Wondrous Item, varies
These mythical materials can be used to forge powerful weapons, but be forewarned; these materials are perilous to obtain.
Any weapon can be made out of these materials. All weapons made of the material have the properties listed. Magical properties can still be applied to these weapons. Alternatively, an existing weapon can be dipped in a molten material and cooled to have the same effect, the same way a weapon is silvered. A weapon can only benefit from up to 2 of these materials effects at once.
- Materials that say yes in the "Magic?" column count as magic weapons for the purposes of overcoming immunity and resistance to non-magical attacks.
- If the forging column is blank, there are no forging requirements. Forging requirements apply for dipping (like silvering) a weapon as well.
- The rarity listed is how rare it is compared to other weapon materials. Metals such as Iron, Gold, and Bronze are common.
Material | Magic? | Rarity | Appearance | Effects on weapons | Forging |
Abyssalyne | yes | Legendary | A dark crimson metal covered in thin streaks of various shades of gray. | +4 to hit, +1d8 fire damage and +1d6 poison damage. If the attack misses, make another attack roll against the same creature. If that attack hits, it deals 1d6 fire and | The weapon can only be forged in Gehenna, Hades, or Carceri. |
Aetherect | yes | Legendary | Resembles the night sky, black with stars and clouds moving across it. | +3 to hit. This attack deals extra force damage equal to the sum of all their ability score modifiers. | |
Arcanium | yes | Legendary | Gray-purple | +4 to attack and damage rolls. If the target is reduced to 0 hit points but not outright killed, they automatically fails their first death save. | |
Cherry Iron | no | Uncommon | Iron gray with a very slight pinkish tint. | +1 on attack and damage rolls. If the wielder is not proficient with this weapon, they gain an extra +1 bonus on attack rolls with this weapon. If they are proficient with this weapon, the weapon deals +1 psychic damage instead. | |
Chimestone | yes | Uncommon | Brass colored. | On a critical hit, the target must succeed in a DC 15 Constitution saving throw or be deafened for 1d4 rounds. | |
Corrositane | no | Uncommon | Tan colored, does not reflect any light. | +2d4 acid damage. On a critical hit, the target's Armor Class is reduced by 1 until they finish a short rest. This ability is not stackable. | |
Duscthulium | yes | Very Rare | Color of iron with dull teal patches. If it's raining within 10 miles of the weapon, the weapon gains white streaks. | +3 to hit. You may choose to replace the +3 with a -3. If you choose to do this and still hit, add 1d6 damage. Additionally, attack rolls of 19 or 20 are critical hits if you choose the -3 penalty. | Cannot be melted at all by heat, but can be melted by extreme cold. |
Fortuntine | yes | Rare | Matches the color of the gem included in the weapon. If there are multiple gems the color is mixed, and the color is a bright red-orange if there are no gems attached. | +1 on hit and damage rolls. If the target has the ability to cast at least 1 spell and is able to cast it on their next turn, they must succeed on a DC 10 Wisdom saving throw or lose the ability to cast it. For each level of spell, they get a +1 bonus on that saving throw. | A gem worth at least 50 GP must be included as part of the weapon or all effects are removed except a +1 on hit and damage rolls. |
Grymsycite | no | Very Rare | A black metal covered in faint white images of skulls. Not at all shiny, and no amount of light can make it look brighter. | +2 to hit and +2 necrotic damage. If the weapon is wielded by a creature with a chaotic allignment, add an extra necrotic damage. This weapon ignores resistance to necrotic damage, but not immunity. Attack rolls of 19 and 20 are critical hits with this weapon. | The weapon cannot be forged by a creature with a lawful allignment. |
Ichorcium | yes | Rare | Faded gold color. | +7 on attack rolls against Constructs, Elementals, and Undead, but -1 on attacks rolls against all other creatures. | |
Lunite | yes | Rare | A bright silver that sparkles in the moon light. | You may use your Intelligence, Wisdom, or Charisma modifier for damage and attack rolls with this weapon. | Cannot be melted at all by heat, but can be melted by extreme cold. |
Orcead | no | Uncommon | A heavy, dull green stone. | This weapon counts as wooden for effects that imbue it with nature's power. | |
Prismatine | no | Uncommon | Transparent white. | If you miss the attack roll, roll another attack roll. If you succeed on the second one, deal 1d6 slashing damage. | |
Rhymtar | no | Rare | A heavy, dull gold metal | Attack rolls of 18-20 with this weapon are critical hits. Additionally, heavy weapons made of Rhymtar gain a +2 bonus to damage rolls. | |
Solarastrium | yes | Rare | Bright orange with a fiery yellow glow. | +1 to hit and +1d6 radiant damage. You may choose to deal an extra 1d6 fire damage in exchange for taking 1d6 fire damage yourself. | Can only be forged when under direct sunlight. |
Toxakk | no | Uncommon | Dark gray, almost black, very shiny. | +1 bludgeoning damage. If the base damage type for the weapon is bludgeoning, add an extra +1 bludgeoning damage. This attack has +2 on attack rolls against Giants. | |
Vorkai | no | Rare | Dark magenta with black specks. | +4 to attack rolls against Chaotic creatures. | |
Xarkai | no | Rare | Dark red-orange with black specks. | +4 to attack rolls against Lawful creatures. |
No matter how much I change the width of the columns, it always has to end like this on this page. I can only make it look good in the editor.
I don't want to create a whole new version for this, but Abyssalyne should say "+4 to hit, +1d8 fire damage and +1d6 poison damage. If the attack misses, make another attack roll against the same creature. If that attack hits, it deals 1d6 fire and 1d4 poison damage." Not sure why it cut off the last part.