2d6 damage of the triggering type. Armor. You gain cold, fire, lightning, and radiant damage resistance but you gain vulnerability to thunder damage. No clothing. Shield. While wielding a shield made from this material, you gain cold, fire, lightning, and radiant damage threshold 10. |
Exotic Bone 500 Uncommon All |
Exotic bone, horn, shell, and ivory come from the most dangerous of creatures and are rare materials to create weapons and armor with. It has seen use mostly by tribal folk that live outside of typical civilizations or deep within the sea. All. This item has a vulnerability to bludgeoning damage. This cannot be removed even if the item is enchanted. Weapon. These weapons are extremely sharp and dense. This weapon does one additional damage of its standard type. This stacks with plus enchantments. Armor & Shields. While wearing armor, clothing, or wielding a shield made from exotic bone, you have resistance to all slashing and piercing damage. You gain vulnerability to bludgeoning damage. Note: When you harvest such materials from a creature you can either choose the material components for this system or the CR components for magical ingredients but not both. In the earlier case you may harvest one half-pound of each material for each CR tier category of the creature. |
Chitin 500 Uncommon All |
Chitin come from reptilian scales or the hardened outer exoskeleton of large insects. This material is light and can take all shapes and sizes depending on the bugs used to craft the gear. This material is very potent at dealing poison damage and protecting yourself from it. Weapons. When you score a critical hit with a weapon or piece of ammunition made from chitin, the target is poisoned for 1d4 rounds. The weapon also deals an extra 1d4 damage against poisoned targets. Armor & Clothing. While wearing armor and clothing made from chitin, you have poison resistance and advantage on saves made to resist being poisoned. The armor also grants advantage on stealth checks made to hide while in areas of thick vegetation. Shields. While wielding a shield made from chitin, you have poison endurance and advantage on saves made to resist being poisoned. Whenever you suffer poison damage while wielding a shield made from chitin, the shield absorbs some of the poison. The first time you hit a target with a melee attack made using the shield within the next minute, you deal an extra 1d6 poison damage. Note: When you harvest such materials from a creature you can either choose the material components for this system or the CR components for magical ingredients but not both. In the earlier case you may harvest one half-pound of each material for each CR tier category of the creature. |
Coral 500 Uncommon All |
This material is made from twisted and bound together barnacles, crystallized seaweed, crab shells, and sugar-coated wood from deep below the ocean’s surface. All. This item has a vulnerability to lightning damage. This cannot be removed even if the item is enchanted. Weapon. Weapons made from coral have the aquatic property. When you make a weapon attack using a weapon or piece of ammunition made from coral, you gain a +1 bonus on your attack and damage rolls while underwater. Armor & Clothing. While wearing armor or clothing made from coral, you have advantage on checks made to swim, and swimming does not cost extra movement. Whenever you start your turn unconscious while in water, the buoyancy of the armor also causes you to float 60ft to the surface. This armor counts as one type lighter for the purposes of proficiency. Shield. While wielding a shield made from coral, your AC increases by an additional 1 while underwater. While the shield is stowed upon your back swimming does not cost extra movement unless imposed by difficult terrain. |
Shadewood, Shadowsilk 1,000 Uncommon Shadowfell |
Shadewood is harvested from forests located on the Shadowfel. Its weight and texture are the same as normal wood, but its colors are grayscale with a high contrast between different shades of black and gray. There is a strange sense of altered reality when holding Shadewood, as if it might be some elaborate illusion. Shadowsilk is made from silk worms that feed from the leaves of such trees. It's also called Silvaama. All. A Shadewood item is invisible in darkness, even if perceived by a creature with darkvision or who can see in magical darkness. In light such items always seem to be illuminated poorly, as if in lighting one step darker. Shadewood and Shadesilk items have a vulnerability to radiant damage. This cannot be removed even if the item is enchanted. They are also flammable. Weapon. When you make a weapon attack using a weapon or piece of ammunition made from these materials, you gain a +1 bonus on your attack roll if the target of your attack is in an area of dim light (+2 in darkness). This stacks with plus enchantments. Shadowsilk is a type of silk so not great for making most weapons. Armor & Clothing. While wearing armor or clothing made from Shadewood, you have advantage on stealth checks while in areas of dim light or darkness, and you are considered invisible while in areas of darkness. Shadowsilk can only be made into light armor or clothing. Shadewood can be made into medium or heavy armor. Clothing can offer these effects but only if armor is not worn. Shield. While wielding a shield made from Shadewood or Silvaama, your AC increases by 1 while in areas of dim light (+2 in darkness). This stacks with plus enchantments. You gain vulnerability to fire and radiant damage if the shield is Shadewood. Shadowsilk is a type of silk so not great for making most shields. |
Sher 500 Rare All |
Another name for Sher is Lightwood. Lightwood is a rare form of green wood that is commonly used by druids to craft armor and weapons. This rare magic wood is as hard as normal wood but very light. All. This is flammable. Any wooden, or mostly wooden, item (such as a bow, an arrow, or a spear) made from Lightwood weighs only half as much as a normal wooden item of that type. Weapon. A weapon made from Lightwood loses the heavy property, or gains the light property if it does not already have the heavy property. If it has the heavy property it looses it. Armor & Clothing. If the armor normally imposes disadvantage on stealth or acrobatics checks or has a strength requirement, the Lightwood version of the armor doesn’t. The armor also grants advantage on stealth checks made to hide while in areas of thick vegetation. You gain resistance to lightning damage. Shield. You gain lightning endure and lightning damage threshold 10. |
Tiúchan 500 Rare All |
A rare cyan colored wood that has a strong connection to magic. Contact with the wood helps one maintain concentration and focus. It is often turned into incense for rituals to calm the mind. All. This is a focus. It is also flammable. When an item is destroyed through fire the wearer or wielder comes under the effects of calm emotions and becomes indifferent to all creatures in the immediate area. There is no save. Armor, Clothing, & Shield. You gain a +3 bonus to concentration checks made to maintain a spell. The bonus to concentration stacks with itself. Weapon & Focus (Specific). You gain advantage on concentration checks made to maintain a spell or a +1 bonus to concentration checks made to maintain a spell if the wielder already has advantage to such checks. This bonus to concentration stacks with itself. |
Firesilk 1000 Rare Plane of Fire |
A obsolescent silk with goniochromism properties. It seems to change color when it is moved or looked at from different angles. It resembles either blue or red fire. The silk can be readily purchased at the City of Brass but it is not commonly seen on the prime material. It has strong anti-fire, anti-heat, and anti-cold properties. All. This item is immune to fire and cold damage but does not offer such immunity to other items worn or carried. Clothing. This item sheds dim light in a ten foot radius. You have resistance to fire damage. If you already have resistance to fire damage you become immune to fire damage. You gain resistance to cold damage. You gain advantage on saving throws to resist exhaustion caused by environmental heat or cold. |
Celenegil ??? Legendary Blind Eternities |
Thought to be the crystallized souls of those who died in the Blind Eternities. It is only found outside of a crystal sphere. Weapon. This weapon's critical threshold is increased by 1. |
Scrith ??? Artifact Blind Eternities |
The material that composes the crystal spheres. There is no known way to damage a crystal sphere. All. All your initiative rolls have a +20 bonus and no creature can choose to go first in initiative just because of their status or type. Weapon. Weapons and ammunition crafted of this material are treated as if they had universal bane 3. No creature is resistant or immune to the damage caused by this weapon regardless of type or status. This damage can't be healed for twenty-four hours. The creature can't be revived if it dies before such damage is healed. This damage can't be healed so long as the weapon maintains contact with the body such as being stabbed into the creature or its corpse. Armor. The wearer of this armor can't be affected or detected by spells of 6th level or lower unless it wishes to be. They have advantage on saving throws against all other spells and magical effects. They can not be harmed by weapons with a plus enchantment less than +2. Banes count as plus enchantments for the purpose of this immunity. No clothing. Shield. As a reaction you gain resistance and enduring to all damage until the start of your next turn. Focus. You do not expend spell slots when you cast spells lower than 6th level. You have advantage on all spell attacks. Enemies have disadvantage on all saves made against your spells. No creature is immune or can choose to be unaffected or undetectable from your spells just because of their status or type. |
Lazotep 3,750 Very Rare Amonkhet |
Lazotep is a magical blue mineral exclusively found on the world of Amonkhet, which interacts with necromancy in strange and powerful ways. It was the main reason Bolas turned his attention to Amonkhet. Focus. Necromancy spells are cast as if done so at one spell level higher. Armor & Clothing. If you have control of an undead creature that is wearing this armor you can't loose control of it until it is destroyed. Undead creatures also heal 1 HP per round while wearing this armor. You gain necrotic resistance. If you are already resistant to necrotic damage you are instead immune to necrotic damage. Shield. You gain necrotic endure and necrotic damage threshold 10. Weapon. Creatures damaged by this weapon can not recover HP until the end of their next turn. |
Byeshk 1,500 Rare Shardspace |
Mined in the Byeshk and Graywall Mountains bordering Droaam, this rare metal is prized by smiths for use in jewelry and weapons. It has a lustrous purple sheen and is hard and dense. All. If an aberration makes contact with byeshk it takes 1d4 radiant damage. This damage overcomes resistances and immunities. Weapon. Bludgeoning weapons and ammunition that deals bludgeoning damage deals one additional bludgeoning damage. Weapons crafted of this material are treated as if they had aberration bane 1. |
Targath 25/1 Rare Shardspace |
Targath is a soft metal mined on the northern coast of Argonnessen. Often fashioned into periapts of health, Targath naturally possesses some of the qualities of those magic items. All. Even a small amount of Targath worn or carried on the body grants a character a +1 resistance bonus on constitution saves against disease. If an undead makes contact with Targath it takes 1d4 radiant damage. This damage overcomes resistances and immunities. Weapon. Weapons crafted of this material are treated as if they had undead bane 3. Armor & Shield. Targath is not fit to be made into shields or armor. |
Soarwood 500 Very Rare Shardspace |
Rare even in the abundant forests of Aerenal, Soarwood possesses a magical buoyancy. Ships made from Soarwood skim effortlessly over the surface of the water. Soarwood is a necessary component of the airships and elemental galleons manufactured by House Orien and House Cannith. The speed of a boat or ship made from Soarwood is double that of an equivalent boat made from ordinary wood, and the cost is four times normal. Ships. This vessel moves 100% faster at maximum speed and is more buoyant. At the dungeon master's discretion such ships are more resistant to sinking in bodies of water. All. Items crafted of this wood weigh only a quarter of their normal weight. Soarwood is flammable. Weapon. A weapon made of Soarwood loses the heavy property, or gains the light property if it does not have the heavy property. Armor. If the armor normally imposes disadvantage on stealth or acrobatics checks or has a Strength requirement, the soarwood version of the armor doesn’t. It can not be made into light armor or clothing. While wearing armor made from soarwood, you have advantage on checks made to swim, and swimming does not cost extra movement. Whenever you start your turn unconscious while in water, the buoyancy of the armor also causes you to float 60ft to the surface. Shield. If a shield has the thrown property its ranges are doubled. It also removes the bulky property. While the shield is stowed upon your back swimming does not cost extra movement unless imposed by difficult terrain. |
Mournlode 2,500 Very Rare Shardspace |
Mined only in the Mournland in and under the Field of Ruins, Mournlode is something of a rarity, and considered by many churches to be an ideal tool for combating undead manifestations. When mined, this iron ore has a mottled purple color, resembling some awful blight. When it is refined, it takes on a more vibrant silvery hue, streaked with veins of purple. Many people (including members of a number of good-aligned organizations) are confident that Mournlode is touched with a protective presence, and they use it to make armor, holy symbols, weapons, and other implements. All. If an undead creature makes contact with mournlode it takes 1d4 radiant damage. This damage overcomes resistances and immunities. Weapon. Weapons crafted of this material are treated as if they had undead bane 3. Focus. Foci and holy symbols crafted of this material are treated as if they had undead bane 3. A character who uses a mournlode holy symbol to turn undead deals damage equal to their cleric level to undead affected by the turning attempt. |
Livewood 1,250 Very Rare Shardspace |
Another of the unusual woods of Aerenal, Livewood is a green-colored hardwood with a highly magical nature. When Livewood trees are felled, they do not die, though they stop all growth. Livewood can be worked like normal hardwood, while it remains completely alive. In most respects, Livewood is just like normal wood. All. A few spells affect Livewood in different ways from normal wood, however. Plant growth causes worked Livewood to sprout small branches and leaves, though diminish plants has no effect. Speak with plants allows a character to communicate with a Livewood object, though such an object has no more awareness of its surroundings than most normal plants. Blight deals damage to a Livewood object as if the object were a plant creature. A character can use tree stride to move from one livewood object to another, or from a Livewood tree to a Livewood object (and vice versa), as long as the Livewood object is large enough. Animate plants can animate a Livewood object. Dryads occasionally make their homes in Livewood trees instead of oak trees. Such a dryad looks no more kindly upon the felling of her tree than other dryads do, but the felling of her Livewood tree does not kill her—nor does it end her dependence on the tree. As a result, dryads can be found within Livewood objects, including buildings, furniture, and ships. Livewood is flammable. Armor & Clothing. Once per day when you are reduced to 0 hitpoints you instead reduced to 1 hitpoint. You regenerate 1 hitpoint per hour provided you are conscious. |
Flametouched Iron 2,500 Very Rare Shardspace |
Mined only in Thrane, flametouched iron is rare and considered sacred by the Church of the Silver Flame. When mined, this iron variety has a speckled dark red color, resembling rust, but when it is refined, it takes on a shimmering, silvery hue. Adherents of the Church of the Silver Flame believe that flametouched iron carries the particular blessing of their deity, and they use it to make holy symbols, weapons, and armor. All. If a fay, fiend, celestial, or abberation makes contact with this iron it takes 1d4 fire damage. This damage overcomes resistances and immunities. This will also reveal the true nature of a shapeshifter. Weapon. Weapons crafted of this material are treated as if they had fiend, fay, aberration, and celestial bane 1. Armor & Clothing. The wearer gains +1 resistance saving throws against the spells, spell-like abilities, and supernatural abilities of fiends, fay, aberrations, and celestial creatures. Focus. This focus or holy symbol gives +2 to the saving throw DCs of your turn undead, censure fiends, and your Banish spell if the target is a fiend, fay, aberration, or celestial. |
Calomel 5,000 Very Rare Shardspace, Krynnspace |
Calomel is a hard white ore that is most often found and quarried in Argonnessen, at great expense and danger. Calomel was famously utilized by the famous adventurer Arthul Vernuthan prior to his single combat against the power-mad red dragon Xarkapastarthan. Secretly mined, refined, and forged into a blade of slender gray death, the ore’s special attributes carried Arthul to victory, but his defeat of Xarkapastarthan embittered other dragons of the region, who decried Arthul as an opponent of the draconic Prophecy itself. Presumably Arthul was slain, and his blade lost. However, knowledge of calomel, where to mine it, and how to refine it still persists. Dragonmetal was a liquid metal of pure, cool silver that could be found beneath the Silver Dragon Mountain in Foghaven Vale, and another in the Kharolis Mountains on Ansalon. This metal was considered very rare and very valuable, and was lighter than steel, just as strong, and usually had magical properties. With the use of both the Silver Arm of Ergoth and the Hammer of Kharas, dragonmetal could be used to forge dragonlances along with many other weapons. |