Homebrew Materials for Weapons and Armors

Adamantine

Adds +150gp to the cost of weapons (20 rounds of ammunition) and armors (medium, heavy, and shields). This price addition is doubled when purchased outside of Khaz’Moldir or Neri.
Weapons

  • Does not break (all ammunition can be recovered).
  • Critical range increased to 19-20, from 20.
  • Ignores resistance or immunity to weapons not made of adamantine.

Armors

  • Critical hits against wearer become normal hits instead. (excludes shields)
  • Has the Resistant quality.

Blue Ice

Adds +200gp to the cost of weapons (20 rounds of ammunition) and armors (light, medium, and heavy). This price addition is tripled when purchased outside of Uswar.
Weapons

  • Weighs half as much as a non-blue ice counterpart.
  • Deals an extra 1d6 cold damage.
  • Has the Bane quality against creatures with resistance or immunity to cold damage.
  • Glows a soft blue to provide bright illumination within 20 ft. and dim illumination 20 ft. beyond that.

Armors

  • Weighs half as much as a non-blue ice counterpart.
  • Has the Absorption (cold) and Reinforced (light armor) qualities.
  • Maximum DEX bonus to AC is increased by 1 (medium armor).

Cold Iron

Adds +300gp to the cost of weapons (20 rounds of ammunition) and armors (medium, heavy). This price addition is doubled when purchased outside of Khaz’Moldir and Uswar.
Weapons

  • Fey creatures are vulnerable to Cold Iron weapons.

Armors

  • The wearer has ADV against magical sleep effects.

Dragonscale

Adds +10000gp to the cost of armors (light, medium, heavy, shields). This price addition may be reduced or waived when obtained from the Vast Eternum.
Armor

  • Grants +1 to AC.
  • Dragonscale armor pertains to a particular kind of dragon: Black, Blue, Green, Red, White, Brass, Bronze, Copper, Gold, Silver.
  • Grants resistance to a damage type based on the kind of dragon’s scale.
  • Has the Absorption quality (at double effectiveness), corresponding to the kind of dragon’s scale.

Elderwood (Slumber-lumber)

Adds +7500gp to the cost of weapons (20 rounds of ammunition) and armor (light). This price addition may be reduced or waived when obtained from the Deepwood.
Weapons

  • Has a +1 magic bonus (the magic bonus cannot be stacked with the magic bonus of a weapon that uses ammunition).
  • A target hit by a weapon/ammunition must succeed on a DC 14 CON saving throw or be put to sleep for 1 hour.
  • This feature can only happen once per day, per weapon or round of ammunition. Recharges at dawn.

Armors

  • Grants +1 to AC.
  • A target who sleeps while wearing this armor gains the benefits of a long rest after only 4 hours of sleep.
  • There is a 5% chance (1d100; 96-100) that this fails, as the wearer experiences a strange nightmare in their sleep. The wearer cannot be woken up before they have slept for 8 hours, and have DISADV on all ability checks for 1 hour after waking up.

Fire Brass

Adds +200gp to the cost of weapons (20 rounds of ammunition) and armors (medium, heavy). This price is doubled when purchased outside of Neri.
Weapons

  • Deals an extra 1d6 fire damage.
  • Has the Bane quality against creatures with resistance or immunity to fire damage.
  • Can be activated to provide bright illumination within 20 ft., and dim illumination 20 ft. beyond that, for up to 1 hour.
  • Usable two times per day. Recharges at dawn.

Armors

  • Has the Absorption (Fire) and Resistant qualities.
  • The wearer of this armor has ADV on Survival checks to resist the effects of hot climates.

Obsidian

Adds +25gp to the cost of weapons (20 rounds of ammunition). This price addition is doubled when purchased outside of Khaz’Moldir.
Weapons

  • Weapons that deal slashing or piercing damage get a +3 bonus to damage rolls.
  • Obsidian weapons that deal slashing damage have the Keen quality.
  • Obsidian weapons that deal piercing damage have the Vorpal quality.
  • If a 1 is rolled on an attack roll, the weapon breaks, and must be repaired by either a craftsman or with the Mending spell (or a similar spell).
  • Obsidian ammunitions are destroyed when used, but splinter to deal 1d4 piercing damage (still applying the Vorpal quality) to creatures within 5 ft. of the original target.

Saltsteel

Adds +800gp to the cost of weapons (20 rounds of ammunition). This price addition is tripled when purchased outside of Neri.
Weapons

  • Has the Bane (Undead) quality.
  • A target hit by a weapon/ammunition must succeed on a DC 12 CON saving throw or gain 1 level of exhaustion.
  • Water elementals are vulnerable to this weapon/ammunition.

Shapesand

Adds +1500gp to the cost of weapons or armors (light, medium, shields). This price addition is quintupled when purchased outside of Neri (the Expanse of the Floating Isles).
Weapons

  • Has a +1 magic bonus.
  • As an action, using your mind, you can shape this weapon into another weapon of mundane nature, adopting the qualities, properties, and damage of said weapon.
  • You can also dismiss this weapon. If you do so, you must store it in a container that can hold at least 1 cubic feet of liquid.
  • It takes an action to reform a weapon from loose shapesand.
  • To prevent other creatures from influencing the shape of your weapon, you must Concentrate on maintaining the form. If you lose Concentration, you can re-establish it at the start of your next turn as a free action.
  • If you are not Concentrating on maintaining the form, a creature of at least INT 8 can spend its Action or Bonus action attempting to alter your weapon’s form. They must succeed in a spellcasting contest (1d20+proficiency bonus+spellcasting ability modifier). If the creature does not have a spellcasting ability, Intelligence is their ability modifier for the contest.

Armors

  • Using your mind, you can shape this armor set into another armor set, adopting the qualities, properties, and AC of said armor. This process takes 1 minute.
  • You can also shape this armor set into a shield to be wielded.
  • It always takes 1 minute to don this armor, and an action to doff this armor.
  • If you doff this armor, you must store it in a container that can hold at least 3 cubic feet of liquid.
  • To prevent other creatures from influencing the shape of your armor, you must Concentrate on maintaining the form. If you lose Concentration, you can re-establish it at the start of your next turn as a free action.
  • If you are not Concentrating on maintaining the form, a creature of at least INT 8 can spend its Action or Bonus action attempting to alter your armor’s form. They must succeed in a spellcasting contest (1d20+proficiency bonus+spellcasting ability modifier). If the creature does not have a spellcasting ability, Intelligence is their ability modifier for the contest.

Silver

Adds +50gp to the cost of weapons (20 rounds of ammunition). This price addition is doubled when purchased outside of Craelor or Munderia.
Weapons

  • Ignores resistance or immunity to weapons not plated with silver.

Spark

Adds +100gp to the cost of weapons (20 rounds of ammunition) and armors (heavy). This price addition is tripled when purchased outside of Aedon, Craelor, or Khaz’Moldir.
Weapons

  • Each spark weapon/set of ammunition is attuned to a particular element: acid, fire, cold, lightning, thunder.
  • The weapon deals an extra 1d6 damage, corresponding to the attuned element.
  • As an action, the spark weapon/set of ammunition round can be activated, gaining the following benefits for the next minute:
  • The weapon/set of ammunition becomes magical.
  • The weapon/set of ammunition ignores damage resistance of the attuned element.
  • The weapon/set of ammunition can be activated two times per day, recharges at dawn.

Armors

  • Has the Absorption quality, corresponding to the attuned element.
  • Has the Anchor quality.

Sunsteel

Adds +150gp to the cost of weapons (20 rounds of ammunition) or armors (medium, heavy, shields). This price addition is doubled when purchased outside of Nyrvonah.
Weapons

  • As a bonus action, when you deal damage to a creature with this weapon/ammunition, they and other creatures within 5 ft. of the target must succeed on a DC 14 CON saving throw or be blinded for 1d4+1 rounds.
  • This can happen only once per day. Recharges at dawn.

Armors

  • As a reaction, when you are attacked, but before the hit is confirmed, creatures within 5 ft. of you must succeed on a DC 14 CON saving throw or be blinded for 1d4+1 rounds.
  • Has the Anchor quality.

Toughened Beast Hide

Adds +100gp to the cost of armor (light). This price addition is doubled if purchased outside of Craelor, Munderia, the Hornwastes, Neri, or Uswar. This price addition is waived if you make it yourself, using leatherworker’s tools (with which you are proficient), and the hide from at least a large-sized Beast from Craelor, Munderia, the Hornwastes, Neri, or Uswar.

  • +1 to AC to light armor made out of this.