Equipment Material v2

by TheTranMan

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Base Metal Object Cost

Any Object with a Cost that has a +* costs the base cost of that item plus the amount listed. As an example, an adamantine Greataxe would cost 550gp.

An Object with a * means acquiring such an item may be difficult to procure on the Material Plane, without access to such a Market or Manufacturer whom has such a metal available.

An Object with a --- means such an metal isn't commonly available for purchase with all objects, due to its rare or niche use.

An Object with a ??? means such a metal may be too rare and expensive to procure even in the most highest market channels.

Metal Cost (GP)
Adamantine Armor 1000+
Adamantine Weapon 500+
Adamantine Ammunition (10) 500+
Celesteel Weapon 5000*+
Cold Iron Armor 400+
Cold Iron Ammunition (10) 300+
Cold Iron Weapon 300+
Darkmetal 2000*+
Ghostmetal 10000*+
Gunmetal ---
Infernal Iron 250*+
Ironwood 100+
Lilacium ---
Null Metal ???*+
Oricalchum 1000+
Sablewood 400+
Silver Ammunition (10) 100+
Silver Weapon 100+
Tinge of Silver 100
Star Metal 450*+
Temporium 800+
Titanium ???*+
Truesilver 1000+
Whitesteel ---

Metal Ranged Weapons

Any Weapon that has the Ammunition property do not gain the benefits of the Metal they are manufactured with. Ranged Weapons, such as Bows, Firearms, or Slings do not gain the benefits of the Metal they are manufactured with.

Commonly, it is better to either Enchant a Ranged Weapon, or to acquire pieces of Ammunition forged from exotic metals.

Adamantine Armor

Armor (medium or heavy, but not hide), uncommon


This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Adamantine Weapons

  • Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
  • If you recover expended Adamantine Ammunition, you can recover all of your ammunition provided they are actually recoverable (not lost to the abyss, misplaced in another dimension, etc).
  • A weapon forged from adamantine bypasses Damage Immunity or Resistance to its damage type when attacking Constructs.

Celesteel Weapons

An Aasimar, Cleric, or Paladin that attacks with a Weapon forged from Celesteel deals an extra 1d8 radiant damage whenever they hit a creature with it.

Cold Iron Armor

Armor (medium or heavy, but not hide), uncommon


Cold Iron is a heavy bulky iron, that's freezing to the touch. Heavy Armor made of Cold Iron imposes a +2 to the Str score requirement.


This armor is anathema to Fey creatures, and it protects you from their attacks or charms. As long as you wear the armor, you are considered to be under the effects of Protection from Evil and Good, but you are only protected from Fey creatures.

Cold Iron Weapons

Melee weapons made from cold iron must already be metal-manufactured weapons, such as a dagger or arrow, but not say a quarterstaff or sling. Items made from cold iron weighs 1 and 1/2 times more than the weight of steel items.

  • A weapon forged from cold iron loses the light or finesse property if it had it.
  • A cold iron weapon gains a +2 bonus to Attack and Damage Rolls when used to attack a Fey creature.
  • A weapon forged from cold iron also bypasses Damage Immunity or Resistance of its damage type when attacking Fey or Fiend (Demons).

Mithral Armor

Armor (medium or heavy, but not hide), uncommon


Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.


If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Mithral Weapons

Melee weapons made from mithral tend to be lightweight, effectively used by more dextrous combatants. A weapon made from mithral weighs half as much as the same item made from other metals.

  • A heavy weapon forged from mithral no longer has the heavy property.
  • A weapon forged from mithral that isn't heavy now has the finesse and light properties.
  • A thrown weapon doubles its short and long range, for example, a mithral dagger would have a range of 40/120 feet.

Silver Weapons

Some monsters that have immunity or Resistance to nonmagical Weapons may be susceptible to silver weap⁠ons, so cautious Adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of Ammunition for 100 gp.

Tinge of Silver

Potion, Uncommon


This mercury-like, silvery oil gleams with ethereal-cerulean veins. The oil can coat one weapon or up to 5 pieces of ammunition. Applying the tinge takes an action or bonus action. The coated item becomes silvered, as if becoming a silvered weapon.

 

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