Properties

Most generic, non-unique items only require a certain type of material. Unless stated otherwise, items that request a generic material category, such as “metal” or “gemstone” will gain a special trait determined by the material.

## Weapon Properties

* **Arcanum Weapons**: Once per turn when you make an attack with this weapon you can use a reaction to cast a cantrip on your spell list
* **Ficerite Weapons:** Critical hits made with this weapons will also paralyze the target until the end of their next turn
* **Adamantine Weapons:** Weapons made of adamantine will always crit when they hit an object.
* **Mithral Weapons:** If a weapon made of mithral has the two handed property, it loses that property. Weapons with the versatile property can pick either damage value. A weapon that lacks the two handed, versatile, and light properties gets the light property.
* **Depleted Blightanium Weapons:** On a hit this weapon deals an additional 1d6 poison damage.
* **Blightanium Weapons:** On a hit this weapon deals an additional 2d8 necrotic damage. Once per turn, after making an attack with this weapon you take 1d6 poison damage regardless of whether or not the attack hits.
* **Dragonite Weapons:** On a hit with this weapon, add your proficiency bonus to your damage
* **Auranium Weapons:** Once per turn, when you use an action to attack with this weapon, you can make one extra attack with it.
* **Celesteel Weapons:** On a hit this weapon causes celestial light to radiate from it, dealing 2d8 radiant damage in a 10 foot radius centered on the target.

## Armor Properties

**Note: Armor properties don’t stack**

* **Arcanum Armor:** While this armor is equipped you gain a +2 to saving throws against spells
* **Ficerite Armor:** While this armor is equipped you can use a reaction to halve the damage from a spell. You can only use this reaction once, until it recharges at dawn.
* **Adamantine Armor:** While this armor is equipped any critical hit against you becomes a normal hit.
* **Mithral Armor:** If the armor normally imposes disadvantage on stealth checks or has a strength requirement, the mithral version of the armor doesn't.
* **Depleted Blightanium Armor:** When you are hit by an attack while this armor is equipped you can use a reaction to add a +1 to your AC against the triggering attack
* **Blightanium Armor:** When you are hit by an attack while this armor is equipped you can use a reaction to give yourself a +3 bonus to your AC until the start of your next turn. If you use this reaction you must take 2d6 poison damage.
* **Dragonite Armor:** While this armor is equipped you gain a +1 bonus to AC and resistance to fire damage
* **Auranium Armor:** When you are hit by an attack and have this armor equipped, all attack rolls have disadvantage against you until the start of your next turn.
* **Celesteel Armor:** While this armor is equipped You have advantage on saving throws against spells and other magical effects.

## Ammunition Properties

Ammunition made of certain materials grants a bonus to damage based on the material used.

* Mundane Metals: +0
* Arcanum: +1
* Ficerite: +2
* Adamantine/Mithral/Dragonite/Blightanium: +3
* Auranium: +4
* Celesteel: +5