There are many special materials that can create unique items.

Cosmetic materials (leathers and woods)

+10% price (for extra care in making). Purely cosmetic things (like hilt wrappings) are free.

Non-magical special materials (metals, leathers and woods)

  • Mithril (Uncommon)

    • Cost: +50% over base

    • Weight adjustment: -50%

    • Applies to metal armors and weapons made primarily of metal.

    • Weapons count as silvered and gain the finesse property unless they have the heavy or two-handed property. Weapons that have the heavy property lose that property.

    • Armor no longer gives disadvantage on stealth, maximum dexterity bonus increases by 1 (to +1 for heavy armor).

  • Ironwood (Uncommon)

    • Cost: +50% over base

    • Weight adjustment: + 30%

    • Applies to clubs, quarterstaffs, great-clubs and breastplates and shields

    • Weapons go up one dice size, lose the “light” property

    • Shields gain +1 to AC

    • Breastplates of ironwood are not metal (for druids) and increase the maximum dexterity bonus to +3.
  • Wyrm-scale (Very Rare)

    • Cost: +100% over base

    • Weight adjustment: -25%

    • Applies to scale and splint armor and shields

    • Armor does not count as metal for druids, does not cause disadvantage on stealth, gives +1 AC

  • Elvenwood (Common)

    • Cost: +25% over base

    • Weight adjustment: 0%

    • Applies to bows, crossbows, spears, and javelins

    • Doubles the short range of the weapon when used as a ranged or thrown weapon.

  • Attuned hide (varies)

    • Cost: +100% over base

    • Weight adjustment: 0%

    • Applies to leather (including studded) and hide armor

    • Effect varies

      • (Rare) Fire/cold: Wearer is comfortable in all temperatures. Can be used once to gain resistance to fire or cold damage for one minute.

      • (Rare) Lightning: The wearer's speed cannot be reduced below half. Can be used once to double movement speed for one minute.

      • (Uncommon) Earth: The wearer has advantage on saving throws or ability checks made to resist forced movement. Can be used once to cast meld into stone.

      • (Very Rare) Celestial: This armor glows, casting dim light for 10 feet around the wearer. The wearer can toggle this on or off at will on their turn. Can be used once to cast daylight. 

      • (Very Rare) Shadow: The wearer counts as lightly obscured (as if in dim light) against any attacks or detection attempts originating from more than 15 feet away. Can be used (once) to cast darkness

  • Krasnite (Rare)

    • Cost: +150% over base, requires a skilled crafter

    • Weight adjustment: 0%

    • Applies to metal armor, shields, weapons, and arcane foci

    • Effect:

      • All: Hard and strong, this metal has an orange-red appearance and feels warm to the touch. It is immune to corrosion damage (such as from a rust monster or ooze).

      • Weapons: Half the damage dealt by these weapons is fire damage.

      • Foci: Attacks that deal fire or radiant damage deal an additional 1d4 damage when a focus of this material is used.
      • Armor: Grants resistance to acid. Does not protect against lava.