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arcydea:equipment:start

Equipment

Arcydea uses a custom set of weapons, armor, spellcasting focuses, and general equipment, and it uses some modified rules for proficiencies. Unlike other D&D campaigns, you will not start off with the best gear you can and then wait to acquire magical items. Instead, you begin with limited means and may have to save during your adventures just to outfit your character fully with what you might consider basic equipment. Over the course of the campaign, while you will find magical items and rare treasures, you will also be able to upgrade your character with mundane equipment that improves on the basic equipment you started the campaign with.

Equipment Categories

Masterwork Armaments

Masterwork armaments are finely-built examples of arms and armor, so exceptional that they warrant special rules related to their enhanced effectiveness. Masterwork armaments each take on a bonus property, selected from a limited list.

Masterwork armaments are originally crafted as such; a weapon or suit of armor cannot be made masterwork after its creation. Masterwork armaments take on a slightly different shape or construction to justify their enhanced features, and are obviously of superior craftsmanship. The DM should moderate the design of masterwork armaments to ensure that the additional modification makes sense as applied.

Masterwork Armor

A masterwork suit of armor has 1 additional armor property that the armor does not already possess: Any masterwork suit of armor can add the absorbent, efficient, enclosed, layered, lightweight, quick-escape, or reinforced armor property. A masterwork suit of heavy armor may instead add the hardened armor property.

A masterwork buckler, pavise, shield, or tower shield can only add the hardened or lightweight armor property.

Masterwork Weapons

A masterwork weapon has 1 additional weapon property that the weapon does not normally possess: Melee weapons may add the alternate (one type), deadly, defensive, disarming, fine, high-critical, or tripping property. If it already has the thrown property, it may instead add accurate or aerodynamic.

If it does not have the two-handed property, a melee weapon that normally inflicts 1d6 or more damage can instead be made versatile, increasing the normal damage die by one size or half size, as appropriate. (A 1d6 becomes a 1d8. A 1d8+1 becomes a 1d10+1. A 2d4 becomes a 2d5. And so on.) Ammunition or charging weapons may only add accurate, aerodynamic, deadly, fine, or high-critical.

Pricing

A masterwork suit of light or medium armor costs 150 gp more than a standard version, as does a masterwork shield of any sort. A masterwork suit of heavy armor or a masterwork weapon costs an additional 300 gp.

Crafting a masterwork armament requires proficiency with the appropriate artisan’s tools (leatherworker’s tools, smith’s tools, or woodcarver’s tools) and additional crafting time as indicated by the item’s increased market value.

Masterwork armaments are recognized as true works of art by skilled warriors and artisans, and as such can be resold (to the right buyer) for full value.

Variant: Other Materials

A skilled smith should be able to add other minerals to a weapon for 100 gp, or 10 gp for a piece of ammunition. The process includes replacing, coating, or alloying the existing metal components. Alternately, a character can perform the craft herself using smith’s tools, taking 20 days for a weapon or 2 days for a piece of ammunition. This option is useful if the characters encounter a source of mystic material. It might also be useful if you employ monsters with new and exotic immunities, resistances, or vulnerabilities. Perhaps you use fey creatures that are vulnerable to cold iron or your shadowlands monsters are resistant to nonmagical attacks not made with jade-infused weapons.

Whatever the case, the players should have to supply or purchase the raw materials needed, in addition to the smith’s fee or their own crafting time. It requires about 2 pounds of the metal (or 20 standard gemstones powdered among other material) to integrate with a weapon’s striking surfaces.

The Trade Goods (Trade Bars) chart shows the value per pound for some well-known metals. (The cost for silvered and adamantined weapons varies slightly from these calculations.)

It doesn’t make sense when an upgrade uses more weight of metal than the entire weapon. If you wish, you can halve these material requirements for any weapon that already weighs only 1 pound or less, like a dagger.

Likewise, you can peg the cost of an alternate material piece of ammunition to its equivalent weight in material (plus 10 gp) for each. For example, a gold-treated arrow would cost 10 gp for the labor and 2½ gp for the material (1/20th of a pound of gold, the same weight as an arrow).

You can apply these adjustments to silvered or adamantined weapons too, if you desire.

Custom Material Options

Based on the existing material in this section, you may also create custom options for when you happen to have metal or animal skin handy and want to transform it into armor, weapons, spellcasting focuses, etc. First, consider the material and its comparable quality to existing options.

Quality

As noted in the Traits list, you can have Inferior quality items for half normal value, or Masterwork quality items for triple normal value. Typically, craftsmen aspire to masterwork quality in their work, and only churn out inferior scrap when they're desperate to turn out munition-grade armor for a large army in a hurry or when a particular project hasn't gone too well.

Skin and Hide

Leather (AC 11) and Boiled Leather / Hide (AC 12) are two constructions based upon cowhide (cow having an AC of 10). As such, one can get comfortable leather-equivalent products by adding 1 to the natural armor AC of a creature (its AC after removing any Dexterity bonuses), and less comfortable, more sturdy materials by adding 2 to the natural armor AC of a creature. Chitinous or scaled creatures may instead be made into natural versions of scale mail or similar armor by adding 3 to the natural armor AC of a creature, using the beast's chitin, bones, or scales instead of metal plating. People are notorious for turning dragons into magnificent suits of armor, something which all dragons despise despite the practicality of it.

Some basic examples:

Example Creature AC AC As Leather AC As Hide AC as Scale AC Effective Plus Crafting Difficulty Value
Cow 10 11 12 (14) +0 +0 x1
Boar 11 12 13 (14) +1 +1 x1.5
Giant Boar 12 13 14 15 +2 +2 x2
Crocodile 12 13 14 15 +2 +2 x2
Elephant 12 13 14 15 +2 +2 x2
Yeti 12 13 14 15 +2 +2 x2
Giant Constrictor Snake 12 13 14 15 +2 +2 x2
??? 13 14 15 16 +3 +3 x4
Giant Crocodile 14 15 16 17 +4 +4 x8

(): Uses metal reinforcement for its AC.

Materials may have additional properties relative to their source; If the creature happens to be from a cold climate, feel free to add Cold-Weather levels to it appropriate to the temperatures the creature is native to, for example, while the skin of something resistant to acid might also retain that quality when converted into armor. These material properties may make items crafted from them more valuable.

Some sources of skin and hide, particularly from sentient beings, are strongly frowned upon or forbidden in all but the most evil climates.

Metallurgy

In most cases, steel armor is considered the benchmark by which other armors should be compared. As such, any changes in armor class, weight, etc should be based upon the steel version of a construction.

Bronze Armaments

Aside from ceremonial uses, bronze weapons and armor tend to appear only in cultures where iron is rare, but copper and tin are not. Bronze armor is sometimes worn by poor knights, those who need to keep up appearances by wearing plated armor but cannot afford the real thing.

A suit of splint, plate, half plate, or a breastplate can be made with bronze instead of iron. Bronze is softer than iron and a bit less protective when used to make armor. Bronze manufacture therefore reduces the armor’s protection by 1 point.

Any weapon or ammunition normally made wholly (or mostly) with iron can instead be made with bronze. Bronze weapons have trouble holding a sharp edge. This applies a –1 penalty to damage rolls with bronze piercing or slashing weapons or ammunition.

Bronze-made armaments costs three-quarters of the price of normal, iron-made version.

Ersatz Armaments

Some primitive cultures lack the tools and techniques to fashion armaments out of metal, treated leather, and similar high-grade materials. For others, such materials are too rare or expensive to acquire. Such societies often turn to alternative — particularly nonmetal — materials to construct their armor and weapons.

Ersatz armor materials are often taken from fierce armored monsters like bulettes or braxats; they include plate segments cut from armored shells, interwoven and reinforced with rings of tough cartilage, or hard lacquered scales. Additional connective materials include bone, cord, and cured plant byproducts. Ersatz weapons are made of similar materials as well as obsidian, bone, wood, horn, antler, stone, and crystal.

Almost any normal armor or weapon can be made of alternative materials, even those not normally crafted from metal. Weapons that have the charging or ammunition weapon properties cannot be made with ersatz materials, but their ammunition can be.

Ersatz armaments cost one-quarter their normal, listed prices. Such gear initially performs as well as the real thing, but its fragility is quickly exposed if used for any significant period. Each piece of ersatz equipment is burdened with the ersatz armor property or the ersatz weapon property.

Adamantined Weapons

A skilled smith with access to this rare material can add adamantine components to a weapon to improve its ability to break objects. A hit against an object with an adamantine weapon is automatically a critical hit, and the material improves the weapon’s performance against certain construct creatures. Adamantine ammunition does not break in battle; each piece can be recovered after a fight.

You can adamantine a single weapon for 500 gp (or 1 piece of ammunition for 50 gp.) This cost represents the price of the adamantine and the expertise needed to add adamantine to the weapon without making it less effective.

Silvered Weapons

A skilled smith can add silver components to the striking surfaces of a weapon without degrading the weapon’s performance. Such weapons affect creatures that are normally immune to or resistant to damage from non-silver weapons.

You can silver a single weapon for 100 gp (or 1 piece of ammunition for 10 gp). This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Silver Bullets

Sling bullets and firearm loads are simply molded lumps of metal. Although the melting temperature of silver is much higher than that of lead, crafting silver bullets is mostly just a matter of filling molds with molten metal.

With this optional rule, sling bullets and firearm loads of pure silver can be made for a much lower cost than other silver ammunition. When silver weapons are really needed, having the adventurers collect silver and craft their own ammunition can add a compelling element to the story.

Crafting a batch of 20 leaden-type sling bullets requires 75 silver coins (or 1.5 pounds weight) in material, beyond the normal cost to craft the ammunition. Under this system, the added cost does not increase the ammunition’s market value for the purposes of crafting time. This means the set of 20 sling bullets can be made in about half an hour using smith’s tools.

Firearm loads are weightier, require more precise measurement, and are harder to craft. A batch of 10 ball or shot loads requires 100 silver coins (or 2 pounds weight) in material, beyond the normal cost to craft the ammunition. A set of 10 early firearm loads can be made using jeweler’s tools in about 5 hours. Using advanced firearm crafting techniques with a gun repair kit, this takes only 1 hour.

Material Cost Compared to Steel Weight Compared to Steel Bonuses compared to Steel Crafting Difficulty Special Effects
Steel x1 x1 +0 +0 The standard for all metal.
Nyxsteel x0.8 x1.2 +0 +6 Repulses fey (contact with fey req. Con save DC 12 every round or suffer d6 poison damage)
Faesteel x1.5 x0.8 +0 +6 Repulses fiends (contact with fiends req. Con save DC 12 every round or suffer d6 poison damage), +1 HP regained from any healing spell targeting wearer.
Bronze x0.75 x1 -1 -3 A cheaper, more readily made metal; vulnerable to lightning.
Brass x0.45 x0.8 -1 -3 An equally readily available metal, vulnerable against thunder.
Copper x0.15 x0.8 -2 -5 A cheap metal usually used in coinage rather than armor. Vulnerable to lightning.
Iron x0.05 x1.2 -1 -2 What steel is before being alloyed, hardened and tempered properly. Generally weaker and heavier than steel, rusts easily and generally impractical. Iron rusts when not protected from air and water. For every week that an iron weapon or shield is not treated with oil over the course of a short rest, or for every day it is exposed to the open air or in water, it gains one level of rusting. For each level of rusting a weapon has, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. An iron shield reduces its bonus to armor class by 1 for every two levels of rusting it has, and is destroyed when it has 5 levels of rusting.
Nickel Iron x0.25 x1 -1 -2 An alloy of nickel and iron that can be polished to a shine much more cheaply than silver. Unfortunately it's still not a very good source of weapon or armor material.
Silver x1 x0.8 -1 -2 Not generally used in armor due to its low resistance to impact. Vulnerable to lightning.
Ithildin x2 x0.8 -1 -2 A more expensive variety of silver known to the elves that glows at night.
Ithilnaur x5 x0.4 +0 +0 A sturdier variant of ithildin that retains its glowing properties but is as strong as steel, a closely guarded secret of the elves.
Electrum x4 x1 +0 +2 Expensive, but often used in making magical focuses or first-rank magically powered items. (Armor and weapons made with electrum can become Focus(+0) items without much work, or Focus(+1) items when made masterwork.)
Gold x10 x1.5 -2 -2 Typically only used to flaunt wealth, as it doesn't stand up to a beating. Vulnerable to lightning. A critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed.
Glass x2 x0.5 -2 +0 Constructions of glass, though impractical, are possible, with some innovators even coming up with glass 'shirts' designed to fragment upon being struck, showering the unfortunate (and hopefully less armored) foe with glass shards. Despite this, glass historically is a poor choice of weapon or armor material. Fragile. A critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed. Translucent. Creatures can see through to the other side of this material.
Glassteel x20 x0.5 +0 +4 Glassteel is a hardened form of glass that has the strength and durability of steel. Glassteel is commonly used for underwater cities, which can withstand the pressure of being submerged while allowing visibility in and out of the city’s glassteel walls. Translucent. Creatures can see through to the other side of this material.
Heliothil x20 x0 +0 +4 Heliothil is a pale violet stone that has negative weight. A stone that should weigh about 1 pound has in fact 5 pounds of negative weight. This means that, if a piece of pure heliothil were unsecured, it would fall upward at a great rate and disappear into the sky. It also means that securing 5 pounds of normal material to a 1-pound chunk of heliothil renders the normal material effectively weightless. The heliothil and attached material float in midair. As such, heliothil is commonly used in the construction of floating castles, flying ships, hovering (virtually) weightless chariots, and so on. Heliothil is not magical, at least not in the technical sense of the word. It retains its negative weight even in antimagic areas. Heliothil is worth 100 gp per negative pound.
Arcanist's Silver x10 x1 +0 +2 Expensive, but usually used in making magical focuses or second-rank magically powered items, and still reacts like silver when you need to punch a werewolf. (Armor and weapons made with electrum can become Focus(+1) items without much work, or Focus(+2) items when made masterwork.)
Arcanist's Gold x100 x1 +0 +3 Extremely expensive, but usually used in making magical focuses or third-rank magically powered items, and lacks the flaws of its unalchemically reinforced golden namesake. (Armor and weapons made with electrum can become Focus(+2) items without much work, or Focus(+3) items when made masterwork.)
Dwarven Steel x2 x1.1 +1 +2 More expensive and heavier than regular steel, but sturdier.
Marlite x10 x1 +0 +2 Marlite shines like blue-tinted iron and can be processed into a metal as hard and resilient as steel. It is far more valuable than steel, however, due to its secondary property: marlite is a magic-dead material. It has no natural magic within it, and it cannot be affected by spells, magic items, or magical abilities. In effect, it is completely immune to magic. A sword made of marlite couldn’t be affected by a spell designed to make it too hot to hold or turn to dust. No one could magically yank such a sword from the wielder’s hand with magical telekinesis. This means, of course, that magic can’t affect it in beneficial ways, either—the sword couldn’t be made magically sharper or more likely to hit. Armor made of marlite gives the wearer no special properties. Spells can still affect the wearer, just not the armor directly.
Mithril x3 x0.5 +1 +5 A more expensive, but more lightweight bluish metal that has similar protective qualities to dwarven steel. When worked like steel, it can be used to create amazing armor, and is occasionally used for other items as well. Medium armor made of this material can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, armor made of this material doesn’t. Weapons gain the Light property and Light weapons gain the Finesse property. Items, objects, structures, and vehicles crafted with this material weighs half as much. Items made from this material makes the wearer immune to critical hits from lycanthropes. A weapon made of this material can overcome the damage resistance of certain lycanthropes.
Adamant x25 x1.2 +3 +7 A legendary, dark gray material that makes almost impossibly strong weapons and armor. Unattended objects, structures, and vehicles made from this material are immune to critical hits. Items bestows a similar property to its wearer, and weapons made of the material inflict critical hits on objects and structures.
Black Adamant x5000 x1.5 +3 +10 Black adamantine is one of the hardest substances in existence, and it has additional antimagical qualities. It is immensely expensive. Black adamantine has resistance to all damage, and advantage on saves against magic. A DC 25 Arcana check reveals that a wish spell can make black adamantine completely impervious to physical force or spells. Black adamantine armor is equivalent to adamantine armor, but the wearer also gains the metal’s advantage on saves against magic.
Acidean x4 x1 +0 +4 Acidean ore is actually a material that is made from the various minerals and sediments that collect in the stomachs of boarwulves. These large omnivores spend most of their time eating nearly anything that fits into their mouths, coughing up the combined remains in the form of large, amber pellets. Talented smiths can turn the material into weapons that don’t rust and armor that offers natural protection against acid. Acidean ore weapons are completely immune to corrosive effects from either natural or magical sources. Acidean ore armor is completely immune to corrosive effects from either natural or magical sources. Additionally, acidean ore armor grants its wearer resistance to acid damage.
Aluminum x0.1 x0.25 -1 -4 Aluminum isn't stronger than bronze, and definitely not stronger than steel, but it is much lighter and cheaper when it is readily available and is much easier to work with. However it's only common in high-tech places and most blacksmiths aren't familiar with it.
Titanium x10 x1.2 +3 +7 While it's as difficult to work as adamant, titanium is a real-world metal that is often found in Nexus and when available serves much the same purpose, at a slightly lower price than its legendary counterpart.
Orichalcum x10 x0.5 +2 +6 Orichalcum looks like a darker, smoother brass, producing a dull shine when light is cast upon its surface. It is solid, strong, and very hard, and surprisingly light. Medium armor made of this material can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, armor made of this material doesn’t. Normal weapons gain the Light property and Light weapons gain the Finesse property. Items, objects, structures, and vehicles crafted with this material weighs half as much. Orichalcum makes for excellent springs, doubling a clockwork device’s power duration after it has been wound.

Rare Woods

While there are literally as many types of wood as there are types of tree and plant, this covers unique woods that are best for use in making protection when metal is not satisfactory, or for making magical foci to channel one's energy properly.

Material Cost Compared to Wood Weight Compared to Wood Bonuses Compared to Wood Crafting Difficulty Special Properties
Wood x1 x1 +0 +0 One of the most common building materials, wood encompasses a wide range of objects and structures, as well as armor and weapons. It can be an arcane, druidic foci, or holy symbols like amulets, emblems, mistletoe, staves, totems, or wands; armor like breastplates and shields; and weapons like arrows, battleaxes, clubs, crossbow bolts, daggers, darts, javelins, maces, pickaxes, quarterstaffs, sling bullets, and spears. It can be even turned into tools like pickaxes and shovels, and in a pinch, longswords. Most commonly, wood is used to create barrels, buckets, chests, ladders, poles, and torches. Wood floats, as a general rule, making it a viable armor option for sailors who need some basic protection or anyone who just needs something cheap. Regular wood is flammable (When an unattended wooden item fails its save vs. fire or lightning attacks, it ignites. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames) and unwieldy (A critical hit against an unattended item or object destroys it. An attack roll of a natural 1 made with a weapon of this material destroys it.)
Cork x1 x0.5 +0 -2 Cork is a lightweight material made from the bark of the cork oak. It is fire resistant, has great sound dampening qualities, and floats easily on water (granting the Floats trait). However, it is fragile. A critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed.
Reedwood (Bamboo) x4 x1.5 +1 +1 While heavier than the optimum wood for durability and strength, bamboo is incredibly sturdy and floats very easily. It does impede stealth, though, and is significantly more expensive in most areas. Bamboo is also flammable (When an unattended wooden item fails its save vs. fire or lightning attacks, it ignites. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames) and unwieldy (A critical hit against an unattended item or object destroys it. An attack roll of a natural 1 made with a weapon of this material destroys it.)
Bronzewood x2 x0.9 +1 +2 Bronzewood is as sturdy as regular bronze despite being… you know… made of wood. It also doesn't Impede Stealth in woodland areas specifically, and druids can wear it in place of metal armors. It is not vulnerable to fire.
Ironwood x4 x1.2 +2 +4 Technically a misnomer, ironwood is the common name of a number of types of wood renowned for their hardness, giving them greater resistance against damage. Unlike wood, ironwood is not flammable or vulnerable to fire.
Densewood x8 x2 +3 +6 Practically stonelike in hardness and heavier than regular wood, densewood items resist breakage more readily and are generally more useful and reliable in constructions that require strength.
Duskwood x20 x1 +1 +2 Duskwood is a prized wood common in certain fey-touched areas that is innately magical. (Armor and weapons made with duskwood can become Focus(+0) items without much work, or Focus(+1) items when made masterwork.)
Silverwood x100 x0.8 +2 +2 Silverwood is a rare wood that has elements of arcanist's silver native to it, thus allowing it to conduct magic more easily. (Armor and weapons made with silverwood can become Focus(+1) items without much work, or Focus(+2) items when made masterwork.)
Livewood x250 x1 +3 +6 Livewood is a special type of wood that is imbued with the magic of nature; it responds to plant growth and similar spells, can speak if a speak with plants spell is cast, counts as living wood for magical purposes, and yet is shaped to fit a particular need. If you need a spellcasting focus for a druid as a present, seek out livewood. (Armor and weapons made with livewood can become Focus(+2) items without much work, or Focus(+3) items when made masterwork.)
Imbued Wood x5 x1 +1 +2 Items made of wood can instead be made of a particular type of wood, known as imbued wood, An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this as a spellcasting focus. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood: Fernian Ash: Fire, Irian Rosewood: Radiant, Kythrian Manchineel: Acid or poison, Lamannian Oak: Lightning or thunder, Mabaran Ebony: Necrotic, Risian Pine: Cold, Shavarran Birch: Force, Xorian Wenge: Psychic. Armor and weapons made with imbued wood can become Focus(+0) items without much work, or Focus(+1) items when made masterwork.)

Fabrics

While most adventurers know the difference between cotton and wool, and maybe even silk, there are other fabrics available for someone who wants to improve their clothing options.

Material Cost Compared to Cotton Weight Compared to Cotton Bonuses Compared to Cotton Crafting Difficulty Special Properties
Cotton x1 x1 +0 +0 Cotton is commonly used to make most normal clothing, including padded armor, cloaks, hats, gloves, pants, and shirts. When an unattended cloth item, object, or structure fails its save vs. fire or lightning attacks, it ignites. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. A critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed.
Canvas x0.5 x1 +0 -2 Commonly worn by peasants who can't afford proper cotton, used to make cloth wraps and inexpensive cloth containers, as well as sailcloth. Often referred to as sack cloth.
Wool x2 x1.2 +0 +1 Wool is used in cold weather clothing, as it retains its warmth when wet, and is a very sturdy choice for adventurers expecting travel in colder climates.
Velvet x4 x0.75 +0 +1 A fanciful fabric commonly found in noble garments.
Silk x8 x0.5 +1 +2 Silken garments are considered the most comfortable of all normal fabrics, and silk is often used in other applications as well. Silk fabric is moderately resistant to slashing and piercing, and as such sometimes finds its way into making silk armor.
Spidersilk x20 x0.5 +2 +4 Spidersilk garments are made from the silk of giant spiders specially bred and kept for the purpose, making for exceptionally fine garments, cloaks, and armor.
Coddleweb Silk x200 x0.25 +3 +6 Coddleweb is a silk that drapes the branches of trees deep within enchanted forests. Because of the inherent danger that comes from harvesting it from such wild areas, and the expertise required to work with such a delicate material, coddleweb is very rare. Those that do own clothing spun from coddleweb or armor laced with it are provided with extraordinary protection from a nearly weightless fabric. Coddleweb clothing grants its wearer resistance to piercing and slashing damage. Coddleweb padded armor provides an AC of 16 + Dexterity modifier, has no Strength requirement, and poses no Disadvantage to skill checks.

Stonework and Unusual Materials

Usually the only sort of stone adventurers care about is gemstone, which has value based on its purity and ability to channel magical energy, as well as the quality of the cut. However, especially when dealing with unusual materials, it is useful to have some basis for comparison to stone.

Material Cost Compared to Stone Weight Compared to Stone Bonuses Compared to Stone Crafting Difficulty Special Properties
Stone x1 x1 +0 +0 Good old granite, suitable for building castles and works of stone from. Not particularly decorative. An ashlar block costs 1 cp. Items made of stone have AC 17 and HP based on size. When an attacker rolls a natural 1 on an attack roll using a stone weapon, it rolls an attack roll against AC 12. On a failure, the stone weapon becomes broken. Stone weapons
Shielding Stone x5 x1 +1 +2 Can be made into an orb of shielding, reducing incoming damage of a specific type by 1d4 on a reaction. Armor and weapons made with shielding stone can become Focus(+0) items without much work, or Focus(+1) items when made masterwork.) The type of protection depends on the type of stone: Fernian basalt: Fire, Irian quartz: Radiant, Kythrian skarn: Acid and poison, Lamannian flint: Lightning and thunder, Mabaran obsidian: Necrotic, Risian shale: Cold, Shavarran chert: Force, Xorian marble: Psychic.
Crystal x1 x1 +0 +2 Typically quartz, though most semiprecious stones can substitute. Commonly used as a focus material, or the foundation of an orb if large enough.
Obsidian x0.75 x1 +0 +2 When expertly flaked, the edge of this rock becomes lethally sharp, and though it only sometimes matters, those who engage in blood rituals prefer to do so with an obsidian blade. When an obsidian weapon is used to score a critical hit, the wielder can choose for a part of it to break off into the target. If the target is a living creature it takes 1d4 damage at the start of its turn every round until the wound is stanched with a successful Wisdom (Medicine) check (DC equal to damage from the critical hit) or the target receives magical healing. The obsidian weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. When an attacker rolls a natural 1 on an attack roll using an obsidian weapon, it rolls an attack roll against AC 14. On a failure, the obsidian weapon becomes broken. Creatures with the Air primal element take a -2 penalty on attack rolls using obsidian weapons. Obsidian weapons cost 25% less than their listed price in the core Fifth Edition rules.
Spirit Stone x10 x1 +0 +4 Primarily sought after by wraith hunters, Spirit Stone is a welcome sight to any adventurers that have ever found themselves in the presence of a malevolent ghost. Known by its deep blue color and silvery grey swirls, Spirit Stone is most often found near areas where the Plane of Spirits has made contact with the Material Plane. Whether used for armor or for weapons, Spirit Stone offers significant protection against all types of incorporeal undead. Spirit Stone weapons and ammunition count as magical weapons when targeting incorporeal undead. Additionally, on a critical hit with a Spirit Stone weapon against an incorporeal undead, the target must make a Wisdom saving throw equal to 10 plus the wielder’s proficiency bonus. On a failed save, the target creature is turned. Spirit Stone armor grants its wearer advantage on all saving throws to resist possession and prevents incorporeal creatures from passing through the wearer.
Orgonite x20 x1 +1 +6 Used to power orgone engines, orgonite is a psychic crystal that channels the wearer’s mental energies. As such, orgonite creates a harmonic resonance with living creatures near it and is capable of being destroyed if exposed to too much mental energy. Orgonite can power most natural objects made of wood or stone, giving it a semblance of life. A critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed. Creatures can see through to the other side of this material. It can be used as a Psychic Focus(+0) without modifications, and a Psychic Focus (+1) when masterwork craftsmanship is employed.
Vivianite x5 x1 +1 +2 Vivianite is a crystal that naturally forms on corpses that have been allowed to decompose in water near sources of iron, as the phosphates in their bones and teeth become crystallized. This process generates these rare crystals, which add a +1 bonus to the spell save DC of necromancy spells cast by the wielder, and a +1 to any necrotic damage inflicted by the wielder through magic cast through the crystals.
Necratite x25 x1 +2 +4 Necratite is a crystal that grows on land that is tainted and blighted by the presence of undead and necrotic energies. Use of necratite can increase necromantic power, and for that reason, it’s outlawed in areas that take issue with wizards who dabble in necromancy. When found in the wild, the light violet crystal is said to give off a phosphorescent blue mist that can be collected and used alchemically. Necratite arcane focus items provide a bonus to the damage of necromancy spells equal to the wielder’s proficiency bonus. Additionally, Necratite arcane focus items provide a +2 bonus to the spell save DC of necromancy spells cast by the wielder.
Firestone x25 x1 +0 +0 The mineral known as firestone can be created only through magic. It burns with great efficiency, which causes technologists to desire it greatly to fuel their devices. A small stone weighs 1 pound and can burn hotly for twenty-four hours before being consumed. Not generally useful in constructions unless the end result is intended to be highly flammable.
Antler/Horn x1 x1 +0 +0 Mostly suited for piercing weapons, with care and time an antler or horn can be hewn and worked into a fearsome edge. Creatures with the Evil primal element take a –2 penalty on attack rolls using antler or horn weapons.
Bone x1.5 x1 +0 +0 Grisly as it may be, bone is a strong material frequently hewn into weaponry. Usually it’s meant to pierce or slash, but the femur of a massive creature can easily become a greatclub or even perfected into a maul. A bone weapon functions as magical when striking a creature with immunity or resistance to nonmagical weapons. When an attacker rolls a natural 1 on an attack roll using a bone weapon, it rolls an attack roll against AC 10. On a failure, the bone weapon becomes broken. Creatures with the Good primal element take a -2 penalty on attack rolls using bone weapons.
Drakehorn x12 x0.9 +2 +4 A quasi-legendary material that makes fantastic weapons and armor.
Polymer x4 x0.5 +2 +2 A high-tech material that does not sink easily in water, and is resistant to radiant damage; it is also available in a wide variety of colors. However, it is only available in high-tech regions.
Starjewel x500 x1 +1 +6 Starjewel is a wondrous material that falls to the earth from space. It has a crystal-like texture that exhibits a rainbow sheen in sunlight. Wanderkin have perfected the art of refining starjewel, and these “sky crystals” are present in all the devices that power their flight. The starjewel is also used on a much greater scale on their flying ships. A critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed. Creatures can see through to the other side of this material.
Ceramic x1 x1.5 +0 +0 Clay can be turned into ceramics by fire-treating it. It requires potter’s tools and a forge or kiln.
Earth/Clay x1 x1 +0 +0 The most abundant material anywhere, earth includes loose dirt and gravel. Clay can be used as a building material or to create pottery. Clay can be crafted using potter’s tools and a heat source like a campfire. Clay is fragile; a critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed. Creatures can see through to the other side of this material.
Red Vrilgonite x10 x1 +1 +2 A magical crystal that comes in green, blue, and red colors, vrilgonite is rare and highly coveted by mages and artisans alike. With the right tools and rituals, vrilgonite can power virtually anything, even unlikely objects or structures. A critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed. Creatures can see through to the other side of this material.
Blue Vrilgonite x50 x1 +2 +4 A magical crystal that comes in green, blue, and red colors, vrilgonite is rare and highly coveted by mages and artisans alike. With the right tools and rituals, vrilgonite can power virtually anything, even unlikely objects or structures. A critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed. Creatures can see through to the other side of this material.
Green Vrilgonite x250 x1 +3 +6 A magical crystal that comes in green, blue, and red colors, vrilgonite is rare and highly coveted by mages and artisans alike. With the right tools and rituals, vrilgonite can power virtually anything, even unlikely objects or structures. A critical hit against an unattended item or object made of this material is destroyed. A critical hit against armor made of this material permanently reduces its AC by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed. Creatures can see through to the other side of this material.

Items

Item Materials

Items can be made from the same materials available for weapons, armor, and structures, with similar effects on performance, quality, and cost. Specific examples will be called out when relevant.

Item Qualities

Focus. This item can be used as a magical focus. The specific type of item determines the type of focus, as set by its Origin. If a focus is used two-handed, all cantrips cast using it receive a 50% boost to range and a +1 bonus to DC, attack rolls or damage. In addition, Focus adds to DC, attack rolls, or damage based on their bonus.

Origin. What nature the item has, which usually determines who is most likely to use it.

Versatile. A versatile item can be used in one or two hands, often providing bonuses when used in two hands.

Two-Handed. A two-handed item requires both hands to use properly. Some items that can be used in one or two hands provide bonuses when used two-handed.

Item List

Spellcasting Focus: A spellcasting focus is a special item designed to channel the power of spells. Sorcerers, warlocks, and wizards use arcane focuses, druids use druidic focuses, and clerics and paladins use holy focuses (typically holy symbols). To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Orb of Shielding: A special type of spellcasting focus that reduces damage from incoming sources depending on the type of stone used in the crafting.

arcydea/equipment/start.txt · Last modified: 2024/02/02 22:07 by wizardofaus_doku

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