Special materials

Crafting special materials

The crafting process for special materials is made much more difficult than regular items made from wood, bronze or cold iron.

These rules apply to all special materials below except for wood, bronze and cold iron.
When using special material the craftsman only succeeds his craft check if he manages to make it a Masterwork Grade item ( craft roll of 20+).

If the first craft check fails to create a masterwork item, another check can be made.
If the same artisan attempts the second check, it must be done with disadvantage and requires only one more workweek of work (except for feycrafted items, see the special rules for those).
If another artisan picks up the work to do the second roll, it requires half the amount of time already spent on the crafting, and the second roll is made with advantage.

In both cases, any result that is not masterwork on this second check will result in losing the material used for this crafting.

Weaker materials

Items made of weaker material than iron will break anytime a natural 1 is rolled when using them. Their damage will be rolled with disadvantage (i.e. taking the lower of two dice reults)

Bronze items have 18 AC and half HP.
Bronze can’t be used to make crossbows.
Their price is 2/3rd of the same item made of iron.

Items made of wood can breaks if a sundering critical is made against their wearer.
Wood items have 15 AC.

Types of special materials

Note that the costs indicated below are based on the mundane item’s weight or PHB price for it, not the masterwork version even if the craft check requires a masterwork result.


Armors made with adamantine weight twice as much, but are not considered magical in this campaign, albeit they follow the magical item rules (immunity to critical hits – See DMG).
Weapons made of adamantine weight twice as much and always do critical damage versus inanimate objects when they hit.
Adamantine items have 23 AC and double HP.
Flexible weapons or weapons with flexible parts, like rapiers, bows or crossbows cant be made from adamantine
Adamantine is very difficult to craft, taking double time than regular weapons.
Adamantine items cost 12gp more than the regular price per pound of the item.


Any item made from iron or steel has the cold iron property.
Certain extra planar creatures, like feys or demons, have a weakness against cold iron.
Cold iron is very common on the worlds of the Prime Material Plane, and is not magical.
Cold iron items have 19 AC.


Wooden weapons and wooden shields can be made of darkwood.
Darkwood items get 17 AC and double their hit points.
They can’t burn when exposed to flames.
It is also a good conduit to magic, and arcana crafting checks have a +2 bonus on darkwood.
Items made of Darkwood cost an extra 2gp per lbs of its weight, in addition of the masterwork cost.


The skin of a dragon can be used to create a sturdier leather armor.
The color of the leather remains visible once the process is done, and the armor benefits from the toughness of that skin by giving a non magical +1 AC to the wearer of the armor.
The armor itself has 14 AC and double hit points.
Dragon leather can only be enchanted with +1 or +2 protection.

  • A young dragon’s skin can be used for up to two medium sized leather armors
  • An adult Dragon’s skin can be used for up to 4 medium sized leather armors
  • An ancient dragon’s skin can be used for up to 5 medium sized leather armors.
    Such armor costs an extra 15gp per lbs of its weight, in addition of the masterwork costmedium sized .


Dragonscales can be used as shields.
On top of the regular shield AC protection, a dragon scale from an adult dragons absorbs 1 point of damage of that dragon’s energy type for each attack the wearer is exposed to while using the shield. Dragon scales from ancient dragons absorb 2 points of damage of that dragon’s energy type.
The outer part of any dragon scales can’t be altered without breaking its natural properties. As such, only a handful of scales from any one dragon can be used as a shield. Furthermore, scales from juvenile or young dragons do not provide any benefits (but are often used for duping people).
Dragonscale shields have 16 AC and double HP.

  • Young dragons have a 50% chance of having a scale that can be mistaken for an adult dragon.
  • Adult dragons have 1d3 scales that can be used as a shield.
  • Ancient dragons have 3d4 scales that can be used as a shield
    A dragon scale shield from an adult dragon costs 500gp, and 1000gp for a scale-shield from an ancient dragon.


Any item that is Durgeddin-forged weigh nothing when fully immersed in water and do not radiate magic. Those items must be forged in a forge that is within a node to the elemental plane of water, the name coming from the first dwarven smith that used such a forge.
Durgeddin-forged weapons do not have Disadvantage when used in underwater combat.
These weapons usually fetch 5 time their regular price, or up to 6 time if in a harbor.


Metallic weapons and armors that have been forged entirely in the Underdark have been infused with the faerzress, the magical essence of the Underdark, and lost their cold iron property to become Faertouched.
These items are always black, never shiny, and are destroyed if they are exposed to sunlight for more than one consecutive minute per pound of the item. They do not radiate magic.
Faertouched armors do not suffer any penalty on Dexterity or stealth, and weight half as much as regular metal armors.
Piercing or slashing Faertouched weapons are very suited to retain and maximize usage of poison. Any rolls required to safely apply poison on them is always made with advantage, and poison damage inflicted by the blade on a hit has a +1 bonus per die of poison damage rolled.
They are a good conduit to magic, and arcana crafting checks have a +2 bonus on faertouched items.
Faertouched items costs an extra 5gp per lbs of its weight, in addition of the masterwork cost.


Armors and weapons made in the feywild are not forged but instead crafted from feysteel, a material with roughly the same characteristics as iron, but that must be sculpted instead of forged.
Feycraft armors and weapons are easily recognizable from their intricate forms, and by the fact that they are always cold to the touch.
Feycrafted weapons are always considered silvered.

All fey characters can have feycrafted item as their starting equipment, see Fey
The two-bladed scimitar can only be found as a feycrafted weapon in this campaign.

All feys are considered having the feycrafting proficiency, which is the only proficiency that can create feycrafted armors or weapons in the Feywild.
Feycrafted items are an excellent conduit to magic, and arcana crafting checks have a +5 bonus on them. A feycrafted item can never be destroyed from the reforging process, even on natural 1.
Feycrafted armors and weapons can only be crafted by the fey that is going to wear them, or given as an heirloom.
Feycrafted items always takes double time to craft, and this crafting can only be done in the Feywild. The material component can only be acquired by gathering feysteel in the Feywild.
There is no market price for any feycrafted items.

Feycrafted armors and weapons have a reputation for being cursed, because these items are part of the personality of their crafters, and any fey will exercise retribution on anyone wearing or using feycrafted weapons they did not make themselves, as any fey will immediately notice the discrepancies.


Metallic weapons and armors that have been made entirely in the Shadowfell have been infused with its essence. When looking closely at them, the metal seems to slightly absorb light and dim the light’s reflections around it, but does not radiate magic. They are a not good conduit to magic, and arcana crafting checks have a -2 penalty on this material.
When drawn in the radius of a magical light (light spell, dancing lights, daylight…) or a magical darkness, the metal of the gloomwrought item with the most weigh absorbs instantly the magic effect of the light or darkness, making the darkness or the light non magical anymore.
The effect of the spell still remains until the end of the spell, and returns if the item leaves the area of effect or is sheathed.
While in the area of effect and during the duration of the magical effect it is fueling from, the item displays strand of blackness or strands of light cursing through it, and functions as a magical item +1, radiating magic when doing so. The item can’t absorb further magical effect of light or darkness, but other similarly forged items in the area can.
Once the item is no longer subjected to the magical darkness or magical light, the item returns to its normal state.
A gloomwrought item costs an extra 10gp per lbs of its weight, in addition of the masterwork cost.


Metal armors, metal shields and metal weapons can be made of Mithral.
Once crafted, mithral reduces the weight of the item by half. It also removes the dexterity disadvantage, and, for heavy armors, remove the Exhaustion penalty when sleeping with them.
Mithral items have 21 AC and triple their hit points.
Mithral is an excellent conduit to magic, and arcana crafting checks have a +5 bonus on it.
Mithral weapons are always considered silvered.
Mithral is rare in dwarven kingdoms, and very rare elsewhere.
A mithral item costs an extra 20gp per lbs of the base item’s weight, in addition of the masterwork cost.


Slashing and piercing weapons can be coated with silver.
Armors coated this way are purely decorative.
Silver-coated weapons bypass resistance versus non-magical damage for certain types of creatures (like shapechangers).
Note that cold-iron silvered weapons retains their cold-iron properties.
Silver is uncommon and silver-coating an object adds a 50gp price per pound of the object itself.

Special materials

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