Unique Materials Throughout the history of the world of DUNGEONS & DRAGONS and fantasy culture as a whole, metals, materials, and gemstones of all sorts have been invented from the imaginations of authors and game designers. Many of which have powerful, sometimes magical, properties. This collection is an attempt to capture some of the most popular and widely recognized ores and materials and compile them all into one, easy-to-reference document. It is an attempt to create a bit of lore around each substance with ties and references to other existing lores and legends in the D&D world. Reference Table (Yet to be Filled In) Metal Description Value/Pound Value (Multiplier) Rarity (Weapon) Rarity (Armor) Rarity (Other) Adamantine One of the strongest metals in existence. 100gp x2 Uncommon Uncommon - Arjale A form of infernal ice found in the Nine Hells. 300gp x3 Rare Very Rare Rare, Legendary Blacksteel A matte black metal found in the Underdark. 100gp x2 Uncommon Uncommon Rare 1

Adamantine Perhaps the most recognizeable material in fantasy lore, adamantine is commonly known as an incredibly tough and protective metal. Heavy yet sturdy, adamantine is colored anywhere between slate and deep red and is sought after by many adventurers who prefer to depend on trustworthy armor to protect them. Adamantine Armor Armor (medium or heavy, but not hide), uncommon A suit of adamantine armor saves many lives, as any critical hit made its wearer is treated as a normal attack. Adamtine armor also cannot be destroyed by nonmagical means, and is borderline indestructible. Adamantine Weapon Weapon (any bludgeoning or piercing), uncommon Weapons made from adamtine deal one extra damage die of their weapon's damage type. Additionally, a weapon forged from adamantine cannot be destroyed by nonmagical means, such as rust or acid. Arjale (True Ice) Known scientifically as arjale and commonly as true ice or hell ice, this substance is a sort of combination of metal and literal ice. Arjale is found exclusively in the cold layers of the Nine Hells known as Stygia and Cania, making it exceedingly rare and valuable. This substance, although appearing slick and cold like ice, never melts and always retains its shape even when exposed to flame. To even touch true ice would immediately harm you from its sheer coldness, let alone be pierced by it, so spears and tridents of this material are commonly wielded by gelugons, or ice devils, and because of this the ore has gathered a reputation for the its lethality. For most humanoids, to wear amor made exclusively from this material would be suicide, as the wearer would die from cold very quickly. However, one exceptional smith whose name is lost to history once studded leather armor with hell ice and imbued it with additional fiend-smiting properties, and passed it on to a dwarvish warrior named Torria Stonefell who sought to cleanse the Nine Hells. Torria died somewhere in that plane, and legend says that her armor is kept somewhere by the Archdevil that fell her. Arjhale Armor Armor (medium or heavy, but not hide), very rare It would be foolish for most to waste materials to make such a suit of arjale armor as a creature that directly touches it takes 1 cold damage, and a creature that wears it is treated as if it is not proficient in the armor and takes 7 (2d6) cold damage at the beginning of its turns. If worn by a creature who is immune to cold, it functions as a +2 armor and the armor gains a Strength requirement of 15. Additionally, a creature that starts its turn within 5 feet of the wearer or hits the wearer with a melee attack takes 3 (1d6) cold damage. Arjale Weapon Weapon (any melee weapon), rare, can be attuned Simply touching a weapon made from arjale deals 1 cold damage, and melee attacks with arjale weaons deal and extra 10 (3d6) cold damage on a hit. Additionally, if you are attuned to the weapon, it becomes magical for the purpose of overcoming resistances and immunities, and after landing a successful melee attack you can force the target to make a DC 15 Constitution saving throw, or for 1 minute the target's speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature immune to cold damage is unaffected. This property can't be used again until the next dawn. Arjale Ring Ring, rare (requires attunement) While wearing this ring, you are resistant to cold damage and are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.