5th Age Campaigns' home rules
Creating a Masterwork Grade item from an excellent crafting roll provides special benefits to that weapon, without it being magical. Some uncommon or rare material also add certain properties to specific type of items without making them magical.
Crafting special materials
This rule applies to all material below except for cold iron
The crafting process is made much more difficult because of the rarity of the material.
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+).
Note that the prices indicated below are multipliers for the masterwork version of the item, not the regular price.
If the first craft check fails to create a masterwork item, another check can be made. If this last check fails, the material is unusable anymore, and new material must be found.
If the same artisan attempts the second check, it can be done with disadvantage and requires one more workweek of work.
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. A result of 1 on the dice indicates that the items has a flaw.
Types of special materials
Metal armors, metal shields and metal weapons can be made of Mithral.
Mithral reduces the weight of the item by half and the strength required to wear them by 3. For heavy armors, it also removes the dexterity disadvantage, and the exhaustion penalty when sleeping with them. Mithral items triple their hit points. Mithral is an excellent conduit to magic, and arcana crafting checks have a +5 bonus on it.
Mithral is rare in dwarven kingdoms, and very rare elsewhere.
A mithral item costs 20 time its regular price.
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.
Adamantine is very difficult to craft and cost 500gp more than the regular price.
Flexible weapons or weapons with flexible parts, like rapiers, bows or crossbows cant be made from adamantine
Slashing and piercing weapons can be coated with silver. Armor coated this way are purely decorative.
Silver-coated weapons bypass resistance versus non-magical damage for certain types of creatures (like shapechangers). Feycrafted weapons are always considered silvered.
Silver is uncommon and silver-coating an object adds a 50gp price per pound of the object itself. This cost accounts for both the craftsmanship required to properly coat it, and the raw material itself.
Wooden weapons and wooden shields can be made of darkwood.
Darkwood items get +2 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.
Darkwood in uncommon and cost 4 time the regular cost.
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).
Each dragon scale from an adult dragon is worth around 500gp, and twice that amount from an ancient dragon.
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 getting a non magical +1 AC.
Such armor costs 20 time their normal price (masterwork price as they are always masterwork).
Any item made with iron has the cold iron property.
Certain extra planar creatures, like feys or demons, have vulnerability to cold iron.
Cold iron is common on the Prime Material Planes, and does not radiate magic.
Any item that is Durgeddin-forged weigh nothing when fully immersed in water and do not radiate magic. Furthermore, Durgeddin-forged weapons do not have Disadvantage when used in underwater combat.
These weapons usually fetch 5 time their price, or 10 time if in a harbor.
Feycrafted weapons (Feywild)
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 weapons are easily recognizable from their intricate forms, and by the fact that they are always cold to the touch. They are always considered silvered.
When unsheated, these weapons shed moonlight in total darkness, providing dim light up to 10’ for each pound of weight. They do not radiate magic. They are an excellent conduit to magic, and arcana crafting checks have a +5 bonus on feycrafted items.
Feycrafted weapons have a reputation for being cursed.
Faertouched weapons and armors (Underdark)
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.
Gloomwrought weapons and armors (Shadowfell)
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 exposed and 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 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.
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.