Ethenrean Materials

So now that you know what you can craft, it's time to figure out what you're making it out of. Afterall, a weapon or set of armor is only as good as the materials that went into it.

Quality Tier

It is important to note that the term I used in the "Tools of the Trade" section mentions a Quality tier. That quality tier refers to the quality of the materials used, which is often determined by the properties of the primary material itself. All materials possess a quality tier, which is determined by its complexity. A material's complexity is a mathematic formula rating a materials overall usefulness, and the higher the complexity, the higher the usefulness of the material. The more complex a material is, the more useful the crafted item, but also the harder it gets to craft it. Unlike the crafting system, you will never see a Tier -1 material, as that implies the material has degraded and is no longer usable. See below for the correlation between Quality tier and Material Complexity.

Quality TierMaterial Complexity Range
00-3
13-6
27-10
310-15
415-20
520-30
630+

With this in mind, the materials showcased within this guide may not cover all materials known and hopes to showcase the more readily known and available metallic, crystalline, and stone materials. If you wish to understand the organic materials of your region, I recommend going to your nearest butcher or carpenter to understand the value of properties of such materials.

Material Properties

Almost all materials have some form of quirk, having characteristics that make the materials unique. These characteristic can change the way an object behaves, from how well it can receive abuse to how much you can tinker with the item. Down below is a list of some of the more common Material Properties:

Material PropertiesEffect
BrittleHas disadvantage on break item checks caused by bludgeoning damage.
CantankerousThis material is incredibly volatile, causing the target to have disadvantage on a check used to make this item
Critical StrikeIncreases critical hit ratio by 1 (DC19-20 count as a critical hit)
Critical PreventionArmor made of this material prevents damage from critical hits.
DenseItems take 2x longer to craft and items made of this material weigh twice as much.
Bludgeoning Weapons made of the material deal +X damage, where X is 1 + the material's quality tier
Durable IWhenever the item has to make a break item check, it adds 1d4 to the roll.
Durable IIWhenever this item has to make a break item check, it adds 1d6 to the roll.
Durable IIIWhenever this item has to make a break item check, it adds 1d8 to the roll.
Additionally, the first break item check the item makes it automatically succeeds.
ExplosiveWhen exposed to a powerful hit or an open flame, the material explodes, dealing 1d6 force damage for each ingot of material used in the material, causing the break item action on itself.
FlammableThis material can be used as fuel. If lit while part of a weapon, the weapon's damage type changes to fire damage. After X minutes, the item breaks, where X is the amount of material in the item's composition.
Hard ICrafter has a -1d4 to checks to work this material
Items made with this can’t be broken on a break item check under a DC 17.
Hard IICrafter has a -2d4 to checks to work this material
Items made with this can’t be broken on a break item check under a DC 18.
Hard IIICrafter has disadvantage and a -1d4 to checks to work this material
Items made with this can’t be broken on a break item check under a DC 19.
HeavyMight Requirement equal to X + amount of ingots used in item construction to wield normally (If not met, weapons take 2 actions to use and Armor reduces speed by 5*X, where X is the material tier).
Item weighs double the normal.
Weapons deal critical damage on hit (natural 20 quadruples damage)
IlluminationItems made with this material shed 10 ft of bright light and 10 ft of dim light
JaggedOn Hit, target bleeds for 1 minute.
LightNo strength requirement or hindrance for any armor or item made with it.
Ammunition made of this material can be shot double the distance than normal, but attacks with the ammo has disadvantage to hit.
Items made of this material weigh half their normal weight.
MalleableWhen making an item out of this material, you have advantage on the check.
Additionally, the crafted item has disadvantage on break item checks, but advantage to repair the item.
MagneticThe item moves double the distance when under the effects of the magnetized condition, deals more damage on connect with the target, and the target has disadvantage to remove the target from themselves.
ReflectiveWhen wielder is struck by radiant damage, all targets that can see the wielder must make a Reflex saving throw or become blinded.
PreciseTools and Weapons made of this material grant +X to rolls used with them, where X is the quality tier.
Sharp+X to damage rolls on bladed weapons and ammunition, where X is 1 plus the Quality Tier of the material
SoftWhen making items out of this material, the DC is reduced by X, where X is the Quality Tier of the material.
Additionally, if the item fails a break item action, the piece that is made of this material breaks.
StrongItems made of this material have advantage on break item checks.
TenaciousItems made with this material can survive a break item check a number of times equal to its quality modifier
Each time an item fails the break item check, the item increases its effectiveness
-Weapons deal gain a +1 to hit per fail
-Armor increases its AC by 1 per fail
Valuable IItems made of this material is worth X times more than its normal price, where X is the material tier.
Valuable IIItems made of this material is worth 2X times more than its normal price, where X is the material tier.
Valuable IIIItems made of this material is worth 3X times more than its normal price, where X is the material tier.
WorkableAn item made with this material has X additional component slots for the purposes of honing or tempering, where X is the material tier.