Special Materials and Resources

Back to Main Page

Special materials and their effects if crafted into weapons.

* **Fragile** - If you roll a 1 with a fragile weapon, roll % dice. On a 1-25 your weapon is damaged. If your weapon is already damaged, it is destroyed instead. A damaged weapon automatically does the minimum damage for that weapon type.
* **Expensive** - Either due to being rare, or being a hard material to work with, an Expensive item has an additional cost associated with it. Simple weapons are +250gp, martial weapons are +500gp, and exotic weapons are +750gp. Two handed weapons are an additional +250gp on top of the previous costs. An Expensive item is always masterworked.
* **Light** - Always counts as a finesse weapon.
* **Heavy** - Unable to be used as a finesse weapon regardless of weapon type. If the weapon deals bludgeoning damage type, it always deals maximum damage for that weapon type on a critical hit.
* **Keen** - Can only apply to weapons that deal slashing or piercing damage. When you land a critical hit you automatically do the maximum weapon damage for that weapon type.
* **Hard** - Weapons made of this material are incredibly strong for their size, holding a razor edge or keeping a perfect striking point. They bypass damage reduction on any target that they hit.
* **Fell** - Weapons with the Fell property resonate in a small way with the energies from the demonic planes. They deal a bonus 2d8 chaos damage on a critical hit, and double damage to holy enemies.
* **Holy** - Weapons with the Holy property resonate in a small way with energies from the celestial planes. They deal a bonus 2d8 divine damage on a critical hit, and double damage to devilish or demonic enemies.
* **Sorcerous** - Weapons with the Sorcerous property retain a residue of past enchantment. They resonate with unpredictable magical powers, dealing a bonus 2d8 disruption damage on a critical hit, and double damage to arcane casters.

## Armor and Shields

Special materials when crafted into or incorporated into armor

#### Keyword Properties

Each **Keyword** can be referenced here to see how it affects the item.

* **Fragile** - If you are critically hit, roll a % dice. On a 1-25, your armor becomes damaged. If it was already damaged it is destroyed instead. Armor that is damaged provides half its normal AC bonus, and no DEX bonus to AC
* **Fortification** - When wearer is critically hit, there is a chance (listed with the Fortification keyword) that the hit will instead be reduced to a normal hit. For example an item with Fortification 25% will reduce a critical hit to a normal hit on a roll of 1-25 on a % dice.
* **Expensive** - Either due to being rare, or being a hard material to work with, an Expensive item costs an additional 500gp per suit of armor, per weight category. So light armor is +500gp, medium armors are +1000gp, and heavy armors are +1500gp over base price. Shields are +250gp. These items are always Masterworked.
* **Light** - Light materials allow the armor to use more max DEX. Heavy armor now allows max DEX of 3, and medium armor now allows full DEX modifier. Light armor with the Light property never gives disadvantage on stealth or skill checks.
* **Heavy** - This material is heavier than normal. Your movement speed is reduced by 5' while wearing this armor, and it grants disadvantage to stealth rolls regardless of the armor type.
* **Fell** - This material carries whispers of energy from the demonic planes. It provides a damage reduction of 5 against attacks from any holy or divine source.
* **Holy** - This material carries whispers of energy from the angelic planes. It provides a damage reduction of 5 against attacks from any devilish or demonic source.
* **Sorcerous** - Armor with the Sorcerous property retains a residue of past enchantment. It resonates with arcane energy and provides a damage reduction of 10 to any arcane source. Any armor may have the Sorcerous property and it is not limited to any particular material type. Adds 1000gp to the price of the item.
* **Hard** - Materials with this property are exceptionally durable and tough. Wearing armor made of this material grants a damage reduction of 2 to all sources, and increases the AD bonus of shields by 1
* **Silent** - Materials with the silent property are muffled, or rattle less, or otherwise make less noise than typically seen with other similar materials. Armors made of this material provide advantage on stealth rolls, and are treated as the equivalent of heavy clothing when it comes to level of noise produced.
* **Flexible** - Materials with this property retain their pliability even after being processed. Armors made of this material never give disadvantagee on stealth checks, and allow a max DEX bonus of 3 for medium armors and 2 for heavy armors.

Back to Main Page