# 5e Special Materials

## Metal Descriptions
Listed below are general descriptions of each metal’s appearance, origins, and benefits (or penalties). Following the descriptions are the tables that summarize the game mechanics associated with each metal. 

### MASTERWORK ARMOR and WEAPONS
The term "masterwork" doesn't refer to a material, but to a process – in this case, the craftsmanship of an item. A masterwork armor or weapon is one that has had extra time and attention given to its construction. Perhaps the  armor plating is slanted at just right angle to deflect more blows, or the sword has been custom-balanced for the customer. Whatever the reason, a masterwork item performs better in combat without the presence of magic. 

Additionally, only masterwork items are suitable for being turned into magical items.

A masterwork item can actually be at one of three sequential levels. The most basic version of masterwork allows for an enhancement bonus to hit for weapons, or an increase in . This first level also reduces the weight of the base item. 

Crafting a masterwork weapon takes double the time and materials of a normal version of the item. 

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##### Masterwork 1
***Weapons.*** +1 bonus to hit 
***Armor (light or medium).*** Weight reduced by 2 pounds and +1 Maximum Dexterity bonus 
***Armor (heavy).*** Weight increased by 5 pounds, +1 armor class
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A second level of masterwork may be applied, at additional cost. The second level grants an enhancement bonus to damage for weapons or an improvement in steath for armor. 

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##### Masterwork 2
***Weapons.*** +1 bonus to hit and damage
***Armor (light or medium).*** Weight reduced by 5 pounds, +1 Maximum Dexterity bonus, and steath improvement.
***Armor (heavy).*** Weight increased by 5 pounds, +1 armor class, and steath improvement.

Crafting a masterwork 2 weapon takes ten times the time and materials of a normal version of the item. 

##### Stealth Improvement
| from         | to                    |
|:------------:|:----------------------|
| Disadvantage | Normal                |
| normal       | Advantage             |
| Advantage    | Advantage + Expertise |

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The third level, again for additional cost, grants an enhancement bonus to critical hits and critical damage for weapons or a penalty to an opponent's critical hits for armor and shields. 
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##### Masterwork 3
***Weapons.*** +1 bonus to hit and damage, critical hit range increased by 1, and critical multiplier increased by 1.
***Armor (light or medium).*** Weight reduced by 5 pounds, +1 Maximum Dexterity bonus, steath improvement, and opponents critical hit range reduced by 1.
***Armor (heavy).*** Weight increased by 5 pounds, +1 armor class, steath improvement, and opponents critical hit range reduced by 1.

Crafting a masterwork 3 weapon takes one hundred times the time and materials of a normal version of the item. 

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These levels are sequential, and the level of masterwork quality must be determined at creation of the item.

Finally, certain metals due to their very natures are considered to be of masterwork quality. One, this means that magical items made from these metals do not need to have funds spent on making them masterwork. Second, it means that certain aspects of these metals cannot be improved through the use of the masterwork process. As a benefit, this means that the higher levels of masterwork are available for less expense. 

> ##### Examples
> Adamantine's +1 bonus to hit is considered to be masterwork 1. Thus, masterwork 2 can be applied to an adamantine weapon for eight times cost instead of ten times. (10x - 2x)
>

### STEEL
This is the standard by which all other metals are measured. If the material for a weapon or armor in the PHB isn't specified (or obvious), it is assumed to be made of steel (or, as is the case with some weapons, a steel head on a wooden handle). The properties listed in the PHB are for steel items and are the base to which the modifiers of the other metals are applied. Although steel is durable, it can still rust and be destroyed through repeated use if left untouched. It is assumed that all characters spend a little time each day caring for their weapons and armor so that
these problems don't become an issue. 

### BRONZE
Considered by many to be a primitive and archaic material, bronze was the standard of war for centuries before smiths discovered the secrets to forging steel. Despite general opinion, items made from this reddish-gold metal perform only slightly worse than their steel cousins. 

As a slightly softer metal, bronze weapons do not penetrate armor as easily resulting in slightly fewer critical hits and less damage on those strikes as the metal deforms slightly from the powerful blow. Likewise, bronze armors aren't as resistant to powerful attacks, and thus allow enemies a slightly better chance of scoring a critical hit. 

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As a minor counter to these penalties, bronze items are one-third less expensive than their steel counterparts and are much more resistant to rust and corrosion. This last benefit makes bronze a favored metal among sea-faring cultures (or adventurers who spend a lot of time near large quantities of water).

***Cost:*** 50% normal
***Bonuses:*** critical hit range reduced by 1, critical hits deal 1 less total damage

### ALCHEMICAL SILVER and GOLD
Pure silver and gold are more commonly used as money or jewelry. They tend to be very soft and very heavy, making them nearly useless with respect to warfare. However, there are a few monsters that can only be easily harmed by silver weapons. (And the even rarer few that are only susceptible to golden ones.) However, if items of war were made from solid gold or silver, they would weigh much more than their steel counterparts and do much less damage (because they deform so easily). This inherent softness would mean that solid gold or silver weapons wouldn't penetrate armor as well, resulting in much fewer and less damaging critical hits. Similarly, armors made from solid gold or silver would be much easier to penetrate. Their increased weight would also hamper movement. As a result, alchemists have come up with a process for bonding these precious metals to an ordinary weapon in order to gain the benefits of penetrating damage reduction with very few of the penalties associated with the pure metals. In order to create a weapon or armor of alchemical silver or gold, the base item is dipped into a vat containing a mixture of liquid precious metal and a number of other special chemicals. In a fairly short time, the silver or gold has bonded with the base metal, creating a new alloy. The new metal is slightly softer than the base metal, resulting in a reduced hardness and a slight reduction in damage potential of treated weapons. Additionally, mortal alchemists have only figured out how to bond silver or gold with ordinary metals such as steel or bronze. (However, rumors speak of alchemists on the outer planes that know the secret of bonding silver or gold with more exotic metals.) 

***Cost:*** 3x normal (silver), or 5x normal (gold)
***Bonuses:*** critical hit range reduced by 1, critical hits deal 1 less total damage, bypasses some damage reduction


### COLD IRON
Iron is the primary component of the steel alloy commonly found in weapons and armor. Cold Iron is the name used to refer to ore that has been mined deep underground, where it has been exposed to the mysterious radiations of the Underdark. The ore is then refined and forged at a much lower temperature than normal, in order to preserve the  delicate properties that make this metal so effective against fey (and other supernatural creatures). These properties also make the metal slightly resistant to magic, causing any enchantment process to need additional exotic materials in order for the magic to properly take hold. (This results in the additional cost associated with enchanting cold iron.) 

Cold iron items are slightly heavier than their steel cousins, resulting in small penalties to hit for weapons and slightly increased skill check penalties for armor and shields. However, this added weight does cause cold iron to inflict a bit more damage on a critical hit, as well allowing cold iron armors a slightly better chance at resisting a critical blow. Additionally, cold iron armors allow their wearers to benefit from the metal's slight resistance to magic in the form of a small bonus to all saving throws vs. magical effects.

***Cost:*** 5x normal, 10x cost to enchant
***Bonuses:*** Considered to be masterwork 1 (armor), or masterwork 2 (weapons), on hit, deals +1d6 cold damage against fey creatures.


### METEORIC IRON (Starmetal)
Forged from meteors that have survived their fall to the surface of a Prime Material world (hence the alternate name of starmetal), meteoric iron is a heavier and stronger version of cold iron. This dark and dull metal is just as effective against fey and the supernatural as its terrestrial counterpart, but in a heavier and denser package. Its increased weight makes it very difficult to use, resulting in weapons gaining penalties to hit. Meteoric iron armors are more difficult to move in, so wearers have increased dexterity penalties. To offset these problems, starmetal weapons inflict more damage and have a better chance of causing a critical hit. Armors and shields made from this metal not only have a corresponding chance to resist a critical hit, but also gain a small increase in their protective values. Finally, as a result of its unusual origins, meteoric iron is very resistant to rust and corrosion. 

***Cost:*** 10x normal, 20x cost to enchant
***Bonuses:*** Considered to be masterwork 3 but does not gain stealth bonuses, on hit, weapons deal an additional die of damage, and deal +2d6 cold damage against fey creatures.

### ADAMANTINE (Darksteel)
This metal is a deep, glossy black in color, resembling polished obsidian. Weapons forged of darksteel gain a masterwork bonus to hit, increased damage, and an increased chance to score a critical hit. Although these benefits only offer seemingly slim improvement in performance over steel, adventurers tend to prize this metal above nearly all others. This is because adamantine is an ultra-hard metal that is nearly impossible to damage. As such, it can be used to quickly sunder objects and destroy constructs, as it easily penetrates material hardness. To further reflect its diamond-like nature, darksteel weapons cannot be destroyed by most mundane means.

***Cost:*** 15x normal
***Bonuses:*** Considered to be masterwork 2. Saves versus destruction as if a magical item.

### SHADOW ADAMANTINE (Fadesteel)
This very rare metal is an unusual alloy of low-grade adamantine and the essence of the Plane of Shadow, where it is mined and forged. Being from the Plane of Shadow, this strange metal is partially incorporeal. As a result, weapons have a tendency to pass through other metals, resulting in a masterwork bonus to hit and an increased chance of that hit being a critical. 

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This phasing effect also results in armors and shields being easier to move in (reflected by the masterwork quality) as well as an increase in protection value as this metal tends to make parts of the wearer incorporeal as well. This property also makes shadow adamantine weapons function similarly to normal adamantine ones by being able to penetrate material hardness. The reason why this metal is called fadesteel is due to the fact that in shadowy or dark conditions, the essence of Shadow bound up in the metal fully manifests, granting the ghost touch property to items forged from it.

***Cost:*** 30x normal
***Bonuses:*** Considered to be masterwork 2. Saves versus destruction as if a magical item. All attacks with fadesteel blades gain advantage if the opponent is wearing metal armor. If wearing fadesteel armor and attacked by a metal blade, the attack has disadvantage. In shadowy or dark conditions (such as underground or at night) fadesteel weapons gain *Ghost touch*.


### MITHRIL
Mithril is a lightweight metal that resembles highly polished silver. While mithril items can be found anywhere its rare ore can be mined, it is most commonly thought of as an elven metal. Although incredibly light when compared to other metals, it is just as strong as steel. Mithril weapons gain a masterwork bonus to hit and an increased threat range, as well as being easier to wield, due to the metal's ability to be forged into much slimmer shapes than ordinary steel. Given its near featherweight, ranged weapons gain a noticeable bonus to their range increment. Also, mithril is just as effective against fey and the supernatural as alchemical silver. However, mithril armors tend to be more highly prized than weapons. Its extreme lightweight causes even bulkier armors to restrict movement much less than their steel versions. The bonus to maximum dexterity bonus and the armor check penalty reduction are of masterwork quality, and there is also a reduced chance of arcane spell failure. These properties are what make elven chainmail highly prized by rogues, bards, and multiclassed arcane spellcasters.

***Cost:*** 50x normal
***Bonuses:*** Considered to be masterwork 1. Armor counts as one category lower (example, Mithril full plate counts as medium armor). Saves versus destruction as if a magical item.

### CELESTIAL MITHRIL (Glowsteel)
This very rare metal is similar to shadow adamantine in that is actually an alloy – in this case being mithril that has been infused with energy from the Upper Planes. Celestial mithril appears very similar to its mundane counterpart, but it glows with a faint light, about equal to that of a candle. Although it is not quite as physically lightweight as standard mithril, it outperforms its mortal counterpart in every way. It provides an improved masterwork bonus to hit, increased damage, increased range increment, a keener striking surface, and a better chance of confirming a critical hit. Celestial mithril armor has masterwork properties identical to that of mithril armor, with an even lower arcane spell failure chance, an improved protection bonus, and the ability to resist the critical hits of enemies. 

Finally, in addition to being the same as alchemical silver for purposes of damage reduction, glowsteel items are also considered to have a good alignment, allowing them to harm the forces of evil more easily. 

***Cost:*** 100x normal
***Bonuses:*** Considered to be masterwork 3. Saves versus destruction as if a magical item. Weapons deal maximum damage against non-humanoid creatures of evil alignment. Bypasses damage reduction as if both lawful and good.

### BAATORIAN GREEN STEEL (Banesteel)
This sickly green metal is very rarely found outside of the Outer Planes. This is because the ore needed to make the metal is only found on the Lower Planes, specifically the Nine Hells of Baator. The most common users of baatorian green steel are the baatezu themselves, who use weapons and armors made of this metal in the Blood War (their eternal fight against the tanar’ri). This metal is also known as banesteel because the material tends to mirror the baatezu's fondness for surgical strikes – weapons made of baatorian green steel inflict far more critical hits than their mundane counterparts. Baatorian green steel weapons and armor are always considered to be of masterwork quality. Finally, much like celestial mithril, the metal of baatorian green steel is infused with the essence of the plane of its origin. As such, all items forged of this metal are considered to be both lawful and evil for purposes of damage reduction.

***Cost:*** 75x normal
***Bonuses:*** Considered to be masterwork 2. Saves versus destruction as if a magical item. Weapons deal maximum damage against non-humanoid creatures of good alignment. Bypasses damage reduction as if both lawful and evil.

### TANAR'RI RED STEEL (Bloodsteel)
This rare metal is another product of the Blood War and the Lower Planes. In this case, the metal is crafted in the infinite layers of the Abyss and is used primarily by the tanar’ri. Tanar'ri red steel is also known as bloodsteel - both for being the color of fresh blood as well as the tendency for weapons forged of this metal to cause horrific wounds, especially during critical strikes. Bloodsteel functions best when made into weapons of war. It grants a masterwork bonus to hit, increased damage, and a higher critical multiplier. For armors and shields, it provides very limited benefit. Its lighter weight and considered to be masterwork. The primary reason to find bloodsteel armor is that the metal is tougher than mundane steel, allowing it to stand up to repeated beatings in combat. Like its infernal counterpart of baatorian green steel, tanar'ri red steel is infused with the essence of its plane of origin. For this metal, however, all items forged from it are considered to be both chaotic and evil with regard to damage reduction.

***Cost:*** 75x normal
***Bonuses:*** Considered to be masterwork 2 (weapons) or masterwork 1 (armor). Saves versus destruction as if a magical item. Weapons deal maximum damage against non-humanoid creatures of good alignment. Bypasses damage reduction as if both chaotic and evil. When an enemy is dealt damage, they take 1 additional damage from bleeding at the start of their next 1d6 turns. 

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### GITHYANKI MITHRIL (Mindsilver)
This very rare, highly prized, metal is mined and forged on the Astral Plane by the githyanki. Items made of this metal have a dull silver appearance, with faint highlights that resemble distant clouds. (Over a long period of time, the patterns of these highlights will drift and change shape.) Githyanki mithril performs nearly identically to celestial mithril and much like glowsteel, it is considered to be silver with regards to damage reduction. However, the reason why it is called mindsilver is the reason why the githyanki use it to forge their dreaded silver swords and try to keep them out of non-gith hands. The metal is inherently psionic, and weapons made from this metal more easily disrupt the spells or psionic powers of a struck foe. Additionally, armors forged of mindsilver grant the wearer a small bonus vs. mind-affecting abilities as well as a small increase in mental hardness, allowing the wearer an increased defense against mental attacks. Due to its inherent psionic nature, items of githyanki mithril do not require any crystalline components to be psionically empowered.

***Cost:*** 100x normal
***Bonuses:*** Considered to be masterwork 2. Saves versus destruction as if a magical item. Bypasses damage reduction as if psionic, silver and gold. When a psionic foe is hit with a mindsilver blade they must suceed a concentration check (DC = 5x damage dealt) or lose focus. When wielding a mindsilver weapon or wearing mindsilver armor you gain advantage on saves vs psionic attacks or magical attacks that influence the mind (such as charm or dominate). 

### DWARVEN BLACKROCK (Godsteel)
This rarest of all metals is considered – rightly so – the ultimate metal, surpassing even adamantine for strength and power. Dwarven blackrock is found only within the mountains of the dwarven gods (yet another reason for its alternate name of godsteel). 

This masterwork material is a mixture of metal and stone, allowing it to retain the best properties of both materials, with few of their associated penalties. Weapons gain large bonuses to hit, to damage, as well as increased threat ranges, critical multipliers, and a bonus to critical confirmation rolls. Like adamantine, dwarven blackrock easily penetrates the hardness of any other material. 

Additionally, weapons forged of godsteel are considered to be adamantine, magic, and blunt, regardless of their actual shape or level of enchantment. Although dwarven blackrock armors are bulkier than their steel counterparts – suffering a lower maximum dexterity bonus and an increased skill check penalty – most adventurers would gladly put up with these minor inconveniences for the benefits gained. Armors and shields forged of godsteel have much greater protection value and hit points, as well offering suburb resistance to critical hits. 

Finally, all dwarven blackrock armors and shields impart damage reduction to their wearers. Due to its unusual nature as an alloy of metal and stone, godsteel items tend to be more sculpted and carved rather than hammered and forged. As a result, when purchasing an item made of dwarven blackrock, the customer must pay for at least twice the normal amount of the material in order ensure enough working stock to make the desired object properly. (Skilled smiths don't mind this process as the "waste" can be saved for use in making ammunition or studded leather armor.)

***Cost:*** 500x normal
***Bonuses:*** Can only be destroyed by a sphere of annihilation, a star forge, or a wish. Weapons always deal bludgeoning damage regardless of type. Considered to be masterwork 3 for purposes of crafting, but instead of the standard masterwork 3 bonuses gains the bonuses listed below. 

##### Godsteel
***Weapons.*** +4 bonus to hit and damage, critical hit range increased by 2, and critical multiplier increased by 2.
***Armor.*** Weight increased by 20 pounds, +3 armor class, steath disadvantage, and resistance to all non-magical damage.


### CRANOR (Tree-gold)
This metal isn't metal at all. Instead, it is specially treated and hardened tree sap. It is most commonly found among elves or forest-based metal-poor cultures. Weapons made of tree-gold tend to be sharper than metal, gaining a masterwork bonus to hit, a small increase in range increment, an increased threat range, and an improved chance to cause a critical hit. As cranor is not a metal, it is immune to rust and electricity. This nonconductive property extends itself to those who wear tree-gold armor. Also, as the material isn't metal, druids may wear any type of armor when it is made from tree-gold. However, cranor also has its drawbacks. As it is merely tree sap, items made from this material tend to be brittle and are more easily broken. Additionally, cranor is vulnerable to sonic attacks. 

***Cost:*** 30x normal
***Bonuses:*** Considered to be masterwork 1. Armor counts as one category lower (example, Cranor full plate counts as medium armor). Saves versus destruction as if a magical item. Does not count as metal. 

### LAEN (Smokesteel)
Laen is a cloudy gray crystal that, from a distance, resembles solidified smoke. (Hence, the alternate name of smokesteel.) Much like cranor, this very rare material is n't truly a metal. It is actually a dense crystal found on the Elemental Plane of Earth. This density is what provides the benefits associated with it. Weapons receive a masterwork bonus. Additionally, any weapon formed of laen is considered to be blunt, regardless of its actual shape. Armor gains masterwork quality as well. As smokesteel is not a metal, it is immune to rust and fire, and druids may wear any armor formed from this material. Armors made of laen impart the fire resistance to their wearers. However, as a crystal, smokesteel is vulnerable to cold, which makes it brittle and prone to shattering. 

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***Cost:*** 10x normal
***Bonuses:*** Considered to be masterwork 1. Armor counts as one category lower (example, Mithril full plate counts as medium armor). Saves versus destruction as if a magical item. Weapons always deal bludgeoning damage regardless of type. Does not count as metal.  Armor grants the wearer resistance to fire damage but vulnerability to cold damage.

### STORMWOOD
This material is used primarily to improve the performance of ranged weapons. Stormwood is the name given to lumber harvested from trees that grow on either on the highest mountain peaks of Arborea or the windswept tunnels of Pandemonium. Having grown in the punishing winds, items made of stormwood have an affinity for the air. As a result, weapons made of stormwood are very lightweight, and are able to thrown (or fired) much further than their mundane counterparts. (Pandemonium stormwood differs from its Arborean cousin in that missiles made from it give a distinctive whistle when fired or thrown.) Although intended primarily for ammunition such as arrows or bolts, some bounty hunters find cause to make melee weapons out of stormwood. This is because these weapons become capable of inflicting only nonlethal damage, but at no penalty to hit.

***Cost:*** 1.5x normal
***Bonuses:*** Considered to be masterwork 1. Ranged weapons or ammunition have 3x normal range. Melee weapons crafted from stormwood are always considered to deal non-lethal damage.

### STEELLEAF
This material can only be used to modify nonmetallic armors – padded, leather, studded leather, and hide. Originally developed by elves, leaf armor can found in any race or culture that lives primarily in a forested and metal-poor environment. Artisans make leaf armor by weaving forest leaves together and then treating them with a special alchemical process. This results in a suit of armor that is as tough and flexible as leather, with considerably less encumbrance. This results in a bonus to the armor's maximum dexterity bonus and a reduction in both armor check penalty and arcane spell failure. Leaf armor is available in both “springtime” (vivid green) and “autumn” (red, orange, and yellow) styles. This camouflage pattern grants a wearer of leaf armor advantage to hide checks in natural surroundings.

***Cost:*** 2x normal
***Bonuses:*** Considered to be masterwork 1. Does not count as metal. Advantage to hide checks in natural surroundings.

### IRONBARK 
This material can only be used to modify metallic armors such as half plate or full plate. What leaf armor is to nonmetallic armors, ironbark armor is to the metallic ones. Where normal armor uses metal and leather, ironbark uses wood and leaf. 

The wood comes from the ironwood tree, and is then subjected to an alchemical process similar to that used in leaf armor. The results are similar; a lighter weight and less restrictive suit of armor. Ironbark armors gain the same bonus as leaf armors. The appearance of ironbark armor can vary, as the wood can be treated to have any color or finish, but is quite often done in natural colors to provide a +2 bonus to hide checks in natural surroundings. One additional benefit of ironbark is that the armor is no longer metal, and as such, a druid can wear it with no penalty.

***Cost:*** 3x normal
***Bonuses:*** Considered to be masterwork 1. Does not count as metal. Advantage to hide checks in natural surroundings.

### DRAGONHIDE
This material can only be used to modify shields and armors such as hide, breastplate, banded mail, half-plate, and full plate. As the name implies, this material is made from the carefully prepared skin and scales of slain dragons. Besides allowing for more freedom of movement than metal armors (increased dexterity bonus), dragonhide armors also provide an amount of energy resistance. The type of energy resisted depends on the breath weapon of the dragon from which the hide was taken. Additionally, dragonhide armor provides a benefit to the crafters of magical armors. 

***Cost:*** 5x normal, 50% cost to enchant
***Bonuses:*** Considered to be masterwork 1. Does not count as metal. Resistance to damage type based on dragon color.

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