Items

wip

## **Wealth**

wip

wip

***Mechanical Plate.*** This armor consists of overlapping rectangular metal plates that cover a coat and skirt of leather. The armor also comes with two bracers that are equipped with a mechanism that activates with a flick of the wrist, causing metal plates to spring out and form a disc which can be treated as a shield, giving a +2 bonus to AC. Activating and deactivating the shield requires a bonus action.

#### Heavy Armor

wip

***Drow Spider Plate.*** This dark plate armor is chitinous in its appearance and is adorned with silver filigree. The special technique used in crafting this armor gives it a lightweight frame, making it rather unique compared to most other types of heavy armor.

#### Shields

wip

***Buckler.*** This small, circular shield is strapped to the forearm, providing a smaller amount of defense than a full-sized shield, but it allows the wielder to have a free hand.

***Tower Shield.*** A tower shield is made from wood or metal and is carried in one hand. Its size provides extra defense, giving a wider and taller area to block attacks from.

## **Weapons**

Across many different regions and cultures in Elideria, combat has been refined and redefined time and time again, introducing new and unique combat techniques and fighting styles to the battlefield. The table below details new weapons that can be found across Elideria.

#### **Weapon Properties**

***Oversized.*** Medium creatures or smaller have disadvantage on attack rolls with oversized weapons. An oversized weapon's massive size and bulk makes it too large for a Medium creature or smaller to use effectively. A Medium or smaller creature with a Strength score of 17 or lower cannot wield an oversized weapon.

## **Materials**

Various special materials, such as metals, silks, herbs, and various other organic and natural or magical components exist throughout Elideria, whether originating on Elideria itself or coming from one of the other planes of existence. Certain materials possess such extreme powers and properties that they are outlawed, such as the shadowy metal Darksteel, while some materials are rare or sacred and can not be obtained easily, like Godsilver or Elderwood.

### **Astral Cloth**

Shimmering like starlight, astral cloth is a thin, translucent fabric with extraordinarily powerful magical capabilities, used to craft the finest of magical robes.

### **Black Powder (Gunpowder)**

An combustible powder used in the creation of explosives and firearms.

### **Bluesteel**

Mined from the deep mountains of the world, bluesteel is as its name suggests; a blue-tinted steel. Bluesteel gives off a faint hum when it's given quick motion, and its edge is sharper than any other steel. Originally thought to be a magic metal by the hill dwarf clans that mined it originally, bluesteel was treated as a rare and valued resource, but when its abundance was discovered, many blacksmiths bought it to hone into weapons for great warriors and knights.

Bluesteel is forged into bladed weapons, such as swords, axes, and spears, to properly utilize its extremely sharp edge. Bluesteel, in addition to being extremely durable, also possesses the ability to sustain intense levels of heat without warping or melting, though this makes it more difficult to work with.

Weapons or ammunition that deal slashing or piercing damage can be made from bluesteel. A bluesteel weapon or 10 pieces of ammunition made from bluesteel costs the weapon or ammunition's base cost + 200 gp. Bluesteel weapons or ammunition deal an additional 1d6 damage of the weapon's damage type.

Bluesteel can also be forged into expensive Bluesteel Plate Armor, which costs 3,500 gp, has an AC of 20, and provides the wearer with resistance to fire damage. Such a piece of armor is valued by Asharan Watchers, who are nicknamed "beetle-knights" for the carapace-like appearance of the armor as well as the faint humming sound it makes as they move, such as a beetle when it flies.

### **Darksteel**

Black as the night and tinged with streaks of purple, darksteel is a rare and powerful metal that is nearly as light as air and radiates an aura of pure dark energy. Forged from the purest of shadow's essence, whether from the Evershadow or the Elemental Plane of Darkness, darksteel is valued by assassins and blade artists who require a weapon that can be easily manipulated, or an armor that does not wear them down. Not only is it light and resilient, darksteel also possesses a necrotic, magical energy that courses through it, making it especially deadly when crafted into a weapon.

The process of obtaining, creating, and maintaining darksteel is a secret closely guarded by a select few cultures and empires, such as the drow and the denizens of the Seven Hells. The first step in being able to even properly handle raw darksteel without suffering any of its ill effects is to have a heart of darkness or an evil soul, and that fact alone has driven many deities and other holy entities to seek out and destroy every trace of darksteel they can find.

Darksteel weapons, regardless of their nature or build, are considered finesse weapons and weigh half their normal weight. All darksteel weapons deal an additional 2d6 necrotic damage, and on a critical hit, the wielder restores a number of hit points equal to the necrotic damage dealt. Because of the rarity and the difficulty in obtaining darksteel, as well as the negative attention one might receive from having such a weapon in their possession, the weapons can not be bought or sold as normal, and even in places where they are normally recognized sellers bend the prices to their own whim.

Darksteel can be crafted into any sort of heavy armor. Heavy armor crafted from darksteel does not impose disadvantage on Stealth (Dexterity) checks, no longer imposes a reduction in speed for having a low Strength score, weighs half their normal weight, and the wearer can add their Dexterity modifier to a maximum of 2 to their AC.

### **Elderwood**

A dark, gold-streaked wood, elderwood comes from the trees of the Elderwood forest, which is also known as the Tel'amiran Forest. Elderwood is sacred among druids, and it is entirely forbidden to use elderwood in the crafting of magic items, weapons, or armors, even from fallen trees or limbs, but that never stops those seeking to wield the ancient powers of the elderwood.

### **Ember Iron**

Dark gray and speckled with molten orange flecks, ember iron is mined directly from the Molten Pinnacle and the Nassenwyr Range, imbued with the essence of fire. It is a favored metal among the Nassenwyr dwarves, and is often incorporated into their armor alongside gold. Ember iron is scarcely found outside of the Nassenwyr Range, and is believed to be unique to that area.

Armors made from ember iron grant the wearer with resistance against fire damage. A shield made from or reinforced with ember iron can grant the wielder with resistance from incoming fire damage if they use their reaction to block with the shield. A single five pound ingot of ember iron costs roughly 50 gp, and it takes four ingots to craft a shield. Medium and heavy armors (with the exception of Hide Armor) usually cost twice their base cost to make out of ember iron.

A specialty among the Nassenwyr mountain dwarves is what they call the Ember Bomb, which is a hand-sized bomb made from ember iron and packed with gunpowder, alchemist's fire, and ember iron dust. You can light the fuse and throw the bomb as an action, choosing a space (occupied or unoccupied) within 30 feet of you. The bomb reaches its destination if you succeed on a DC 15 Dexterity check, otherwise it lands in a nearby space of the DM's choice. The bomb then explodes in a 10-foot radius sphere when it lands. Each creature caught in the blast radius must make a Dexterity saving throw (DC 14), taking 6d6 fire damage on a failed save, and half as much on a successful save. A creature that failed its save and was in the same space that the bomb landed in takes 12d6 fire damage instead. Any flammable objects not being worn or carried that are caught in the blast radius immediately ignite.

Because of the craftsmanship that goes into producing such an explosive, they are rarely ever carried by the average adventurer, being favored by Nassenwyr soldiers, and as such are only typically found in Nassenwyr. If one is lucky enough to find someone selling ember bombs, they could expect to pay a median of 200 gp for a single bomb.

### **Farinium**

Farinium is a bright metal that glows a brilliant chromatic light, shining all of the colors of the rainbow as light reflects against it. Farinium only appears in crystalline structures that seep from longstanding planar rifts, giving it a particular scarcity. It's formed from a magical residue that radiates from an open planar rift, causing stone and other metals to slowly turn into Farinium through transmutation, which then grows outwards to create almost alien structures. Former rift locations can be denoted by any Farinium structures that may still be present.

Anything made from Farinium, whether it's an item, object, weapon, armor, or even an entire building, may be used as a spellcasting focus if the spellcaster spends a day in the presence of the focus (at least within 30 feet of it). A spell cast with a Farinium spellcasting focus that can be cast at higher levels is considered one spell slot level higher than what it was cast at.

A weapon or a piece of ammunition made from Farinium functions similarly to a silvered weapon or piece of ammunition, except that it deals force damage in addition to its normal damage type. A critical hit with a Farinium weapon also deals an additional 3d6 force damage to the target as it expels a burst of chromatic light. Medium and heavy armors (with the exception of Hide Armor) can be reinforced with Farinium, which grants the wearer with resistance to force damage.

Since Farinium is a unique and delicate material in its raw form, it requires a certain kind of specialist to harvest and craft any sort of item with it. Finding such a specialist should be a quest on its own, as they would be the ones to know the proper amount of Farinium required to make a desired item, would know the proper approach to harvesting Farinium without damaging it, would know the methods in which Farinium is reinforced, and would likely have reasonable prices for their efforts, among other methodologies.

If raw Farinium is damaged, it explodes in a violent rush of chaotic magical energy. Each creature within 60 feet of the explosion must make a Dexterity saving throw, taking 4d6 force damage on a failed save, and half as much on a successful save. The Farinium is then destroyed by the explosion, and the explosion has the chance to cause other nearby structures of Farinium to explode, often creating a chain reaction.

### **Godsilver**

A metal of pure shining white, godsilver is a divine metal forged from pure light energy exclusive to Celestia, and is usually used in the creation of weapons for deities of good to gift to their followers.

### **Lucidium**

A deep purple metal flecked with white specks to appear like starlight. This metal is said to contain the very essence of dreams.

### **Lunarshard**

A magnificently dark blue crystal, lunarshard is an intensely magical and divine gemstone found deep within the Shrouded Peaks, Okashi Mountains, and the Jagged Range, particularly favored by high elves for jewelry and arcane implements, rarely crafted into elegant blades.

### **Moonsilk**

A deep blue cloth with silvery sparkles speckled about it, moonsilk is weaved from magical threads in the Fey, and is purely sylvan in its qualities.

### **Shadoweave**

As black as shadows and as smooth as silk, shadoweave is a common magical fabric with subtle enchantments weaved into its string. Shadoweave originated from an ancient drow technique that involved harvesting the rare web strands from deep cave spiders that could camouflage themselves in the darkness of the Evershadow, but now most shadoweave is made with a silk-like fabric that is enchanted with fairly standard shadow magic. When shadoweave shifts and folds, it appears almost as fluid as liquid, and the fabric absorbs light.

Shadoweave is most commonly used in the creation of armor made for stealthy individuals such as assassins and thieves, and is weaved into the cloaks of the Dark Rangers of Black Keep. The Shadow Horizon cult is also known to have used shadoweave extensively in their outfits. A yard of shadoweave generally costs 8 gp, although because of its creation process, as well as its uses, some tailors may hold higher prices based on availability of materials, access to the magic required to enchant it, and its overall legality.

Leather Armor and Studded Leather Armor can be woven with shadoweave, with a cost equal to the armor's base cost + 15 gp. Shadoweave armor grants the wearer with advantage on Stealth (Dexterity) checks made to hide. A standard cloak can also be woven with shadoweave, turning it into a Shadoweave Cloak, which costs 20 gp and grants the wearer with advantage on Stealth (Dexterity) checks made to hide.