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Materials


jokomaisu

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Materials
The materials your gear is made from determine its effectiveness, durability, ease of repair, and aesthetic. The following are some of the materials that your gear may be made from.

Material Description Weight Cost Properties Repairability
Adamantine As weighty as iron, as flexible as steel, and harder than both, adamantine is the most durable material for weapons and armor, as well as the most expensive. x1.5 x4 Hardy, low-maintenance (advantage), weighty (+2)

DC 25

smith’s tools, access to a forge

Bone Bones can be shaped into points for arrows and spears or tied together, along with shells and scales, to form durable but high-maintenance armor. Due to its brittleness, bone requires constant repairs and has a short lifespan. x1/2 x1/4 Flaw, lightweight

DC 10

sewing kit

Weapons are not repairable

Bronze Bronze is durable but weighty, and tends to be weaker than steel. x1.5 x3/4 Weighty (+1)

DC 12

smith’s tools

Cloth Cloth is the flimsiest of materials but also the lightest. Padded layers can be worn as independent armor, or underneath metal armor to increase comfort. - - Comfortable, flaw (piercing), underarmor

DC 5

sewing kit

Cold iron Alloys of iron and phosphorus are called cold iron. Cold iron is a semi-magical material to which many fey creatures are vulnerable. - x2 Feybane

DC 20

smith’s tools

Hide Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows. Leather that is left untreated or with the fur or scales still on is known as hide. - - Comfortable, wild

DC 10

sewing kit

Iron Iron is weighty and fragile, typically alloyed with carbon (to form steel). x1.5 x1/2 Rust, weighty (+2)

DC 15

smith’s tools

Leather Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows. - - Flaw (piercing)

DC 10

sewing kit

Mithral Lighter than steel, mithral is a prized material for its ability to be worked into light, comfortable, and beautiful armor or weapons. x1/2 x3 High-quality, lightweight, low-maintenance (advantage)

DC 25

smith’s tools, access to a forge

Silver Usually an iron-silver alloy rather than pure silver. - x2 Silvered

DC 20

smith’s tools

Steel Steel is an alloy of iron and carbon that is lighter and sturdier than its counterparts, but requires skill and great heat to make. Steel is the basis of many sets of armor, including chain, plate, and metalwork inside brigandine. - - Low-maintenance (knack die)

DC 15

smith’s tools, access to a forge

Stone Hard and heavy. Stone can be challenging to shape beyond a knapped short blade and quite brittle. x2

Weapons
x1/2

Armor x3

Fortified, weighty (+2) Not repairable
Wood Wood is widely accessible and typically used for weapons. Weapons made of wood tend to be fire-hardened with special oils to increase their durability. - - Flaw (armor only)

DC 15

woodworker’s tools


Material Properties
The materials a weapon or suit of armor is made from determine how best it protects the Knave using it, as well as how it needs to be maintained.

Comfortable. Armor with this property is comfortable enough to sleep in without penalty.

Feybane. When using a feybane weapon you have advantage on attacks made against fey. While you are wearing feybane armor fey have disadvantage on attacks made against you.

Flaw. A weapon with the flaw property breaks when you roll a natural 1 on an attack roll made with it. Armors break when you take a critical hit or roll a natural 1 on a Dexterity saving throw. If a damage type is noted in parentheses, the armor only breaks on a critical hit from that damage type, or the weapon only breaks if it does damage of that damage type.

Fortified. Fortified armor increases the Armor Class it grants by 1.

Hardy. While wearing hardy armor, the first critical hit against you since your last short or long rest becomes a normal hit. You cannot use this feature again until you make adjustments to the armor during a short or long rest.

High-Quality. These weapons and armor are considered one quality level higher (standard becomes fine, and fine becomes masterwork).

Lightweight. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the lightweight version of the armor doesn’t.

Low-Maintenance. You gain advantage or a knack die on maintenance checks made on low-maintenance gear.

Rust. When exposed to water and not maintained, this gear cannot be repaired.

Silvered. Weapons made from an alloy of silver are considered silvered for the purposes of damage resistance.

Underarmor. This armor can be worn under medium and heavy armor.

Weighty. The heaviness of some materials results in an increase to the armor’s Strength requirement, if the armor has one. The increase is noted in parentheses.

Wild. While wearing hide armor you cannot gain knack dice on Deception and Persuasion checks made in urban environments.


Edited by jokomaisu (see edit history)

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