Materials

Several new materials have surged since the inception of The Grays, a silent and hidden organization focused on the study of arcane artifacts with the purpose of understanding the boundaries of the interaction between the arcane's weave and the material world. Below are some of the materials that have surfaced from their research.

## Adamantine, Revised

* **Armor Class:** 23
* **Rarity:** Uncommon
* **Resilient**
* **Armor & Weapon Material**

Adamantine, in some versions of the Forgotten Realms, has seen a large boom in availability and has made the material mainstream to the populace and obtainable for further refining and experimenting. Due to this, old methods of refining adamantine have been replaced with newer methods that remove impurities from the ores and reinforce the alloys with slightly hardier materials, enhancing the finished products far more. Despite the widespread availability, the requirement to properly force and reinforce the material has only made it more expensive.

### Adamantine Weapons & Ammunition

Adamantine weapons and ammunition have seen a quality increase, and have the following properties:

* Weapons and ammunition made from adamantine have their critical hit range expanded by 2, critically hitting on an 18 or higher on the d20. This feature stacks with any other feature that increases the critical range of attacks, such as a Fighter's *Improved Critical* ability from the *Champion* subclass, or a Warlock's *Hexblade's Curse* ability from the *Hexblade* subclass.
* Hits against objects are critical hits and deal maximum damage.

### Adamantine Armors & Shields

Adamantine armors and shields have seen a quality increase, and have the following properties:

* If you are hit with a nonmagical weapon while wearing armor made of adamantine the damage is reduced by 5 (2d4).
* If you are hit with a nonmagical weapon while wielding a shield made with adamantine and the attack is not a critical hit, the attack's damage is halved.
* While you're wearing armor or wielding a shield made of adamantine, any critical hit against you becomes a normal hit.

### Adamantine Barriers

Adamantine has no known uses for mystical or magical barriers, but has proven to be an exceptionally tough material to cut through. Locks, safes, and reinforcement plates made with adamantine tend to last longer than what the container and their content is made out of.

## Ironwood

* **Armor Class:** 20
* **Rarity:** Uncommon
* **Resilient**
* **Armor & Weapon Material**

Nothing short of strange, ironwood is a "metallic" alloy created by merging iron, gold, living wood, and stone in a magically-altered crucible, specifically designed for the mixture of materials and creating non-natural spell components. When smelted into ingots, it takes a dark gray coloration speckled with dull dark-green splotches across it, having a coarse texture identical to naturally-forming stone. While many researchers would categorize ironwood as a "metal", it behaves completely different to the point where it's nearly unworkable from a smith's perspective, and as such it must be created with arcane-infused equipment such as crucibles, anvils, and hammers. To even begin working with ironwood after alloying, it must be magically transmuted into a liquid, which requires mages or magical artifacts to hold spells until the alloy is transported into casts.

Ironwood and gear created from it exhibit unique properties, such as the following:

* Items forged with arcane hammers and anvils don't have any weight. (Weightless)
* Conduct heat and cold so poorly that they are unaffected by sources of hear and cold. (Unmalleable)
* Retain any arcane elements imbued onto them. (Absorbent)

One of the few recipes that have been released to the public after the dissolution and fall of The Grays, ironwood and its creation are widely known and recognized in various regions, however given the tool specialization required to make it (and the fact that no smith would ever realistically attempt to work with it), it's quite rare to see any gear created with it, though ingots and slabs can be seen periodically in more wealthy and less-savory shops.

### Ironwood Weapons & Ammunition

Ironwood weapons and ammunition function almost identical to their iron/steel variants, save the unique properties the material possesses. They are exceptionally durable and are considered magical for the purpose of bypassing nonmagical resistances and immunities. If you are using the Gear Maintenance mechanic, weapons do not suffer from any negative properties such as Tarnished, Rusted, or Corroded, however they cannot be reinforced if they possess the Thin, Fragile, or Glass properties.

### Ironwood Armors & Shields

Ironwood armor and shields function almost identical to their iron/steel variants, save the unique properties the material possesses. Given their sturdier and magical nature, they provide an additional +1 AC when wearing armors and shields made of this material. If you are using the Gear Maintenance mechanic, armors and shields do not suffer from any negative properties such as Tarnished, Rusted, or Corroded, however they cannot be reinforced if they possess the Thin, Fragile, or Glass properties.

### Ironwood Barriers

Ironwood can be macerated relatively easy and made into a fine powder; this powder, when mixed with coal and the remains of an undead (such as bones), can be burned in a brazier to ward off spirits and some undead. However the powder itself, and by extension ironwood, is harmless to these creatures.

## Cold Iron

* **Armor Class:** 21
* **Rarity:** Rare
* **Resilient**
* **Armor & Weapon Material**

Cold iron is specially treated iron that possesses greater magical conductivity than silver; said iron cannot be melted or heated enough where it begins to glow. Working with cold iron is an extremely tedious procedure that calls for a talented smith, or multiple of them, to work on a single piece of armor or weapon as the smallest mistake can ruin the entire batch. As such, weapons and armor are not made completely made out of cold iron, but instead undergo a similar procedure to silvering where a gild is applied along the the edge of the item.

Due to the rare and expensive nature of cold iron gilding, it is reserved for items that are specifically made to harness the potential of the material's properties, such as weapons and armors of individuals dedicated to hunting or banishing monstrosities and creatures not native to the lands (such as aberrations, fey, fiends, undead, etc when in Faerun).

You can gild a single weapon, armor piece, shield, or coat ten pieces of Ammunition for 250 gp. This cost represents not only the price of the metal, but the time and Expertise needed to gild or coat the item(s) without making it less effective.

### Cold Iron Weapons & Ammunition

Cold iron weapons and ammunition deal an extra 1d8 Force Damage to monstrosities and creatures that are not native to the current plane of existence the wielder is in, and cannot be interacted with by those same creatures. Weapons gilded with cold iron are considered magical for the purpose of bypassing nonmagical resistances and immunities.

### Cold Iron Armors & Shields

Cold iron armor and shields naturally repulse monstrosities and creatures that are not native to the current plane of existence the wielder is in. If those same creatures come in contact with your armor or shield they must make a Strength saving throw with a DC of 10 or be repulsed 5 feet back. The shield must be wielded to benefit from this effect.

### Cold Iron Barriers

Fences, trinkets, and dust incorporating cold iron shavings may be used in spells, practices such as rituals, and areas like graveyards to ward against monstrosities and non-native creatures. A creature that attempts to climb, bypass, or otherwise trespass on a cold iron ward must make a Constitution saving throw with a DC of 15 or be repulsed 10 feet back.

## Nullium

* **Armor Class:** 22
* **Rarity:** Very Rare
* **Resilient**
* **Armor & Weapons Material**

Originating from a far corner of the multiverse, this alloy is made with the mixture of platinum, sulfur, and lead to form an off-white metal. Despite the metal fully workable once the alloying process is complete, it is not considered complete until it undergoes a magical gauntlet that, when finished, renders it and everything it touches nonmagical. Preparing the alloy itself is not a difficult task as the measurements are straightforward, however the required preparation from wizards and scholars is more than enough to make this alloy soar above and beyond many people's budget. The first creators of the magical alloy have yet to officialize their creation with a name, but the term "nullium" has surged through mage communities as an informal name for the alloy due to its properties.

Surprisingly enough, nullium retains its magical properties even after melting, making it much easier to mold and cast into weapons if such an individual would have enough resources to afford it. Because of the prerequisites and expensive origins, individuals resort to undergo a process similar to silvering, gilding the edge of their items with nullium ; however this sort of practice is seen rare as it doesn't possess a direct benefit, unlike silver and cold iron.

You can gild a single weapon, armor piece, shield, or coat ten pieces of Ammunition for 250 pp. This cost represents not only the price of nullium , but the time and Expertise needed to gild or coat the item(s) without making it less effective.

### Nullium Weapons & Ammunition

Nullium weapons and ammunition naturally disrupt magical protections. When you make an attack with a weapon or ammunition gilded with nullium, the weapon's damage ignores resistances and immunities of any kind, which includes resistance to nonmagical weapons. Weapons and ammunition made of nullium are not considered magical, but they are not affected by spells or magical effects that affect nonmagical items.

### Nullium Armors & Shields

Nullium armor and shields distort any magic around them, both from outside sources and the wielder. Whenever you are targeted with a spell, the spell has disadvantage on the attack roll, and the spell's damage is halved. This reduction does not stack with any other damage reduction sources by any means, however if the wielder is immune to a damage type they retain that immunity. You cannot cast a spell or use spell-like abilities while wearing an armor piece or a shield gilded with nullium.

### Nullium Barriers

Barriers made with nullium are exceedingly rare, though potent. Due to the natural magically-absorbent nature of nullium, trinkets and charms can be made to protect the user from any potential source of magic, functioning similar to a personal, weaker version of the Antimagic Field spell.

## Adamanthral

* **Armor Class:** 25
* **Rarity:** Legendary
* **Resilient**
* **Armor & Weapons Material**

Adamanthral is an alloy that combines the alien and sturdy nature of adamant and the lightness of mithral. Under most circumstances the high density of adamant would disallow mithral from becoming effective, but a clever and incredibly precise combination of both of these metals, along with traces silver, gold, and steel have allowed this alloy to be born and retain the properties of the metals used. The exact measurements for adamanthral has been lost after the dissolution of The Grays, and as of yet none have been able to come close to replicating it; whatever ingots and items that can be found are typically re-smelted and recycled to make new items.

The metal takes a distinct deep dark blue color with a matte texture. At night, speckles of gold and silver can be seen along the surface of items made with adamanthral, as if resonating with the stars above.

### Adamanthral Weapons & Ammunition

Adamanthral weapons and ammunition weight half as much as their standard (steel) versions, and are considered magical for the purpose of bypassing nonmagical resistances and immunities. Additionally, when making an attack with an adamanthral weapon, the critical hit range of the weapon increases by 2, critically hitting on an 18 or higher on the d20. This feature stacks with any other feature that increases the critical range of attacks, such as a Fighter's *Improved Critical* ability from the *Champion* subclass, or a Warlock's *Hexblade's Curse* ability from the *Hexblade* subclass.

### Adamanthral Armors & Shields

Adamanthral armors and shield hold the best traits from their parent metals when worn as armors and shields, and have unique properties as well. Adamanthral armors do not impose disadvantage on stealth checks and no longer have Strength requirements to be worn, and if you are hit with a nonmagical weapon while wearing armor made of adamanthral the damage is reduced by 5 (2d4). If you are hit with a nonmagical weapon while wielding a shield made with adamanthral and the attack is not a critical hit, the attack's damage is halved. Additionally, while you're wearing armor or wielding a shield made of adamanthral, any critical hit against you becomes a normal hit.

### Adamanthral Barriers

Adamanthral has no known uses for mystical or magical barriers, but has proven to be an exceptionally tough material to cut through. Locks, safes, and reinforcement plates made with adamanthral tend to last longer than what the container and their content is made out of.

## Amodrine / Exodrine

* **Armor Class:** 25
* **Rarity:** Legendary
* **Resilient**
* **Armor & Weapons Material**

Amodrine and exodrine are two sides of the same coin: refined from kuvodrite, a unique purple ore that is found deep within the earth. Kuvo, on its own, is exceptionally brittle and soft, however when mixed with certain metals it can produce alloys that either shine with the resplendence of the sun, or shroud with the subtlety of the New Moon; Amodrine and exodrine respectively.

* Amodrine is an alloy created by mixing pure Kuvo, along with gold, platinum, and mithral.
* Exodrine is an alloy created by mixing pure Kuvo, along with steel, lead, and adamant.

Amodrine is typically associated with the fey and celestials due to its innate radiant capabilities, while exodrine is associated with shadowfellin and eldritch due to its innate necrotic capabilities.