Materials of the Realms

Contents




1

Materials of the Realms - Contents

Contents






Art Credits

  • Cover: 'An Iron Forge', Joseph Wright of Derby, 1772
  • "The Forge": The Story of Siegfried by James Baldwin, 1882
  • "Poisoner's Table": The Chemist by Louis Moeller, 1875
  • "Gemcutter's Workshop": Amethyst and Quartz by Brett Hondow, 2016
  • "The Alchemist's Laboratory": The Alchemist Discovering Phosphorus by Joseph Wright of Derby, 1795
  • "Appendix": DMs Guild - Character Stock Art II, Maga Academy by Aaron Lee
  • "Back Cover": Binnenlopende schepen by Andreas Achenbach, 1900

All other artwork except where noted, as well as all items updated in this document, are credited to Bryan Holmes. The original items are all attributed within their individual text blocks and are copyright the original authors as well as Wizards of the Coast.

2

Materials of the Realms - Contents

Introduction

Every player in Dungeons and Dragons, indeed in any role playing game, loves the chance to have something unique. Forging a weapon made from some mysterious star metal that fell from the sky or mixing in clay from the riverbanks of an outer plane, these materials have always added just a little extra to the items a player holds. Of course, it's not just metals, but extracting poisons from monsters or finding a rare gemstone to use as the centerpiece of a magic item, these materials too enhance the flavour of the world your game is set in.


The materials found in this guidebook have all been previously published in Dungeons and Dragons supplements from across all editions and from a variety of game worlds. While they might not be identical to the materials presented in those publications, hopefully the spirit of the materials presented here reflect the mystical and mysterious natures found in those materials.


Metals

The materials found in the metals chapter are all predominantly used in weapons and armor. Materials that denote granting a bonus to attack or defense are generally magical in nature and cannot be enhanced further by enchanting. Items that denote they are non-magical can be enchanted. It is up to your DM to determine the cost of these items, but a good rule of thumb is to add the value of both rarities together.

For example, an Oathbow is a very rare item made of wood. A serrin oathbow is a very rare item made of an uncommon material. Very rare items range from 5,001 gp to 50,000 gp and uncommon ones range from 101 gp - 500 gp. Thus the total cost is 5102 gp - 50500 gp for a serrin oathbow.

In the appendix, you will find a table describing the locales you'll find such materials, and specifically where you can find the materials in the Forgotten Realms campaign setting.




Poisons

The materials found in the poisons chapter conform to all the rules that already exist for poisons. Their associated costs, how to extract them from their natural source, and how they're delivered as well as descriptions, can be found individually.

Additionally, there is a chart in the appendix sorted by how the poisons are delivered.

Gemstones

All that glitters is not gold, or so it is said. The same can be said for gemstones. Traditionally used as a form of high value currency, some gems carry with them mystical properties or interact with magic in unique ways. Some may even be powdered into drinks for impromptu potions.

The materials found in the gemstones chapter each describe how they can be utilized by adventurers.

In the appendix is a chart detailing where each gemstone can be found, as well as locations specific to the Forgotten Realms campaign setting.


Unique Materials

Some materials defy description. While they might not fall under the categories presented in the other chapters, the materials presented in this chapter belong among them.

Inside you will find unique materials each detailed with their effects, how to source them, and how much they cost.


Wonderous Material

A new type of magic item, wonderous material is not an object in and of itself. It instead is a material that carries unique qualities that apply to the items made out of it. For example Glassteel can replace steel in any application but weighs only a tenth of the original items weight.

These materials will denote what restrictions, if any, are required to construct items using that material.




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3

Materials of the Realms - Introduction

The Forge

Abyssal Bloodiron

Weapon (any), rare (requires attunement)


Weapons crafted from abyssal bloodiron have far sharper edges than their usual counterparts. Attacks made with weapons crafted from abyssal bloodiron have +1 to hit and damage rolls.

Weapons crafted from abyssal bloodiron score critical hits on a 19 or 20. This does not have any additional effects if you already score criticals more often (such as from a class feature).

Abyssal bloodiron items weigh the same as their regular versions.


Abyssal Bloodiron originally appeared in the Planar Handbook for 3rd edition.


"In the abyss, battles have raged for eternity. The soil has absorbed demonic ichor and devil blood, which have mixed with the natural ferrous ores present in the soil.

With enough time, this forms into veins of abyssal bloodiron."


-- Sunil Elora, elven scholar


































Adamantine Armor

Armor (medium or heavy, but not hide), uncommon


This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.
Reprinted from the 5.1 SRD


"Adamantine is found in meteorites and in rare mineral veins. In addition to the magic item above, a weapon or 10 pieces of ammunition can be crafted of Adamantine for 500 gp more than the base cost of that item.

When a weapon made from adamantine is used to break an object, it is automatically a critical hit."


--Grudum Hekkat, author of the Dwarven Guidebook to Metals.


Alchemical Silver

Weapon (any), common


The surface of this weapon or 10 pieces of ammunition is chemically bonded to a liquid silver solution. Once enhanced in such a way, the weapons are considered silver for the purpose of creature resistance. This is a non-magical effect that generally costs 100gp.


Reprinted from the 5.1 SRD

Abyssal Bloodiron Sword, Adamantine Half Plate, Arambarium Chainmail, and an Alchemical Silver Dagger.

4

Materials of the Realms - The Forge

Arambarium Armor

Armor (medium or heavy, but not hide), very rare (requires attunement)


Mined from the body of a dead primordial, this silver-sheen metal is tuned to creatures of the elemental planes.

If forged into armor, you have resistance to acid, cold, and fire damage dealt by elementals.


Arambarium first appears in the novel Sword of the Gods: Spinner of Lies by Bruce R. Cordell.


"Arabarium is a very rare metal harvested from the fist of a primordial, and enchanted into armor. In addition to the magic item above, a weapon or 10 pieces of ammunition can be crafted of arabarium for 1500 gp more than the base cost of that item.


When a weapon made from arabarium does not rust and it is immune to all damage that is not bludgeoning, piercing, or slashing."


--Grudum Hekkat, author of the Dwarven Guidebook to Metals.


Arandur Weapon

Weapon (any), rare (requires attunement)


A blue-green ore with a beautiful green shine. When forged, the ore is mixed with the blood of a blue or red dragon, lending great strength to the blade.

Weapons made of arandur add +1 to attack and damage rolls made with the weapon, and any dice rolled due to a critical hit with the weapon re-rolls 1's (taking the re-roll, even if it's also a 1).


Arandur originally appeared in the Magic Of Faerûn for 3rd edition.


"Arandur. Only the gnomes could invent a metal that captures the beauty and terror of a dragons' death so literally."

--Tetheras Fulthorm, elven philosopher










Astral Driftmetal

Armor (breastplate or halfplate), very rare


Creatures who possess the Etherealness ability or the Incorporeal Movement ability cannot move through your space. Additionally, you cannot be possessed by creatures with the Possession ability.


Astral Driftmetal originally appeared in the Planar Handbook for 3rd edition.


"The rarity of Astral Driftmetal is due to the fact that it is only harvested in Tu’narath, the capital of the Githyanki.

Well from Tu'narath or off their dead bodies. They're not fond of either option."


-- Sharak Solas, githzerai general.

Astral Driftmetal breastplate and
an Arandur hammer.

5

Materials of the Realms - The Forge

Aurorum

Wonderous material, rare
Any metallic item can be made of Aurorum. The object costs the price of the base item plus 2000 gp. If the item is somehow destroyed or sundered, it will reform in one full round.

An item does not need to be entirely made of metal, as the magic of the material enacts it's will. Items that are disintegrated do not repair themselves in this way.


Aurorum originally appeared in the Book of Exalted Deeds for 3rd edition.


"The metal portions of items crafted with Aurorum have a pink or purple lustre. The metal is harvested from the outer planes where celestials dwell."


--Grudum Hekkat, author of the Dwarven Guidebook to Metals.








































Baatorian Green Steel

Weapon (any slashing or piercing), rare (requires attunement)


Weapons crafted from baatorian green steel add +1 to attack and damage rolls made with the weapon. The weapon also adds one necrotic damage for each die rolled for damage (doubling on critical hits).

For example, a Maul (2d6 bludgeoning damage) adds 2 necrotic damage or 4 necrotic damage on a critical hit. If used in a sneak attack, it would also add 1 for each dice used in the sneak attack (doubling on critical hits).


Baatorian Green Steel appears in the Arms and Equipment Guide for 3rd edition.


"Found deep in the mines of the nine hells of Baator, veins of green flecked iron run through the rocks. While the ore itself is of too low quality to forge, when used in an alloy, it presents a frighteningly devilish weapon."


--Lone Shadow, half-orc hunter.


Blended Quartz Armor

Shield or Armor (any medium or heavy, but not hide), rare


Blended quartz is a rare but natural blend of iron and quartz. While difficult to work, it is a functional conduit for energy.

While wearing armor or shields your are proficient with that are made of blended quartz, if you take damage that would break your spell concentration, you may attempt the saving throw a second time. If you succeed, your concentration is not broken.


Blended Quartz appears in the Arms and Equipment Guide for 3rd edition.


"Blended quartz is fine, but most wizards are too busy to learn how to properly wear armor in the first place.

Bards, clerics and paladins? Now there's you're bread and butter."


--Eyras Wrenchlock, gnome smith.


Blended Quartz shield, Baatorian green steel
longsword and a coin minted from Aurorum.

6

Materials of the Realms - The Forge

Blood Glass

Weapon (any metallic weapon, or ammunition), common


Formed when crystal deposits are laced with volcanic glass, blood glass weapons are 10% lighter than their steel counterparts, and add +1 to attack and damage rolls. A single weapon or 10 pieces of ammunition may be created from bloodglass for an additional fee of 250 gp.

While blood glass is magical, it's also quite fragile. Attacks made against items made of blood glass automatically score critical hits, and items made of blood glass caught in an area where thunder damage is being dealt shatter. This shattering effect is also triggered if the items are in the region of a Shatter spell.


Items made of blood glass that are not weapons have the same 250 gp cost added to the base value of the item."


Blood Glass originally appeared in the Secrets of Xen'drik, but has been adapted here for other campaigns.


"At first glance, blood glass might look useless. After all, who wants a weapon that can break so easily? The material itself can be worked for any metallic item, and so sometimes bandits will use blood glass plates to seal hidden areas and attack the plates later to open them up or trigger traps.


--Yirt, halfling pirate hunter


Blood Metal

Weapon (any metallic melee weapon), very rare


Also called orcslayer metal, weapons forged of Blood Metal add +1 to attack and damage rolls made with the weapon. In addition, if a creature struck by the weapon is an Orc, a Half-Orc or has the Orc type, it recieves no benefits from magical healing for 24 hours.


Orcslayer metal first appeared in the The City of Ravens Bluff sourcebook for 2nd edition.


"Blood Metal weapons are nearly non-existent, as the ore to craft the alloy is itself quite rare, and the dwarf method for forging it has been lost to history.

If ye wish to craft or have crafted a weapon made of orcslayer alloy, ye've got a long walk ahead of ye."


--Poltar Wicket, human smith.



Blue Ice Armor

Armor (medium or heavy, but not hide), uncommon


Forged from the ice at the deepest parts of glaciers, blue ice armor is notoriously difficult to craft but the result is often far lighter than expected.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the blue ice version does not.

If the regular version of the armor has a strength requirement, lower that requirement by 2 points. For example, full plate has a strength requirement of 15, but blue ice full plate only has a strength requirement of 13.


Blue Ice originally appeared in Kara-Tur: The Eastern Realms (Volume II) for 2nd edition but was further refined in Frostburn for 3rd edition.


"Armor isn't the only thing blue ice can be crafted into. Rumor has it that entire strongholds are crafted by dwarf like creatures who live on the cold outer planes. Metal items made of blue ice are roughly as strong as steel but weigh far less.


Metallic slashing weapons made of blue ice also exist, adding +1 to attack and damage rolls. However, blue ice weapons weigh the same as their steel counterparts. Such weapons generally cost 1000 gp over their base cost."


--Grudum Hekkat, author of the Dwarven Guidebook to Metals.

Blood glass flail, blue ice full plate mail,
and a blood metal longsword of dwarven design..

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Materials of the Realms - The Forge

Bluewood

Armor (medium or heavy, but not hide) or Shield, uncommon


Bluewood trees of the east can be magically hardened to be as hard as steel, but weigh far less. Armor or shields made of bluewood weighs half as much as steel.


Bluewood originally appeared in the Unapproachable East sourcebook for 3rd edition.


"Bluewood is notoriously difficult to work with, hence the magical treatment. The alchemical mixture is a clan secret to those who know it, although more than a few alchemists claim to have perfected the formula as well.


Weapons crafted from bluewood add +1 to hit and damage rolls made with the weapon, and weigh half as much as their steel counterparts."


--Grudum Hekkat, author of the Dwarven Guidebook to Metals.





































Bronzewood

Armor (medium or heavy, but not hide), common


In regions where steel cannot be readily found, armor smiths need to be creative. Lacquered wood layered into strips, reinforced and hardened, makes for a viable alternative.

Bronzewood armor is functionally identical to the base armor, but it weighs 10% less than the steel counterpart and costs half as much as the base armor. Also, it is unaffected by spells or effects that would rely on the armor being metal, such as Heat Metal or the Rust Metal ability of a rust monster.

However, when suffering a critical hit, the AC of the armor is reduced by -1 permanently. This can be repaired for 10% the cost of the item in GP and a day of work. If this would reduce the AC provided by the armor to 10, it is broken forever.

Because it isn't innately magical, one can make magical bronzewood armor. Magical bronzewood armor does not suffer AC reduction upon critical hits.


Bronzewood may be shaped into weapons as well. This follows the same process as armor with the weapon costing half and weighing 10% less. However the weapon gets -1 to hit and damage rolls if it critically hits, unless enchanted.


Bronzewood originally appeared in the Eberron Campaign Setting for 3rd edition.


"Bronzewood trees are a hardy species that can be introduced without difficulty into most forested or jungle areas, in warm climates."


--Rurik Goodfellow, gnome botanist.


Bluewood Scale armor, and Bronzewood half plate

8

Materials of the Realms - The Forge

Byeshk

Weapon (any metallic), rare


A very rare purple ore that, once alloyed into steel, provides weapons the ability to overcome the resistances of creatures from the outer planes.

Weapons made of byeshk ignore any resistance or immunity of creatures of the fiend or celestial type for bludgeoning, piercing, or slashing weapons that are nonmagical.

Typically, byeshk weapons cost 1500 gp above their base cost.

Weapons made of byeshk aren't magical and can be enchanted, however due to the rarity of the material and the difficulty to work with it few smiths choose to do so.


Byeshk is a material created for the Eberron campaign world, adapted here for other campaigns. It originally appears in the Eberron Campaign Setting sourcebook for 3rd edition.


"Smiths have argued over the value of byeshk for decades, given how rare and hard it is to use. That's why it's generally reserved for special, made to order weapons.


Even if it cannot be enchanted, there's still benefit in using the material against creatures which might be able to detect magic. Since the material gives off no aura of magic, it lends itself to a stealthy demon or angel hunter."


--Esa Redberry, half-elf demon expert.



























Calomel

Weapon (any metallic), uncommon


A notoriously difficult to acquire substance, when calomel is refined it forms a metal not unlike steel although it is a pale gray that borders on translucent and always appears wet.

Weapons crafted from calomel gain +1 to hit and damage rolls when attacking with the weapon.

When a weapon crafted of calomel attacks a creature with fire resistance or immunity, re-roll all 1's on any dice (including dice from additional sources, such as sneak attack). Accept whatever the result of the re-roll is, even if it's still a 1.

The bright sheen of the blade easily reflects any light. If the weapon is not sheathed, stealth checks have disadvantage if there is a source of light nearby.


Calomel originally appears in the Magic of Eberron sourcebook for 3rd edition.


"Calomel has a bright white sheen that nearly glows. This trait has many who admire beautiful weapons seek out calomel as display pieces."


--Lord Gelrick the third, duke of Telyrn and expert historian of the third orc wars.

Byeshk Arrows, Calomel sabre, and Chitin plate mail.  

9

Materials of the Realms - The Forge

Chitin

Armor (medium or heavy, but not hide), rare


Armor forged from chitin does not add your dexterity to the base AC value. Instead it adds half your proficiency bonus to the base AC value. If an armor does not add your dexterity bonus, such as with full plate, do not add your proficiency bonus to the AC value.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the chitin version does not.

Armor made of chitin is not innately magical. Chitin armor always costs 50% more than the base item and weighs 25% less. Magical chitin armor may be crafted for the usual price of that armor.


Chitin originally appeared in the Races of the Dragon sourcebook for 3rd edition.


"Kobold smiths utilize the shells of giant beetles, as kobolds tend to domesticate those insects but any creature with a chitinous shell can be used.


Some examples:

  • Aquatic elves with chitin half-plate crafted from giant crabs.
  • Drow with chitin scale mail crafted from hook horrors.
  • Humans wearing carefully forged chain links of ankheg carapace.
  • Dwarves encased in splint mail made from a defeated umberhulk.


--Bolbar Bignose, retired gnome explorer, esq.


Cold Iron

Weapon (any metallic), uncommon


The creatures of the feywild are known for their aversion to cold iron. The material is notoriously difficult to find and to work with, but once forged forms a formidible weapon against their kind.

Weapons made of cold iron add +1 to attack and damage rolls made with the weapon.

When a weapon crafted of cold iron attacks a creature with the fey type, re-roll all 1's on any dice (including dice from additional sources, such as sneak attack). Accept whatever the result of the re-roll is, even if it's still a 1.


Cold Iron has appeared in writing and lore as far back as the 1800's, and Dungeons and Dragons has included it in most editions of the game.





Crysteel

Weapon (any metallic), common


Naturally formed hopper crystals are mined from the earth, melted and forged with iron to create an alloy that is light and quite sharp. A single weapon, or 10 pieces of ammunition, may be created from crysteel for an additional fee of 200 gp.

Weapons made with crysteel add +1 to attack and damage rolls made with the weapon.

While crysteel is magical, it's also quite fragile. Attacks made against items made of crysteel automatically score critical hits, and items made of crysteel caught in an area where thunder damage is dealt shatter. This shattering effect is also triggered if the items are in the region of a Shatter spell.


Crysteel originally appears in the Eberron Campaign Setting for 3rd edition.


"Much like blood glass, the fragility of crysteel makes for an undesirable weapon. However, many adventurers find having such an item as a backup to be well worth it.

Unlike blood glass, crysteel is not lighter than steel, resulting in an item of the same weight.


Rumor has it that crysteel, when used in the hands of one with great inner power, resonates with the owner and gains some of their power."


--Furias Firebeard, royal smith of the azer kingdom.


Crysteel axe and Cold Iron ringmail.  

10

Materials of the Realms - The Forge

Darkleaf

Armor (medium or heavy, but not hide), rare

Alchemically treating the leaves of the darkwood tree, many layers are combined together to make this protective armor.

You gain a +1 bonus to AC while wearing this armor. Additionally, the armor has a maximum dexterity bonus one higher than it usually does. If the armor does not usually add your dexterity modifier to AC, it now does with a maximum of 1.

Darkleaf originally appears in the Arms and Equipment Guide for 3rd edition.


"Darkleaf comes from the darkwood tree, known for being useful in a number of applications ranging from armor smithing to alchemy.


There are tales of an elven smith who used darkleaf to build light armor that also had the same effects as blended quartz, crafted for a noble elven magelord."


--Narias the Silver, high merchant of feltalam




































Darksteel

Weapon (any metallic), uncommon


Darksteel is a unique dwarven alloy. A weapon or 10 pieces of ammunition can be crafted of darksteel for 500 gp more than the base cost of that item.

When a weapon made from darksteel is used to break an object, it is automatically a critical hit.


Darksteel originally appears in the Dwarves Deep supplement for 2nd edition.


"The secrets for crafting darksteel are held by the most skilled dwarven smiths, but their lack of desire to teach others this secret speaks only to the complicated process of creating darksteel and not dwarven ego."


--Elgos, dwarf clanmaster and kingsmith.


Darkwood

Armor (medium or heavy, but not hide), rare


Alchemically treating the bark of the darkwood tree, many layers are combined together to make this protecting armor.

You gain a +1 bonus to AC while wearing this armor. Additionally, the armor weighs half as much as the steel counterpart.


Darkwood originally appears in the Dungeon Master's Guide for 3rd edition.


Deep Coral

Armor (heavy), rare


Grown rather than forged, you gain a +1 bonus to AC while wearing this armor.

Additionally, if any foe makes contact with your armor (through a grapple, a natural weapon such as a claw or bite, or swallowing whole) and that foe is neither immune or resistant to poison, they suffer 3 (1d6) poison damage.


Deep coral appears in the Stormwrack source book for 3rd edition.


"Many creatures of the sea choose deep coral for armor as it keeps many unwanted pests away. Sahuagin, aquatic elves, merfolk and kuo-toa alike all utilize deep coral."


--Hellias Bluefin, half-aquatic elf and noble woman of Therias.


Darkwood half plate and
Deep Coral plate mail.
 

11

Materials of the Realms - The Forge

Deep Crystal

Weapon (any), rare (requires attunement)


Collecting the purist parts of crystal clusters, these gems are alchemically bonded together and then refined to make a perfectly solid crystal weapon.

Weapons made with deep crystal have +1 to hit and damage rolls made with the weapon.

Each day the deep crystal weapon gains a psionic point, up to a maximum of 10. As a bonus action, upon striking a foe, you may expend up to the total number of psionic points the weapons has stored and dealing an equal amount of force damage.


Deep crystal appears in the Expanded Psionics Handbook for 3rd edition.


"Legend tells that there are powerful adventurers who themselves have inner reserves of power and can utilize deep crystals to focus their powers.


There are yet other legends that speak of heroes who allowed their weapons to fill with psionic power and never expended it, resulting in the weapons becoming sentient."


--Bologar Lightfingers, legendsmith.


Dendritic Armor

Armor (breastplate, half-plate, or plate), rare (+1), very rare (+2), or legendary (+3)


Growing crystals into socketed plates that form perfect connections that greatly increase the protection the armor grants. While wearing dendritic armor, you gain a bonus to AC based on the rarity of the armor.

Additionally, if you are subject to damage that is not bludgeoning, piercing or slashing, as a reaction you may make yourself immune to that damage. Doing so lowers the AC bonus by 1. The armor restores 1 point of AC per long rest.


Dendritic is a material that appears in the Arms and Equipment Guide for 3rd edition.


"Dendritic armor is one of the few non-metallic materials that we dwarves will fashion into armor.

Because it takes so long to grow, we have far more time to make the embellishments even more ornate, often resulting in what the elves refer to as "dwarven poetry". As good a compliment as any, in my book.


--Grudum Hekkat

Darksteel club, Deep Crystal mace, Darkleaf
scale armor, and Dendritic plate .
 

12

Materials of the Realms - The Forge

Densewood

Wonderous material, common


Any metallic or wooden item can be made of densewood. The object costs twice the price of the base item. The item is heavy, as though it is made of steel.

Densewood is not a magical material. Items can be made of densewood and be enchanted.


Densewood originally appeared in the Eberron Campaign Setting for 3rd edition.


"Densewood is a nice alternative for those who don't want to utilize metal weaponry, armor, or are just looking for something to set themselves apart.


Of course, in my opinion, setting yourself apart just makes you a more visible target, but that's just my opinion."


--Lorb, half-orc veteran.






































Dlarun

Weapon (any metallic), uncommon


This bone-white metal is also known as icesteel. It takes a very high polish and is often mistaken for ivory that has a highly visible green sheen. Dlarun ore is found in riverbanks, dug from clay.

Weapons made of dlarun add +1 to attack and damage rolls on attacks made with the weapon. In addition, if you are subject to fire damage you may use a reaction to become resistant to fire until the start of your next turn. You can do this once per short rest.

Also, weapons made of dlarun extinguish nonmagical fires if plunged into them using an action.


Dlarun originally appeared in the Magic of Faerûn supplement for 3rd edition.


"Dlarun is intersting in that, when swung through flames, it quenches them. Some scholars suspect it holds onto the freezing nature of the rivers, and that faster moving rivers produce higher quality dlarun.

This has never been confirmed."


--Rittorita Lok, high council woman in the order of six.


Key made from Densewood, and a Dlarun sickle.  

13

Materials of the Realms - The Forge

Dragon Scale Mail

Armor (scale mail), very rare (requires attunement)


Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.


Reprinted from the 5.1 SRD


Dragon Resistance Dragon Resistance
Black Acid Gold Fire
Blue Lightning Green Poison
Brass Fire Red Fire
Bronze Lightning Silver Cold
Copper Acid White Cold


"Of course, there are some smiths that will craft armor that isn't just scale mail. Plate is a popular choice or even chain if you can find a smith who will be able to grind the scales down and mix the powdered results into the metal.

Then again, not all smiths can do that without the scales losing their potential."


--Fuller Warb, dwarven smith

Dragonscale Armor and Vambrace.  

Duskwood Horseshoe.  

14

Materials of the Realms - The Forge

Elukian Clay Half-Plate.  

Entropium Half-Plate.  































































Duskwood

Wonderous material, uncommon


Any metallic or wooden item can be made of duskwood. The object costs twice the price of the base item. The item is half as heavy as the steel counterpart.

Duskwood is not a magical material. Items can be made of duskwood and be enchanted.


Duskwood originally appeared in the Forgotten Realms Campaign Setting for 3rd edition.


"Appearing in many places across the realms, Duskwood is probably the most common of all the wooden materials one will find for use in the creation of weapons. "


--Rurik Goodfellow, gnome botanist.


Elukian Clay

Armor (medium or heavy, except hide), rare (+1), very rare (+2) or legendary (+3)


Where waters run from the plane of water to the material plane, in their wake is left elukian clay. This almost unworkable clay can be shaped into armor. While wearing armor made of elukian clay, you gain a bonus to AC based on the rarity of this armor.

In addition to this AC bonus, you have a reduce all damage dealt to you by an amount equal to the AC bonus of this armor.

If the armor does not normally imposes disadvantage on Dexterity (Stealth) checks, the elukian clay version does.


Elukian clay first appeared in the Arms and Equipment Guide for 3rd edition.


"Because of the difficulty making and wearing elukian clay it is quite rare. However, that same rarity makes it somewhat of a collectable for those with money. Many a sultan, king, or lord would salivate at the thought of wearing such armor on the battlefield."


--Waller Masse, planar metallurgist

15

Materials of the Realms - The Forge

Entropium

Armor (medium or heavy, except hide), rare


Crafted from the weird ever shifting ores from their home plane with steel, the githzerai have created the optimal armor for their strange lifestyles.

Wearing armor made of entropium grants you a +1 bonus to AC. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the entropium version does not. Entropium armor weighs 25% less than the steel counterpart.


Entropium first appeared in the Arms and Equipment Guide for 3rd edition.


"Entropium is a weird bit of substance. Imagine steel, but with a swirling rainbow pattern constantly boiling just under the "surface" of the metal.

It's captivating, really."


--Gangar One-Ear, halfling adventurer






































Fever Iron

Weapon (any metallic), uncommon (requires attunement)


Weapons crafted from fever iron gain +1 to hit and damage rolls when attacking with the weapon.

In addition, if you are subject to cold damage you may use a reaction to become resistant to cold until the start of your next turn. You can do this once per short rest.

Also, weapons made of fever iron can melt a 5' area of nonmagical ice if touching the ice.


Fever iron appears in the Magic of Faerûn compendium for 3rd edition.


"Much like Icesteel, fever iron is found near areas that the plane of fire meets the material plane.


Instead of being incredibly polished it is instead black as obsidian and is sometimes mistaken for that material if not for the orange sheen."


--Ssithersa, yuan-ti pureblood smith.


Fevor Iron Scimitar.  

Firebrass Chain Shirt.  

Flametouched Iron Holy Symbol of Moradin.  

16

Materials of the Realms - The Forge

Firebrass

Armor (medium or heavy, but not hide), uncommon


Firebrass is a light, flexible metal. A firebrass chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the firebrass version of the armor doesn’t.


Firebrass is originally found in the Secrets of Xen'drik rulebook for third edition.


"Ah yes, firebrass. Whereas mithral is a beautifully light protective armor that can be hidden under clothing, those who elect to wear firebrass often choose not to.

This is likely because someone who picks armor that shines bright orange isn't looking to hide it from others."


--Purner Whiterabbit, gnome tinkerer and haberdasher.


Flametouched Iron

Weapon (any), rare


Flametouched iron ore is rust colored and dull. Once worked, however, it becomes a bright silver that never rusts or fades.

Weapons made from flametouched iron may be used in the place of a holy symbol. Doing so adds +1 to spell attack rolls while you hold it.

Additionally, weapons made from flametouched iron add +1 to attack and damage rolls on attacks made with the weapon.


"Holy crusaders and pious priests alike all favour flametouched iron for how visually striking it is, as well as being able to channel their divine abilities.


Not all faithful are able to afford weapons made of the material so instead for 500 gp they have holy symbols crafted, which grant the same +1 bonus on spell attack rolls."


--Victor Pyre, human witchhunter









Fyrite

Armor (medium or heavy, but not hide), rare


Ore mined from the elemental plane of fire cannot be worked anywhere but on that plane. Once forged into armor and brought elsewhere, the armor hardens and provides immense protection against cold.

While wearing armor made of Fyrite, you have a +1 bonus to AC. You also have resistance to cold damage.

You can also start small nonmagical fires by touching material that can easily catch fire, such as small twigs or paper, provided they are not wet.


Fyrite appears in Dragon magazine #347 from Piazo publishing.


"I'm not sure what to think of Fyrite. The dwarves tell me it's a pain to mine and a bigger pain to work. The reduction of cold damage can easily be replicated by staying away from the blasted cold.

I do like the ability to start fires though. Gotta say, that's not bad."


-- Thurl Stockquick, halfling pyromancer.


Fyrite Banded Mail.  

17

Materials of the Realms - The Forge































































Frystalline

Armor (any), rare


This golden ore is mined from elysium. While it doesn't provide any additional defensive capabilities, any healing spells cast upon someone wearing such armor cannot roll 1's. Re-roll any dice used in the healing spell that result in a 1, including re-rolls.


Frystalline appears in the Book of Exalted Deeds for 3rd edition.


"There's something that feels wrong, mining the mountains of elysium. Far better, in my humble opinion, to do great works for the beings that live there and hope they reward you with even an ounce of the stuff."


--Stint Blackbrow, dwarf forgepriest.


Gehennan Morghuth Iron

Weapon (any metallic), rare


The weathered and pitted look of weapons made with this iron hides their true nature. What appears to be poorly balanced and weak, is actually quite strong.

Attacks with weapons made from gehennan morghuth iron have a -1 penalty to attack and damage rolls made with the weapon. When the weapon strikes, all the damage it deals is poison, including additional dice from sources such as sneak attack.

Creatures that are critically hit by this weapon gain the poisoned condition.

Using a weapon made from gehennan morghuth iron also deals 1 poison damage to you for every round you hold the weapon.


Gehennan Morghuth Iron appears in the Arms and Equipment Guide for 3rd edition.


"While I doubt any of you will have your hands on these diabloical weapons, it's important to understand that your foes still may choose to use them.

Not every creature you come across will be affected by the poisonous nature of the metal, and will be more than happy to inflict it upon others."


--Quartermaster Rhimes, officer of the demonbuster brigade.


Frystalline Banded Mail.  

Gehennan Morghuth Axe.  

18

Materials of the Realms - The Forge

Githsilver

Weapon (longsword), legendary (requires attunement)


Only forged into the sacred longsword used by the githyanki, the methods used to forge githsilver are only known to their kind. Metal portions of their armor consist of the same ore, but it only serves to protect them from the effects of the sword.

Characters gain a +3 bonus to attack and damage rolls made with this magic weapon, and it does an additional 3d10 psychic damage on a hit. If the attack is a critical hit, instead of dealing damage, the character can cut the silver cord that tethers the target to it's astral body.


Githsilver, and the silver swords that are made from the material, were introduced in the Fiend Folio for 1st edition and further refined in the Guide to the Astral Plane for 2nd edition.


"The lower ranked knights of the githyanki are equipped with swords most who fight their kind are familiar with.

The generals above them? Their blades are much worse, not only capable of beheading their foes but also of severing the lifelines of those protected by githsilver armor.

I shudder to think what blade their lich queen has forged.


--Alexendri Foresworn, anti-gith strategiest in the service of her majesty.


Green Starmetal

Weapon (any metallic), +1 (rare), +2 (very-rare), +3 (legendary)


Metal that appears to be similar to steel but has an unusual effect on creatures not native to creatures not of this plane.

Weapons made of green starmetal have a +1 bonus to hit and damage rolls on attacks made with them.

In addition, these weapons score critical hits on 19-20 (+1), 18-20 (+2), or 17-20 (+3). Creatures of the Aberration, Celestial, Elemental, Fey, or Fiend types that are critically hit with this weapon have the Banishment spell cast upon them. The saving throw for this effect is 15 (+1), 16 (+2), or 17 (+3).


Green starmetal appears in the Complete Arcane sourcebook for 3rd edition.


"Starmetal? Big flamy thing, falls from the sky. Yeah I've heard of it, but the priests in town all say things like, those are angels falling from their battles with demons. Best stay away from it son."


--Gryn Steelwise, barkeep at the Rusted Shovel.

Githsilver Longsword.  

Starmetal Longsword.  

19

Materials of the Realms - The Forge

Hizagkuur

Armor (heavy), legendary (requires attunement)


When faerzress imbues a greenish gray clay with magic twisting properties, there are few that want anything to do with it. But for the handful of smiths that know the secret of this clay, they can work it into steel bars and produce Hizagkuur.


Armor made of hizagkuur grants a +1 bonus to AC when worn.

In addition, spells that deal acid, cold, fire, lightning, poison, or thunder damage deal no damage to you. Instead, the caster that had cast the spell upon you is effected by the damage (but not any other component, such as the forced movement from Thunderwave).


Hizagkuur appears in Magic of Faerûn for 3rd edition.


"The process for crafting armor made of the stuff is legendary it itself. First, the clay needs to be worked into the metal bars, which requires many rare and magical components to bond them together.

Then, the armor must be crafted quickly. The craftsman can take no rest, and all time must be spend on the work. Many drop dead from this step out of exhaustion.

But a prepared smith who is ready to challenge their skill and endurance will end up with armor that helps true heroes create legends."


--Zurl Steelfoot, honored craftsman of the order of the singed beard.

























Ironfell

Wonderous material, rare


Material harvested from a primordial is mixed with stone, iron or stitched into flesh to provide an additive for those who craft golems or other constructs.


When making a construct, one can add 500 gp worth of ironfell into their spell or into the components of the golem. The finished creature carries some of the power of the primordial that has been thinned into their form.


Constructs constructed with ironfell have one of the following benefits for each 500 gp worth of components used in the creation of the construct:

  • Frenzy: If the construct possesses the multi-attack trait, when it uses this trait it may get one additional melee attack.
  • Aura of Terror: If a creature makes a melee attack against the construct and misses, their attack is redirected to another target within range of the attacker and the construct. Use the same attack roll to hit the new target.
  • Skyfall Charge: If the construct moves at least 10 feet, add 1d10 bludgeoning damage for each 10 feet they moved to their next attack.
  • Focused Killer: As a bonus action, the construct marks a target for death. Attacks from the construct against that target have advantage.
  • Skyfall Release: Upon death, the construct makes an immediate full turn.


Ironfell appears in the Forgotten Realms Campaign Guide for 4th edition.


"I've heard tell that there are a sect of mad warlocks, driven to crafting golems entirely out of ironfell. Of course, that would be insane!"


--Pyras Lethiledge, ranger of the north.




















Hizagkuur Banded Mail.  

Ironfell Infused Iron Golem during construction.  

20

Materials of the Realms - The Forge

Kheferu

Weapon (any metallic), uncommon (requires attunement)


Mined from rare meteorites, the hard red ore can easily be worked into alloys. Weapons made from Kheferu add +1 to attack and damage rolls on attacks made with them.

Additionally, they roll critical hits on 19 or 20 when attacking elementals. If you already have a source that grants you this benefit such as from a class trait, there is no additional benefit.


Kheferu appears in the Sandstorm supplement for 3rd edition.


"Kheferu can also be used to forge armor. This costs 1000 gp over the base cost of the armor and only works for medium or heavy armor (but not hide). When creatures with the elemental type attack you, you can force them to re-roll critical hits once per short rest."


--Grudum Hekkat, author of the Dwarven Guidebook to Metals.


Livewood

Armor (any, except chain shirt or chainmail), rare


The livewood tree has a unique property: it does not die when cut. Any armor may be made of livewood. Long stretches of bark might be woven together to create a leather-like material, the bark can be turned into splint mail and large chunks can be formed into plate.


Armor made of livewood grants a +1 bonus to AC when worn. Additionally, provided you have granted it water and sunlight in the last seven days for at least 1 hour, you have resistance against fire damage.


Finally, because the wood is alive, spells that affect trees work on your armor. Speak with plants allows you to communicate with it, or a foe may cast Plant Growth on your armor to slow your movement.


Livewood appears in the Eberron Campaign Setting for 3rd edition.


"There are tales of adventurers purchasing livewood armor, only to find the tree it was made from had a dryad within it. Now their armor does as well."


-- Cade Delvishess, halfing bard.


Kheferu Axe.  

Livewood Half Plate.  

21

Materials of the Realms - The Forge

Mithral Armor

Armor (medium or heavy, but not hide), uncommon


Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If
the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Reprinted from the 5.1 SRD


"Mithral is found deep underground and is considered by the dwarves to be a very rare metal. Elven craftsmen tend to have a preference for mithral.

If forged into a weapon, or 10 pieces of ammunition, the weight of the item is halved. If the weapon would normally have the heavy quality, remove it. If the item has the finesse quality but lacks the light quality, add the light quality to the weapon. Crafting such an item adds 1000 gp to the base cost of the item."


--Grudum Hekkat, author of the Dwarven Guidebook to Metals.


Orichalcum

Weapon (any metallic), uncommon (requires attunement)


The red-yellow ore is distinct and easy to work with. Found in rare deposits where dragon blood was spilled, weapons made of orichalcum have +1 to attack and damage rolls on attacks made with them.

Additionally, orichalcum is used by dragonslayers as it has the helpful effect of reducing the effects of a dragon's breath.

While holding a weapon made of orichalcum, if you are in the area of a dragon's breath you may use a bonus action to try and absorb the attack into the weapon. Every die of damage from the breath weapon that rolls the maximum possible number is re-rolled (taking the result, even if it is the same).


Orichalcum does not appear in previous editions of Dungeons & Dragons, however orium is described in way that makes it very practically the same material. Orium is found in the 4th edition of Dungeons & Dragons


"Aye, the weapons are fantastic fer huntin' the great scaled beasts of the skies, but lettme tell ye lad: the process of making it releases terrible toxins. I've seen dwarven smiths die before reachin' even three hundred years old. That's the cost of building weapons that can kill dragons."


-- Kolek Furrow

Pandemic Silver

Weapon (any metallic), rare


When unsheathed, the gray metal emits an unearthly scream provided there is any sort of breeze. Weapons made of pandemic silver grant momentary glimpses of horrors from beyond, causing great fear into the heart of your foes.

Weapons made of pandemic silver grant a +1 bonus on attack and damage rolls on attacks made with the weapon. Critical hits made with the weapon forces the target to make a DC 15 wisdom saving throw or be affected by the Fear spell. This lasts until the end of the target's turn.


Pandemic silver appears in the Complete Warrior for 3rd edition.


"Pandemic silver is often theorized to be related to the githsilver and astral driftmetal but there's never been definitive proof of that."


--Damasa Tangone, sorceress of the north.


Mithral Armor.  

Orichalcum Greatsword.  

Pandemic Silver Dagger.  

22

Materials of the Realms - The Forge

Pearlsteel

Weapon (any melee), uncommon


Weapons made by the many denizens of the sea, pearlsteel is a process of merging and hardening a variety of underwater materials.

Weapons made of pearlsteel are treated as though you have a natural swim speed, ignoring the penalties for being used underwater.

Pearlsteel is not magical. Magical weapons may be made out of pearlsteel.


Pearlsteel appears in the Stormwrack supplement for 3rd edition.


"Pearlsteel. Sure, if you need to face off against a squid or sahuagin, you want pearlsteel. But there's so many situations where you'll be better off with something else, don't bother with the pearlsteel weapons."


--Triv Karsh, weapon merchant and wereshark.


Purple Mournlode

Weapon (any metallic), very rare


Harvested from hills and mountains where armies clash and their blood can mix with the ores within the ground, purple mournlode has many undead fighting properties when forged into an alloy. Weapons made of mournlode are silver with streaks of the ore through the blade.

Weapons or holy symbols made of purple mournlode grant a +1 bonus on spell attack rolls while holding the item.

Additionally, if you cast a spell on an undead creatures that requires a saving throw, you may use a bonus action to channel the spell through the item, causing disadvantage to one of the targets affected by the spell.


Purple mournlode appears in the Magic of Eberron sourcebook for 3rd edition.


"Our priests are all given mournlode symbols upon joining the order. Purple for the lowest rank (as it is the most commonly available color of the ore) and white for our highest ranking members.

I myself carried a green icon until you took it away."


--Talos Ryn, vampire spawn and former priest




Rimefire Ice

Weapon (any wooden), rare


Patches of rimefire ice tend to grow around glaciers that have connections to other planes such as portals or natural convergences. Difficult to work with, rimefire ice does have some uses replacing wood in items. For example, a rimefire ice chest or a rimefire ice quarterstaff.

Weapons made of rimefire ice gain a +1 bonus to hit and damage rolls on attacks made with them. All items made with rimefire ice also glows with a dim blue light in a 20' radius.


Rimefire ice appears in the Frostburn supplement for 3rd edition.


"Never worked with the stuff, meself, but I've heard once of me cousin who tried. Fool left a chest he made of rimefire ice near the hearth. Came back to his entire workshop being covered in dew!"


--Drokki Riverdanver, gnome bard.

Pearlsteel Plate.  

Purple Mournlode Trident.  

23

Materials of the Realms - The Forge































































Riverine

Armor (medium or heavy, except hide), rare


Sometimes called "solid water", riverine is a non-magical material that is forged using secret techinques. Once forged, the water only flows within the regions it was shaped into.

Armor made from riverine grants resistance to fire and force damage when worn.

Armor made from riverine is non-magical, and can be enchanted.


Riverine appears in the Stormwrack sourcebook for 3rd edition.


"Riverine? You'll never catch a dwarf wearing a river for armor, that's for sure."


--Dhan Burntbrow, dwarven prospector.


Serren

Weapon (any wooden), uncommon


A single weapon or 10 pieces of ammunition can be crafted from wood harvested from the serren tree.

Attacks from weapons made of serren have a +1 bonus on attack and damage rolls made with the weapon.

Additionally attacks against creatures who possess the Etherealness ability or the Incorporeal Movement ability have advantage.


Serren appears in the Book of Exalted Deeds for 3rd edition.

"Harvest the trees of heaven, to combat those souls too stubborn to go there. Smiths of the realm rival the poets when it comes to irony."


--Tetheras Fulthorm, elven philosopher

Rimefire Ice Staff.  

Riverine Plate.  

Serren Bow.  

24

Materials of the Realms - The Forge

Soarwood

Wonderous material, rare


Soarwood is a unique material with a magical touch. Wooden items crafted of the material possess buoyancy in air. The faster the item moves, the less it weighs.

Reserved for the crafting of boats (although any item crafted of wood can be made from soarwood), soarwood increases the cost of any item by four.

Items made of soarwood need to move forward to maintain their buoyant properties, else they slowly descend as per the featherfall spell.


Soarwood appears in the Eberron Campaign Setting for 3rd edition.


"Simply glorious. The grandeur of being able to traverse the skies are second to no experience I can imagine.

Of course, the terror of being attacked by a dragon whilst in the skies is also second to none I can imagine.


--Lok, tiefling noble.


Solarian Truesteel

Weapon (any metallic), uncommon (requires attunement)


Mined in the heavens of Celestia, this fine silver ore is as strong as steel and shines brightly. Easily worked with, the hosts of Celestia are often equipped with weapons made of solarian truesteel.

Weapons made of solarian truesteel add +1 to attack and damage rolls made with the weapon, and any dice rolled due to a critical hit with the weapon re-rolls 1's (taking the re-roll, even if it's also a 1).


Solarian truesteel appears in the Arms and Equipment Guide for 3rd edition.


"Ah yes, truesteel. Quite the treat to work with, if you ask me. Ye'll never find a metal that alloys as easily, and yet even if you choose not to it seems just as fit. Hard edges that seemingly never wear or chip, heavenly balance and a gleam that makes dwarves weep."


--Beorn Ironwrought, master smith in the grand army.





Stygian Ice

Weapon (any metallic), rare


Black ice formed into weapons constantly surrounded by a cloud of drifting blue crystals, stygian ice creates a fearful aura all around it.

Weapons made of stygian ice gain a +1 bonus to attack and damage rolls on attacks made with them.

Additionally, anyone struck by the weapon has disadvantage on dexterity saving throws, ranged attacks that utilize dexterity, and skills checks based on dexterity until the end of their next turn.

When drawn, the user of the weapon needs to succeed at a DC 14 Constitution saving throw or also be affected by this effect until the end of their next turn.


Stygian ice appears in the Frostburn supplement for 3rd edition.


"I know there's always some exciting new metal or gemstone for a smith to work with, but stay away from stygian ice. It's formed by souls who are lost in hell who become so tired they lay down and never get back up. Layer after layer of lost soul, such a weapon would be literally made of torment."


--Drung Kukikal, dwarven metallurgist.


Soarwood Canoe.  

25

Materials of the Realms - The Forge

Susalian Chainweave

Armor (chain shirt or chain mail), rare


The greatest elven minds have worked together to come up with the most defensive chain ever worked. Their techniques are rarely shared, but admired by smiths in every realm.

Armor made of susalian chainweave grant a +1 bonus to AC when worn. Additionally, when subjected to a critical hit, re-roll any dice that show their maximum result, taking the result even if it's the same.


Susalian chainweave appears in the Complete Warrior supplement for 3rd edition


"It may not be as easily hidden or lightweight as mithral, but against the heavy blow of an ogre club I'll never regret wearing my chainweave armor."


--Essisal Rythis, elven swashbucker.








































Targath

Armor (any), rare


When slivers of targath are worked into armor, the soft gray metal assists in the general well being of whoever is nearby.

While wearing armor made with targath woven into it, you have resistance to poison damage and advantage on saving throws against poison and disease.

Targath is non magical and armor with targath woven into it can be enchanted.


Targath appears in the Eberron Campaign Setting for 3rd edition.


"Aye, I've heard of the stuff but it's so rare my eyes have never settled upon it.

I've heard the undead even turn from it, although it's been my experience there are precious few things that they avoid, so take that with a grain of saltpeter."


--Tolby Pushbottom, gnome inventor.

Solarian Truesteel Short Sword.  

Stygian Ice Hammer.  

Susalian Chainweave.  

26

Materials of the Realms - The Forge

Thinaun

Weapon (any), legendary


When thin strips of thinaun are worked into an alloy or embedded into wood, the entire weapon takes on an unearthly black pitch.

Weapons made of thinaun grant a +3 bonus to attack and damage rolls on attacks made with them. Additionally, if the weapon kills the target, it's soul is drawn into the weapon.

Until the weapon is destroyed, resurrection magic does not function for that target. If a wish spell is used to resurrect the target, it works successfully and the weapon is destroyed.


Thinaun appears in the Complete Warrior supplement for 3rd edition.


"Fall before me and feed my blade."


--Throar Fellsoul, terrorguard of the dark lord.


Urdukar

Armor (any), uncommon (+1), rare (+2), or very rare (+3)


This purple metal can only be found in the deepest parts of the underdark. Thin strips may be inserted into armor, granting it the ability to block spells attempting to scry on the the wearer.

While wearing armor with urdukar woven into it, anyone attempting to utilize magic to scry upon you needs to make a concentration roll immediately with a DC of 14 and if the armor is enchanted add +1 to this DC for each +1 the armor grants your AC.


"Progress on building collars imbued with urdukar continues with great swiftness. Soon, our slaves will march upon our drow foes without them being aware until it's too late."


--Relgar Deepshadow, duergar slavemaster.

Targath Banded Armor.  

Thinaun Dagger.  

Urdukar Collar.  

27

Materials of the Realms - The Forge































































Ysgardian Heartwire

Armor (chain or heavy), rare


Harvested from the plane of Ysgard, rarely is there enough to work into a whole suit of armor but when small amounts are added to armor.

While wearing armor with ysgardian heartwire woven into it, critical hits scored against you re-roll any dice showing their maximum value and taking the result even if it's the same.

Armor with ysgardian heartwire woven into it is non magical and may be enchanted.


Ysgardian heartwire appears in the Arms and Equipment Guide for 3rd edition.


"Easy to work with, difficult to work against."


--Ysgardian proverb on heartwire, unknown


Zardazik

Weapon (any metallic), rare (requires attunement)


Zardazik metal is uniquely magical. Blood that is dropped onto the ore and forged into items render those those items magically phased but only to those of the blood dropped into it.

Weapons made with zardazik grant a +1 bonus on attack and damage rolls on attacks made with them. Additionally, if the weapon was forged with your blood, you may phase the item into your body to store it. Weapons may be stowed or drawn as a bonus action or as part of any other action.


Zardazik appears in Volo's Guide to All Things Magical for 2nd edition.


"Hold on, you're naked! Where did you draw that weapon from?"


--The last words of Earl Tholas, former ruler of the village of Small River.

Ysgardian Heartwire Plate.  

Zardazik Short Sword.  

28

Materials of the Realms - The Forge

The Poisoners Table

The Poisoners Table

As with the poisons presented in the Dungeon Master's Guide (and reprinted here from the SRD), poisons are delivered in one of four methods: contact, ingestion, inhalation, and injury. Each has a DC needed to craft the poison, as well as a cost per dose. Crafting a poison costs half as much as buying a dose.


In the description of each poison is a listing of the materials and how what checks are required to gather the materials needed. Unless otherwise stated, this is enough to harvest one dose and takes 1 hour of game time. If no DC is specified, then you only need the kits listed to extract a dose.

Crafting the poison requires an Alchemist's Kit or a Poisoner's Kit. It is an Intelligence check plus proficiency if you are proficient with your kit.

The cost of these poisons is listed per dose, however it will likely be difficult for players to find a source that sells poisons, especially the more expensive ones:


Poison Type Price per Dose Craft DC
Assassin's Blood Ingested 150 gp 16
Bardan Ruqad Injury 250 gp 17
Belladonna Ingested 150 gp 10
Blackroot Injury 150 gp 13
Bloodberry Injury 1,500 gp 15
Boneshard Paste Contact 750 gp 11
Burnt Othur Fumes Inhaled 500 gp 16
Carrion Crawler Mucus Contact 200 gp 14
Celestial Essence Contact 900 gp 14
Darfly Essence Injury 250 gp 13
Drow Sleep Poison Injury 200 gp 13
Dwarfbane Injury 1,750 gp 15
Essence of Ether Inhaled 300 gp 10
Firethorn Injury 400 gp 12
Goblinberry Ingested 200 gp 12
Green Sleeping Dust Inhaled 250 gp 13
Gravedust Contact 200 gp 11
Hsskala Injury 500 gp 15
Infernal Death Ingested 2,000 gp 13
Khamsin Contact 2,500 gp 13
Lichbane Contact 1,000 gp 15
Liquid Mortality Contact 5,000 gp 20
Malice Inhaled 250 gp 14
Midnight Tears Ingested 1,500 gp 17
Oil of Taggit Contact 400 gp 15
Pale Tincture Ingested 250 gp 13
Poison Type Price per Dose Craft DC
Purple Worm Poison Injury 2,000 gp 18
Ruby Blushrose Inhaled 300 gp 12
Sacred Lizardfolk Poison Injury 500 gp 14
Serpent Venom Injury 200 gp 11
Shadow Essence Injury 250 gp 15
Silverspark Inhaled 250 gp 14
Silver Stake Gas Bombs Inhaled 250 gp 15
Sleep Smoke Inhaled 150 gp 13
Spider Venom Injury 200 gp 11
Sssartisss Injury 750 gp 14
Sunlight Oil Contact 450 gp 16
Sunset Rose Injury 350 gp 13
Timmask Ingested 150 gp 14
Torpor Ingested 600 gp 14
Tongue of Madness Ingested 150 gp 15
Truth Serum Ingested 150 gp 15
Wyvern Poison Injury 1,200 gp 16


Assassin’s Blood (Ingested): A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.


Materials: A mixture of commonly gathered herbs. Five successful DC 15 Nature checks will be enough to gather the materials.

Source: Reprinted from the 5th edition SRD.


Bardan Ruqad (Injury): A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 13 (4d6) poison damage, and be Poisoned for 8 hours. Creatures poisoned by this effect are paralyzed for the entire duration but in the first 10 minutes, the target is entirely aware of what is going on around them.

After this, they rest of the 8 hours they are absolutely asleep unless they take damage or someone spends an action to wake the creature.


Materials: Genie Essence, which must be obtained from a willing creature. To distill the essence requires a DC 13 Arcana check.

Source: Secrets of the Lamp sourcebook for 2nd edition.

29

Materials of the Realms - The Poisoners Table

Belladonna (Ingested): A creature subjected to a sprig of belladonna needs to succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison and become Poisoned for 24 hours.

Each hour, the creature must make another saving throw or lose 1 strength. If the creature reaches a strength of 0, they die. After three successful saves, the poison ends. When the creature is no longer poisoned, their regain 1 point of strength per long rest.

If the creature has contracted lycanthropy and has yet to experience a full moon, and if the belladonna was picked within the last week, the creature is also cured of lycanthropy.


Materials: Belladonna sprigs, which requires a DC 13 Nature check to find.

Source: Belladonna is a historically known poison with no Dungeons and Dragons sourcebook as the basis.


Blackroot (Injury): A creature subjected to this poison must make a DC 11 Constitution saving throw. On a failed save, the target is Poisoned for 1 minute. While poisoned, the creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Materials: Blackroot herb. This plant only grows in the underdark and is quite rare, requiring a DC 20 Nature check to find.

Source: The novel Resurrection by Paul S. Kemp


Bloodberry (Injury): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw, or they are Poisoned for 24 hours and lose 1 point of Constitution.

For each hour they are poisoned, they make another saving throw, losing 1 point of Constitution on a failure. If they reach a Constitution score of 0, they die.

If the creature makes three successful saving throws, they end the effect on itself.


Materials: Berries from the bloodberry bush. These require a DC 10 nature check to find. However the bushes typically only grow where great battles have taken place.

Source: The Elminster's Ecologies Appendix I sourcebook for 2nd edition.


Boneshard Paste (Contact): An undead creature subjected to this poison must succeed on a DC 13 Constitution saving throw or suffer disadvantage on melee attacks, strength checks, and strength saving throws until the end of its next turn.

This affects undead that are immune to poison.


Materials: Holy water and powdered bones. Powdering bones requires an alchemists' kit or poisoners' kit.

Source: The Libris Mortis sourcebook for 3rd edition.





Burnt Othur Fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.


Materials: A reactive mixture of herbs and metals. This requires a Nature check (DC 13) and an Arcana check (DC 15) to find.

Source: Reprinted from the 5th edition SRD.


Crawler Mucus (Contact): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Materials: Mucus must be harvested from a dead or Incapacitated carrion crawler. This requires a poisoners' kit or an alchemists' kit and a DC 12 Nature check.

Source: Reprinted from the 5th edition SRD.


Celestial Essence (Contact): An undead creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be unable to cast spells until the end of its next turn.

This affects undead that are immune to poison.


Materials: Angel Essence, which must be obtained from a willing creature. To distill the essence requires a DC 13 Arcana check.

Source: The Libris Mortis sourcebook for 3rd edition.


Darfly Essence (Injury): A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 hour. The creature is also Unconscious while Poisoned in this way.

The creature wakes up if it takes damage. If another creature attempts to wake the Poisoned creature, the creature that was Poisoned is allowed another saving throw.


Materials: Crushed and refined darflies. This requires a DC 13 Nature check and the use of Alchemists' tools or a Poisoners' kit.

Source: The novel Bury Elminster Deep by Ed Greenwood.


Drow Poison (Injury): This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way.

The creature wakes up if it takes damage or if another creature takes an action to shake it awake.


Materials: Fermented spider venom, which takes a DC 12 Nature check to remove from the spider and a brewer's kit.

Source: Drow poison has existed through many editions of Dungeons and Dragons.

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Dwarfbane (Injury): A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or take 10 (3d6) poison damage and become Poisoned for 1 hour. A creature poisoned in this way must repeat the saving throw at the start of each of its turns. On each failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Dwarves, except for duergar, do not get to use their dwarven resilience to gain advantage against this poison.


Materials: Fungus slime, which requires a DC 16 Nature check to find in the underdark.

Source: The novel The Guilded Rune by Lisa Smedman.


Essence of Ether (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.


Materials: Pockets of ether must be found underground. A DC 13 History or Nature check will find these pockets and require an Alchemists' kit to harvest enough essence for 1d4 doses, but this depletes the pocket.

Source: Reprinted from the 5th edition SRD.


Firethorn (Injury): A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or become Poisoned for 1 minute and take 8 (2d8) fire damage. Creatures poisoned in this way are confused, as per the spell Confusion.

This poison does not affect creatures immune to fire.


Materials: Firethorns, a red plant that grows on some islands. A DC 10 Nature check will identify these plants.

Source: The Corsairs of the Great Sea sourcebook for 2nd edition.


Goblinberry (Ingested): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 1 minute. Creatures poisoned in this way are Blinded. If diluted with water and honey to make into a drink, or dried and burned (which makes the poison Inhalation), then it is a remedy for blindness caused by Goblinberry poisoning and also is a pain killer.


Materials: Goblinberries harvested from the goblinberry bush. This bush only grows in areas where great battles once occured. Identifying the bush requires a DC 12 Nature check.

Source: The Elminster's Ecologies Appendix I sourcebook for 2nd edition.













Green Sleeping Dust (Inhaled): A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 hour. The creature is also Unconscious while Poisoned in this way.

The creature wakes up if it takes damage. If another creature attempts to wake the Poisoned creature, the creature that was Poisoned is allowed another saving throw.


Materials: Bark from the bija tree. Identifying this tree requires a DC 12 Nature check.

Source: The Kara-Tur: The Eastern Realms supplement for 2nd edition.


Gravedust (Contact): An undead creature subjected to this poison must succeed on a DC 10 Constitution saving throw or suffer disadvantage on all ranged attacks, dexterity checks, and dexterity saving throws until the end of its next turn.

This affects undead that are immune to poison.


Materials: Holy water and consecrated grime from a tomb. This requires an Alchemists' kit to gather.

Source: The Libris Mortis sourcebook for 3rd edition.


Hsskala (Injury): An undead creature subjected to this poison must succeed on a DC 15 Constitution saving throw or fall Unconscious for 1 minute.

If the poisoned creature takes damage, the effect is ended. This poison affects undead that are immune to poison, however it does not work if the creature is immune to being Unconscious.


Materials: Holy water mixed with a fiends blood. No check is require to harvest fiend blood however it must come from a fiend.

Source: The Anauroch: The Empire of Shade adventure module for 3rd edition.


Infernal Death (Ingested): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 48 hours. Every 12 hours after initally ingesting the poison, the creature makes another saving throw.

After 3 failed saving throws, the creature dies. If the creature succeeds at any subsequent rolls it only staves the poison off. Only by waiting 48 hours can the poison be fought off.

The Cure Poison spell or other magics fail against this poison. Casting Protection from Energy and one of these curative magics will grant the target advantage on the next saving throw they need to make, but only a Wish spell can cure it prematurely.


Materials: The ichor of fire elementals. This requires a DC 16 Arcana check.

Source: The Assassin Mountain adventure for 2nd edition.

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Khamsin (Contact): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned. A creature poisoned in this way is restrained. At the end of each of the creatures' turns, it needs to make another saving throw. If it scores three successes, the creature ends this effect. If it scores three failures, the creature turns to dust and is dead.


Materials: The ichor of air elementals. This requires a DC 16 Arcana check.

Source: The Assassin Mountain adventure for 2nd edition.


Lichbane (Contact): A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or become Poisoned. A creature poisoned in this way has disadvantage on rolls to maintain concentration. When a creature poisoned in this way casts a spell, targets have advantage on their saving throws.

A creature poisoned in this way can make saving throws at the end of each of their turns, ending the effect on a success.

This affects undead that are immune to poison.


Materials: Holy water and the dust from a defeated lich.

Source: The Libris Mortis sourcebook for 3rd edition.


Liquid Mortality (Contact): An undead creature subjected to this poison must succeed on a DC 20 Constitution saving throw or be destroyed, leaving behind no trace of a body. Lich and Dracolich creatures will have their soul returned to their phylactery as normal.

This affects undead that are immune to poison.


Materials: Consecrated holy oil mixed with the ashes of a defeated lich, the ashes of a defeated vampire (but not a vampire spawn), and the ectoplasm of a ghost (which requires a DC 13 Arcane or Religion to properly gather).

Alternately, one can use consecrated holy oil mixed with the powdered bones of a dracolich.

Source: The Libris Mortis sourcebook for 3rd edition.


Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.


Materials: Malice is crafted from dried plant roots, of which a DC 14 Nature check is needed to identify and harvest.

Source: Reprinted from the 5th edition SRD.


Midnight Tears (Ingested): A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.


Materials: Crafted from nightblooming flower nectar which requires a DC 18 Nature check to identify and harvest.

Source: Reprinted from the 5th edition SRD.




Oil of Taggit (Contact): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.

Materials: A lowly insect from the abyss, oil rendered from the taggit requires an Alchemists' kit to extract.

Source: Reprinted from the 5th edition SRD.


Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.


Materials: The skin of a ghoul, which requires a DC 15 Religion check to extract enough material for 1d6 doses.

Source: Reprinted from the 5th edition SRD.


Purple Worm Poison (Injury): A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


Materials: This poison must be harvested from a dead or Incapacitated Purple Worm, which requires a DC 15 Nature check to extract 1d6 doses.

Source: Reprinted from the 5th edition SRD.


Ruby Blushrose (Inhaled): A creature subjected to this poison must succeed on a DC 14 Constitution saving throw, or be Poisoned. A creature Poisoned this way is also confused as the Confusion spell for 1 minute. The creature may make saving throws at the end of each of its turns, ending the effect on a success.


Materials: Ruby blush roses, from the ruby blushrose bush. A DC 12 Nature check is required to identify the plant.

Source: The Elminster's Ecologies Appendix I sourcebook for 2nd edition.


Sacred Lizardfolk Poison (Injury): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw, or be Poisoned. A creature Poisoned this way is Paralyzed. At the end of each turn, the creature may make another saving throw, ending the effect after 12 minutes or 20 successful saving throws.


Materials: A sacred mix of plants and other natural materials, this secret is only known to the Lizardfolk who follow Semuanya. Gathering the materials, once known, requires tweleve separate DC 14 Nature checks.

Source: Reprinted from the 5th edition SRD.


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Serpent Venom (Injury): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.


Materials: This poison must be harvested from a dead or Incapacitated Giant Poisonous Snake. This requires a DC 13 Nature check.

Source: Reprinted from the 5th edition SRD.


Shadow Essence (Injury): A creature subjected to this poison must succeed on a DC 18 Constitution saving throw, or become Poisoned. The creature may make saving throws at the end of each of its turns, ending the effect on a success.


Materials: The leftover essence of a Ghost, Shadow or some other non-coporeal undead creature. Gathering this material requires a DC 14 Arcana check.

Source: The Dungeon Master's Guide for 3rd edition.


Silverspark (Inhaled): A creature subjected to this poison must succeed on a DC 14 Constitution saving throw, or become Incapacitated as they are wracked with pain. The creature may make saving throws at the end of each of its turns, ending the effect on a success.


Materials: The components are all semi-magical in nature and vary from mixture to mixture, but gathering the resources needed takes 8 hours and requires a DC 16 Arcana check.

Source: The Assassin Mountain adventure for 2nd edition.


Silver Stake Gas Bombs (Inhaled): A lycanthrope creature subjected to this poison must succeed on a DC 15 Constitution saving throw, or become Poisoned. The creature may make saving throws at the end of each of its turns, ending the effect on a success.

While poisoned, each round it starts its turn in the gas, the creature makes a DC 15 Constitution saving throw. On a failure, they gain a level of Exhaustion.


Materials: Wolfsbane, Hemlock, and some consecrated oils. Finding the plant components requires a DC 12 Nature check.

Source: The short story The Search for the Circle of Vehlarr: Part 3, by K. Steven Miller


Sleepsmoke (Inhaled): A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or become Unconscious, falling asleep.

A creature who falls asleep in this way can be woken up if they take damage or another creature uses their action to wake them. Otherwise, this effect lasts 5 minutes.


Materials: Dried herbs and mushrooms, mixed with lodestone filings. Finding the materials requires a DC 14 Nature check.

Source: The City of Splendors: Waterdeep sourcebook for 3rd edition.


Spider Venom (Injury): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.


Materials: This poison must be harvested from a dead or Incapacitated Giant Poisonous Spider. This requires a DC 13 Nature check.

Source: Reprinted from the 5th edition SRD.


Sssartisss (Injury): A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or become Poisoned. While Poisoned in this way, the creature is Paralyzed. The creature may make saving throws at the end of each of its turns, ending the effect on a success.

When the effect is ended, either magically or by personal fortitude, a secondary effect is generated. The creature must succeed on another saving throw or fall Unconscious for 1d4 hours with no way of waking them up short of the Wish spell.

This poison cannot affect scaled creatures such as Yuan-ti, dragons, kobolds, or the like.


Materials: Distilled from the venom of many snakes, this requires eight DC 12 Nature checks to gather enough for a single dose.

Source: The Serpent Kingdoms sourcebook for 3rd edition.


Sunlight Oil (Contact): An undead creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become Paralyzed until the end of its next turn.

This affects undead that are immune to poison.


Materials: A thin liquid distilled from sunlight, this requires a DC 20 Arcana check to harvest.

Source: The Libris Mortis sourcebook for 3rd edition.


Sunset Rose (Injury): A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 hour. The creature is also Unconscious while Poisoned in this way.

The creature wakes up if it takes damage. If another creature attempts to wake the Poisoned creature, the creature that was Poisoned is allowed another saving throw.


Materials: Petals from the sunset rose bush, which typically only grows at the sites of grand battles.

Source: The Elminster's Ecologies Appendix I sourcebook for 2nd edition.

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Timmask (Inhaled): A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or become Poisoned for 1 minute. Creatures poisoned in this way are confused, as per the spell Confusion.


Materials: Tinmask mushrooms, harvested from the underdark. Harvesting these mushrooms requires a DC 14 Nature check.

Source: The Out of the Abyss adventure for 5th edition.


Torpor (Ingested): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.


Materials: Harvested from strange plants that grow in the underdark, a DC 11 Nature check is required to harvest these plants.

Source: Reprinted from the 5th edition SRD.


Tongue of Madness (Ingested): A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or become Poisoned for 1 hour. While Poisoned in this way, the creature must speak only truthfully. This effect can be ended by casting Lesser Restoration or a similar spell.


Materials: Mushrooms, harvested from the underdark. Harvesting these mushrooms requires a DC 12 Nature check.

Source: The Out of the Abyss adventure for 5th edition.


Truth Serum (Ingested): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.


Materials: An extract derived from several plants found in coastal areas, requiring three DC 13 Nature checks to harvest.

Source: Reprinted from the 5th edition SRD.


Wyvern Poison (Injury): A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


Materials: This poison must be harvested from a dead or Incapacitated Wyvern. This requires a DC 16 Nature check.

Source: Reprinted from the 5th edition SRD.

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Materials of the Realms - The Poisoners Table

The Gemcutters Workshop

The Gemcutters Workshop

Gemcutting is an art onto itself. Shaping rough stones and minerals into works of art that will then likely be used as currency or placed into other works of art. But the arcanists, alchemists and other folks with mystical knowledge know of another use for these beautiful stones.


The gemstones provided here will generally fall under two categories.

Powdered stones, which requires the player to own an alchemist kit or other kit that would have the tools needed to powder stones and takes one hour of time to do. This item will describe what to do with the powder, but it essentially ends up as a single-use spell.

The other use is for magical spells, not as components but as enhancers. This generally requires the stone be presented in the vicinity of the spell to effect it. These gemstones do not need to be specially prepared, they just need to be on your person when you cast a spell or have a spell cast upon you.


Amber

Value: 100 gp
This yellowish stone can be powdered and put into an ointment or drink. When applied, for the next 24 hours, the next saving throw you roll due to a disease is re-rolled if you fail. This requires 100 gp of amber.


Amber appears in many books across all editions of Dungeons and Dragons.

Amaratha

Value: 5000 gp
This greenish white gemstone will absorb a single spell (such as Lightning Bolt) or attack (such as a blue dragon's breath weapon) that deals lightning damage if held by someone who is affected by that spell or attack.

If this occurs, the spell or attack fails without any effect on any target and the gemstone is destroyed.


Also known as shieldstone. Amaratha appears in the Forgotten Realms Adventures sourcebook for 2nd edition.

Beljuril

Value: 5000 gp
This deep seawater green gemstone emits dim light in a 20 foot radius. Once an hour, the gemstone will gather energy from any nearby source and cause a 20 foot radius to fill with harmless sparks.


Also known as fireflashils. Beljuril appears in the Forgotten Realms Adventures sourcebook for 2nd edition.






Blue Quartz

Value: 10 gp
Pale blue and translucent, these ghostly fragments were often used in many magic items related to scrying. Something few suspected is that if a stone was powdered and put into a drink, all those who drank of it would share in knowing the results of the next divination spell cast by one of the imbibers. Doing so required a single powdered gem (10 gp) per individual sharing in the drink.


Blue quartz appears in many books across all editions of Dungeons and Dragons.

Bluestone

Value: 10 gp
This mottled stone pairs blue with another shade, which varies between yellow, pink, creme, and white. When powdered and added into a drink, it duplicates the effect of the Protection from Poison spell.

However, if used in this way the character that imbibes the drink needs to succeed on a DC 12 Constitution saving throw or gain a level of exhaustion.

This requires 10 gp of bluestone.


Bluestone is also known as sodalite. Bluestone appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Boakhar

Value: 50 gp
This yellow orange crystal is vibrant and eye catching. When raw crystals are within 60 feet of the casting of a Magic Missile spell, the gemstone emits jets of flame in the direction of the caster.

These jets extend out 60 feet in a straight line towards the caster. Any targets in the area make a saving throw with a DC of 10 plus 1 for each missile in the magic missile spell. For example, a magic missile spell that has 3 missiles results in a DC of 13. Failing this save results in 1d6 fire damage for each missile in the magic missile spell, or half on a successful one.


Boakhar is also known as wulfenite. Boakhar appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Brandeen

Value: 100 gp
This gemstone ranges from pale yellow to vibrant orange. When powdered and mixed with sap from a tree, it produced a horrible tasting edible that cured deafness.

This required 100 gp of brandeen.


Brandeen appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

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Carnelian

Value: 50 gp
A bright red gemstone, when worn about the body as jewelery, dissolves when the bearer is subject to divination magic by angels, devils or demons.


Also known as sard. Carnelian appears in the Assassin Mountain: Holy Slayer Sourcebook, Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Chalcedony

Value: 50 gp
A stone with a texture similar to ivory, these stones varied in color although they were far more frequently bright colors instead of dark ones. Powdered and adding them to alcoholic drinks neutralizes any poisons (including the alcohol itself).

This requires 50 gp of chalcedony.


Chalcedony appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Chardalyn

Value: Varies by cut, typically between 1,000 and 10,000 gp.
A rare black smooth stone, often described as "looking into the void itself." This stone is highly sought after for having magical absorbing qualities.

When a spell is cast upon a stone, it holds the spell until thrown. While holding a spell the stone does not register as magic, even to a detect magic spell. If thrown, the gem is destroyed and the spell is cast as though from the stone.

Instead, as a reaction to having a spell cast upon you, a stone may be thrown at the caster of the spell, capturing it and striking the original caster with the spell instead.

Both uses destroys the stone. The stone can hold a spell up to 3rd level in a 1,000 gp gem and up to 6th level in a 5,000 gp gem and finally up to 9th level in a 10,000 gp gem.


Chardalyn appears in the Silver Marches sourcebook for 3rd edition.

Chrysoberyl

Value: 100 gp
A gemstone ranging from pale yellow-green to plain green, if powdered and added to a paste then the paste grants an immediate saving throw to end any diseases or poisons if applied.

When powdered and added to a drink, the effect is different. If imbibed in this manner, the drinker can detect when divination spells are cast searching for them.

Either of these effects requires 100 gp of Chrysoberyl.


Also known as Cat's Eye. Chrysoberyl appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.





Chrysoprase

Value: 50 gp
A translucent green gemstone that, when powdered and mixed with an alcoholic drink, becomes a potent drink. If a creature that is invisible drinks it as a bonus action, they will not lose invisibility when they otherwise would due to attacks or other aggressive actions that round. The effect wears off at the start of their next turn.

This requires 500 gp of Chrysoprase.


Also known as stormrock. Chrysoprase appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Cleiophane

Value: 50 gp
This stone comes in a variety of colors including red, brown, yellow, and orange. If held in the hand and pressed to the forehead while a spellcaster casts any spell upon the bearer, every detail the bearer can discern within 10 feet is recorded within the gem.

If a spellcaster holds the gem after this point and attempts to cast a divination spell, the spell has no effect and instead the gem creates an illusion that lasts for 3 minutes, perfectly replicating the image stored within the gem. This is entirely visual, with no other sensory component.


Cleiophane appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Coal

Value: 10 gp, or 1,000 gp for Blood Coal
While coal is used by many a gnome in their inventions, in most places coal is simply a fuel to burn. However, coal from Avernus (also called Blood Coal) has another purpose. When held in the hand, any spell that teleports the spellcaster sends them to Avernus instead.

This consumes the bloodcoal.


Blood coal appears in the Tome of Magic sourcebook for 2nd edition.

Corstal

Value: 20 gp
This hard and brittle stone ranges in color from colorless to clear pale pink. If any spell that creates light is cast and the Corstal is within the effect of that spell, it glows with the same color and brightness as that light but for twice as long as the duration of the spell.


Also known as petalite. Corstal appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

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Materials of the Realms - The Gemcutters Workshop

Crown of Silver

Value: 10 gp
These stones are black with bands of silver running through them. If powdered and dusted over metallic items, it would prevent rust both mundane and magical for 24 hours.

This requires 10 gp of crown of silver.


Crown of silver appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Datchas

Value: 50 gp.
Small gems ranging from yellow-green to pale pink, when powdered and added to any non-alcoholic drink the result doubles the duration of the spider climb spell to 2 hours if the character imbibing the drink is currently under the effect of the spell.

This requires 50 gp of datchas.


Datchas appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Dioptase

Value: 50 gp
Deep emerald green gemstones that can be powdered and added to any drink. If a character drinks the concoction and then immediately afterwards drinks a potion that restores hit points, it restores twice as many hit points.

This requires 50 gp of dioptase.


Dioptase appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Dragonsbane Amber

Value: Varies from 2,500 gp to 5,000 gp
This rare gemstone is a boon to dragonhunters. It's plain yellow appearance belies a sinister nature. If left exposed around dragons or dragon-like creatures (including dragon turtles, wyverns, kobolds, or dragonborn), the gemstone begins to fizzle and crack.

As long as it remains within 100 feet of an affected creature, the gemstone loses 10 gp worth of value as it shatters and falls apart, and any affected creatures have their hit points permanently reduced by 10 until they take a long rest outside the area of influence. This happens on an initative count of 1.

Any chipped pieces of Dragonsbane amber are worthless.


Dragonsbane Amber appears in the Forgotten Realms Campaign Setting sourcebook for 4th edition.








Epidote

Value: 10 gp
Rose pink stones that are run with flecks of yellow. When powdered and put into an ointment or balm along with holy water, it becomes a powerful item for undead hunters. When rubbed onto the skin, you cannot be sensed by undead if you are no closer than 50 feet.

For every 10 gp of powdered epidote, the distance at which they can sense you is reduced by 5 feet, to a maximum of 5 feet. For example, if you powdered 30 gp worth of epidote, then they could only sense you if you were 35 feet away. 90 gp would force the undead to be within 5 feet of you to sense your presence.

Actions you take can still alert them to your presence. For example, knocking objects off a table might cause some undead to seek out the source of that disturbance. Once you are detected, that undead can detect you even if you walk outside that range.


Epidote appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Euclase

Value: 500 gp
A gemstone ranging from pale-yellow to rich blue. When caught in the area of any spell, the gemstone shatters and creates the effect of the spell flame strike, centered upon the gem.

The shattered gemstone is worthless.


Euclase appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Fluorspar

Value: 10 gp This purple gemstone, if left uncut, glows with a faint green hue in the presence of an invisible creature within 20 feet.


Fluorspar appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

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Materials of the Realms - The Gemcutters Workshop

Goldline

Value: 10 gp
Brillaint translucent purple stones laced with opaque yellow veins. When powdered and distributed over heated metal, the metal bore a minor magical enchantment for 10 minutes. While not perfect, many cities would stock up on goldline so their militia could attack monsters that are only affected by magical weapons.

This requires 10 gp of goldline.


Also known as cacoxenite. Goldline appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Greenstone

Value: 10 gp
Mottled green stones often used in decoration. When powdered and added into a non-alcoholic drink, the drinker was shielded from being divined or having their mind read for the duration of 1 hour.

This requires 10 gp of greenstone for every level of spell the drinker wants to block. For example, to block 3rd level spells or lower requires 30 gp of greenstone.


Also known as chlorastrolite. Greenstone appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Hambergyle

Value: 50 gp
If held while casting the Light spell, the spell is instead centered upon the gem and lasts for 24 hours or until Dispel Magic is cast upon them.


Also known as hambergite. Gambergyle appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Hyaline

Value: 10 gp
These milky colored crystals are often used in ornamental decorations. However, many an alchemist prefers to keep them nearby as if an uncut crystal is within 20 feet of magical castings or magic items, it glows a faint blue or green.


Hyaline appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.













Irtios

Value: 50 gp
A hard, clear to translucent gemstone that ranges from white to yellow. This gemstone is often used in spells or magic items that add protective capabilities, but canny spellcasters have discovered another use. When powdered, mixed with alcohol then imbibed, the character drinking the concoction has advantage on saving throws related to poison or disease, including magical diseases such as Mummy Rot

This requires 50 gp of irtios.


Also known as danburite. Irtios appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Jargoon

Value: 100 gp
Deep red gemstones kept by many an arcane spellcaster. When held, casting a magic missile spell through the gem causes it to shatter and become worthless. However, the magic missile spell has double the number of missiles as well as double the range.

This requires a jargoon of at least 100 gp.


Jargoon appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Jasmal

Value: 1,000 gp
Thin veins of colorless gems are rarely found in the realms. When found, they are extracted and appraised as many spellcasters will pay great amounts for these gems. When powdered and added into ink, a magical ink is created. Scrolls written with jasmal ink cannot be destroyed until their spell has been cast.

This requires 100 gp of jasmal per level of spell. For example, if a wizard wants to scribe a 3rd level spell onto a scroll, then 300 gp of jasmal needs to be powdered and added to ink.


Jasmal appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

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Materials of the Realms - The Gemcutters Workshop

King's Tears

Value: 5,000 gp
Milky white gemstones that can be cut into forms worth at least 5,000 gp. Inside each is an image. Sometimes this image is a prophecy, and other times it's a historical image. Scholars argue about how such images end up in the gemstones, but it is currently still a mystery.


Also known as lich weepings. King's Tears appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Luriyl

Value: 50 gp
Vivid crystals, often quite clear and ranging in many colors including green, blue, yellow, purple, and red. When within 50 feet of a scrying probe such as a Clairvoyance spell, glows with the same color as the gemstone.


Also known as apatite. Luriyl appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Lynx Eye

Value: 10 gp
Pale green or gray stones that have a unique alchemical reaction when powdered and added to either catoblepas tears or griffon blood. If mixed with the tears, and poured into a healing potion, the potion becomes enhanced.

Each die cannot roll less than half of it's total value. For example, a d6 cannot roll less than 3 and a d8 cannot roll less than 4. If a die does roll less than half, treat it as half.

If mixed with the blood, and poured into a healing potion, it has the same effect but it becomes a necromatic potion that heals undead creatures but damages living ones.

This requires 10 gp of lynx eye.


Lynx eye appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Malacon

Value: 50 gp
A semi-precious brown gemstone known to most spellcasters. These spells are known for being able to store spells. A gem must be cut to at least 50 gp per spell level to be held. For example, an 8th level spell cannot be stored in malacon valued less than 400 gp.

Cantrips can be stored into malacon of any value, making it useful for pranks.

To release the spell, simply throwing or crushing the gemstone is enough but this renders the gemstone worthless both to sell or to store further spells.


Malacon appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.




Moss Agate

Value: 10 gp
Dark fern-like growths formed within translucent white to red stone, these are often used in decorating chests or furniture. If at least 10 gp of moss agate is powdered and added to poisons, cause disadvantage on saving throws made against that poison.


Moss agate appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Mundus Stone

Value: 20 gp
This ordinary looking stone holds an inner secret. When held in the hand, any spell that teleports the spellcaster sends them to the material plane instead.

This consumes the mundus stone.

Mynteer

Value: 50 gp
These clear gemstones are rare in the realms, and when found hoarded for spellcasters. When powdered and added into ink, the ink becomes magical. When used to scribe spells onto scrolls, the spells can only be viewed by the one who scribed them or by someone under the effect of the See Invisibility spell or a similar effect.

This requires 50 gp of mynteer.


Also known as phenakite. Mynteer appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Onyx

Value: 50 gp
Semi-precious black stones often used for decorating. A rare property many scholars are unaware of is that onyx tends to produce ill luck.


What does "Bad Luck" mean?


While every DM is welcome to apply disadvantage (or remove advantage) at their own discretion, it's much more flavorful to change the flow of your story to put players at a "bad odds" situation more frequently.

Alternatively, simply having characters within your game world be suspicious of those carrying onyx might be enough to put the idea in your players heads. Then they'll start seeing any unfortune as being the fault of their purses.


Onyx appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

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Materials of the Realms - The Gemcutters Workshop

Ophealine

Value: 10 gp
An impressively large gemstone that ranges from purple to yellow, but always in dark shades. If held and a spell would cause you to become immobile (such as Hold Person) or force you to use your movement (such as Otto's Irresistable Dance), your gemstone is destroyed and the effect ends immediately.

This requires a gemstone worth at least 10 gp per level of spell. For example, to stop Otto's Irresistable Dance requires a 60 gp ophealine.


Also known as glass stone. Ophealine appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Orprase

Value: 50 gp
A brittle transparent gemstone that ranges from colorless to straw-yellow. If powdered and added to an alcoholic drink, any character that drinks from it benefits from the Lucky feat as though they had 1 luck point.

If they already have this feat, they gain a luck point (to a maximum of 3).


Also known as pollucite. Orprase appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Phenalope

Value: 50 gp
Translucent milky stones ranging from pink to deep red. If held up to a flame, be it dragonfire or a fireball, the flames are extinguished with no effect and the gemstone destroyed. If put into an area already aflame, it reduces flames within 60 feet.

This requires 50 gp of phenalope.


Also known as rhodonite. Phenalope appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Rainbow Obsidian

Value: 50 gp
A rainbow colored stone, particularly brilliant once polished. When used to craft arrowheads or darts, the weapons can pass through the Prismatic Wall spell as though it was not there.

Creating 10 pieces of ammunition requires 50 gp of rainbow obsidian.


Rainbow obsidian appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.







Rogue Stone

Value: 5,000 gp
Translucent stones that possess an inner flowing rainbow that always seems to shift. Rogue stones are dangerous, for if a spell is cast through one has the same effect as rolling a 1 with the wild magic surge class feature.

Each time the gemstone is used in this way, roll 1d20. If you roll equal to or less than the level of the spell, the gemstone is shattered and becomes worthless. For example, casting a 8th level spell through the gemstone will cause it to become destroyed on an 8 or lower.


Rogue stone appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Samarskite

Value: 50 gp
Black stones with golden veins that are highly prized for their visual appeal. When carried or worn, if the bearer is subject to a saving throw from a spell or effect caused by an undead creature, the bearer has advantage on the saving throw and the gemstone is destroyed.

This requires 50 gp of samarskite.


Samarskite appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Satin Spar

Value: 10 gp
A soft, satin textured stone ranging in color from pale pink to pale yellow. When carried or worn and the bearer is subject to the magic missile spell, each missile attempts to seek out and become absorbed by a satin spar gem. Each gem can absorb one missile before being destroyed, becoming worthless.

Each satin spar can absorb one missile per 10 gp, but is destroyed regardless of the number of missiles absorbed.


Also known as feather gypsum. Satin spar appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

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Materials of the Realms - The Gemcutters Workshop

Snowflake Obsidian

Value: 10 gp
A more uncommon form of obsidian, black stone flecked with white veins. If carried or worn and the bearer is subject to dragon breath, the breath damage is reduced by a number of d6 equal to the number of dice in the breath attack.

The attack can only be reduced once, regardless of the number of gemstones carried within the area of the breath attack.

For example, if the breath attack uses 10d10, then roll 10d6 and reduce the breath weapon by that amount for all creatures in the effect of the breath attack.

This destroys all carried Snowflake obsidian gems carried any characters within the breath attack.


Snowflake obsidian appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

Variscite

Value: 10 gp
A translucent green stone, often cut for rings or other jewelery. If powdered and added to any drink or potion, the drink or potion becomes a potent poison against lycanthropes.

Lycanthropes that imbibe the poison become vulnerable to all damage for 1 hour. They are allowed DC 14 constitution saving throws at the end of each of their turns, ending the effect on a success. Increase the DC by 1 for each 50 gp of variscite used.


Also known as lucinite. Variscite appears in the Forgotten Realms Adventures and the Volo's Guide To All Things Magical sourcebooks for 2nd edition.

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Materials of the Realms - The Gemcutters Workshop

The Alchemists Laboratory

Armor Insulation Foam

Wonderous item, uncommon


Special foam pellets are attached at key points within your armor. If exposed to cold weather that would have you gain endurance levels, the foam pellets expand and provide insulating warmth for 24 hours before dissolving.

While expanded, you have advantage on saving throws due to cold environments.


Armor insulation appears in the Frostburn sourcebook for 3rd edition.


"Frost giants, ice zombies, and far worse all lurk out there in the snow waiting to kill ye. Of course, they'll have to wait in line behind mother nature."


-- Benora, dwarven druid and snow-guide.


Blackwater

Wonderous item, uncommon


A horrific invention by a cruel gnome, blackwater makes a 10x10x10 cube of water unbreathable to creatures that can normally breathe water (or who can due to magic).

Coming in vials that can easily be thrown, the user needs only pick a spot within 20 feet and throw. Any creature starting or ending their turn in water that has been tainted by blackwater begins suffocating and drowning unless they hold their breath.


Blackwater appears in the Underdark sourcebook for 3rd edition.


"When hunting sahuagin, bring a bottle with you. If they corner you, use it and you'll never suffer the cruelty of being their slave."


-- Requa, merfolk sage.














Droth

Wonderous item, uncommon


A mixture of demonic chitin and blood, this concoction ends the effects of blindness or the effects of acid if applied using an action.


Droth appears in the article Abyssal Trade Goods: Not a Bad Thing in Dragon magazine issue 421.


"It tastes like someone figured out the flavor of 'horrible'!"


-- Seven, Sigil planar guide.


Embalming Fire

Wonderous item, rare


While many gods suggest rituals on how to bury the dead, there are more than a few adventurers who have come up with much more clever methods. One such method is embalming fire. After killing a creature that was not undead, the process involves wrapping them in cloth strips soaked in embalming fire.

If the creature becomes undead within the next month, it is incapacitated and set aflame, taking 2d6 fire damage at the start of each of its turns. The undead creature cannot put the fire out, although magical spells or items can remove the flames. The flames burn for 10 turns before the cloth is completely destroyed, at which time the incapacitated status also ends.


Embalming fire appears in the Libris Mortis sourcebook for 3rd edition.


"For those times when you absolutely do not want to have to check behind you for zombies, skeletons, or worse..."


-- Burp, goblin merchant.

Armor Insulation Pellet.  

Droth.  

Blackwater.  

Embalming Fire Wraps.  

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Materials of the Realms - The Alchemists Laboratory

Flashpellet

Wonderous item, common


Tossing this pellet down as an action, every character must either use their reaction to cover their eyes or succeed on a DC 14 Constitution saving throw. If the character fails this saving throw, they are blinded until the end of thier next turn.


Flashpellet appears in issue 316 of Dragon magazine.


"For quick getaways, always keep two flashpellets. Even if guards are smart enough to cover their eyes, they'll never see the second one coming."


-- Burp, goblin merchant


Freezepellet

Wonderous item, rare


If this unassuming ball is submerged in water, it freezes all the available water in a ten foot by ten foot cube, creating a small island of ice that floats. This ice is not magical and will begin to melt if not in an environment suitable for ice.

If swallowed, the creature who swallowed it suffers massive pain, taking 1d6 cold damage each turn and suffering disadvantage on all ability and attack rolls as well as saving throws for 1 minute.

The ball itself is the size of a fist, so most creatures are lucky enough to not be able to swallow it.


Freezepellet appears in the Frostburn sourcebook for 3rd edition.


"A frosty treat to beat the heat, shaved ice!"


-- Ixote, ice merchant of the desert kingdoms.

















Glassteel

Wonderous material, uncommon


Glassteel can be used to replace any metallic component while crafting. The creation of glassteel is a highly secretive process kept by the Avariel. The winged elves have long used the process to produce light weight but strong metal.

Glassteel itself is grey and dull, with a moderate amount of translucency. It costs around 100 gp per pound in addition to the usual cost of that item. For example, a short sword weighs 2 pounds and thus costs 200 gp more than the steel counterpart.

Glassteel weighs a tenth of the usual weight for that item. In the previous example, a short sword would weigh 0.2 pounds. The cost is still based on the base weight of the item.


Glassteel can be found in the Races of Faerûn sourcebook for 3rd edition.


"Wonderful material, the bird-elves use it for their armor and weapons. Can't fly if you're carrying the weight of an army with you!"


-- Kurzid, dwarven metallurgist.


Ghostwall Shellac

Wonderous item, uncommon


This shellac comes in a can, much like paint. When painted onto a surface, any creature capable of moving through walls finds themselves unable to pass through the paint. This paint lasts for 24 hours before losing this property, becoming brittle and flaking off.


Ghostwall shellac appears in the Dungeonscape sourcebook for 3rd edition.


"Why would you want to trap a ghost?"
"Why wouldn't you want to?!"

-- Neema, gnomish inventor.

Flashpellet.  

Freezepellet.  

Glassteel.  

Ghostwall Shellac.  

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Materials of the Realms - The Alchemists Laboratory

Golden Water

Wonderous item, rare


A stoppered vial with a single drop of what appears to be liquid gold. When dropped into water, it creates a tiny portal to the plane of water that lasts for an indeterminate number of days that allows water to flow through.

If a teleportation spell were cast and the golden water used as a material component, instead of arriving at their destination all travellers are instead brought to the plane of water.


Golden water can be found in the City of Delights sourcebook for 2nd edition.


"Do Not Drink"


-- Written on the label of a vial of Golden Water


Gorgondy Wine

Wonderous item, uncommon


A gnomish wine brewed from special magical pools. When sipped upon, the brew provides images of the past from all who have sipped from the bottle.


Gorgondy wine can be found in the novel Ascendancy of the Last by Lisa Smedman.


"Drink"


-- Written on the label of a bottle of Gorgondy wine.


Scentbreaker

Wonderous item, uncommon


When used, creatures tracking you via scent have disadvantage. This lasts for 8 hours.


Scentbreaker appears in the Forgotten Realms Campaign Setting sourcebook for 3rd edition.


"With this, even Burp ain't stinking up nothing!"


-- Burp, goblin merchant


Shadowlight Oil

Wonderous item, common


Filled with extracts from the Shadowfell plane, this is functionally identical to oil for lanterns and other illumination devices. However, rather than bright light, the entire radius is dim light.


Shadowlight oil appears in the Cormyr: The Tearing of the Weave adventure for 3rd edition.


"Cloak thyself in the shadows, and feel the embrace of the dark mother."


-- Erax, dark justicar


Shadowstuff

Wonderous material, rare


Crafted using arcane rituals that imbue the very material of the plane of shadow with traditional materials such as wood or stone, shadowstuff can be used to craft any item that can be carried or worn. The item becomes a shadowy version of itself that weighs only one pound.


Shadowstuff appears in many books across Dungeons & Dragons, including the Manual of the Planes and Tome of Magic for 3rd edition.


"And now students, view the Darkberry. Infused with shadowstuff, the berries emit a shadow nearly five feet across for roughly ten seconds depending on the size of the berry."


-- Shazavar, shadow sorcerer and botanist

Gorgondy Wine.  

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Materials of the Realms - The Alchemists Laboratory

Smoke Powder

Wonderous item, uncommon


This magic alchemical substance is similar to gunpowder. The substance burns rapidly, but is not explosive (though it can be used to construct grenades and bombs). Burning smokepowder illuminates a 30-foot radius. The fire lasts 1 round for every ounce of powder.

It takes an ounce of smoke powder to shoot a firearms from the Dungeon Master's Guide once. If smoke powder gets wet, it never again burns and cannot ever be used to fire a bullet.


Smoke Powder can be found in the Forgotten Realms Adventures for 2nd edition.


"Fear the engineers, for they seek to equalize the battlefield between those who have power and those who do not."


-- Ethuriel, elven mage philosopher.


Stonefire

Wonderous item, uncommon


Stonefire is a sticky adhesive goo not unlike alchemist's fire, except that liquid embers contains ash or soot of an object burned with fire from the Elemental Plane of Fire. A flask of liquid embers can be thrown as a ranged weapon with a range of 10/20.

On a hit, the target takes 2d6 fire damage. On a hit or miss, all creatures within 5 feet of the target (including the target) must make a DC 14 Dexterity saving throw or take 1d6 fire damage.


Stonefire appears in the War of the Spider Queen novel series.


"If I never see another damned stonefire pot in my life I'll... why are you all staring behind me?"


-- Final words of Ixas Tholl, drow warrior












Stone Salve

Wonderous item, rare


This expensive ointment can cure the effects of being turned to stone. This works on magical sources such as spells as well as natural sources such as the stare of a basilisk.


Stone salve appears in the Dungeon Master's Guide for 3rd edition.


"I know they say beauty is in the eye of the beholder, but if it's all the same to you I'll just take your word on it."


-- Dural, champion of the realm to the medusa Heris.


Suregrip

Wonderous item, common


A wonderful glue, crafted by the canniest gnomes. When applied to the hands, checks made to climb have advantage. Additionally rolls made by the character to avoid being disarmed have advantage.


Suregrip appears in the Tome & Blood sourcebook for 3rd edition.


"For real fun, put it on someone's chair!"


-- Burp, goblin merchant.

Smoke Powder.  

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Materials of the Realms - The Alchemists Laboratory

Weapon Black

Wonderous item, common


A black polish of sorts that can be added to metallic items to prevent them from gleaming in the darkness and oils joints. If your weapon or armor would usually make your Stealth rolls suffer disadvantage due, applying weapon black negates this penalty.

Note this does not make the armor or weapons absolutely silent nor invisible.


Weapon black appears in the Aurora's Whole Realms Catalogue sourcebook for 2nd edition.


"Young guild members please pay close attention. Remember this blacks out your things from sight, but that doesn't make your swords clang any softer against stone.


-- Quixis, head of training new guild members of the thieves guild.

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Materials of the Realms - The Alchemists Laboratory

Appendix

Appendix A

Where Are These Materials Found?

Of course, all this information is quite useless to you as a Dungeon Master unless you know where and when it is appropriate for your players to find them. Presented here are suggestions to the terrain types, as well as specific locations in the Forgotten Realms where one might find these materials.






Material Location Forgotten Realms Location
Abyssal Bloodiron The Abyss   The Abyss
Adamantine Armor Deep in the Underdark or rare meteorites.   Deep in the Underdark or rare meteorites.
Alchemical Silver Weapon Within an alchemists laboratory.   Within an alchemists laboratory.
Arambarium Armor Plane of earth or near earth primordials.   Chondath, and Chessenta
Arandur Weapon Plane of fire or near volcanoes.   Mount Cormanda, Crippled Mountain, Firepeaks, Mount Hotenow, Kossuth's Eyes, Oroth, Peaks of Flame, Smokespire, Mount Thargill or Mount Zatal.
Astral Driftmetal Armor The astral plane, near Githyanki.   The astral plane, near Githyanki.
Aurorum Mountains of the planes of Elysium.   Mountains of the upper plane of Elysium.
Baatorian Green Steel Weapon The nine hells.   The nine hells.
Blended Quartz Armor Deep within mountains.   Deep within mountains, but it must be a vein of quartz that has never been touched by faezerness.
Blood Glass Weapon Volcanoes near sources of magic or the plane of fire.   Volcanoes near sources of magic or the plane of fire.
Blood Metal Weapon Rarely found deep within mountains.   Rarely found in the mountains near Sembia, Damara, Vaasa and Narfell.
Blue Ice Armor Found deep within glaciers where great battles have taken place.   Found in the waters between Faerûn and Kara-Tur.
Bluewood Armor A naturally occuring tree that is common in many forests.   Evereska, The Sword Coast North, Nether Mountains, Evermoors, Silverymoon, Cormyr, The Vast Swamp, and The Shadow Swamp in the plane of shadow.
Bronzewood Armor Found scattered throughout jungles.   Chult, Chondath, Chassenta, and Maztica.
Byeshk Weapon Mountains edged by vast grass plains.   Amn, The Firestar Mountains, The Toadsquat Mountains, The Dragonsword Mountains, and The Sunrise Mountains.
Calomel Weapon Often found in mountains where dragons roost.   The far continents of Anchorome, Laerakond, and Zakhara.
Chitin Armor Found on many creatures, such as giant insects and Thri-Kreen.   Found on many creatures, such as giant insects and Thri-Kreen.
Crysteel Weapon Crystals that grow near cities where great magics are worked regularly.   Chondath
Cold Iron Weapon A common metal available nearly anywhere.   A common metal available nearly anywhere.

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Materials of the Realms - Appendix

Material Location Forgotten Realms Location
Darkleaf Armor Found in forests that thrive in cold climates.   The High Forest, Cormanthor, The Forest of Lethyr and The Rawlinswood.
Darksteel Weapon Found in mountains along coastlines.   The Sword Mountains, The Troll Hills, The Cloud Peaks, The Small Teeth, The Starspire Mountains, and The Moonshae Islands.
Darkwood Armor Found in forests bordering swamps.   The Sunset Mountains, The Stormhorns, The Nether Mountains, The Sword Mountains, The Galena Mountains and The Thunder Peaks.
Deep Coral Armor Any seafolk kingdom, such as merfolk or aquatic elves.   The Sword Coast and the Sea of Fallen Stars
Deep Crystal Weapon The Underdark   The Underdark
Dendritic Armor Only dwarves know the secret to where this crystal grows.   Any dwarven kingdom.
Densewood A rare tree that tends to be found near Elven kingdoms.   Evermeet, and Cormanthor.
Dlarun Weapon Tiny slivers of the metal can be found within the soil of islands.   The banks and islands of Luiren.
Dragon Scale Mail Harvested from the hides of Dragons. Goodly dragons might share their shed scales with helpful individuals.   Harvested from the hides of Dragons. Goodly dragons might share their shed scales with helpful individuals.
Duskwood Healthy forests in temperate climates.   Cormanthor, The Sword Coast, The Vast, The Frozen North.
Elukian Clay Armor Wherever the plane of water releases onto the material plane.   Wherever the plane of water releases onto the material plane.
Entropium Armor The astral plane, near Githzerai monasteries.   The astral plane, near Githzerai monasteries.
Fever Iron Weapon Wherever the plane of fire releases flames onto the material plane.   Wherever the plane of fire releases flames onto the material plane.
Firebrass Armor Volcanoes found within jungles.   Chult, and Maztica.
Flametouched Iron Weapon Mountains with portals that touch the outer planes.   The Earthfast Mountains, and The Earthspur Mountains.
Fyrite Armor The plane of fire.   The plane of fire.
Frystalline Armor The mountains of elysium.   The mountains of elysium.
Gehennan Morghuth Iron Weapon The outer plane of Gehenna.   The outer plane of Gehenna.
Githsilver Weapon Mountains only found within Githyanki territory.   Mountains only found within Githyanki territory.
Green Starmetal Weapon Rarely, meteorites carry this metal to the ground.   Rarely, meteorites carry this metal to the ground.
Hizagkuur Armor The underdark, in areas of concentrated faerzress.   The underdark, in areas of concentrated faerzress.
Ironfell The corpse of a fallen primordial.   Vaasa, from the fallen primordial Telos.
Kheferu Weapon Rarely seen meteorites that fall to the ground.   Rarely seen meteorites that fall to the ground.
Livewood Armor Livewood trees grow in the feywild.   The feywild, Cormanthor, Evermeet, and The Forest of Lethyr.
Mithral Armor Deep within mountains.   Deep within mountains.
Orichalcum Weapon Wherever powerful dragons have been felled, and their blood absorbed into the ores of that region.   Wherever powerful dragons have been felled, and their blood absorbed into the ores of that region.

48

Materials of the Realms - Appendix

Material Location Forgotten Realms Location
Pandemic Silver Weapon The outer plane of Pandemonium.   The outer plane of Pandemonium.
Pearlsteel Weapon Any seafolk kingdom, such as merfolk or aquatic elves.   The Sword Coast and the Sea of Fallen Stars
Purple Mournlode Weapon Wherever great armies clashed and fell, and their blood absorbed into the ores of that region.   Wherever great armies clashed and fell, and their blood absorbed into the ores of that region.
Rimefire Ice Weapon The outer plane of Stygia.   The outer plane of Stygia.
Riverine Armor The plane of water.   The plane of water.
Serren Weapon Trees from the outer plane of Elysium.   Trees from the outer plane of Elysium.
Soarwood The feywild, or forests that touch the feywild.   The feywild, or forests that touch the feywild.
Solarian Truesteel Weapon Mountains of the outer plane of Celestia.   Mountains of the outer plane of Celestia.
Stygian Ice Weapon The outer plane of Stygia.   The outer plane of Stygia.
Susalian Chainweave Armor Only elves know the secret to how to make this armor.   Any elven kingdom.
Targath Armor Found on the shores of distant islands.   The far continents of Anchorome, Laerakond, and Zakhara.
Thinaun Weapon The plane of shadow.   The shadowfell, or regions that touch the shadowfell.
Urdukar Armor The Underdark.   Found in the Underdark in areas of faezerness.
Ysgardian Heartwire Armor The outer plane of Ysgard.   The outer plane of Ysgard.
Zardazik Weapon Only old assassin clans know the secret to forging these weapons.   Cormyr, Sembia, and Damara.
Amber Found along coastal areas.  
Amaratha Deep in mountains.   Deep in mountains.
Beljuril Deep underwater.   The Sea of Fallen Stars, The Lake of Steam, and the Moonsea.
Blue Quartz Found in regions where volcanoes meet the sea.   Chult, and The Curna Mountains.
Bluestone Older and longer mountain ranges.   The Galena Mountains, The Stormhorns, and the Thunder Peaks.
Boakhar Very high mountain ranges.   Calimshan, and Sembia.
Brandeen Dry regions, especially mesas and buttes.   Calimshan, and Mulhorand.
Carnelian Hills and mountains near jungles.   Chessenta, Turmish, and Chondath.
Chalcedony A very common mineral found everywhere.   Found in all corners of the realms.
Chardalyn Coastal regions.   The Sword Coast.
Chrysoberyl Found in mediterranean coastal regions.   The northern coasts of the sea of fallen stars.
Chrysoprase Found in more northern regions, low in mountains or hills.   All across the realms, but no further south than the sea of fallen stars.
Cleiophane Found in regions lacking good quality iron.   While rare, cleiophane can be found in most regions of the realms.
(Blood) Coal The outer plane of Avernus.   The outer plane of Avernus.
Corstal Found in the higher reaches of mountainous regions.   Orsraun Mountains, The Snowflake Mountains, The Cloven Mountains, the mountains surrounding Halruaa.

49

Materials of the Realms - Appendix

Material Location Forgotten Realms Location
Crown of Silver Cold oceanic coasts.   The northern reaches of the Sword Coast, Icewind Dale, and the northern Moonshae isles.
Datchas Regions with many rivers.   The Sword Coast North, The Deepwash, The Lake of Steam, Narfell, Rashemen, and Thay.
Dioptase Forested hills of colder regions.   Damara, Narfell, Rashemen, Silverymoon, and Thay.
Dragonsbane Amber Deep rivers found in the underdark.   Deep rivers found in the underdark.
Epidote Regions around fjords and near northern rapids.   The Sword Coast, The Moonshae Islands, The Nelanther Isles, and Lantan.
Euclase Forested hills of colder regions.   Damara, Narfell, Rashemen, Silverymoon, and Thay.
Fluorspar A gemstone that can be found nearly anywhere.   A gemstone that can be found nearly anywhere.
Goldline This mineral can be found anywhere iron can be found, nearly everywhere.   This mineral can be found anywhere iron can be found, nearly everywhere.
Greenstone Temperate regions with many hills and mountains.   Amn, Turmish, Chondath, Chessenta, Unther, and Mulhorand.
Hambergyle Cold mountainous regions.   Icewind Dale, The Silver Marches, Vaasa, Damara, and Narfell.
Hyaline Found in mediterranean coastal regions   All around the Sea of Fallen Stars.
Irtios Areas with ground that is difficult to break through, further away from mountains.   The Sword Coast, and The Western Heartlands.
Jargoon Found practically everywhere.   Found in every corner of the realms.
Jasmal Found in very high mountain ranges.   The Spine of the World, The Thunder Peaks
King's Tears A mythical gemstone that has no pattern to where it is found.   Very rarely found in all corners of the realms.
Luriyl Found practically everywhere.   Found in every corner of the realms.
Lynx Eye Found in regions of heavy coastal activity.   Coasts along the following regions: The Sword Coast, The Shining Sea, The Moonsea, The Sea of Fallen Stars, The Lake of Steam, The Great Sea.
Malacon Found practically everywhere.   Found in every corner of the realms.
Moss Agate Found in areas of inactive volcanoes.   Kossuth's Eyes, Smokespire, Mount Thargill, and The Ship of the Gods (a volcanic island).
Mynteer Found in more northern regions, low in mountains or hills.   All across the realms, but no further south than the sea of fallen stars.
Onyx Found around volcanoes.   Found around any volcano of the realms.
Ophealine Found in more southern regions, within hills and around coasts.   All across the realms, but no further north than the sea of fallen stars.
Orprase Along coastlines, more frequently in areas with slow moving waters.   The shores of Cormyr and Sembia.
Phenalope Forested hills of colder regions.   Damara, Narfell, Rashemen, Silverymoon, and Thay.
Rainbow Obsidian Volcanoes near magical deposits.   Chult, Anchorome, Maztica, Laerakond, and Zakhara.
Rogue Stone A mythical gemstone that has no pattern to where it is found.   Very rarely found in all corners of the realms.
Samarskite Found in more northern regions, low in mountains or hills.   All across the realms, but no further south than the sea of fallen stars.
Satin Spar Found in more southern regions, within hills and around coasts.   All across the realms, but no further north than the sea of fallen stars.
Snowflake Obsidian Very rarely produced by volcanoes.   Very rarely produced by volcanoes.
Variscite Forested hills of colder regions.   Damara, Narfell, Rashemen, Silverymoon, and Thay.

50

Materials of the Realms - Appendix

Unique characters often request unique equipment. Be it swords forged from fallen stars, armor crafted from leaves and bark woven by elves, poisons from distant lands or alchemical items for the modern combatant, this book is full of all of these and more.

Visit "The Forge" for a variety of new weapons and armors crafted from materials both mundane and exotic.

Turn to "The Poisoner's Table" for a dearth of new and insidious poisons, including some designed entirely for the use against undead.

Next, see "The Gemcutter's Workshop" to learn the hidden properties of many gemstones, including how to make some potion-like items out of them.

Finally, check out "The Alchemists Laboratory" for some new, exotic items for use in and out of combat.

Also included is an appendix describing where to find these materials in the Forgotten Realms and beyond!






A Dungeons and Dragons resource for characters and dungeon masters.

For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide