Equipment, like all things on Materia, are purchased with Ritual Components as currency. For more information please see the Currency page.

In a world where survival always hangs in the balance, gear can be crucial. The survivalists of Materia are adept at creating their own simple weapons and armor from the materials around them, and skilled smiths can forge mighty weapons and armor from bone, wood, or stone. Occasionally one may even find a metal weapon in the hands of skilled warrior, or in the sky caravans of the merchants of Kesh. And rumors tell that the Dwarves have forge lore that can create these wonders right here on Materia.




Game Rules

Although the weapons and armor of Materia are not made of metal, their attributes are the same as those in the Player’s Handbook and other sources. For example, a longsword from Materia has a +3 proficiency bonus, deals 1d8 damage, and has the versatile property. The blade, however, is formed from something other than steel, The longsword might he made of sharpened, lacquered bone shards carefully fitted into shape, or it might be a wooden blade edged with obsidian.

One of the classic events of the ancient battlefield is the advent of metal weapons. Bronze beats wood, iron beats bronze, steal beats iron. In a savage world like Materia metal weapons are rare, so when one encounters one the difference should show on the battlefield. In game terms this is represented by weapon breakage.

Weapon Breakage

While nonmetal weapons have the same attributes as their legendary metal counterparts, they are inferior in one way: in the heat of battle they can break. A broken item is at best an improvised weapon. Dam¬aged magic weapons lose their enhancement, properties, and powers until repaired. There are two options we can implement for weapon breakage, and I offer both to see which ones seem most entertaining for us as players.
Fumbling Breakage: When you roll a natural 1 on an attack roll using a nonmetal weapon, the item breaks.
Reckless Breakage: When you roll a natural 1 on an attack roll, your weapon has a chance to break. You can accept the result, automatically missing the attack as usual, but keeping your weapon intact. Alternatively, you can reroll. Regardless of the reroll result, a nonmetal weapon breaks once the attack is complete, This rule gives you a say in whether a weapon breaks. You can play it safe and accept the errant attack, or you can attempt to avoid a miss by risking your weapon.


On Materia, an armorer might spend an entire career without accumulating a sufficient quantity of metal to create a suit of armor. Even if a windfall of metal were to be found, the armorer may have no idea how to forge it. Better to use available materials such as bone, chitin, bark, and wood when assembling protective gear.

Cloth Armor: The feathers of avian creatures, such as the carrion-eating kestrekel and the vulturelike aarakocra are woven into cloth armor to give it masterwork quality. More advanced cloth armor is spun from crystal spider silk, giant hair, or silk wyrm thread.

Leather Armor: The leather armors are made from a variety of creatures. The tougher and more dangerous creatures provide skins for masterwork armor. Domesticated animals such as the inix, the hauling, and the Ihakar produce fine leathers. An armorer set on making more fantastic protective gear, such as that from the skin of a cloud ray, a drake, or a floating mantle, is hard pressed to assemble the necessary materials.

Hide Armor: Hide armors also are formed from the skins of various creatures. Less dangerous beasts such the tenbo and the kank provide material for lower-level masterwork armors. The most advanced armors come from the hides of the roc and the nightmare beast.

Chain mail Armor: Crafting chainmail without metal is challenging, Still armorers have managed. The adorn stiff leather jacks with small disks or squares of horn, bone, or wood. The kank and the cilops have hard body parts ideal for the creation of mastertwork mail coats.

Scale Armor: Heavier masterwork armor is made front horn, scales, and carapaces, such as those found on meckillots or shed by thrilreen. Advanced masterwork scale armor is created from the tough, thick hides of terrifying rampagers. The greatest armor of this type is formed from scales shed by the thunder lizard as it rampages through a region.

Plate Armor: Plate armor is made from giant insect or crustacean chitin, or from the shells of creatures such as chathrangs or tortoises. Braxats and gaj provide the durable shells used to make midlevel masterwork plate armor. The rarest plate armor is derived from great drakes and braxat lords.

Shields: like armor, shields rely on wood, chitin, shell, and similar materials for their construction.


The weapons of metal-poor Materia feature bone, crystal, obsidian, and wood. These materials change little about the weapon’s usefulness.

Simple Melee Weapons

One Handed

Weapon Prof Damage Range Price Weight Group Properties
Talid +2 1d6 5 arcs 1 lb Unarmed Off hand
Widow’s knife +3 1d4 5/10 1 arc 1 lb. Light blade Off hand, light thrown
Wrist razors +3 1d4 1 arc 1 lb. Light blade Off hand

Military Melee Weapons


Weapon Prof Damage Range Price Weight Group Properties
Alhulak +3 1d8 20 arcs 5 lb. flail Versatile
Carrikal +2 1d8 15 arcs 6 lb Axe Brutal 2


Weapon Prof Damage Range Price Weight Group Properties
Trikal +2 1d10 25 arcs 121b. Axe, polearm Reach

Superior Melee Weapons

One Handed

Weapon Prof Damage Range Price Weight Group Properties
Gauntlet axe +2 1d8 25 arcs 3 lb. Axe Defensive, off-hand
Net +2 1d6 2/5 20 arcs 6 lb. Flail Heavy thrown, off-hand
Puchik +3 1d6 3 arcs 1 lb. Light blade Off-hand, high crit
Singing stick +3 1d6 40 arcs 2 lb. Mace Defensive, off-hand
Tortoise blade -2 1d6 lO arcs 7 1b. Light blade Offhand
Whip +3 1d4 1 arc 2 lb. Flail Offhand, reach


Weapon Prof Damage Range Price Weight Group Properties
Cahulaksi +2 1d8 3/6 25 arcs 9 lb. Flail Heavy thrown, reach
(Offhand end) +2 1d8 Flail Offhand
Dragon paw’ +2 1d8 40 arcs 10 lb. Heavy Blade Defensive, stout
(Offhand end) +2 1d6 Light Blade Off-hand
Gouge +2 2d6 30 arcs 12 lb. Axe, spear Brutal 1
Gythka +2 1d8 5/10 25 arcs 9 lb. Spear Defensive, heavy thrown
(Offhand end) +2 1d8 Spear Offhand
Lotulis +2 1d10 40 arcs 9 lb Heavy blade Defensive, stout
(Off-hand end) +2 1d8 Heavy blade Offhand

Alhulak: This weapon is an unusual flail, A short length of rope separates a four.bladedthafied piing hook from the handle.

Cabolaks: This double weapon features two four-bladed, hafted heads separated by length of rope. The secondary end is light enough to be used as an offhand weapon. When one end of this weapon is held by the haft, the rope is long enough to grant the other end reach. The entire weapon can be thrown.

Carrikal: This axe has two forward facing blades carved from the front of a large Jawbone, commonly that of mekillot.

Chathella: This throwing wedge, often shaped from crystal or obsidian, is a thri-kreen invention. It returns to a proficient wielder’s hand after the ranged attack is resolved.

Dejada: A long, scooped basket fitted to a glove. Like bracer, the dejada is used to hurl projectiles. Ammunition can be a fist-sized stone, but the weapon is also used to extend the range of explosive alchemi¬cal mixtures.

Dragon Paw: Short blades attach lo either end of this staff. In the center of this double weapon Is a guard with a protruding blade perpendicular to the staff. The light, middle blade (which serves as the off hand end) can be used for quick jabs, ideal for a warrior with a roguish bent.

Gauntlet Axe: This heavy bracer holds two light crescent blades, turning the forearm into an axe while keeping the hand free. The weapon can also sent as a light shield. A gauntlet axe can he enchanted as either all arms slot item or as a magic weapon. When enchanted as a magic weapon, it does not occupy a character’s arms slot.

Gouge: This spadelike weapon has a long haft with a handle on the end. The head is a wide, double-edged blade with a stabbing point at the top. Some gouges are fitted with a strap or harness, making the weapon easier to carry.

Gythka: Each end of this thri-kreen staff has a small, crescent-shaped blade with a centered stabbing tine. The secondary end of this double weapon is light enough to be used as an oft hand weapon. A gythka can he thrown like a javelin.

Lotulis: This short staffed double weapon sports outward pointing barbed crescent blades on each end.

Net: A net is a web of rope or cord fitted with heavy weights.

Puchik: The grip of this weapon is perpendicular to its wide blade. A puchik is treated as a katar.

Singing Stick: The ends of this 2 ½ foot-long, narrow rod are carved to be slightly wider than the middle. It whistles as it spins in the hands of a proficient user, and they are often used in pair.

Talid: Made from leather, chitin, and bone, this spiked "gladiator’s gauntlet” augments unarmed attacks. A talid can be enchanted as either a hands slot item or as a magic weapon. When enchanted as a magic weapon, it does not occupy character’s hands slot.

Tortoise Blade: This bony or chitinous plate is affixed with a short blade that points forward from the wielder’s hand, An enchanted tortoise blade can he used as a magic shield or a magic weapon, but not both. When enchanted as a magic weapon, it does not occupy a character’s arms slot. A tortoise blade and a spiked shield are considered to be the same weapon.

Trikat: This polearm projects three blades sym¬metrically lengthwise from its haft. A trikal is equivalent to a halberd.

Whip: Although a whip is impractical as a weapon in must circumstances, some opponents are prone to underestimating the wielder of a whip, which can lead them in attack rashly or make other mistakes.

Widow’s Knife: Although this weapon originated as a harvesting tool, it has become a favorite of those who make a living harvesting ritual components. The blade is a flat semicircle. The grip can be modified to hold poison. A widow’s knife and a dagger are similar weapons.

Wrist Razors: This weapon consists of three sharp blades that protrude from a sturdy bracer, freeing the wielder’s hand. A shield cannot lie worn on the same hand as wrist razors. Wrist razors do not need to be drawn, nor do they need to be sheathed for the wielder to use the hand the razors are on. An enchanted wrist razor occupies the arms slot.


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