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Fantasy Foundry

Special Materials for your Arms and Armor


anarchydice.com
Introduction: Enjoy a number of unique and reworked classic fantasy
materials for you to build your legendary arms and armors from.

Images within are courtesy of oldbookart.com via a Creative Commons-Share Alike License.

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Brimstone

1000

Forged as an alloy of steel and hellish brimstone,


with blood as the flux, this angry red metal is
constantly beading up with brown-red droplets of
water. Near blood or open wounds, the droplets
move to gather on the nearest part of the weapon,
like so many small blades or spikes. When a
brimstone weapon deals damage to a bloodied foe, it
adds 1d6 extra damage of the weapons normal
damage type.

Chitin 100

Arms
Adamantine 3000
Once a secret dwarven alloy of adamantite and
steel, metal weapons forged of adamantine ignore
hardness of objects and non-magical, untyped
damage reduction. Such weapons are also tougher
and more resistant to damage, having quadruple the
hit points and twice the hardness of steel. Due to the
difficulty of working with this hard metal, such
weapons are always finely made, +1 to attack.

Astral Silver 1500


Mined from mysterious veins of pearlescent metal
from the drifting islands of the Astral plane, an alloy
of this wispy, floating metal with silver is excellently
well suited for finesse weapons. Finesse weapons
grant advantage on sleight of hand checks. Weapons
made of this metal alloy can strike ethereal or astral
opponents as normal, dealing half damage. The
rarity of the metal means that it is always a finely
made weapon, giving an +1 to attack.

Bone 150
Necromantic-energy infuses this amalgamated and
baked bone-clay in order to make it into a passable
substitute for iron. Where this dull-white material
excels is in being used as a channel for damaging
touch spells. When the bone weapon hits, the
wielder can release a touch spell they are holding
into the attack. Touch spells inflicted this way sneak
in through the wound and are harder to resist, +1 to
the spell save DC.

Specially prepared chitin of various large


insect creatures, these weapons are useful in their
association with poisons and toxins. There waxy
exoskeletons keep poisons potent and direct them
right into wounds inflicted. Poisons delivered using
this weapon have +1 save DC. The treatment of the
carapace makes it as durable as iron.

Cold Iron

500

A weapon forged of cold iron is of a high quality


and deals full damage to Fey and Devils, ignoring
their damage resistances by retaining the ores
attenuation with the material plane. Cold iron
weapons are made without being heated in a forge
or annealed in a furnace. As a highly skilled smith is
needed to make such a weapon, it gets a +1 to attack.

Copper

300

A rather poor substitute metal for a combative


weapon, copper works nicely for channeling the
sheer amounts of energy contained in magic spells. A
copper weapon used as a spell channel or focus
improves the casters damaging spells by 1 damage.

Crystal

3000

Crafted from crystals slowly grown underground,


crystal weapons and projectiles have jagged edges
that shatter on impact, sending tiny shards fanning
out. These jagged edges are constantly reforming
from minerals in the air to replace the shattered
edges. ( Weapon Damage to foes in a 5ft burst)

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Dark Ice

2000

Formed of permanently frozen, magical ice from


the coldest reaches of great tundra in the elemental
plane of water, dark ice weapons draw warmth and
energy out of the air. On a hit and even on a near
miss (a miss by 5 or fewer), the dark ice deals half
weapon damage of cold. The weapon rapidly sucks
the heat and energy from the foe.

Dragon Bone 900

Glass

1000

A glass weapon is a terrible choice as an offensive


weapon, as its quality is very low, making it prone to
breaking, with a 10% of shattering on each attack.
Glass does not hold an edge well, and any glass
weapon drops by one damage die size. Where glass
weapons are useful is that they are excellent foci for
touch spells and beam attacks. Touch and ray spells
cast using a glass weapon as a focus gain +1 to their
save DC and +1 damage per.

Weapons made of dragon bones function as well


as steel, but hold the most promise for spell-casters.
Depending on the type of dragon the bones come
from, the weapon acts as a powerful channel for
spells of that element. On a hit the wielder can
channel a touch spell of the dragons element that
gains +2 damage per die. Spells cast through a
dragon bone weapon as a focus instead gain +2 to
their save DC.

Etherium

6000

Rare and elusive deposits of translucent, silvery


ore found only in the endlessly floating rocks of the
astral plane, metal weapons made of forged
Etherium are not easily bound to any one plane.
They can strike creatures as if they were on the
same plane as the wielder, ignoring, for example:
astral projecting, blinking, shadow-walking, phasing,
or ethereal. Such weapons are, however, also
blocked by solid barriers manifesting in other planes
as well. Outsiders killed with an Etherium weapon
die instead of just reforming on their home plane.
Etherium weapons are always well made and grant a
+1 bonus to attack.

Flowstone

1000

Flowing magma rock shaped and cooled into a


weapon by lavamancers. Heat and aggression flow
through the weapon confering a +1 attack and +3 to
damage but the shifting weight of the molten core
imposes a -1 to AC.

Folded Metal 250


Damascus steel folded in on itself and tempered to
a flexible but sharp edge. It improves the quality of
the weapon such that it has a 50% chance to ignore
damage to the weapon. It holds an edge sharper than
steel and ignores the hardness of normal steel.

Gold

3000

Golden weapons were once thought to be merely


status symbols, the kind of foolish puffery of nobility,
until hedgewizards discovered in ancient tomb the
first crude golden weapons, created and used by
wizards for their power enhancing effects. Nonmagical kings likely adopted gold weapons to copy
the ancient wizard kings power. The exact method of
making such powerful tools were lost, but the idea of
using gold alloys to boost spells was rediscovered.
Spells cast through gold weapons deal an extra 3
damage. The gold weapons deform easily and deal
one less damage.

Ivory

1000

Many large tusked animals are hunted purely for


this White Gold. It makes weak weapons that have
their damage die reduced by one, but it is a boon for
non-harmful spells. Any non-hostile spells cast using
an ivory weapon as a focus will last 10% longer and
heal 1 more HP per healing die rolled. Ivory
weapons deal normal damage against demons and
devils.

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Living Crystal

3000

Stone weapons are normally inferior to steel, but


this special, dwarven-grown crystal holds an edge
just as well as steel. If it is broken or even completely
shattered, it can be regrown by submerging a single
shard for a week in mineral water found in deep
caves. Only the first weapon regrown this way holds
its integrity, others grown from the pieces of the
same weapon crumble at the slightest touch as
magical resonance weakens their structure. The
crystal retains its magic and any spells cast upon it,
suspending them, until the weapon reforms.

Living Wood 1000


Wooden weapons formed from freely given
branches of dryads and Tree-folk are magically
preserved by druid rituals for Living Wood weapons.
Living Wood will regrow from almost any damage.
The largest remaining fragment of wood, when
planted in fertile soil and tended for one week, will
regrow to its normal size and full hit points. If the
living wood is planted in the sun, the weapon
regrows in only three days. Once a year, living wood
weapons sprout a fist-sized bloom. If the weapon is
undisturbed by combat use for a full fortnight and
are brought near another blooming living wood
weapon, each will bear a fruit over the course of the
next two weeks. The seed of these fruit will grow
into new living wood weapons that is a cross
between its two parents.

Meteorite

2000

Hard metals fallen from the heavens that have


been forged into a strong weapon. Meteorites black
metal retains a passing warmth and a shining finish.
Meteorite weapons ignore the hardness of materials
weaker than adamantine, additionally dealing
double damage to weapons as weak or weaker than
iron. All meteorite weapons must be made by skilled
smiths and add +1 to attack.

Mithril

250

A special, silvery metal of elven make that is as


strong as steel but half the weight. Their secret
formula of blending a special steel alloy with pure
spring water and strands of treated elven hair has
since leaked to other smiths. Mithril weapons must
be made by skilled smith, conferring a +1 to attack.
Mithril weapons are durable and flexible, granting a
30% chance to ignore any damage to the weapon.

Obsidian

100

Glossy black shards of volcanic rock line a piece of


hardwood mimicking the shape of a metal weapon.
Obsidian weapons are not as sturdy as their metal
counterparts, reducing their weapon damage by one
die size, suffering disadvantage on saves against
shattering, and having the hardness of stone. It is a
useful replacement where metal weapons cannot be
used and it also leaves jagged wounds, causing 1
bleed damage when it rolls even weapon damage.

Outsider Bone

1500

Necromantically infused bones of outsiders, like


angels or demons, are functionally steel weapons.
Outsider bone is great for channeling touch spells
through its glossy, translucent form. On a hit,
outsider bone weapons deal normal weapon damage
and the user can release a held touch spell on the
target. That spell gains a +2 to save DC and deals 1
additional damage per spell level of necrotic
damage.

Platinum

9000

Steel weapons can be made of platinum instead


with no decrease in effectiveness or quality.
Platinum weapons used as spell foci conduct the
magical energies more than perfectly, energizing
spells channeled through it. Any damaging spell cast
through a platinum weapon deals an additional 5
damage.

Quartz

1000

Quartz used for weaponry is dusty pastel crystal


mined from huge veins deep in the earth. The purple,
pink, green, white, and blue varieties can all be
alchemically treated to function as a weak substitute
for a bladed, crushing, or piercing weapon. Quartz
weapons drop down by one damage die size and
suffer disadvantage on saves against shattering. The
crystal acts as a secondary focusing lens for the

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magical energies of spells and inherent abilities,


albeit with some instability. With a DC 10 casting
check each round, the wielder of a crystal weapon
can maintain a second spell that requires
concentration. Attempting to use this ability but
failing the check causes both spells to fail instead.

Shadow Ink

8000

Dark, inky shadow creatures enslaved by Void


Lords in the Plane of Shadow mine this blackishbrown, flowing metal. Its sale to outside planes
makes these lords rich and fuels their dark
machinations. Smelted with material plane iron to
form a workable metal, shadow ink draws darkness
to itself. The wielder of a shadow ink weapon gains
advantage on stealth checks and attacks made with
advantage deal an extra 1d8 necrotic damage.
Alternatively, the interaction of this metal with the
Plane of Shadow lets the wielder stab the shadows of
an adjacent enemy, dealing 2d8 necrotic damage. A
shadow ink can only attack shadows in well-lit areas,
but it is unavoidable.

Silver 900
Silver weapons are of moderate effectiveness for
channeling magical energies, but hold edges poorly.
Silver weapons deal 1 less damage. Any damaging
spells cast through a silver weapon used as a focus
deal an extra 2 damage.

Springwood

200

Young willow saplings cut and magically


preserved in holly-infused water becomes
springwood. This flexible, ever-green wood makes
for interesting hafted weapons. Used as part of a
jump, a large, hafted springwood weapon vaults the
wielder up to an extra 20ft. farther and up to 10 ft.
higher. Springwood weapons flexibility makes them
less likely to break, allowing them to ignore the first
breakage each day.

Underworld Chitin

800

Underowld chitin is made from well preserved


and sharpened chitin from underworld horrors or
huge magical insects. Part of the treatment process
forces the exoskeleton to be regularly bathed in
poison, attuning the pores of the weapon to toxins of
all kinds. Poisons applied using this weapon get +2
save DC and it retains enough poison in its pores to
be reused in 1 out of 6 times.

Armor
Adamantine

3000

This metal is a cross between blast furnace steel,


and Adamantite known only to master Dwarven
smiths. It is incredibly hard, holds a keen edge for
decades after sharpening, and still remains ductile
enough to avoid being brittle. Armor crafted of
Adamantine must always be masterwork and will
grant damage reduction against non-elemental
damage. The cost increases depending on what
category the armor is. Light armor grants 1 DR.
Medium armor costs twice as much and grants 2 DR.
Heavy armor costs thrice as much and grants 3 DR.

Astral Silver 6000


Astral silver mined from rocks and mountains
floating in the shifting Astral plane. Smelted down
and mixed with iron in a carefully guarded secret
process known to the Githyanki, this chaotic and
shifting metal can be forged to replace standard
metal armors. Metal armors made of Astral Silver
blend the wearer partially into the Astral plane,
making them appear to shift and move chaotically.
Astral silver armor grants the wearer concealment
against attacks. Light armors made of Astral silver
confer a 10% concealment against attacks. Medium
armor confers a 15% concealment but costs twice as
much. Heavy armor confers a 20% concealment
against attacks but costs thrice as much.

Bone

150

Necromantically infused bone, ground and baked


into a dull-grey ceramic, makes a passable substitute
for metal armor. These bones channel spell energies
efficiently, increasing the duration of spells cast on
the wearer by 1 round. Necromancy performed on a
target wearing bone armor is 50% more potent.

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Brimstone

2000

Blood and flowing, molten rock mixed with iron


make up a secret Djinn recipe for this infused
material. Brimstone armors heat up in the presence
of wounds and injury, brimming with red-brown
droplets. While the wearer is bloodied, they gain one
point of damage reduction against non-elemental
attacks, as the droplets move to protect the wielders
wounded areas.

Chitin 100
Made of large insect exoskeleton or from many
smaller carcasses woven together with silk, chitin
armor grants advantage on saves against contact
poisons and on checks to apply poison. Medium
armor costs twice, and heavy armor costs thrice as
much.

Copper 300
Copper channels and plates conduct magic away
from the most vulnerable body parts, at a cost of the
overall durability of the armor, reducing the armors
hit points by half. Reduce the damage of spells
directly targeting the wearer by or reduce nondamaging hostile spells duration by 1/4.

Dark Ice 1500


Dark Ice is a permanently frozen, black ice from
the farthest reaches of cold and glaciers. This cold
armor generates a chilling wind 5ft around it. Light
armor deals 1 cold damage each round. Medium
armor costs twice as much but deals 2 cold damage
as it drains the heat from around the wearer. Heavy
armor costs thrice as much but deals 3 cold damage.
The wearer is also subject to his cold damage unless
they wear suitable winter clothing underneath.

Etherium 10000
Etherium is made via a special refining process
using astral silver in ethereal forges. This metal
defends against any bonuses that other creatures
might gain on attacks against the wearer by jumping
between planes, such as: blinking, shadow jumping,
astral projecting, etc. Etherium armor ignores the
first five damage taken each round from a creature
that has shifted planes in the last five rounds.
Medium armor made of etherium costs twice as
much but protects against the first ten damage each
round. Heavy armor of Etherium costs triple but
protects against the first twenty damage by shifting
enemies each round.

Flowstone

2500

Flowstone armors are made by flowing molten


rock and cooling it to form plates on top of larger,
immobile sections of normal armor, but keeping the
armor cool enough to not burn or melt. The stone
responds to anger and violence, conferring +1AC
normally but instead providing +10ft movement
speed when the wearer is bloodied as the armor
begins to warm up and become malleable.

Dragon Bone 600

Glass

Made of the bones of dragons that are


necromantically infused to function as well as
tempered steel, Dragon bone confers a +1 on saves
against the element of the type of the dragon it is
from. However resistant the armor is to damage, it
does channel its element well. This armor doubles
the duration of any spell of the bones elemental type
that is cast on the wearer. Medium armor costs twice
as much but grants a +2 bonus to saves, and heavy
armor costs thrice as much but grants a +3 bonus to
saves.

Glass armors are normal armors with brittle,


magically conductive glass plate insets. This
brittleness means that they have a higher chance of
breaking, with only one tenth the normal hit points.
Touch or ranged touch spells are drawn in towards
the glass plates, imposing a -1 penalty on the
wearers saves. However, on a successful save, the
glass plates redirect the entirety of the spells
energies away from where they would cause harm,
negating the damage of the spell entirely. Medium
armors cost twice as much to outfit with glass plates
and heavy armors cost triple.

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2000

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Gold

3000

Gold alloyed armor is as strong as steel, although


twice as heavy. Loosely bonded to the alloyed metal
are interwoven wires of gold. By channeling harmful
magic of targeted spells away from vital points, the
gold reduces magical damage taken by 6 and lessens
the duration of a hostile spells by . Medium armors
cost twice as much to outfit with gold alloy and wire.
Heavy armors cost three times as much. Only metal
armors can be outfitted with gold.

Ivory

2000

Ivory must be alchemically treated and pinned


with lead rivets to be as strong as iron or hide
armors. Done well, this treatment retains ivorys
innate properties for channeling good magic. Healing
spells cast on the wearer heal 1 additional hit point
per healing die and non-harmful spells last 10%
longer. Medium armors constructed of ivory cost
twice as much while heavy armors cost three times
as much.

Living Wood 500


Originally practiced by Elves, the art of growing
delicate saplings into living tools, structures, and
armor is enjoyed by many druidic craftsmen as well.
Living Wood armor has bark as tough as steel and
will regrow from even the smallest fragment. A
single piece of broken living wood armor will
germinate and sprout from fertile soil, growing into
a full suit of armor in one week, or three days in full
sun. While all the pieces will grow into full armors,
only the first piece harvested will hold true, while
the others wilt away when uprooted.

Mirrored

Mirrored armor or shields are coated in an alloyed


mix of quicksilver and steel that never loses its
polish or shine. With a reaction, the wearer can
reflect a spell targeting them. The wearer that
attempts to reflect then makes their save with
advantage. If both saves are successful, the spell is
redirected to target the caster, leaving the wearer
unaffected. Otherwise, the spell is not reflected.

Mithril

Living Crystal 1000


Crystals first discovered by mountain dwarves will
grow slowly around any shape. Dwarven smiths
made a craft of forming these crystals into armor
and tools. Living crystal armor is made of these
crystals. Having been locked into its final form by
dwarven alchemy, if this armor is broken while even
one single piece remains, the largest surviving shard
will regrow back into the full suit of armor over one
week if submerged in a suitably sized pool of
mineral water. The smaller pieces will grow to full
size but will crumble at a touch.

30000

2000

Mithril metal is a light, green alloy originally made


by Elves, but the secret of its manufacture is now
fairly well known: highly purified steel is mixed with
equal parts mithril ore heated over a flame with
pure spring water and treated elven hair. Armors
made of mithril are half the normal weight and count
as being one armor category lighter for all purposes
except armor proficiency. Medium armors cost twice
as much to make from mithril and heavy armors cost
thrice as much.

Obsidian 200
Obsidian armor is created by sewing or riveting
razor sharp obsidian plates onto other armor. The
jagged stone edges deal 1d4 damage each round to
any creature or object grappling or grabbing the
wearer. Medium obsidian armor deals 1d6 damage
and costs twice as much. Heavy obsidian armor
deals 1d8 but cost three times as much. The stones
lose their edge once they have dealt at least 20, 40,
or 60 damage respectively. Once dull, they must be
replaced for one quarter their initial cost.

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Shadow Ink

Outsider Bone

2500

Burying the bones of outsiders in desecrated soil


during a full moon turns them into a pearly
translucent substance that is harder than steel.
Necromancers form these into powerful armors.
Outsider bone armor grants a clerics the ability to
use turn undead attempts on outsiders as if they
were undead with twice the HD. The cleric may also
use their necromancy spells to raise the corpses of
dead outsiders of half the clerics normal number or
HD total. Raised outsiders keep their supernatural
abilities. Outsiders corpses disintegrate after the
raised corpse is killed or when spell ends. When
formed as medium armor, Outsider Bones costs
twice as much and heavy armor costs triple.

Platinum 9000
Large, thin interlocking rings of platinum are
bolted to this armor. These platinum rings are
geometrically organized to pull magic away from
sensitive parts of the body. Platinum armor reduces
targeted magic damage taken by 8 or reduces the
duration of hostile spells by 9/10. Medium armors
cost twice as much to outfit with platinum rings.
Heavy armors cost three times as much.

Quartz

2000

Acting as a magic larder of sorts, quartz crystals


bound together with thin silver wire are riveted
together to form a replacement for metal armors and
shields. Somewhat weaker than steel, quartz armor
provides one less AC than normal for its type. Magic
is refracted and circulated in the crystal clusters,
doubling the duration of self targeted magic and
magic accepted willingly while increasing the
duration of targeted hostile spells by 50%. Medium
armor costs twice as much to make of quartz and
heavy armor cost three times as much.

5000

Dark, inky shadow-creatures enslaved by Void


Lords in the Plane of Shadow mine this blackishbrown, flowing metal. Smelted with material plane
iron to form stable metal, shadow ink draws
darkness to itself. Shadow ink armor confers
advantage on stealth checks to its wearer, they may
cast darkness 3/day, and they can perform up to 120
ft of Shadow Jumping each day, divided as the
wearer chooses. A Shadow Jump is a Dimension
Door effect but only from one shadow to another.
Shadow Ink costs twice as much when used to make
medium armor but its range of Shadow Jumping is
160 ft each day. Heavy armor costs thrice as much
but can perform 200 ft of Shadow Jumping each day.

Silver

900

Tiny silver rods the size of sewing needles dot this


armor, tracing out the major arteries of a humanoid
figure. They pull magic away from sensitive organs
and body parts. Silver armor reduces targeted magic
damage taken by 4 and reduce the duration of
hostile spells by . Medium armors cost twice as
much and heavy armors cost triple.

Springwood 200
Springwood is a springy, young wood preserved
alchemically to stay permanently young and lively.
When used in shields, the shields concave surface
becomes springy. Set on the ground, a springwood
shield can be used as a launching pad to add 20 ft to
the leapers jumping distance. Their flexibility allows
Springwood armor to ignore the first breakage the
armor would suffer each day.

Underworld Chitin 1000


Dark chitin mysteriously sourced from the weird
creatures of the underdark by shady merchants to
equally disreputable tanneries offers numerous
advantages for the unscrupulous. Underworld chitin
offers advantage on saves against contact and injury
poisons and advantage on checks to apply poison,
Underworld Chitin also has a chance to absorb
contact or injury poisons used against it. If save
against a poison are successful, the armor absorbs
one dose of that poison. Only one poison dose can be
stored as a time, and must be used immediately after
excreting. Absorbed poisons do not affect the wearer
in any way. Medium armor can hold a second dose of
poison but costs double. Heavy armor can hold three
doses of poison but costs triple.

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