This article provides guidelines for armour and weapons of alternative materials sometimes used in place of steel.
In some campaign settings, steel is precious and rarely used, either due to scarcity of iron ore or due to a culture’s lack of metalworking knowledge.
Unaffected items: The following items do not have significant steel components or can be constructed of weaker materials without penalty: leather armour, shields, bows and arrows, clubs, crossbows and bolts, slings and stones, staves.
Armour: –1 AC penalty.
Weapons: –1 penalty to damage rolls (minimum 1 damage on a successful attack). On a natural 1 attack roll, the weapon breaks. See Broken Weapons.
Armour: –1 AC penalty.
Weapons: On a natural 1 attack roll, the weapon bends. See Bent Weapons.
Armour: Stone is not suitable for constructing armour.
Weapons: On a natural 1 attack roll, the weapon breaks. See Broken Weapons.
The cost of weapons and armour made of different materials depends on the most common or dominant material in the setting. For example, in a Bronze Age setting, bronze weapons have the standard cost, steel weapons are more expensive (likely imported from another culture), and bone or stone weapons are cheaper.
| Cost of Weapons and Armour by Material | ||||
|---|---|---|---|---|
| Dominant Material | Cost Multiplier | |||
| Bone | Stone | Bronze | Steel | |
| Bone | - | x2 | x10 | x20 |
| Stone | 1/2 | - | x5 | x10 |
| Bronze | 1/2 | 1/2 | - | x5 |
| Steel | 1/2 | 1/2 | 3/4 | - |
Items of these special metals are rare, expensive, and usually made to order (this takes time). Allowing the purchase of such items in a campaign can be a good money sink to relieve PCs of excess cash.
Unaffected items: The following items do not have significant steel components and cannot be constructed of enhanced
materials: leather armour, bows, clubs, crossbows, slings and stones, staves.
Adamantine is a rare and incredibly hard metal of jet black hue that is mined deep underground. Underworld cultures such as duergars and svirfneblins trade adamantine with surface-dwellers.
Cost: 100 times the item’s normal price.
Armour: +1 AC bonus.
Weapons: +1 bonus to attack rolls (not magical and cannot harm monsters that are immune to mundane damage).
Mined by dwarves in the deeps of their mountain fortresses, mithral is a silvery metal of great beauty, beloved by elves. Its strength is similar to that of steel, but it is much lighter.
Cost: 50 times the item’s normal price.
Armour: Half normal weight and treated as light armour for encumbrance.
Weapons: Half normal weight.
Cost: 10 times the item’s normal price.
Armour: Silver is not suitable for constructing armour.
Weapons: Silver weapons harm certain monsters that are immune to mundane damage (e.g. lycanthropes, wights).
| Weapons Cost (gp) by Material | |||
|---|---|---|---|
| Weapon | Ad. | Mith. | Silver |
| Arrow | 50 | 25 | 5 |
| Battle | axe 700 | 350 | 70 |
| Crossbow bolt | 66 | 33 | 6 6/10 |
| Dagger | 300 | 150 | 30 |
| Hand axe | 400 | 200 | 40 |
| Javelin | 100 | 50 | 10 |
| Lance | 500 | 250 | 50 |
| Mace | 500 | 250 | 50 |
| Pole arm | 700 | 350 | 70 |
| Short sword | 700 | 350 | 70 |
| Spear | 300 | 150 | 30 |
| Sword | 1,000 | 500 | 100 |
| Two-handed sword | 1,500 | 750 | 150 |
| War hammer | 500 | 250 | 50 |
| Armour Cost (gp) by Material | ||
|---|---|---|
| Armour | Adam | Mithral |
| Chain mail | 4,000 | 2,000 |
| Plate mail | 6,000 | 3,000 |
| Shield | 1,000 | 500 |