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Extraordinary Materials

Materials found and sourced from different places can be fashioned into very useful items.
Listed at the bottom, prices can vary based on rarity.

Common
Bone
A series of well harvested and preserved bones joined together to form a simplistic but somewhat
effective item, mostly used by shamans and wildlings.
Weapon: Replaces the metal of a weapon, however a critical hit with this weapon has a 25% chance
to shatter it.
Armor: Replaces the metal of armor, and grants advantage on Intimidation (Charisma) checks made
while wearing a set of bone armor. However, the AC is reduced by 1 and all armor crafted from bone
has a 25% chance to break when struck by a critical hit.
Chitin
Flexible shells of chitinous creatures such as ankhegs, giant crabs or remorhaz are known to be
lighter than metallic armors and used by tribalistic creatures. Some creatures also have sharp
insectoid or beastal claws made of similar material that make effective weapons.
Weapons: Replaces the metal of a slashing or piercing weapon.
Armor: Replaces the metal of armor reducing its weight by a quarter. Medium armor (non-hide)
made of chitin has its Dexterity bonus increased by 1, however requires several full sections of
undamaged chitin to craft.

Obsidian
Arising in the wake of volcanic activity, obsidian is most commonly found buried at the base of
long-dormant mountains. Although brittle, it naturally fractures into shear edges and smooth planes,
a necessity for crafting knives and arrowheads in days long past.
Obsidian holds the appearance of a shard of glass, but with a natural shade ranging from deep
purple to black. Smooth and reflective, obsidian will often display its contours with a glossy sheen.
Crafting obsidian into an object that prominently features sharp edges takes half as much time.
Coming into sharp contact with an obsidian object may cause a creature to take 1d4 piercing or
slashing damage. (This property does not increase the damage dealt by obsidian weapons, or allow
obsidian armor to inflict return damage).
Weapons: Any sharp weapon made of obsidian that deals either Piercing or Slashing damage gains
the positive benefits of both damage types, and only suffer downsides that affect both damage types.
Example, non-magical resistance to slashing would not resist the damage of an obsidian slashing
weapon as it counts as piercing also. However, critical hits with an obsidian weapon have a 10%
chance to break the item.
Armor: When a creature makes a grapple attempt against a creature wearing obsidian armor, it
takes 1d4 slashing damage. Critical hits against a creature wearing obsidian armor deal 1d4
slashing to the wearer.(Only metal type armors may be made with obsidian)

Uncommon
Darkwood
Darkwood trees are light but sturdy, often growing extremely deep roots to protect them from the
wind, as such they absorb different minerals through their roots resulting in this unique color.
Beautiful white flowers will bloom from the tree during the spring. Such trees only grow in particular
mountain ranges with the proper mineral combination.
Weapons: Weapons that are predominately made from wood can be fashioned with darkwood to
weigh half as much, and lose the heavy property if they have it. Weapons without the Heavy, Light or
Finesse properties, gain the Light property.
Armor: Armor that is predominately made from large plates of metal can be fashioned with
darkwood. Medium armor made of Darkwood counts as Light armor, and Heavy armor counts as
Medium for proficiencies. However, all armor crafted from darkwood has a 20% chance to break
when struck by a critical hit.
Greenweave
The sole element to craft Greenweave is the Dragontail fern, and it is one of the most common
weeds in the central ridge-lands. But the real challenge to acquiring this material is locating a druid
capable of spinning the still living fronds into eternal binding matrimony.
When crafted with care, the Dragontail fern forms long sinuous weaves with a rigidity that resembles
scales. Its surface is fuzzy and dappled with all the colors of the forest, creating a hazy optical effect
when rustled by the wind.
Druids of 5th level or higher can create 1 pound of raw greenweave by casting Druidcraft on a
Dragontail fern continuously for 1 hour. The fern must be alive and rooted, and it is consumed by the
process.
Greenweave blends in with the surrounding greenery. When located in an area of considerable plant
life, greenweave items count as lightly obscured even if they normally wouldn't be, and they always
require a passive Perception (Wisdom) DC 10 to be noticed. (Ignore this property if the item's size,
shape, or specific surroundings cause its presence to be blatantly obvious).
Armor: When located in an area of considerable plant life, a creature wearing greenweave counts as
lightly obscured even if it normally wouldn't be, and it can attempt to hide even when only lightly
obscured.
Items: Items such as a tent made of greenweave, is far less likely to attract unwanted attention then
a regular tent.

Hoodoo Loam
In the endless much and mire of the swamplands, deposits of hoodoo loam periodically on the
surface. Although it's strong enough to be used for tools, this chalky clay returns to its primordial
form under the right conditions.
Hoodoo loam is a thick, mucky paste in its raw state, but skilled potters can quickly shape and fire it
into a substance resembling a stone. Nonetheless, it quickly becomes soft and mud-like when
submerged in a solution of water and mineral oil.
Items: Things made of hoodoo loam only take 1 hour to craft per round of raw material. Any item
made from it converts back into raw materials when submerged for 1 hour in a bath containing 1
vial's worth of mineral oil (5 GP).

Mourningsteel
Long associated with demonic cults, mourningsteel is actually a relatively benign alloy created
through a merging of steel and a rare red clay. However, that hasn't stopped demonic cults from
embracing the association and utilizing it heavily for their weapons and tools.
Mourningsteel is a shiny metal suffused with streaks of brilliant crimson. Used predominantly for
weapons, as the steel edge seems to hiss lightly as it passes through the air, as if cutting through
the atmosphere.
Tasks that require an appropriate cutting edge of a tool or weapon can be completed in half the
time. Examples include: cutting through a wall of vines, or sawing through a wooden board.
Weapons: Any bladed weapon made of mourningsteel counts as magical against creatures with
resistance to non-magical slashing damage.
Items: A carpenter wielding a mouringsteel saw will finish his task far earlier than one wielding a
conventional tool. A guide in a dense jungle can clear through thick brush in half the time.

Rare
Adamantine
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.
Many warriors owe their life to the plates of adamantine across their chest.
Possessing a dark, non-reflective surface and surprising density, adamantine can weather blows
that would crush any lesser metal. In contests of force, adamantine surpasses almost every other
substance and emerges unblemished.
Items made of adamantine are much harder to break. Increase the AC of the item or the DC
required to break it by 5. (This does not increase the AC of a creature wearing adamantine armor).
Weapons: Adamantine weapons that hit an object with an attack are treated as an automatic critical.
This doesn't allow a weapon to deal damage to something it otherwise couldn't, such as a
Bludgeoning weapon dealing damage to a hanging rope.
Armor: When a critical hit is made against a creature wearing adamantine armor, it becomes a
normal hit.
Dragon Scales/Hide
Big scales and hide harvested from a dragon's body can be made into highly prized sets of armor
and shields. The dragon's colors affect what properties the items take on naturally after being made,
and further enchantments can be made with relative ease depending on the dragon's maturity.
Armor: While wearing armor made from dragon scales, you have resistance to the dragon's
elemental damage type.
Shield: While equipping a shield made from dragon scales, you negate the first 5 points of the
dragon's elemental damage type while conscious and able to raise your shield.

Erudite
These crystals can sometimes be found in caves near magic ley-lines that can be found throughout
the land. Unlike most other crystals in that when it is heated up it can become malleable and ductile
without being brittle much like metal. A careful craftsman can form the crystal into a shape before it
cools, and will return to its original crystalline structure integrity, while holding its new shape. As it is
not actually metal, it is very popular among druidic cultures but the crystals arcane properties also
make it a favorite with many spellcasters.
Weapons: Weapons made from metal can be fashioned with this material, and may be used as a
spell focus. When used for casting spells, these weapons also grant +1 to the wielder's Spell Attack
modifier.
Shields: Shields made from it may be used as a spell focus, granting +1 to the wearer's Spell Save
DC.

Ironwood
The mightiest trees the world has ever seen, Ironwood pines can reach 30 ft. across at their base,
and over 300 high. Its flesh is so tough that the Elven woodsman opt for drills and picks over saws.
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.
Items: Ironwood grants the benefits of both wooden and metal implements, and only suffers 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 similar to metal.

Ignium
Deep beneath the earth, in the fiery roots of every volcano, the raw heat of the elemental plane of
fire seeps through into the prime material. Bound by the forces of pressure and time, the surrounding
rock will eventually stabilize into a magmatic yet sturdy stone substance known as Ignium.
Ignium is solid stone with a turbulent fiery force visible just beneath the surface. Despite
approaching the melting point of stone, it can be used for certain useful applications. The heat spills
out into the surrounding area, driving up the surrounding temperature and scarring all that comes in
contact with it. Worn and carried items usually include padding that protects the owner from this
effect.
Weapons: Weapons made of ignium deal fire damage rather than their regular damage type.
Items: When fashioned into a plate, the stone plate could be placed under a bed and keep it toasty
warm all winter long. Or an Ignium furnace containing a layer of Ignium stone will never burn out,
even if fuel is not provided.
Maritime Quartz
When deep ocean currents converge from the four corners of the world, their meeting point is often
host to an outcrop of Maritime Quartz. Harvested by enterprising merfolk, these prized constructs of
salt and brine soon enter the hands of wizards who value their strange relationship with magic.
Maritime Quartz is a clear crystal that comes in a variety of shades of blue and green. Like many
crystals, this material possesses a deep purity that allows it to channel magical power in an efficient
manner. However, items made of maritime quartz are also suited to perform tasks of a less
enigmatic nature.
Items: Any item made of Maritime Quartz that is being worn or held can function as an arcane focus
for spells. Holding an item made of it does not prevent the wielder from performing somatic
components of spells with that hand.

Meteoric Iron
Meteoric iron, starsteel, thunderbolt steel, or sky iron, features bright etched patterns as a result of
forging that are literally out of this world. This rare material can almost never be found in great
enough quantities to forge suits of armor, however making various weapons is a popular choice.
Weapons: Weapons forged from meteoric iron count as magical for the purpose of overcoming
damage resistance, creatures with fire vulnerability take double damage from this weapon.
Armor: This exceedingly rare material can almost never be found in great enough quantities to forge
suits of armor. But if enough is provided, armor forged from this metal is immune to fire damage from
magical effects such as Heat Metal and the wearer is resistant to fire damage. Additionally, the
wearer is unaffected by non-magical hot or cold weather conditions between -40°/60°C (-40°/140°F).

Mithril
Prized by elves and dwarves alike, mithril has been forged into some of the world's finest creations.
Noble personages laud it for its beauty, making mithril a coveted choice for jewelry and ceremonial
armor.
Mithril is a flexible metal, lighter than iron and steel but just as hard. It has a natural pearly tone, as
well as a silvery surface that glistens when polished. Items made of Mithril weigh half as much as
comparable metal items. (This property doesn't affect the cost or amount used in crafting).
Weapons: Weapons made of mithril lose the Heavy property, other weapons gain Light and
one-handed weapons gain Finesse property.
Armor: Mithril armor pieces never impose disadvantage on Stealth (Dexterity) checks or have a
Strength requirement. If the armor's weight is low enough it can be treated as a lighter armor
category, such as mithril plate armor is treated as medium armor.
Items: Tools or other delicate instruments can be made considerably finer without increasing fragility
allowing for more delicate work. Such as Mithril Tinker's Tools, when used in checks involving small,
delicate parts such as assembling a clock or repairing a construct, gain advantage on the check and
will not break on a critical failure.
Orichalcum
A dense dull copper colored metal found in many mines close to tectonic activity that has a similar
density to adamantine, but not nearly the same degree. It is frequently used for lab equipment or
medical tools as they don't rust and remain remarkably clean. Adventurers like it because of its
weight which many find useful for keeping their footing once they get used to it. It also conducts
electricity extremely well and for some reason floats in liquids.
Weapons: Weapons forged from orichalcum are heavy and require a 13 Strength to wield, and grant
advantage to checks made to shove targets or knock them down.
Armor: Armor forged from orichalcum are heavy but cleverly built to distribute the weight around the
wearer's body so it won't tire them out quickly. It grants advantage to any check or saving throw that
would move the wearer against their will. They require at least 13 Strength to wear if they didn't have
one, and Strength requirements for armors that already did increase by 1.

Shadow Silk
This black semi-transparent silk is carefully made by underground spiders and spider-like creatures.
Armor: While wearing a cape, clothing or light armor created with shadow silk, you have advantage
on stealth checks in lightly obscured areas (such as tree shadows). And items weigh slightly less
than comparable equipment.

Skyrite
Also known as "Blessed Gold", skyrite is silvery gold in coloration but as strong as steel. Skyrite is
used by paladins and clerics who can afford the precious metal most commonly because of its
"anti-evil" properties. Any fiend, aberration, or undead creature that touches, holds, or is held by an
item made of skyrite takes 1d4 radiant damage.
Weapons: Weapons made of skyrite force any fiend, aberration, and undead to take a Constitution
DC 13 saving throw when a critical strike is scored with it. If the save is failed, the creature is
stunned until the start of the attacker's next turn.
Armor: Armors made of skyrite grants the wearer advantage on saving throws against being
frightened. Shields made of skyrite when used to bash, deal radiant damage instead of bludgeoning
to fiends, aberrations, and undead.

Spiritwood
This cyan-like wood has a natural connection with the magic as it is only able to be used if given by
a tree from the Feywild.
Weapons: You can use any weapon made completely with this spiritually infused wood as an arcane
focus, and when used for casting spells these weapons also grant +1 to the wielder's Spell Attack
modifier and Spell save DC.
Armor: Replaces the metal of any medium or heavy armor. While wearing spiritual wood armor, you
have advantage on concentration checks to maintain a spell.
Stormphrax
In rare cases, great storms from the elemental plane of air have been known to cross into the prime
material. When a bolt of lightning is released from one of these raging maelstroms, it crystallizes
upon impact with the ground to form a jagged spire of glittering stormphrax.
Stormphrax is a crystal of concentrated lightning, elemental power incarnate. It takes the
appearance of a pure, light blue crystal with the bright tendrils of electrical power coursing below the
surface. Despite maintaining a brittle integrity, its instability makes crafting with it a difficult prospect.
Any attempt to craft with it requires a DC 30 check or fractures it and takes damage.
When a fragment of stormphrax is snapped or destroyed, it annihilates and deals 3d10 lightning
damage to each creature within 10 ft of it. Even when stable, sparks jump to it from metallic surfaces
within 10 ft of it, and it constantly emits an audible buzzing sound. Any creature that comes in
contact with it gets shocked and can't take reactions until the beginning of its next turn. Worn and
carried items usually include padding that protects the owner from this effect.
Weapons: Anyone crazy enough to strike and craft a weapon made of stormphrax has a hard time
ahead, however, a weapon made from it deals lightning damage instead of its normal weapon
damage. Additionally, any creature hit with it must make a DC 10 Constitution check or be stunned
until wielders next turn. If any hit is a critical, the wielder breaks the weapon and takes the fracture
damage.
Items: Shards or crystals of this material have various uses from arcane focuses, spell components,
and some inventors have turned them into power sources for mechanical creations. A Metal
Detector for example, in the presence of stormphrax sparks jump from metallic objects even when
they are completely obscured, allowing for easy detection.

True Ice
In the deep north, and at the peaks of the highest mountains, the raw cold of the elemental plane of
ice seeps through into the prime material. Suppressed to an unfathomably low temperature, the ice
that forms there loses its ability to thaw. Known as true ice, items built of this material can withstand
the fiery heart of a volcano, never mind the heat of the sun. The enormous density of true ice makes
it heavier than lead and stronger than steel. Though it looks much like regular ice, its darker stormier
nature betrays its nature. A room containing true ice instantly feels chillier, and a creature in contact
with true ice feels as though its vital force is being drained from its body.
True Ice never melts and is immune to any effect that would harm it to heat. Any non-magical
flames that come within 5 ft. of true ice are automatically extinguished, and any creature that comes
into contact with it has its speed reduced by 10 ft. until its next turn. Worn and carried items usually
include padding that protects the owner from this effect.
Weapons: Weapons made of true ice deal cold damage rather than their regular damage type, and a
creature hit by one has its speed reduced by 10 ft. until its next turn due to the natural property of the
ice.
Items: Despite its rarity this item sees use as many common items such as placed in a room used as
a freezer or a Firefighting Rod. Fires can be quickly extinguished using a pole with a shard of true
ice at its tip. The pole can be waved back and forth over the flames from a safe distance.
Very Rare

Aururum
Aururum is a living metal, it appears to be gold, but once something is forged by one piece of
Aururum it will always seek to become whole again. It is said to be created by a Wizard king in ages
past. Items made from Aururum mend fractures and cracks over time.
Items: Aururum items repair 1 HP of damage for every hour they are not currently taking damage.

Hartwood
When a tree falls, its lifeforce slowly retreats into the core wood and fades out of existence. If it falls
in the Feywild, there is a chance that its lifeforce is sustained by the latent magic of the plane. In
such a case, the dead outer layers eventually decay to reveal a column of still living hartwood at its
core. Guided by the soul of its parent tree, Hartwood has a penchant for helping its owner push past
mortal limits and accomplish legendary feats when they need its greatest.
Hartwood is an impossibly pale, almost luminous material. Sturdy yet compliant, soft yet unyielding,
it practically embodies the platonic ideal of workable wood.
Hartwood counts as a fey entity for the purposes of spells and effects that refer to a creature's type,
such as the spell Detect Evil and Good.
When a creature attempts to use an item made of hartwood to accomplish an extraordinary feat,
such as make an impossible shot, survive an impossibly powerful blow, or pick an impossibly difficult
lock, the item may choose to have the creature roll a 20 on the skill check, attack roll, or saving
throw. This effect can't occur more than once a week. (The decision to activate this property is
controlled by the DM. It generally triggers in moments of narrative climax).
Items: Almost any wooden item could have the soul of hartwood inside, such as the Hartwood Quill.
Its fine stroke has led some of the world's greatest poems and stories to have been written in a
moment of inspiration granted by the quill.
Skybough Amber
In the elemental plane of air, colossal buoyant trees known as Skyboughs raise their branches to
the heavens. Although wood harvested from a skybough quickly loses its buoyant properties, its
hardened sap does not. Skybough amber has a brilliant white sheen, like a luminous pearl. Warm
and soft to the touch, it leaves a pleasant milky scent in the air. Raw sap must be left to harden for
two months before it becomes hard enough to work with.
Hardened skybough amber weighs nothing, and it slowly floats to the ground when released. As the
amber increases in temperature, its buoyant force increases. In hot conditions, it rises into the air
and reaches equilibrium while bearing weight equal to its volume. In furnace-like conditions, it can
bear up to 10 times its weight equivalent before reaching equilibrium. (Since skybough amber is
weightless, it can't be measured by weight. One pound is considered to be equal to one 6 inch
square block).
Weapons: Any attempt to make a weapon without the light property is a failure as the materials
buoyancy doesn't generate force like steel or wood. A piercing or slashing light weapon however can
be used as a weightless threat that is easy to hide and quick to strike. Weapons made from it gain
advantage to be hidden on a creature and disadvantage to be found when searched and can be
drawn as a free action.
Armor: While not very protective, any creature wearing armor made of skybough amber falls at a
rate of 60 ft. per round, doesn't take fall damage, and can land on their feet. However, the armor
grants no AC value, has no Strength requirement, and weighs nothing.
Items: Possibly the greatest use of this exquisite material, is the Royal Airship. This skyship flies
using massive deposits of skybough amber contained in mithril cores on the ship. The altitude of the
ship is controlled by heating or cooling the deposit through a system of magical controls and
furnaces.
Transcendental Bronze
Perhaps the rarest of all metals, this mysterious element only forms in the far reaches of the outer
planes. Transcendental bronze distorts the weave into multi-dimensional spirals, endlessly echoing
every twist and vibration that passes through it. The bronze is a soft metal with a burnished surface
ranging in color from coppery to golden depending on the angle of the light. A faint hum can be
heard when the metal is touched by magic. It can be worked into magic items 5 times faster than
usual.
When transcendental bronze comes under the effect of a spell which lasts for 1 minute or longer, it
internalizes the spell, causing it to persist for 24 hours. The spell persists even if the caster fails to
maintain concentration or chooses to end the spell. The caster still has full control over the behavior
of the spell and when an internalized spell reaches its original duration, its effects immediately end
on all creatures and objects beyond the bronze item. For example, if an Animate Objects spell is
cast on one bronze object and nine regular objects, the regular objects will be animated for 1 minute
while the bronze object will be animated for 24 hours.
Only one spell can be internalized at a time, for example, a light spell cast upon the bronze item will
last for 24 hours unless Dispel Magic is cast upon it. Therefore, while a spell is internalized in the
bronze item, any other spells cast upon it do not affect it unless the internalized spell ends or is
dispelled first.
Items: The rarity of this metal makes its use in large objects unpopular among crafters, preferring to
make very useful and expensive tools such as a Hooded Lantern of Darkness. The lanterns wick
replaced with a tiny piece of this metal will keep a Darkness spell active for 24 hours with a small
hood that can be flipped down to quickly contain the spell.

Natural material price

Name Avg cost per lb. Avg cost for Arms

Bone 1 gp 25 gp

Darkwood 2 gp 50 gp

Ironwood 3 gp 60 gp

Chitin* 5 gp 100 gp

Hoodoo Loam 5 gp 100 gp

Obsidian 10 gp 200 gp

Shadow Silk* 50 gp 1,000 gp

Dragon Scales/Hide* 200 gp 4,000 gp


*(Price is affected by harvested creatures CR)
Extraordinary material price

Name Avg cost per lb. Avg cost for Arms

Deep Iron 40 gp 500 gp

Greenweave 50 gp 1,000 gp

Mourningsteel 50 gp 1,000 gp

Maritime Quartz 50 gp 1,000 gp

Aururum 100 gp 2,000 gp

Erudite 150 gp 3,000 gp

Orichalcum 150 gp 3,000 gp

Skyrite 150 gp 3,000 gp

Spiritual Wood 150 gp 3,000 gp

Ignium 200 gp 4,000 gp

Mithril 250 gp 5,000 gp

Adamantine 300 gp 6,000 gp

Hartwood 500 gp 10,000 gp

Meteoric Iron 600 gp 12,000 gp

Stormphrax 750 gp 15,000 gp

True Ice 750 gp 15,000 gp

Skybough Amber 1,000 gp 20,000 gp

Transcend Bronze 3,000 gp 50,000 gp

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