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Materials & Common Enchantments

In many places around Exandria, weapons, armor, and clothing can be crafted from materials other than the expected standard. This usually carries a premium price, but some of these materials do more than just provide the benefits listed in the PHB. Similarly, some enchantments are relatively common and can generally be obtained from shops and markets that sell magical items.  

How to Use This Guide

This guide is divided into sections based on types of material. Each carries a name, a cosmetic description, and the information you'll need to purchase and make use of equipment that uses the materials or enchantments listed here.   Most of these materials have several distinct subsections. Consult them to determine what you need to know.   Availability. This section describes where a material is most commonly used in production. Some materials can be found outside of these regions, but in these cases, they generally carry a substantial increase in cost. Not all enchantments have this section; some are available almost any place in which magical items can be found.   Cost. This describes the range of costs that can generally be expected when purchasing armor or weapons utilizing this material or enchantment. Some materials or enchantments have multiple costs listed, usually describing differing regional pricing. If you want to bypass this cost, you'll have to do some hunting. Crafting plate armor out of a particular material bears additional cost beyond what's listed here in most cases.   Components. If an enchantment requires specific components for its production, they are listed in this section. Similarly, materials that require additional components for processing may have this section. The cost of these is generally included in the cost listed above unless otherwise specified.   Effect. Detailed in this section is whatever mechanical effect a particular material or enchantment may have. If a material doesn't possess this section, its application is primarily cosmetic.  

Materials

Leathers and Hides

Most leather or hide armor is crafted from cowhide or, in the case of Xhorhas, mastodon hide, occasionally mixed in with other hides or leathers depending on its creator. The materials detailed here are some of the other options that might be used to craft light or hide armor - or in some cases, clothing and accessories. In most cases, a cloak is not sufficient to provide the effects of one of these materials, but sufficiently protective cloaks can be crafted with the proper technique, though they often carry an additional cost beyond that of armor.  

Crag Cat

Crag cat fur is fluffy and silky-smooth, ranging in hue from a dark grey to a pure white depending on the season in which it was obtained. Due to the fact that crag cats' fur is a major component in its primary effect, crag cat leather is ineffective and rarely created; hide armor and clothing such as cloaks are the only options available.   Availability. Crag cat fur and hide is mainly only available in cities or settlements that border mountains, as crag cats are primarily mountain-dwelling creatures. Even there, it's a rare sight.   Cost. Crag cats are rarely seen by adventurers, as they are relatively intelligent creatures who endeavor to avoid things that can kill them while primarily preying on the weak and helpless. As such, and given the powerful nature of the material in question when used in significant quantity, crag cat fur can be expensive. Traveling clothes composed primarily of crag cat fur have sold for as much as 10,000 gp, though most items crafted from these furs are substantially smaller and carry both a lower cost and potency.   Effect. Armor or clothing crafted from crag cat fur has a chance of causing a spell-turning effect, with the chance determined by how much of the wearer is covered by the clothing or armor up to a maximum of 50 percent. When the wearer of the item of clothing or armor succeeds on a saving throw against a spell of 7th level or lower, roll a d100. If the result is equal to or lower than the percentage chance, the spell instead targets the caster.  

Frost Worm

Unlike its purple cousin, frost worms possess a thick hide beneath their exoskeleton that can be much more easily shaped into armor. This white leather, often with a blueish tint, is usually ever so slightly colder than room temperature.   Availability. Frost worm leather is only commonly available in places with cold climates, such as the Greying Wildlands, specifically in cities that are equipped to deal with similar threats and located relatively low to the ground.   Cost. Frost worm leather is around the same price as hell hound leather where it is available, costing an extra 30 to 60 gp on average when made into armor. In places in which it is imported, this cost can as much as double.   Effect. When the wearer succeeds on a saving throw against an effect that would deal only cold damage, the wearer takes no damage, even if the effect would normally deal half damage. On a failure, the wearer only takes half of the damage that would otherwise be applied. In addition, attacks that would deal only fire damage are not critical hits, even if the result of the attack roll is a natural 20.  

Hellhound

Hellhound leather is a very dark grey and slightly glassy in appearance. From the proper angle, a subtle red glow can be seen beneath its surface. Hellhound armor is usually slightly warm to the couch.   Availability. Hellhound hide is commonly available in cities located near the Barbed Fields, where fiendish activity is relatively common.   Cost. Hellhound hide costs an extra 30 to 60 gp on average, depending on the armor or garment. As it is a premium material available primarily within Xhorhas, most armor created using Hellhound hide or leather is of suitable quality and style to be considered dress-armor.   Effect. When the wearer succeeds on a saving throw against an effect that would deal only fire damage, the wearer takes no damage, even if the effect would normally deal half damage. On a failure, the wearer only takes half of the damage that would otherwise be applied. In addition, attacks that would deal only fire damage are not critical hits, even if the result of the attack roll is a natural 20.  

Moorbounder

Though moorbounder leather possesses no notable special effects other than its durability and general quality, it is still valued in much of Xhorhas for its looks. Moorbounder leather, when properly processed, is a regal-looking purplish gray.   Availability. Moorbounder leather is commonly available all over Xhorhas.   Cost. Moorbounder leather usually doesn't cost more than 20 gp or so, though especially extravagant sets of armor or clothing can carry additional cost.  
Bristled Moorbounder
A subset of moorbounder is the bristled moorbounder, a more dangerous and feral variety with sharp barbs built into its coat. Its hides, prepared properly, can conceal their deadly nature except on close inspection, providing additional utility at a much higher cost given the additional danger in hunting these creatures as well as the additional difficulty in properly processing the hide without destroying its bristles.   Cost. Bristled moorbounder leather armor can cost as much as 300 gp above the going rate for a type of armor.   Effect. When its wearer is grappled, a set of bristled moorbounder leather or hide armor deals an immediate 1d4 piercing damage to the grappling creature, and an additional 1d4 damage at the start of each of the grappler's turns. Similarly, when its wearer is hit by an unarmed attack or an attack with a natural weapon, the armor immediately deals 1d4 piercing damage to the attacking creature.  

Purple Worm

Purple worms have sturdy exoskeletons; at a glance, it would seem that no leather could be procured from one of these beasts. Purple worm leather proceeds from the genius idea to process the incredibly resilient stomach lining of the burrowing creature. Purple worm leather is a vibrant plum color, striking and immediately visible in social situations.   Availability. It's rare to see purple worm leather outside of the Kryn Dynasty or the few communities that exist within the Underdark. Even then, it's restricted to larger metropolitan areas for the most part; smaller communities are rarely equipped to deal with a purple worm threat in any capacity, let alone the difficulty of processing the raw materials from such a beast.   Cost. Purple worm hide is commonly available in locations where it is an option, but only due to its high price. Its appearance and effectiveness both contribute to a substantial price, often fetching a cost of an additional 600 gp on especially well-crafted armor. Some sets of armor, particularly those that use fewer materials or require less processing, cost less.   Effect. Purple worm hide or leather armor grants resistance to acid damage.  

Metals and Hard Materials

While iron and steel are the most commonly utilized metals in much of the world, other metals are often available, though they usually bear a premium price. These metals are used to create weapons, armor, and other useful tools.  

Adamantine

Adamantine is a near-black metal with a green, oily sheen to it, immediately recognizable as such in direct light. It's renowned across the planes for its exceptional strength, durability, and ability to conduct kinetic and other energy.   Availability. Adamantine is available in most locations with some sort of access to regularly-used underground mines, such as dwarven cities and the Kryn capital of Rosohna.   Cost. Adamantine armor can cost as much as 2000 gp above the going rate for that type of armor, though especially extravagant dress-armor can bear additional cost. Weaponry usually doesn't cost more than 400 to 500 gp above the standard rate. These prices are lower for armor or weaponry that uses less material. Ammunition made of adamantine usually runs around 50 gp per arrow, bolt, or other item; it does not break without magical force and can generally be recovered at the end of combat as long as it is not lost.   Effect. Adamantine armor prevents critical hits of all sorts from being scored against its wearer. Adamantine weaponry is especially effective at smashing hard, solid objects; it deals automatic critical hits against objects, and many creatures with similar make (such as constructs) are vulnerable to attacks made using it. Adamantine weaponry can additionally, in some cases, cause permanent damage against a creature's natural armor plating when damage with an adamantine weapon exceeds a certain damage threshold in a single attack. Adamantine items weigh approximately 25% more than standard items.  

Cold Iron

Cold iron is a type of iron crafted in the ways of old, used historically by those who do battle with fey creatures such as hags. It's not common to find it in most of the modern world, but certain locations with strong fey ties either historically or in the modern day craft weapons out of cold iron in case they come across a hostile visitor from the Feywild.   Availability. Cold iron's creation is primarily a matter of ritual and procedure rather than special material. As such, it's more of a matter of finding a smith who's capable of processing the material in the right way than finding the material itself.   Cost. Smiths who are practiced enough to craft items out of cold iron generally charge a premium, but there isn't a standardized price. It's harder to work than standard iron and steel and much more time-consuming to create.   Effect. Upon touching cold iron absent an attack, a fey creature takes 1d4 irreducible damage per round. This damage is nonlethal and will not cause a creature to make or fail death saving throws on its own, though fey creatures in contact with cold iron have disadvantage on death saving throws. Though this effect does not cause additional damage, many fey creatures' damage resistances or immunities can be bypassed with the use of cold iron, and some fey creatures even have vulnerability to damage dealt by weapons using cold iron. Additionally, armor made of cold iron provides advantage on saving throws caused by fey creatures to its wearer.  

Meteoric Iron?

Things   Availability. No.   Cost. A lot.   Effect. Still figuring it out.  

Mithral

Mithral is an exceptionally light metal, sturdier than iron, that ranges in color from a cream-colored off-white to a slightly blue, almost iridescent white depending on chosen method of processing. Its nature makes it exceptionally suited for armor that would otherwise be exceptionally heavy as well as more subtle armor hidden beneath clothing.   Availability. Mithral is available in most locations with some sort of access to regularly-used underground mines, such as dwarven cities and the Kryn capital of Rosohna.   Cost. Mithral weapons are 250-300 gp above the going rate at most, with armor capping at around 800 gp above standard pricing. As an alternative to studded leather, mithral threads can be woven into leather to create a glittery and ephemeral look, costing 200-300 gp in addition to the cost of leather armor. Ammunition crafted from mithral usually costs around 25 gp per unit and generally remains unbroken unless damaged by substantial force or broken intentionally.   Effect. Mithral weapons that deal piercing or slashing damage gain the finesse property. All mithral melee weapons lose the heavy property. Mithral items weigh half of the standard weight of an item. Mithral armor never gives disadvantage on stealth checks, even if it is medium or heavy armor. Certain creatures with resistances to piercing or slashing damage have their resistances nullified by the use of mithral weaponry.  

Silver

Silver is a metal that most are familiar with, though its use in adventuring gear is less commonly known. Though it's impractical to craft an entire weapon out of silver, weapons and ammunition are often coated in or laced with silver to combat creatures associated with the night such as lycanthropes.   Availability. Silvered weapons are available in most major cities, though they are most commonly crafted and sold in the few cities and towns that deal with issues of lycanthropy.   Cost. Though silver itself is expensive, weapons are generally not fashioned entirely of silver. A silvered weapon costs, at most, 100 gp over the going rate. Silvered ammunition rarely costs more than 10 gp per unit, though its durability is not substantially higher than that of standard ammunition. Armor is generally not crafted out of or coated with silver.   Effect. Silvered weapory possesses no standardized effect, but certain creatures have vulnerability to silver, and others have damage resistances or immunities that are bypassed via silver.  

Commonly Available Enchantments

Weapon Enchantments

In some parts of the world, weapons are commonly enchanted to provide certain benefits, often out of requirement for safety due to particular threats in that area.  

Ghost-Touch

Availability. Ghost-touch weaponry is primarily produced in areas with substantial difficulty with undead, especially incorporeal undead. The settlements surrounding the Barbed Fields are the most common location in which weaponry of this manner is produced, though they are nowhere near the only location.   Cost. Adding a ghost-touch enchantment to a weapon generally costs around 80 gp, though some smaller weapons are slightly less expensive. Ghost-touch ammunition runs about 20 gp apiece.   Components. Semi-ethereal components such as ectoplasm are generally used as a catalyst for the enchanting process.   Effect. Ghost-touch weaponry can be used to damage creatures within the Ethereal Plane, even if its wielder is on the Material Plane. In addition, weaponry of this sort bypasses the natural damage-resistances that most incorporeal creatures possess.  

Armor Enchantments

Stuff

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