I am sort of disappointed with the lackluster amount of magical materials in D&D. We have the two obvious ones, adamantine and mythril, but I feel that they are such a cool concept that we don't really see enough of. It is for that reason that I ask you, the reader, what kind of magical materials could there be. These could be ones you have stumbled upon in D&D books, or ones that you have made up for your campaigns.
I'll start by putting some of my own. Feel free to add or take what you want
Gold is far too soft and heavy for use on traditional weapons, but many will pay top dollar to have their weapons Guilded. Guilding a melee weapon or 10 pieces of non-magical ammunition requires the use of smiths tools and 1 pound of gold.
Guilded Weapon Properties
A weapon or piece of ammunition with the Guilded property deals an additional 1d8 damage to fiends or creatures with the Sunlight Sensitivity trait, and ignores resistances to bludgeoning, piercing, or slashing damage from such creatures.
Hellfire iron is often used to make weapons and armor for humanoids in the servitude of devils.
Hellfire iron weapon, rare. (Weapon)
This weapon deals an additional 1d6 necrotic damage on a hit. Additionally, on a crit, the targets hit point maximum is reduced by an amount equal to the necrotic damage dealt.
Hellfire iron armor, very rare (any medium or heavy armor other than hide)
While wearing this armor, you gain immunity to necrotic damage, and your hit point maximum cannot be reduced. Additionally, if you would take necrotic damage, you instead gain temporary hit points equal to the necrotic damage dealt.
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I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
Monster Parts have many uses, as magical components, as decor, and for creating Items. They typically come from monstrosities but can come from other such lifeforms.
Behemoth Armor, very rare (Leather, Padded Leather, or Hide armor) (Gargantuan or Huge Monstrosity)
While wearing this armor you gain temporary hit points equal to your level divided by ten multiplied by the monster's CR rounded to the nearest ten. Additionally, you have +1 AC whilst wearing this armor and cannot lose more than thirty-five hit points per turn.
Chitin Shield, uncommon (Shield) (Medium or larger chitinous creature)
While holding this shield you gain resistance to bludgeoning, piercing, and slashing, and +2 AC. You make all attacks with disadvantage though.
Mind Blade, rare (Any Melee Weapon that deals Piercing or Slashing damage) (Any Aberration that can deal piercing damage)
All attacks with this damage are force or psychic if the target is immune or resistant to any damage type it would otherwise deal. You gain advantage on attack rolls against creatures with less intelligence and wisdom than the user.
This is wood cut from the remains of an Awakened Tree, Shrub, or Treant.
Awakened Wood Weapon (Melee, Attunement) :Hilts and handles made from Awakened Wood conform to the grip of the user, any one can attune to such a weapon and gain proficiency in using it, and any other creature has disadvantage when attempting to use it.
Awakened Wood Weapon (Bows and crossbows) : have an uncanny precision, attacks with these weapons ignore disadvantage from shooting beyond the first range increment, and ignore disadvantage from light or heavy obscurement.
Awakened Wood Armour (Medium or Heavy) : is extremely resilient providing resistance to bludgeoning and piercing damage, but also highly flammable, the wearer takes double damage from the Burning condition.
Cold Iron
Cold Iron is smelted iron worked while cold into its final shape by physical tools, the effort put into this forging causes the metal to be imbued with the essence of industrial might making it toxic and repulsive to magical beings, particularly the fey. Any creature seen by a Fey being to be holding or wearing Cold Iron is treated with suspicion or out-right hostility.
Cold Iron Weapons : deal 1d4 additional damage to Fey creatures. If a creature takes damage from a Cold Iron weapon is concentrating on a spell they have disadvantage on the Constitution saving throw to retain concentration. In addition, when a Cold Iron weapon hits a creature or object being sustained by magic, the attacker can make a Strength check against the DC of the caster of the spell, on a success that spell is Dispelled.
Cold Iron Manacles: a creature restrained by Cold Iron Manacles is incapable of teleporting or casting spells.
Cold Iron Armour/Shield: gain Advantage on saving throws against spells.
Lightning Glass
Lightning glass is created by the melting of sand when a beach is struck by lightning during a storm. Lightning glass typically forms spider-y irregular shapes making it extremely difficult to find pieces large enough to craft more than a dagger or a few arrow/bolt heads. The rapid heating and cooling of the glass traps much of the energy that created it within the glass itself, granting it exceptional powers, and also making it very dangerous to work with.
Lightning Glass Weapons (must be a weapon that deals Piercing or Slashing damage): deal twice the normal number of weapon damage dice as the original weapon, and gain the following property: Dismember when you roll a 20 on the attack die with a Lightning Glass weapon you cut off one of the limbs or other appendages of the creature - roll a die with a number of sides equal to the number of heads, arms, legs, and tails the target has to determine which limb/appendage is cut off.
Lightning Glass Shields : have knife-sharp edges, when a creature misses you with a melee attack or attempts to disarm you, you can deal 2d4 slashing damage to the attacker using this shield (no action required).
Lightning Glass Armour (Breastplate, or Half Plate) : is extremely smooth and reflective, you are immune to the effects of any ranged spell attack that targets you as the magic harmlessly bounces off of you. However, it is also fragile, you are Vulnerable to Bludgeoning and Thunder damage while wearing Lightning Glass Armour.
Demon Bone
Demon bone can only be found in the depths of the Abyss, as demonic remains liquify and reform there if a demon is killed anywhere else. Demon bone is mostly used by other demons to create weapons and armour for themselves, but occasionally is sold or smuggled by other beings back to the material plane.
Demon Bone Weapon (Club, Greatclub, Mace, Maul, or Morningstar). Any creature that takes damage from a Demon Bone weapon, must make a DC 15 Constitution saving throw or become Cursed. While cursed, the target takes 1d4 necrotic damage at the end of each of their turns. The curse ends when the target is reduced to 0 hp or dies, or if the target is affected by the Remove Curse spell.
Demon Bone Armour (Heavy Armour & Requires Attunement). A creature attuned to Demon Bone Armour gains much of the resiliency of demonkind, they gain resistance to Lighting, Fire and Poison damage. If the creature is not Evil, then they gain no benefits from Short or Long rests while wearing this armour as the whispers of the Abyss haunt their thoughts, however they may choose to become Evil when they attune to this item. The attuned creature also gains advantage on Intelligence (Religion) checks to recall information about demons.
I've been planning my abyss diving campaign for so long now and all I have to say is these materials are perfects for adding. I have a list probably about an hour long for basic materials found throughout the abyss and other environments that can be used to craft magic items when combined with specific items (and I have players to make more items in game with combinations that i never thought of). Sorry for the lengthy list.
Shard of a Forgotten Path(Rare)
A sliver of physical space pulled from a place where reality no longer remembers how it was connected—like a severed planar bridge, or the edge of a collapsed dungeon.
Found: In planar ruins, fractured ley lines, or after defeating a creature that "bends space" (e.g., a phase spider matriarch or a minor blink horror).
Phantom Oil(Uncommon)
A translucent, oily liquid distilled from ectoplasm or harvested from a banshee’s remains. Used to create flickering, ghostlike flame.
Found: Collected in shadowed places or refined from spirits. Can be made by an alchemist with ghostly remains and shadowmoss.
Moonsilver (Very-rare)
A material that harmonizes with planar boundaries and latent paths. extraplanar beings can be tether to reality by a single chunk in the vicinity.
Found: Mined under the light of a full moon, or bartered from a celestial or moon-blessed smith.
Abyssal Embercore (Rare)
A smoldering coal harvested from a cursed forge or the heart of an Abyssal rift. It burns without fuel and pulses with chaotic will.
Found: Found in Abyssal ruins, left behind by flame-warped fiends, or captured during soulforging.
Used For: Powering cursed items, soul-infused weapons, or items that shift between states (solid to liquid, light to shadow).
Soul-Scored Bone (Rare)
A blackened femur or rib etched with claw marks that burn faintly with soul-energy. Often taken from fiends, soulbound warriors, or tortured spirits.
Found: In infernal or Abyssal soldiers, or creatures that defied death repeatedly.
Used For: Anchoring soul magic, binding contracts, or powerful cursed weapons.
Void-Touched Claw (Rare)
A blackened, spiraling claw that warps light around it. Feels colder than it should.
Harvested From: Phase beasts, displacer beasts, or void predators
Use: Teleportation items, displacement cloaks, or spatial magic foci
Wyrmhide Scale (Uncommon–Very Rare)
A dense, rune-flecked scale peeled from a dead dragon, drake, or serpent creature.
Harvested From: Dragons, drakes, wyverns
Use: Elemental resistance gear, scale-mail enchantments, or intimidation-boosting items
Thick Beast Hide (Common)
Durable leather with minor magical resistance or elemental insulation depending on the creature.
Harvested From: Bulette, dire wolves, giant boars
Use: Base for armor, cloaks, or padded lining for magical gear
Chitin Plate Shard (Common)
A jagged, insectile plate harvested from carapaced creatures. Often coated in dried ichor.
Harvested From: Ankhegs, giant beetles, myrmekes
Use: Lightweight armor, shields, or as spellcasting focus for insect- or hive-themed spells
Basilisk Scale (Uncommon)
A dull, pebble-like scale that sometimes flickers with a stony gleam.
Harvested From: Basilisks
Use: Petrification inflicting/resistancing items, defensive rings, or warding runes
Flora and such:
Whipthorn Vine (Common–Uncommon)
A red-black, thorny vine that lashes at passing creatures with unnatural speed.
Found In: Abyssal jungles, blood-soaked bramble patches, cliff faces
Harvestable Parts: Vines, barbed thorns
Uses: Crafting barbed whips, bloodletting tools,components for fear or restraint magic, rope that deals psychic damage when used to bind
Skylight Pod (Uncommon)
A faintly glowing seedpod that floats several inches above the ground. Contains ambient planar light.
Found In: Rift-glades, floating stone gardens, zones of broken planar bleed
Harvestable Parts: Pod husk, glow essence
Uses: Light source crystals, warding against shadow creatures. Used in crafting "planar anchor" tools
Specific Harvesting Items:
Molten Core Gland (Very Rare)
A dense gland near the heart of flame-aligned apex predators—burns from within even after death, radiating a sweltering aura of magic-infused heat.
Found:
Extracted from remorhazes, magma dragons, or forge-born fiends.
Occasionally found within the furnaces of fallen elemental engines.
Harvest DC: 18 Special Requirements: Requires magical containment or extreme cold to extract safely; otherwise may explode or burn through tools.
Uses:
Fire Aura Armor: Items that radiate damaging heat while active.
Thermal Engines: Power sources for fire-powered constructs or weapons.
Flame Core Shields: Shields that emit heat waves or burn attackers.
Explosive Traps: Can serve as timed firebombs or destruction charges.
Forge Catalyst: Permanently enhances the output of magical forges or rituals involving fire.
Cryo Gland (Vey rare)
An organ that releases cold instead of heat—found in mutated or plane-touched Remorhazes.
Harvest DC:DC 17
Use:
Cold-damage items
Frost trap cores
Chilling weapon enchantments
Temperature-negating armor (resists heat and cold)
Frost Catalyst: Permanently enhances the output of magical forges or rituals involving frost ice or similar elements.
I'd say maybe that the gold could be blessed by clerics or otherwise beings with similar connections to the sun or light to do so would give the benefits more potency and greater range of effects. (And also side note i'm not sure if it was intentional but to cover something in gold is to gild not guild.)
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Hi
I am sort of disappointed with the lackluster amount of magical materials in D&D. We have the two obvious ones, adamantine and mythril, but I feel that they are such a cool concept that we don't really see enough of. It is for that reason that I ask you, the reader, what kind of magical materials could there be. These could be ones you have stumbled upon in D&D books, or ones that you have made up for your campaigns.
I'll start by putting some of my own. Feel free to add or take what you want
Gold
Gold is far too soft and heavy for use on traditional weapons, but many will pay top dollar to have their weapons Guilded. Guilding a melee weapon or 10 pieces of non-magical ammunition requires the use of smiths tools and 1 pound of gold.
Guilded Weapon Properties
A weapon or piece of ammunition with the Guilded property deals an additional 1d8 damage to fiends or creatures with the Sunlight Sensitivity trait, and ignores resistances to bludgeoning, piercing, or slashing damage from such creatures.
Idea: Hellfire iron.
Hellfire iron is often used to make weapons and armor for humanoids in the servitude of devils.
Hellfire iron weapon, rare. (Weapon)
This weapon deals an additional 1d6 necrotic damage on a hit. Additionally, on a crit, the targets hit point maximum is reduced by an amount equal to the necrotic damage dealt.
Hellfire iron armor, very rare (any medium or heavy armor other than hide)
While wearing this armor, you gain immunity to necrotic damage, and your hit point maximum cannot be reduced. Additionally, if you would take necrotic damage, you instead gain temporary hit points equal to the necrotic damage dealt.
I'm just your everyday dungeon master. Ignore that jar full of souls. And those bones in the corner are just props, don't worry. I'm definitely NOT a lich. Definitely.
Yes, I like beholders. Yes, I curated an exquisite personality for commoner #2864. Yes, my catchphrase is "are you sure?"
.-. .- -. -.. --- -- / -- --- .-. ... . / -.-. --- -.. . .-.-.-
Idea: Monster Parts
Monster Parts have many uses, as magical components, as decor, and for creating Items. They typically come from monstrosities but can come from other such lifeforms.
Behemoth Armor, very rare (Leather, Padded Leather, or Hide armor) (Gargantuan or Huge Monstrosity)
While wearing this armor you gain temporary hit points equal to your level divided by ten multiplied by the monster's CR rounded to the nearest ten. Additionally, you have +1 AC whilst wearing this armor and cannot lose more than thirty-five hit points per turn.
Chitin Shield, uncommon (Shield) (Medium or larger chitinous creature)
While holding this shield you gain resistance to bludgeoning, piercing, and slashing, and +2 AC. You make all attacks with disadvantage though.
Mind Blade, rare (Any Melee Weapon that deals Piercing or Slashing damage) (Any Aberration that can deal piercing damage)
All attacks with this damage are force or psychic if the target is immune or resistant to any damage type it would otherwise deal. You gain advantage on attack rolls against creatures with less intelligence and wisdom than the user.
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry.
I am also a eepy eeper, who likes WoF, WC, and fire.
Awakened Wood
This is wood cut from the remains of an Awakened Tree, Shrub, or Treant.
Awakened Wood Weapon (Melee, Attunement) : Hilts and handles made from Awakened Wood conform to the grip of the user, any one can attune to such a weapon and gain proficiency in using it, and any other creature has disadvantage when attempting to use it.
Awakened Wood Weapon (Bows and crossbows) : have an uncanny precision, attacks with these weapons ignore disadvantage from shooting beyond the first range increment, and ignore disadvantage from light or heavy obscurement.
Awakened Wood Armour (Medium or Heavy) : is extremely resilient providing resistance to bludgeoning and piercing damage, but also highly flammable, the wearer takes double damage from the Burning condition.
Cold Iron
Cold Iron is smelted iron worked while cold into its final shape by physical tools, the effort put into this forging causes the metal to be imbued with the essence of industrial might making it toxic and repulsive to magical beings, particularly the fey. Any creature seen by a Fey being to be holding or wearing Cold Iron is treated with suspicion or out-right hostility.
Cold Iron Weapons : deal 1d4 additional damage to Fey creatures. If a creature takes damage from a Cold Iron weapon is concentrating on a spell they have disadvantage on the Constitution saving throw to retain concentration. In addition, when a Cold Iron weapon hits a creature or object being sustained by magic, the attacker can make a Strength check against the DC of the caster of the spell, on a success that spell is Dispelled.
Cold Iron Manacles: a creature restrained by Cold Iron Manacles is incapable of teleporting or casting spells.
Cold Iron Armour/Shield: gain Advantage on saving throws against spells.
Lightning Glass
Lightning glass is created by the melting of sand when a beach is struck by lightning during a storm. Lightning glass typically forms spider-y irregular shapes making it extremely difficult to find pieces large enough to craft more than a dagger or a few arrow/bolt heads. The rapid heating and cooling of the glass traps much of the energy that created it within the glass itself, granting it exceptional powers, and also making it very dangerous to work with.
Lightning Glass Weapons (must be a weapon that deals Piercing or Slashing damage): deal twice the normal number of weapon damage dice as the original weapon, and gain the following property: Dismember when you roll a 20 on the attack die with a Lightning Glass weapon you cut off one of the limbs or other appendages of the creature - roll a die with a number of sides equal to the number of heads, arms, legs, and tails the target has to determine which limb/appendage is cut off.
Lightning Glass Shields : have knife-sharp edges, when a creature misses you with a melee attack or attempts to disarm you, you can deal 2d4 slashing damage to the attacker using this shield (no action required).
Lightning Glass Armour (Breastplate, or Half Plate) : is extremely smooth and reflective, you are immune to the effects of any ranged spell attack that targets you as the magic harmlessly bounces off of you. However, it is also fragile, you are Vulnerable to Bludgeoning and Thunder damage while wearing Lightning Glass Armour.
Demon Bone
Demon bone can only be found in the depths of the Abyss, as demonic remains liquify and reform there if a demon is killed anywhere else. Demon bone is mostly used by other demons to create weapons and armour for themselves, but occasionally is sold or smuggled by other beings back to the material plane.
Demon Bone Weapon (Club, Greatclub, Mace, Maul, or Morningstar). Any creature that takes damage from a Demon Bone weapon, must make a DC 15 Constitution saving throw or become Cursed. While cursed, the target takes 1d4 necrotic damage at the end of each of their turns. The curse ends when the target is reduced to 0 hp or dies, or if the target is affected by the Remove Curse spell.
Demon Bone Armour (Heavy Armour & Requires Attunement). A creature attuned to Demon Bone Armour gains much of the resiliency of demonkind, they gain resistance to Lighting, Fire and Poison damage. If the creature is not Evil, then they gain no benefits from Short or Long rests while wearing this armour as the whispers of the Abyss haunt their thoughts, however they may choose to become Evil when they attune to this item. The attuned creature also gains advantage on Intelligence (Religion) checks to recall information about demons.
I've been planning my abyss diving campaign for so long now and all I have to say is these materials are perfects for adding. I have a list probably about an hour long for basic materials found throughout the abyss and other environments that can be used to craft magic items when combined with specific items (and I have players to make more items in game with combinations that i never thought of). Sorry for the lengthy list.
Shard of a Forgotten Path (Rare)
Phantom Oil (Uncommon)
Moonsilver (Very-rare)
A material that harmonizes with planar boundaries and latent paths. extraplanar beings can be tether to reality by a single chunk in the vicinity.
Abyssal Embercore (Rare)
A smoldering coal harvested from a cursed forge or the heart of an Abyssal rift. It burns without fuel and pulses with chaotic will.
Soul-Scored Bone (Rare)
A blackened femur or rib etched with claw marks that burn faintly with soul-energy. Often taken from fiends, soulbound warriors, or tortured spirits.
Used For: Anchoring soul magic, binding contracts, or powerful cursed weapons.
Void-Touched Claw (Rare)
A blackened, spiraling claw that warps light around it. Feels colder than it should.
Use: Teleportation items, displacement cloaks, or spatial magic foci
Wyrmhide Scale (Uncommon–Very Rare)
A dense, rune-flecked scale peeled from a dead dragon, drake, or serpent creature.
Use: Elemental resistance gear, scale-mail enchantments, or intimidation-boosting items
Thick Beast Hide (Common)
Durable leather with minor magical resistance or elemental insulation depending on the creature.
Use: Base for armor, cloaks, or padded lining for magical gear
Chitin Plate Shard (Common)
A jagged, insectile plate harvested from carapaced creatures. Often coated in dried ichor.
Use: Lightweight armor, shields, or as spellcasting focus for insect- or hive-themed spells
Basilisk Scale (Uncommon)
A dull, pebble-like scale that sometimes flickers with a stony gleam.
Flora and such:
Whipthorn Vine (Common–Uncommon)
A red-black, thorny vine that lashes at passing creatures with unnatural speed.
Skylight Pod (Uncommon)
A faintly glowing seedpod that floats several inches above the ground. Contains ambient planar light.
Specific Harvesting Items:
Molten Core Gland (Very Rare)
A dense gland near the heart of flame-aligned apex predators—burns from within even after death, radiating a sweltering aura of magic-infused heat.
Found:
Harvest DC: 18
Special Requirements: Requires magical containment or extreme cold to extract safely; otherwise may explode or burn through tools.
Uses:
Forge Catalyst: Permanently enhances the output of magical forges or rituals involving fire.
Cryo Gland (Vey rare)
An organ that releases cold instead of heat—found in mutated or plane-touched Remorhazes.
Frost Catalyst: Permanently enhances the output of magical forges or rituals involving frost ice or similar elements.
I'd say maybe that the gold could be blessed by clerics or otherwise beings with similar connections to the sun or light to do so would give the benefits more potency and greater range of effects. (And also side note i'm not sure if it was intentional but to cover something in gold is to gild not guild.)