Crafting Materials

Yea here's the list of extra materials

## Steel

Steel. Tried and true, steel is the backbone of armies, laborers, and adventurers alike. A reliable and easily acquired, worked, and maintained, steel is a *relatively* cheap and common alloy; don't be fooled however. Steel is so common because of all these characteristics, why would the average man waste the time, coin, and effort to procure a mithril blade or an adamant plow when a steel one will suffice. Adventurers on the other hand, are not the average man, and are very particular about what they carry with them into a moldy, corpse infested monster lair.

* Steel weapons and armor have the default price, weight, and properties listed in the PHB.

## Mithril

Mithril is a lightweight and flexible metal that shines with a pale milky silver. Preferred by elven smiths for its favorable metalworking qualities, or nobles and assassins alike looking for easily concealable body armor. Weapons made out of mithril are much lighter than their steel counterparts, and exceptionally well balanced. Armor made out of mithril is more comfortable to wear, and a mithril chainshirt or breastplate can be discretely worn under regular clothing with ease. It is also rattles notably less than other metals.

* One-handed weapons gain the "Light" property, and all weapons made from mithril gain the "Thrown" property (range 20/60) and weigh half as much. Mithril is easily worked, but uses rarer ores.

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* Armor made from mithril no longer has a Strength requirement to wear, and doesn't impose disadvantage on Stealth checks. Mithril armor costs two times as much to produce as steel, with the exception of heavy plate only costing 1000gp more.

* Mithril arrows, and bolts add another 15ft to the weapon's short range. Thrown weapons have their short range increased by 10ft.

## Adamantine

Where mithril is light and flexible, adamantine is one of the hardest substances that can be found. This dark gray, dull metal is rather heavy and hard and flecked with greenish specks, and as such very difficult to mine out and work. Weapons made out of adamantine can hold an edge almost indefinitely and never rust, making them excellent weapons for the discerning adventurer. Armor made wholly out of adamantine would be too heavy to properly wear, but armor can easily be reinforced or formed into alloys to reduce the weight while retaining the strength to absorb even the mighiest blows.

* Adamantine weapons deal an additional 1d6 points of damage to enemies made from stone, glass, ice, or other similar substances. Adamantine ammunition deals an additional 1d4. Adamantine weapons cannot be rusted or otherwise damaged. (By effects similar to rust monsters or puddings).

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* Armor with adamantine composition makes critical hits against the wearer count as normal hits instead. Adamantine armor costs five times as much to produce, ore is easy enough to find but mining and forging it is much more difficult. Half plate costs four times as much for and plate cost only 2500gp more to make. It cannot be damaged, rusted, or degraded.

## Orichalcum

Orichalcum is a dense dull copper colored metal similar to adamantine, but not quite as hard, frequently used for lab equipment or medical tools as they don't rust and remain remarkably clean. Adventurers however, might procure orichalcum equipment because of its weight, which many find incredibly useful for keeping their footing once they get used to wearing it. Another rustless super metal, orichalcum also conducts electricity extremely well.

* Weapons forged from orichalcum are heavy, require 15 Strength to wield, and grant advantage to checks made to shove targets or knock them down. Projectiles can knock targets down from a distance using an attack roll contested by the target's Athletics but have their long and short ranges reduced by 10ft

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* Armors forged from orichalcum are *heavy* but cleverly built to distribute the weight around the wearer's body so it won't tire them out so quickly. It grants advantage to any check or saving throw that would move the wearer against their will. They require at least 15 Strength to wear if they didnt have one, and Strength requirements for armors that already did increase by 1. Orichalcum armor costs five times as much to make, half plate costs four times as much, while plate armor is only increased in cost by 2500gp.

## Dimeritium

This dark green, lustrous metal has similar properties to common steel with one key difference - its extreme resistance to magic. Dimeritium completely suppresses the wearer's ability to cast any spells and interferes with any magic cast near it. A relatively rare material, it is often forged into shackles and prison bars or lined into walls to prevent magic exit/entry.

* A weapon forged from dimeritium prevents the wielder from casting spells while holding it, and imposes disadvantage on concentration checks made as a result of taking damage from it. Dimeritium weapons are difficult to make due to the advanced forging techniques needed to preserve its magically frustrating qualities.

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* Armor forged of dimeritium alloys prevents the wearer from casting spells. Spells targeting of the wearer have disadvantage on their attack rolls, and have the DC of spell saving throws reduced by 2 if the wearer is the target, adjacent to the caster, or in the area of effect. Dimeritium armor costs six times as much to forge, half plate costs five times as much, and plate armor costs 3500gp more.
* Dimeritium equipment cannot be affected by spells such as *Heat Metal*, *Telekinesis*, *Catapult*, etc. It cannot be enchanted.

## Primal Iron

Primal iron is mined from deep naturally formed caves, waterfalls, sites of lightning strikes, ancient glaciers, and active volcanoes. Similar in properties to regular iron or steel, primal iron forges jet black with small streaks of crimson or sky blue. Mystics insist the ore's proximity to nature's fiercest elements give it magical properties, but most men just observe it to cut well and look intimidating. Some feel as though their armor gives them great strength and speed, but these are attributed by scholars to a placebo effect or surges of adrenaline under extreme duress.

* Weapons forged from primal iron deal an additional 1d4 of cold, fire, lightning, or thunder damage (depending on where the ore was found) to fey, fiends, undead, elementals, and celestials. Primal iron weapons aren't easy to forge and rely on old world techniques to create.

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* Primal iron armor allows the wearer to dash 15ft towards the enemy as a bonus action, and can grant them advantage on Strength, Dexterity, or Constitution checks or saving throws if they are under thirty percent of their maximum hit points. It costs six times as much to make. Half plate costs five times as much and full plate costs 5000gp.

## Tetsudium

Tetsudium, or soul steel as it's called by some, is a bright metal that is typically colored shades of red or orange and glows dully in the dark. Equipment seems to vibrate softly at the touch, and produces pleasant tones when struck. Tetsudium is rumored to be able to channel the soul of whoever touches it into attacks; on a scientific basis this has been proven to be a falsehood, as the average man can't illicit a response. Adventurers however, have never been tested, as they all seem to be off rescuing dragons and slaying princesses.

* Tetsudium weapons allow the wielder to expend a hit die to add twice that much of force damage to a successful attack, or, gain any number Exhaustion Points to deal +20 damage per point.

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* Armor forged from soul steel allows the wearer to expend a single hit die as a reaction to taking damage to deal twice that much of force damage to the attacker, or, any number of Exhaustion Points to deal +20 damge per point of exhaustion. Tetsudium armor costs ten times as much to forge. Half plate and plate cost 6000gp and 9000gp respectively.

* Arrows and bolts deal radiant damage instead of their normal type and cost ten times as much. They leave a 5ft radius of dim light where they strike.

## Meteoric Iron

Meteoric iron, starsteel, thunderbolt steel, or sky iron, features bright etched patterns as a result of forging that are literally out of this world. Rumored to have magical properties that grant luck, this exceedingly rare material can never be found in great enough quantities to forge suits of armor, making blades a popular choice. Nary a few blacksmith has this ore lying around to work with, and filling a custom order of starsteel costs them a great expense, but many will jump at the opportunity to work with the material if provided, some even at a profit loss.

* Weapons and ammunition forged from meteoric iron count as magical for the purpose of overcoming damage resistance and expand the wielder's critical hit range by +1 (19-20 by default.) Ammunition can be fired straight up into the air or ricocheted around corners to their target. Arrows and bolts cost 50gp per piece of ammo.

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## Darksteel

Darksteel or shadow iron is a type of steel alloy that has been imbued with some kind of dark magic, demon blood, hell coal, or various unholy whatever depending on your campaign setting, or just uses a super duper rare ore. Dark colored and smokey, this metal has a number of properties granted to it by its magical origin, notably its utter silence, but also its ability to rend away a being's defenses. Its origin also grants it immense physical resistance.

* Darksteel counts as magical for the purposes of overcoming damage resistance and immunity and is silent when struck, wielders of darksteel weapons or ammuntition are not immediately revealed if they kill the creature they attacked. Once per turn, a creature damaged by darksteel weaponry also loses a seperate resistance or immunity. This effect does not work on demons or undead. Darksteel weapons are indestructible by physical means. (By effects similar to rust monsters or puddings, and spells like *shatter*)

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* Darksteel armor does not impose disadvantage on stealth checks. Wearers of darksteel armor see in magical darkness normally. As a reaction, wearers of darksteel armor can use a hit die to impose disadvantage on an attack against them as long as they are in complete darkness. Darksteel armor is also indestructible by physical means (by effects similar to rust monsters or puddings, and spells like *shatter*). It costs four times as much to make, Half Plate costs 2400gp, and full plate 3,200gp.

## Demon Steel

Demon steel weapons arent forged by human hands, instead they are forged deep in the bowels of the Nine Hells or the Abyss by unholy blacksmiths slaving away for all eternity. The weapons and armor themselves are magic in nature, but bestow a powerful curse upon those greedy enough to take them as their own.

* Demonsteel weapons count as +1 magic weapons and require attunement. They also grant advantage on Intimidation checks and saving throws against fear or being charmed when the weapon is drawn, but bestow a curse upon the wielder when attuned.

**Curse**: Attuning to these weapons gives you the following flaws: "I will do anything to keep this weapon in my possession" and "I enjoy being hurt." Wielding a demonsteel weapon gives you disadvantage on attack rolls against demons and saving throws against their spells and abilities.

* While wearing this armor you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into your magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of 1d8. Demonic smiths tend to only forge full plate.

**Curse**: Once you don this cursed armor you can't doff it unless you are targeted by the *remove curse* spell or similar magic. Wearing the armor gives you disadvantage on attack rolls against demons and saving throws against their spells and abilities.

## Elegite Crystal

While not technically a metal, elegite can be carved into armor and reinforced with copper and orichalcum, but is too fragile to form a full weapon. It possesses a remarkable capacity to store arcane energy for long periods of time, and is frequently used to maintain power in arcane devices. A pale translucent blue, the crystal takes on a purplish color when charged, and peering into it will reveal arcing electrical bolts.

* Elegite armor is effective at turning magical energy into a sort of magical barrier. When damaged by a magic attack, your armor is considered charged for one minute. While charged, it gains a +1 bonus to AC, and you may expend this charge to cast *shield* as a first level spell, using the armor as a focus. Elegite is rare and time consuming to work with in large quantities, and only breastplate, half plate, splint, and full plate can be made out of it. Splint is 3,600, Breastplate is 5,500, Half plate costs 7,500, and full plate costs 10,000gp.

## Promethium

Promethium is an obscenely rare ore found only deep in the Elemental Planes of Fire and Earth, or on The Infinite Battlefield of Archeron. It's impossible to find on (name your of world), making techniques for working it very rare, possibly long lost to the ages. The innate raw planar power power that resides inside it however is nothing to be trifled with. Legendary artifacts have been forged of promethium, and for good reason.

* Promethium weapons at rest are deep, brilliant shades of reds, oranges, blues, or purples; in combat their energy comes to life. Promethium weapons deal their damage as magical force instead of bludgeoning, piercing, or slashing. They also deal an additional 1d6 points of damage to celestials, elementals, and fiends. One-handed weapons gain the Finesse property. As an action, you may lose these special properties to unleash a blast of planar force, dealing 6d10 points of damage in a 30ft cone in front of you. One creature of you choice affected by this damage must succeed on a DC 17 Charisma Saving Throw, or be affected by the spell *plane shift*. A piece of ammunition used this way splits into a hail of projectiles to accomplish this effect. You must wait seven days to use this property again, unless used on the plane of Archeron, in which case you only need to wait an hour.

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* Promethium armor is warm to the touch and vibrates dully, and seemingly yearns to be worn. The senses of those encased in its protective shell reach a fever pitch while engaged in battle, and feel themselves filled with a powerful vigor. Armor made of promethium grants 10hp per turn while in combat, and advantage on Strength and Dexterity saving throws. Once per week as an action, or per hour on the plane of Archeron, you may lose the special properties of the armor to unleash the raw power residing within, casting the spell *destructive wave* with a DC 17. Chain shirts, and chain, ring, and scale mail cost 15,000gp. Breastplate goes for roughly 20,000gp, Half Plate 25,000, Splint 20,000, and full plate 32,000gp.

## Ironwood

Ironwood, like its namesake, is a strong and almost supernaturaly dense type of wood that grows tropical environments, most commonly on islands surrounded by volcanic activity. While not all that diffiuclt to find, the tree itself is covered in large, razor sharp thorns and a bark that dulls all but the sturdiest axeheads.

* Ironwood is not forged, but carved. An expert woodcutter should be able to fashion armor and weapons out of ironwood.

* Any type of armor or weapon can be made out of ironwood for an additional 200gp to cover the cost of resources and labor. It is nearly identical to steel, but provides niche protection against spells that specifically target metal. Those fussy druids might elect to wear it as well, since it's not made out of metal. An ironwood bow has a much heavier draw weight and deals an additional point of damage, but requires 15 Strength to use without exhausting oneself

## Abberant Hide

Crafted from the hides of creatures like beholders, mindflayers, or other abberations and tanned into a grotesque leather, abberant hide armor inherits some of the psionic traits of its former owners. Some claim to hear voices or sucking sounds, while others claim to know what others are thinking. Whatever the case, the discerning adventurer may find the flesh of their freshly killed beholder to be worth... acquiring.

* Abberant hide counts as leather armor. Wearing it gives resistance to psychic damage, telepathy out to 10ft, and advantage on saving throws against charm effects. It also reveals the location of the wearer to any abberations within 30ft as if they had blindsight. Donning the armor also gives you a form of indefinite madness chosen by your DM. Armor made from abberant hide costs 3000gp, and a DC 20 persuasion check to convince any self respecting craftsman to work with it.

## Dragon Bits

Felling a dragon is a feat of great skill and determination, an almost rite of passage for your archetypical hero, and their corpses are literally *full* of valuable bits and pieces that the less dignified or monetarily blessed have a habit of ripping and cutting out. The bones, skin, and scales of a dragon are tough and vaguely magical in nature, and so are perfect for creating various types of adventuring gear. Use every part, nothing goes to waste.

* Weapons can be created out of the bones of the dragon. Dragonbone weapons count as +1 magic weapons (including arrows). Once per day, you may unleash a blast of dragonbreath from the weapon. The damage type, saving throw type, and whether it is a line or cone are based on the breath weapon of the dragon it came from, dealing 8d6 points of damage. Lines have a range of 30ft, cones are 15ft. The DC for the saving throw is equal to 10 + half the player level rounded down. For example, a 13th level player's Weaponbreath made from gold dragon bones will have a DC of 16. Dragonbone weapons cost have a flat fee of 3,000-5,000 gold pieces for one handed weapons and 5,000-8,000 gold pieces for two handed weapons, as it takes many hours and a craftsman experienced in woodcarving or shipbuilding to cut the bone down, and an additional expense to overcome how magically tough it is.

* Leather and studded leather armor can be fashioned out of a dragon's hide. This armor grants a +1 bonus to AC, and advantage on saving throws against the Frightful Presence of dragons, as well as a permanent *featherfall* effect. As an action, you may give yourself a fly speed of 60ft for one round. This property can't be used again until the next dawn. Armor made this way uses advanced tanning and leatherworking techniques and tools, dragonleather costing 6,000gp to make and studded dragonleather costing 8,000gp.

* Scale mail and Half Plate armor can be fashioned out of the dragon's scales. This grants a +1 bonus to AC, advantage on saving throws against the Frightful Presence and breath weapons of dragons. Additionally, you can focus your senses to magically discern the distance and direction of the closest dragon within 30 miles of you. This property can't be used again until the next dawn. Armor made this way costs 7,500gp for scale mail 10,000gp for half plate.

* Splint mail and full plate armor and can fashioned out of the bones of the dragon as well. Armor made this way grants a +1 bonus to AC and advantage on saving throws against the Frightful Presence and Wing Attacks of dragons, and any contested ability check that a dragon initiates. As a special reaction to taking damage, any opponent within 5ft takes 5d6 points of damage. This damage is typed corresponding with the type of dragon the bones came from, e.g. fire for gold and red, cold for silver and white. Once used, this property can't be used again until the next dawn. Splint mail made of dragon bone costs 14,500gp, while plate costs 18,000gp.

* Shields can be crafted using hide, scales, and bone pieces. Shields made this way grant an *additional* +1 bonus to AC, as well as advantage on saving throws against the Frightful Presence and breath weapons of dragons. Additionally, the shield grants players a Frightful Presence of their own with a DC equal to 10 + half the player level rounded down. For example, a 13th level player's Frightful Presence will have a DC of 16. This feature does not work against creatures with the dragon subtype. Shields made from these materials cost 4,000 for a buckler, 6,000 for a standard shield, and 8,000 for a tower shield.

* All equipment grants resistance to a type of damage that corresponds with the dragon it came from. E.g. fire for gold, cold for white, etc etc you guys are smart enough to figure it out. **All equipment made from dragons requires attunement, as you are dominating the remnant soul of the beast to empower you.**

## Celestial Remains

The bones and feathers of angels are coveted by the devout and unholy alike for different reasons, although wearing or wielding gear made out of angel feathers or unicorn horn is likely to catch the *wrong* kind of attention. Slaying a being that is the embodiment of good is likely an evil act, but if you're a loot crazed slaughter-goblin of a player then by all means, wear the skin of the good as a cloak. Nothing bad will happen to you at all.

* Weapons made from the bones of celestials deal 1d6 extra radiant damage to fiends and undead, and count as magical for the purposes of overcoming damage reduction and immunity. Once per day, the wielder may cast *banishing smite* with a DC of 15. While wielding the weapon, you are physically unable to attack another celestial with it, attempting to do so stuns you until your next turn. Once per month, you will be ambushed by a Deva.

* Light armor made from the skin, hide, or feathers of celstials grants the wearer a hover speed equal to their move speed, and resistance to radiant damage. Scrying attempts on the wearer automatically succeed, and if you are the DM, I would strongly recommend siccing paladin squads and angels after your glaringly evil murder hobo.

Weapons and armor made from the remains of celestials are frowned upon in non-evil societies. While it might get you credibility in the Abyss or the Nine Hells, walking down the market square is sure to attract the ire of passbys.

## Tarrasque Leather

You killed the tarrasque. You *win*. The tarrasque isn't known to keep a horde of treasures, or anything but its nigh insatiable hunger really, so here's your consolation prize. Totally overpowered armor, that you can get for free because any self respecting craftsman would be giving up his first born and wife to get his hands on any piece of the beast he can.

* Tarrasque Leather armor counts as +3 studded leather. It grants resistance to damage, as well as advantage on all Intimidation and Persuasion checks. You also regenerate hitpoints at the start of your turn equal to twice your constitution modifier, and your move speed increases by 10ft.

## Customized Gear

Now, here is something I'm trying to borrow from Pathfinder. From what I understand, you started with a buttload of starting gold that you'd use primarliy to customize your starting loadout with some sweet magically enhanced gear. Now, if 5e is going to be stubbornly low magic, I see no reason why a mundane blacksmith can't take custom orders or rework your weapons (and later armor) to your specifications. You **cannot** have more than one enhancement per part of the weapon.

### Blade

##### **Serrated**

By introducing teeth or a small wave-like pattern to the profile of the blade, it can cause more jagged or slightly larger wounds . For 300gp, whenever you deal maximum weapon damage on a target with half its remaining HP or less, roll an additional 1d4. On a critical hit, you automatically roll 2d4 no matter what their current HP is.

##### **Keen**

A keen blade has been specially worked to an incredibly sharp edge, then magically enchanted to maintain said edge and always get perfect alignment in a cut. For 800gp, a blacksmith and a mage can work together to expand your critical hit range by 1 (19-20 by default). **This counts as magically enchanting the item, but does not make it a magic weapon.**

##### **Light**

Plain and simple, the blacksmith can rework the blade to create a lighter version of your weapon, while maintaining a good center of gravity. For 150gp, your one-handed weapon gains the light property.

##### **Dueling**

A weapon made for a swordsman who prefers to fight his foes one at a time, a duelists weapon has a balance ideal and custom worked to the wielder, with a custom built and fitted hand and cross guard . When the wielder is only holding a longsword or finesse weapon, they can gain a +1 bonus to their AC as a reaction. This can stack with any feats that allow them to do the same (for example, a character with the feat Defensive Duelist can add an additional +1). It costs 100gp, mostly for the time spend working directly with the person buying it.

### Blunt

##### **Savage**

A savage weapon is made similarly to a keen weapon and occassionally grants additional savage might to its wielder. It grants +1 to crit range (19-20 by default) and requires a mage and blacksmith to work together towards the enhancement, **counting as magically enchanted but not magical.** 800gp.

##### **Thrown**

By balancing the head of the weapon properly and adding some counter weight to the handle or shaft, the weapon can gain the *thrown* property. Costs 100gp

##### **Heavy**

Adding in some extra weight to the business end of the weapon can do a lot to upset the balance of your opponents. Dealing max damage with a weapon enhanced this way can knock your opponent prone. Prone enemies take an additional 1d4 points of damage when hit with this weapon. 300gp + 2lbs for one handed and 4lbs for two-handed.

##### **Crushing**

These weapons are specifically deisgned to ruin the armor of your unfortunate foes. Whenever you roll max damage on a weapon attack against an enemy wearing breastplate, halfplate, splint, or full plate; reduce their AC by one. This effect *will* stack and costs 400gp

##### **Shattering**

Installing strategically placed points on the weapon, its effectiveness at cracking bones can be increased. On a critical hit, the target is stunned until it's next turn, from the pain of having one if its bones broken. Yes, you can fight with broken bones, it just really fudging hurts. 300gp

### Firearm

##### **Bayonetted**

A bayonetted firearm can be used as a Strength based melee weapon. A one-handed firearm with a bayonet deals 1d6 piercing damage, a two-handed firearm deals 1d8. 75gp.

##### **High Caliber**

A high caliber weapon increases the damage die for firearms up one size (d10 to d12 ,or in the case of a 1d12 changes to 3d6). However, this adds 2 to the misfire score, and a misfire breaks the gun. Since most of firearm ammo is player crafted, this does not change the Tinker DC.

##### **Low Caliber**

By decreasing the blackpowder load, you increase the stability at decreased potency. You lower the damage die and misfire scores by one, making a d12 a d10 and so on. This *can* lower the misfire score to 0. This does not change the Tinker DC

**Suppressed**

A suppressed weapon fires subsonic ammunition and muffles the sound of it firing using the power of science. A creature needs a passive perception of 5 for every 15ft it is from where the weapon is fired to hear it. Suppressed weapons have their ranges cut in half. Player Crafted, up 750gp to make, an additional 200gp for it to be detachable and usable on other weapons that share a damage die.

##### **Fast Loading**

Stick or box magazines, preloaded cartridges, speed loaders, taped mags, small automated constructs that help you reload the weapon, what have you. It allows you to reload as a bonus action, or as an item interaction if you have a class feature that already let you do that.

### Weapon Specific

##### **Injector (Dagger)**

For the professional assassin or dirty fighter, an advanced hyperdermic system can be put into the dagger or your choice, and the inside of the hilt can hold up to three doses of one kind of poison, potion, alchemical substance, etc. On a hit, you can expend one of the doses to apply it to the target immediately. This is some shady black market stuff right here, most blacksmiths won't have any part in it, and those that will charge somewhere in the ballpark of 500gp.

##### **Parrying Dagger**

A dagger more designed to parry and guard, it grants a +1 bonus to AC, but only against melee attacks. It loses the thrown property. This will cost 75gp

##### **Barbed (whip)**

By incorporating small blades into the whip, the damage die for the whip increases from 1d4 to 1d6. This will cost 25gp

##### **Hooked (Axes)**

Lengthening the head of the axe and exaggerating the curve, the axes almost gain a hooked shape to them. You can use your attack to attempt to remove a shield or weapon from the hands of your target, or grapple them. This will cost 50gp, the work is easy enough to do.

##### **Spiked Pommel (Two-handed)**

By adding a small spike to the bottom of your weapon, you can use it as a weapon when you get up close and personal. As a bonus action, you can make a single melee attack with disadvantage. This attack deals 1d4 piercing damage. 50gp

##### **Long Chain (Flail)**

By increasing the length of the chain the head is attached to, the wielder can shockingly hit targets that are farther away, granting it the Reach property. While same people might argue that the enhancement should cost the same as 10ft of chain, they would be wrong because it's just not that simple. 150gp

##### **Alternate Head (Flail)**

Flails don't have to be just bludgeoning! By adding long spikes or razor edges to the head, the flail can do piercing or slashing instead of bludgeoning damage. This changes its damage type, it does not add to it.

##### **Buckler (Shield)**

A buckler is a much smaller shield strapped to the arm. It only grants a +1 bonus to AC, and counts as having a free hand for the purposes of item interaction, loading weapons with the loading property, and the somatic components of spells.

##### **Tower Shield**

This massive bullwark of a shield grants +2 to AC, but gives disadvantage on all Dexterity based checks and saves due to its cumbersome size. As an action, you can reduce your speed by half to brace yourself against the shield to grant yourself 3/4 cover against attacks further than 5ft away until your next turn. Costs 35gp

##### **Basher (Shield)**

A Bashing shield is a shield reinforced and ringed with pressure studs or small spikes that is more effective as a melee weapon than a regular shield. A bashing buckler deals 1 point of damage, a standard shield 1d4, and a tower deals 1d6. Outfitting a shield for bashing requires 100 gp. You may treat it as an off-hand weapon for the purposes of dual wielding. (You may use it as a bonus action attack, you don't add your ability modifier unless you have ability that specifically says you do, etc). If you attack with a shield, you lose the bonus to your AC until your next turn.

### Universal

##### **Custom Hilt**

A custom hilt encorporates hand measurements, handguards, straps, etc, to ensure a sure, comfortable grip in the hand. This lets you add your proficiency on checks made to keep a hold of your weapon. The work is easy, only about 50gp.

##### **Silvered**

Intricate silver inlay and alchemically binding the silver to the steel lets it overcome damage resistance as though it it were magical. 100gp for the material components and the labor. Silver for monsters.

##### **Masterwork**

A piece of masterwork equipment is as much a tool as an amazing work of art. It is the pinnacle of craftsmanship, enough to be considered for a museum piece. Only the most experienced and skilled craftsmen are capable of making such a piece, and they labor on it alone for months at a time, never quite agreeing that its good enough, custom tailored to its wielder and decorated with personalized motifs. For an additonal 1,000 gp it gains a +1 bonus to attack and damage rolls. If it's armor, it costs five times the steel version, gains a +1 bonus to AC, weighs 20% less, and the Strength requirement to wear decreases by 1 . It will never rust as long as the owner spends a few minutes during a short rest caring for it. Finding a smith skilled enough to be able to do this may be a journey in and of itself.