Rare and Unique Materials (d94)

A collaborative effort by the r/d100 community. The original post can be found here.

d94 Result

1

Rose Steel: A pinkish metal that has the chance of causing psychic damage and disarming your enemy.

2

Fey Glass: Beautiful glass blown by fairies that has a sheen of the colors of the rainbow. Requires proficiency not to shatter while using.

3

Wickstone: Ashy steel that emits non flammable sparks whenever it strikes something.

4

Throb: A reddish, jagged material that can wound but cannot cause death. Will only cause pain, not puncture skin at 1 HP.

5

Angel’s Horn: A blindingly white material that slowly darkens with each life that’s ended with it.

6

Battlebane: A material that, upon being struck one time, causes the weapon that struck it to vibrate intensely. If it is struck two times consecutively by a single weapon, that weapon shatters.

7

Devil Flesh: Red, rune covered material that catches fire upon downing an enemy, causing extra fire damage.

8

Mourn: A reflective steel that glows brilliantly blue when there are undead within 30 ft. of it.

9

Obrir: If you whisper your darkest secret to this weapon, it will land crits on attack rolls 15-20. The DM decides if the secret is satisfactory. If anyone discovers your secret, the weapon shatters.

10

Hellstone: Very durable stone found in the Nine Hells. Works well for weapons.

11

Heartwood: sap-hardened wood from the core of an ancient tree. Even an extremely large tree may yield only a few sections of knot-free heartwood, but such timber is prized for its beauty, resilience, and near-immunity to pests and rot.

12

Ironwood: common name for several species of slow-growing trees found in dry climates. Their wood is so dense that it will not float, and as the name would imply, it has strength comparable to the softer metals. Ideal for non-metal armor, weighted hilts, and blunt weapons. The complex grain also makes this wood highly valued for art objects.

13

Starsteel: a durable light steel metal smelted from the frequent meteorites that fall from the sky. It sings in beautiful undulating tones when struck.

14

Fel iron: iron forged and quenched in the blood of a living creature in a foul ritual. Channels the energy of the abyss to reinforce its strength, but also channels its smell and a faint sound of swarming bees.

15

Copperwood: the iron-hard bark of the rare copperwood tree, can be molded and shaped with a hammer only for a few days after being cut from the tree, after which it hardens like iron. counts as wooden armor.

16

Cordonite: A quartz-like material made of crystallized leyline energy. It is extremely efficient at channeling and containing energy both mundane and magical, making it quite useful in the creation of magical items, as a focus component for the casting of spells, and for the creation of energy-based defenses ranging from shields and breastplates to entire buildings.

17

Vis of the Martyr: A powdered crystal that is found at the base of the skull in humanoids under immense torture and pain. Devils and their cultists have been known to pay top dollar for just a few ounces.

18

Ukvarda Cactus: Consumption leads to hallucinations, a distorted vision of the past/future, and vomiting...and an ethereal familiar.

19

Roik'Cadrol: A liquid supplement that upon ingestion causes black veins & hair cover the subject, doubles mass, a raging blood lust and an unquenchable thirst for human flesh may also occur. Talk to your doctor and see if Roik'Cadrol is right for you. The secret is it's extracted from the cerebral fluid of were-creatures.

20

Bloodsoul Opals: Glowing red stones that sparkle with an almost hypnotizing brilliance...like something is trapped inside.

21

Mneumoti Crystals: Holding it near your head places a copy of your consciousness into it. Excellent if you have a construct or extra body laying around.

22

Midas Elixer: Highly prized as the apex perfection of the alchemical arts. One drop converts one square foot of an object into solid gold, however throwing the entire vial creates a half mile radius of gilded death, frozen in time for all eternity.

23

Giantsbane: Every part of this plant is deadly to giants and their kin. Only one patch found far to the East is fabled to still exist.

24

Ground Rhino Horn: It does nothing. And you're an idiot for thinking it does. Stop killing rhinos.

25

Dryad Bulb: A recessive reproductive trait that allows people to grow a dryad. Druids have been known to pay large sums of gold when they come up for sale.

26

Stones of Cirith Golgot: A rare white stone block from the fabled cursed city. It reacts violently to dragon fire by growing spines and glows purple in moonlight. Much coveted by blacksmiths the demonic pact that merged into the stone walls of the city make forge enchanting a breeze, but at a price.

27

Bolt of Ethereal Wool: Shorn extra dimensional floating sheep are the source for this rare textile. Rouges are particularly fond of its ability to blend into low light and the billowy theatrical effect when made into capes.

28

Unkor Crystals: Found near unique Underdark caverns these red and blue crystals glow dimly but don't hurt the sensitive eyes of the lower denizens. The mixed race families that sprung from this discovery create ornate heirlooms to house them and are considered priceless.

29

Floatstone: Highly conductive material that absorbs electricity/energy and stores it in order to levitate. Floatstone armor grants resistance to lightning damage, and when charged can be activated to temporarily negate falling damage.

30

Stormsteel: Mixture of floatstone and iron, can store energy and then discharge it on contact with more conductive materials.

31

Deepfell Glass: A turquoise see-through glass that is identical to steel in terms of strength and hardness. However, while under water, this material becomes invisible. This glass is not considered magical, for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

32

Mage-Bane Crab Shields: Mage Bane crabs are large fiddler style crabs; their bodies are almost 2 feet wide by 1 foot deep. After the crab meat is devoured, the islanders will fashion the shells into either small shields, or fasten them to larger shields. After proper enchantment, mage-bane crab shields can repel or deflect low level spells cast at the wielder of the shield. Until the shell breaks (they break after they are hit with sufficient bludgeoning damage).

33

Black diamonds: They are the same as regular diamonds, but more rare, and are much harder to break. Usually found in large chunks at a time, very deep in the underdark.

34

Fire Agate: A small red stone, naturally polished by nature, gleaming with magical fire essence. Found in very small quantities near lava inside of a volcano. In extremely rare instances can be found outside of a volcano.

35

Titalium: (not titanium) A fusion between gallium and hardened steel and beryllium. Can be forged by a master dwarf blacksmith, if all necessary ingredients are brought. Works like regular iron or steel, but is extremely durable to the point of invincible. The material melts under high heat. The material also gives off a tiny bit of radiation (because beryllium is radioactive).

36

SunStone: Basically a red rock with what looks like gold flakes inside of it. It has no known uses, but is rumored to possess weak healing properties under "certain" conditions (Up to the DM to decide). Completely worthless to merchants.

37

Sight Crystals: rare spell component for powerful divination magic

38

Phoenix Iron: Provides +3 to damage for any weapon or +3 to AC for any armor made from it. It begins to rust after 1d4 days. Once it starts rusting, it takes 1d10 days to disintegrate entirely and gets -1 every day until those days are up. The next dawn, it is back to its pristine state.

39

Earth Pearls: Pearls that are made by clams that are half earth elemental. They appear as geodes without the rocky exterior.

40

Dragon Pearl: Earth Pearls made by clams that are half dragon and half earth elemental.

41

Shadowsteel: A hardened metal material only found in the Shadowfell, gazing upon it causes the swirling blacks to writhe. Crafting it into a weapon changes the damage type to necrotic and into armor it gives resistance to necrotic.

42

Dimensional Rift: The striking end of the weapon is a dimensional rift, held in place by magic. It seemingly cuts through anything. Anything in the area of the cut is actually teleported to another dimension.

43

Magma: The striking end of the weapon is super heated magma, held in place by magic.

44

Green Slime: Everything but the hilt or haft of the weapon is made of green slime. Hitting any organic target with the weapon starts turning it into green slime.

45

Ironwood Resin: A viscous brown tree sap that hardens when exposed to intense heat. Treated sap is comparable to low grade steel.

46

Marrow Scrub: A bar of compressed marrow shavings from the bones of an old giant. Rubbing on small wounds seals them and reduces scarring.

47

Puppet Silk: Braided webbing collected from corpse worms. It's called puppet silk because corpse worms move their host body via shooting out web and retracting it, like a puppet.

48

Ouroborite: a jet-black crystal substance that absorbs the souls of those it kills. It starts as a mundane weapon, but gains +1 for every enemy killed, up to +3. This bonus disappears after 12 hours as the soul is dissolved.

49

Duerthread: a thin thread that phases directly through all stone, but otherwise interacts normally. Has been used by dwarfs to create huge nets that can detect gems with less digging.

50

Seaglass: Transparent blue-green glass with about the same strength as steel, but sharpens much better.

51

Desert Iron: Iron mined from sandstone in deserts. Shines a brilliant amber color. Those wearing armor made from this feel the heat a little less(resistance to extreme heat). Weapons aren't special, but are quite beautiful. (credit to http://basalt-dnd.tumblr.com)

52

Steelwax: Magical candle wax that gives the strength of steel when melted over something and allowed to cool. Quite vulnerable to fire, but smells like whatever you boil into it while making it. The wax itself flakes off after a while, leaving whatever it coated the same as before. (adds +1 ac or damage until your next rest)

53

Vorpal Silk: Used by the sadistic, the skilled, and the stupid, this cloth is soft as, well, silk and yet razor sharp on its edges. Used to make war ribbons, battle standards, and flags. Often hurts its user as much as the victim unless they practice.

54

Sorcerer powder: a powder used to create extremely strong magical circles, made from ground bones of spellcasters.

55

Dark leather: best material to use for high tier scrolls or magical books, it is made from flayed spellcasters skin.

56

Ebenhardts tear: a liquid that is known to amplify magical power for spellcasters. + 2 to your spellcasting attribute for 10 hours. Legend has, that it is the tear of a beholder)

57

Ember of the underdark: a magnetic stone that gathers wandering souls to be used for a spell. The more souls it devours, the stronger it gets. (Is an arcane focus, adds 1 level 1 spell slot. when enough souls have been absorbed, it is recharged and it can grow stronger with its owner, at GMs discretion)

58

Stone tortoise shells: Can be used to make scale armor for druids, or any number of other small, hard objects. Usually the tortoises have been made into soup.

59

Celestial Crystal : A material so hard it cannot be broken or shaped except by the divine beings who create it. It even remains solid on the ethereal plane (useful for blocking off certain areas).

60

Dust Gems: Shards of an ancient crystal dragon, vanquished by fable hero's. The shards are placed in arcane focuses and holy symbols to pull the magical powers from the being allowing them to cast. (in a low magic world) In a normal world they allow you to cast spells once a day free of a spell slot, or to cast one spell slot up.

61

Beholder lens: a lens from the eye of a beholder. Peering through it reveals any magically invisible object. Shining a light through it, like a lantern, produces a 30ft Ray of acid, cold, fire, lightning, poison, or thunder. Roll a 1d6 to randomly determine the effect. Can also be chipped or ground into powders for random magical effects or infusions.

62

Skystone: created by Cloud Giants, this stone is as strong as marble but is 1/10 the weight of normal stone. Skystone always has the feather fall effect applied to it.

63

Moon cheese: a soft, malleable clay from the moon (Selune). Glows brightly up to 15ft, and dim light for the next 15 ft. Can be magically infused into objects to create "moon touched" effects. Has no real nutritional value.

64

Mithral ore and ingots: valued by dwarves, requires magma/lava/Moradin's magic to smelt and forge. Commonly forged into various armors, coins, and trinkets for light weight effects. See DMG 182 for mithral armor.

65

Adamantine ore and ingots: valued by dwarves, requires magical/dragon fire to smelt and forge. Commonly forged into various armors and weapons for damage reducing effects. See DMG 150 for adamantine armor.

66

Deep Pearl: a pearl often found attached to the hides of Kraken, their true origin is unknown. This orb swirls of green and purple. Can be chipped for flakes or ground into powders; however doing so inflicts 1 level of madness on the craft maker. Weapons and trinkets made of deep Pearl inflict a chance of Madness 1. Targets must make an Intelligence save of 12.

67

Dracoweald: A light stone that shimmers gold when in the hands of those with draconic blood. Weapons and ammo held by those who meet the previously mentioned condition gain +1 to hit on non-draconic targets and armor has +1 AC against non-draconic targets.

68

Aerite: Steel infused with air magic that is lighter than usual but still durable. Armor made from this material acts as one armor weight category lower (Heavy becomes Medium armor).

69

Spongewood: Is about as durable as wood, but it has the unique property of absorbing alchemical creations and applying its effect to targets struck with it. For example, Alchemist's Fire will cause the Spongewood weapon to ignite the target. Once this occurs, the effect is consumed and functions as a normal wooden weapon until another alchemical creation is applied.

70

Illuminite: This metal shines with a bright light after the slightest outside disturbance. Touching the metal is guaranteed to light it up, while even speaking loudly can cause it to resonate enough to activate. Illuninite is always found in extensive veins or in clusters of small growths on the sides of caves. This has lead to the metal frequently being referred to as Starstone by those that mine it, as its light that appears makes cavern ceilings look like the night sky. The light itself falls on a spectrum of white to yellow, with a deeper color representing a higher purity. The light shines with bright light in a 10-foot radius of the metal, and shines with dim light for another 10 feet beyond that, lasting for roughly 10 minutes upon initial activation.

71

Everice: A crystalline substance that mimics ice in shape and feel. It has the tendency to stay cool to the touch year round as long it is out if natural light for extended periods of time.

72

Copperbirch: an extremely malleable wood that is cut into strings that can be woven into fine material. Also has the added feature of being highly conductive.

73

Necronium - A greenish black material which used to be made by ancient alchemists. Causes a rapid necrotic infection when it gets into the bloodstream. It is often used in traps and arrowheads.

74

Ghoststeel - Mythical slightly bluish colored metal. It has the advantage of stopping attacks from incorporeal creatures. But when exposed to sunlight, it quickly corrodes and becomes unusable.

75

Luminous Resin - Produced by certain trees when their roots absorb Fey blood. When it dries, it hardens like iron and, upon receiving a strong blow, emits a light that blinds all nearby creatures.

76

Azurite: Light blue mineral, exceptionally rare. When magic passes through it, it is charged and begins to glow a dim blue very similarly to phosphorescence. Only the wealthiest 8 or 10 living people could afford enough of this to light a room with it. Most of the world's supply is sourced from old ruins and tombs. It's newsworthy if any amount is mined.

77

Luminite: Common yellow-goldenrod mineral. When magic passes through it, it is charged and begins to glow a warm yellow very similarly to phosphorescence. Abundant and cheap, it's used in streetlights and in homes for light. Lamplighters magically recharge them daily. Popular with magic casters as superstition says it increases casting power (it doesn't). Common knowledge that Luminite is mined from the ground is false. It's actually a magically synthesized method of spying and intel gathering. That it glows was a happy accident for its now-wealthy inventor(s).

78

Bone Wood: This gray and hard wood is sometime used from orcs to make clubs. To craft it you need to boil oak wood in oil with bones and flesh for 1 week. When a weapon is made of this material it grants you the Half-Orc trait Savage Attack:

When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

79

Meld: Exactly how this material was made is a lost art, but when blades of it are broken they will knit and heal. The pieces seem to yearn for their mate.

80

Dragon glass: made from leftover and shed dragon scales, splintered and mixed with chull slime. When dried it hardens to make extremely light and hard armor. Depending on the scales used it also gives resistance to energy types

81

“Jumpin’ Jack” Oak: Under normal circumstances, this wood behaves like any other, with no abnormal properties. When this wood is heated however, it becomes incredibly springy and malleable, becoming nearly unbreakable from sheer force. Shields made from this heated wood seem to almost bounce off when striking.

82

Everoak: the older this tree grows the harder it's wood gets, equalling the strength of iron at 10 years, steel at 20, diamond at 50 etc. The older the tree is the better armor it makes, but the harder it is to work the with.Grows only where magic oak trees from the faewild self seed into the material plane. Makes great "Plate" armor for druids :)

83

Reality shards: this material is created when portals between planes are closed improperly allowing the matter from both to react and change. Despite the name this comes in many forms, from common to rare: an inert dust, a form similar to silken threads, a few drops of iridescent liquid or what appear to be unshaped opals. All forms when worked into an item can ease the barriers between worlds - a cloak from the threads constantly shows other planes as the wearer wants, opal tipped arrows can banish enemies to far realms or places and the liquid can aid in travel or escape when drunk.

84

Dordronite: a gnomish metal whose composition is a closely guarded secret. Highly resistant to lightning damage and requires proficiency to smith without shattering. Weapons and armour made of dordronite can absorb up to 4d6 lightning damage and be unleashed in a 20ft long 5ft wide beam at will.

85

Faebane: a volcanic glass material from a far off land (create some history about them being at war with the fae/elves). Makes the wielder resistant to being charmed and causes an extra d6 damage to elves and half elves

86

Xilvaris: wood taken from the world tree through a ritual done once a century. Weapons made from this will allow the wielder to cast druidcraft at will and grant advantage on animal handling checks.

87

Echosteel: a metal that will remember a certain sound and will "echo" that sound when struck.

88

Road Stars: once common wild flowers now nearly extinct. It is said it would bloom in the presence of magic. Otherwise is will remain a bud for its entire life.

89

Peak: a liquid that gathers only on the highest point of the tallest mountain. It is colorless, odorless, weightless, and is makes no sound. The only way to know it exist to touch it. It feels like ice cold water.

90

Flex steel: advanced technology that is incredibly durable. Unbreakable, and is 1/3 the weight of normal iron

91

Black Ivory. After an Angel Horn item has taken enough life it turns into an indestructible but magically inert substance. It loses any enchantments that it previously held but can never break.

92

Bloodstone: Petrified blood of a giant, is used for making jewelry with healing properties.

93

Hellstone: Very durable stone from the Nine Hells. Works for weapons very well.

94

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Animal-based (blood, meat, tendon, fat, organs, pelt, hair, bone, horn, ...)
Stone (common, glass, semi-precious, precious)
Metal
Powder-based (including ceramics)
Hydrocarbons (oil, coal, tar)
Synthetic (technology or magic)
Fabric (made of one of the others, but deserves a special mention)
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