Godfall Exotic Materials

by Edian

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Godfall Exotic Materials

Homebrew

All content herein is subject to change.

Credits

Written by Mike Hughes, Julia Watson-Foster
Art by Christian Benavides, Andreas Rocha, Summer Bay, Paul Vérité, Eric VanAllen
Intro Text by /u/belithioben
Fluff Text by members of the Godfall community: Flando, Trax, Shadowcupcake, Ember, Wraithkin, Lott, Jonas, Edian, Risk, Cherry, Kikusaur

Common Materials

A halfling smith covered in black soot hold a chunk of red-hot iron in a furnace, while her apprentice frantically works the bellows. Withdrawing it, she pounds the glowing metal into shape before quenching it in a bucket of water. A razor-sharp blade emerges from the steam.

A tiefling tailor works their loom, weaving intricate patterns with silken thread. Their quick hands dart back and forth as the fabric slowly takes shape. The tiefling pauses occasionally to dip the thread into a bowl of essence, infusing mystic patterns into their new garment.

A dwarven bowyer carves the rough edges from a piece of pine wood. With steady hands, he glues it into place so that it’s grain crosses that of the neighboring piece, increasing the bow’s strength. Stringing the bow, he draws and releases the tension with a satisfying twang.

The people of Solace are used to making do with the materials available to them. These materials might not be so impressive in themselves, but through the ingenuity and hard work of the crafter they can become tools of exceptional quality.

Cloth

Cotton

Common Cloth


Description. Much of the clothing worn by the citizens of Solace is cotton cloth of varying quality. The cultivation, picking, processing, and weaving of cotton, as well as the cultivation of dyes for the fabric, are all extremely labor intensive.


Natural Properties:

Armor.
  • Normal. As per the PHB.
  • Artisan. +1 bonus to AC.

Wool

Common Cloth


Description. The hair of the sheep shepherded by the Greenhands comes in a variety of shades, and can be carded and woven into fabrics of a wide range of quality. Wool is the fabric of choice for blankets, cloaks, and any apparel made to protect against the winter cold.


Natural Properties:

Armor.
  • Artisan. +1 bonus to AC.
Clothing
  • Normal. You have advantage on saving throws against extreme cold weather effects.
  • Artisan. You automatically succeed on saving throws against extreme cold weather effects up to DC 10.

Silk

Common Cloth


Description. The Greenhands cultivate mulberry trees, not just for their sweet fruit, but to house and feed the silkworms who spin cocoons of fine and surprisingly strong thread. Silken garments breath and lay light on the body, making them a blessing on hot summer days if you can afford them.


Natural Properties:

Clothing
  • Normal. Must have a value of least 15 gp.
  • Artisan. You have advantage on saving throws against extreme heat weather effects.
  • Masterwork. You automatically succeed on saving throws against extreme heat weather effects up to a DC 10.

Leather

Animal Hide

Common Leather


Description. It's some skin from a cow. Probably.


Natural Properties:

Armor.
  • Normal. As per the PHB.
  • Artisan. +1 bonus to AC.
  • Masterwork. +2 bonus to AC.
Weapons.
  • Normal. As per the PHB.
  • Artisan. +1 bonus to attack and damage rolls.
  • Masterwork. +2 bonus to attack and damage rolls.

Chitin

Common Leather, Substitutes Metal,


Description. This rigid material makes up the exoskeletons of insects and crustaceans. While most common insects are too small to yield useful amounts of this substance, chitin harvested from larger creatures of the Maelstrom can be used to create sturdy armor without metal


Natural Properties:

Armor.
  • Masterwork. +1 bonus to AC.
Shields.
  • Masterwork. +1 bonus to AC.
Weapons.
  • Masterwork. +1 bonus to attack and damage rolls.

Metal

Bronze

Common Metal


Description. The alloy of copper and tin has been used for crafting since ancient times. It is softer than iron based alloys, but does not rust, and is significantly better than nothing.


Natural Properties:

Armor, Shields.
  • Normal. -1 penalty to AC.
  • Artisan. Eliminates the -1 penalty.
Weapons.
  • Normal. -1 penalty to attack and damage rolls.
  • Artisan. Eliminates the -1 penalty

Iron

Common Metal


Description. The workhorse material of Solace, this dull grey metal is easy to smelt and forge, and is a cheap material for making serviceable weapons and armor. Unfortunately, it has a tendency to rust if not properly maintained, causing its strength to fade with time.


Natural Properties:

  • Normal. As per the PHB.
Armor, Shields.
  • Artisan. +1 bonus to AC.
Weapons.
  • Artisan. +1 bonus to attack and damage rolls.

Steel

Common Metal


Description. By alloying iron with small amounts of other ores, and smelting it in the proper way, a smith can create a shiny metal that is resistant to rust. This steel can be further strengthened by alloying with essence, creating truly remarkable arms


Natural Properties:

Armor, Shields.
  • Artisan. +1 bonus to AC.
  • Masterwork. +2 bonus to AC.
Weapons.
  • Artisan. +1 bonus to attack and damage rolls.
  • Masterwork. +2 bonus to attack and damage rolls.

Wood

Basic Wood

Common Wood


Description. It's log. It's big. It's heavy. It's wood.


Natural Properties:

  • Normal. As per the PHB.
Shields.
  • Artisan. +1 bonus to AC.
Weapons.
  • Artisan. +1 bonus to attack and damage rolls.

Bone

Common Wood


Description. The bones of a variety of creatures can be used for crafting. The large horns, teeth, and claws of an animal, as well as their skeleton, are considered to be in the bone zone.


Natural Properties:

  • Normal.
    • -1 penalty to AC, attack and damage rolls.
    • Rustproof.
  • Artisan. Removes the -1 penalty.
Foci.

Exotic Materials

Jagged shards of ice rise from misty mountain tops, fragments of iridescent blue to stand in contrast to the muted tones of the surrounding rock face. In defiance of the summer sun, these frozen sheets remain unmelted after a thousand years.

Veins of hardened metal extend for miles, tracing the deepest roots of the earth. Far beneath the furthest excavations of the dwarves, this lustrous expanse will never to see the light of day.

A great flash. A thunderous clap rolls across the land. Time seems to stand still as a bolt of lightning bridges the gap between the surface world and the maelstrom above. Unlike the discharges of a common storm, this bolt is not destined to expire after its first moment. In the seconds following its creation, the bolt condenses, hardens, and forms a brilliant spire of electrifying crystal.

Despite their wondrous qualities, scholars assert that these materials are not under the effect of a magical enchantment. Although their power sometimes stems from a magical source, it is their own nature that brings rise to their effects.

Cloth

Arcanaweave

Rare Cloth, Essence Cost: 3


Description: This prized cloth comes in an endless variety of colors and patterns, but is recognizable by its telltale shimmer when it moves with its wearer.


Natural Properties:

Armor.
  • Normal. Once per long rest, you can grant yourself a bonus equal to your Intelligence modifier to a saving throw against a spell.
  • Artisan. Conduit 1
  • Masterwork. Conduit 2
Clothing.
  • Normal. Once per long rest, you can grant yourself a bonus equal to your Intelligence modifier to a saving throw against a spell.
  • Artisan. Conduit 1
  • Masterwork. Conduit 2
Nets.
  • Artisan. +3 to AC and escape DC
  • Masterwork. A creature restrained by this weapon has disadvantage on all saving throws against spells. Furthermore whenever it would take damage from a spell, it takes damage as if that spell were cast 1 level higher.

Darkweave (Formerly Darkleaf)

Uncommon Cloth, Essence Cost: 1


Description: Recently discovered by blending shadow magic with high-quality silks, this unique material absorbs and dissipates the heat signature of its wearer. Under the right conditions, this fabric can help blend the wearer into their surroundings, hiding them from the eyes of those with darkvision.


Natural Properties:

Armor.
  • Normal. This armor will never impose disadvantage to stealth checks.
  • Artisan. While wearing this armor and in darkness, other creatures that rely on darkvision have disadvantage on perception check to spot you.
  • Masterwork. While in darkness, you can use an action to become invisible until the end of your next turn. You can use this feature once per day.
Clothing.
  • Artisan. While wearing this clothing and in darkness, other creatures that rely on darkvision have disadvantage on perception check to spot you.
  • Masterwork. While in darkness, you can use an action to become invisible until the end of your next turn. You can use this feature once per day.

Dreamweave

Rare Cloth, Essence Cost 3


Description: This ever changing cloth is the latest fashion among the nobles as it's color, pattern and style seem to shift and change with each new season so that it's never out of style.


Natural Properties: While wearing this material, magic cannot put you to sleep.

Clothing.
  • Normal. Changing Seasons 1
  • Artisan. Changing Seasons 2
  • Masterwork. Changing Seasons 3

Greenweave

Uncommon Cloth, Essence Cost: 1


Description: Greentail fern forms long sinuous frond with pinnae that resemble scales. It's surface is fuzzy and dappled with all the colors of the forest creating a hazy optical effect when rustled by the wind. When woven into Greenweeave, the resulting fabric maintains this strange appearance.


Natural Properties:

Armor.
  • Normal. This armor will never impose disadvantage to stealth checks.
  • Artisan. While wearing this armor, other creatures have disadvantage on perception check to spot you while you in naturally green terrain such as forest or grassland.
  • Masterwork. You can use an action to grant yourself advantage on the next Animal Handling check that you make. You can use this feature once per day.
Clothing.
  • Artisan. While wearing this clothing, other creatures have disadvantage on perception check to spot you while you in naturally green terrain such as forest or grassland.
  • Masterwork. You can use an action to grant yourself advantage on the next Animal Handling check that you make. You can use this feature once per day.

Mooncloth

Uncommon Cloth, Essence Cost: 1


Description: Legend claims this soft fabric was first woven from beams of moonlight, the warp and weft of it formed from each of Otera's two moons. This seems to be supported by the hue of the fabric itself, as it seems to shift depending on which moon is waxing or waning. True or not, the gentle glow of the fabric, along with its restful properties, make it popular with certain Druidic circles and well off parents alike.


Natural Properties:

Clothing.
  • Normal. This item sheds dim light for 10 feet while in total darkness. While exposed to moonlight this light extends 20 feet and counts as moonlight.
  • Artisan. Restful 1.
  • Masterwork. Restful 2.

Noumenon

Rare Cloth, Essence Cost: 3


Description: This relatively plain cloth is barely distinguishable from linen bandages except for the faint threads of purple and blue that appear run through it. Shamans traditionally would armor or shield with the bones from a hunter's animal companion or from a truly challenging kill as a show of respect for the creature.


Natural Properties: Crafting and item with this material requires a base material to be supplied matching the item being crafted. No properties from the base item are retained. Additional the bones of some creature with significant importance to the intended user must be provided.

Shield.
  • Normal. This item meets the requirements for the Animate Dead spell to raise a skeleton. The skeleton can still be wielded as a shield but suffers from the grappled condition while held this way and can only make bite attacks (use shortsword attack). When the skeleton is killed or the spell ends the shield remains intact.
  • Artisan. Once per day you can spend 1 minute to cause the shield to animate as a skeleton as if targeted by the Animate Dead spell. Additionally, While wielding this shield in it's animated form if you are subjected to an effect that requires a dexterity saving throw, any damage suffered as part of that effect is first dealt to the animated shield with any excess damage carrying over to you.
  • Masterwork. The time to animate the shield is reduced from 1 minute to 1 action. Additionally when you animate the shield this way, both you and the shield gain temporary HP equal to your Wisdom Score + Proficiency Bonus.
Armor/Clothing.
  • Normal. You can use an action to grant yourself advantage on the next Athletics, Acrobatics, Stealth, and Survival check you make within one minute. You can do this a number of times per day equal to your Wisdom modifier (minimum once).
  • Artisan. Once per day as an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
  • Masterwork. As a reaction you can either increase or decrease the damage dealt by a single melee attack targeting another creature within 5 feet of you by 2d6. You can do this a number of times equal to your Wisdom modifier per day.

Phase Spider Silk

Rare Cloth, Essence Cost: 3


Description: Slightly sticky to the touch upon harvest, this material transforms into an almost transparent cloth in the hands of a skilled weaver. Without the occasional glitter, it would feel as if the cloth has disappeared into existence.


Natural Properties:

Clothing.
  • Normal. Blinking 1.
  • Artisan. Blinking 3.
  • Masterwork. Whenever you make a saving throw against an effect that would send you to another plane or demiplane, you do do so at advantage.

Phoenix Fibre

Rare Cloth, Essence Cost: 3


Description: This silky cloth seems alive with flame, flaring up whenever its wearer moves. It comes in shades of reds, oranges, and yellows, as an homage to the bird whose name it shares. The flames it produces are harmless, though quite beautiful to witness.

Natural Properties:

Clothing.
  • Normal. Wisps of harmless fire rise from this clothing as it moves.
  • Artisan. You can spend 15 feet of movement to spin and wreath yourself in flickering flames and smoke. Until the end of your turn opportunity attacks against you are made at disadvantage.
  • Masterwork. You can spend 15 feet of movement as part of taking the dodge action to create a 5-foot-diameter sphere of smoke centered on you. The sphere's area is heavily obscured to everyone except you. It lasts until the start of your next turn.

Gems

Azamon Volcanic Glass

Rare Gem, Substitutes Metal, Essence Cost 3


Description: A black crystal of rapidly cooled magma with veins of glowing red energy running through it. It is hot to the touch and holding it for any length of time risks serious injury. No matter how much cold it is exposed to it never cools.


Natural Properties:

  • Normal:Unbreakable.
  • Magitech augments cannot be applied to items made of Azamon Volcanic Glass.
Foci
  • Artisan. Fire Empowering 1.
  • Masterwork. Fire Empowering 2.
Jewelry
  • Artisan. You have advantage on saving throws against extreme cold weather effects.
  • Masterwork. You automatically succeed on saving throws against extreme cold weather effects up to a DC 10
Shields
  • Artisan. Fire Retribution 1
  • Masterwork. Fire Retribution 2
Weapons
  • Artisan. +1 bonus to attack and damage rolls. Deals an additional 1d4 fire damage.
  • Masterwork. +2 bonus to attack and damage rolls. Deals an additional 1d6 fire damage.

Blessed Amber

Lost Gem, Essence Cost 3


Description: The petrified sap of the Great Archfey Tree known as Father Oak. It's gold and brown hues seem relatively plain to look at, but the gems bring a sense of peace and belonging when held.


Natural Properties: 1 Unit of Blessed Amber can replace a diamond worth at least 500 gp as a spell component. The Blessed Amber is still consumed, destroying the item it is set in.

Jewelry
  • Normal. You have advantage on death saving throws.
  • Artisan. You have advantage on resurrection checks where this item was used as the Component.
  • Masterwork. The item is no longer consumed when used a spell component, instead it's quality drops to low.

Criolithe

Rare Gem, Substitutes Metal, Essence Cost 3


Description: This rich purple crystal requires special care when being mined, and even more while being forged. However, in skilled hands, this purple crystal can be transformed into a vibrant navy blue color that seems to shimmer with motes of gold and red light when viewed at the right angles. The crystal itself is fairly dense, needing a fair amount of strength being required to readily use it, but to those who do gain great benefit from the unique properties of this material.


Natural Properties:

Foci
Shields
Jewelry

Dawn Star

Rare, Essence Cost 3


Description: This golden precious gem is named after the the God-King himself, and appropriately so. When properly cut and outdoors, regardless of the weather conditions, the gem accurately reflects the position of the sun by acting like a mirror of a clear sky. As night falls, the sun within the gem sets and the moon comes out, along with the stars.


Natural Properties:

Jewelry

Hafsinite

Rare, Substitutes Metal, Essence cost 3


Description: This dark grey crystal comes from mines on the island of Storm's End, the permanent home of the Hafsin. Shot through with golden inclusions that seem to capture and bend light within the stone, Hafsinite's affinity for radiant energy makes it especially useful to divine casters.


Natural Properties:

  • Normal: Unbreakable
Armor
  • Normal. Fiend Deterring.
  • Artisan. Hale 1
  • Masterwork. Hale 2
Foci
  • Artisan. Radiant Empowering 1.
  • Masterwork. Radiant Empowering 2.
Jewelry
  • Normal. Fiend Deterring.
  • Artisan. Fiend Protection.
  • Masterwork. Statement.
Shield
  • Normal. Fiend Deterring.
  • Artisan. Fire Cover.
  • Masterwork. +1 bonus to AC.
Weapons
  • Normal. Fiend Slaying 1.
  • Artisan. +1 bonus to attack and damage rolls. Fiend Slaying 2.
  • Masterwork. +2 bonus to attack and damage rolls. Fiend Slaying 3.

Lost Rarity

Materials with a rarity of "lost" are considered lost to time. While they may have once existed, events have transpired that have effectively made them nearly impossible to find

Labradorite

Uncommon gem, Essence Cost 1


Description: This gem would trick those with inexperienced eyes to think that it was just an ordinary rock, but when successfully mined and brought to daylight, this crystal creates a dazzling optical phenomenon of a blue green to deep blue sheen that creates its distinctive shimmery, ethereal effect.


Natural Properties:

Foci
Jewelry
  • Normal. You can use this item as a focus to cast Disguise Self. When you do so, the casting time for Disguise Self is 1 bonus action.
  • Artisan. Whenever you cast Disguise Self through this item, other creatures have disadvantage on Intelligence (Investigation) checks to discern that you are disguised.
  • Masterwork. Whenever you cast Disguise Self through this item you can affect any number of willing creatures within a 5 foot radius of yourself. Each other creature takes on the same disguise as yourself with a slight variation, such as having a different colored outfit, glasses, or a mustache. This illusion immediately ends on any creature that moves more then 5 feet from you.

Omniate

Lost Gem, Substitutes Metal, Essence Cost 1


Description: This unassuming crystal would lead the inexperienced to think it an azure-hued quartz. However, hidden within its confines rest veins of indigo and platinum, which appear to branch through the gem like a circulatory system. When worked by the hands of a skilled artisan, the veins spring to life, pulsing with a regular heartbeat of dim light giving its wielder the impression it might actually be alive.


Natural Properties:

Foci
Jewelry
Weapons
  • Artisan.
    • +1 bonus to attack and damage rolls.
    • Compact.
  • Masterwork.
    • +2 bonus to attack and damage rolls.
    • Grasping.

True Ice

Rare Gem, Substitutes Metal, Essence Cost 3


Description: A pale light blue shard of freezing cold ice. The slightest touch will leave you skin numb from the cold, and a holding it for any length of time risks serious injury. No matter how much heat the ice is eximposed to it never melts.


Natural Properties:

  • Normal.
    • Unbreakable.
    • Magitech augments cannot be applied to items made of True Ice.
Foci.
Jewelry
  • Artisan. You have advantage on saving throws against extreme heat weather effects.
  • Masterwork. You automatically succeed on saving throws against extreme heat weather effects up to a DC 10
Shields
Weapons
  • Artisan.
    • +1 bonus to attack and damage rolls.
    • Deals an additional 1d4 cold damage.
  • Masterwork.
    • +2 bonus to attack and damage rolls.
    • Deals an additional 1d6 cold damage.

Leather

Chelicerae Chitin

Rare Leather, Substitutes Metal, Essence Cost 3


Description. The chitin from these Stormtwisted arcane spiders is rigid but lightweight like that from common insectoids, but has the potential, when worked by a skilled crafter and imbued with Essence, to harness some of the arcane potential of these horrific creatures.


Natural Properties:

Weapons.
Armor.
Shields.
Arcane Focus, Holy Symbol, Druidic Focus.

Common Monster Hide

Uncommon Leather, Essence Cost 1


Description: Obviously, monster hide can take a variety of forms, and is a catch-all term for any leather derived from an animal with a mundane hide tougher than a cow. The power of the Maelstrom to twist creatures into more vicious forms, along with the natural evolutionary pressure of the wilderness has lead to a wide range of creatures with such hides.


Natural Properties:

Armor.
Clothing.
Weapons.

Dragon-Scale

Rare Leather, Substitutes Metal, Essence Cost 3


Description: This scaly hide varies widely depending upon the color and age of the dragon they come from. The scales attached to the leather are incredibly tough but remarkably light. With proper techniques, these scales can either be fused against a metallic base for heavier armors, or treated to increase their flexibility for lighter armors.


Natural Properties:

Young
Armor.
  • Artisan. +1 bonus to AC.
  • Masterwork. +2 bonus to AC.
Weapons.
  • Artisan. +1 bonus to attack and damage.
  • Masterwork. +2 bonus to attack and damage.
Adult
Armor.
  • Normal. +1 bonus to AC.
  • Artisan. +2 bonus to AC.
  • Masterwork. Resistance, based on dragon type.
Clothing.
  • Artisan. Statement.
  • Masterwork. Resistance, based on dragon type
Weapons.
  • Normal. +1 bonus to attack and damage.
  • Artisan. +2 bonus to attack and damage.
  • Masterwork. +1d6 damage based on dragon type.
Ancient
Armor.
  • Normal. +1 bonus to AC.
  • Artisan. +2 bonus to AC.
  • Masterwork.
    • +3 bonus to AC.
    • Resistance, based on dragon type.
Clothing.
Weapons.
  • Normal. +1 bonus to attack and damage.
  • Artisan. +2 bonus to attack and damage.
  • Masterwork.
    • +3 bonus to attack and damage.
    • +2d6 damage based on dragon type.

Troll Boar Hide

Uncommon Leather, Essence Cost 1


Description: Troll boar hide, unlike other common monster hides, seems to constantly regrow itself once treated with essence. This makes it particularly useful for those with a tendency to rip their armor.


Natural Properties:

Armor.
  • Artisan. +1 bonus to AC.
  • Masterwork. +2 bonus to AC.
Weapons.
  • Artisan.
    • Compact.
    • +1 bonus to attack and damage.
  • Masterwork.

Winter Wolf Hide

Uncommon Leather, Essence Cost 1


Description:


Natural Properties:

Armor.
  • Normal. You have advantage on saving throws against extreme cold weather effects.
  • Artisan.
    • +1 bonus to AC.
    • While wearing this armor, other creatures have disadvantage on perception check to spot you while you in snowy terrain.
  • Masterwork. While wearing this item, a creature can not gain advantage on attacks against you from having an ally within 5 feet of you.
Clothing.
  • Normal. You have advantage on saving throws against extreme cold weather effects.
  • Artisan. While wearing this clothing, other creatures have disadvantage on perception check to spot you while you in snowy terrain.
Weapons:
  • Artisan. +1 bonus to attack and damage.
  • Masterwork. When you hit a creature and roll a natural 20 on the attack roll, the target takes an extra 1d6 cold damage.

Plains Worm Carapace

Rare Leather, Substitutes Metal, Essence Cost 3


Description: This thick leather is made from the outer shell of the giant burrowing worms living in the plains surrounding the Martyr's Sphincter. As a result, it consists of curved, organically shaped plates of lamellate hide whose colors range from yellow sand to bronze brown, all with a faint golden patina that gleams in sunlight.


Natural Properties:

Armor.
  • Artisan. +1 bonus to AC.
  • Masterwork.
    • +2 bonus to AC.
    • Acid Resistance.
Shield.
Weapons.
  • Artisan. +1 bonus to attack and damage.
  • Masterwork.
    • +2 bonus to attack and damage.
    • +1d4 Acid Damage

Yeti Hide

Uncommon Leather, Essence Cost 1


Description:


Natural Properties:

Armor.
  • Normal. You have advantage on saving throws against extreme cold weather effects.
  • Artisan. +1 bonus to AC.
  • Masterwork. Cold Resistance.
Clothing.
  • Normal. You have advantage on saving throws against extreme cold weather effects.
  • Artisan. You automatically succeed on saving throws against extreme cold weather effects up to DC 10.
  • Masterwork. Cold Resistance
Weapons.
  • Artisan. +1 bonus to attack and damage.
  • Masterwork. When you hit a creature and roll a 20 on the attack roll, the target must make a DC 15 Constitution save or be frightened until the end of your next turn. Any creature who is affected by or saves against this ability is immune to it for 1 hour.

Metal

Adamantine

Rare Metal, Essence Cost: 3


Description. This alloy made from Adamantium, which is originally found as a hunk of dark, almost black, form which makes mining it that much harder. When forged, it takes on a very deep burnt orange hue , and is incredibly resilient and holds an edge better than any other metal.


Natural Properties:

Armor.
  • Normal. While wearing this armor, any critical hit against you becomes a normal hit.
  • Artisan. +1 AC
  • Masterwork. Any nonmagical crafted weapon that strikes you while wearing this armor splinters or cracks. After dealing damage it takes a permanent and cumulative -1 penalty to damage.
Shields.
  • *Artisan. On a successful shove attack any nonmagical crafted armor being worn by the creature is damaged and takes a permanent and cumulative −1 penalty to AC to a minimum of 10. This does not affect any AC granted from Dexterity or other sources.
  • Masterwork. +1 AC
Weapons.
  • Normal.
    • Whenever they hit an object, the hit is a critical hit. Additionally, whenever you successfully disarm a weapon, the weapon's quality is lowered by 1 tier. If the item was already of low quality it is considered completely sundered and must be remade.
    • Construct Slaying 1.
  • Artisan.
  • Masterwork.

Cold Iron

Uncommon Metal, Essence Cost: 1


Description. This darker looking iron seems to emanate an aura of shadow while it's in the light. It's named as such due to being forged at far lower temperatures, else it's unique properties be lost. It's dark energies sap the brightness from fey creatures, harming them substantially more.


Natural Properties:

Armor
  • Normal. Fey Deterring.
  • Artisan. +1 bonus to AC.
  • Masterwork. +2 bonus to AC.
Foci
Jewelry
Shield
Weapons.

Machalite

Uncommon Metal, Essence Cost: 1


Description. This metal takes its original form as an agate-like rock, with a mix of green and blue crystals interspersed through the ingot. When worked in the forge, the crystals melt and bond with the unassuming binding metal. When properly smelted, the metal has a striped appearance, with green and blue veins mixing through the otherwise-dull-silvery metal.


Natural Properties:

Armor
Foci
Jewelry
Shield
Weapons.

Mithril

Rare Metal, Essence Cost: 3


Description. Bright silver in color, a casual observation could have this easily mistaken for simple silver. However, the iridescent sheen on it informs a trained miner that the metal is actually the flexible and durable metal Mithril. When formed, it can be given a high-sheen, mirror-like polish, and is incredibly light.


Natural Properties:

Armor
Shields.
Weapons.
  • Artisan.
    • +1 bonus to attack and damage rolls.
    • Compact.
  • Masterwork.
    • +2 bonus to attack and damage rolls.
    • Airy.

Orichalcum

Rare Metal, Essence Cost: 3


Description.


Natural Properties: Unbreakable.

Armor/Shields.
  • Normal. You can not cast spells while wearing this armor.
  • Artisan. While wearing this armor all spell effects on you have their duration reduced by half, and you have advantage on saving throws to end any spell effects on yourself. This includes helpful spells.
  • Masterwork. You can not be targeted by spells of level 3 or lower, including helpful spells. You can still be affected by spells that include you as a target, such as fireball.
Weapons.
  • Artisan.
    • +1 bonus to attack and damage rolls.
    • When you damage a creature that is concentrating on a spell with this item, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • Masterwork.
    • +2 bonus to attack and damage rolls.
    • Attacks with this weapon ignore any AC granted by spells.

Spectrite

Uncommon Metal, Essence Cost: 1


Description. This strange metal appears as a dull green, and largly translucent when mined, and when fully processed, produces a eerie green, highly transparent material. Despite it's ghostly appearance it remains solid, however, and it appears to viscerally cut through the necromantic energies that animate undead.


Armor
Foci
Jewelry
Shield
Weapons.

Wood

Ancient Coral

Rare Wood, Essence Cost: 3


Description. This ivory white coral weighs next to nothing and floats on the surface of the dangerous waters it is found in. Incredibly porous, even the air around it seems to be absorbed.


Natural Properties:

Foci.
Jewelry

Ironwood

Rare Wood, Essence Cost: 3
Substitutes Metal


Description. The mightiest trees the world has ever seen, Ironwood pines can reach 30 feet across at their base, and over 300 high. Its flesh is so tough that woodsmen opt for drills and picks over saws. When properly worked and treated Iron is a near perfect insulator against even intense flames.


Natural Properties:

  • Normal.
    • Unbreakable.
    • Ironwood items gain the benefits of both wooden and metal implements, and only suffer 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 a metal.
Armor.
  • Artisan. +1 bonus to AC.
  • Masterwork.
    • +2 bonus to AC.
    • Fire Resistance.
Weapons.
  • Artisan. +1 bonus to attack and damage rolls.
  • Masterwork.
    • +2 bonus to attack and damage rolls.
    • Shoving.
Foci.
Shields.

Livingwood

Uncommon Wood, Essence Cost: 1
Substitutes Cloth, Leather


Description. Tree's charged with primordial nature magic when cut down produce this unusual wood. The magic they are charged with allows them to flourish without connection to the ground, substituting the nutrients the wood would normally need, and as such it continues to grow and prosper long after being cut down.


Natural Properties:

Armor.
Clothing.
Foci.
Shields.
Weapons.
  • Artisan.
    • +1 bonus to attack and damage rolls.
    • Compact.
  • Masterwork.
    • +2 bonus to attack and damage rolls.
    • Grasping.

Mourningwood

Uncommon Wood, Essence Cost: 1


Description. This slender, brittle, pale wood that comes from trees that can often be found growing near sites where a mass death had occurred. The wood almost seems to appreciate being worked, as the more it is handled the healthier it seems to become. The wood darkens to a rich dark brown, and becomes incredibly durable and lightweight overtime.


Natural Properties:

Shield.
Foci.
Weapons.

Witherwood

Uncommon Wood, Essence Cost: 1


Description. A tainted black wood harvested from gnarled trees that were the product of a conflict between two celestial beings. The negative energies contained within bolster necromantic powers, or when forged into weapons, can sap the strength of their victims.


Natural Properties:

Foci.
Weapons.

Zephyrwood

Rare Wood, Essence Cost: 3


Description. This strange, cloud-like material can be found at high altitudes, often where elemental energy is highly concentrated. The infusion of magic causes clouds to take on solid form which can then be carved and shaped, while still maintaining its light and fluffy texture.


Natural Properties:

Foci.
Jewelry.
Shield.
Weapons.

Exotic Properties

Acidproof

An item with the Acidproof property is immune to the effects of corrosion from acid such as a Gray Ooze's Corrode Metal ability.

Affinity

After successfully casting a spell of the specified school of magic using this focus you may regain that spell slot so long as the spell slot is no higher than the Affinity value of the focus. You cannot regain a spell slot this way again until you complete a long rest.

Airy

Airy weapon ignore the penalties from the Heavy property. Weapons that do not have the Heavy property instead gain the Light property. Weapons that already have the Light property additionally count as monk weapons.

Arcane Rebuke

Immediately after a creature hits you with a melee attack, you can use your reaction to deal 1d6 force damage to that creature. You may use this effect X times per long rest.

Blinking

Whenever you roll a d20 as part of the Blink spell you may add or subtract this items Blinking value from the results of this roll.

Boundless Spirit

When making death saving throws you regain 1 hit point on a roll of a 19 or 20. Additionally when you regain consciousness this way you gain Xd4 temporary hit points where X is the items Boundless Spirit value. Once a creature regains consciousness this way, it cannot do so again until it completes a long rest.

Bulky

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Changing Seasons

Items with the Changing Seasons property shift in color and style to match the current season. If you have the Feyborn Seasons legacy trait, you may change the item's season in the same way you would change yours. Otherwise, the item's current season mirrors Otera’s current season.

You become less susceptible to a certain type of damage depending on the current season: winter (cold), spring (radiant), summer (fire), or autumn (necrotic). Based on the items’s current season, reduce the damage you take of its associated type by the armor’s Changing Seasons value every time you take damage of that type.

Compact

The weight of a Compact item is reduced by half and it takes up 1 less inventory slot to a minimum of 1 slot.

Conduit

An item with the Conduit property has a maximum of X charges, where X is its Conduit value. Whenever you damage an enemy with a spell, you deal extra damage equal to the current number of charges this item has. When you cast a spell of 1st level or higher, you may expend all charges to add a bonus to the spell's attack roll or save DC equal to the number of charges spent. If you do not use this feature when you cast a spell of 1st level or higher, this item gains 1 charge. All charges are lost when you take a long rest.

This bonus does not stack with similar effects that increase spell attack or DC, such as a Wand of the Warmage or Rod of the Pact Keeper.

Cover

While wielding or having this item equipped, you have advantage on Dexterity saving throws against spells and effects that deal damage of items Cover type.

Deterring

Deterring items gives an added layer of protection against a specific creature type. While wearing a Deterring item, a creature of that type within 5 feet of you who targets you with a attack or a harmful spell must first make a DC 12 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This does not protect you from area effects, such as the explosion of a fireball.

If you make an attack or casts a spell that affects an enemy creature, this property is lost until the end of combat.

Draining

This item drains a specific ability score from your enemies and infuses you with it. When you hit a creature with this weapon and roll a 20 on the attack roll, the target has it's matching ability score reduced by the items Draining value for 10 minutes. The target dies if this reduces an ability score to 0. Additionally, your strength is increased by the same amount for 10 minutes or until you cease to wield this weapon.

A creature with immunity to necrotic damage is immune to this effect. Additionally creatures with Legendary Resistance can not have their ability scores by more then half.

Ease

The fine build and light material of these shields allow them to be moved rapidly. When a creature within 5 feet is targeted by an attack that you can see, you can use your reaction to help defend them, granting them the shields Ease value as a bonus to their AC against the attack.

Empowering

When you cast a spell through this focus that immediately deals only damage of the items Empowering type and targets only a single creature, you can choose to reroll any damage dice that roll a number less then or equal to the items Empowering value. You must use these new roll, even if the new roll is less then equal to the original. You do not gain this effect on subsequent damage done with this spell after it's immediate casting.

Flexible

Armor with this ability allows you to benefit from higher dexterity while wearing the armor equal to the items Flexible value.

Grasping

As a bonus action you can cause a Grasping weapon to become vine like and lash out at a creature within 15 feet of you that you can see. When you do, make an attack roll against that creature with this item, the creature must succeed a Dexterity saving throw against your attack roll or be pulled 10 feet directly towards you. After you have made this attack the weapon reverts to it's normal form. Each time you use this property the item takes a -1 to both Attack and Damage rolls.

Hale

When targeted by a healing spell, you can choose to reroll any number of dice that roll a number less than or equal to the item's Hale value. Your rerolls affect only you and you must use the new results rolled.

Invigorating

When an ally uses a DM Inspiration point within 30 feet, you heal for an amount equal to the items Invigorating value.

Item Storing

While wielding or having this item equipped you may increase the number of Belt slots your character has by this items Item Storing value. The items stored in these belt slots are only accessible when this item is wielded or while you have it equipped.

The back of this shield will grasp onto and hold items for you. This shield has the denoted number of inventory slots. While wielding this shield the items stored in these slots can be retrieved as if they were on your Belt.

Lightweight

If the item has a Strength requirement, the Lightweight version of the item doesn't.

Magic Resistance

The first time you are targeted with a spell of X level or lower you have advantage on the saving throw. This ability refreshes with a long rest.

Muffled

If the item normally imimposes disadvantage on Dexterity (Stealth) checks the Muffled version of the item doesn't.

Protection

While wielding or having this item equipped, you have advantage on saving throws against spells and effects from creatures that match this items Protection type.

Regrowing

Items with the Regrowing property will completely repair themselves over a short rest, removing any negative modifiers.

Respiring

Items with the Respiring property can be used as a filter of sorts underwater to breath normally for a number of a minutes equal to their Respiring value.

Restful

When you complete a long rest while wearing a Restful item, you regain an additional number of spent hit dice equal to this item’s Restful value (up to your maximum).

Retribution

While wielding this shield if a creature misses you with a melee attack by 2 or less, the creature suffers Xd4 damage of the listed type where X is the items Retribution value.

Rustproof

An item with the Rustproof property is immune to the effects of corrosion from acid such as a Rust Monster's Rust Metal ability.

Shoving

When you a hit a target with a melee attack using this weapon you may use your reaction to make a shove attack to push the same creature back 5 feet. Use the same ability score as your attack roll for the Athletics check for this shove attack.

Slaying

When you hit a creature of the type listed in the Slaying property with this weapon, it takes an extra Xd6 damage of the weapon's type where X is the weapons Slaying value. For the purimpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Example: A sword with dragon slaying 3 would deal an additional 3d6 against a creature with the dragon type, including dragon turtles and wyverns.

Soaring

Ranged attacks made with this ranged weapon add the denoted number to their normal range and long range.

Soothing

When you cast a spell through this focus that immediately does healing and targets only 1 creature, you can choose to reroll any healing dice that roll a number less then or equal to the items soothing value. You must use these new roll, even if the new roll is less then equal to the original. You do not gain this effect on subsequent healing done with this spell after it's immediate casting.

Spell Absorption

The first time you successfully save against a spell of X level, you may replenish a spell slot of up to that level.

Spell Eating

When a creature loses concentration on a spell due to damage from this weapon, they are unable to cast that spell again for X rounds. Additionally, if the spell is of a level you can cast (or lower), you may use your reaction to immediately begin concentrating on that spell as if you had cast it. (It need not be on your class spell list.) A spell with a target of "self" is moved to you, otherwise the spell's original location or targets are maintained. You may only concentrate on a spell this way for X rounds.

Spell Storing

This item stores spells cast into it, holding them until the person wearing or wielding this item uses them or until the next dawn. The item can store up to its Spell Storing value in levels worth of spells at a time.

Any creature can cast a spell into the item by touching it as the spell is cast. The spell has no effect, other than to be stored in the item. If the item can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing or wielding this item, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the item is no longer stored in it, freeing up space.

Spell Stretching

When you cast a spell through this focus, if that spell has a range of 5 feet or greater and targets only one creature, you may extend that spell's range by a number of feet equal to the focus' Amplify value.

Statement

When crafting this piece choose one Charisma based skill. While wearing this item you have advantage on skill checks with the chosen skill.

Unbreakable

The item can not be broken, degraded or have negative modifiers applied to it under normal, non-magical, circumstances. Additionally the item counts as both Rustproof. and Acidproof..

Withering

While wielding or donning this item, the indicated ability score is reduced by the items withering value..

Changelog

1.1.5

  • Zephyrwood added

1.1.4

  • Updated cloth properties

1.1.3

  • Azamon Volcanic Glass added

1.1.2

  • Weapons and Clothing added to leather materials where appropriate.
  • Updated Monster Hide to be more in line with its essence cost.

1.1.1

  • Chelicerae Chitin added.

1.1

  • Ancient Coral added.
  • True Ice added.
  • Blessed Amber added.
  • Troll Boar Hide added.

1.0.2

  • The Unbreakable property has been clarified.
  • Adamantine weapons have had their Normal quality property changed. Instead of breaking all weapons on a disarm, they now reduce the weapons quality by 1. Weapons that have their quality reduced below low quality are broken considered broken and unusable and most be remade.

1.0.1

  • Necrotic cover removed from Mourningwood shields. Instead, shields gain the same property as Foci for casters that can use their shields as such.

1.0.0

  • Chitin added.
  • Bone added.
  • Rust-Proof and Lightweight added to Dragon-Scale.
  • Lightweight has lost it's value and now just blanket removes the strength requirements from armor.
  • Missing properties added.
  • In document links to properties added.
  • Deterring DC lowered to a 12.
  • Empowering and Soothing had been re-worked slightly to be more balanced and align with their original intention. Specifically it has been clarified that they only affect single target spells, and only the dice rolled as part of casting that spell. The goal was never to replace the Elemental Adept feature which affects AoE spells.
  • Many properties have had their effects re-worded to be more clear, but have not had any actual changes made to how they were intended to work.
  • Properties for Adamantine shields have been added. The bashing and Towering effects have been removed.
  • Shove no longer require melee and does not grant advantage on the shove attack. Instead you use the same ability score used for the attack roll.
  • Draining effects now last for 10 minutes. Creatures immune to necrotic damage are immune to the effects of draining. Additionally creatures with legendary resistance can not have an ability score reduced by more then half.

0.9.2

  • Materials removed from Downtime and Crafting document.
  • Ironwood armor fixed, previously referenced bonus to Attack and Damage instead of AC.
  • Improvised material page removed.

0.9.1

  • Yeti hide has been added. (This replaces the Yeti hide that previously functioned as Dragon-Scale).
  • Plains Worm Carapace's fire resistance was changed to Acid and bumped up to Masterwork to be in line with other materials.

0.9

  • Initial release. Replaces rare materials listed in Downtime and Crafting document.
 

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